TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  KET7-06 
   
   
   
   
   
  Balance of Peace 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™ 
  Adventure 
   
   
   
  by Penn Davies & Alan Brown 
  Circle Reviewer: Tim Sech  
  Playtesters: Jeffrey Everet, Dave “DaK” Kristensen, Mike Pickett, Adrian Bolstridge, Craig Copeland, Marjorie 
  Copeland, Bill Gould, Jason Hrabi, Sean Hunt, Andrew Jaremkow, Gregg Peevers, Mark Stevens. 
   
   
  Life wanes and death waxes. How soon until the tipping point is reached? A one-round regional adventure set in Ket for 
  characters level 1-14 (APLs 2-12), particularly suitable for those who avoid the frontal assault method of investigation, as 
  well as members of the Archons, Dwarven Clans, and Shadows of Xan Yae. Part Three of the “Seeking Balance” series. 
  This adventure contains spoilers for previous adventures in this series, therefore players are strongly advised that for 
  maximum enjoyment, KET7-01 Balance of Secrets and KET 7-03 Balance of Harmony should be played first. 
   
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins], Dungeon 
  Masters Guide II [Jesse Decker], Dungeonscape [Jason Bulmahn, Rich Burlew], Fiend Folio [James Wyatt], Players 
  Handbook II [David Noonan], Monster Manual IV [Gwendolyn F.M. Kestrel], Monster Manual V [Wizards Team].
  
  KET7-06 Balance of Peace 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on non-player 
  characters (NPCrs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCrs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the adventurers participating in the adventure. To 
  calculate the Average Party Level (APL), follow the 
  process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six adventurers, add one 
  to that average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
  
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
  These APL calculation rules are taken from Living 
  Greyhawk Campaign Standards 7.5. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure set in 
  Ket.  
   
  As of September 1, 2007, there is no Time Unit cost to 
  play the adventure portion of this adventure; 
  however, standard Time Unit costs still apply to 
  crafting, magic item creation, performing or other 
  non-adventure related activities or penalties. The cost 
  for Standard Upkeep is 12 gp for PCs whose home 
  region is Ket, or 24 gp for out-of-region characters. 
  Both Rich Upkeep and Luxury Upkeep cost 75 gp 
  regardless of home region.  
   
   
   
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches and 
  healer’s kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 blunt arrows or bolts if the character has 
  at least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about lifestyle and upkeep can be 
  found in the Lifestyle and Upkeep section of Chapter 3 of 
  Living Greyhawk Campaign Standards 7.5 
   
  ADVENTURE BACKGROUND 
  (Note that for the enjoyment of DMs who wish to play 
  Part 4 of this series, certain spoilers have been omitted.) 
   
  THE STORY THUS FAR  
  Back during the Greyhawk Wars, the man on the throne 
  of Ket, Beygraf Zoltan, was actually a pawn of Iuz the 
  Wicked. When Zoltan was assassinated, likely because 
  his association with Iuz was discovered, he was replaced 
  by the current Beygraf, Nadaid. Nadaid’s first task was to 
  tear up all of the treaties with Iuz, throwing awry all of 
  Iuz’s plans for the Greyhawk Wars. Since that time agents 
  of Iuz within Ket have worked to depose Nadaid and 
  replace him with another pawn of Iuz. However, Ket’s 
  prosperity since the Greyhawk Wars has brought stability 
  and peace to the country, strengthening Nadaid’s 
  position on the throne.  
   
  Ten years ago, an agent of Iuz named Morad thought 
  of a way to depose Nadaid by bringing about a wave of 
  unrest. A country riven by strife would welcome a new 
  ruler who could return the country to Lawful order with 
  an iron fist. While doing some research, Morad had come 
  across the description of an artifact called the Lantern of 
  Dharmal. Apparently any magical item placed in the 
  Lantern would affect those in the immediate vicinity. For 
  example, a potion of heroism placed in the Lantern 
  would make those nearby feel courageous. Morad 
  reasoned that if he placed a powerful item of Chaos in the 
  Lantern, it would cause those standing near it to become 
  Chaotic. As more and more people were exposed, this 
  would cause unrest and violence, setting the table for 
  Nadaid’s removal.  
   
  Morad discovered that the Lantern was being kept in 
  a temple of Xan Yae in Polvar. However, when he arrived 
  in Polvar to steal the Lantern, he found that it had been 
  taken to the nearby Yatil Mountains by the monks of the 
  temple to be hidden away. Following the monks, Morad 
  managed to murder them, but not before the Lantern had 
  been locked away in the deepest part of the complex, 
  guarded by traps and demons. 
   
  Morad decided he could recover the Lantern later, 
  and returned to Lopolla to continue with his long-term 
  plan. He changed his name to Morteza and founded a 
  fake temple of Xan Yae. To make his cover as real as 
  possible, he sought out real monks of Xan Yae and 
  convinced them to join his temple. So credible was he 
  that each monk truly believed that he or she was a 
  member of an authentic temple of Xan Yae. Indeed, the 
  only person at the temple who did not worship Xan Yae 
  was “Morteza”. 
   
  He recruited one of the Grafs (high nobles) of Ket to 
  his cause, holding out the throne of Ket as the prize. 
  With a willing partner in place, he was finally ready to set 
  his plan in motion. Rather than send his monks to face 
  the dangers of the cavern, Morteza had his assistant 
  Najmeh hire a band of adventurers to retrieve the 
  KET7-06 Balance of Peace 
   
  Page 2 
  
  Lantern earlier this year. Those events are told in KET7-
  01 Balance of Secrets.  
   
  Shortly after obtaining the Lantern, Morteza 
  traveled to Furyondy, where he stole a powerful Chaotic 
  magic item called the Fist of Emirikol. Morteza knew 
  that once the Fist was placed in the Lantern, it would 
  broadcast strong waves of Chaos to anyone standing near 
  the Lantern.  
   
  In KET7-03 Balance of Harmony, Morteza sent 
  Najmeh and the other monks out into Ket in the guise of 
  traveling buskers. Although the monks knew of the 
  Lantern’s power, they innocently believed that the Fist 
  was an item of Neutrality called the Stone of Blessing. As 
  they performed, they attracted crowds of people whose 
  alignments then slowly turned Chaotic. The results were 
  catastrophic for several small villages. As the monks 
  traveled on, they were unaware of the trail of bloodshed 
  and violence they were leaving behind them.  
   
  Fortunately a band of adventurers managed to stop 
  the monks before the unrest became widespread, and 
  brought the monks before a Jurat (judge). Although 
  Najmeh and her fellow monks had been not been aware 
  of the effect their actions had caused, they were found 
  guilty of fomenting unrest and were sentenced to death. 
  Najmeh, horrified by the suffering her actions had 
  caused, gladly welcomed her upcoming execution.  
   
  TODAY: MORAD REGROUPS 
  The arrest of the monks was a serious blow to Morad. Not 
  only did his plans require an outbreak of unrest in order 
  to pave the way for a new Beygraf, the discovery of his 
  plot has torn away the veil of secrecy that he had spent a 
  decade weaving. 
   
  However, Morad was well-prepared for any 
  eventuality, having previously set up a “safe house” in a 
  ruined fort near the village of Amarat in case he needed 
  to hide for a while.  
   
  To prevent any more information about his plot or 
  himself from being discovered, Morad killed all the 
  monks while they were being taken to Lopolla for final 
  questioning—all 
  except 
  for 
  Najmeh, 
  whom 
  he 
  kidnapped. Taking Najmeh and retreating to his hideout, 
  he tortured her to find out what she had revealed about 
  him—nothing, as it turns out, since she never got a 
  chance to talk to authorities at the Copper Palace. He 
  mocked her patient prayers to Xan Yae throughout the 
  ordeal, and now plans to kill her very shortly. 
   
  Secure in the belief that no one has an inkling of his 
  plot yet, he is now drawing up new plans to get his pet 
  Graf onto the throne.  
   
  MERCENARY GUARDS 
  Morad has hired mercenaries from Perrenland to guard 
  the fort. Although they are Flan, it will not be obvious to 
  the adventurers on sight whether the guards are Ket 
  Citizens or not. (They are not.) 
   
  Any of the mercenaries will freely talk if either 
  Intimidated or offered 100gp. However, they don’t know 
  much:  
  • 
  A man named Morad hired their mercenary 
  regiment about three years ago but for most of 
  that time, only one guard has been required to 
  stay at the fort in a caretaker role. Then a few 
  weeks ago, orders came for the regiment to fully 
  staff the fort without alerting the people of 
  Amarat to their presence. 
  • 
  They understand Ket laws. If they fight outside 
  the fort, they deal non-lethal damage. However, 
  inside the fort, they deal lethal damage, figuring 
  to hide the bodies inside the fort. 
  • 
  They are assigned to the fort for a month at a 
  time. They enter and leave the fort through the 
  not-so-secret passage and take a boat away from 
  the area. 
  • 
  At APLs 2-6, there are 16 guards in the fort. 
  (This increases to 32 guards at APLs 8-12). 
  • 
  Their task is to watch the approaches to the fort 
  24 hours a day, and to dispose of anyone 
  wandering into the fort. 
  • 
  Morad is an older man, in his late 50s or early 
  60s slim, tall, with graying hair, perhaps Suloise. 
  He apparently somehow enters and leaves the 
  fort through his room. He is at the fort most of 
  the time. They have never been allowed in his 
  room.  
  • 
  An unconscious Baklunish woman was brought 
  into the fortress by Morad several weeks ago. It 
  was clear that he was furious with her. He 
  kicked her unconscious body several times 
  before dragging her into an empty room. The 
  mercenaries’ medic was called into the room 
  and was ordered to treat her injuries. Starting a 
  week later, he was called in to the room at least 
  once a day to treat injuries caused by torture and 
  beatings. This went on for several days. Three 
  days ago, Morad seemed in a much better mood, 
  and the medic was told his services were no 
  longer required. The woman has not been seen 
  since. 
  • 
  Another man, always hooded and cloaked, has 
  been in the fortress several times. He has his 
  own room, but only stays for one or two days at 
  a time. He also apparently enters and leaves the 
  fort via Morad’s room. When he is in the fort, he 
  KET7-06 Balance of Peace 
   
  Page 3 
  
  is generally in long meetings with Morad in the 
  conference room. Morad has been extremely 
  deferential to the man, and has been overhead 
  to say “Your Grace, or “My Lord” to the man.  
  • 
  The guards are totally unaware of the two 
  demons summoned by Morad and if asked 
  about them, express disbelief. 
   
  NAJMEH 
  Sister Najmeh is a middle-aged Baklunish woman, 
  neither plain nor beautiful but good looking in a healthy 
  but unobtrusive way. She wears the loose silk jacket and 
  trousers of a Xan Yae monk, and keeps her hair in the 
  long braid favored by Ketite women. 
   
  She was trained as a monk of Xan Yae at a small 
  temple in Falwur Province and is a devout believer. She 
  was Morteza’s first recruit to his fake temple in Lopolla, 
  and she eventually became his personal assistant, 
  although she was unaware of his plot against Ket until 
  her arrest in KET7-03 Balance of Harmony.  
   
  She played a central role in both KET7-01 Balance of 
  Secrets, and KET7-03 Balance of Harmony, so any 
  adventurer who played either of those adventures will 
  instantly recognize her.  
   
  Currently Najmeh is in very poor physical 
  condition, having been tortured and beaten, and then 
  tied to a chair teetering above a deep pool of water in the 
  basement of Morad’s hideaway. Morad has fitted her with 
  dimensional shackles (Dungeon Masters Guide 255) so 
  that she cannot be magically removed, and applies a mind 
  blank to her each day to ensure her location cannot be 
  scryed or otherwise magically discovered.  
   
  BEYGRAF NADAID 
  The Beygraf is a very intelligent and disciplined man who 
  rose up through the ranks of the army and attained the 
  throne of Ket in part due to his pragmatic ability to 
  balance one faction against another.  
   
  However, he has also survived as one of the longest 
  reigning monarchs in post-war Flanaess in part by 
  keeping his own counsel. Recently, he has had a set of 
  visions about a woman named Najmeh, whom he has 
  never met. He made discreet inquiries about her and has 
  now heard the story of Morteza and the Lantern.  
   
  Although his palace officials and security officers 
  have dismissed the recent short outbreak of unrest in 
  northern Ket as the work of a madman and unimportant 
  compared to current events on the Bissel-Ket border, 
  Nadaid believes that there is something darker and more 
  dangerous at work here. He feels the key is to find the 
  woman whom he has seen in his visions. 
   
   
  Normally he would bring in the army to investigate, 
  but he is unwilling to involve them at this time since 
  they are already overstretched in the south. He doesn’t 
  trust any other faction (the church of Al’Akbar, the 
  Mouqollad Consortium, the nobles of his court, etc.) 
  since they may be part of the plot. So he has decided to 
  hire a band of brave adventurers, reasoning that if they 
  are not loyal in spirit, their loyalty can be bought. 
   
  OLYA SILVERMUG 
  Olya Silvermug is the female halfling owner of Amarat’s 
  only inn, the Rusty Scimitar. She was born in Amarat and 
  inherited the tavern from her parents. On the surface, 
  she is a genial and friendly host, and is well known and 
  well-liked by the townspeople.  
   
  However, there is a hidden side to her—for the past 
  three years, she has been paid by an unknown benefactor 
  (Morad) to keep an eye open for any travelers passing 
  through town who ask a lot of questions about the area, 
  especially the ruined fort, and to immediately pass that 
  information on. 
   
  In addition, if any nosy travelers look like they will 
  explore the area, she is to point them in the direction of a 
  secret tunnel near some temple ruins. She knows this 
  secret passage is likely a deathtrap, but the lure of easy 
  gold has hardened Olya’s heart, turning her Neutral 
  alignment to Evil. 
    
  Olya does not even know the name of her generous 
  employer but as long as she receives her payments for 
  such easy work, she doesn’t really care.  
   
  She meets with one of Morad’s mercenary guards 
  down by the river on a weekly basis to receive her 
  payments. She uses her love of fishing as an excuse for 
  these meetings, and is always careful to bring back two or 
  three fish each time. (See DM Map: Map of Amarat and 
  Area for exact location.) 
   
  If she has other information that can’t wait for her 
  regular weekly meeting, Olya tosses some yellow powder 
  onto the inn’s common room fireplace, which sends a 
  puff of yellow smoke up the chimney. One hour later, 
  she meets a guard from the fort down by the river.   
   
  NOTICE POINTS 
  This is an adventure that rewards the sneaky and silent. A 
  party that manages to creep in undetected and free 
  Najmeh may be able to avoid most combats.  
   
  To quantify how successful the party is at being 
  sneaky, the party will accumulate ‘Notice Points’ for 
  being noisy, for asking too many questions, for bringing 
  attention to themselves, or for taking certain actions 
  (such as engaging in combat).  
   
  See Interlude: Being Noticed for more information. 
   
  KET7-06 Balance of Peace 
   
  Page 4 
  
  WEATHER 
  It is autumn. The adventure starts on the 20
  th day of 
  Harvester (September). The weather remains seasonal 
  and clear for the entire adventure. The twin moons are 
  full on the first and second nights of the adventure. 
   
  ADJUDICATING CREATIVE PLAY  
  IMPORTANT NOTE FOR DM: Some parties will listen 
  to the blurb very carefully, and by keeping to the 
  shadows, quietly asking questions and avoiding drawing 
  attention to themselves, may very well simply sneak into 
  the fort, rescue Najmeh and leave. Likewise, some parties 
  may be able to come up with creative solutions that will 
  completely avoid the problems presented here. In 
  addition, good use of magic by mid- to high-level parties, 
  such as arcane eye, may also avoid some or all problems. 
   
  The DM should not try to discourage this by 
  attempting to force the players to face “proper” 
  challenges. This adventure has been designed to reward 
  the sneaky and the creative types. Creative play should be 
  adjudicated for the maximum enjoyment of the players, 
  and if the party manages to circumvent all obstacles and 
  easily rescue Najmeh, they will earn full xp and gp, and 
  should be complimented. 
   
  ADVENTURE SUMMARY 
  The flow of this adventure is very dependent on the 
  players’ decisions. There are paths that will result in too 
  much combat and possibly Najmeh’s death, and others 
  that involve no combat and a quick rescue.  
   
  Synopsis: A band of adventurers is hired to find and 
  rescue Najmeh, who is being held in a ruined fort near 
  the village of Amarat. In addition to following several red 
  herrings, the adventurers can walk right into the hide-
  out, try a well-known “secret tunnel”, or have an 
  opportunity to creep in through a very small water line. 
  Whichever path they take, they can attempt to find 
  Najmeh and bring her out safely. 
   
  Introduction: 
  Roleplaying 
  encounter. 
  The 
  adventurers introduce themselves to each other and shop 
  in Lopolla. 
   
  1A: Vizier Tareem or 1B: A Familiar Face 
  Roleplaying encounter. The party is hired to find and 
  rescue Najmeh from the town of Amarat. 
   
  Interlude: Being Noticed An explanation of Notice 
  Points and what happens if the adventurers accumulate 
  enough of them to be noticed by Morad. 
   
  2: The Village of Amarat Roleplaying encounter. If 
  the adventurers go into the village, they should be 
  pointed towards one or two possibilities—the ruined 
  temple or the ruined fort. If they choose to explore the 
  ruined temple, they go to Encounter 3. If they choose the 
  fort, there is a well-known not-so-secret passage into the 
  fort (Encounter 6) or they can try simply walking up to 
  the castle (Encounter 7). 
   
  3: Temple Combat encounter. This is a red herring. 
  If the party explores the temple’s secret passage, they 
  encounter a dead end trap designed by Morad to kill 
  anyone sniffing around. If they go to the temple ruins 
  directly, the adventurers find nothing of importance. 
   
  4: The Overflow Pipe Combat encounter. If the 
  adventurers find and explore a ditch near the river, they 
  have an opportunity to crawl up an ancient water 
  overflow pipe to the fort’s cistern.  On the way there, the 
  party must fight an ooze.  
   
  5: Cistern Combat encounter. Najmeh is being held 
  here on a teetering platform. The adventurers must first 
  reach her, and then convince her to live, then rescue her 
  before she falls. 
   
  6: The Not-So-Secret Passage Combat encounter. 
  This “secret” passage is well known to everyone in town, 
  and is an easy option for the adventurers looking to avoid 
  a direct approach to the fort. However, it is now trapped 
  and guarded. Once past the trap, they can move to the 
  fort’s basement in Encounter 8.  
   
  7: Walk Right Up Combat encounter. If the 
  adventurers walk right up to the ruined fort, they will be 
  attacked by guards if they are seen. 
   
  8: The Fort’s Basement Combat encounter. The 
  adventurers can explore the basement of the ruined fort. 
  They will be attacked by guards if they are discovered. 
   
  9: Escape Roleplaying encounter with possible 
  combat. The adventurers may have to fight their way out, 
  depending on how they entered and how they choose to 
  leave. 
   
  Conclusion The adventurers report back to the 
  Copper Palace either with Najmeh or to report their 
  failure.  
   
  PREPARATION FOR PLAY 
  As with any LG adventure, the DM should ascertain all of 
  the following before the adventure: 
  • 
  Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  • 
  Does anyone have any non-class-related animals? 
  If the DM feels these will be a significant factor 
  in combat, the animal’s CR should be added to 
  the owner’s level for purposes of calculating APL 
  • 
  Does any adventurer have game effects such as 
  curses, lycanthropy (note that the moons will be 
  full during this adventure) or play bonuses?  
  • 
  Ask to see all spell lists. 
  KET7-06 Balance of Peace 
   
  Page 5 
  
  • 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? 
  • 
  Check adventurers’ lifestyle and upkeep. 
  • 
  Does anyone have outstanding Lawbreaker 
  status (formerly Warrant of Ket)? 
  In addition, this adventure will also require the following 
  information: 
   
  • Has anyone played KET4-07 The Darkeye Hour? 
  They will recognize the Beygraf.  
  • The proper etiquette when a commoner meets a 
  high noble of Ket is to fall to one knee or 
  bow/curtsey deeply. Ask players if that would be 
  what they would do if they ran into a high noble. 
  Make note of any players who played KET4-07 
  The Darkeye Hour—this will define their action 
  when they unexpectedly meet the Beygraf in 
  Encounter 1, and probably again in the 
  Conclusion.  
  • Has anyone played KET7-01 Balance of Secrets or 
  KET7-03 Balance of Harmony with this PC? They 
  will recognize Najmeh. (If a player has NOT 
  played the two previous adventures in this series, 
  warn them that this adventure contains spoilers 
  for the previous adventures.) 
  • Ket Metaorganizations: Does anyone belong to 
  the Dwarven Clans, Archons, or Shadows of Xan 
  Yae? These players will have opportunities to 
  earn special AR rewards. 
   
  INTRODUCTION  
  It is a beautiful fall morning in the city of Lopolla, 
  capital of Ket. All of you have been sent an invitation 
  to meet a man named Tareem at one o’clock at the 
  Griffon’s Nest Tavern, so you have few hours to shop 
  and introduce yourselves to each other.  
   
  Once introductions and shopping are finished, it is time 
  to proceed to the tavern. If none of the adventurers has 
  played KET4-07 The Darkeye Hour then all adventurers 
  proceed to 1A: Vizier Tareem.  
   
  If at least one adventurer played The Darkeye Hour, 
  then all adventurers proceed to 1B: A Familiar Face. 
   
   
  1A: VIZIER TAREEM  
  The Griffon’s Nest tavern lies outside of the walls of 
  Lopolla, so all adventurers will be wearing their habitual 
  arms and armor. 
   
  A wall of sound—equal parts loud music, loud shouts, 
  loud fistfights and loud laughter—hits you like a 
  physical force as you open the door and step inside. 
  The Griffon’s Nest tavern hasn’t changed since your 
  last visit. To many respectable citizens of Lopolla, it’s 
  a seedy, disreputable dump just outside the walls of 
  the city that the Threshers try their best to avoid. 
  However, no one can dispute that it has good ale, 
  loud music, eye-catching dancing girls and terrible 
  food. Luckily nobody comes here for the food. 
   
  You avoid the fight between two caravan guards, 
  drift over to the bar, and say a single word to the 
  tough-looking half-orc behind the bar: “Tareem.” The 
  barkeep looks you over then jerks his head toward a 
  closed door at the back. You slide a silver lance across 
  the bar to him and casually move to the closed door, 
  keeping an eye open for trouble. Nobody seems to be 
  paying attention as you open the door and step inside 
  the backroom. 
   
  Several men in nondescript clothes turn and look 
  you over carefully as you enter. Their hard-eyed stares 
  and hard-edged weapons mark them as bodyguards. 
  One man fingers spell components, obviously a hired 
  caster looking for trouble.  
   
  Behind a table laden with food and drink stands a 
  man dressed in seedy merchant’s robes and a half-
  respectable turban, talking with one of the sellswords. 
  The man, presumably Tareem, turns as you enter and 
  bows briefly.  
   
  “Thank you for answering my summons,” he says 
  in a deep but pleasant voice, and beckons you to have 
  a seat and help yourself to the food. Most wise people 
  avoid the food here, and you carefully consider your 
  options as you look over your would-be employer.  
   
  The man is middle-aged or perhaps a bit older, 
  his neat beard now mostly grey. But the merchant’s 
  outfit cannot conceal his military bearing, nor the 
  well-worn but serviceable scimitar hanging at his 
  side. He doesn’t look like a merchant. You mentally 
  shrug. Half your commissions have come from 
  employers who met you in some sort of disguise.  
   
  The man sits and, obviously made of sterner stuff 
  than most, picks up a strip of meat on a stick and 
  takes a bite. He gags and spits it out, then tosses the 
  remains into a corner. “Some things never change,” 
  he growls. “Twenty years since I set foot in this place 
  and they still haven’t learned to cook.” He looks up at 
  you. “My name is Tareem. I am a merchant of the 
  House of...” Seeing the look in your eyes, he shrugs 
  and sits back in his chair. “Very well, let us drop this 
  pretense. My name is Vizier Tareem bin Zirak. I am a 
  personal advisor to His Illustrious Glory the Beygraf 
  Nadaid of Ket.” 
   
   
  A DC 10 Knowledge (Local—VTF), Knowledge 
  (Nobility) or Bardic Knowledge check reveals that Vizier 
  KET7-06 Balance of Peace 
   
  Page 6 
  
  Tareem is a highly placed courtier at the Copper Palace of 
  Lopolla (this can be done untrained). 
   
  A DC 15 Knowledge (Local—VTF), Knowledge 
  (Nobility) or Bardic Knowledge check reveals that 
  Tareem is reportedly a childhood friend of the Beygraf’s 
  who fought in the army with Nadaid during the 
  Greyhawk Wars and has been a loyal supporter since 
  Nadaid took the throne. 
   
  If anyone asks for a Sense Motive check, a DC 20 
  reveals that Tareem is hiding something. If this is 
  brought up, Tareem will immediately drop all pretenses. 
  Move to the place in 1B: A Familiar Face where some of 
  the adventurers realize whom they are actually meeting. 
   
  “You are professional adventurers; therefore I will not 
  waste your time with flowery compliments. The 
  Beygraf has a job, and he specifically wants you to do 
  it. To forestall the inevitable questions about money, 
  yes, you will be handsomely compensated.” He 
  sweeps the plates of food to the ground with a crash 
  and leans forward. “Time is of the essence. Listen 
  carefully.” 
   
  “Early yesterday the Beygraf had a series of 
  visions or sendings about a woman. I can describe the 
  visions for you in detail if you wish, but with your 
  permission, I will summarize. The Beygraf saw a 
  woman, beaten and bloody, tied to a chair, somewhere 
  in darkness. A voice spoke to him several times, and 
  the words seemed to indicate that that she would die 
  soon unless someone found her, and that the fate of 
  Ket was tied to this woman.  
   
  “Two unfamiliar names were mentioned to the 
  Beygraf during these visions: ‘Najmeh’ and ‘Amarat’. 
  It turns out Amarat is a small village a couple of days 
  from here. Najmeh is the name of a monk of Xan Yae 
  who was recently sentenced to death for fomenting 
  unrest in northern Ket after several villages were 
  plunged into bloody chaos. It is clear that if 
  adventurers had not intervened, all of northern Ket 
  would have been plunged into a bloody madness that 
  may have been the precursor to a deeper and more 
  sinister plot.  
   
  “However, we now understand that Najmeh was 
  largely blameless for these crimes, which seem to 
  have been planned by her former master, a man 
  named Morteza. But before Najmeh could tell what 
  she knew of this man, her guards were slain and she 
  was kidnapped.  
   
  “The Beygraf is troubled by these visions of this 
  woman bound and helpless It is said that visions are 
  the gift of the gods—if so, than this gift must not be 
  ignored. If we are being pointed towards Amarat, 
  then someone must go to Amarat. Specifically, YOU 
  will go to Amarat. 
   
  “The Beygraf’s commission is simply this: After 
  you are teleported to the village of Amarat, find 
  Najmeh and rescue her. Bring her to the Copper 
  Palace and say to the guards at the palace gate, ‘The 
  woman who was in darkness has been brought into 
  the light.’”  
   
    
  QUESTIONS & ANSWERS 
   
  Describe the Beygraf’s visions to us 
  Use the full description of the vision from read aloud text 
  in 1B: A Familiar Face 
   
  Where is Amarat? 
  Give adventurers Player Handout 1: Map of Ket. 
   
  Why has the Beygraf chosen us instead of the 
  army/Archons/mullahs/Threshers? 
  It seems that this is a plot against Ket, and perhaps 
  against Nadaid. Whom should the Beygraf trust? What if 
  the mullahs or the Archons are in league with this man 
  Morteza, or perhaps the merchants of Ket? Nadaid can’t 
  even turn to his old friends in the army—first they are 
  overstretched along the border with Bissel. Secondly, 
  while they would be good for burning down the entire 
  village and then searching through the charred bones for 
  those of Najmeh, this job seems to call for something 
  considerably more subtle. 
   
  Najmeh was convicted of treason and sentenced to 
  death. Should we not turn her over to the Threshers? 
  The very foundations of Ket tremble. Trust no one. Bring 
  her only to the Copper Palace.  
   
  How much will we be paid? 
  Ket is a prosperous country. Have no doubt that the 
  Beygraf will reward you handsomely. 
   
  How much time do we have?/Do we have time to 
  shop? 
  Every moment that you delay brings Najmeh closer to a 
  final embrace with Death. I will have you teleported 
  there now. 
   
  Can we have something in writing? 
  No. If a paper linking you to the Copper Palace is 
  discovered on you or stolen from you, the Beygraf’s 
  enemies will not only know who you are, but will also 
  know that the Beygraf is aware of his enemies. You will 
  have to trust that the words I speak are the words of the 
  Beygraf. 
   
  KET7-06 Balance of Peace 
   
  Page 7 
  
  May we deal lethal damage to those who are holding 
  Najmeh? 
  Just because you are hired by the Copper Palace does not 
  place you above the law. All the laws of Ket remain in 
  force. Even if the people holding Najmeh are Citizens, it 
  is still illegal to deal lethal damage to a Citizen of Ket. 
    
  DEVELOPMENT  
  Assuming the adventurers agree to this important 
  commission, the spellcaster whom the adventurers 
  noticed before moves forward. He is of sufficient power 
  to teleport the party and their belongings plus any 
  animals of Medium size or smaller that are with the party. 
  If the adventurers have no objection, he casts teleport 
  and they find themselves on a hillside outside Amarat. 
  The spellcaster instantly uses a word of recall to return to 
  Lopolla. Move to 2: Village of Amarat 
   
  1B: A FAMILIAR FACE  
  The Griffon’s Nest tavern lies outside of the walls of 
  Lopolla, so all adventurers will be wearing their habitual 
  arms and armor. 
   
  A wall of sound—equal parts loud music, loud shouts, 
  loud fistfights and loud laughter—hits you like a 
  physical force as you open the door and step inside. 
  The Griffon’s Nest tavern hasn’t changed since your 
  last visit.  To many respectable citizens of Lopolla, it’s 
  a seedy, disreputable dump just outside the walls of 
  the city that the Threshers try their best to avoid. 
  However, no one can dispute that it has good ale, 
  loud music, eye-catching dancing girls and terrible 
  food. Luckily nobody comes here for the food. 
   
  You avoid the fight between two caravan guards, 
  drift over to the bar, and say a single word to the 
  tough-looking half-orc behind the bar: “Tareem.” The 
  barkeep looks you over then jerks his head toward a 
  closed door at the back. You slide a silver lance across 
  the bar and casually move to the closed door, keeping 
  an eye open for trouble. Nobody seems to be paying 
  attention as you open the door and step inside the 
  backroom. 
   
  Several men in nondescript clothes turn and look 
  you over carefully as you enter. Their hard-eyed stares 
  and hard-edged weapons mark them as bodyguards. 
  One man fingers spell components, obviously a hired 
  caster looking for trouble.  
   
  Behind a table laden with food and drink stands a 
  man dressed in seedy-looking merchant’s robes and a 
  half-respectable turban, talking with one of the 
  sellswords. The man turns as you enter and ____________ 
  [names of adventurers who played KET4-07 The Darkeye 
  Hour] blink in disbelief.  
   
  The man is middle-aged or perhaps a bit older, 
  his neat beard now mostly grey. But the clothes 
  cannot conceal his military bearing, nor the well-
  worn but serviceable scimitar hanging at his side. 
   
  The adventurers who have played KET4-07 The 
  Darkeye Hour will now react as they said they would 
  during Preparation for Play. 
   [Insert names of adventurers who played KET4-07 The 
  Darkeye Hour and their reactions here i.e. “Glaruz drops 
  to one knee while Frida bows.”]  
   
  “Your 
  Glory!” 
  By 
  [his/her/their] 
  actions, 
  everyone else in the party realizes that the man in the 
  merchant’s clothes is, in fact, His Illustrious Glory, 
  Beygraf Nadaid of Ket, Shield of the True Faith. In a 
  scant second, [insert reactions that all other players gave 
  in Preparation for Play].  
   
  The Beygraf examines you with a look of careful 
  appraisal, then gestures for you to be at ease. “Thank 
  you for answering my summons,” he says in a deep 
  but pleasant voice, and beckons you to have a seat and 
  help yourself to the food. Most wise people avoid the 
  food here, and you carefully consider your options.  
   
  Nadaid sits at the same time and, obviously made 
  of sterner stuff than most, picks up a strip of meat and 
  takes a bite. He gags and spits it out, then tosses the 
  remains into a corner. “Some things never change,” 
  he growls. “Twenty years since I set foot in this place 
  and they still haven’t learned to cook.” He looks up at 
  you.  
    
   
  Attacking the beygraf 
  If a player announces that a PC is attacking the Beygraf, 
  tell the player that if he or she follows through on an 
  attack that will end the adventure for the person’s PC. If 
  the player persists, remove the PC from play, assuming 
  that the guards efficiently and instantly kill the attacker 
  before the attack on the Beygraf succeeds. There is no 
  melee; the bodyguards are too high a level to make a fight 
  of this. At higher levels with more lethal instant attacks, 
  assume the image of the Beygraf is a projection that 
  cannot be harmed, but the attacker still dies. The body is 
  taken out and totally destroyed, as is any equipment 
  belonging to the adventurer. 
   
  Once this has been resolved, continue on with the 
  remainder of the adventure. 
   
    
  Casting spells  
  If a PC attempts to cast a spell in the presence of the 
  Beygraf, one of the bodyguards will stop the PC and tell 
  him or her that to persist will have fatal consequences. If 
  the PC persists, remove the PC from play, having been 
  KET7-06 Balance of Peace 
   
  Page 8 
  
  killed by the bodyguards. As with physical attacks, it is 
  assumed that the attack on the PC is so instantaneous and 
  overwhelming that there is no melee. The body is taken 
  out and totally destroyed, as is any equipment belonging 
  to the adventurer. 
   
  Once this has been resolved, continue on with the 
  remainder of the adventure. 
   
   
  “You are professional adventurers; therefore I 
  will not waste your time with flowery compliments. I 
  have a job, and I have chosen you to do it. To forestall 
  the inevitable questions about money, yes, you will be 
  handsomely compensated.” He sweeps the plates of 
  food to the ground with a crash and leans forward. 
  “Time is of the essence. Listen carefully.” 
   
  “Early yesterday I had a series of visions or 
  sendings. 
   
  “One moment I was admiring a lotus tree in a 
  garden of the Palace, the next I was alone in absolute 
  darkness. I felt the chill air, and heard dripping water 
  nearby. I do not have the gift of darkvision, yet 
  somehow I could see a woman, beaten, bloody, yet 
  alive, bound to a chair. A voice spoke, saying, ‘The 
  road to Amarat lies in sunlight, but the road to 
  Najmeh lies in the shadows.’ I tried to take a step 
  towards her, but I suddenly lost my balance and felt 
  myself falling. Then I was back in the garden. 
   
  “The bright sun blinded me after the utter 
  darkness. I only had enough time to wonder at what I 
  had seen when I was back in the darkness. This 
  woman was still bound to the chair, and the voice 
  spoke again. ‘My servant has spent her life seeking 
  me. But who will seek her?’ I stepped forward to loose 
  this woman from her bonds, but even as I reached out 
  to her, I felt myself falling again. Then I was back in 
  the sunlight, my arms outstretched. 
   
  “Then one last time, I was again back in the place 
  of darkness. This time a grim shadow stood in front of 
  the woman, and I somehow knew this was Death 
  come to her. She looked up and recognized Death, 
  but on her face there was no fear, only the relieved 
  look one gives when seeing a long-overdue friend. 
  The voice spoke a third time. ‘On her shoulders rests 
  your throne. If she dies, Ket dies with her.’ The 
  shadowy figure slowly turned towards me, but before 
  Death’s terrible eyes could meet mine, I was falling 
  again. For a moment I spun through the air, helpless, 
  then I hit cold water. Suddenly I was lying on my 
  back in the grass, looking up at blue sky and lotus 
  blossoms. Although I felt the warmth of the sunlight 
  on my face, there was a chill in my heart.” 
   
  Nadaid shakes his head and is silent for a 
  moment. He finally looks up. 
   
   “I decided the key to these visions might be in 
  the phrase ‘The road to Amarat lies in sunlight, but 
  the road to Najmeh lies in the shadows’. I sent a 
  trusted sage to discover any information on the words 
  ‘Amarat’ and ‘Najmeh’. 
   
   
  “This is what I learned. Amarat is a small and 
  unremarkable town in northern Ket. Nothing more. 
  It has hosted no major battles, nobody important has 
  ever been born there, no treasures have ever been 
  discovered there. A dead end, it seems. But hearken to 
  what I learned of Najmeh.  
   
  “Najmeh is the name of a monk of Xan Yae who 
  was recently sentenced to death for fomenting unrest 
  in northern Ket after several villages were plunged 
  into bloody chaos. It is clear that if adventurers had 
  not intervened, all of northern Ket would have been 
  plunged into a bloody madness that may have been 
  the precursor to a deeper and more sinister plot.  
   
  “However, we now understand that Najmeh was 
  largely blameless for these crimes, which seem to 
  have been planned by her former master, a man 
  named Morteza. But before Najmeh could tell what 
  she knew of this man, her guards were slain and she 
  was kidnapped.  
   
  “I am troubled by these visions of this woman 
  bound and helpless. It is said that visions are the gift 
  of the gods—if so, than this gift must not be ignored. 
  If we are being pointed towards Amarat, then 
  someone must go to Amarat. Specifically, YOU will 
  go to Amarat. 
   
  “My commission is simply this: After you are 
  teleported to the village of Amarat, find Najmeh and 
  rescue her. Bring her to the Copper Palace and say to 
  the guards at the palace gate, ‘The woman who was in 
  darkness has been brought into the light.’”  
   
    
  QUESTIONS & ANSWERS 
   
  Why did you meet us here? Why not the Copper 
  Palace? 
  I do not know whom to trust, and therefore I have told 
  no one of this meeting except you and my Thorn 
  bodyguards. 
   
  Do you often wander outside the Copper Palace with 
  only a few bodyguards? 
  Not often. 
   
  I don’t believe you the Beygraf. Perhaps you are a 
  doppelganger. 
  Perhaps you are right, and I have no way to prove you’re 
  wrong. However, I am not asking you to bring Najmeh 
  back here, but to the Copper Palace. There I will meet 
  KET7-06 Balance of Peace 
   
  Page 9 
  
  you again, and if a doppelganger sits on the throne of Ket, 
  then Ket is in deep trouble.  
   
  Why 
  did 
  you 
  choose 
  us 
  instead 
  of 
  the 
  army/Archons/mullahs/Threshers? 
  It seems that this is a plot against Ket, and perhaps 
  against me. Whom should I trust? What if the mullahs or 
  the Archons are in league with this man Morteza, or 
  perhaps the merchants of Ket? I can’t even turn to my old 
  friends in the army—first they are overstretched along 
  the border with Bissel. Secondly, while they would be 
  good for burning down the entire village and then 
  searching through the charred bones for those of 
  Najmeh, this job seems to call for something 
  considerably more subtle. 
   
  Where is Amarat? 
  Give adventurers Player Handout 1: Map of Ket.  
   
  Najmeh was convicted of treason and sentenced to 
  death. Should we not turn her over to the Threshers? 
  The very foundations of Ket tremble. Trust no one. Bring 
  her only to the Copper Palace. 
   
  How much will we be paid? 
  Ket is a prosperous country. Have no doubt that I will 
  reward you handsomely. 
   
  How much time do we have? 
  I will have you teleported there now. Every moment that 
  you delay brings Najmeh closer to a final embrace with 
  Death. 
   
  Can we have something in writing or perhaps a signet 
  ring or other badge of your office? 
  No. If such a paper or item were to be discovered on you 
  or stolen from you, Morteza will not only know who you 
  are, but will also know that I am aware of him. No one 
  should know you are connected to me. No one should 
  know that I know you. If you succeed, I will openly 
  reward and acknowledge your efforts and courage. You 
  will have to trust me in this. 
   
  May we deal lethal damage to those who are holding 
  Najmeh? 
  Just because you are hired by me does not place you 
  above the law. All the laws of Ket remain in force. Even if 
  the people holding Najmeh are Citizens, it is still illegal 
  to deal lethal damage to a Citizen of Ket. 
    
  DEVELOPMENT  
  Assuming the adventurers agree to this important 
  commission, the spellcaster the adventurers noticed 
  before moves forward. If the adventurers have no 
  objection, he casts teleport and they find themselves on a 
  hillside outside Amarat. The spellcaster instantly uses a 
  word of recall to return to Lopolla. Move to 2: Village of 
  Amarat. 
   
  INTERLUDE: BEING NOTICED 
  Morad/Morteza’s plot against Ket hinges on complete 
  surprise, and he is determined to keep his temporary 
  hideout a secret while he plans a new strategy to win the 
  throne.  
   
  He believes that the first sign of trouble might be 
  strangers in Amarat asking nosy questions, so he pays the 
  innkeeper, Olya Silvermug, to keep her eyes and ears 
  open. Morad’s guards in the fort are likewise vigilant for 
  unusual activity in and around the area of the fort, such as 
  a group of strangers reconnoitering or directly 
  approaching the fort.  
   
  If 
  Morad 
  believes 
  his 
  hideout 
  has 
  been 
  compromised, he will take drastic action.  
   
  To quantify this watchfulness for the DM, various 
  actions by the party will gain Notice Points. The players 
  should not be told about Notice Points.  
   
  Here are some ways that Notice Points are awarded: 
  • 
  Ask Olya Silvermug more than two questions 
  about the ruined fort or its secret passage: +1  
  • 
  Ask Olya Silvermug specifically about “Morad”, 
  “Morteza” or “Najmeh” or give a physical 
  description of Najmeh, or ask about a monk of 
  Xan Yae: +2  [If the adventurers combine the 
  first two points, that is they ask more than two 
  questions about the ruined fort AND also 
  specifically mention “Morad” etc., they only 
  receive 2 Notice Points, not 3. 
  • 
  Ask any villagers about “Morad”, “Morteza” or 
  “Najmeh” or give a physical description of 
  Najmeh, or ask about a monk of Xan Yae (unless 
  the adventurers specifically ask the villagers to 
  not mention that they have been asking these 
  questions): +1 [The adventurers earn just 1 
  Notice Point regardless of how many villagers 
  they talk to i.e. asking one villager is worth 1 
  Notice Point, asking two villagers is still only 
  worth 1 Notice Point.] 
  • 
  Being seen surveying or reconnoitring the fort 
  during daytime: +1 
  • 
  Being seen surveying or reconnoitring the fort 
  at night: +2 
  • 
  Walking around outside of fort walls with no 
  attempt at stealth either by day or night: +2 
  • 
  Being seen entering front gate: +3  
  KET7-06 Balance of Peace 
   
  Page 10 
  
  • 
  Fighting guards without taking steps to reduce 
  noise of combat: +5 
  • 
  Triggering a trap in the fort’s “not-so-secret” 
  passage: +1 
  • 
  Using stealthy tactics: –1 
  • 
  When the party enters the “Not-So-Secret” 
  passage, the Front Gate of the fort or the cistern 
  via the overflow pipe, ask everyone for their 
  Move Silently check on a Take 10. Notice Points 
  are given to the party based on the worst result 
  in the party: 
  o 21+ or magical silence: 0 Notice Points  
  o 11 to 20: 1 Notice Point  
  o 1 to 10: 2 Notice Points 
  o 0 or less: 3 Notice Points 
  This Move Silently check covers the party for 
  the entire time they are within the Not-So-
  Secret Passage and the fort, including the 
  cistern. 
   
  Seven Notice Points 
  The moment the party garners 7 Notice Points, Morad 
  will immediately summon two gadacro demons—one to 
  search the fort and kill all interlopers, and the other to 
  kill Najmeh. 
   
  If the adventurers are in the fort, the gadacro sent to 
  kill the party will take five minutes to search the fort and 
  find the adventurers. At the same time, the gadacro sent 
  to kill Najmeh will take five minutes to reach her. If the 
  adventurers are with Najmeh at the time, both gadacro 
  will attack the party simultaneously.  
   
  The mercenary guards in the fort are unaware that 
  Morad has summoned the gadacro, therefore if any 
  guards are captured alive, they will not be able to 
  forewarn the adventures. 
    
  Immediately after dispatching the two gadacro, 
  Morad and the Ket noble with him will immediately 
  teleport from the fort to another hidden location in Ket. 
   
  Gadacro description: A creature that looks like a bat-
  winged child with purple skin dives from the air, its 
  black talons stretching out for your eyes. A necklace that 
  appears to be fashioned from eyeballs dangles about its 
  neck. 
   
  Killers:  
  APL 2 (EL 3 or 5) 
   
  Gadacro (1 or 2): hp 26; see Appendix 1  
   
  APL 4 (EL 5 or 7) 
   
  Advanced Gadacro (1 or 2): hp 52; see Appendix 1 
   
  APL 6 (EL 7 or 9) 
   
  Advanced Gadacro (1 or 2): Rogue 2; hp 63; see 
  Appendix 1 
   
  APL 8 (EL 9 or 11) 
   
  Advanced Gadacro (1 or 2): Rogue 4; hp 86; see 
  Appendix 1 
   
  APL 10 (EL 11 or 13) 
   
  Advanced Gadacro (1 or 2): Rogue 6; hp 99; see 
  Appendix 1 
   
  APL 12 (EL 13 or 15) 
   
  Advanced Gadacro (1 or 2): Rogue 8; hp 112; see 
  Appendix 1 
   
  If the adventurers are fighting mercenary guards when 
  their gadacro arrives, it will attack the adventurers. 
  However, the mercenaries are not aware that it has been 
  summoned by Morad, and will attack the demon if it 
  comes within range.  
   
  If the adventurers see the gadacro sent to kill 
  Najmeh, it will ignore them and continue on its quest 
  unless the adventurers are in the way. In that case, the 
  gadacro will attempt to fly or tumble through the party 
  and then continue on its way to kill Najmeh. If anyone 
  hits this gadacro for damage, it will use its Sudden Escape 
  ability to move to the far side of the adventurers so it can 
  break away and continue on its way. 
   
  Treasure: 
   
  APL 2: Total 0 gp. 
   
  APL 4: Total 0 gp. 
   
  APL 6: Loot 3 gp; Magic 100 gp; 4 potions of 
  invisibility (25 gp each); Total 103 gp. 
   
  APL 8: Loot 103 gp; Magic 100 gp; 4 potions of 
  invisibility (25 gp each); Total 203 gp. 
   
  APL 10: Magic 868 gp; 4 potions of invisibility (25 gp 
  each), 4 +1 shortswords (192 g each); Total 868 gp. 
   
  APL 12: Magic 2368 gp; 4 potions of invisibility (25 
  gp each), 4 +1 shortswords (192 g each) 2 +3 cloaks of 
  resistance (750 gp each); Total 2368 gp. 
   
   
  2: VILLAGE OF AMARAT  
  The purpose of bringing the adventurers to the village is 
  to point them at the ruined temple, the ruined fort or 
  both, while discouraging them from wasting time 
  searching through the village itself for Najmeh. 
   
  You are standing on a road leading down into the 
  valley holding the village of Amarat. It is a pleasant 
  KET7-06 Balance of Peace 
   
  Page 11 
  
  early autumn afternoon, and the bright sun burnishes 
  the red and gold leaves as they quietly fall from trees. 
  There is a pleasing smell of smoke in the air, likely 
  from nearby farms as they prepare meat and preserves 
  for the coming winter.  
   
  Down in the valley lays a small village, looking 
  neat and well-tended from this distance. The 
  occasional glint of sunlight off water and a 
  meandering line of cottonwood and willow trees 
  marks the Tuflik River winding through the valley 
  past the village. On the right-hand wall of the valley, 
  on a shelf above the town, sits a ruined castle or fort, 
  its walls tumbling with neglect. You can also see the 
  ruined towers of some sort of building poking up 
  above the trees just to the left of the village. 
   
  The adventurers have several options at this point. They 
  can  
  • 
  head straight towards the ruined fort 
  • 
  head straight towards the other ruins poking 
  above the trees 
  • 
  walk along the river  
  • 
  sit down and watch the village 
  • 
  head down into the village 
   
  HEAD TOWARDS THE FORT 
   Go to 7: Walk Right Up. 
   
  HEAD TOWARDS THE OTHER RUINS 
   Go to 3: The Temple 
   
  SIT DOWN AND WATCH 
  If the adventurers spend the rest of the day watching the 
  valley, they will not see any unusual activity. Farmers will 
  bring wagons of produce into town, and then leave with 
  empty carts. As the sun goes down, many villagers will 
  congregate on the village green to chat, then all head into 
  one building. 
   
  An hour after sunset, and at regular intervals for the 
  next three hours, villagers will straggle out of that 
  building and head home. Some of them will be singing 
  raucously, their songs audible in the still night air, 
  staggering a bit as if they have had one ale too many.  
   
  At midnight, the village will be still and silent, and 
  will remain so for the rest of the night. 
   
  At an hour after midnight, anyone who is awake can 
  make a DC 18 Spot check to see a brief but dim yellowish 
  flash of light from the ruined fort. (A guard at the fort 
  accidentally opened a door to a lantern-lit hallway and 
  then quickly closed it). 
   
  WALK ALONG THE RIVER 
  If the adventurers walk along the riverside trail (see DM 
  Map: Village of Amarat & Area), and cross the ditch 
  marked on the map, go to 4: The Overflow Pipe. 
   
  HEAD INTO THE VILLAGE OF AMARAT 
  If the adventurers decide to enter the village, read this 
  regardless of whether the adventurers watched the 
  village overnight, or headed into the village as soon as 
  they arrived at the valley. If the adventurers waited until 
  after dark to arrive, adjust the description accordingly—
  for instance, the farmer’s market closes down 2 hours 
  before sunset, and all the shops will be closed. 
   
  The small village of Amarat does not look like a 
  sinister centre of a conspiracy. The houses are neat 
  and tidy, the paint on them fresh, the gardens beside 
  them free of weeds and brimming with the fruit of 
  the harvest. Pleasant-faced villagers greet you with a 
  smile, and several direct you to the farmers’ market 
  taking place on the village green today, where you 
  can see a dozen stalls set up.  
   
  Several shops, including a butcher, a baker, a 
  blacksmith and a cobbler, line the edge of the green, 
  their doors open.  
   
  A small shrine to the Baklunish deities sits a bit 
  apart. The various holy symbols are bright and 
  polished, obviously well cared for.  
   
  One building has a weather-beaten scimitar 
  hanging above the door. A sign in Common hanging 
  from the scimitar reads 
  The Rusty Scimitar 
  Olya Silvermug, Proprietor 
   
  FACTS ABOUT AMARAT 
  • 
  Amarat is a village of about 100 people (about 25 
  households and shops) 
  • 
  The population is mainly Baklunish, although 
  there are several dwarven and halfling families 
  living here. All adults, regardless of race, are Ket 
  Citizens. 
  • 
  The village is placed amongst fields cultivated 
  by villagers. The River Tuflik curves around the 
  village, never closer than a quarter mile. This 
  means that none of the considerable river barge 
  traffic stops anywhere near here. 
  • 
  The Tuflik River often covers this low-lying 
  valley with a foot of water during the spring 
  flood. On the positive side, the floods result in a 
  rich, dark loamy soil that is excellent for 
  agriculture. On the minus side, everyone in the 
  village has to wear the Ketite equivalent of hip-
  waders during the spring. Due to this, none of 
  KET7-06 Balance of Peace 
   
  Page 12 
  
  the houses or business in the village have 
  basements so it should become obvious to the 
  adventurers very quickly that there is nowhere 
  in the actual village to hide Najmeh 
  • 
  The businesses are there to service the farmers 
  living in the area 
  • 
  This village is too small for a permanent 
  Thresher Station. A Thresher patrol comes 
  through town once a week or so and stays 
  overnight to listen to allegations of law-breaking 
  and investigate if necessary. The Threshers will 
  stay on for a day or more if necessary. The last 
  patrol arrived four days ago, stayed overnight at 
  the Rusty Scimitar and moved on. 
  • 
  Likewise, a Jurat arrives once every 5-6 weeks to 
  issue judgments in civil disagreements and to 
  hear the rare criminal cases. There is no 
  courtroom—the Jurat hears cases in the 
  common room of the Rusty Scimitar. A lit 
  lantern is hung beside the door of the tavern to 
  indicate that the Jurat is in town. At the 
  moment, the Jurat is expected to arrive in about 
  two weeks. 
  • 
  There is no priest of any religion in town, nor a 
  dedicated temple. The shrine in the village 
  serves all gods of the Baklunish pantheon. A 
  priest of Al’Akbar from a neighboring village 
  comes when requested to perform Anointing 
  ceremonies, marriages and funerals. A priestess 
  of Geshtai visits about every other month to 
  bless the river, and Wanderers of Fharlanghn 
  bring news on an irregular basis.   
  • 
  There is a single set of stocks beside the Rusty 
  Scimitar, currently unoccupied. 
   
  WHAT ADVENTURERS CAN DO AROUND 
  TOWN  
  • 
  Gather Information.  
  • 
  Wander about the village and knock on random 
  doors  
  • 
  Visit the farmers’ market 
  • 
  Visit the shrine  
  • 
  Enter the inn 
   
  Gather Information 
  The following DCs indicate what information the party is 
  able to discover using Gather Information (standard 
  times and gp cost apply.) 
   
  DC 5 “The spring floods weren’t too bad this year—
  just a foot of water all over the valley for about two weeks. 
  Last year was bad—over three feet of water.” 
   
  DC 8 “That dwarven boy Balak ran away again 
  yesterday. Strange he didn’t show up last night—he 
  usually changes his mind and comes back home by 
  dinner.” 
   
  DC 10 “The village council is talking about setting 
  up a wharf on the river to try to get some river traffic to 
  stop here. There’s even some suggestion to move the 
  entire village down to the river so the bargemen would 
  pull in here for the night. Moving an entire village? Now 
  that’s just crazy talk!” 
   
  DC 12 “If you’re staying at the Rusty Scimitar, ask 
  Olya for a fish fry-up. Mmmm mmmm mmm! It’s always 
  good news when she heads down to the river with her 
  fishing pole.” 
   
  DC 18 “There were a couple of strangers getting into 
  a boat down at the river. They must have been on a river 
  trip and stopped for a meal or something although I 
  didn’t see any campsite. They rowed away downstream 
  before I got a chance to greet them.” 
    
  DC 20 “I saw a flash of light up in the old fort last 
  night. If those kids are playing up in the old fort again, 
  they deserve to get killed by falling stones just like that 
  young girl Seeta was three years ago. By the Four Feet, 
  those kids are crazy!” 
   
  Walk around the village 
  The adventurers can walk around the village, talking to 
  villagers at random or knocking on random doors. Each 
  villager will be Indifferent (socially expected interaction) 
  unless an adventurer makes a DC 15 Diplomacy check, 
  which will upgrade the villager’s attitude to Friendly 
  (chat, advise, offer limited help, advocate). If the 
  adventurers are just wandering around town, this 
  Diplomacy check must be made with each individual 
  villager that they meet in order to change each person’s 
  attitude. 
   
  If Indifferent, a villager will only talk about the 
  weather or their gardens. If Friendly, they can be drawn 
  into conversations about happenings in Ket, the ruined 
  temple and the ruined fort. (See Visit the Farmers’ 
  Marketplace below for more details.) 
   
  Sense Motive checks on the villagers indicate the 
  villagers are telling the truth about everything they say 
  and are trustworthy. 
   
  If the adventurers visit more than two houses or 
  shops in the village, a DC 10 Intelligence check will 
  highlight that none of the houses or shops have a 
  basement. If asked about this, the villagers explain it is 
  due to the spring floods that regularly cover the valley 
  with a foot of water.  
   
  There are only about 25 households and businesses 
  in total. 
   
  Notice Point: If the adventurers mention Najmeh 
  to anyone or give her physical description, or ask after a 
  monk of Xan Yae, or mention “Morad” or “Morteza” and 
  KET7-06 Balance of Peace 
   
  Page 13 
  
  do not specifically ask the villager to not mention their 
  questioning to anyone, then give the adventurers 1 
  Notice Point. The adventurers only garner 1 Notice Point 
  for this, regardless of how many villagers they talk to. 
   
  If they earn a Notice Point this way, then an hour 
  afterwards, the villager will mention this in passing to 
  Olya Silvermug. If Olya has not already alerted the fort, 
  she will use some of her special yellow powder to alert 
  the fort that she has information for them; she will then 
  meet with one of the guards down by the river an hour 
  later. An hour after that, details of the adventurers and 
  their questions will be added to a logbook in the fort. (See 
  Enter the Inn below for more information about meeting 
  with the guard.)   
   
  Visit the Farmers’ Market 
  There are a dozen stalls set up, each selling fruits of the 
  recent harvest: pumpkins and other squash, apples, 
  maize, vegetables (both fresh and pickled), fruit 
  preserves, meat and fruit pies, honey, and other typical 
  items. 
   
  The townspeople’s attitude starts as Indifferent 
  (socially expected interaction); the villagers will be polite, 
  and engage in chat about the weather or their gardens. 
  However, they will not be interested in talking about 
  other strangers in these parts, the ruined fort or temple, 
  etc. 
   
  All the villagers in the farmers’ market will change 
  their attitude automatically to Friendly (chat, advise, offer 
  limited help, advocate) if any adventurers buys anything 
  from any of the stalls. The attitude of all the townspeople 
  present can also be upgraded to Friendly if someone in 
  the party indicates he or she would like to try Diplomacy 
  and makes a DC 15. 
   
  If the villagers are Friendly, they will talk about 
  happenings in and around town, politics, news, recent 
  events in Ket, and they will also think about the ruined 
  fort and ruined castle if asked about them. Items that 
  might be mentioned by Friendly villagers (the DM may 
  wish to spread these around to several villagers): 
  • 
  News from other parts of Ket has ranged from 
  bad to worse (DM can mention any events that 
  are current in Ket as of the playing of this 
  adventure). The Threshers seem particularly on 
  edge, and have recently provided everyone in 
  town with Travel Papers, even though few locals 
  ever travel. However, it was a very good harvest 
  this year, and the local people have few 
  complaints. 
  • 
  Amarat is off the caravan trails and away from 
  river traffic, and the road also dead-ends in the 
  village, so travelers are rare. There is a fair 
  amount of river traffic up and down this stretch 
  of the Tuflik River, but because the village is not 
  right beside the river and there is no wharf, 
  barges and boats rarely stop unless they have 
  deliveries for the businesses in the village or 
  something to sell to the villagers.  
  • 
  The proprietor of the inn, Olya Silvermug, runs 
  a nice place, even though she’s always down at 
  the river fishing.  
  • 
  No one knows how old the temple ruins are, or 
  what god was worshipped there. Townsfolk 
  generally leave them alone. There’s plenty of 
  good land for planting in the river valley, no 
  need to disturb the ruins. Better safe than sorry. 
  • 
  A 10-year-old dwarven boy ran away again 
  yesterday, something he does every couple of 
  months. Usually he comes back home by supper 
  time, but he didn’t show up last night. No one is 
  too concerned. 
   
  If specifically asked about the fort, no one knows 
  how old the fort is, nor when it was abandoned. But the 
  walls are falling down, so the best guess anyone has is 
  “centuries ago”. Many of the farmers and villagers will 
  gather together and share stories of playing in the ruined 
  fort as children and exploring the old secret passage. The 
  typical story will be something like:  
   
   
  “We used to play in the fort when I was a kid. 
  There was this big stone-lined underground tunnel 
  that went from right inside the fort down to the river. 
  We used it all the time when we were playing “Ketites 
  and Elves”—we’d make torches using cattails from 
  the river—they wouldn’t last more than five minutes 
  but it was enough to get us from one end of the 
  tunnel to the other if we ran fast. Sometimes we’d 
  dare each other to go from end to end without a 
  torch, but nobody took more than six steps into the 
  dark before they chickened out.” 
   
   
  If asked if local children still play in the fort or 
  tunnel, the adults will shake their heads solemnly—the 
  fort walls are in bad shape, and about three years ago, one 
  youngster was killed when part of a wall collapsed on her. 
  Since then, the fort and tunnel have been off-limits to 
  local children. 
   
  If asked for details of the fort’s layout, memories will 
  be faint since it has been 20 years or more since they 
  played in the ruins as children. The best anyone can 
  recall is that the gatehouse and top level are completely 
  in ruins, with the walls almost completely leveled by 
  time and erosion (or perhaps a battle). The basement was 
  in pretty good condition, but spooky because there were 
  no windows so it was always completely dark in there. 
  Their homemade cattail torches only provided 15 feet of 
  KET7-06 Balance of Peace 
   
  Page 14 
  
  illumination, and only lasted about five minutes, so no 
  one stayed down there for long—most of their playing 
  was done on the top level among the ruined walls.  
   
  If pressed to recall further details (and only if the 
  adventurers are persistent), someone will recall that 
  somewhere in the interior, there was a set of steps down 
  to a metal door. Opening the door was scary because 
  there was a sheer drop off into a large dark space. 
  Throwing a stone into the darkness resulted in a splash 
  like there was a pool, lake or river somewhere down 
  below.     
   
  Notice Point: If the adventurers mention Najmeh 
  to anyone or give her physical description, or ask after a 
  monk of Xan Yae, or mention “Morad” or “Morteza” and 
  do not specifically ask the villager to not mention their 
  questioning to anyone, then give the adventurers 1 
  Notice Point. The adventurers only garner 1 Notice Point 
  for this, regardless of how many villagers they talk to. 
   
  If they earn a Notice Point this way, then an hour 
  afterwards, the villager will mention this in passing to 
  Olya Silvermug. If Olya has not already alerted the fort, 
  she will use some of her special yellow powder to alert 
  the fort that she has information for them; she will then 
  meet with one of the guards down by the river an hour 
  later. An hour after that, details of the adventurers and 
  their questions will be added to a logbook in the fort. (See 
  Enter the Inn below for more information about meeting 
  with the guard.)   
   
   
      
  Visit the small shrine 
  The shrine on the edge of the village green is dedicated to 
  all the gods of the Baklunish pantheon. Holy symbols in 
  bright silver are attached to the walls of the shrine, and 
  candles and offerings are neatly piled beneath each 
  symbol. The only sign of any preferential treatment is 
  that Al’akbar’s symbol is in the center, and some of the 
  gods—Istus in particular—have larger offerings than 
  others. 
   
  Head into the tavern 
  The Rusty Scimitar is a neat and tidy, well-cared-for inn 
  at the centre of the village. It is the village’s recreation 
  centre, traveler’s rest stop, post office and village tavern 
  all rolled into one. 
   
  The Common Room: If the adventurers enter 
  during the day, there will be two retired farmers and the 
  village blacksmith enjoying a pint of ale. If the 
  adventurers enter at dinnertime or afterwards, almost all 
  the adults in the village will be in the common room.  
   
  Unless the adventurers have already met villagers 
  and upgraded their attitude to Friendly, the patrons in 
  the common room will be Indifferent to newcomers 
  (socially expected interaction); they will be polite, and 
  engage in chat about the weather or their gardens. 
  However, they will not be interested in talking about 
  other strangers in these parts, the ruined fort or temple, 
  etc. They will change their attitude to Friendly (chat, 
  advise, offer limited help, advocate) if any adventurer 
  buys them a drink. The townspeople’s attitudes can also 
  be upgraded to Friendly if someone in the party indicates 
  he or she would like to try Diplomacy and makes a DC 
  15. 
   
  If the villagers are Friendly, they will talk about 
  happenings in and around town, politics, news, recent 
  events in Ket, and they will also think about the ruined 
  fort and ruined castle if asked about them.  
   
  See Visit the Farmers’ Market above for details of 
  news and other information the adventurers can learn, 
  including the ruined fort’s “not-so-secret” tunnel, which 
  every villager knows about. 
   
  Olya Silvermug: There is a female halfling named 
  Olya Silvermug tending bar. If the adventurers make for 
  the bar, she will greet them genially and like any inn 
  proprietor, will ask them if they require a drink, a meal, a 
  bed or all three. She has rooms for both Small and 
  Medium adventurers. Anyone larger than Medium will 
  have to sleep in the stable.  
   
  As noted in Adventure Background: Olya Silvermug, 
  Olya is paid to watch for nosy strangers asking questions, 
  especially if the questions are about the fort. In addition, 
  if any nosy travelers look like they will explore the area, 
  she is to point them in the direction of a secret tunnel 
  leading to the temple ruins that only she knows about. 
  She will tell the adventurers a trapdoor to the tunnel can 
  be found in a thorn patch that is beside a path through a 
  small wooded lot, and will draw the adventurers a map. 
  No one else in the village knows about this tunnel, so if 
  anyone else is in the common room with Olya, she will 
  whisper this information to the adventurers, and cup her 
  hand around the map so no one else can see it. 
   
  Olya is the only one in town who knows about the 
  secret passage to the ruins, since it was actually 
  discovered and redesigned by Morad expressly as a 
  deathtrap for nosy travelers. 
   
  If the adventurers have heard about the “secret 
  passage” into the ruined fort from other villagers (since 
  everyone in town knows about it), and ask for details 
  about it, Olya provides directions to it in addition to 
  directions to the secret passage by the ruined temple. 
   
  Olya played in the fort’s “no-so-secret” passage as a 
  child, and believes it is perfectly safe, so if the 
  adventurers discover the trap in the not-so-secret passage 
  and confront Olya with this information, she will be 
  truthfully surprised, since she didn’t know about its 
  existence. 
   
  She has never been in the secret passage near the 
  temple ruins because her employer warned her never to 
  KET7-06 Balance of Peace 
   
  Page 15 
  
  enter the passage. She doesn’t specifically know anything 
  about it, but believes it is designed to kill nosy travelers. 
  However, Olya turns her mind away from these 
  troubling thoughts with a mental shrug—the lure of easy 
  gold has hardened Olya’s heart, turning her Neutral 
  alignment to Evil. 
    
  (She even suspects that the death of the child in the 
  ruined fort three years ago might not have been an 
  accident, since her anonymous employer contracted her 
  services only a few days later.)  
   
  This is actually the first time in three years that Olya 
  has had to earn her money, since no other travelers have 
  shown even the slightest interest in Amarat, the ruined 
  fort or the ruined temple before.  
   
  Passing on info to the fort 
   
  As noted in Adventure Background: Olya Silvermug, 
  Olya can signal her employer that she needs a meeting. If 
  the adventurers have received Notice Points for talking 
  to Olya or the villagers, Olya will use the yellow powder 
  as soon as the adventurers leave the inn, and will meet 
  with a guard an hour later. Two hours after that, the 
  details of the adventurers (names of the adventurers if 
  known, descriptions, time of arrival, questions asked) will 
  be entered in a logbook in the fort. 
   
  If the adventurers trigger one of these meetings by 
  asking Olya too many questions, then after they leave the 
  inn, they can attempt a DC 20 Spot Check to see the inn’s 
  smoke turn yellow for about a minute. If the adventurers 
  are still near the inn a minute later, they will see Olya 
  heading down to the river with a fishing pole.  
   
  The Meeting: If they follow her using stealth, and 
  are not spotted by Olya, she will stand by the river and 
  start to fish. She will fish for an hour, and in that time 
  will catch 3 or 4 large fish.  
   
  If the adventurers come out of hiding and greet her, 
  she will converse with them for a few minutes. If they 
  ask her about the yellow smoke that they saw, she will 
  agree that the smoke was very strange—she poured 
  someone’s leftover ale into the fireplace and the smoke 
  turned yellow. Olya will finally ask the adventurers to 
  leave since they are scaring the fish away, and she needs 
  to catch enough to fry up dinner for them. If they don’t 
  take the hint, Olya will eventually walk back to the inn, 
  in essence canceling her meeting.  
   
  If the adventurers stay hidden for an hour, a man 
  will emerge from the undergrowth near the river and talk 
  to Olya. On a successful DC 5 Listen check (plus any 
  adjustment to DC needed for distance) the adventurers 
  will hear the man ask Olya if there is a tavern or inn in 
  the area. Olya will tell him about the Rusty Scimitar, and 
  will hand him a piece of paper with directions to it. (She 
  has actually handed him two pieces of paper—one has 
  directions to the inn, the other has her notes about the 
  adventurers.) The man will thank her and disappear back 
  into the underbrush. 
   
  If the adventurers didn’t make their Listen check, 
  they will hear them converse briefly. Olya will point 
  towards the village, then pat her pockets, find a folded 
  piece of paper, hand it to the man and go back to fishing. 
   
  If the adventurers continue to watch Olya, she will 
  fish for two more hours, catching six more fish during 
  that time. She will then return to the inn. 
   
  The guard called “Asdin”: Like all of the fort guards, 
  the guard that meets Olya uses the “not-so-secret” passage 
  to move in and out of the fort.  
   
  If the adventurers want to follow him, he moves 
  along the riverbank back to the nearby entrance of the 
  not-so-secret passage. If the adventurers do not keep him 
  in visual range, following him will require a DC 11 
  Survival check with the Track feat in order to follow his 
  trail.  
   
  He is very alert for villagers and other observers, and 
  if the adventurers stay within visual range, he will realize 
  he is being followed on an opposed Spot or Listen check 
  versus the worst Hide and Move Silently check in the 
  party. If he becomes aware he is being followed, the 
  guard will immediately eat the piece of paper containing 
  the notes about the adventurers while he is walking. If he 
  still feels he is being followed as he nears the entrance to 
  the not-so-secret passage, he will not enter the passage 
  but will walk up the path to the village and enter the inn. 
  He will order a drink and stay there for an hour before 
  making his way back to the not-so-secret passage.  
   
  If confronted by the adventurers, he will agree that 
  he got a piece of paper from a halfling woman fishing 
  down by the river. He will show them a piece of paper 
  with directions to the Rusty Scimitar inn. He will claim 
  he is a traveler by the name of Asdin merely passing 
  through the village. He is unarmed and will not fight the 
  adventurers no matter how provoked. If the adventurers 
  try to detain him, the villagers will object, since “Asdin” 
  appears to be a simple traveler who has broken no laws. If 
  the villagers’ attitude had been raised to Friendly, it falls 
  to Indifferent, and if it was Indifferent, it falls to 
  Unfriendly (mislead, gossip, avoid, watch suspiciously, 
  insult). The villagers will refuse to let the adventurers put 
  “Asdin” in the stocks or otherwise prevent him from 
  going on his way, pointing out that this is against the law 
  unless “Asdin” has broken laws himself. The villagers will 
  reluctantly back off if the adventurers draw weapons or 
  threaten to cast spells against the villagers.  
   
  If the adventurers follow “Asdin” as he leaves the inn 
  and he becomes aware of it, he will not enter the not-so-
  secret passage but will walk a bit further upstream, then 
  build a campsite as if he is going to stay there for the 
  KET7-06 Balance of Peace 
   
  Page 16 
  
  night. Once he is sure he is not being observed anymore, 
  he will break camp and enter the not-so-secret passage.  
   
  Notice Points  
  Olya is being paid to watch for nosy strangers. Give the 
  party 1 Notice Point if all they do is ask Olya more than 
  two questions about the fort.  
   
  However, if any adventurer asks her about Najmeh, 
  or asks if she has seen a monk of Xan Yae, or gives her a 
  physical description of Najmeh, or mentions the names 
  “Morad” or “Morteza”, give the party 2 Notice Points 
  instead of 1. (Note that Olya is totally unaware of Najmeh 
  or that she is being held in the fort. She is actually 
  unaware that anyone is in the fort, although she has her 
  suspicions.) 
   
  The adventurers receive 1 Notice Point if they follow 
  the guard who meets with Olya and he realizes he is 
  being followed. They receive 1 additional Notice Point if 
  they confront the guard. And they receive another 1 
  Notice Point if the guard does not return to the fort 
  within 2 hours of his meeting with Olya.   
   
  Olya is lying  
  There are several ways that the adventurers can figure out 
  that there’s something wrong with Olya’s information 
  and attitude. 
   
  Sense Motive: If any adventurer asks for a Sense 
  Motive check about any information being passed to 
  them by Olya, she has a Bluff bonus of +8. A successful 
  Sense Motive check indicates she is not telling them 
  everything and she is untrustworthy. 
   
  Facts don’t match story: If the adventurers follow 
  Olya’s advice and go to the secret passage to the ruined 
  temple, they will either detect or trigger a trap, which 
  will cast suspicion back on Olya. If they confront her 
  with this, she will claim that an old farmer (since 
  deceased) told her about the passage. 
   
  Seeing Olya meet with “Asdin”: If the adventurers 
  follow Olya and see her pass a note to “Asdin”, they get a 
  +2 Circumstance bonus on subsequent Sense Motive, 
  Intimidate and Bluff  checks with her. 
   
  Finding the fort logbook: If the adventurers find 
  the logbook in the fort’s basement observation room 
  (Location C), they will find a list of payments made to 
  Olya over the past three years as well as information 
  about the adventurers dated today that could only have 
  come from someone in the village. 
   
  Confronting Olya: If the adventurers confront Olya 
  with only suspicions, she will try to have a good story 
  ready as an explanation. (Example: If they ask why she 
  happened to have directions to the inn in her pocket 
  when she met “Asdin”, she will reply that she often meets 
  strangers as she is fishing, and has prepared directions to 
  her inn for them in case they wish to stop for the night.). 
  However, it is possible to Bluff or Intimidate her into 
  confessing that she has been a paid informant. (Her 
  Sense Motive is +8.)  
   
  If the adventurers confront her with hard evidence 
  of questionable acts (such as the logbook from the fort), 
  she will immediately break down and confess that she is a 
  paid informant who was supposed to point nosy people 
  towards the secret passage near the temple. However, she 
  has no real information to give them—she does not 
  know who her employer is, she does not know of anyone 
  named Najmeh, and although she suspects something is 
  going on up at the fort (since she is supposed to watch for 
  people asking questions about the fort, and she doesn’t 
  know where else her contact would be staying in the 
  valley), she doesn’t know anything for sure. 
   
  If Olya confesses while other villagers are in the 
  common room, the other villagers will listen in shocked 
  silence, then set down their mugs and leave, their body 
  language making it abundantly clear that although Olya 
  has not broken any laws, she has betrayed their trust. 
  Regardless of whether or not anyone hears her 
  confession, Olya will close up the Rusty Scimitar 
  immediately and leave town for good the next day.          
   
    
  DEVELOPMENT 
  The adventurers have several options after exploring the 
  village: 
  • 
  Explore the ruined temple: Go to 3: The Temple 
  • 
  Attempt to find the secret passage to the fort 
  that they have been told about. Go to 6: Not-so-
  secret Passage 
  • 
  Either reconnoiter or walk directly up to the 
  ruined fort. Go to 7: Walk Right Up 
  • 
  Walk down by the river. If they cross the ditch 
  marked on DM Map: Village of Amarat & 
  Area, go to 4: The Overflow Pipe 
   
    
  3: THE TEMPLE  
  The adventurers have two choices if they want to explore 
  the temple:  
  • 
  They can approach it directly 
  • 
  They can attempt to use the secret tunnel (if 
  Olya has told them about it). 
   
  WALK DIRECTLY INTO RUINS 
  If the adventurers come directly from the road into town 
  to the temple ruins or if they ignore Olya’s advice and 
  head straight for the ruins: 
   
  A large overgrown area at the edge of town stands in 
  stark contrast to the neat and tidy village. As you 
  KET7-06 Balance of Peace 
   
  Page 17 
  
  slowly walk under the trees and force your way 
  through the thick brambles and undergrowth, you 
  come upon the ruins that you spotted poking above 
  the trees. What was once some sort of mighty edifice 
  is now abandoned, a sad testimonial to the transient 
  nature of glory. Yet even now you feel humbled as 
  you look at mighty stones lying tumbled about like a 
  child’s playing blocks. You can only marvel at the 
  forces that must have caused this desecration. Was it 
  some mighty power that did this, or merely the slow 
  but sure advance of time? 
   
  You crane your neck back to look at the towers, 
  shorn off by some mighty blow or worn down by 
  erosion, yet still towering above the trees. 
   
  You wander through empty doorways into rooms 
  marked only by tumbled walls and foundation stones. 
  Occasionally you find marks or runes on walls, but 
  they are too faded and worn to be comprehensible. If 
  this was a temple, you do not know to what god. It is 
  clear that this complex dates to a time before there 
  was a land called Ket. 
   
  Suddenly you hear a sound… 
   
  If the adventurers follow the noise, they start to hear 
  giggles. They surprise a pair of teenagers hiding in one of 
  the buildings. The couple springs to their feet, the boy 
  hastily fixes his hair, while the girl straightens her dress. 
  Red in the face, they edge around the adventurers and 
  run back to the village. 
   
  If the adventurers ask them about the ruins, they 
  don’t know anything about them other than the ruins are 
  popular with the young people in town, who use it as a 
  “Lover’s Lurk”. 
   
  Exploring the rest of the ruins reveals nothing 
  further.   
   
  FINDING THE SECRET TUNNEL 
  See DM Map: Temple Ruins. If the adventurers take 
  Olya’s advice and try to use the secret tunnel to the ruins: 
   
  You follow Olya Silvermug’s directions, and as 
  promised, there is a set of thick blackberry brambles 
  beside the forest path. Forcing your way through to 
  the centre of the bramble patch, you come across a 
  wooden trap door set into the ground.  
   
  The trap door opens to reveal a 20-foot wooden ladder 
  descending into darkness.  
   
  If the adventurers climb down the 20-foot ladder into the 
  passage, they find themselves in a 10’ wide by 6’ high 
  stone passage. The tunnel is well made, even by dwarven 
  standards. Anyone making a DC 12 Knowledge 
  (Architecture and Engineering), Dungeoneering, or 
  Stonecunning check can tell the tunnel is ancient—
  many centuries old—and has been flooded several times 
  in the past, including one time no more than six months 
  ago.   
   
  One hundred feet from the entrance, the tunnel 
  ends in a 10-foot wide door, which is trapped. If the 
  adventurers have darkvision and are not using a light 
  source, eliminate the last sentence of read-aloud text.  
   
  The 10-foot wide door that comes into view at the far 
  end of the tunnel is a subtle work of art. Designs of 
  stars and moons are carved into the dark oak in a 
  geometric pattern that brings into bold relief the 
  golden sun-shaped boss in the middle of the door. 
  The sun is polished brightly enough to send 
  reflections of your light up and down the tunnel.    
   
  If anyone steps on either of the 5’ squares directly in 
  front of the door without first disabling the trap, read the 
  following: 
   
  As you step forward, the stone tile under your foot 
  gives slightly and you hear a click. Suddenly small 
  arcs of electricity start crackling across the surface of 
  the metal boss, rapidly intensifying into large ugly 
  snaps of blue-white energy.  
   
  Roll initiative. When the trap’s turn comes, a bolt of 
  electricity blasts down the entire length of the hall, 
  filling every square of the corridor with electrical energy. 
  More energy immediately starts building up again.  
   
  Lightning bolts continue to fire off once per round 
  either until the end of the trap’s indicated duration or 
  until the sun-shaped boss has been destroyed or disabled. 
  Once the trap’s duration is reached, the bolts end and it 
  resets, ready to be triggered again. If someone is still 
  standing on one of the pressure plates at the end of the 
  trap’s duration, it will start another sequence of lightning 
  bolts the next round. 
   
  There are two ways to disable the trap: 
  • 
  The pressure plates can be disabled. If the 
  lightning bolts have already started, disabling 
  one or both pressure plates does not stop the 
  trap from firing lightning bolts for its full 
  duration, it simply prevents the trap from being 
  triggered again. 
  • 
  The sun-shaped boss in the center of the door 
  can either be destroyed by physical damage or 
  disabled (same DC as for disabling the floor 
  plates). 
  This 
  stops 
  the 
  lightning 
  bolts 
  immediately.  
  KET7-06 Balance of Peace 
   
  Page 18 
  
   
  APL 2 (EL 1) 
   
  Lightning Corridor: see Appendix 1  
   
  APL 4 (EL 4) 
   
  Lightning Corridor: see Appendix 1  
   
  APL 6 (EL 6) 
   
  Lightning Corridor: see Appendix 1  
   
  APL 8 (EL 8) 
   
  Lightning Corridor: see Appendix 1  
   
  APL 10 (EL 10) 
   
  Lightning Corridor: see Appendix 1  
   
  APL 12 (EL 10) 
   
  Lightning Corridor: see Appendix 1  
   
   
  If the adventurers open the door, there is nothing 
  behind it but a blank wall of unexcavated dirt. If this 
  tunnel once led to the temple ruins, it does no longer. 
  Now it is simply a deathtrap designed by Morad to kill 
  nosy strangers. 
   
  If the entire party dies in this trap, and did not tell 
  anyone in the village (other than Olya) where they were 
  going, it will be six months until someone discovers their 
  bodies so that a raise dead or resurrection can be enabled 
  i.e. death is resolved as normal at the end of the 
  adventure, with a penalty of 26 TUs added to any other 
  gp, xp or TU costs that may be incurred.   
   
  If the adventurers survive the trap and confront Olya 
  about her false lead, she will shrug and claim that a 
  farmer (long since dead) told her about the tunnel.  
   
  DEVELOPMENT 
  If the adventurers:  
  • 
  move back to the village to start again, go back 
  to 2: The Village of Amarat 
  • 
  walk down along the river bank trail, go to 4: 
  Overflow Pipe 
  • 
  decide to try the fort’s well-known “not-so-
  secret” passage, go to 6: Not-So-Secret Passage 
  • 
  decide to explore the fort directly, go to 7: Walk 
  Right Up 
   
  4: THE OVERFLOW PIPE  
  If the adventurers take the riverside path, and cross the 
  ditch (see DM Map: Village of Amarat & Area), they 
  see a 3-foot-wide, 3-foot-deep ditch that emerges from 
  some brush and heads down to the river.  
   
  It is a DC 8 Spot check to see a trail has been made 
  by a Small creature heading into some bushes nearby and 
  a DC 10 Spot check to see a backpack lying in the small 
  stream of water in the bottom of the ditch.   
   
  If the adventurers pick up the backpack, it has been 
  mildly bleached where it was lying in the water. A DC 11 
  Knowledge (Alchemy) check reveals that the water must 
  be slightly acidic to cause the bleaching. The backpack 
  would fit a Small person or a child. It contains some 
  cookies, a shirt that would fit a Small person or a child, 
  and a threadbare blanket. 
   
  If the adventurers are interested in the trail, a DC 5 
  Survival check with the Track feat indicates the trail was 
  made by something dragging itself. A DC 10 on the same 
  check shows the trail to be less than a day old. 
   
  If the adventurers look into the bushes, they find a 
  young dwarven boy sleeping there. If they wake him up, 
  the boy is not afraid. He tells them he is 10, his name is 
  Balak, and asks if they are adventurers and can he come 
  with them on an adventure as soon as his ankle is healed. 
  (He sprained his ankle jumping over the ditch yesterday 
  afternoon.) And if they can get his backpack from the 
  ditch, he is really hungry but is willing to share his 
  cookies with them. 
   
  A DC 15 Heal check confirms that he has badly 
  sprained his ankle, and also enables the adventurer to 
  make a splint so the boy can hobble around. 
   
   Balak is ready to go home, but can’t make it there in 
  his own, even if his ankle has been splinted. Assuming 
  the adventurers return the boy to his mother Deena 
  Stoutbucket in the village, she thanks them profusely 
  (but scolds Balak.) If any of the adventurers are members 
  of the Dwarven Clans metaorg, she hugs them and 
  thanks them in particular.  Any members of Dwarven 
  Clans get the AR reward Dwarven Clans. 
   
  If the adventurers explore the ditch where they 
  found the backpack, it disappears into some dense 
  bushes. However, if the adventures walk around the 
  bushes, the ditch does not continue on the other side. If 
  the bushes are moved aside, the adventurers can see that 
  the ditch ends in a small dirt bank, with water trickling 
  out of a small hole. (See DM Map: Overflow Pipe)  
   
  A DC 16 Knowledge (Architecture & Engineering), 
  Dungeoneering or Stonecunning will tell them that the 
  ditch used to be a tunnel of some sort such as an 
  underground stream, but the roof collapsed sometime in 
  the past, exposing the last few feet of the stream. 
   
  A DC 15 Spot check reveals that some stones lying in 
  the 
  water 
  look 
  a 
  bit 
  strange—discolored 
  and 
  pockmarked. A DC 11 Knowledge (Nature) check 
  indicates that all these stones are a type of soft limestone. 
  A DC 11 Knowledge (Alchemy) check indicates that to 
  discolor the rocks in this way, the rocks must have been 
  exposed to slightly acidic water for a couple of months. 
  KET7-06 Balance of Peace 
   
  Page 19 
  
  However, the water trickling out of this hole is not 
  dangerous to touch.  
   
  Digging away a few stones from the entrance will 
  reveal a very narrow underground streambed. There is a 
  noticeably sour odor coming from the hole.  
   
  The underground streambed is actually a narrow 
  pipe that carries overflow water from the fort’s cistern to 
  the river. (See DM Map: Overflow Pipe.)  
   
  At the entrance it looks natural, but if anyone 
  proceeds more than 10 feet up the passage with either 
  darkvision or a light source, it is obvious the passage is 
  man-made—the tunnel is 3’x3’ square, with walls are 
  made of stone slabs or tiles.  
  Any dwarf or gnome 
  can tell that this tunnel has a gradual slope upwards away 
  from the river.  
   
  A DC 12 Knowledge (Architecture & Engineering) 
  or Stonecunning reveals that this tunnel is very old—
  centuries old—and is in poor shape. This particular 
  section is stable, but there may be sections further on that 
  might be unsafe. 
   
  LIGHT AND DARK 
  This is a very narrow tunnel, and there is only enough 
  room for a single file. There is absolutely no light down 
  here, so the first adventurer in line will be moving 
  forward by touch alone unless at least one of the 
  following conditions is met: 
  • 
  the adventurer has darkvision  
  • 
  the adventurer is carrying a light source 
  • 
  the adventurer has lowlight vision and a light 
  source is being carried by another adventurer 
  further back in the line 
  • 
  Although the first adventurer in line does not 
  have lowlight vision, a light source is being 
  carried by someone further back in the line, and 
  all adventurers between the light source and 
  front of the line, including the first adventurer 
  in line, are Small, allowing the light to filter 
  forward. 
   
  THE UNDERGROUND POOL 
  About 100 feet up the tunnel, there is a 40’ break in the 
  passage. See DM Map: Underground Pool (Side view 
  and Overhead). Two years ago, during an especially high 
  spring flood, the Tuflik River forced water up the tunnel. 
  A 40’ section of the tunnel floor and the earth underneath 
  collapsed, forming a small cave with a pool of water. The 
  surface of the pool is 5 feet below the floor of the tunnel, 
  and the roof varies from 8 feet above the surface of the 
  water at the tunnel mouth to 10 feet above the water in 
  the centre of the chamber. The depth of the pool varies 
  from 5 feet at the edges to 20 feet in the centre.  
   
  Several weeks ago, an ooze managed to drag itself 
  from the river up the tunnel to the pool, where it spends 
  most of its time floating underwater and feeding on small 
  animals.  
   
   
  You are sure this is not going to be one of your 
  fondest memories as you creep along the narrow 
  tunnel. The stone walls squeezing in on every side are 
  slimy and damp. Dirt trickling from the ceiling now 
  and then gives you second thoughts about the 
  advisability of choosing this path as you splash 
  though the sluggish stream of water flowing along 
  the floor.  
   
   
  If the first adventurer in line is able to see as defined in 
  Light & Dark above, then read the following: 
   
  You have traveled about a hundred feet when the 
  tunnel suddenly comes to an end in a small cavern. 
  About forty feet from you, the tunnel starts up again, 
  but there is nothing but air between here and there. 
  About five feet below you, a pool of water completely 
  fills the chamber from wall to wall.  
   
  If the first adventurer in line is moving forward by touch 
  alone, then read the following: 
   
  You have traveled about a hundred feet up the 
  passage, when suddenly your [hand if crawling/foot if 
  walking] encounters nothing but air. 
   
  If the first adventurer cannot see, he or she will 
  unexpectedly put a hand or foot into empty air, and must 
  make a DC 12 Reflex save to avoid tumbling out of the 
  end of the passage into the underground pool. 
   
  If no one falls into the pool, the adventurers must 
  decide how to cross the pool and get into the tunnel on 
  the other side. 
   
  Tactics: The ooze is transparent, and unlikely to be 
  spotted unless extraordinary measures are taken. It is 
  mindless and simply attacks the first “meal” to enter the 
  pool or approach the surface closely. The only animals 
  that have fallen into the pool so far have come from the 
  river, so it will lurk in the water under the pipe that leads 
  to the river. 
   
  The ooze is not intelligent enough to hold grappled 
  prey underwater during combat. 
   
  At higher APLs the ooze has reach and will use this 
  to reach up into the air and attack adventurers who are 
  using magical or mundane means to cross the chamber 
  from side to side without touching the pool. 
   
  Note that the water in the pool is plain water and not 
  dangerous to touch. 
   
  KET7-06 Balance of Peace 
   
  Page 20 
  
  APL 2 (EL 2) 
   
  Flotsam Ooze: hp 23; see Appendix 1. 
   
  APL 4 (EL 4) 
   
  Large Flotsam Ooze: hp 87; see Appendix 1. 
   
  APL 6 (EL 6) 
   
  Huge Flotsam Ooze: hp 165; see Appendix 1. 
   
  APL 8 (EL 8) 
   
  Huge Elite Flotsam Ooze: hp 273; see Appendix 1. 
   
  APL 10 (EL 10) 
   
  Gargantuan Flotsam Ooze: hp 451; see Appendix 1. 
   
  APL 12 (EL 12) 
   
  Advanced Gargantuan Flotsam Ooze: hp 645; 
  Appendix 1. 
   
  DEVELOPMENT 
   
  If the adventurers give up on this passage and go 
  back east to the river bank, they can move on to 6: Not-
  So-Secret Passage or perhaps decide to walk right up to 
  the fort (7: Walk Right Up) or go to the temple ruins (3: 
  The Temple). 
   
  If the adventurers manage to get across the chamber, 
  they continue west to 5: Cistern. 
   
   5: CISTERN  
  The fort is well above the water table of the valley and 
  sited on solid bedrock, making an artesian well 
  impractical. Instead, the fort’s architect built a cistern 
  below the basement level of the fort to collect rainwater. 
  It is a cylindrical chamber cut into the bedrock, 40 feet 
  across and 70 feet from floor to ceiling, currently filled to 
  its maximum capacity, which is 40 feet of water—any 
  excess flows down to the river via the overflow tunnel 
  (See DM Map: Cistern).  
   
  The walls of the chamber are roughly hewn from 
  stone, but are damp and slimy.  
   
  The door leading up to the fort’s basement is in the 
  wall directly opposite the overflow tunnel and 20 feet 
  higher. It is a steel door, ½ an inch thick, is not locked or 
  barred, and opens outwards. The top of the five-foot-high 
  door is five feet below the ceiling.  
   
  A 4-inch-diameter water intake pipe runs from the 
  center of the ceiling all the way to the bottom of the 
  cistern (although adventurers will not know how far 
  down it goes unless they have some means of 
  investigating underwater.) The top of this pipe is attached 
  to the hand pump in fort’s basement. (See 8: The Fort’s 
  Basement.) The soldiers use the hand pump to draw 
  water for their daily needs, and therefore have no reason 
  to visit the cistern chamber.  
   
  The water is very clear and calm, but unless a light 
  source is lowered below the surface, the water seems 
  dark. 
   
  There used to be a wooden floor level with the 
  bottom of the door (10 feet below the ceiling), but in the 
  long centuries since this fort was abandoned, the 
  structure rotted away and collapsed. The only signs of it 
  that remain are a narrow 6-inch stone ledge around the 
  circumference of the chamber at the same level as the 
  bottom of the door, where the edge of the floor was 
  seated, and three dozen regularly spaced 6-inch x 6-inch 
  holes in the wall 10 feet below the ledge where the 
  support beams for the floor were nested into the walls.  
   
  Halfway around the chamber between the door and 
  the overflow tunnel a set of iron rungs are set in the wall, 
  allowing someone to climb up from water level to the 
  ledge. There used to be rungs below the water, but they 
  have rusted away. Given the damp air in this chamber, 
  the rungs above water are not in good shape either. They 
  will only hold a cumulative total of 800 lbs of weight 
  before snapping off from the strain. (For example, five 
  people weighing 150 lbs each—a cumulative weight of 
  750 lbs—could safely climb the rungs. If a sixth person 
  weighing more than 50 lbs started climbing, the rungs 
  would snap off. The DM should make note of trips made 
  down the rungs as well as up.)   
   
  A new wooden bucket is floating on the surface of 
  the water directly underneath the door, attached to a new 
  rope. The other end of the rope is attached to a new iron 
  bracket moored to the wall beside the door. When 
  Morad’s guards first moved into the fort, the old hand 
  pump that drew water up through the water intake pipe 
  was not working. The guards had to use the bucket to 
  haul water up from the cistern until they got the hand 
  pump working again. The bracket beside the door will 
  not hold a lot of weight—it will be pulled out of the wall 
  if anyone more than 100 lbs in weight attempts to 
  shimmy up the rope. 
   
  ENTERING FROM THE BASEMENT OF 
  THE FORT 
  This encounter assumes that the adventurers enter the 
  cistern via the water overflow pipe. If they actually enter 
  via the door from the basement of the fort, modify 
  circumstances to fit. In several places, alternate actions 
  for this second approach are given. However, the sections 
  Echoing Voices and Splash? do not happen and Getting 
  Up to Najmeh is irrelevant if the adventurers enter from 
  the door.  
   
   
  KET7-06 Balance of Peace 
   
  Page 21 
  
  ECHOING VOICES 
  As the adventurers approach the entrance to the cistern 
  via the overflow pipe, Morad and a Ket noble are 
  standing in the doorway of the cistern chamber, mocking 
  Najmeh, who is tied to a chair on a platform over the 
  cistern water. (See DM Map: Basement Cistern 
  (Sideview) and (Overhead View).) Due to distortion 
  from echoes, adventurers will be unable to make out their 
  exact words.  
   
  SPLASH? 
  The tunnel ends abruptly where it enters the cistern 
  chamber. There is almost no light falling on the tunnel 
  entrance—the only light in the cistern chamber is 
  torchlight coming through a doorway more than 60 feet 
  away, and the tunnel entrance lies in the shadow of 
  Najmeh’s platform. Therefore if the first adventurer is 
  walking rather than crawling i.e. is Small, and is moving 
  ahead by touch alone because he cannot see (see 5: The 
  Overflow Pipe: Light and Dark), then the adventurer 
  must make a DC 20 Spot check to see that the tunnel 
  ends; a failure requires a DC 12 Reflex save to avoid 
  tumbling into the cistern. 
   
  Adventurers who are not walking do not have a 
  chance to fall in. 
   
  VOICES IN THE DARK 
  If the first adventurer falls into the cistern, adjust the 
  boxed text accordingly. 
   
  The tunnel abruptly ends. Distant torchlight filters 
  down from somewhere above you as you cautiously 
  peer out of the tunnel entrance. You see a dimly-lit 
  barrel-shaped stone chamber, perhaps forty feet 
  across and thirty feet high. Dark water completely 
  fills the chamber from wall to wall, and a small but 
  constant amount spills across the threshold of your 
  tunnel and trickles down past your hands and knees. 
   
   In the silence, you hear a man speaking. The 
  echo of the chamber makes the words unintelligible, 
  but the sound of two men laughing harshly is 
  unmistakable.  
   
  If the first adventurer falls into the cistern and yells for 
  help, roll a Listen check for Morad. (He has a +2 bonus). 
  If he makes a DC 10, he hears the adventurer’s yell and 
  the party receives 5 Notice Points. 
   
  Regardless of whether the first adventurer falls into 
  the water, continue with the following:  
   
  The boom of a door closing echoes around the 
  chamber, and the dim light is instantly cut off, 
  leaving you in complete darkness. 
   
  As the echoes diminish into silence, you become 
  aware of a quiet voice somewhere above you 
  murmuring something. 
   
  Najmeh is praying to Xan Yae in Ancient Baklunish, 
  using the same prayer over and over again. Any 
  adventurer who speaks Ancient Baklunish can attempt a 
  DC 15 Listen check to overcome the distortion of the 
  echoes and discern the original words: 
   
  Keeper of the Shadows, Listener in the Dark, 
  Quietly I call thee, softly I seek thee. 
  Balance Good and Evil in this thy humble servant 
  Balance Law and Chaos in this thy humble servant. 
  Eternally balanced, I am eternally thine.   
   
   
  If 
  an 
  adventurer 
  who 
  understands 
  Ancient 
  Baklunish makes a successful Listen check, a DC 15 
  Knowledge (Religion) check—automatic for followers of 
  Xan Yae—will recognize the prayer as part of the liturgy 
  devoted to the goddess Xan Yae.  
   
  For anyone who has played either KET7-01 Balance 
  of Secrets or KET7-03 Balance of Harmony, making a DC 
  20 on a Listen check (even if the adventurer does not 
  understand Ancient Baklunish) will allow the adventurer 
  to recognize the voice of Najmeh. 
   
  Najmeh has managed to put herself into a light 
  trance through her repeated prayer, and will be unaware 
  of anything unless something touches her, words are 
  spoken from a distance of less than 20 feet or whispered 
  from a distance of 10 feet or less, or someone shouts loud 
  enough to create echoes. If someone does shout loud 
  enough to gain her attention, give the party 1 Notice 
  Point.  
   
  DETAILS OF THE CHAMBER 
  Anyone with darkvision or a light source can see the 
  underside of Najmeh’s platform, although they will not 
  be able to see Najmeh from water level. 
  The 
  following details can be seen on a successful Spot check: 
   
  DC 5 The iron rungs running up the wall 
   
  DC 10 The rope hanging down from the opposite 
  wall. 
   
  DC 12 The bucket floating on the water at the end of 
  the rope 
   
  DC 15 The regularly spaced holes in the wall about 
  20 feet below the ceiling.  
   
  DC 18 The narrow stone ledge circling the wall 
  about 10 feet below the ceiling, at the level of the bottom 
  of the door. 
   
  From the tunnel entrance, a direct view of the 
  chamber doorway is blocked by the platform, but moving 
  KET7-06 Balance of Peace 
   
  Page 22 
  
  along the wall more than five feet in either direction will 
  bring the door into view. 
   
  If the adventurers came into the cistern chamber 
  through the door from the basement of the fort, this list 
  is modified as follows: 
   
  DC 5 The narrow stone ledge circling the wall about 
  10 feet below the ceiling, at the level of the bottom of the 
  door, and the regularly spaced holes in the wall about 20 
  feet below the ceiling.  
   
  DC 10 The rope hanging down from the bracket on 
  the doorframe. 
   
  DC 12 The bucket floating on the water at the end of 
  the rope 
   
  DC 15 The iron rungs running up the wall  
   
  From the doorway, the 3’x3’ opening of the water 
  overflow pipe down at water level on the opposite wall is 
  not visible due to Najmeh’s platform, but if any 
  adventurer somehow moves at least five feet to either 
  side of the door (perhaps on the narrow ledge), it is a DC 
  18 Spot check to see the small opening. 
   
  GETTING UP TO NAJMEH 
  Some higher-level parties will have magical means to get 
  up to Najmeh’s platform. Lower level parties may have to 
  work at this. DMs should allow them some creativity 
  here. (Some very low-level parties may not have the skills 
  or tools to accomplish this, and may be forced to go back 
  down the tunnel and try another approach into the fort.) 
   
  The various DCs for using items around the chamber 
  are: 
  • 
  Bucket rope: DC 5 Climb (max weight: 100 lbs) 
  • 
  Water intake pipe: DC 15 Climb 
  • 
  Walls: DC 15 Climb 
  • 
  Rungs: No skill required (max. cum. weight: 800 
  lbs) 
  • 
  Narrow ledge: DC 17 Balance (due to 
  slipperiness) 
  • 
  Water: DC 10 Swim (calm water) 
  • 
  Jumping from water intake pipe to Najmeh’s 
  platform: DC 30 Jump to reach platform 
  followed by DC 25+APL Balance to prevent 
  platform from tipping over. On a failed Jump 
  check, the adventurer can dive safely into the 
  water with a DC 5 Swim check (taking 1d6 
  nonlethal damage otherwise). If the Balance 
  check fails, see If the Platform Tips Over below. 
  • 
  Jumping from water intake pipe to the doorsill: 
  DC 40 Jump check. (Failing this check by 10 or 
  less means the adventurer lands on Najmeh’s 
  platform, requiring a DC 25+APL Balance check 
  to prevent the platform from tipping over. 
  Failing the Jump check by more than 10 means 
  the adventurer falls into the water. The 
  adventurer can dive safely into the water with a 
  DC 5 Swim check, otherwise taking 1d6 
  nonlethal damage.) 
   
   
  NAJMEH’S PLATFORM 
  Now that Morad has tortured Najmeh and believes that 
  she told no one of his plans, he has no further use for her. 
  He could simply kill her, but is still angry with her for 
  failing to complete his master plan successfully. In 
  revenge, he has devised a particular ironic end for a 
  follower of Xan Yae who has always sought to maintain 
  balance in her life. 
   
  He built a new three-foot wooden doorsill in the 
  doorway and attached a long metal rod to the doorsill so 
  that the rod extended out over the water. The rod has a 
  narrow walkway and platform that freely rotate around 
  the rod. Morad’s plan was to place Najmeh on the 
  platform and watch her fall to her death as she lost her 
  balance. Sensing her Balance skill, he also greased the 
  metal platform. Three days ago, he bound Najmeh to a 
  chair, and placed the chair on the greased platform. 
  Najmeh must constantly concentrate to keep her balance. 
  If she shifts too drastically, the chair will start to slide on 
  the greasy surface and she will fall to her death.  
   
  Each day since then, Morad has come down to mock 
  her, and each time has thrown an object onto the 
  platform—a scimitar yesterday, an old boot today—
  laughing as he watches her struggle to regain her balance.  
   
  Najmeh is in bad shape physically from the torture, 
  and has not had anything to eat or drink since being 
  bound to the chair three days ago. She has been saying a 
  constant prayer to Xan Yae that keeps her in a light 
  trance. She cannot be woken from this trance unless 
  something touches her, someone speaks to her within 20 
  feet or whispers to her within 10 feet, or yells loudly from 
  anywhere in the chamber. (If an adventurer yells loudly, 
  give the party 1 Notice Point.)  
   
  Morad has placed dimensional shackles (Dungeon 
  Masters Guide 255) on Najmeh to prevent teleportation 
  and other magical means of escape. The dimensional 
  shackles can only be slipped off or broken on a DC 30; 
  however, they are not attached to her chair, only to 
  Najmeh’s ankles.  
   
  In addition, Morad casts mind blank on her every 
  day to prevent her from being scryed or otherwise 
  magically located, she has not resisted his spells due to 
  her trance.  
   
  Both Najmeh and the shackles have a moderate aura 
  of abjuration.  
   
  KET7-06 Balance of Peace 
   
  Page 23 
  
  REACHING THE LEVEL OF THE 
  PLATFORM 
  If an adventurer comes up level with Najmeh’s platform, 
  either by climbing the rungs, shinnying up the rope, 
  shinnying up the pump pipe, walking through the door 
  (change “As you come level” to “As you open the door” in 
  the boxed text below) or by other means, they will see the 
  following. (If the observer has played either KET7-01 
  Balance of Secrets or KET7-03 Balance of Harmony, 
  substitute “Najmeh” for “woman” since the adventurer 
  will recognize her.) 
   
  As you come level with the small platform, you see 
  the Beygraf’s vision come to life. A woman, beaten 
  and bloody, sits tied to a metal chair, her eyes closed 
  as she quietly prays. Golden shackles bind her ankles. 
  A scimitar and an old boot lie on the platform near 
  the chair. There is thin layer of grease on the metal 
  platform. The scimitar, already near the edge of the 
  platform, slides a bit further, then falls off, spinning 
  through the darkness until it hits the water twenty 
  feet below. Without the scimitar’s weight, the 
  platform tips back and forth viciously for second or 
  two, and you see the woman’s neck muscles tighten as 
  she quickly shifts her weight back and forth in the 
  chair, seeking a new equilibrium. The chair slides a 
  fraction of an inch on the greased surface, but stops, 
  moves back fractionally, then all movement ceases. 
  Through all this, the woman continues to pray. 
   
    
  IF NAJMEH BECOMES AWARE OF THE 
  ADVENTURERS 
  If by touch or word, Najmeh is brought out of her trance, 
  she will stop praying, but will not say anything else until 
  she is aware that an adventurer has reached the doorsill.  
   
  She does not have darkvision, so even if she is 
  brought out of her trance, she will be unaware of an 
  adventurer arriving at her level unless a light source 
  illuminates that person, or the person speaks to her.   
   
  If the adventurer at the doorsill played either KET7-
  01 Balance of Secrets or KET7-03 Balance of Harmony, 
  read this paragraph: 
   
  Najmeh carefully turns her head to look at you 
  and just as carefully nods in recognition.  
   
  “Greetings, friend,” she whispers to you in a 
  strained voice. 
   
   
  If the adventurer at the doorsill has not played either 
  KET7-01 Balance of Secrets or KET7-03 Balance of 
  Harmony, read this instead: 
   
  Najmeh carefully turns her head to look at you.  
   
  “Greetings, stranger,” she whispers to you in a 
  strained voice. 
   
  Continue reading this for all adventurers: 
   “If you are here to bring the evil Najmeh to justice, 
  your task is in vain. I have been holding Death off 
  these past three days like woman who will not let her 
  lover see her while she readies herself for the ball. I 
  have one last task to complete and then I will allow 
  Death his dance.  
   
  “Put away your sword, Executioner, and listen 
  carefully, you do not have much time. Morteza was 
  just here with a man. I could not see the man, but I 
  heard Morteza say to him as he closed the door, 
  ‘Come, noble sire. Watching her squirm is amusing, 
  but we have work to do. The time approaches when 
  we shall change your title from Graf to Beygraf.’ 
   
  “Do you understand? There is a plot against the 
  Beygraf. Leave me and fly to the Copper Palace. Warn 
  the Beygraf his life is in danger! I charge you, protect 
  the Beygraf with your life!” 
   
  CONVERSATION WITH NAJMEH 
  Najmeh not only believes herself guilty of treason, but 
  feels doubly guilty because she thinks she should have 
  realized something was wrong when she was Morteza’s 
  assistant. She has kept herself alive these past three days 
  in the hope that somehow she could get word about 
  Morteza out to the authorities. Now that she has told 
  someone what she knows, she begins any conversation 
  ready and willing to plunge to her death.  
   
  To prevent this, the adventurer who brought her out 
  of her trance—and only that adventurer—is allowed to 
  attempt a DC 15+APL Diplomacy check after a 
  roleplaying conversation of a reasonable length. Add the 
  following modifiers if the adventurer makes any of the 
  following points during the conversation. Note that these 
  points are not necessarily the truth, but may be what 
  either what the adventurer believes, or what the 
  adventurer thinks Najmeh wants to believe: 
  • 
  Najmeh is not guilty of treason, her conviction 
  was unjust: +5 
  • 
  The adventurer is not there to execute her or 
  arrest her, but to rescue her: +5 
  • 
  The 
  Beygraf 
  himself 
  commissioned 
  the 
  adventurers to rescue her. (If the adventurers 
  did not recognize the Beygraf, they will not 
  realize this): +5 
  • 
  Najmeh’s service to Ket has not ended until she 
  has spoken with the Beygraf: +2 
  • 
  The adventurer describes the Beygraf’s visions 
  and the words that were spoken to him: +5 
  • 
  If Najmeh has information about a threat to the 
  Beygraf, her life belongs to the Beygraf until she 
  has told him herself: +2 
  KET7-06 Balance of Peace 
   
  Page 24 
  
  • 
  Najmeh is guilty of treason and will probably be 
  executed after the Beygraf has spoken with her: 
  -5 
   
   
  If the check succeeds, the adventurer has convinced 
  Najmeh she should live and be taken to the Beygraf. 
  Plans can proceed for how to get her off the platform. 
  Najmeh will warn the adventurers of the dangers of the 
  platform. Go to Getting Najmeh Off the Platform below. 
   
  If the Diplomacy check fails: 
   
  Najmeh sighs and bows her head. “Thank you for 
  your kind words. But I have told you what you need 
  to know. Go now in peace and save the Beygraf. I 
  must rest now.” 
   
  Her shoulders relax and instantly the chair slides 
  forward. The weight shift flips the platform upside 
  down and Najmeh’s chair falls. A split second later, it 
  hits the water with a loud splash. As the waves 
  subside, you can see Najmeh’s white face receding 
  under the dark water, until she disappears from sight. 
   
  IF THE PLATFORM TIPS OVER 
  If, either due to an adventurer’s action or on the part of 
  Najmeh, the platform tips over, Najmeh’s chair will slide 
  off the platform and hit the water 20 feet below. Because 
  of her inability to properly absorb the impact due to 
  being tied to the chair, she will take 6 hp of non-lethal 
  damage on impact, reducing her to –1 hp. Feather fall 
  would prevent this damage. 
   
  If the adventurers attempt to rescue her from the 
  water, roll initiative at this point. 
   
  The chair will sink 20 feet per round, taking 2 
  rounds to reach the bottom of the cistern. Due to her 
  unconscious state, she will start to drown immediately, 
  and will be dead four rounds after being submerged. 
   
  The chair will be lying 5 feet from the water intake 
  pipe, which extends all the way to the bottom of the 
  cistern. Using the water intake pipe as an aid to 
  movement adds 10’ to ascending or descending 
  movement regardless of whether a successful Swim 
  check is made.  
   
  If an adventurer gets to Najmeh, it will take 1 round 
  to cut her ropes with an edged weapon, or 2 rounds to 
  untie her ropes. (A successful DC 15 Rope Use check 
  allows the ropes to be untied in only one round.)  
   
   
  GETTING NAJMEH OFF THE PLATFORM 
  If a successful Diplomacy check has convinced Najmeh 
  to attempt to escape from her fate, the adventurers can 
  attempt to safely remove her from the platform. 
   
  The platform is simply a metal disk and walkway 
  balanced on a pole projecting from the doorsill. If the 
  adventurers can think of a way to stabilize the platform, 
  the DM can assign the adventurers a reasonable DC for 
  the task based on the skills or abilities required. 
   
  Or an adventurer may simply attempt to carefully 
  walk out onto the platform to untie Najmeh. Due to the 
  greased surface and the extreme tippiness of the 
  platform, it takes three DC 15+APL Balance checks to 
  make it to Najmeh on the platform. Even bound to her 
  chair, Najmeh can help the adventurer by providing a +2 
  to the adventurer’s Balance check. 
   
  A failed Balance check on the way to Najmeh means 
  the platform tips over, dumping Najmeh and her chair 
  into the water. (See If the Platform Tips Over above.) 
  Anyone else on the platform can make a DC 25 Reflex 
  save to get back to the doorsill safely, or can simply dive 
  safely into the water with a DC 5 Swim check (taking 1d6 
  nonlethal damage otherwise).   
  If the adventurer 
  reaches her safely and unties her, Najmeh automatically 
  make her Balance checks on the way off the platform. 
  However, if the adventurer who untied her fails a Balance 
  check on the way back, Najmeh dives gracefully into the 
  water 20 feet below as the platform tips over; she does not 
  take any damage from the fall. She safely swims over to 
  the water intake pipe and hangs on. 
   
  ACCUMULATING TOO MANY NOTICE 
  POINTS 
  As detailed in Interlude: Notice Points, if the adventurers 
  accumulate 7 Notice Points, Morad immediately 
  summons two gadacro to kill Najmeh and the 
  adventurers. 
   
  Najmeh’s killer will arrive at the chamber five 
  minutes later. If it doesn’t see anyone else in the chamber 
  with her, it flies at Najmeh and attacks her, wounding 
  her and knocking her chair off the platform. The chair 
  rapidly sinks to the bottom of the cistern, where Najmeh 
  drowns. The only signs of Najmeh will be her head band 
  floating on the water, spatters of her blood on the 
  platform, and four skid marks in the grease of the 
  platform, marking where the chair skidded off. The 
  platform will be tilting to one side. 
   
  If the adventurers are in the chamber when 
  Najmeh’s gadacro arrives, the second gadacro looking for 
  them arrives at the same time. If the gadacros can see the 
  adventurers, both attack the adventurers. If they kill off 
  or drive away the adventurers, they then kill Najmeh. 
   
  DEVELOPMENT 
   
  If Najmeh has died, the adventurers must decide 
  whether or not to recover her body (if they know where 
  it is).  
  KET7-06 Balance of Peace 
   
  Page 25 
  
   
  Regardless of whether the adventurers rescue 
  Najmeh successfully or not, they have to choose how to 
  escape from the fort. Go to 9: Escape. 
   
    
  6: NOT−SO−SECRET PASSAGE  
  Following the directions you were given, you find 
  yourself standing on a narrow shingle beach between 
  a tall limestone wall and the wide Tuflik River. Many 
  footsteps in the shingle, both large and small, indicate 
  that this is a popular place for villagers.  
   
  The entrance to the secret passage leading to the 
  fort may have been well hidden in the past, but is 
  obvious now. Bushes that formerly provided cover 
  have been ripped away, and a large wooden barricade 
  made of stout beams of oak has been bolted to the 
  opening, completely blocking access. Painted on the 
  cover in Common are the words “Danger: Stay Out. 
  By order of the village council” 
   
  Graffiti has been scratched into the wooden 
  cover, most of it obviously made by young children. 
   
   
  A DC 10 Survival check with the Track feat or 
  Search check reveals many adult human footprints 
  clustered around the cover. Some lead away from the 
  cover and towards the path to the village. Others lead 
  down to the water’s edge. Making a DC 20 reveals the 
  marks of boat keels in the beach close by, and the marks 
  of boots that indicate boats being pulled on shore and 
  then pushed offshore. (No boats are hidden nearby—
  they are being used by off-duty guards for the next three 
  days.) 
   
  If the adventurers Search the cover, a DC 15 reveals 
  hidden hinges on one side and a hidden latch on the 
  other side. Opening the latch allows the entire cover to 
  swing out on the hinges. 
   
  Or the adventurers can just tear down the cover, 
  which is not difficult but gives them 1 Notice Point. 
   
  A small 5x5 passage disappears into the hillside, 
  leading upward and inward. It widens to 10 feet after 
  a short while, and continues upwards for quite some 
  distance. As you approach what must be the top of the 
  tunnel, the entrance to the fort itself, you can see 
  ahead a heavy curtain, probably of leather, with light 
  leaking around the edges. 
   
  Some 30 feet before the curtain there are traps, the exact 
  location and type varying by APL. Regardless of APL, an 
  alarm sounds if the trap is triggered, alerting the squad of 
  soldiers in the guardroom beyond the curtain to the 
  presence of intruders, and generating 2 Notice Points 
  (and another 2 Notice Points if anyone is lobbed by the 
  catapult at APL 10 or 12). Two rounds after an alarm is 
  sounded the curtain is thrown back and the guards begin 
  firing at any opponents that they can see. (See 7: Walk 
  Right Up for guards’ stats.)  
   
  Except at APL 12, for multiple traps, each trap is 
  triggered separately i.e. stepping on one does not trigger 
  all the traps. 
   
  APL 2: Each Duster trap throws up a fine powder in 
  a 5-ft square that may blind the person who stepped on it. 
  The two traps at this APL have been set up beside each 
  other. 
    
  APL 4: Each Duster trap throws up a fine powder in 
  a 10-ft square that may blind the person who stepped on 
  it. At this APL, four traps have been set up in consecutive 
  10’x10’ sections of the tunnel.  
   
  APL 6 and 8: The Hobbling trap shoots spines out of 
  the floor at intruders, which may pin their feet to the 
  ground, making them prime archery targets. It covers a 
  10’x10’ area, but is not triggered when the first 5’ plates 
  are stepped on. The trigger is in the second set of 5’ 
  plates, so the trap may also catch the second rank of an 
  adventuring party if it is following directly behind the 
  first rank. 
   
  APL 10: The catapult trap is actually a two-parter. 
  The first part is triggered when pressure is placed on the 
  second set of floorplates so that it may catch first and 
  second rank adventurers.  When it is triggered, the floor 
  rapidly tilts sideways, throwing the adventurers at the 
  wall. However, at the same time, a sliding panel in the 
  wall opens, and the adventurers are actually tossed 
  through the open panel. The panel instantly closes. On 
  the far side of the wall is the second part of the trap. 
  Anyone tossed through the open panel lands in the 
  bucket of a catapult. This triggers the catapult, throwing 
  the victims through a concealed hole dug in the hillside 
  and out into the open air. They are flung 2000 feet 
  (presumably) to their deaths. Adventurers flying through 
  the air have 1 round of actions before they land. (See DM 
  Map: Village of Amarat & Area for approximate landing 
  location.)  If the adventurers survive, it is likely a long 
  trek back to their companions. The catapult and tilting 
  floor both take 1 round to reset. 
   
  Those who succeed on the first Reflex save versus 
  the tilting floor are not thrown through the open wall 
  panel. Anyone who is thrown through the panel but 
  makes a Reflex save versus the catapult avoids being 
  tossed, but will be trapped in the catapult chamber when 
  the sliding wall slides back into place and resets. To 
  escape, the adventurer must make a DC 10 Climb check 
  to get back up to the sliding panel, then a DC 24 Search 
  check to find the hidden panel, then a DC 30 Open Locks 
  to slide open the panel. Or someone in the hallway can 
  either make the Search and Open Locks check or just 
  trigger the trap again, allowing the trapped person to 
  KET7-06 Balance of Peace 
   
  Page 26 
  
  escape when the sliding panel opens.  See the DM’s 
  Diagram for details. 
   
  APL 12: There is a second Catapult trap, 5 feet in 
  front of the first—that is, there is 10 feet of trapped 
  corridor, then 5 feet of untrapped corridor between the 
  two traps, then 10 more feet of trapped corridor. The first 
  trap does not have a trigger plate, so adventurers can pass 
  over it safely. The second trap has two 5’ trigger plates, so 
  that when the trap is triggered, both traps go off at the 
  same time. This means that anyone standing on either 10’ 
  section of trapped corridor will be thrown into one of the 
  catapult buckets. 
   
  APL 2 (EL 1) 
   
  Alarm and Duster Trap (2): see Appendix 1  
   
  APL 4 (EL 4) 
   
  Alarm and Duster Trap (4): see Appendix 1  
   
  APL 6 (EL 6) 
   
  Alarm and Hobbling Trap: see Appendix 1  
   
  APL 8 (EL 8) 
   
  Alarm and Extra Hobbling Trap: see Appendix 1  
   
  APL 10 (EL 10) 
   
  Alarm and Catapult Trap: see Appendix 1  
   
  APL 12 (EL 12) 
   
  Alarm and Dual Catapult Trap: see Appendix 1  
   
      
  If the adventurers find the trap or examine the trap after 
  combat has been resolved, a DC 12 Dungeoneering or 
  Knowledge (Architecture & Engineering) check shows 
  that the trap is ancient and likely non-functional for 
  many years, but new parts have been added to it within 
  the past few years to make it functional again. If no one 
  in the party can make this check, a DC 12 Spot check 
  while examining the trap enables the adventurers to at 
  least see the new parts. 
   
   
  NOTICE POINTS 
  If the adventurers accumulate seven points while in the 
  passage, Morad summons two gadacro as outlined in 
  Interlude: Notice Points. The gadacro find the 
  adventurers five minutes later. If the adventurers are in 
  combat with the mercenary guards at this time, the 
  gadacro 
  attacks 
  the 
  adventurers. 
  However, 
  the 
  mercenaries are unaware that the demon was summoned 
  by their employer, and attack the demon if it comes 
  within range.   
   
  DEVELOPMENT 
  If the adventurers overcome the trap but then decide to 
  not continue, return to 2: The Village of Amarat. 
   
  If they decide to keep going, the passage past the 
  curtain opens to a 20 ft. by 20 ft. room, with a door on the 
  far wall leading to a 30-foot staircase that climbs at a steep 
  angle to a 3’x3’ opening in a wall. Some 15’ planks or low 
  benches are stacked on a corner –they are used by the 
  guards to walk over the traps in the passage. A torchlit 
  passageway can be seen through the opening. Go to 8: 
  Fort’s Basement. 
   
  7: WALK RIGHT UP  
  SEARCHING FOR HIDDEN ENTRANCES 
  TO THE FORT 
   There are three hidden entrances into the fort: the not-
  so-secret passage, the cistern’s overflow pipe, and the 
  catapult trap exit (only at APLs 10 & 12, covered with a 
  concealed trapdoor); however, if the adventurers attempt 
  to find a hidden entrance just by walking around the 
  valley, it will be impossible to just happen upon one, 
  given the amount of ground to be covered.  
   
  THE DIRECT APPROACH 
  The following assumes that if the adventurers directly 
  approach the fort, they will do so by coming up the ramp 
  to the “front gate”. If the adventurers approach from a 
  different direction or use magic or special abilities, use 
  DM Map: Village of Amarat and Area to adjudicate 
  their efforts, noting that there are guards watching all 
  approaches from the north, south and east, while the 
  back of the fort sits against the steep valley wall. 
   
  As the adventurers approach the fort, they will be 
  able to see that the fort is marked by ruined tumbled 
  walls that vary in height from 5 to 10 feet.  (See DM Map: 
  Walk Right Up) It is a DC 17 Spot check to see that 
  there are several small holes in the cliff below the ruined 
  fort walls. (These are the observation holes in the 
  basement, in room C. See DM Map: Basement of the 
  Fort)   
   
  There is a ramp leading up to the “front gate”, but it 
  is very steep. If combat occurs on these slopes, any 
  character fighting in melee and standing higher up the 
  hill will get a height advantage (+1 to hit). In addition, 
  movement uphill is ¼ normal speed, and running and 
  charging are impossible. 
   
  The “front gate” marks the former entrance to the 
  fort, but is nothing more than a gap in the exterior walls 
  marked by a couple of broken columns on either side of 
  the opening. 
   
  If the adventurers do not want to take the ramp up to 
  the “front gate”, then it is a DC 15 Climb check to scale 
  KET7-06 Balance of Peace 
   
  Page 27 
  
  the 60-foot sheer cliff from the valley floor to the top of 
  the ruined walls. 
   
  If the party manages to get inside the walls, piles of 
  rubble from tumbled walls make some areas difficult 
  terrain. 
   
    
  GUARDS IN THE FORT 
  At APLs 2, 6 and 10, there are 16 guards in the fort. At 
  APLs 4, 8 and 12, there are 32 guards. In all cases, they are 
  split into 4 squads (each squad having 4 guards at APLs-2, 
  6 and 10, and 8 guards at APLs 4, 8 and 12). At any time, 
  day or night, the squads are assigned to these areas: 
  1. One squad observes the valley from Room C of the 
  basement. 
  2. One squad is in the guardroom of the Not-So Secret 
  Passage. 
  3. One squad is on standby in Room K 
  4. One squad is asleep in the dormitory (not wearing 
  armor, their armor and weapons on the floor beside 
  their beds.) 
   
  DAYTIME 
  If the adventurers walk up the ramp in daylight, or climb 
  the cliff up to the fort, and do not take any kind of 
  stealthy measures (Hide, invisibility, etc.), then they are 
  automatically Spotted by the guards watching from the 
  observation room in the basement of the fort. Some or all 
  of the guards in the observation room and stand-by room 
  (depending on APL) will hustle up to the upper level to 
  set up an ambush, the exact details dependent on where 
  the adventurers enter the fort. (See DM Map: Top Level 
  of the Fort) If the guards do not Spot the adventurers 
  due to stealthy measures taken, then the top level will be 
  unoccupied. 
   
  The guards have a +1 to Listen and Spot, and are 
  taking 10 for a total of 11. 
   
  NIGHT 
  If the adventurers walk up to the fort at night while 
  carrying a light source (either to the front gate, or by 
  climbing the 30’ cliff to the ruined walls), then they are 
  automatically Spotted by the guards watching from one 
  of the observation rooms in the basement of the fort. 
  Some or all of the guards in the observation room and 
  stand-by room (depending on APL) will hustle up to the 
  upper level to set up an ambush, the exact details 
  dependent on where exactly the adventurers enter. (See 
  DM Map: Walk Right Up). 
   
  The guards have a +1 to Listen and Spot, and are 
  taking 10 for a total of 11. If the adventurers are not 
  carrying a light source, then it will be the guards’ Spot 
  checks versus any measures taken by the adventurers. 
  Note that both full moons are up tonight in a clear sky, 
  producing light nearly the equivalent of daylight, which 
  negates any Hide bonus the adventurers get due to 
  darkness.  
   
  If the guards do not Spot the adventurers, then the 
  top level will be unoccupied. 
   
  COMBAT 
  If full combat breaks out on the top level without any 
  sound reduction measure being taken, and goes on for 
  more than 1 minute (10 rounds), guards left in the 
  observation room of the basement (if any) plus the squad 
  of guards in the guard room of the not-so-secret passage 
  and stand-by room will arrive at the start of the 11
  th 
  round. The squad of guards that had been sleeping will 
  arrive 15 rounds after combat starts without armor but 
  with their weapons.  
   
  If the combat is silent, or is finished before 10 
  rounds, the guards down below will assume the 
  interlopers have been killed with and that the guards sent 
  to kill them are busy looting the bodies for 
  information—the guards downstairs will not come to 
  investigate for 15 minutes. 
   
  Guards (per squad) 
  APL 2 (EL 4) 
   
  Guards (4): Fighter 1; hp 12; see Appendix 1. 
   
  APL 4 (EL 6) 
   
  Guards (8): Fighter 1; hp 12; see Appendix 1. 
   
  APL 6 (EL 8) 
   
  Guards (4): Fighter 4; hp 36; see Appendix 1. 
   
  APL 8 (EL 10) 
   
  Guards (8): Fighter 4; hp 36; see Appendix 1. 
   
  APL 10 (EL 12) 
   
  Guards (4): Fighter 8; hp 68; see Appendix 1. 
   
  APL 12 (EL 14) 
   
  Guards (8): Fighter 8; hp 68; see Appendix 1. 
   
  NOTICE POINTS 
  If the adventurers are seen walking up the ramp or 
  climbing any of the walls, they receive 3 Notice Points. 
   
  If they engage in combat on the top level and take no 
  measures to reduce the noise (silence, etc.), they receive 5 
  Notice Points. 
   
  If they receive both of these, this is enough to trigger 
  Morad to send his summoned gadacro to Najmeh and in 
  search of the adventurers. See Interlude: Notice Points 
  for details. 
   
  KET7-06 Balance of Peace 
   
  Page 28 
  
  DEVELOPMENT 
  A frontal assault on the fort may force the adventurers to 
  retreat if all of the fort’s guards get involved. 
   
  Even if the adventurers have the resources to 
  successfully engage all of the guards, the resultant 
  combat will likely result in enough Notice Points to 
  trigger the gadacro killers. 
   
  However, if the party is able to either sneak into the 
  top level without alerting any guards or quickly and 
  quietly dispatch guards on the top level, they may be able 
  to get to the basement without alerting the guards.  
   
  Treasure: (per squad) 
   
  APL 2: Loot 145 gp; Total 145 gp. 
   
  APL 4: Loot 290 gp; Total 290 gp. 
   
  APL 6: Loot 486 gp; Magic 880 gp; 4 +1 fullplate (220 
  gp each); Total 1366 gp. 
   
  APL 8: Loot 972 gp; Magic 1760 gp; 8 +1 fullplate 
  (220 gp each); Total 2732 gp. 
   
  APL 10: Loot 28 gp; Magic 2568 gp; 4 +1 fullplate 
  (220 gp each), 4 +1 falchion (197 gp each), 4 +1 composite 
  longbow +3 strength (225 gp each); Total 2596 gp. 
   
  APL 12: Loot 56 gp; Magic 5136 gp; 4 +1 fullplate 
  (220 gp each), 4 +1 falchion (197 gp each), 4 +1 composite 
  longbow +3 strength (225 gp each); Total 5192 gp. 
   
  8: BASEMENT OF THE FORT 
  There are no torches or lanterns lighting hallways or 
  rooms, to prevent lights from being seen in the village. 
  Guards carry hooded lanterns when they walk around. 
   
  Anytime the adventurers are in the main hall of the 
  basement, every 10 minutes, there is a 20% chance that 
  one of the guards from the observation room, the stand-
  by room or the dormitory will come out into the hall and 
  instantly raise an alarm.  
   
  If the adventurers engage in full combat anywhere 
  in the basement of the fort without taking precautions, 
  all the guards in the fort are alerted. Two rounds later, all 
  guards on duty emerge from their locations to join the 
  combat. Two rounds after that, the guards who had been 
  sleeping in the dormitory emerge to join the combat. 
  Guards emerging from the dormitory will not be wearing 
  armor. 
   
  Because the guards know each other on sight, it is 
  impossible 
  without 
  extraordinary 
  measures 
  for 
  adventurers to disguise themselves as guards unless they 
  stay in shadowy light when they meet other guards. 
   
  THE GUARDS 
  The guards are mercenaries hired by Morad. They adhere 
  to the strict code of their mercenary regiment, which is 
  to fight to the death. They know about Ket law, but will 
  deal lethal damage without compunction within the fort, 
  figuring they can hide the bodies afterward.  
   
  See Adventure Background: Mercenary Guards for 
  further details. 
   
   
  ROOM BY ROOM 
   
  A. Top of the Not-So-Secret Passage. A steep stair 
  in the not-so-secret passage leads to a 3’x3’ hole in the 
  wall of the fort that is five feet long. The hole had been 
  covered by a tapestry centuries ago, but is uncovered 
  now. 
   
  B. Dormitory. At any time, one squad of guards is 
  sleeping (4 at APLs 2-6, and 8 at APL 8-12). If combat 
  occurs on the top level or in the basement of the fort, 
  they will awake and join the battle without taking time to 
  put on armor. 
   
   Personal effects in this room include letters 
  indicating the guards are on duty for 12-hour shifts for a 
  month, then rotated out for a month. To enter and leave 
  the area, they use the not-so-secret passage, and travel 
  down the Tuflik River using a boat hidden close by.  
   
  C. Observation room. One squad of guards is in this 
  room. Holes have been drilled in the thick walls of this 
  rooms (marked by “O” on DM Map: Basement of Fort), 
  enabling guards to survey the valley to the north, west, 
  and south. There is one hooded lantern, currently 
  completely hooded. (Torches and other uncontrolled 
  light sources are not permitted in these rooms so that 
  light cannot be seen from the fortress at night.) Guards 
  are required to keep notebooks of their observations. 
  Flipping through these notes, the adventurers will be 
  able to see that all comings and goings through the 
  village and area are carefully noted, including their own 
  arrival in the village. If Olya met with a guard, a note 
  regarding a sighting of the signal of yellow smoke from 
  the inn will be there, and a note that a guard was 
  immediately ordered to meet with Olya will be there. 
   
  Separate logbook details information gathered from 
  Olya Silvermug, mainly details of miscellaneous travelers 
  passing through the village over the past three years. If 
  the adventurers questioned villagers at least 3 hours ago, 
  or Olya at least two hours ago, their names (if they gave 
  them), descriptions and the questions they asked will be 
  logged. In a separate part of this logbook is a list of 
  weekly payments made to Olya going back three years.  
   
  D. Pantry. Full of food and drink.  
   
  E. Kitchen A good-sized kitchen services the needs 
  of the soldiers. Due to concerns about smoke being seen, 
  the stoves are only lit between midnight and an hour 
  before sunrise. 
   
  F. Water pump. The pump draws water from the 
  cistern. It is very noisy, and if anyone uses it, one of the 
  KET7-06 Balance of Peace 
   
  Page 29 
  
  guards from the dormitory will appear 30 seconds later to 
  complain about the noise. 
   
  G. Stairs down to Cistern Chamber. At the bottom 
  of these stairs is a simple 5’ high steel door that opens 
  towards the adventurers. If they open it, go to 5: Cistern. 
   
  H. Stairs to top level These lead up to the ruined 
  upper level of the fort. 
   
  J. Empty room The only piece of furniture here is a 
  chair. Stains under the chair on the floor are reddish 
  brown. A DC 15 Heal check will confirm that they are 
  bloodstains. If a mercenary is taken alive and successfully 
  questioned or bribed, he will confirm (if asked) that this 
  is the room in which Najmeh was beaten and tortured in. 
   
  K. Stand-by room. A squad of guards in full armor 
  spends the time here playing cards and eating. 
   
  L. Morad’s room. Carefully nondescript. Morad has 
  been careful to keep no evidence, letters or personal 
  belongings here. The desk has paper and pen but the 
  paper is blank. Morad is careful to write with a single 
  sheet of paper on his desk at a time, so no “ghost” writing 
  can be detected on the next piece of blank paper in the 
  stack. A small shrine to Iuz has been set up on a corner 
  shelf. A circle has been drawn on the ground in chalk and 
  runes have been written around the outside of the circle. 
  Inside the circle is a 5-pointed star with the points 
  touching the circle. A DC 20 Spellcraft check will suggest 
  that this is a circle that could be used to summon 
  outsiders. 
   
   If the adventurers enter this room before the 
  gadacro have been summoned, then they just catch a 
  glimpse of two men disappearing into thin air (successful 
  Spellcraft will reveal teleportation.) Descriptions of the 
  men will be the same as can be provided by the guards. 
  (See Adventure Background: Mercenary Guards) In this 
  case, the gadacro will not be summoned as Morad has just 
  left. If the gadacro have already been dispatched, Morad 
  and his noble guest have already teleported out of the 
  fort.  
   
  M. Noble’s room. Sumptuously decorated.  Trunks 
  of men’s clothes are here, made of the finest silks, tasteful 
  yet expensive. On a DC 18 Search check, a scrap of paper 
  is found against the wall under the bed. A list of months 
  and some notes are scrawled on the paper. (See Player 
  Handout 3: The List)   
   
  O. Observation ports These have been drilled 
  through the cliff so that guards can observe the 
  surrounding countryside for comings and goings. 
   
  9: ESCAPE 
  TRAVELLING WITH NAJMEH 
  Najmeh has been through a lot in the past week. 
  Kidnapped by Morad after a terrible explosion knocked 
  her unconscious, she was beaten and tortured. For the 
  past three days she has been balancing on a platform with 
  no food, water or sleep. She is at the end of her rope, 
  physically and mentally. Her physical injuries are: 
  • 
  broken left arm (just above wrist) 
  • 
  fractured right kneecap (movement is reduced 
  to 5’ per round; this can be doubled if she is 
  given a crutch or someone supports her) 
  • 
  three fingers dislocated on her right hand  
  • 
  two cracked ribs  
  • 
  many unhealed or semi-healed cuts and 
  abrasions, including a nasty jagged cut on her 
  right cheek  
  • 
  a concussion.  
  Cure spells, lesser restoration and the like will bring her 
  abilities and hit points back to normal. A DC 15 Heal 
  check will provide proper bandaging and splinting of her 
  injuries. But magical and mundane healing short of a 
  regeneration cannot heal her bones, and nothing can 
  make up for lost food and water, nor replace the spiritual 
  energy she has spent over the past three days. Until she 
  recovers her rest and has several decent meals, Najmeh 
  will have to have her right hand bandaged, her left arm in 
  a sling, her right leg splinted, her ribs taped, and as a 
  result, will be clumsy and relatively helpless. She will 
  suffer from dizzy spells, be a bit fuzzy-minded at times, 
  and to start with, she will be terribly thirsty. 
   
   
  CHOOSING A WAY OUT 
    
  Once the adventurers have decided to leave the fort, they 
  must choose a route by which to leave. Possible 
  alternatives are: 
  • 
  The water overflow pipe in the cistern  
  • 
  The not-so-secret passage in the basement 
  • 
  The front gate on the top level 
  • 
  Magic 
  If adventurers know about and choose the water overflow 
  pipe, and can get to it, they can successfully crawl down it 
  to the river. (If they have not yet encountered the 
  monster in the underground pool, go to 4: Overflow Pipe: 
  The Underground Pool) 
   
  For either the Not-So-Secret passage or the Front 
  Gate, if the adventurers avoided some or all of the guards 
  on the way in, they may have to face them on the way 
  out. Similarly, if they did not disable the trap in the not-
  so-secret passage, they will have to overcome it on the 
  way out. 
   
  FREE OF THE FORT 
  Once the adventurers are free of the fort and standing in 
  open air, Morad will not pursue simply because he does 
  not know that Najmeh has been rescued—he either 
  believes she has been killed by his summoned gadacro (if 
  the adventurers accumulated seven or more Notice 
  KET7-06 Balance of Peace 
   
  Page 30 
  
  Points) or that she is still tied to her chair. Even when he 
  goes to the cistern chamber the day following her rescue, 
  Morad simply believes she fell into the water and 
  drowned unless the adventurers somehow fixed the 
  platform in place and then left it like that, or if they left 
  the empty chair balanced on the platform. 
   
  CONCLUSION 
  NAJMEH IS ALIVE 
  It takes three days to return to Lopolla. If the adventurers 
  remember to give the proper pass phrase to the Copper 
  Palace guards (“She who was hidden in darkness has been 
  brought into the light”), the guards will quickly and 
  respectfully show them to a sumptuously decorated room 
  somewhere 
  deep 
  in 
  the 
  palace. 
  (Naturally 
  the 
  adventurers left weapons and armor at the city gates.) 
   
  If no one has cast a cure spell on Najmeh yet, a 
  young acolyte of Al’Akbar casts a cure light wounds on 
  her while the adventurers are waiting, which will at least 
  heal her abrasions, although she still suffers from broken 
  bones, concussion, etc. 
   
  If party was commissioned by Vizier Tareem, read this: 
   
  After a short wait, the double doors in the far wall 
  open and Vizier Tareem, the man who met with you 
  at the Griffon’s Nest tavern, walks through the 
  doorway, accompanied by a dozen Thorns, and some 
  Palace servants in livery. He has exchanged his seedy 
  merchant’s outfit for clothes more befitting a courtier 
  of the Copper Palace: tasteful pastel silks, and a 
  turban sporting a large emerald. 
   
  One of the men in livery steps forward, and in a 
  loud voice shouts, “His Illustrious Glory, Beygraf 
  Nadaid of Ket, Shield of the True Faith.” All the 
  servants and the Thorns fall to one knee. 
   
  Bewildered, you look around for the Beygraf but 
  the only person you see in front of you still standing 
  is Tareem. Although his face is solemn, you swear 
  that he winks at you.  
   
  If party was commissioned by the Beygraf, read this: 
   
  After a short wait, the double doors in the far wall 
  open and Beygraf Nadaid walks through the doorway, 
  accompanied by a dozen Thorns, and some Palace 
  servants in livery. He has exchanged his rough 
  merchant’s outfit for clothes more befitting his rank: 
  tasteful pastel silks and a turban sporting a large 
  emerald. 
   
  One of the servants steps forward, and in a loud 
  voice shouts, “His Illustrious Glory, Beygraf Nadaid 
  of Ket.” All the servants and the Thorns fall to one 
  knee. 
   
  [Adventurers respond by doing what they said they 
  would during Adventure Preparations.] 
   
  Read this to everyone (paraphrasing as necessary): 
   
  Najmeh, her eyes wide with shock, tries to lower 
  herself to one knee, but after so many trials, her body 
  finally betrays her. She loses her balance and falls on 
  her side, jarring her cracked ribs. Najmeh curls up in 
  pain as the servants gawk at this breach of etiquette.  
   
  Nadaid quickly kneels beside her, his eyes taking 
  in her torn clothes, the arm in a sling, her bandaged 
  fingers, the jagged scar on her cheek. His blunt 
  soldier’s hand reaches down and covers the scar 
  gently. Najmeh’s eyes open, tears of pain sliding from 
  them. 
   
  “I come at your command,” she whispers, tears 
  sliding down her cheeks. “How may this traitor serve 
  Your Glory?” 
   
  “Be at peace,” he replies. “For the crimes against 
  Ket, you are blameless, and therefore I absolve you of 
  all fault. Although you have already suffered on my 
  behalf, I would ask one more favor. Help us to 
  apprehend your former master Morteza. ” 
   
  “Morteza!” Najmeh’s eyes widen. “Your Glory, 
  you are in danger—”  
   
  The Beygraf puts his fingers on her lips, silencing 
  her. “Not here.” 
   
  Gently he picks up her huddled body and easily 
  stands. Looking at you, he murmurs in an undertone, 
  “You have done well. It sounds like I may have one 
  more task for you. Hold yourselves ready.” 
   
  Walking past flustered servants who quickly bow, 
  he strides out of the room carrying Najmeh. After a 
  moment of confusion, the Thorns close the door 
  while the servants argue with each other about how 
  many Palace rules have just been broken. 
   
   
  For returning with Najmeh alive, the adventurers receive 
  the AR rewards Thanks of the Beygraf, and Rescued. In 
  addition, they receive full gp as listed under in Treasure 
  Summary for Conclusion, which is also the max gp for 
  the adventure. (Any loot received from combat becomes 
  gold overcap.) 
   
   
  NAJMEH IS DEAD BUT THE 
  ADVENTURERS RETURN WITH HER 
  BODY 
  It takes three days to return to Lopolla. If the adventurers 
  remember to give the proper pass phrase to the Copper 
  KET7-06 Balance of Peace 
   
  Page 31 
  
  Palace guards (“She who was hidden in darkness has been 
  brought into the light”), the guards will quickly and 
  respectfully show them to a sumptuously decorated room 
  somewhere 
  deep 
  in 
  the 
  palace. 
  (Naturally 
  the 
  adventurers left weapons and armor at the city gates.) 
   
  You set Najmeh’s body carefully on a marble table and 
  wait. A few minutes later, a nearby trumpet blows, 
  and the door is opened from the outside by a liveried 
  servant, who announces “His Glory, Nadaid, Beygraf 
  of Ket and Shield of the True Faith.”  
   
  [Adventurers respond by doing what they said they 
  would during Adventure Preparations.] 
   
  If party was commissioned by Vizier Tareem, read this: 
   
  You are surprised when Vizier Tareem, the man who 
  hired you the Griffon’s Nest tavern walks through the 
  door. He has exchanged his seedy merchant’s clothes 
  for fine silks and a turban decorated with a large 
  emerald. And apparently he has also exchanged the 
  name “Tareem the merchant” for the name “Nadaid 
  the Beygraf”.  
   
  As the door closes behind him, he ignores your 
  astonished looks and stalks over to the table.  
   
  If party was commissioned by the Beygraf, read this: 
   
  The Beygraf walks through the open door, which 
  instantly closes behind him, and he stalks over to the 
  table.  
   
  Continue reading for everyone: 
   
  “This is the woman Najmeh? Say how this 
  happened,” he orders, his voice harsh with anger.  
   
  Adventurers can summarize how she died. If they 
  attempt to tell him about the village, the fort, etc, he stops 
  them—he is only interested in how Najmeh was not 
  rescued. 
   
  He looks grimly at Najmeh’s broken body. His blunt 
  soldier’s hand reaches down and gently covers a 
  jagged cut across her cheek. Abruptly he turns and 
  strides out of the room, snapping, “Stay with her!” 
  over his shoulder as he leaves. 
   
  An hour later he returns with a priestess of Istus. 
  At her directions, he takes large diamonds from a 
  leather pouch and places seven of them around 
  Najmeh, and an eighth on her lips. The priestess 
  raises her thin white hands in silence for a few 
  minutes, then begins to pray in Ancient Baklunish. 
  Placing her hands on Najmeh, she calls out Najmeh’s 
  name several times, her voice growing fainter and 
  fainter, until she can barely be heard. After a moment, 
  she looks up with sightless, unfocused eyes and 
  beckons blindly to Nadaid.  
   
  “She does not want to be called back,” the 
  priestess whispers. “You must convince her to face 
  life again.” After a moment of hesitation, Nadaid takes 
  the priestess’s hand and places his other on Najmeh’s 
  forehead. Another moment passes.  
   
  Suddenly a white light glimmer around the 
  priestess, Nadaid and Najmeh. It quickly grows in 
  brilliance, until it fills the room with an ineffable 
  glimpse of the glory of the heavens, and your ears 
  ring with celestial music.  
   
  Then suddenly the light is gone, and the 
  diamonds with them. The priestess staggers back, and 
  sits down on a chair, her chest heaving with exertion. 
  Although Najmeh’s body is still clothed in torn and 
  ragged clothes, her skin is now unmarked by scars or 
  injuries of any kind. 
   
  After a moment, her eyes flutter open, and she 
  sees the Beygraf standing over her, his hand still on 
  her forehead. “I come at your command,” she 
  whispers, tears sliding down her cheeks. “How may 
  this traitor serve Your Glory?” 
   
   
  “Be at peace,” he replies. “For the crimes 
  against Ket, you are blameless, and therefore I absolve 
  you of all fault. Although you have already suffered 
  on my behalf, I would ask one more favor. Help us to 
  apprehend your former master Morteza. ” 
   
  “Morteza!” Najmeh’s eyes widen. “Your Glory, 
  you are in danger—”  
   
  The Beygraf puts his fingers on her lips, silencing 
  her. “Not here.” 
   
  Helping Najmeh to her feet, Nadaid supports her 
  as she walks unsteadily to the door. Pausing for a 
  moment, the Beygraf turns back to you. “It sounds 
  like I may have one more task for you. Hold 
  yourselves ready.” 
   
   
  For returning with Najmeh’s body, the party receives the 
  AR reward Thanks of the Beygraf (but not Rescued). 
  However, the party only receives half the gp listed in 
  Treasure Summary for Conclusion. If any loot was 
  recovered from combat, it will increase their final gp 
  total. 
   
  NAJMEH IS DEAD, AND THE PARTY 
  RETURNS WITHOUT HER BODY 
  If Najmeh spoke to adventurers before she died It 
  takes three days to return to Lopolla with your 
  unhappy news.  
   
  KET7-06 Balance of Peace 
   
  Page 32 
  
  If the adventurers were hired by Vizier Tareem, add this 
  phrase to the following paragraph: 
  (Vizier Tareem, now revealed as)  
   
  Beygraf Nadaid listens grimly as you describe how 
  Najmeh was mistreated, and how she died—and her 
  final words about a plot against him by a high noble. 
   
  Looking at you, he frowns. “Naturally I am 
  disappointed that you were not able to rescue her. 
  Perhaps the gods were against you. Now it sounds 
  like I may have one more task for you. Hold 
  yourselves ready.” 
   
  The adventurers do NOT receive either Rescued or 
  Beygraf’s Thanks. In addition, the party is not paid any 
  of the gp listed in Treasure Summary under Conclusion. 
  If any loot was recovered from combat, it will be the only 
  gp they receive for the adventure. 
   
  If Najmeh did not get a chance to speak with 
  adventurers before she died, and her body was 
  not recovered 
   
  It takes three days to return to Lopolla with your 
  unhappy news. It is a measure of your employer’s 
  displeasure that he does not meet with you again. 
  Instead, you are sent to a dingy office some miles 
  from the Copper Palace where a stiff-backed palace 
  servant listens to your report. When you are finished 
  dismisses you. 
   
  The adventurers do NOT receive either Rescued or 
  Beygraf’s Thanks. In addition, the party is not paid any 
  of the gp listed in Treasure Summary for Conclusion. If 
  any loot was recovered from combat, it will be the only 
  gp they receive for the adventure. 
   
  EXPLANATION OF ADVENTURE RECORD 
  AWARDS 
   
  Thanks of the Beygraf: For bringing back Najmeh, 
  alive or dead, the adventurers are granted access to some 
  items from the Beygraf’s personal store, as well as his 
  favor. 
   
   
  Rescued: This is awarded only if Najmeh is reaches 
  the Copper Palace alive. (If she dies and the adventurers 
  cast a raise dead on her, then they still receive this 
  award—she must be alive when they get to the Palace.) 
  Both this and Thanks of the Beygraf would be awarded in 
  this case. 
   
  Lawbreaker: This award is given to anyone who was 
  caught breaking any laws in Ket, Fill in any relevant 
  details. 
   
  Shadows: If the party did not receive enough Notice 
  Points to trigger the gadacro, then all members of the 
  Shadows of Xan Yae receive this reward. 
   
   Dwarven Clans: If the boy Balak was rescued by the 
  adventurers, then all members of the Dwarven Clans 
  receive this award. 
   
  Archons: If Najmeh is alive at the end of the 
  adventure, she informs the Archons of Morteza’s 
  unlicensed spellcasting. All members of the Archons get 
  this reward. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Because of the structure of this adventure it is entirely 
  possible to get full cash and XP but fail the objective, 
  which has almost all the access tied to it. It may also be 
  possible to get less than full XP while succeeding, if the 
  group doesn’t investigate at all. 
   
  Interlude: Being Noticed 
  Defeating or not triggering the demons. 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  3: The Temple 
  Surviving, disabling or deliberately avoiding the trap. 
  APL 2  
    30 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  300 XP 
   
  4: The Overflow Pipe 
  Defeating or deliberately bypassing the ooze. 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  KET7-06 Balance of Peace 
   
  Page 33 
  
   
  6: The Not-So-Secret Passage 
  Disabling or surviving the trap(s). 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  7: Walk Right Up 
  Defeating or deliberately avoiding the guards. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  Story Award 
  Rescuing Najmeh alive. 
  APL 2  
    90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 2  
    450 XP 
  APL 4  
    650 XP 
  APL 6  
    900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Interlude: Being Noticed 
   
  APL 2: Total 0 gp. 
   
  APL 4: Total 0 gp. 
   
  APL 6: Loot 3 gp; Magic 100 gp; 4 potions of 
  invisibility (25 gp each); Total 103 gp. 
   
  APL 8: Loot 103 gp; Magic 100 gp; 4 potions of 
  invisibility (25 gp each); Total 203 gp. 
   
  APL 10: Magic 868 gp; 4 potions of invisibility (25 gp 
  each), 4 +1 shortswords (192 g each); Total 868 gp. 
   
  APL 12: Magic 2368 gp; 4 potions of invisibility (25 
  gp each), 4 +1 shortswords (192 g each) 2 +3 cloaks of 
  resistance (750 gp each); Total 2368 gp. 
   
  5: Cistern 
   
  All APLs: Magic 2333 gp; dimensional shackles 
  (2333 gp); Total 2333 gp. 
   
  7: Walk Right Up 
   
  APL 2: Loot 145 gp; Total 145 gp. 
   
  APL 4: Loot 290 gp; Total 290 gp. 
   
  APL 6: Loot 486 gp; Magic 880 gp; 4 +1 fullplate (220 
  gp each); Total 1366 gp. 
   
  APL 8: Loot 972 gp; Magic 1760 gp; 8 +1 fullplate 
  (220 gp each); Total 2732 gp. 
  KET7-06 Balance of Peace 
   
  Page 34 
  
   
  APL 10: Loot 28 gp; Magic 2568 gp; 4 +1 fullplate 
  (220 gp each), 4 +1 falchion (197 gp each), 4 +1 composite 
  longbow +3 strength (225 gp each); Total 2596 gp. 
   
  APL 12: Loot 56 gp; Magic 5136 gp; 4 +1 fullplate 
  (220 gp each), 4 +1 falchion (197 gp each), 4 +1 composite 
  longbow +3 strength (225 gp each); Total 5192 gp. 
   
  Conclusion 
   
  APL 2: Coin: 450 gp. 
   
  APL 4: Coin: 600 gp. 
   
  APL 6: Coin: 900 gp. 
   
  APL 8: Coin: 1300 gp. 
   
  APL 10: Coin: 2300 gp. 
   
  APL 12: Coin: 3300 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
   
  APL 4: 600 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1300 gp 
   
  APL 10: 2300 gp 
   
   
  APL 12: 3300 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 2928 gp 
   
  APL 4: 3193 gp 
   
  APL 6: 4702 gp 
   
  APL 8: 6568 gp 
   
  APL 10: 8901 gp 
   
   
  APL 12: 13,193 gp 
   
   
   
  KET7-06 Balance of Peace 
   
  Page 35 
  
  KET7-06 Balance of Peace 
   
  Page 36 
  APPENDIX 1: APL 2
  INTERLUDE: BEING NOTICED 
   
   
  GADACRO 
  CR 3 
  Monster Manual V 
  CE Small outsider (chaotic, evil, Extraplanar, tanar’ri) 
  Init +4; Senses Darkvision 120 ft., superior low-light 
  vision; Listen +7, Spot +11 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 15, touch 15, flat-footed 11  
  (+1 Size, +4 Dex) 
  hp 26 (4 HD); DR 5/cold iron or good; sudden escape 
  Immune electricity, poison 
  Fort +6, Ref +8, Will +4 
  Speed 20 ft. (4 squares), fly 40 ft. (perfect); Flyby 
  Attack 
  Melee talon +9 (1d6-2/18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -2  
  Atk Options aligned strike (chaotic, evil), eyethief, 
  sneak attack +1d6 
  Spell-Like Abilities (CL 4th): 
  1/day – earthbind* (DC 13), mirror image 
  Abilities Str 7, Dex 18, Con 15, Int 8, Wis 10, Cha 12 
  SA aligned strike, eyethief, sneak attack, spell-like 
  abilities, sudden escape 
  Feats Flyby Attack, Weapon Finesse 
  Skills Balance +11, Escape Artist +15, Hide +15, 
  Listen +7, Move Silently +11, Search +6, Spot +11 
  Superior Low-Light Vision (Ex) A gadacro sees four 
  times as well as a human does in shadowy 
  illumination. 
  Sudden Escape (Ex) If a gadacro takes damage from 
  a melee attack, It can, as an immediate action, 
  disappear in a puff of smoke and brimstone and 
  reappear in a square up to 20 feet away to which it 
  has line of sight. 
  Eyethief (Ex) A gadacro can forgo its sneak attack 
  damage or extra damage on a confirmed critical hit 
  to instead blind its opponent for 5 rounds. A 
  creature that has been blinded in this way cannot 
  be affected again until it has recovered from the 
  current effect. Creatures that lack eyes are 
  immune. 
  Skills Gadacros have a +4 Racial bonus on Escape 
  Artist and Spot checks. 
  * see Appendix 2: New Rules Items 
   
  3: THE TEMPLE 
   
   
   
  LIGHTNING CORRIDOR 
  CR 1 
  Description see encounter description. 
  Search DC 16; Type magic 
  Trigger location; Init +1 
  Effect Lightning bolt (automatically hit, 1d6 points of 
  electrical damage, DC 11 half). 
  Duration 4 rounds 
  Destruction AC 11; hp 5;  
  Disarm Disable Device DC 17 
   
  4:THE OVERFLOW PIPE 
   
   
   
  AQUATIC OOZE, FLOTSAM OOZE CR 2 
  Fiend Folio 
  N Medium ooze (aquatic) 
  Init +0; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 13, touch 10, flat-footed 13 
   (+3 natural) 
  hp 23 (2 HD); 
  Immunities poison, sleep, paralysis, polymorph, 
  stunning, critical hits, flanking 
  Fort +6, Ref +0, Will -5 
  Speed 10 ft. (2 squares), swim 30 ft.; 
  Melee slam +3 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3  
  Special Abilities: Adhesive 
  Abilities Str 14, Dex 10, Con 23, Int -, Wis 1, Cha 1 
  SQ: amphibious, ooze traits, transparent, blind, 
  mindless 
  Feats - 
  Skills Hide +8, Swim +10 
  Adhesive (Ex): A flotsam ooze exudes a sticky slime 
  that holds fast any creature or item touching it. It 
  automatically grapples any creature it hits with its 
  slam attack. Opponents so grappled cannot get 
  free while the ooze is alive. The ooze makes one 
  additional slam attack each round against any one 
  creature stuck to it. 
  A weapon that strikes a flotsam ooze sticks fast 
  unless the wielder makes a Reflex save (DC 12). A 
  successful Strength check (DC 16) is needed to pry 
  it off. 
  The adhesive can be weakened by soap or lye, but 
  even in such a case the ooze gets a +4 bonus on 
  grapple checks (for a total bonus of +7). The 
  substance breaks down 5 rounds after the ooze 
  dies. 
  Transparent (Ex): A flotsam ooze is transparent in 
  water, and it gains the benefits of concealment 
  (20% miss chance) when it is in water. 
   
  6: NOT−SO−SECRET PASSAGE 
   
   
  Alarm and Duster Trap (2): CR 1; mechanical; 
  location trigger; no reset; no bypass; Bell rings (DC 
  -5 Listen check, modified by distance, to hear the 
  bells) and Atk +5 melee touch (blindness for 1d3 
  rounds, Fortitude DC 12 negates); Search DC 15; 
  Disable Device DC 15 
   
  7: WALK RIGHT UP 
   
   
   
  GUARDS (4) 
  CR 1 
  Male and female human (Flan) fighter 1 
  NE Medium humanoid (human) 
  
  Init +1; Senses Listen +0, Spot +0 
  Languages Flan, Common 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 12 (1 HD); 
  Fort +4, Ref +1, Will +0 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft; 
  Melee falchion +4 (2d4+3/18-20)  
  or short sword +3 (1d6+2/19-20) 
  Ranged longbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3  
  Special Abilities: Dodge 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Dodge, Mobility, Weapon Focus (falchion) 
  Skills Climb +2, Handle Animal +3, Intimidate +3, 
  Ride +5 
  Possessions breastplate, falchion x2, shortsword, 
  longbow, 20 blunt arrows 
   
   
   
  KET7-06 Balance of Peace 
   
  Page 37 
  
  KET7-06 Balance of Peace 
   
  Page 38 
  APL 4
  INTERLUDE: BEING NOTICED 
   
   
  ADVANCED GADACRO 
  CR 5 
  Monster Manual V 
  CE Small outsider (chaotic, evil, Extraplanar, tanar’ri) 
  Init +4; Senses Darkvision 120 ft., superior low-light 
  vision; Listen +11, Spot +15 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 15, touch 15, flat-footed 11  
  (+1 Size, +4 Dex) 
  hp 52 (8 HD); DR 5/cold iron or good; sudden escape 
  Immune electricity, poison 
  Fort +8, Ref +10, Will +6 
  Speed 20 ft. (4 squares), fly 40 ft. (perfect); Flyby 
  Attack 
  Melee talon +13 (1d6-1/18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +3  
  Atk Options aligned strike (chaotic, evil), eyethief, 
  sneak attack +1d6 
  Spell-Like Abilities (CL 8th): 
  1/day – earthbind* (DC 13), mirror image 
  Abilities Str 8, Dex 18, Con 15, Int 8, Wis 10, Cha 12 
  SA aligned strike, eyethief, sneak attack, spell-like 
  abilities, sudden escape 
  Feats Flyby Attack, Weapon Finesse 
  Skills Balance +15, Escape Artist +19, Hide +19, 
  Listen +11, Move Silently +15, Search +10, Spot 
  +15 
  Superior Low-Light Vision (Ex) A gadacro sees four 
  times as well as a human does in shadowy 
  illumination. 
  Sudden Escape (Ex) If a gadacro takes damage from 
  a melee attack, It can, as an immediate action, 
  disappear in a puff of smoke and brimstone and 
  reappear in a square up to 20 feet away to which it 
  has line of sight. 
  Eyethief (Ex) A gadacro can forgo its sneak attack 
  damage or extra damage on a confirmed critical hit 
  to instead blind its opponent for 5 rounds. A 
  creature that has been blinded in this way cannot 
  be affected again until it has recovered from the 
  current effect. Creatures that lack eyes are 
  immune. 
  Skills Gadacros have a +4 Racial bonus on Escape 
  Artist and Spot checks. 
  * see Appendix 2: New Rules Items 
   
  3: THE TEMPLE 
   
   
   
  LIGHTNING CORRIDOR 
  CR 4 
  Description see encounter description. 
  Search DC 19; Type magic 
  Trigger location; Init +4 
  Effect Lightning bolt (automatically hit, 4d6 points of 
  electrical damage, DC 14 half). 
  Duration 7 rounds 
  Destruction AC 16; hp 18  
  Disarm Disable Device DC 23 
   
  4: THE OVERFLOW PIPE 
   
   
   
  LARGE FLOTSAM OOZE 
  CR 4 
  Fiend Folio 
  N Large ooze (aquatic) 
  Init -1; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 13, touch 8, flat-footed 13 
   (-1 size, -1 Dex, +5 natural) 
  hp 87 (6 HD); 
  Immunities poison, sleep, paralysis, polymorph, 
  stunning, critical hits, flanking 
  Fort +11, Ref +1, Will -3 
  Speed 10 ft. (2 squares), swim 30 ft.; 
  Melee slam +9 (1d8+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +14  
  Special Abilities: Adhesive 
  Abilities Str 22, Dex 8, Con 28, Int -, Wis 1, Cha 1 
  SQ: amphibious, ooze traits, transparent 
  Feats - 
  Skills Hide +3, Swim +14 
  Adhesive (Ex): A flotsam ooze exudes a sticky slime 
  that holds fast any creature or item touching it. It 
  automatically grapples any creature it hits with its 
  slam attack. Opponents so grappled cannot get 
  free while the ooze is alive. The ooze makes one 
  additional slam attack each round against any one 
  creature stuck to it. 
  A weapon that strikes a flotsam ooze sticks fast 
  unless the wielder makes a Reflex save (DC 17). A 
  successful Strength check (DC 21) is needed to pry 
  it off. 
  The adhesive can be weakened by soap or lye, but 
  even in such a case the ooze gets a +4 bonus on 
  grapple checks (for a total bonus of +18). The 
  substance breaks down 5 rounds after the ooze 
  dies. 
  Transparent (Ex): A flotsam ooze is transparent in 
  water, and it gains the benefits of concealment 
  (20% miss chance) when it is in water. 
   
  6: NOT−SO−SECRET PASSAGE 
   
   
  Alarm and Duster Trap (4): CR 1; mechanical; 
  location trigger; no reset; no bypass; Bell rings (DC 
  -5 Listen check, modified by distance, to hear the 
  bells) and Atk +5 melee touch (blindness for 1d3 
  rounds, Fortitude DC 12 negates); Search DC 15; 
  Disable Device DC 15 
   
  7: WALK RIGHT UP 
   
   
   
  GUARDS (8) 
  CR 1 
  Male and female human (Flan) fighter 1 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  
  Languages Flan, Common 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 12 (1 HD); 
  Fort +4, Ref +1, Will +0 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft.; 
  Melee falchion +4 (2d4+3/18-20)  
  or  short sword +3 (1d6+2/19-20) 
  Ranged longbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3  
  Special Abilities: Dodge 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Dodge, Mobility, Weapon Focus (falchion) 
  Skills Climb +2, Handle Animal +3, Intimidate +3, 
  Ride +5 
  Possessions breastplate, falchion x2, shortsword, 
  longbow, 20 blunt arrows 
   
   
   
   
  KET7-06 Balance of Peace 
   
  Page 39 
  
  APL 6
  INTERLUDE: BEING NOTICED 
   
   
  ADVANCED GADACRO; ROGUE 2 CR 7 
  Monster Manual V 
  CE Small outsider (chaotic, evil, Extraplanar, tanar’ri) 
  Init +6; Senses Darkvision 120 ft., superior low-light 
  vision; Listen +12, Spot +16 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 17, touch 17, flat-footed 11  
  (+1 Size, +6 Dex) 
  hp 83 (10 HD); DR 5/cold iron or good; sudden 
  escape 
  Immune electricity, poison 
  Fort +10, Ref +15, Will +5; evasion 
  Speed 20 ft. (4 squares), fly 40 ft. (perfect); Flyby 
  Attack 
  Melee shortsword +14/+9 (1d4/19-20) 
  and shortsword +14 (1d4/19-20) 
  or talon +16 (1d6/18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +5  
  Atk Options aligned strike (chaotic, evil), eyethief, 
  sneak attack +2d6 
  Combat Gear potion of invisibility x2 
  Spell-Like Abilities (CL 8th): 
  1/day – earthbind* (DC 14), mirror image 
  Abilities Str 10, Dex 22, Con 19, Int 8, Wis 8, Cha 14 
  SA aligned strike, eyethief, sneak attack, spell-like 
  abilities, sudden escape, trapfinding, evasion 
  Feats Flyby Attack, Two-Weapon Fighting, Weapon 
  Finesse 
  Skills Balance +19, Escape Artist +23, Hide +23, 
  Listen +12, Move Silently +19, Search +12, Spot 
  +16 
  Possessions combat gear plus Shortsword x2 
  Superior Low-Light Vision (Ex) A gadacro sees four 
  times as well as a human does in shadowy 
  illumination. 
  Sudden Escape (Ex) If a gadacro takes damage from 
  a melee attack, It can, as an immediate action, 
  disappear in a puff of smoke and brimstone and 
  reappear in a square up to 20 feet away to which it 
  has line of sight. 
  Eyethief (Ex) A gadacro can forgo its sneak attack 
  damage or extra damage on a confirmed critical hit 
  to instead blind its opponent for 5 rounds. A 
  creature that has been blinded in this way cannot 
  be affected again until it has recovered from the 
  current effect. Creatures that lack eyes are 
  immune. 
  Skills Gadacros have a +4 Racial bonus on Escape 
  Artist and Spot checks. 
  * see Appendix 2: New Rules Items 
   
  3: THE TEMPLE 
   
   
   
  LIGHTNING CORRIDOR 
  CR 6 
  Description see encounter description. 
  Search DC 21; Type magic 
  Trigger location; Init +6 
  Effect Lightning bolt (automatically hit, 6d6 points of 
  electrical damage, DC 16 half). 
  Duration 9 rounds 
  Destruction AC 19; hp 27 
  Disarm Disable Device DC 27 
   
  4: THE OVERFLOW PIPE 
   
   
   
  HUGE FLOTSAM OOZE 
  CR 6 
  Fiend Folio 
  N Huge ooze (aquatic) 
  Init -2; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 14, touch 6, flat-footed 14 
   (-2 size, -2 Dex, +8 natural) 
  hp 165 (10 HD); 
  Immunities poison, sleep, paralysis, polymorph, 
  stunning, critical hits, flanking 
  Fort +14, Ref +1, Will -2 
  Speed 10 ft. (2 squares), swim 30 ft.; 
  Melee slam +15 (2d6+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +7; Grp +25  
  Special Abilities: Adhesive 
  Abilities Str 30, Dex 6, Con 33, Int -, Wis 1, Cha 1 
  SQ: amphibious, ooze traits, transparent 
  Feats - 
  Skills Hide -2, Swim +18 
  Adhesive (Ex): A flotsam ooze exudes a sticky slime 
  that holds fast any creature or item touching it. It 
  automatically grapples any creature it hits with its 
  slam attack. Opponents so grappled cannot get 
  free while the ooze is alive. The ooze makes one 
  additional slam attack each round against any one 
  creature stuck to it. 
  A weapon that strikes a flotsam ooze sticks fast 
  unless the wielder makes a Reflex save (DC 22). A 
  successful Strength check (DC 26) is needed to pry 
  it off. 
  The adhesive can be weakened by soap or lye, but 
  even in such a case the ooze gets a +4 bonus on 
  grapple checks (for a total bonus of +29). The 
  substance breaks down 5 rounds after the ooze 
  dies. 
  Transparent (Ex): A flotsam ooze is transparent in 
  water, and it gains the benefits of concealment 
  (20% miss chance) when it is in water. 
   
  6: NOT−SO−SECRET PASSAGE 
   
   
  Alarm and Hobbling Trap: CR 6; mechanical; 
  location trigger; automatic reset; Alarm (Bell rings, 
  DC -5 Listen check, modified by distance, to hear 
  the bells); floor spikes (Atk +16 melee, 1d4 spikes 
  per target for 1d4+4 each); hobbling barbs 
  (creatures damaged by spikes are pinned and must 
  KET7-06 Balance of Peace 
   
  Page 40 
  
  make Strength check, DC 20 +1 per spike that 
  damaged it, to pull free; damaged creatures are 
  hobbled as per caltrops); multiple targets (all within 
  a 10-ft. by 10-ft. area); Search DC 20; Disable 
  Device DC 20 
   
  7: WALK RIGHT UP 
   
   
   
  GUARDS(4) 
  CR 4 
  Male and female human (Flan) fighter 4 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Flan, Common 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +9 armor) 
  hp 36 (4 HD); 
  Fort +6, Ref +2, Will +1 
  Speed 20 ft. in fullplate (4 squares), base movement 
  30 ft; 
  Melee masterwork falchion +9 (2d4+6/18-20)  
  or short sword +7 (1d6+3/19-20) 
  Ranged masterwork composite longbow +3 strength 
  +6 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7  
  Attack Abilities Cleave, Power Attack 
  Special Abilities Dodge 
  Abilities Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Cleave, Dodge, Mobility, Power Attack, 
  Weapon Focus (falchion), Weapon Specialization 
  (falchion) 
  Skills Climb +5, Handle Animal +6, Intimidate +6, 
  Ride +10 
  Possessions +1 fullplate, masterwork falchion x2, 
  shortsword, masterwork composite longbow +3 
  strength, 20 blunt arrows 
   
   
   
   
  KET7-06 Balance of Peace 
   
  Page 41 
  
  KET7-06 Balance of Peace 
   
  Page 42 
  APL 8
  INTERLUDE: BEING NOTICED 
   
   
  ADVANCED GADACRO ROGUE 4 CR 9 
  Monster Manual V 
  CE Small outsider (chaotic, evil, Extraplanar, tanar’ri) 
  Init +6; Senses Darkvision 120 ft., superior low-light 
  vision; Listen +14, Spot +18 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 17, touch 17, flat-footed 11  
  (+1 Size, +6 Dex) 
  hp 110 (12 HD); DR 5/cold iron or good; sudden 
  escape 
  Immune electricity, poison 
  Fort +12, Ref +16, Will +6; evasion, trap sense +1 
  Speed 20 ft. (4 squares), fly 40 ft. (perfect); Flyby 
  Attack 
  Melee masterwork shortsword +17/+12/+7 (1d4/19-
  20) 
  and masterwork shortsword +17 (1d4/19-20) 
  or talon +18 (1d6/18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +7  
  Atk Options aligned strike (chaotic, evil), eyethief, 
  sneak attack +3d6 
  Combat Gear potion of improved invisibility x2 
  Spell-Like Abilities (CL 8th): 
  1/day – earthbind* (DC 14), mirror image 
  Abilities Str 10, Dex 22, Con 20, Int 8, Wis 8, Cha 14 
  SA aligned strike, eyethief, sneak attack, spell-like 
  abilities, sudden escape, trapfinding, evasion, trap 
  sense +1, uncanny dodge 
  Feats Flyby Attack, Quickdraw, Two-Weapon 
  Fighting, Weapon Finesse 
  Skills Balance +21, Escape Artist +25, Hide +25, 
  Listen +14, Move Silently +21, Search +14, Spot 
  +18 
  Possessions combat gear plus Masterwork 
  shortsword x2 
  Superior Low-Light Vision (Ex) A gadacro sees four 
  times as well as a human does in shadowy 
  illumination. 
  Sudden Escape (Ex) If a gadacro takes damage from 
  a melee attack, It can, as an immediate action, 
  disappear in a puff of smoke and brimstone and 
  reappear in a square up to 20 feet away to which it 
  has line of sight. 
  Eyethief (Ex) A gadacro can forgo its sneak attack 
  damage or extra damage on a confirmed critical hit 
  to instead blind its opponent for 5 rounds. A 
  creature that has been blinded in this way cannot 
  be affected again until it has recovered from the 
  current effect. Creatures that lack eyes are 
  immune. 
  Skills Gadacros have a +4 Racial bonus on Escape 
  Artist and Spot checks. 
  * see Appendix 2: New Rules Items 
   
  3: THE TEMPLE 
   
   
   
  LIGHTNING CORRIDOR 
  CR 8 
  Description see encounter description. 
  Search DC 23; Type magic 
  Trigger location; Init +8 
  Effect Lightning bolt (automatically hit, 8d6 points of 
  electrical damage, DC 18 half). 
  Duration 11 rounds 
  Destruction AC 22; hp 36 
  Disarm Disable Device DC 31 
   
  4: THE OVERFLOW PIPE 
   
   
   
  HUGE ELITE FLOTSAM OOZE 
  CR 8 
  Fiend Folio 
  N Huge ooze (aquatic) 
  Init -1; Senses blindsight 60 ft.; Listen -4, Spot -4 
  AC 15, touch 7, flat-footed 15 
   (-2 size, -1 Dex, +8 natural) 
  hp 273 (14 HD); 
  Immunities poison, sleep, paralysis, polymorph, 
  stunning, critical hits, flanking 
  Fort +18, Ref +3, Will +0 
  Speed 10 ft. (2 squares), swim 30 ft.; 
  Melee slam +20 (2d6+18) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +10; Grp +30  
  Special Abilities: Adhesive 
  Abilities Str 34, Dex 8, Con 38, Int -, Wis 3, Cha 1 
  SQ: amphibious, ooze traits, transparent 
  Feats - 
  Skills Hide -1, Swim +20 
  Adhesive (Ex): A flotsam ooze exudes a sticky slime 
  that holds fast any creature or item touching it. It 
  automatically grapples any creature it hits with its 
  slam attack. Opponents so grappled cannot get 
  free while the ooze is alive. The ooze makes one 
  additional slam attack each round against any one 
  creature stuck to it. 
  A weapon that strikes a flotsam ooze sticks fast 
  unless the wielder makes a Reflex save (DC 26). A 
  successful Strength check (DC 30) is needed to pry 
  it off. 
  The adhesive can be weakened by soap or lye, but 
  even in such a case the ooze gets a +4 bonus on 
  grapple checks (for a total bonus of +34). The 
  substance breaks down 5 rounds after the ooze 
  dies. 
  Transparent (Ex): A flotsam ooze is transparent in 
  water, and it gains the benefits of concealment 
  (20% miss chance) when it is in water. 
   
  6: NOT−SO−SECRET PASSAGE 
   
   
  Alarm and Extra Hobbling Trap: CR 8; mechanical; 
  location trigger; automatic reset; Alarm (Bell rings, 
  
  DC -5 Listen check, modified by distance, to hear 
  the bells); floor spikes (Atk +18 melee, 2d4 spikes 
  per target for 1d4+4 each); hobbling barbs 
  (creatures damaged by spikes are pinned and must 
  make Strength check, DC 20 +1 per spike that 
  damaged it, to pull free; damaged creatures are 
  hobbled as per caltrops); multiple targets (all within 
  a 10-ft. by 10-ft. area); Search DC 22; Disable 
  Device DC 22 
   
  7: WALK RIGHT UP 
   
   
   
  GUARDS(8) 
  CR 4 
  Male and female human (Flan) fighter 4 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Flan, Common 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +9 armor) 
  hp 36 (4 HD); 
  Fort +6, Ref +2, Will +1 
  Speed 20 ft. in fullplate (4 squares), base movement 
  30 ft; 
  Melee masterwork falchion +9 (2d4+6/18-20)  
  or short sword +7 (1d6+3/19-20) 
  Ranged masterwork composite longbow +3 strength 
  +6 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7  
  Attack Abilities: Cleave, Power Attack 
  Special Abilities: Dodge 
  Abilities Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Cleave, Dodge, Mobility, Power Attack, 
  Weapon Focus (falchion), Weapon Specialization 
  (falchion) 
  Skills Climb +5, Handle Animal +6, Intimidate +6, 
  Ride +10 
  Possessions +1 fullplate, masterwork falchion x2, 
  shortsword, masterwork composite longbow +3 
  strength, 20 blunt arrows 
   
   
   
   
   
  KET7-06 Balance of Peace 
   
  Page 43 
  
  KET7-06 Balance of Peace 
   
  Page 44 
  APL 10
  INTERLUDE: BEING NOTICED 
   
   
  ADVANCED GADACRO ROGUE 6 CR 11 
  Monster Manual V 
  CE Small outsider (chaotic, evil, Extraplanar, tanar’ri) 
  Init +6; Senses Darkvision 120 ft., superior low-light 
  vision; Listen +16, Spot +20 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 17, touch 17, flat-footed 11  
  (+1 Size, +6 Dex) 
  hp 127 (14 HD); DR 5/cold iron or good; sudden 
  escape 
  Immune electricity, poison 
  Fort +13, Ref +17, Will +7; evasion, trap sense +2 
  Speed 20 ft. (4 squares), fly 40 ft. (perfect); Flyby 
  Attack 
  Melee +1 shortsword +18/+13/+8 (1d4+1/19-20) 
  and +1 shortsword +18 (1d4+1/19-20) 
  or talon +19 (1d6/18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +8  
  Atk Options aligned strike (chaotic, evil), eyethief, 
  sneak attack +4d6 
  Combat Gear potion of improved invisibility x2 
  Spell-Like Abilities (CL 8th): 
  1/day – earthbind* (DC 14), mirror image 
  Abilities Str 10, Dex 22, Con 20, Int 8, Wis 8, Cha 14 
  SA aligned strike, eyethief, sneak attack, spell-like 
  abilities, sudden escape, trapfinding, evasion, trap 
  sense +2, uncanny dodge 
  Feats Flyby Attack, Quickdraw, Two-Weapon 
  Fighting, Weapon Finesse 
  Skills Balance +23, Escape Artist +27, Hide +27, 
  Listen +16, Move Silently +20, Search +16, Spot 
  +20 
  Possessions combat gear plus +1 shortsword x2 
  Superior Low-Light Vision (Ex) A gadacro sees four 
  times as well as a human does in shadowy 
  illumination. 
  Sudden Escape (Ex) If a gadacro takes damage from 
  a melee attack, It can, as an immediate action, 
  disappear in a puff of smoke and brimstone and 
  reappear in a square up to 20 feet away to which it 
  has line of sight. 
  Eyethief (Ex) A gadacro can forgo its sneak attack 
  damage or extra damage on a confirmed critical hit 
  to instead blind its opponent for 5 rounds. A 
  creature that has been blinded in this way cannot 
  be affected again until it has recovered from the 
  current effect. Creatures that lack eyes are 
  immune. 
  Skills Gadacros have a +4 Racial bonus on Escape 
  Artist and Spot checks. 
  * see Appendix 2: New Rules Items 
   
  3: THE TEMPLE 
   
   
   
  LIGHTNING CORRIDOR 
  CR 10 
  Description see encounter description. 
  Search DC 25; Type magic 
  Trigger location; Init +10 
  Effect Lightning bolt (automatically hit, 10d6 points of 
  electrical damage, DC 20 half). 
  Duration 13 rounds 
  Destruction AC 25; hp 45 
  Disarm Disable Device DC 35 
   
  4: THE OVERFLOW PIPE 
   
   
   
  GARGANTUAN FLOTSAM OOZE CR 10 
  Fiend Folio 
  N Gargantuan ooze (aquatic) 
  Init -3; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 15, touch 4, flat-footed 15 
   (-4 size, -3 Dex, +12 natural) 
  hp 451 (22 HD); 
  Immunities poison, sleep, paralysis, polymorph, 
  stunning, critical hits, flanking 
  Fort +22, Ref +4, Will +2 
  Speed 10 ft. (2 squares), swim 30 ft.; 
  Melee slam +26 (3d6+21) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +16; Grp +42  
  Special Abilities: Adhesive 
  Abilities Str 38, Dex 6, Con 40, Int -, Wis 1, Cha 1 
  SQ: amphibious, ooze traits, transparent 
  Feats - 
  Skills Hide -6, Swim +22 
  Adhesive (Ex): A flotsam ooze exudes a sticky slime 
  that holds fast any creature or item touching it. It 
  automatically grapples any creature it hits with its 
  slam attack. Opponents so grappled cannot get 
  free while the ooze is alive. The ooze makes one 
  additional slam attack each round against any one 
  creature stuck to it. 
  A weapon that strikes a flotsam ooze sticks fast 
  unless the wielder makes a Reflex save (DC 31). A 
  successful Strength check (DC 35) is needed to pry 
  it off. 
  The adhesive can be weakened by soap or lye, but 
  even in such a case the ooze gets a +4 bonus on 
  grapple checks (for a total bonus of +46). The 
  substance breaks down 5 rounds after the ooze 
  dies. 
  Transparent (Ex): A flotsam ooze is transparent in 
  water, and it gains the benefits of concealment 
  (20% miss chance) when it is in water. 
   
  6: NOT−SO−SECRET PASSAGE 
   
   
  Alarm and Sliding Wall Trap: CR 4; mechanical; 
  location trigger; automatic reset; DC 30 Reflex 
  save avoids; 20 ft. deep (2d6 points of falling 
  damage); multiple targets (all within a 10-ft. by 10-
  ft. area); Search DC 29; Disable Device DC 24 
  
   
  Catapult Trap: CR 9; mechanical; location trigger; 
  automatic reset; Reflex DC 24 avoids; 2,000 ft. 
  thrown (20d6 points of falling damage); multiple 
  targets (all within a 10-ft. by 10-ft. area); Search 
  DC 24; Disable Device DC 15 
   
  7: WALK RIGHT UP 
   
   
   
  GUARDS(4) 
  CR 8 
  Male and female human (Flan) fighter 8 
  NE Medium humanoid (human) 
  Init +2; Senses Blind-fight; Listen +0, Spot +0 
  Languages Flan, Common 
  AC 22, touch 12, flat-footed 21 
   (+1 Dex, +9 armor, +1 deflection, +1 natural armor) 
  hp 68 (8 HD); 
  Fort +8, Ref +4, Will +2 
  Speed 20 ft. in fullplate (4 squares), base movement 
  30 ft; 
  Melee +1 falchion +15/+10 (2d4+9/18-20)  
  or  kukri +13/+8 (1d4+5/18-20) 
  Ranged +1 composite longbow +3 strength +11/+6 
  (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11  
  Attack Abilities Cleave, Power Attack 
  Special Abilities Dodge, Elusive Target* 
  Abilities Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Blind-fight, Cleave, Dodge, Elusive Target*, 
  Melee Weapon Mastery (slashing)*, Mobility, 
  Power Attack, Weapon Focus (falchion), Weapon 
  Specialization (falchion) 
  Skills Climb +5, Handle Animal +6, Intimidate +6, 
  Ride +10 
  Possessions +1 fullplate, +1 falchion, masterwork 
  falchion, shortsword, +1 composite longbow +3 
  strength, 20 blunt arrows 
  * see Appendix 2: New Rules Items 
  KET7-06 Balance of Peace 
   
  Page 45 
  
  KET7-06 Balance of Peace 
   
  Page 46 
  APL 12
  INTERLUDE: BEING NOTICED 
   
   
  ADVANCED GADACRO ROGUE 8 CR 13 
  Monster Manual V 
  CE Small outsider (chaotic, evil, Extraplanar, tanar’ri) 
  Init +6; Senses Darkvision 120 ft., superior low-light 
  vision; Listen +18, Spot +22 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 17, touch 17, flat-footed 11  
  (+1 Size, +6 Dex) 
  hp 144 (16 HD); DR 5/cold iron or good; sudden 
  escape 
  Immune electricity, poison 
  Fort +16, Ref +21, Will +10; evasion, trap sense +2 
  Speed 20 ft. (4 squares), fly 40 ft. (perfect); Flyby 
  Attack 
  Melee +1 shortsword +20/15/+10 (1d4+1/19-20) 
  and +1 shortsword +20/+15 (1d4+1/19-20) 
  or talon +21 (1d6/18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +10  
  Atk Options aligned strike (chaotic, evil), eyethief, 
  sneak attack +5d6 
  Combat Gear potion of improved invisibility x2 
  Spell-Like Abilities (CL 8th): 
  1/day – earthbind* (DC 14), mirror image 
  Abilities Str 11, Dex 22, Con 20, Int 8, Wis 8, Cha 14 
  SA aligned strike, eyethief, sneak attack, spell-like 
  abilities, sudden escape, trapfinding, evasion, trap 
  sense +2, uncanny dodge, improved uncanny 
  dodge 
  Feats Flyby Attack, Improved Two-Weapon Fighting, 
  Quickdraw, Two-Weapon Fighting, Weapon 
  Finesse 
  Skills Balance +25, Escape Artist +29, Hide +29, 
  Listen +18, Move Silently +25, Search +18, Spot 
  +22 
  Possessions combat gear plus +1 shortsword x2, 
  cloak of resistance +3  
  Superior Low-Light Vision (Ex) A gadacro sees four 
  times as well as a human does in shadowy 
  illumination. 
  Sudden Escape (Ex) If a gadacro takes damage from 
  a melee attack, It can, as an immediate action, 
  disappear in a puff of smoke and brimstone and 
  reappear in a square up to 20 feet away to which it 
  has line of sight. 
  Eyethief (Ex) A gadacro can forgo its sneak attack 
  damage or extra damage on a confirmed critical hit 
  to instead blind its opponent for 5 rounds. A 
  creature that has been blinded in this way cannot 
  be affected again until it has recovered from the 
  current effect. Creatures that lack eyes are 
  immune. 
  Skills Gadacros have a +4 Racial bonus on Escape 
  Artist and Spot checks. 
  * see Appendix 2: New Rules Items 
   
  3: THE TEMPLE 
   
   
   
  LIGHTNING CORRIDOR 
  CR 10 
  Description see encounter description. 
  Search DC 25; Type magic 
  Trigger location; Init +10 
  Effect Lightning bolt (automatically hit, 10d6 points of 
  electrical damage, DC 20 half). 
  Duration 13 rounds 
  Destruction AC 25; hp 45 
  Disarm Disable Device DC 35 
   
  4:THE OVERFLOW PIPE 
   
   
   
  ADVANCED GARGANTUAN FLOTSAM 
  OOZE 
  CR 10 
  Fiend Folio 
  N Gargantuan ooze (aquatic) 
  Init -3; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 15, touch 4, flat-footed 15 
   (-4 size, -3 Dex, +12 natural) 
  hp 645 (30 HD); 
  Immunities poison, sleep, paralysis, polymorph, 
  stunning, critical hits, flanking 
  Fort +26, Ref +7, Will +5 
  Speed 10 ft. (2 squares), swim 30 ft.; 
  Melee slam +32 (3d6+21) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +22; Grp +48  
  Special Abilities: Adhesive 
  Abilities Str 38, Dex 6, Con 42, Int -, Wis 1, Cha 1 
  SQ: amphibious, ooze traits, transparent 
  Feats - 
  Skills Hide -6, Swim +22 
  Adhesive (Ex): A flotsam ooze exudes a sticky slime 
  that holds fast any creature or item touching it. It 
  automatically grapples any creature it hits with its 
  slam attack. Opponents so grappled cannot get 
  free while the ooze is alive. The ooze makes one 
  additional slam attack each round against any one 
  creature stuck to it. 
  A weapon that strikes a flotsam ooze sticks fast 
  unless the wielder makes a Reflex save (DC 36). A 
  successful Strength check (DC 41) is needed to pry 
  it off. 
  The adhesive can be weakened by soap or lye, but 
  even in such a case the ooze gets a +4 bonus on 
  grapple checks (for a total bonus of +52). The 
  substance breaks down 5 rounds after the ooze 
  dies. 
  Transparent (Ex): A flotsam ooze is transparent in 
  water, and it gains the benefits of concealment 
  (20% miss chance) when it is in water. 
  
   
  6: NOT−SO−SECRET PASSAGE 
   
   
  Alarm and Sliding Wall Trap: CR 5; mechanical; 
  location trigger; automatic reset; DC 30 Reflex 
  save avoids; 20 ft. deep (2d6 points of falling 
  damage); multiple targets (all within a 10-ft. by 20-
  ft. area); Search DC 31; Disable Device DC 26 
   
  Catapult Trap (2): CR 9; mechanical; location trigger; 
  automatic reset; Reflex DC 24 avoids; 2,000 ft. 
  thrown (20d6 points of falling damage); multiple 
  targets (all within a 10-ft. by 10-ft. area); Search 
  DC 24; Disable Device DC 15 
   
  7: WALK RIGHT UP 
   
   
   
  GUARDS(8) 
  CR 8 
  Male and female human (Flan) fighter 8 
  NE Medium humanoid (human) 
  Init +2; Senses Blind-fight; Listen +0, Spot +0 
  Languages Flan, Common 
  AC 22, touch 12, flat-footed 21 
   (+1 Dex, +9 armor, +1 deflection, +1 natural armor) 
  hp 68 (8 HD); 
  Fort +8, Ref +4, Will +2 
  Speed 20 ft. in fullplate (4 squares), base movement 
  30 ft.; 
  Melee +1 falchion +15/+10 (2d4+9/18-20)  
  or  kukri +13/+8 (1d4+5/18-20) 
  Ranged +1 composite longbow +3 strength +11/+6 
  (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11  
  Attack Abilities Cleave, Power Attack 
  Special Abilities Dodge, Elusive Target* 
  Abilities Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Blind-fight, Cleave, Dodge, Elusive Target*, 
  Melee Weapon Mastery (slashing)*, Mobility, 
  Power Attack, Weapon Focus (falchion), Weapon 
  Specialization (falchion) 
  Skills Climb +5, Handle Animal +6, Intimidate +6, 
  Ride +10 
  Possessions +1 fullplate, +1 falchion, masterwork 
  falchion, shortsword, +1 composite longbow +3 
  strength, 20 blunt arrows 
  * see Appendix 2: New Rules Items 
   
   
   
   
   
   
  KET7-06 Balance of Peace 
   
  Page 47 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foes gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by move 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Source: Complete Warrior 
   
  Melee Weapon Mastery  
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort.  
   
  Prerequisites: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  of +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that gas the damage type you 
  selected, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls. 
   
  Special: You can select this feat more than once. 
  Each time, you can select a new damage type. A fighter 
  can choose Melee Weapon Mastery as one of his 
  fighter bonus feats. 
   
  Source: Players Handbook II 81 
  SPELLS 
   
  Earthbind 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You hinder the subject creature’s ability to fly (whether 
  through natural or magical means) for the duration of 
  the spell. If the target fails its saving throw, its fly 
  speed (if any) becomes 0 feet. An airborne creature 
  subjected to this spell falls to the ground as if under the 
  effect of a feather fall spell. Even if a new effect would 
  grant the creature the ability to fly, that effect is 
  suppressed for the duration of the earthbind spell. 
   
  Earthbind has no effect on other forms of 
  movement, or even on effects that might grant 
  airborne movement without granting a fly speed (such 
  as jumping or levitate or air walk spells). 
   
  Source: Spell Compendium 76 
   
  KET7-06 Balance of Peace 
   
  Page 48 
  
  APPENDIX 3: KET LAWS 
   
  For minor crimes (sentences of 10 TUs stock time or less), Threshers are able to immediately investigate the crime, 
  interview witnesses, pass judgment and carry out the sentence. For major crimes, the accused is turned over to a formal 
  court hearing before a Jurat and two mullahs. 
   
  Crime & Punishment: The punishment for many crimes, especially of assault, aggravated assault and murder, will 
  largely depend on the status of the victim. 
   
  Mitigating Circumstances: In recent times, moderate voices have convinced the Beygraf that the "all-or-nothing" 
  aspect of the justice system had become a burden to the common people. The solution was to introduce "mitigating 
  circumstances" to sentencing--given certain predetermined circumstances during the commission of the crime, the 
  convicted person will receive a reduced sentence.  
   
  Legal wrangling: Upon conviction, legal wrangling can be attempted in order to reduce the sentence when there are 
  no mitigating circumstances, or in place of mitigating circumstances. However, if a adventurer attempts legal wrangling, 
  then he or she cannot call upon mitigating circumstances as well. By making a Diplomacy or Profession (Lawyer) check at 
  DC 20 + APL, execution will be reduced to life in the mines, life in the mines will be reduced to 2 years in the mines, and all 
  other sentences reduced to half their length or half the fine, whichever is applicable. 
   
  CRIMES OF DEBT  
  Falling into Debt (Citizen): Sentenced to become 
  ushdar (indentured servant) in household of creditor 
  until Jurat has determined that worth of labor 
  performed has matched debt.  
   
  Mitigating Circumstances: None 
  Unpaid debt obtained with Fraudulent Collateral 
  (Non-Citizen): Upon determination that collateral did 
  not match worth of loan, sentenced to become qashar 
  (mine slave) until Jurat has determined that worth of 
  labor performed has matched debt.  
   
  Mitigating Circumstances: None 
  MINOR CRIMES  
  Vandalism: Fine equal to double the value of the 
  property damage, plus repair costs to owner of property; 
  or if unable to pay fine, 1 TU of court-appointed 
  indentured servitude per 10 greatshields of property 
  damage.*  
   
  Mitigating Circumstances: None 
  Tax evasion: Fine equal to double the value of the tax 
  owed, or if unable to pay fine, court-appointed 
  indentured servitude to a Citizen of Jurat’s choice, 1 TU 
  per 10 greatshields of tax owed.*  
   
  Mitigating Circumstances: None 
  Break & Enter: 2 TUs in stocks for unauthorized entry, 
  in addition to any punishment for theft.  
  Mitigating Circumstances: It was an emergency; 
  Effect: No fine or conviction 
  Theft: Fine equal to double the value of the item stolen 
  owed, plus restitution to owner of property; or if unable 
  to pay fine, court-appointed indentured servitude to 
  owner of property, 1 TU of per 10 greatshields of 
  property value*  
   
  Mitigating Circumstances: None  
  Heresy: The worship of Olidamarra is illegal in Ket, 
  punishable with 1 TU in the stocks and confiscation of 
  any materials dedicated to Olidamarra (including holy 
  symbols)  
   
  Mitigating Circumstances: None  
   
   
  CRIMES AGAINST “MONSTERS”  
  Killing of "monster": Fine (typically 100 greatshields); 
  or if unable to pay fine, court-appointed indentured 
  servitude to Citizen of Jurat’s choice, 1 TU per 10 
  greatshields of fine owed.*  
   
  Mitigating Circumstances: Any reasonable excuse; 
  Effect: No fine or conviction 
   
  CRIMES AGAINST NON-RESIDENTS  
  Aggravated Assault (lethal damage):  2 TU in stocks.  
  Mitigating Circumstances: Any reasonable excuse as 
  long as accused did not initiate the combat. Effect: No 
  fine or conviction 
  Lethal Assault (resulting in death): 10 TUs in stocks 
  [Paying for a successful raise dead reduces conviction to 
  Aggravated Assault] 
  Mitigating Circumstances: Self defense. Effect: No 
  fine or conviction 
  Kidnapping or Torture: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST RESIDENTS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse 
  as long as accused did not initiate the combat. 
  Effect: No fine or conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat 
  Effect: 2 TUs in stocks, conviction 
  for simple assault  
  Deadly 
  Assault 
  (lethal 
  damage 
  and 
  loss 
  of 
  consciousness): 5 TUs in stocks 
         
  Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, conviction for 
  simple assault  
  Kidnapping or Torture: 1 year in mines** 
   
  Mitigating Circumstances: None  
   
   
  KET7-06 Balance of Peace 
   
  Page 49 
  
  Manslaughter: 1 year in mines** 
  Mitigating Circumstances: Self defense. Effect: 10 
  TUs in stocks 
   
  CRIMES AGAINST HORSES   
  Simple Assault(non-lethal damage): 2 TU in stocks 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of 
  horse; Effect: No fine or conviction 
  Aggravated Assault (lethal damage): 5 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of 
  horse, and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, convicted of 
  simple assault 
  Deadly 
  Assault 
  (lethal 
  damage 
  and 
  loss 
  of 
  consciousness): 10 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of 
  horse, and cured all lethal damage at end of 
  combat. Effect: 5 TUs in stocks, convicted of 
  aggravated assault  
  Horse Theft: 52 TU in stocks and fine equal to double 
  the value of the horse plus restitution to owner of horse. 
  If unable to pay fine, 52 TUs in stocks or 1 year in 
  mines** plus 1 TU of court-appointed indentured 
  servitude per 10 greatshields of value of the horse* 
  Mitigating Circumstances: To save the life of the 
  Beygraf. Effect: No penalty 
  Kidnapping or Torture: 2 years in mines** 
   
  Mitigating Circumstances: None  
  Horseslaughter: 2 years in mines** 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of 
  horse. Effect: 10 TUs in stocks, convicted of deadly 
  assault 
   
  CRIMES AGAINST CITIZENS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse 
  as long as accused did not initiate the combat. 
  Effect: No fine or conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, conviction for 
  simple assault  
  Deadly 
  Assault 
  (lethal 
  damage 
  and 
  loss 
  of 
  consciousness): 10 TUs in stocks 
  Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 5 TUs in stocks, convicted of 
  aggravated assault  
  Kidnapping or Torture: Life in mines** 
   
  Mitigating Circumstances: None  
   
  Murder, unpremeditated: Life in mines** [Paying for a 
  successful raise dead reduces conviction to Deadly 
  Assault] 
  Mitigating Circumstances: Self defense. Effect: 26 
  TUs in mines** 
  Murder, premeditated: Execution. [Paying for a 
  successful raise dead reduces conviction to Murder, 
  unpremeditated]  
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST THE STATE 
  Bearing of armor or weapons inside walled city or 
  town: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
  Impersonation for criminal purposes***:  Execution 
   
  Mitigating Circumstances:  
   
  Impersonation of Resident: 1 TU in stocks 
   
  Impersonation of Citizen: 4 TUs in stocks 
  Impersonation of member of military unit except 
  Threshers: 10 TUs in stocks 
  Impersonation of Thresher or Jurat: 1 year in 
  mines** 
   
  Impersonation of Bey or Graf: Life in mines** 
   
  Impersonation of the Beygraf: Execution 
  Attack on military officer, government official or 
  Jurat: Look up same type of assault against Citizen and 
  double the penalty. 
   
  Mitigating Circumstances: None 
  Theft of Beygraf's property: Execution 
  Mitigating Circumstances: As determined by Jurat . 
  Effect: Life in the mines 
  Crimes against the Beygraf:  Execution 
  Mitigating Circumstances: As determined by Jurat. 
  Effect: Life in the mines 
  Treason: Execution  
   
  Mitigating Circumstances: None 
   
   
  *Only a Citizen may become an ushdar (indentured 
  servant). Residents and non-residents unable to pay fine 
  are sentenced to labor in the mines, value of their work 
  (minus cost of food) used to pay off fine. This typically 
  works out to about 30 greatshields per year. 
  **Any sentence of time in the mines includes branding 
  on right cheek and lifetime loss of Citizenship 
  ***Impersonation for purposes of entertainment or 
  satire, either public or private, is not judged to be a 
  crime. 
   
  KET7-06 Balance of Peace 
   
  Page 50 
  
  DM MAP: VILLAGE OF AMARAT AND AREA 
   
   
   
  N 
  Road int o Amarat  
  Amarat  
  Temple Ruins 
  Fort 
  Trail t o Not -So-
  Secret  passage 
  Not -so-
  secret  
  passage 
  (underground) 
  Overflow pipe 
  (underground) 
  Cont our 
  lines (50’) 
  A 
  B 
  “Secret  Passage” at  
  t emple ruins (underground) 
  C 
  Trap in not -so-
  secret  passage 
  Riverside t rail 
  Dit ch & 
  dwarven 
  boy 
  Tuflik River 
  Underground pool 
   
  KET7−06 Balance of Peace 
  Village of Amarat & Area 
   
  A PCs teleported to this spot 
  B Olya meets guard at this spot  
  C Where PCs land if flung by catapult 
  (APLs 10 & 12 only) 
   
   
           
   
         Scale   
                           1200 feet 
  KET7-06 Balance of Peace 
   
  Page 51 
  
  DM MAP: OVERFLOW PIPE  
   
   
  KET7−06 Balance of Peace 
  Overflow Pipe (Side View) 
   
   
  Cistern 
  (Fort) 
  Underground Pool 
  River 
    
  Overflow pipe 
  Bushes 
  St ones & 
  rocks part ially 
  blocking exit  
  Dit ch 
  River 
  KET7-06 Balance of Peace 
   
  Page 52 
  
  DM MAP: UNDERGROUND POOL (SIDE VIEW) 
   
   
  Wat er 
  10’ 
  To cist ern 
  To river 
  KET7−06 Balance of Peace 
  Underground Pool (Side View) 
   
  5’ 
  8’ 
  20’ 
  5’ 
  KET7-06 Balance of Peace 
   
  Page 53 
  
  DM MAP: UNDERGROUND POOL (TOP VIEW) 
   
  To cistern 
  To river 
   
   
  N 
  KET7−06 Balance of Peace 
  Underground Pool 
  Overhead view 
   
  1 square = 5’ 
  •  
  • overflow pipes are 5’ above water  
  • Pool is actually circular but conforms to 
  square grid for combat resolution 
   
  See Sideview for further details 
  Water depth 
   
  5 feet 
   
  10 feet 
   
  15 feet 
   
  20 feet  
  KET7-06 Balance of Peace 
   
  Page 54 
  
  DM AID: FORT (CROSS−SECTION) 
   
   
  Overflow pipe 
  Cist ern 
  Stairs to 
  cistern 
  Upper level  
  (in ruins) 
  Basement   
  Observation holes 
  Pump 
  Not -so-secret  
  passage 
  Stairs from t op level 
  to basement 
   
   
  KET7−06 Balance of Peace 
   
  Cross−section of Fort 
  as seen from village 
  KET7-06 Balance of Peace 
   
  Page 55 
  
  DM MAP: FRONT GATE AND TOP LEVEL OF FORT 
   
   
   
  Ramp up to “front 
  gate” 
  Stairs down 
  to basement 
  KET7−06 Balance of Peace 
  8: Walk Right Up  
  Top Level of Ruined Fort 
   
        1 square =  5 feet 
   
  =  rubble (difficult terrain) 
   
   
   = 10’ high wall 
   
   =  5’ high wall 
  KET7-06 Balance of Peace 
   
  Page 56 
  
  DM MAP: BASEMENT OF FORT 
   
   
   
   
  A 
  B 
  C 
   
  D 
  E 
  F 
  G 
  H 
  J 
  K 
  L 
  M
  0
  0 
  0 
  0
  0
  0 
   
  KET7−06 Balance of Peace 
  Basement of Ruined Fort 
   
  1 square = 5 feet 
   
  A Entrance from “Not-so-Secret” passage 
  B Dormitory 
  C Observation room  
  D Pantry  
  E Kitchen  
  F Pump 
  G Stairs to cistern chamber  
  H Stairs to upper level 
  J Stand-by room 
  K Conference room 
  L Morad’s room 
  M Noble’s room 
  O Observation ports 
   
  KET7-06 Balance of Peace 
   
  Page 57 
  
  DM AID: CISTERN (SIDE VIEW) 
   
  Overflow 
  Pipe t o 
  river 
  Wat er 
  Rungs 
  Wat er int ake pipe  
  Narrow ledge 
  Najmeh’s Plat form 
  Door 
  Rope 
  Bucket 
  20’ 
  (from wat er 
  t o ledge) 
  40’ 
  (wat er) 
  10’ 
  (from ledge 
  t o ceiling) 
  KET7−06 Balance of Peace 
   
  Side view of  
  Basement Cistern 
  KET7-06 Balance of Peace 
   
  Page 58 
  
  DM MAP: CISTERN (OVERHEAD) 
   
   
  KET7−06 Balance of Peace 
  6: Cistern Chamber 
  Overhead view 
   
  1 square = 5’ 
  Chamber is actually circular, but is shown 
  on square grid to resolve combat issues  
   
  See Sideview for further details 
  Rungs (ext end from 
  water up to ledge) 
  Door & 
  doorsill 
  Najmeh’s 
  platform 
  Overflow 
  pipe 
  Int ake pipe 
  Ledge 
  KET7-06 Balance of Peace 
   
  Page 59 
  
  DM MAP: NOT−SO−SECRET PASSAGE 
   
   
  Curtain 
  Guard room 
  Steep st airs 
  3’x3’ “hole” 
  t o basement 
  of fort  
  30’ from curt ain = 
  approximat e area of 
  t rap t rigger  
  (Exact  size and locat ion 
  varies by APL) 
  Ent rance t o 
  passage by 
  river 
   
  KET7−06 Balance of Peace 
  Not−So−Secret Passage  
   
  1 square =  5 feet 
   
  KET7-06 Balance of Peace 
   
  Page 60 
  
  DM MAP: DETAIL OF TRAPS IN NOT−SO−SECRET 
  PASSAGE (APL 2−8) 
   
  30’ to curtain 
  APL 4 
  10’x10’ Duster traps 
  Trigger plat es 
  (each t rap 
  triggers 
  independently) 
   
  APL 2 
  5’x5’ Duster traps 
  Trigger plates 
  (each trap 
  triggers 
  independent ly) 
   
  30’ to curt ain 
  APL 6 & 8 
  5’x5’ Hobbling traps 
  30’ to curtain 
  Trigger plates  
  (pressure on 
  eit her plat e 
  t riggers ent ire 
  10’x10’ t rap) 
  These plates are 
  part  of trap but do 
  not trigger trap 
  when st epped on  
        1 square =  5 feet 
  Decorative floor tiles are for 
  illustrative purposes only. 
  Tunnel floor is actually plain 
  stone. 
  KET7-06 Balance of Peace 
   
  Page 61 
  
  DM MAP: DETAIL OF TRAP IN NOT−SO−SECRET PASSAGE 
  (APL 10) 
   
   
   
  30’ to curtain 
  Trigger plat es  
  (pressure on 
  either plate 
  triggers entire 
  10’x10’ t rap) 
  These plat es are 
  part of trap but  
  do not t rigger 
  t rap when 
  st epped on  
  Sliding panel 
  1 
  2 
  3 
  4 
  5 
  1.
  Floor t ilt s up 
  2.
  Advent urers are t hrown at  wall 
  3.
  Sliding panel opens 
  4.
  Advent urers are t ossed t hrough 
  opening int o cat apult  bucket 
  5.
  Cat apult  is t riggered, flinging 
  advent urers through hole and into sky 
   
  Catapult trap: APL 10 
  1 square =  5 feet 
   
  Decorative floor tiles are for 
  illustrative purposes only. 
  Tunnel floor is actually plain 
  stone. 
  Catapult trap 
  Sequence of events 
   
  See 6:Not-So-Secret Passage 
  for saves and other details. 
  KET7-06 Balance of Peace 
   
  Page 62 
  
  DM MAP: DETAIL OF TRAP IN NOT−SO−SECRET PASSAGE 
  (APL 12) 
   
   
  Trigger plates  
  (pressure on eit her 
  plate t riggers all 
  floorplates of t he trap) 
  These plat es are 
  part of t rap but  
  do not trigger 
  trap when 
  stepped on  
  Sliding panels 
  30’ to curt ain 
   
  Catapult Trap: APL 12 
   
        1 square =  5 feet 
   
  Both 10’x10’ floor panels are 
  triggered when either trigger 
  plate is stepped on. Note that 
  the 5’ gap between the two 
  10’x10’ floor panels is not part 
  of the trap. 
   
  Decorative floor tiles are for 
  illustrative purposes only. 
  Tunnel floor is actually plain 
  stone. 
   
  See previous page for side 
  view of trap & sequence of 
  events 
  KET7-06 Balance of Peace 
   
  Page 63 
  
   DM MAP: “SECRET PASSAGE” NEAR RUINED TEMPLE 
   
   
  10’ Ladder 
  from surface 
  Fake door 
  (lightning bolts 
  emanate from 
  boss on door) 
  Dead end: 
  Dirt wall behind doors   
  KET7−06 Balance of Peace 
  Fake “secret passage” near 
  temple ruins 
   
  1 square = 5 feet 
   
  KET7-06 Balance of Peace 
   
  Page 64 
  
  PLAYER HANDOUT 1: MAP OF KET  
   
   
   
  KET7−06 BALANCE OF PEACE 
  MAP OF KET 
   
   
   
   
  �  Location of Amarat 
  KET7-06 Balance of Peace 
   
  Page 65 
  
  PLAYER HANDOUT 2: MAP OF AMARAT AND AREA  
   
   
  Tuflik River 
  N 
  Road int o Amarat 
  Amarat  
  Ruins 
  Ruins 
  Cont our 
  lines (50’) 
  A 
  Trail t hrough fields 
  Trail past  ruins 
  Riverside trail 
   
  KET7−06 Balance of Peace 
  Village of Amarat & Area 
   
  A Adventurers are teleported here
   
   
           
         Scale         
   
                              1200 feet 
   
   
  KET7-06 Balance of Peace 
   
  Page 66 
  
   
   
  PLAYER HANDOUT 3: THE LIST 
   
   
   
  Not enough unrest caused. Morad’s fault for  
    depending on monks. Must make new plan. 
  These elaborate plots fall apart too easily.  
  Simple is best! 
  Too many troop movements. Due to war? Or   
    looking for us? Nadaid’s hold on army still  
   unbroken. Morad promises this will  change  
      but refuses to say how. 
  Morad wants to wait for end of  Ready’reat. Promises  
    something big is happening, the longer we wait the easier it will  
     be. Don’t know what could be bigger than this. But does he  
      understand Ket? Must be before Oath Day. I can’t  
    be accepted by people if throne is taken without honour. 
  Red wine stain on best turban— 
        use salt?? 
  Renew Travel Papers 
  No public appearances or audiences, no 
  chance to get close. Estate comittments mean  
    no chance of getting back to Lopolla before  
   end of Patchwall. 
   
  KET7-06 Balance of Peace 
   
  Page 67 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/597/Normal Scenarios/KET7-06 - Balance of Peace (APL 2-12)/KET7-06 - Balance of Peace.pdf