TEXT:  
   
  The Hungry Undead 
   
   
  Living Kingdoms of Kalamar  
  Retail Adventure Adaptation 
   
  Harvest of Darkness 
   
  By Andrew Garbade 
  
   
  2
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  This is a dungeon-crawl type of adventure. It generally requires 
  between 4 to 6 hours for completion, though different groups may 
  play and move through the adventure at varying speeds.  
   
  NPC and Monster information may be found in the Encounter 
  document for this adventure. Campaign certificates may be found in 
  the Cert document for this adventure.  
   
  Scaling this adventure for different ATLs: 
  The number of enemies in each encounter is consistent for every 
  ATL, only the difficulty increases. The amount of experience reward 
  is the same regardless of character level or ATL. A copy of Core 
  Rulebook III is required for some of the encounters.  
   
  How to use this document: 
  All important information and treasure is listed by the adventure 
  section, and experience is calculated at the end of the document. 
  Additionally, all certs are listed with location and gp value.  
   
  There are many changes to the amount and type of treasure that 
  characters may find. The only treasure listed in this document are 
  those items that would have some material value if sold to NPCs. If 
  an item appears in the adventure, but it is not in this document, then 
  the characters should not discover it. 
   
  Introduction to Adventure 
  The characters may be hired to find some lost explorers, investigate 
  rumors of strange lights (campfires), or even asked to mark a land 
  boundary far located far from civilization. The Judge should create a 
  legitimate and believable reason for the characters to be near the 
  Byth Mountains. 
   
  Some characters may be hesitant to participate in the adventure due 
  to role-playing restrictions on "grave robbing"  - i.e. paladins, clerics, 
  etc. Another hook that may be used is that divinations have pointed 
  to the rise of an evil power in the region, and the characters are 
  needed to investigate, and if possible, end the threat. The dying man 
  in the opening scene could also provide some guidance beyond his 
  box-text speech indicating that the evil power is located inside the 
  tomb. The Judge should try to work with characters to understand 
  their motivations and beliefs, then try to craft the adventure hook 
  suitably.  
   
  Adventure Hook 
  This encounter occurs as written for all APLs, though Jorvan can be 
  saved if any of the characters cast remove curse followed by some 
  kind of healing (magical or mundane). In this adaptation, Jorvan has 
  been cursed so that his body's wounds cannot be healed, thereby 
  preventing his stabilization.  
   
  Arrival at Sleeping Bear Rock 
  1) Entrance to the Tombs 
  The Sturm Wolves do not appear in this adventure.  
   
  2) Outer Sanctuary 
  Occurs as written. 
   
  3) Primitive Burial Chamber 
  As written. 
   
  Treasure: 
  Ancient Bronze Shortsword, 30 gp sale value 
   
  4) Temple of the Sharjani 
  As written. 
   
  5) Sepulcher of the Seven Kings 
   
  5a) Tomb of Janir Kodajy 
  The magic helm is part of a curse that has been placed on Janir 
  Kodajy. It has a moderate abjuration aura if detected. Janir remains 
  comatose as long as the helm rests on his head. Removal may only 
  occur if the helm is targeted by a dispel magic or dispel good 
  (automatically succeeds). Alternatively, a Strength check DC 25 
  literally breaks Janir's neck in half, effectively removing the helmet 
  from the body, allowing it to animate (the head does not re-grow).
   
  2
   
  1 
  
   
  3
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  The creature's stats remain the same, whether or not it has a head, if 
  revived. 
   
  All ATLs 
  Janir Kodajy 
   
  5b) Tomb of Draj Unjari 
  As written. 
   
  5c) Tomb of Jani Javiji 
  As written, though the scroll case is empty.  
   
  5d) Unnamed Tomb 
  As written.  
   
  5e) Tomb of Ranjar the Great 
  As written, except the longsword is non-magical and rusted (note 
  that it does bludgeoning damage in the Encounter document). Ranjar 
  attacks the characters as long as they remain inside the Sepulcher of 
  the Seven Kings. Contrary to the text, Ranjar only moves around this 
  immediate section of the crypt if he does not have anyone to attack; 
  he does not pursue characters into area 4.   
   
  All ATLs 
  Ranjar 
   
  Treasure: 
  Uncut Gem Necklace, 200 gp sale value 
   
  5f) Unnamed Tomb 
  As written. 
   
  5g) Unnamed Tomb 
  As written. 
   
  6) Chamber of the Blind Mage 
  As written, except changes to treasure (see below). The rubies and 
  ashes are non-magical. Anyone who eats or inhales the ashes 
  suffers the effects as noted (note the difference between “tasting” 
  and “eating” as well as “sniffing” and “inhaling” – one may be used 
  for role-play purposes in an attempt to identify them; the other may 
  similarly be used for role-play purposes by players of characters with 
  extremely low Wisdom scores).  
   
  Treasure: 
  Ruby x2, 50 gp sale value each  
  Banner, 25 gp sale value  
   
  7) Southern Chamber 
   
  7a) Tomb of Jarbyr Raji 
  Trap (EL 2): When the body explodes into dust, have everyone 
  within 20 feet make a Fortitude save DC 12 and a Reflex save DC 
  10. Failing the Fortitude save indicates that the character has inhaled 
  some dust, and they suffer 1d2 temporary Con damage. Failing the 
  Dexterity check means that some dust got into the character’s eyes, 
  and they suffer -1 on all skills and attacks. This lasts until the eyes 
  are rinsed (pouring water on their eyes, Heal check DC 12, etc.) 
   
  Treasure: 
  Gold mesh necklace, 50 gp sale value  
  Ancient silver dagger, 25 gp sale value  
   
  7b) Empty Sarcophagus 
  As written. 
   
  7c) Empty Sarcophagus 
  As written. 
   
  8) Grand Chamber of Lord Krajan 
  As written.  
   
  Treasure: 
  Gold funery shroud, 50 gp sale value  
  Various ancient equipment, 250 gp sale value 
  Merciless longspear x2, 26 gp sale value each (certed)
   
  3
   
  2
  
   
  4
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  Shield of the Merciless, 1,500 gp sale value (certed) 
   
  9) Empty Crypt 
  As written. 
   
  10) Incomplete Tomb 
  As written. 
   
  11) Temple of the Purple Heavens 
  The altar is evil, and detects as such. Anyone moving to within 10 
  feet of the altar must make a Will save DC 16 or be shaken. The 
  effect ends if the character leaves the room, but it returns if they re-
  enter. Characters who make the Will save are immune to the 
  shaken effect, but they may be injured by the trap. 
   
  Trap (EL varies; automatic reset; damage varies; Search 25; 
  Disable Device N/A): Anyone touching the altar suffers ATLd6 
  damage as negative energy drains their life force. The character may 
  attempt a Fortitude save DC 17 to take half damage. For example, 
  a character playing at ATL 5 who touches the altar would suffer 5d6 
  damage.  
   
  If a character is injured by the altar, the dark red strands begin 
  glowing and a light red haze fills the space. This haze is magical 
  (weak abjuration), but is completely harmless. Judges who wish to 
  scare their parties are encouraged to create an array of symptoms 
  the characters suffer when subjected to the haze; these effects 
  cannot have any game impact, but role-playing effects are 
  acceptable.  
   
  An injury from the altar may be healed, but it leaves a dark red scar 
  on the body (certed). Different PCs may touch the altar and suffer 
  the injury, but a single character may only be affected one time per 
  day. The haze is the same if one or six characters touch the altar.  
   
  Destroying the altar does not result in an explosion. If destroyed, 
  pieces no longer have the unsettling effect (causing the shaken 
  condition) or the trap.  
  12) The Great Crypt 
  This room contains four enemies. 
   
  All ATLs 
  Lesser Sharjani x4 
  Roll 1d4 for each of the creatures. This is how many rounds after the 
  characters enter the room before each of the Sharjani wake up. No 
  more than two (total) should awaken in the first and second round 
  after the characters enter. 
   
  Combat begins on the round after the first Sharjani awakens.  
   
  There is no treasure in this room. 
   
  13) Hall of the Thousand 
  As written. 
   
  13a) Treasury 
  Poison Needle Trap (EL 2): primary damage is 1d4 temporary Dex, 
  secondary damage is 1d4 temporary Str and 1d4 temporary Con. 
   
  Treasure: 
  Silver arrows x20, 80 gp sale value (certed) 
  Metamagic Rod, Lesser Extend, 1,750 gp sale value (certed) 
  Winter’s Bite, 1,200 gp sale value (certed) 
  Various coins worth 216 gp in a small wooden chest 
   
  14) Cave 
  As written. 
   
  15) Sturm-Wolf Lair 
  This lair has been collapsed. The Sturm-Wolves will appear in 
  another campaign event.  
   
  4
   
  3
  
   
  5
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  Experience Points 
  Encounter 5a: Defeat or avoid Janir Kodajy 
  100 xp 
  Encounter 5e: Defeat or avoid Ranjar the Great 
  100 xp 
  Encounter 7a: Avoiding or disarming trap 
  50 xp 
  Encounter 11: Avoiding or disarming trap 
  50 xp 
  Encounter 12: Defeat Lesser Sharjani 
  200 xp 
  Discretionary Role-playing 
  150 xp 
  Encounter 6 “bonus”: DID NOT eat or inhale ashes  
  50 xp 
  Total Possible Experience 
  600 xp 
   
  Characters 5th level and higher receive double the listed xp 
  awards. Total possible experience for those characters is 1200. 
   
  Treasure summary 
  Sale value of all possible items: 
  Ancient Bronze Shortsword 
  30 gp 
  Uncut Gem Necklace 
  75 gp 
  Ruby x2 (50 gp each) 
   100 gp   
  Banner  
  25 gp 
  Gold mesh necklace 
  50 gp 
  Silver dagger  
  25 gp 
  Gold funery shroud 
  50 gp 
  Various ancient equipment 
  100 gp 
  Merciless longspear x2 - cert 
  52 gp 
  Shield of the Merciless - cert 
  1,500 gp  
  Silver arrows x20 
  80 gp 
  Metamagic Rod, Lesser Extend 
  1,750 gp  
  Winter’s Bite 
  1,200 gp 
  Chest of coins 
  76 gp  
  Total Item Sale Amount: 
   5,113 gp 
   
  Purple Scar 
  After touching an evil alter deep within a Dejy burial mound, a small  
  portion of this character’s life force was lost. The character 
  permanently loses 1 hit point. It may not be healed or restored by 
  anything less than a miracle or wish spell. A jagged purple scar 
  remains as a reminder of the incident. 
   
  Merciless Longspear 
  This ancient longspear is crafted entirely of bronze, increasing its 
  weight, and reducing its range. The creators were very cunning, 
  however, and the added mass also increases the damage inflicted 
  (this bonus damage is applied before any multipliers). 
   
  Weapon 
  Dmg (M) Crit 
  Range 
  Weight 
  Merciless Longspear  
  1d8+2 
  x2 
  5 ft.  
  13 lbs. 
   
  Shield of the Merciless (+1 heavy wooden shield) 
  This heavy wooden shield is scratched, dented, chipped, and seems 
  to be in very poor repair. It has a strange emblem on it that may have 
  once been a dragon in flight, but is now little more than faded 
  splotches of old paint. When equipped, this shield allows the wielder 
  to transfer some or all of the enhancement bonus from his Armor 
  Class to his attack roll(s) as a bonus that stacks with all others. As a 
  free action, the wielder chooses how to allocate the shield’s 
  enhancement bonus at the start of his turn before making any other 
  action, and the effect on attack roll(s) lasts until his next turn. 
   
  Silver arrows 
  There are 20 masterwork silver arrows in a slender darkwood quiver.  
   
  Metamagic Rod, Lesser Extend 
  This small translucent rod appears to be made from thick glass. Blue 
  and while smoke seems frozen inside, but when used, the contents 
  roil and churn violently for a number of seconds.  
   
  Winter’s Bite (+1 rapier) 
  The translucent blade of this rapier appears to be made of ice rather 
  than metal. It is cold to the touch, and a glove must be worn to wield 
  the weapon proficiently (failure to wear a glove imposes a -4 penalty 
  to hit). Strangely, the cold nature of the weapon also provides some 
  protection against similar damage, granting cold resistance 2 to the 
  wielder. The hilt seems to be steel, though it has been painted a 
  glossy light blue. The scabbard is made from pure white ivory, 
  encrusted with sapphires and etched with silver.   
   
  5
   
  4
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK-A-THU1 The Hungry Undead.pdf