TEXT: LKOK 52 
   
   
   
   
   
   
  A is for Assassin 
   
  A 1 round D&D Living Kingdoms of Kalamar® Adventure 
  Part One of Strike to the Heart 
  by Daniel S Donnelly 
  Edited by Alana Abbott 
   
  The future of the Principality is now in the hands of the Prince and military. It appears as if the 
  adventurers' participation in the effort will be found elsewhere. This event is the first in the series Strike to 
  the Heart. It is recommended that all PCs who play have a degree of patriotism for Pekal. Non-patriots 
  are welcome to play, however rewards may be limited and danger escalated. A Living Kingdoms of 
  Kalamar adventure for ATLs 1, 3, 5, 7, 9, 11, and 13. 
   
  "A Is for Assassin," "Strike to the Heart," ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living 
  Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and 
  Company. Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and 
  Company. © Copyright 2004, Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, 
  D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo are all trademarks owned by Wizards of 
  the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2004 Wizards of 
  the Coast, Inc. 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  1 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses ATL rather than Average Party Level 
  (APL) in an effort to offer challenging adventures 
  without massacring smaller or imbalanced 
  tables. What this means is that, to calculate the 
  ATL for a table, the levels of all the player-
  characters are added together. That number is 
  divided by six regardless of how many player-
  characters there actually are. This number 
  constitutes the party’s ATL (rounded to the 
  closest integer). If that number is not offered in 
  the adventure, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players should play in 2 tables 
  of 6 not 3 tables of four. 
   
  Once you calculate the ATL write it down here 
  as you will need it later or setting the DC of 
  certain skill checks. 
   
  __________ 
   
   
  ADVENTURE NOTES 
   
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 1st 
  to 13th level. It is advised that PCs go through 
  this adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the Judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the Judge should also have the 
  Kingdoms of Kalamar® Core Sourcebook and 
  the Kingdoms of Kalamar Player’s Guide. It is 
  not necessary but will end up being very useful 
  for this series if the Judge also has a copy of the 
  Kingdoms of Kalamar – Atlas or Kingdoms of 
  Kalamar Dungeon Master’s Screen since the 
  majority of the adventure happens outside of 
  Pekal. 
   
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
   
  It is the end of Renewal. Spring is in full bloom, 
  but the mood in Pekal is still much as it was 
  during the winter months. The regular showers 
  seem in keeping with the tension felt by the 
  people of Bet Rogala: will the Tokites succeed in 
  their invasion? Or will Pekal remain a nation of 
  freemen? The Madam is the most dominant 
  constellation in the night sky, and the Dejy 
  Soothsayers of Independence Square say that 
  the rain—no more frequent now than in previous 
  springs—is the weeping of this celestial lady of 
  leisure, sure to bode ill for the Pekalese Army. 
   
  Module Notes 
   
  This event begins a long series of events which 
  will place the PCs on an Epic long quest. PCs 
  are encouraged to play these events in order, as 
  that will aid in the build up of excitement toward 
  their final goal. 
   
  This module has a large amount of potential 
  combat in it, much of which is slightly over the 
  typical Encounter Level for the PCs' ATL. Many 
  of these combats can be avoided through 
  creative play, and the Judge is encouraged to 
  have PCs think outside of the box, rather than 
  hack and slash their way through this module. 
  The hack and slash approach is likely to lead to 
  Total Party Kills, something Living Kingdoms of 
  Kalamar hopes to avoid over the course of 
  module play. 
   
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  2 
  BACKGROUND 
   
  During 
  this 
  event 
  a 
  grave 
  robber 
  is 
  apprehended. In his possession is a flayed piece 
  of human flesh branded with the Flame Tattoo of 
  the Guardians. Though largely unknown, the 
  Guardians of the Hidden Flame have long 
  worked toward undermining Emperor Kabori's 
  authority in the Kalamaran Empire. Their goal is 
  to restore the true bloodline of the Kalamaran 
  throne, which they believe will return Kalamar to 
  its golden age.  
   
  The Gray Legion became aware of this hint to 
  the identity of the Guardians through their vast 
  network of contacts. They have long been trying 
  to locate the heads of this organization inside 
  Pekal to combine forces in order to weaken 
  Kalamar—and 
  strengthen 
  Pekal's 
  position 
  against the Empire. Though General Sulat 
  P'Mare is not an agent of the Gray Legion, he 
  has collaborated with the agency before to 
  ensure the safety of Pekal. As the adventure 
  begins, P'Mare contacts the PCs and tests their 
  resolve and personal feelings toward the war 
  between Pekal and the Empire. During this 
  process he tasks them with traveling to 
  Fidoka’omidu and retrieving the patch of skin 
  and the information that has been gathered. 
  Regardless of whether the PCs are found 
  suitable for further work for Pekal, P'Mare hopes 
  that the information they collect will prove useful 
  for the war effort.  
   
  The PCs have the option of speaking with the 
  officials in Kalokapeta. During this process they 
  are followed by another agent of General 
  P’Mare, who watches to make sure that there 
  are no signs of treachery.  
   
   
  ADVENTURE SYNOPSIS 
   
  Introduction: 
  With the Kalamaran conflict coming to a head, 
  the PCs each receive a strange request taking 
  them in a surprising direction. They travel 
  through box text and arrive in Gorido in time for 
  the lecture and an interesting dinner. 
   
  Encounter 1:  
  Injustice – On the trip to Fidoka’omidu the PCs 
  discover a traveling merchant who has a group 
  of frustrated villagers surrounding his cart. This 
  encounter is particularly important if any of the 
  PCs has given the judge a The Blooded cert. 
  The Blooded is testing how this PC seeking their 
  favor would react to an injustice. 
   
  Encounter 2: 
  Fidoka’omidu – Two groups await the PCs 
  arrival in Fidoka’omidu. The first is General 
  P’Mare’s agent, who is ready to provide them 
  with the information she has been able to gather 
  prior to the PCs arrival. The other group is lead 
  by a Kalamaran agent that discovered General 
  P’Mare was sending agents to Kalokapeta. 
  There are a number of sub-encounters in this 
  area. 
   
  2A. 
  The Frosty Mug. This is the 
  tavern where the Kalamaran team is gathering 
  information. 
   
  2B. 
  The Corner Post. This small inn 
  is where General P’Mare’s agent is staying. It is 
  also where the PCs may acquire rooms. 
   
  2C. 
  The Iron Forge & Smithy. This 
  small forge is the home of a very cranky but 
  extremely talented blacksmith. 
   
   
  Encounter 3: 
  Inn of the Witch’s Cackle. A very interesting 
  man, Prince Ferasol of Ek’Kasel, awaits the PCs 
  here with the captured grave robber. The son of 
  King Erasar II is not pleased with his father's 
  tight relationship with Kalamar. He firmly 
  believes in an independent Ek’Kasel and 
  believes that strong relations with Pekal will 
  further that goal. 
   
  Encounter 4: 
  The Kalokapeta Graveyard. The graveyard is 
  the site of the three graves that the robber 
  identifies as the ones which might have held the 
  remains with the tattoo.  
   
  4a. 
  Grave 1 – regular grave – 
  woman crying over the fact that her husband’s 
  body had been disturbed (actually taken) 
   
  4b. 
  Grave 2 – a mausoleum whose 
  desecration has prompted the rising of an angry 
  spirit 
   
  4c. 
  Grave 3 – a simple grave whose 
  headstone may lead the PCs down the correct 
  path with more research. However, a Kalamaran 
  assassin is watching here and may attack 
  depending on the previous actions of the PCs. 
   
  Conclusion: 
  Depending on the actions and decisions of the 
  PCs 
  General 
  P’Mare 
  acknowledges 
  their 
  actions. 
  His 
  reaction 
  ranges 
  from 
  congratulations to disgust. 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  3 
  INTRODUCTION 
   
  Summary With the Kalamaran conflict coming 
  to a head, the PCs each receive a strange 
  request taking them in a surprising direction. 
  They travel through box text and arrive in Gorido 
  in time for the lecture and an interesting dinner. 
   
  NOTE: There is a good bit of boxed text in the 
  event. Please feel free to use your own words 
  when you feel it works best for your table. 
   
  Each of the PCs should receive somewhat 
  different 
  introduction. 
  Handouts 
  for 
  their 
  individual orders are provided in the appendix. 
  You can either read these aloud, or give them 
  their handouts without introduction. While they 
  read, request that each player complete a 3”x5” 
  card with the following: 
   
  Character Name 
  Character Class  
   
  Level 
  Organization with the highest Rank 
  Rank in the Organization 
  Make (3) Spot checks 
  Make (3) Sense Motive checks 
  Make (2) Will saves 
   
  The General Introduction: 
   
  As dawn’s early light peeks in through the 
  Inn window you find yourselves replaying 
  the events of the last week.  
   
  For Military Organization PCs  
   
  As you walked into your commander’s office, 
  she looked up from her work to meet your 
  eyes. “As much as I might need you in the 
  coming months, you have been requested 
  for a special assignment. You are to report to 
  Gorido. A room will be reserved for you at 
  the Dusty Pony Inn. There is a special 
  seminar that you have been ordered to 
  attend. Don’t ask me any questions—I don’t 
  have any answers other than the order came 
  from a lot higher than I can touch. Good luck, 
  and don’t let the reputation of this regiment 
  down.” 
   
  For Municipal Organizations PCs 
   
  Another 
  double 
  watch. 
  The 
  war 
  was 
  definitely thinning the ranks of all of the city 
  organizations, 
  and 
  everyone 
  from 
  the 
  Lamplighters to the Dungeoneers to the City 
  Guard has been called to pitch in wherever 
  they can to keep the city running. However, 
  instead of a soft bed or tasty meal you found 
  yourself in the office of your superior. He 
  offered you a cool mug of ale and bid you sit. 
  “I know you have been pulling more than 
  your normal duties. You are commended. I 
  wish I had six more of you. Instead it seems I 
  will be yet another member short. I have 
  received a very specific request for my best. 
  A specific task authorized at the highest 
  levels. If you accept you will be traveling to 
  Gorido to attend a seminar. I know there has 
  to be more to the task but I obviously do not 
  have a need to know. You will have a room 
  reserved for you and a place here when you 
  return. I don’t have any answers for the many 
  questions you must have but I trust you will 
  do your best. Good luck.” 
   
  For College of Magic PCs 
   
  The note that appeared was simple, “We 
  have been requested to make available one 
  of our members for a special mission for the 
  Crown. Your name was mentioned in high 
  regard, and as such, you have been selected 
  to 
  undertake 
  this 
  mission. 
  I 
  would 
  understand if you hesitated as I know how 
  you value your studies, however I have been 
  assured that the mission is important. We 
  have made arrangements to have you 
  transported to the Dusty Pony Inn in the 
  town of Gorido. Once there you are to attend 
  a seminar. Despite our best efforts and the 
  questions we asked the representative of the 
  Crown, we have been able neither to divine 
  nor to ascertain any further information. 
  Report 
  to 
  the 
  College 
  of 
  Magic 
  administration building as soon as possible 
  for teleportation. Good luck” 
   
  For Divine Organization PCs 
   
  Your normal duties were interrupted by one 
  of the higher ranking members, who you 
  thought meant to offer spiritual guidance. 
  Instead, they offered a mission. “There 
  seems that there may be a light in these 
  times of darkness. There has been a vision 
  as well as a message from the Prince. 
  Although the vision was cloudy as expected, 
  the portents clearly indicated that great 
  events were about to begin. The message 
  from the Prince simply confirmed this. The 
  Crown would like you to attend a seminar in 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  4 
  the town of Gorido. We have been told that a 
  room at the Dusty Pony Inn has already been 
  reserved for you and more information will 
  be available once you arrive. Good luck and 
  may you find success in your endeavors.” 
   
  Unaffiliated and Independent Organization PCs 
   
  The courier’s arrival was not unexpected. 
  The city was a buzz with activity. The 
  message that you received had you traveling 
  with the first caravan west. Although the 
  countryside seems normal, there was still a 
  sense of the unknown in those citizens you 
  met. You arrived without issue in the town of 
  Gorido and checked into your room at the 
  Dusty Pony. 
   
  Once the PCs have read their introduction you 
  can continue with the text as indicated below. 
  Make sure that each PC is actually going to 
  attend the seminar – don’t assume! If they 
  choose not to attend, they may explore the small 
  town of Gorido, but at the time of the seminar, 
  most shops are closed, and the NPCs hoping to 
  observe them from various inns pay no attention 
  to those who don't attend. 
   
  The town of Gorido is tiny by Bet Rogalan 
  standards, but has several businesses and 
  shops, all closed for the night but the few 
  inns located near the center of town. The 
  Dusty Pony Inn actually has a small dining 
  room, with a table moved to the side to allow 
  all the chairs to face the room’s fireplace. A 
  comfortable looking chair to the right of the 
  fire, filled by an older gentleman, still 
  projecting a fit physique. A couple of others 
  are already in the room take seats facing the 
  older man. 
   
  Go ahead and allow the PCs to describe their 
  characters. Keep them out of character for just a 
  little while. 
   
  As what appears to be the last of you sits the 
  older man stands. “Good evening. I am the 
  Honorable Retired General Sulat P’Mare. I am 
  also a Colonel of the Order of the Pike. You 
  are welcome to simply call me either General 
  or Sulat.” 
  He stands just over six feet in height and 
  wears a fine doublet over his barrel chest. 
  Short gray hair covers most of his clean 
  shaven face. “I know you must have a great 
  number of questions for me; however I must 
  start first with a question for each of you. I 
  have not met any of you and don’t know if 
  you know each other. So please introduce 
  yourselves and state why you are a patriot 
  for the Pekalese cause.” 
   
  This is where the players should get into 
  character and introduce their characters. It is 
  very important what they claim is their reason for 
  being a Pekalese patriot. If you feel that their 
  reason leaves a lot to be desired, have Sulat 
  question them from the recommended list below. 
  Sulat makes sense motive checks (which the 
  judge may preroll), so if any of the PCs might be 
  blowing smoke let them attempt to make a Bluff 
  check. His Sense Motive is at +16. Rate the 
  answer from each PC on the tracking form found 
  in the Appendix on a scale of 1 to 10, 10 being 
  the most loyal to the Pekalese cause. While 
  being loyal to Pekal is the objective, some 
  players may be defending Pekal due to their 
  loyalty to other nations (Cilorealon) or groups 
  (the Dejy tribes who will be negatively impacted 
  if Kalamar moves into Pekal and begins to put 
  pressure on the Wild Lands). These are 
  acceptable enough answers to give the PC a 
  middling rating. 
   
  • 
  Were you born in Pekal or did you 
  choose to come to Pekal or some 
  reason? What was the reason? 
  • 
  Have you ever lived in a Kalamaran 
  city? How would you think they would 
  compare to Bet Rogala? 
  • 
  What is the greatest injustice you have 
  ever 
  witnessed? 
  What 
  about 
  the 
  greatest you have read or heard about? 
  • 
  If Pekal was an animal what animal do 
  you think it would be? How about Tokis? 
  How about Kalamar? 
   
  Once you have gotten the introductions continue 
  with the following: 
   
  The man sits again in his chair, “Thank you 
  for your honest answers.” (Glare at anyone he 
  has suspected to be lying) “I am sure you have 
  some questions but first let me repeat a 
  story told me when I was a child. I apologize 
  if you have already heard it but it goes to the 
  heart of the task. 
   
  “During the seventy year period known as 
  the Age of Great Anguish the Kalamaran 
  Empire crumbled into fragmented kingdoms 
  ruled by lesser lords. The land fell into 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  5 
  decay. One petty lord from the south, Prince 
  Thedorus, claimed to be a direct descendant 
  of Emperor Kolokar and a member of the 
  royal House of Inakas. He had a small army 
  of loyal troops, including many dwarves from 
  the 
  Ka’Asa 
  Mountains. 
  With 
  dwarven 
  weaponry and an excellent commander, 
  Rovak Fen’dora, a paladin who rode a silver 
  dragon, Vevisalakale, into battle, Thedorus 
  defeated the other southern lords and 
  reunited the main Kingdom of Kalamar.” 
   
  P'Mare rises, withdrawing from his coat a 
  small portrait of a silver clad warrior upon a 
  wondrous dragon. He continues, “King 
  Thedorus wished to reward Rovak Fen’doral 
  for his loyalty and bravery and ordered a 
  silver coin struck with Rovak’s likeness on 
  one side and Vevisalakale’s on the other. 
  Today, 
  these 
  coins 
  are 
  called 
  'Silver 
  Dragons' by collectors and are priceless for 
  their sentiment, if not their market value. 
   
   
  “Overwhelmed with love for his king, Rovak 
  Fen’doral swore eternal fealty to good King 
  Thedorus I. He swore that he and every 
  firstborn of his lineage would forever be the 
  king’s champion. That very night, Rovak was 
  visited by his patron god, Deb’fo, the Swift 
  Sword, who was accompanied by Forinori, 
  the Speaker of the Word. They informed 
  Rovak that he would never father a child and, 
  therefore, could not keep his oath. Rovak 
  that night pledged his life and soul to keep 
  his oath. The gods turned him into a sword, 
  the Sword of Kings. 
   
  “Under the leadership of King Thedorus I 
  was able to vanquish the remaining lords 
  and reunite the Empire. Thedorus I reigned 
  for fifty-seven years, controlling all the lands 
  from the Legasus to the Ka’Asas. During his 
  reign, the humanoids and barbarians were 
  defeated and the old Kalamaran borders 
  were re-established. At the age of eighty-
  nine, Thedorus I, the most popular emperor 
  in the history of Tellene, died peacefully in 
  his sleep. 
   
   
  “His son was found brutally murdered the 
  day before his coronation. Within hours of 
  the news, Vilik, the senor member of the 
  House of Bakar seized the throne and 
  butchered Thedorus’ remaining children and 
  grandchildren. 
   
  “So what do you think of this story? It is a 
  very important event that affects us all.” 
   
  Let the PCs discuss this story with P’Mare. Here 
  are some points that P’Mare will bring up during 
  the discussion: 
   
  • 
  It is rumored that the group responsible 
  for delivering the coins to the Emperor is 
  called the Guardians of the Flame.  
  • 
  Wholesale slaughter of a righteous 
  family could be the cause of a serious 
  curse, however it seems that the people 
  of Kalamar and those outlying countries 
  are paying for the slaughter with their 
  blood. 
  • 
  Prince Kafen's duty is first to protect the 
  people of Pekal, not take Kalamar head 
  on. The Empire is too strong and has 
  too many allies. 
  • 
  You should never take an oath lightly for 
  in all oaths the gods are watching. 
   
  “Well said!” the General says as he pours 
  himself some water and passes the pitcher 
  to you. As you finish your discussion, the 
  innkeeper brings in a fresh venison stew. 
  “Now to the task at hand. You may suspect 
  that the Prince himself is interested in this 
  investigation. 
  A 
  man 
  was 
  recently 
  apprehended 
  in 
  Kalokapeta. 
  In 
  his 
  possession he had this.”  
   
  The general passes over what appears to be 
  a section of dark stained parchment. On the 
  parchment is the skilled drawing of a dagger 
  and flame.  
   
  “That is actually a piece of flesh. Quite dried, 
  of course. The image is the rumored tattoo 
  that the Guardians of the Flame wear. The 
  mission that I wish you to undertake is to 
  investigate the source of this tattoo and 
  return with as much information regarding 
  the person, their death and any other 
  pertinent histories. 
   
  “It may seem an insignificant task but please 
  treat it as you would any truly critical task. I 
  am finishing up my business here then 
  proceeding to the Inn of the Witch’s Cackle 
  on the Ek’Kasel border. I have an agent 
  awaiting you in Fidoka’omidu. He will be 
  wearing the surcoat of a red gryphon. If you 
  tell him that the Old Man sent you he should 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  6 
  respond using non-verbal communications. 
  Do you have any questions?” 
   
  Some pieces of information that the General can 
  relate if directly asked: 
   
  Personal Questions: 
   
  • 
  Why aren’t you on the roll of 
  Honorable? – "I preferred to stay 
  behind the scenes, choosing my role in 
  the church over my position in the 
  government. The time has come when 
  my duty to my nation has become 
  more important, however, and I feel it 
  is time to come forward. I must put the 
  welfare of the people above my own." 
  • 
  Are you with the Gray Legion? – He 
  smirks at this one. “And if I were, would 
  I tell you? Don’t over think this: I am 
  not a member of the Legion, however, 
  the Prince has been kind enough to 
  allow me access to some of the 
  information that they are able to 
  collect. I actually suspect that the man 
  waiting for you in Fidoka’omidu is a 
  member, but not even I can be sure of 
  this.” 
  • 
  What is a Colonel of the Pike? – 
  (PCs who can pass a Knowledge: 
  Religion check DC 10 already know. 
  DC 15 tells them that Colonel is a high 
  ranking member of the church.) "It 
  means that I am prelate of the Church 
  of the Old Man in Pekal. There are only 
  a few shrines in Pekal so much of my 
  time is spent talking to followers who 
  are 
  still 
  performing 
  their 
  military 
  service." 
  • 
  Why can’t I read your thoughts? – 
  (Okay not a likely or subtle question 
  but who knows) – “Because I have 
  knowledge of the Pekalese defenses, 
  and the Prince’s security experts have 
  fashioned me mental protections.” 
   
  Mission Questions: 
   
  • 
  What 
  do 
  you 
  mean 
  non-verbal 
  communications? 
  – 
  The 
  General 
  laughs – “He will give you a friendly 
  punch in the gut.” 
  • 
  Isn’t Pekal the home quarters for the 
  Guardians of the Flame? – “That is the 
  rumor, although I suppose only the 
  Guardians themselves know for sure. 
  • 
  What 
  will 
  you 
  do 
  with 
  the 
  information? – "If we can contact the 
  Guardians 
  it 
  may 
  be 
  possible 
  to 
  coordinate information if not strategies. 
  We don’t expect them to give us the 
  method they use to sneak into the 
  Emperor’s 
  Throne 
  Room; 
  however, 
  there is information that might be 
  shareable." 
   
  The General’s statistics are found in the 
  appendix. He does not know a great deal of 
  additional information; however it is quite 
  possible that a PC might ask him about reward. 
  If one does continue with the following: 
   
  “Ah you are interested in rewards not just 
  the privilege of working for the free and just 
  Principality of Pekal. I am not without means 
  both politically as well as financially. I had 
  not planned on providing for your financial 
  future at this point; however, I will make 
  some inquiries on your behalf. Now I believe 
  you should either retire for the night or make 
  ready to leave; it is a full day's journey to the 
  village Fidoka’omidu, and you'll want to 
  arrive tomorrow before the sun sets.” 
   
  (The PC that asks should have their patriotic 
  rating lowered by one in the appendix) 
   
  Gorido is not a large town, but the PCs can pick 
  up mundane supplies 
   
  ENCOUNTER 1 
   
  Summary: 
  Injustice 
  – 
  On 
  the 
  trip 
  to 
  Fidoka’omidu the PCs discover a traveling 
  merchant who has a group of frustrated villagers 
  surrounding 
  his 
  cart. 
  This 
  encounter 
  is 
  particularly important if any of the PCs has given 
  the judge a The Blooded cert. The Blooded is 
  testing how this PC seeking their favor would 
  react to an injustice. 
   
  Due to the varying times of day that the PCs 
  may be leaving Gorido, feel free to adjust the 
  text accordingly. This either happens at evening, 
  in which case the situation is illuminated by 
  torchlight. 
   
  The gates of Gorido have just disappeared 
  on the eastern horizon. As you round the 
  bend in the road you quickly spot a broken 
  down wagon. A man is attempting to fix the 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  7 
  broken wheel with the assistance of a half 
  dozen women.  
   
  The fact of the situation is the “merchant” is a 
  slave trader, following all the rules that allow 
  such trade to be legal in Pekal. The women and 
  their families owe the Bet Kasel Thieves Guild a 
  very large quantity of coin. In order to pay off 
  their debts the women have “agreed” to work for 
  the Guild in Pekal. The man was charged with 
  transporting 
  them 
  to 
  their 
  destination 
  in 
  Lebolegido. Unfortunately for the wagon owner, 
  a number of people noticed the wagon as it 
  traveled the countryside. One of them was 
  B’Turlin “Truth” Delfido, a talented bard and a 
  member of The Blooded, who has overheard the 
  plight of the women when the group stopped in 
  Dinimeka'ido the night before. Truth went ahead 
  to Gorido, still making her plans on how to best 
  handle the situation, and noticed the PCs in the 
  city. If any members of the group are currently 
  being watched by the Blooded, she recogniqed 
  them; if not, she thought she might offer the PCs 
  a test of their merit. Thus, instead of taking care 
  of this situation herself, she has hidden herself 
  after arranging for the wheel problem. 
   
  Her statistics can be found at the end of the 
  module in Appendix I. 
   
  The man goes by the name of P’Bretti. He will 
  tell the PCs: 
  • 
  The wheel just seemed to pop off the 
  wagon. He just feels lucky that he was 
  not thrown from the seat without injuring 
  himself. (true) 
  • 
  The ladies are traveling to Pekal to learn 
  a trade. (false) 
  • 
  They are daughters of a number of 
  Ek’Kasel families. They each paid a 
  small sum to travel with him. (true)  
   
  If a PC Senses Motive make an opposed check 
  against his Bluff skill of +8. 
   
  The ladies are all of Kalamaran families, and 
  speak only low Kalamaran. There are six of 
  them, and, if questioned, they agree with 
  P’Bretti. PCs passing a spot check DC 10+ATL 
  notice that though the women are dressed in 
  sturdy clothing, the fabric is worn, while P'Bretti 
  is dressed more fashionably. PCs may make a 
  heal check DC 10+ATL to learn that the young 
  women are near exhaustion (a side effect of 
  their 
  travels). 
  PCs 
  from 
  Pekal, 
  or 
  with 
  Knowledge (Local: Pekal) may also make a 
  Listen check DC 10+ATL to recognize that the 
  women speak with accents similar to the 
  northwestern areas of Pekal or Ek'Kasel.  
   
  If the PCs want to try to get any of the ladies 
  alone (by distracting P'Bretti, etc.), then they 
  may attempt to Intimidate the young women or 
  use Diplomacy to convince them to tell the truth. 
  The women all have a Bluff modifier of +2. Their 
  Sense Motive modifier is also +2. If they are 
  successfully Intimidated or comforted, they have 
  the following information: 
   
  • 
  Their 
  families 
  were 
  in 
  debt. 
  The 
  daughters were given an opportunity to 
  work for a year in Pekal in order to pay 
  off their parents' debts. 
  • 
  They each have a variety of skills. Most 
  are in the domestic or manufacturing 
  areas.  
  • 
  The six of them will be working off a 
  total of 100x ATL gp. 
  • 
  They do not feel comfortable returning if 
  they cannot pay off the debt that their 
  parents owe.  
  • 
  They do know other families that have 
  been forced to allow one of their sons or 
  daughters leave to work for the guilds, 
  or have been impressed into the 
  Ek'Kasel army. Many of these never 
  return home, and though the women 
  have heard rumors that some do, they 
  have never met anyone who has been 
  impressed and survived. 
   
  It is up to the PCs to decide whether or not they 
  get involved in the situation. Despite the 
  Blooded's war-like reputation, this encounter 
  should not turn into combat. If the PCs succeed 
  in freeing the women from slavery in an 
  honorable fashion, they receive the Notice of the 
  Blooded cert. 
   
  ENCOUNTER 2 
   
  Summary: Fidoka’omidu – Two groups await 
  the PCs arrival in Fidoka’omidu. The first is 
  General P’Mare’s agent, who is ready to provide 
  them with the information she has been able to 
  gather prior to the PCs arrival. The other group 
  is lead by a Kalamaran agent that discovered 
  General 
  P’Mare 
  was 
  sending 
  agents 
  to 
  Kalokapeta. There are a number of sub-
  encounters in this area. 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  8 
   
  2A. 
  The Frosty Mug. This is the 
  tavern where the Kalamaran team is gathering 
  information. 
   
  2B. 
  The Corner Post. This small inn 
  is where General P’Mare’s agent is staying. It is 
  also where the PCs may acquire rooms. 
   
  2C. 
  The Iron Forge & Smithy. This 
  small forge is the home of a very cranky but 
  extremely talented blacksmith. 
   
  Fidoka’omidu is a small roadside village 
  surrounded by farms and a small wooden 
  stockade. The gates are still open, although 
  there appears to be a number of militia 
  getting set to begin watches and close the 
  gates.  
   
  As stated in the summary there are only a 
  couple of buildings of note in the village. The 
  largest building in the village is actually the 
  blacksmith shop and stables, then the inn and 
  tavern, which are directly across from each 
  other. The militia members tell the PCs if asked 
  that they sometimes have issues with goblins, 
  but not very often. Each of the areas is detailed 
  below.  
   
  Fidoka’omidu 
   
  Village size: 250 people 
  Total Militia: 110 people, lead by a 4th level 
  fighter 
   
  Encounter 2A 
  The Frosty Mug 
   
  This small tavern has a sign in the shape of a 
  mug of ale. In black paint it reads "Frosty 
  Mug" in low Kalamaran. The inside of the 
  tavern is typical of a small taproom. Four 
  large tables, a bar, and a fireplace provide 
  the main fixtures of the interior. The tavern is 
  currently home to a bartender and two 
  groups enjoying a couple of drinks at their 
  respective tables. 
   
  The bartender is named Artur, and he knows 
  that the table of workers are from the Silpoka 
  farm. The others are new in town. He also can 
  tell the PCs about the Inn. 
   
  Silpoka Workers: These three farm workers 
  have been enjoying some time off after 
  harvesting their fields. They are also waiting for 
  a couple of new tools to be finished at the 
  blacksmith’s before heading back to town. The 
  smith takes a little longer to finish her work, 
  however the work is of the best quality. They 
  also mention her as a font of wisdom—she 
  tends to more about what's going on in Pekal 
  than anyone who spends that much time in a 
  forge should! (This is only partially true, as the 
  workers are easily impressed by the dwarf's 
  knowledge about the outside world. It's also 
  meant to entice the PCs into visiting the forge.) 
   
  Kalamaran Team: These men are here since 
  they have been following General P’Mare’s 
  agent. They are planning on waylaying him later 
  to determine what is going on.  
   
  Development: The Kalamaran team at this 
  point doesn't know anything about the PCs, so 
  they have no reason to approach the group. If 
  the PCs have already gotten the note from the 
  Red Gryphon in Encounter 2B, it is up to them 
  whether they try to capture/incapacitate the 
  Kalamarans here or at their camp (see below). 
   
  The quickest way to get the Kalamarans to open 
  up about their actual purpose is to pose as 
  supporters of the Empire. They have no ranks in 
  Sense Motive, and as such, are not difficult to 
  bluff. 
   
  Another option for getting their attention is to 
  condemn the Kalamaran Empire. Though these 
  men are spies, they are also patriots to their 
  cause and not entirely bright. They will defend 
  their 
  honor 
  as 
  Kalamarans, 
  posing 
  as 
  supporters—just short of admitting their true 
  allegiance. 
   
  They try to remain non-combative, although they 
  do have an attitude, especially against Pekalese 
  army forces. If they are attacked or substantially 
  provoked their statistics are found below. NOTE: 
  In the bar the team does NOT draw weapons 
  unless they are attacked with weapons. The fact 
  that the Kalamaran Team is not planning on 
  causing a scene in the bar is the reason that the 
  ELs are slightly elevated over the level of the 
  party. 
   
  If combat does begin, the Frosty Mug is a 
  rectangular room 25'x40'. The bar itself takes up 
  a 5'x10' space in the northwest corner of the 
  room. Four tables take up a 5' square each, and 
  are spread throughout. The fireplace is in the 
  center of the eastern wall, and a door at the end 
  of the bar in the northern wall leads into the 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  9 
  kitchen. Judges may improvise further details as 
  necessary for arranging their battlemaps. 
   
  ATL 1: (EL 2) 
  Kalamaran Team (3): human (Kalamaran) 
  Rogue 1: HD 1; hp 6.  
   
  ATL 3: (EL 5) 
  Kalamaran Team (4): human (Kalamaran) 
  Rogue 2: HD 2; hp 9. 
   
  ATL 5: (EL 8) 
  Kalamaran Team (4): human (Kalamaran) 
  Rogue 2/Fighter 2: HD 3; hp 30. 
   
  ATL 7: (EL 11) 
  Kalamaran Team (5): human (Kalamaran) 
  Rogue 2/Fighter 4: HD 6; hp 44. 
   
  ATL 9: (EL 13) 
  Kalamaran Team (6): human (Kalamaran) 
  Rogue 2/Fighter 4: HD 6; hp 44. 
   
  Kalamaran Leader (1): human (Kalamaran) 
  Infiltrator 10 / Assassin 3: HD 13; hp 67. 
   
  ATL 11: (EL16) 
  Kalamaran Team (6): human (Kalamaran) 
  Rogue 2/Fighter 4: HD 6; hp 44. 
   
  Kalamaran Leader (2): human (Kalamaran) 
  Infiltrator 10 / Assassin 3: HD 13; hp 67. 
   
  AT13 
  Kalamaran Team (8): human (Kalamaran) 
  Rogue 2/Fighter 4: HD 6; hp 44. 
   
  Kalamaran Leader (2): human (Kalamaran) 
  Infiltrator 10 / Assassin 3: HD 13; hp 67. 
   
  Any fight here that involves weapons causes the 
  PCs and Kalamaran Team to be confronted by 
  the City Guard (all certainly of lower level than 
  the PCs, but representatives of the law no less). 
  The Kalamaran Team tries to escape rather than 
  be held in a Pekalese prison.  
   
  Development: Due to the note left by "Red 
  Gryphon," some groups may wish to track down 
  the Kalamaran Team outside of the Tavern and 
  deal with them. They can be found camping 
  outside of the village. This is not difficult to 
  determine since they do not have rooms at the 
  Inn.  
   
  If the PCs do track them down (Track DC 10 + 
  ATL) then free form the encounter depending on 
  time etc. The Kalamaran Team has three men 
  on watch and a fire. 
   
  The PCs do not necessarily need to enter 
  combat with these men—they could do any 
  number of things to eliminate the threat, 
  including reporting the Kalamarans as spies to 
  the watch, who would, through the militia, bring 
  the nearest members of the Legion of the Green 
  Grass to deal with the situation. The PCs could 
  sabotage the camp, delaying the Kalamarans to 
  ensure that both the PCs and "Red Gryphon" 
  will remain unnoticed. Allow the PCs to be 
  creative: "dealing with" the Kalamaran Team 
  does not, necessarily, mean combat. 
   
  Encounter 2B 
  The Corner Post 
   
  The inn is the second largest building in the 
  village. It is a two story building made of 
  brick. A large chimney smokes with the smell 
  of boar drifting through the evening air. 
  Inside the building is a small common room 
  with two long tables. Only one other patron 
  is seated at the tables enjoying their roasted 
  boar. 
   
  The one patron is wearing the surcoat of a red 
  gryphon. If the PCs give the sign he gives them 
  a punch in the gut ("You old scalawag! Where 
  have you been hiding yourself! Innkeeper, 
  another drink for my friends!") for 1 hp of non-
  lethal damage.  
   
  NOTE: "Red Gryphon" does not give his name 
  or any information on the mission, instead using 
  some of the following lines while role-playing 
  with the PCs. He does blatantly ignore questions 
  about the mission or his name. 
   
  • 
  Have you read much from the Way of 
  Strategy? 
  • 
  I have always wondered who General 
  Narveld was and what it would have 
  been like to be a member of his corp. 
  • 
  His treatise on misdirection is truly 
  amazing.  
  • 
  Do you have a copy with you by any 
  chance? 
   
  He eventually offers to give the PCs a copy of 
  his Way of Strategy, insisting that they must 
  read it, even if it means giving up his beloved 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  10 
  copy. He leaves the room with the following last 
  words: 
   
  “May you find your strategy within those 
  pages. I must retire for the evening, as I have 
  to leave early tomorrow. Good luck, and it's 
  been a true pleasure to see you again.” 
   
  If the PCs open the book they will find that one 
  half seems to be a solid piece of workmanship, 
  rather than pages. A search check DC 10+ATL 
  reveals a hidden latch that opens this section, 
  which is hollow and filled with parchments. The 
  parchments can be found as Player Handout #6. 
    
  Encounter 2C 
  The Iron Forge and Smithy 
   
  By far the largest building in town is the 
  stables and forge. The sounds of activity ring 
  loudly as you approach. Inside a young boy 
  stands next to a set of full plate armor 
  polishing the steel to a brilliant shine. “May I 
  help you sirs?” 
   
  The boy’s name is Molamer. He assists the 
  smith by running the shop and taking orders. 
  The standard pieces that are available and their 
  prices are found on Players Handout #7. 
  Molamer is actually an expert 2 and understands 
  most human tongues (excluding the various 
  dialects of Dejy), as well as dwarven and 
  gnomish. If the PCs want to speak to the smith, 
  Molamer first hesitates, saying that she is very 
  busy. But if they insist he asks them to wait 
  while he finds out if she has a moment. 
   
  If the PCs do want to speak with the smith use 
  the following text, only use Ketta’s words if 
  someone in the group can speak Dwarven: 
   
  You hear raised voices in the other room as 
  the hammering comes to a stop. The 
  argument continues for a minute then 
  Molamer comes back out of the forge 
  accompanied by a stout dwarven woman 
  carrying a large steel hammer. “What 
  business is so important that it would 
  interrupt the work of Ketta Ka’Asas! You 
  want me to corrupt the metal to fit your 
  grotesque body or fashion dwarven steel for 
  your killing pleasure! Well speak! I don’t 
  have all day, shouldn’t even have taken the 
  time to come out here!”  
   
  A couple of items of discussion here: First if the 
  PC's background states they are from Kalamar 
  or 
  if 
  they 
  have 
  Knowledge 
  (History) 
  or 
  Knowledge (Local: Kalamar) DC 15, they 
  recognize that Ka’Asas is the royal house of the 
  dwarves that created the weapons for King 
  Thedorus I. This could be important later in the 
  series, as having items crafted using their 
  techniques or a token from Ketta may assist in 
  any diplomatic endeavors with that clan of 
  dwarves. In fact, having one of her weapons 
  provides a +1 circumstance bonus with the 
  Ka’Asas people on Diplomacy. Armor provides a 
  +2 bonus, although the two bonuses do NOT 
  stack. Armor and weapons crafted by Ketta may 
  be picked up at the end of the module and are 
  certed. 
   
  Ketta is not willing to speak in anything other 
  than dwarven. She does not have to: that is why 
  Molamer is here. She is a Master Smith and 
  does not need to adhere to common mercantile 
  courtesies. She does NOT make dwarven plate 
  for non-dwarves, in fact even asking increases 
  the price of any other requests by 10%. 
   
  She does have a limited amount of adamantine 
  available for weapon and armor creation. 
  However, she uses this material for her own 
  projects. She does not typically sell what she 
  has created and is uninterested in crafting new 
  pieces out of those rare materials. Of course if 
  the PC is able to make a high enough diplomacy 
  check (see below) then it is possible to convince 
  her to create an adamantine weapon or armor 
  for them at the prices listed. Only the weapons 
  and armor listed with adamantine prices are 
  considered. 
   
  Diplomacy DC: 15 + two times the ATL with a +2 
  circumstance bonus if the PC is a dwarf. -2 
  circumstance bonus if the PC is racially 
  Kalamaran, regardless of where they were 
  raised. 
   
  Ketta is also able to make dwarven steel 
  weapons that provide a +1 damage modifier. 
  She can craft swords and axes or picks. Other 
  weapons are a waste of time. Any weapons 
  made in Dwarven Steel must be masterwork. 
  She does not believe in making inferior weapons 
  of quality dwarven materials. Dwarven Steel 
  adds a cost of 500 gp to the weapon, 450 gp if 
  the buyer is a dwarf, 550 gp if they asked about 
  dwarven plate for a non-dwarf first. 
   
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  11 
  As far as armor, Ketta is able to create chain 
  mail, plate armor, breastplates and half-plate 
  armor only. She can make dwarven steel 
  versions of the armor (again masterwork). The 
  prices are on the Players Handout. Dwarven 
  Steel has a +1 Armor Bonus over regular armor. 
   
  All orders are be ready by the end of the week 
  (end of the module) and can be delivered to the 
  Inn of the Witch’s Cackle if the PCs wish. 
   
  ENCOUNTER 3 
   
  Summary: Inn of the Witch’s Cackle. A very 
  interesting man, Prince Ferasol of Ek’Kasel, 
  awaits the PCs here with the captured grave 
  robber. The son of King Erasar II is not pleased 
  with his father's tight relationship with Kalamar. 
  He firmly believes in an independent Ek’Kasel 
  and believes that strong relations with Pekal will 
  further that goal. 
   
  NOTE: Use this first small section before 
  continuing to the main text ONLY IF the PCs did 
  NOT confront the Kalamaran Team before 
  leaving for the Inn of the Witch's Cackle. Please 
  note that confront does not mean attack. It 
  means that the Kalamaran Team was identified, 
  which causes them to get out of town without 
  incident.  
   
  Use a Spot roll from the PC’s pre-rolled skills. 
  The DC for the spot check is DC 10 + ATL. If 
  any of the PCs succeed use the following text. 
   
  It is roughly 70 miles from Gorido to the Inn of 
  the Witch's Cackle. If the entire party is riding 
  horses (or have a speed of 50 or higher), they 
  can make this journey in two days, giving them 
  some time before their meeting. If they are 
  traveling more slowly, it takes them more than a 
  almost three days to get there. 
   
  As you near the end of your trip to the 
  Ek’Kasel border you spot a flash of red 
  under a broad bush a number of paces from 
  the road. Fairly well hidden is the body of the 
  agent 
  whose 
  missive 
  you 
  received. 
  It 
  appears as if he was worked over by a 
  number of people before dying. 
   
  A couple of notes here. The agent was definitely 
  interrogated. He left the inn a couple of hours 
  prior to the PCs, so the Kalamar Team is at least 
  an hour ahead of the PCs. If they ask at the Inn 
  of the Witch’s Cackle (or the border guards), one 
  of the people remembers that group heading 
  over departing toward the border. The PCs are 
  unable to catch them in the course of this 
  adventure.  
   
  If the PCs are able to speak with dead, the 
  agent is able to tell them that he did NOT let his 
  interrogators know about his missive or the PCs 
  mission. He gave up that he was in Ek’Kasel to 
  attempt to validate the presence of any 
  Kalamaran troops.  
   
  If a PC manages to raise the agent, or if they 
  kept the Red Gryphon from falling into danger in 
  the first place, they receive the Favor of the 
  Gray Legion certificate. 
   
  If the PCs did confront the Kalamaran Team or 
  did not spot the body, continue with the 
  following:  
   
  The large mill and inn sits directly on the 
  shore of the Renador River. The three story 
  building and its attached stables overlook 
  the river and the guarded stone bridge that 
  crosses the natural border between Pekal 
  and Ek'Kasel.  
   
  Note: There is a fee for crossing the bridge into 
  Ek'Kasel of 1 gp per person and 1 sp per animal 
  (unless the person is better dressed than an 
  average traveler, in which case the fees go up). 
  Though years ago the border guards harassed 
  people leaving Pekal to come into Ek'Kasel, their 
  prolonged war with Norga-Krangel has left them 
  weary and with little cheer. They are, however, 
  still told to impress beggars and other lowlifes 
  into service, as well as to recruit any able-bodied 
  men and women entering the country. If the PCs 
  wish to interact with the border guards, they limit 
  their conversation to these efforts. They are 
  strictly business, as they know the Prince has 
  just crossed the border—seemingly on a whim, 
  as he had a desire for the stew the Witch's 
  Cackle is famous for. They actually suspect he 
  is coming to check up on their performance. 
   
  The inside of the Inn is structured more like a 
  country manor than a city inn. The river provides 
  the energy for the mill and thus the inn always 
  seems to have fresh bread baking in the oven.  
   
  If the innkeeper or any of the staff are asked 
  they can direct the PCs to the Red Room. When 
  the PCs enter the room, use the following text: 
   
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  12 
  The Red Room is paneled with oak and has 
  numerous animal heads mounted and hung 
  on the wall. Inside enjoying a light meal is a 
  richly dressed young man and what appear 
  to be four bodyguards. In the back corner of 
  the room is a sullen man who sits with a 
  guard standing at his side. The well dressed 
  man stands as you enter the room, “Good 
  day. Can I help you at all? I am Prince 
  Ferasol of Ek’Kasel and I happen to be 
  waiting on some friends, but I might have a 
  moment to speak.” 
   
  If he is asked about the Red Room use the 
  following: 
   
  The Prince frowns slightly. "I believe the 
  name comes from someone who once owned 
  the inn who believed that the blood that was 
  shed in the hunting of all these magnificent 
  beasts would forever stain the room as well 
  as the hunters. 
   
  “I do believe we have other information that 
  we could share. Have you met the man 
  known as the Red Gryphon?” 
   
  Obviously if the Gray Legion agent was killed 
  the Prince will look concerned then angry. Either 
  way he has the following information and offers: 
   
  • 
  He has the grave robber here with him 
  (motions to the sullen man). His name is 
  Sajyr and he is a Dejy.  
  • 
  The man made a living robbing graves 
  so he is not exactly sure which grave 
  the skin can from. 
  • 
  He is able to negotiate with the man 
  since he can either be condemned to 
  death, impressed into the Ek'Kasel army 
  fighting on the front lines of Norga-
  Krangel 
  (essentially 
  also 
  a 
  condemnation to death), or set free on 
  the border of Korak.  
  • 
  He is concerned that his father is is 
  trading away the freedom of the people 
  of Ek’Kasel for limited assistance from 
  the Kalamaran Empire. He wants to 
  strengthen the ties to Pekal when he 
  rules so he opened secret negotiations 
  with Prince Kafen.  
  • 
  Thus far, no Kalamaran troops have 
  come into Ek'Kasel, but the King is 
  working to format an allegiance that 
  would make this possible.  Prince 
  Ferasol has thus far been playing 
  something of a fool at his father's court, 
  doing everything he can to undermine 
  the relationship with Kalamar without 
  endangering his own position. 
  • 
  If the Red Gryphon was slain and he is 
  asked he will state that he believes it 
  was a spy team from Kalamar and that 
  they are becoming more evident in 
  Ek’Kasel. He warns the PCs to be very 
  careful while in his country he can only 
  help so much. 
   
  If the PCs want to speak with the grave robber 
  you can use the following bullet points. The man 
  is hungry and tired. He is not being well treated 
  by the Ek’Kasel guards since he is lower than 
  scum in their minds.  
   
  NOTE TO JUDGE: Sajyr is a example of a non-
  educated man who has resorted to illegal acts in 
  a lawful society. He does not trust authority and 
  may only respond to PCs who show some type 
  of understanding of his position. If he lies his 
  Bluff skill is +8. 
   
  • 
  He robs an average of six to eight tombs 
  per week. It provides enough usually to 
  eat for the week. (true) 
  • 
  He is not sure which grave he found the 
  tattoo. (true) – a Sense Motive skill 
  check DC 14+ATL indicates he is hiding 
  something. If he is intimidated or his 
  thoughts magically obtained, he does 
  remember that it was found in one of 
  three graves, and he thinks that he 
  actually took the whole body from the 
  fresh grave. 
  • 
  He usually does not stay in the same 
  city for more than a month since the 
  risks get too high (true) 
  • 
  He might remember from which grave 
  he gained the skin—but why should he 
  help the same people that are going to 
  kill him? (true) 
  • 
  He can give them the grave yard he 
  robbed that had the skin and the general 
  area of the graves but he truly can not 
  remember which one had the skin. This 
  can be obtained via Intimidate, Magic or 
  Negotiations. (true) 
   
  Notes: If a PC has prepared a detect thoughts 
  spell (i.e. cast it outside of the room) then they 
  will automatically get the following. If they cast 
  the spell in the room then Sajyr has a Will save 
  of +3. 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  13 
  • 
  He knows which grave yard the body 
  was in but not the actual tomb. The 
  Graveyard in Bet Kasel outside the 
  noble district. 
  • 
  He thinks he found three or four graves 
  that night. It could have been from the 
  big tomb with the wedding bands but he 
  isn’t sure. 
  • 
  He wants to cut a deal even if it is just 
  for a quick death. He does not want to 
  suffer and is really scared. 
   
  Once the PCs are done questioning and dealing 
  with the grave robber Prince Ferasol gives them 
  a general pass to cross over the bridge and 
  enter the city of Bet Kasel. He also writes up a 
  short note that claims the PCs are mercenaries 
  looking into a possible theft in the graveyard, an 
  investigation that coincides with his own 
  interests, and he has his Captain of the Guard 
  sign the note. He also gives the PCs a map of 
  the specified graveyard from a collection of 
  maps. He does not part with other maps. The 
  grave robber can mark the area he found the 
  graves. He does describe the graves as follows: 
   
  1. Fresh grave. Man’s name something 
  like Mokira or Mok something. 
  2. Big mausoleum with twin angels over 
  the door. 
  3. Older grave near the mausoleum. It had 
  fresh flowers so he gave it a try. 
   
  ENCOUNTER 4 
   
  Summary: The Kalokapeta Graveyard. The 
  graveyard is the site of the three graves that the 
  robber identifies as the ones which might have 
  held the remains with the tattoo.  
   
  4a. 
  Grave 1 – regular grave – 
  woman crying over the fact that her husband’s 
  body had been disturbed (actually taken) 
   
  4b. 
  Grave 2 – a mausoleum whose 
  desecration has prompted the rising of an angry 
  spirit 
   
  4c. 
  Grave 3 – a simple grave whose 
  headstone may lead the PCs down the correct 
  path with more research. However, a Kalamaran 
  assassin is watching here and may attack 
  depending on the previous actions of the PCs. 
   
  You have made your way without issue 
  across the bridge and into Bet Kasel. The 
  note given you by Prince Ferasol has not 
  only allowed you unquestioned passage but 
  also waived the fees for the bridge, road, and 
  city gates. The white buildings of Bet Kasel 
  stand unstained by the smokes coming from 
  the Alchemist’s District.  
   
  You are able to make your way to the Bet 
  Kasel Graveyard. A single guard stands 
  watch 
  at 
  the 
  gate, 
  but 
  accepts 
  your 
  authorization with little inspection. 
   
  Hobgoblin PCs are actually stopped and 
  questioned to be sure of their intent, even with 
  the authorization of the Prince. 
   
  Getting to the graveyard and being granted 
  access is no problem. Allow the PCs to search 
  the graves in which ever order they wish to. First 
  calculate the chances of them being attacked. 
   
  ATL 7-11 
   
   
  Base 4 
  ATL 13  
   
   
  Base 8 
   
  If the PCs confronted the Kalamaran Team but 
  did not later attack them : 
  +5 
  If the Kalamaran Team was able to waylay the 
  Gray Legion agent: 
   
  +5 
  If any PC drew undue attention to themselves 
  while in Fidoka’omidu:  
  +3 
  For each non-Kalamaran PC: 
  +1 
   
  If the total is 15 or higher, then the assassin has 
  been told of the PCs and instructed to eliminate 
  them. If the total is below 15, the assassin is in 
  the graveyard, but is unaware of the importance 
  of the PCs. NOTE: This encounter NEVER 
  happens at ATL 1-5. 
   
  Development: If the PCs are suspicious that 
  there might be foes waiting for them, use their 
  Spot and Listen checks vs. the opposed Hide 
  and Move Silently checks of the assassin 
  (dependant on ATL). If the PCs discover the 
  assassin on their own, they may choose to avoid 
  or confront the Kalamaran on their own terms. 
   
  Encounter 4A 
  Grave One 
   
  As you approach the first grave you hear the 
  sounds of sobbing coming from near the 
  projected area. A Kalamaran woman sits 
  crying at a gravestone. Her white dress 
  stained with fresh dirt. 
   
  The woman is quite distressed that her 
  husband’s grave was disturbed (and in fact his 
  body has been stolen). Her name is Shashana 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  14 
  and 
  her 
  husband 
  was 
  Pitar 
  Mokiva. 
  Unfortunately besides being able to help her 
  emotionally there is little that the PCs can do to 
  assist her in her loss. And there is little she can 
  do to assist the PCs in their search. Her 
  husband was Kalamaran and was an herbalist. 
  He worked for Bet Kasel's College of Alchemy. 
   
  Encounter 4B 
  Grave Two 
   
  The large mausoleum stands by itself 
  surrounded 
  by 
  tomb 
  stones. 
  The 
  mausoleum’s door is indeed decorated by 
  twin angels, although each angel is armed 
  with a sword and shield. 
   
  It is important to note what the result of the PCs 
  negotiation with the grave robber was. If they 
  bartered for his freedom, they have a tougher 
  time inside the mausoleum. Also, if they have 
  any Kalamaran Empire loyalty they are attacked 
  inside the mausoleum.  
   
  The name inscribed under the angels and over 
  the door is that of B’Tormil. When/If the PCs 
  decide to enter the mausoleum continue with the 
  following: 
   
  The 20’x20’ mausoleum is easily entered as 
  the lock on the door has been broken and 
  not yet repaired. The inside of the building is 
  dominated by a central statue of a pike 
  wielding armored man. Alcoves surround the 
  central statue. Bones have been flung from 
  the alcoves onto the mausoleum floor as well 
  as ceramic fragments and the remains of 
  coffins.  
   
  As 
  you 
  enter 
  the 
  mausoleum 
  semi-
  transparent shapes emerge from the floor of 
  the mausoleum. 
   
  There are a couple of options here: the PCs 
  could just shut the door. They could initiate 
  combat. Or they could attempt to speak to the 
  spirits. Each option has its own advantages and 
  disadvantages.  
   
  PCs wishing to make a Knowledge (Religion) 
  check DC 10+Monster's Hit Die reveals that 
  these are intelligent undead, and therefore might 
  be able to be reasoned with. 
   
  Shut the door. In this case, since the PCs have 
  not damaged anything in the tomb they will not 
  be chased outside the mausoleum. However, 
  there is no opportunity to gain any information 
  from the inside of the tomb or from the spirits. 
   
  Initiate Combat. Use the statistics that follow. 
  NOTE: The ELs are slightly tougher than the 
  party due to the fact that there are actually two 
  methods to avoid the battle. After the fight they 
  are able to find enough fragments to determine 
  that all the bodies were members of the B’Tormil 
  family. The B’Tormil men were high ranking 
  members of the Kalamar and Ek’Kasel military 
  and worshipped The Old Man.  
  Attempt to Speak to the Spirits. Allow the PCs to 
  attempt a diplomacy check with the following 
  adjustments: 
   
  • 
  -4 adjustment if they bartered for the 
  release of Sajyr. 
  • 
  +4 
  adjustment 
  if 
  Sajyr 
  was 
  still 
  sentenced to death. 
  • 
  +4 adjustment if they are openly wearing 
  a holy symbol of the Old Man 
   
  The DC of the diplomacy check (spoken in Low 
  Kalamaran) is 10 + ATL. If the PCs succeed at 
  the diplomacy check they will be told the 
  following from the spirits: 
   
  “We understand you are not responsible for 
  the violation of our tomb. Why do you come 
  here? We must have the tomb consecrated 
  and the desecrator punished!”  
   
  They have the following pieces of information:  
   
  • 
  All bodies laid to rest here are part of 
  the Family B’Tormil.  
  • 
  If asked about the skin they state that 
  one of the slaves purchased within the 
  last 200 years was a dark skinned elf. 
  • 
  The family supported the Kalamaran 
  Empire while under the rule of King 
  Thedorus I, they stayed out of politics 
  since 
  the 
  overthrow. 
  They 
  have 
  supported 
  the 
  independence 
  of 
  Ek’Kasel. 
   
  ATL 1 (EL 5) 
  Shadows (2): medium undead (incorporeal): HD 
  3d12; hp 19. 
   
  ATL 3 (EL 7) 
  Shadows (4): medium undead (incorporeal): HD 
  3d12; hp 19. 
   
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  15 
  ATL 5 (EL 11) 
  Greater 
  Shadows 
  (2): 
  medium 
  undead 
  (incorporeal): HD 9d12; hp 58. 
   
  ATL 7 (EL 13) 
  Greater 
  Shadows 
  (4): 
  medium 
  undead 
  (incorporeal): HD 9d12; hp 58. 
   
  ATL 9 (EL 10) 
  Wraiths (6): medium undead (incorporeal): HD 
  5d12; hp 32. 
   
  ATL 11 (EL 16) 
  Wraiths (5): medium undead (incorporeal): HD 
  5d12; hp 32. 
   
  Dread Wraith: large undead (incorporeal): HD 
  16d12; hp 104. 
   
  ATL 13 (EL 19) 
  Wraiths (7): medium undead (incorporeal): HD 
  5d12; hp 32. 
   
  Dread Wraiths (2): large undead (incorporeala): 
  HD 16d12; hp 104. 
   
  Encounter 4C 
  Grave Three 
   
  The older grave still shows some sign of 
  disturbance. It stands in the shadow of the 
  large mausoleum. On the tombstone reads 
  the following in Low Kalamaran: “Colonel 
  Jalanik, Officer, Friend, Brother. Died at the 
  Battle of Nukido.” 
   
  The PCs may have all the information that they 
  need or they might feel it necessary to dig up the 
  grave. If they do they find the remains of a male 
  dark elf dressed in the full military uniform of a 
  Colonel of the Ek’Kasel army (minus any medals 
  he might have had).  
   
  If the PCs have been highly visible as stated in 
  the beginning of the event then there is indeed a 
  Kalamaran assassin watching them at they 
  excavate this grave (see notes at the beginning 
  of Encounter 4). If the PCs do not excavate the 
  grave, the assassin does not attack but instead 
  simply reports on the events. If they do open the 
  grave and have been noticed then he attempts 
  to eliminate a couple of the PCs. He does not 
  fight to the death; he seeks to kill one PC at a 
  time in order to reduce the number of foes to his 
  cause. He retreats when reduced to half of his 
  hit points. 
   
  ATL 7 (EL 9) 
  Kalamaran Assassin: human (Kalamaran) 
  Rogue 9 / Assassin 1: HD 9d6 + 1d6; hp 52. 
   
  ATL9: (EL 11) 
  Kalamaran Assassin: human (Kalamaran) 
  Rogue 9 / Assassin 4: HD 9d6 + 4d6; hp 67. 
   
   
  ATL11: (EL 13) 
  Kalamaran Assassin: human (Kalamaran) 
  Rogue 9 / Assassin 6: HD 9d6 + 6d6; hp 87. 
   
  ATL13: (EL 15) 
  Kalamaran Assassin: human (Kalamaran) 
  Rogue 10 / Assassin 8: HD 10d6 + 8d6; hp 
  102. 
   
  CONCLUSION 
   
  Summary: Depending on the actions and 
  decisions 
  of 
  the 
  PCs 
  General 
  P’Mare 
  acknowledges their actions. His reaction ranges 
  from congratulations to disgust. 
   
  Although unsure of exactly what General 
  P’Mare will be able to do with the information 
  you have gathered you return to the Inn of 
  the Witch’s Cackle and meet with the 
  General. In the room is the Captain of Prince 
  Ferasol’s guard. 
   
  “I am pleased with the information, however I 
  have been told there were a few issues. Do 
  you have any recollections that might help 
  me make sense of this situation?” 
   
  Allow the PCs to reflect on the mission. If they 
  have succeeded in gaining information and are 
  providing that information to P'Mare freely, raise 
  their Player Loyalty score by 3. Every PC who 
  scores a 5 or higher on the Player Loyalty scale 
  for this module receives the Favor of General 
  P'Mare cert. 
   
  After they have finished continue with the 
  following: 
   
  “Very interesting. I believe it will benefit us to 
  look into this Colonel a little deeper. Please 
  stop back in a couple of days after our friend 
  is able to obtain the permits and contacts 
  that you may need.” 
   
  The End 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  16 
  Experience and Treasure 
   
  Experience is awarded to PCs based on the number of adventures the PCs have played. Tier 1 is 
  awarded to PCs who have played up to 25 adventures. Tier 2 is awarded to PCs who have played 
  between 26 and 74 adventures. Tier 3 is for PCs who have played 75+ adventures. 
   
  The Campaign Staff recommends that Discretionary Experience for Role Playing be rewarded in full to all 
  players who engage in appropriate and game enhancing role play over the course of the module. 
   
  EXPERIENCE 
   
  All characters who participate receive the following: 
  Tier 1 
  Tier 2 
  Tier 3 
  Encounter 1: Rescuing the women 
   
  25 
  50 
  75 
  Encounter 2: Confronting the Kalamaran Team in the Inn 
  Or 
  If the PCs confront the Kalamaran Team outside of the city 
  50 
   
   
  100 
  100 
   
   
  200 
  150 
   
   
  300 
  Encounter 3: Showing proper respect to Prince Ferasol  
   Getting the information from Sajyr 
  25 
  25 
  50 
  50 
  75 
  75 
  Encounter 4: Getting the information from the spirits in the mausoleum  
   Defeating the Kalamaran Assassin* 
  200 
  200 
  200 
  300 
  300 
   
   
   
   
  Discretionary Role Playing Experience 
  75 
  150 
  225 
  Total Possible 
  500 
  1000 
  1500 
   
  *NOTE: PCs for whom it is not an option to fight the Kalamaran Assassin (ATLs 1-5) should receive 
  experience as though they defeated the assassin. PCs who avoid the assassin rather than meet him in 
  combat, whether through their own skill or through having been stealthy enough that the assassin does 
  not notice them, should also receive this experience. If the assassin succeeds in fleeing the PCs because 
  they have a distinct upper hand (meaning he has not succeeded in killing or subduing any of the party 
  before they have him, but they are unable to catch/subdue him, it is recommended that the PCs receive 
  half the experience reward for this task. 
   
  Judge Rewards 
  A judge who ‘eats’ this adventure (judges the adventure without first playing it) receives the Total Possible 
  Experience Award according to their character's tier, as well as 200 gp and the special judge cert. 
   
  TREASURE 
   
  Encounter 2: 100 gp x number of the Kalamaran Team (ATL1: 3; ATL3: 4; ATL5: 4; ATL7: 5; ATL9: 7; 
  ATL11: 8; ATL 13: 10) 
   
   At ATL9 and higher, PCs may also find two doses of saadalos extract (not certed, and found 
  regardless of how many doses used in the encounter) and the kinslayer longsword (certed, below) if they 
  search the Kalamaran leader. 
   
  Encounter 4C (ATLs 7-13 only): 150 gp from the Kalamaran assassin's equipment. 
   
  OTHER AWARDS 
   
  If the PCs succeed at getting information and giving it to P'Mare, they receive: 
   
  Favor of General P'Mare:  This secretive member of the Honorable holds an obligation of debt towards you for 
  your services on his behalf.  He will arrange to have any 1st-4th level clerical spell cast for you for free.  This  
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  17 
  may be requested up to four times.  It is redeemable at any official temple within the confines of Pekal or 
  any temple of the Old Man.  
   
  If the PCs successfully freed the slaves in Encounter 1, they receive: 
   
  Notice of the Blooded:  Your actions have gained the notice of a member of The Blooded.  This has no game  
  effect nor is your character aware of the notice. This certificate may be redeemed for an entry in a The  
  Blooded certificate. 
   
  If the PCs kept the Red Gryphon from being killed or raised him from the dead, they receive: 
   
  Favor of the Gray Legion:  You have either kept a ranking member of the Gray Legion from falling to enemy 
  forces or miraculously him to life. He is impressed by your skill or greatly honored at your gesture and is 
  indebted to you for your competence or generosity.  This can be redeemed twice for an automatic pass on a 
  Gather Information check anywhere in Pekal, the Young Kingdoms, or Kalamar. 
   
  If the PCs killed the Kalamaran team and looted the bodies, they receive: 
   
  Kinslayer Longsword: Kinslayer blades earned their name for their reputation for earning their wielders glory 
  at the cost of the health and well-being of their comrades. A kinslayer is a +2 keen longsword forged from 
  mithral. Its pommel bears an inscription in Infernal that when translated reads "I Alone." When drawn in battle, 
  a kinslayer imposes a -2 penalty to AC to all of its wielder's allies who stand within 60 feet of the blade. 
  Moderate Transmutation; Caster Level: 10th; Prerequisites: Craft Wondrous Item, keen edge; Maket Price: 
  20,315. Due to what most merchants consider this blade's "cursed" nature, it is only saleable at a quarter its 
  market value. 
   
  Any PC who visits the Forge of Ketta Asa, regardless of whether or not they make a purchase, receives: 
   
  From the Forge of Ketta Asa: 
   
  You have visited the Forge of Ketta Asa in the town of Fidoka’omidu. She is willing to make a weapon or armor for 
  you of masterwork quality from the following list. In addition, she is willing to use some of her special metals in forging 
  your armor or weapon. You may purchase any of the below items and circle it when it has been fully paid for. Check 
  the box next to the Dwarven Steel notation if the selected weapon was made of this special metal. (Any of the 
  weapons, except those that are Adamantine, may be made of Dwarven Steel; if more than one Dwarven Steel 
  weapon is purchased, note by the weapon DS and change the listed price to affect the additional cost.) If purchased 
  during this adventure, the weapon or armor is ready by the end of the module. If not purchased during this adventure, 
  the bearer of this cert must spend one NAA to make their purchase. Any weapon purchased provides a +1 
  circumstance bonus with the Ka'Asas people on Diplomacy Checks. Armor provides a +2 circumstance bonus to 
  Diplomacy checks. These bonuses do not stack. 
   
  ____ Special metal: Dwarven Steel (adds +1 to damage modifier of weapons and 500 gp to the cost) 
   
  Weapons: 
   
   
   
   
  Armor: 
  Masterwork Longsword 
   
  315 gp  
  Masterwork Breastplate 
   
  350 gp 
  Adamantine Longsword 
   
  3,015 gp  
  Mithral Breastplate 
   
  4,200 gp 
  Masterwork Throwing Axe  
  308 gp  
  Masterwork Half-Plate 
   
  750 gp 
  Masterwork BattleAxe 
   
  310 gp  
  Masterwork Full Plate  
   
  1,650 gp 
  Masterwork Heavy Pick 
   
  308 gp  
  Mithral Full Plate  
   
  10,650 gp 
  Masterwork Warhammer  
  312 gp  
  Masterwork Dwarven Plate* 
  3,150 gp 
  Masterwork Greataxe 
   
  320 gp  
   
  (AC bonus +9, Max Dex Bonus +0 
  Masterwork Dwarven Waraxe 
  330 gp  
   
  Armor Check Penalty -8, Arcane Spell 
  Adamantine Dwarven Waraxe 
  3,030 gp  
   
  Failure 45%, Weight 55 lbs) 
  Masterwork Dwarven Urgosh 
  350 gp  
  Adamantine Dwarven Plate* 
  18,000 gp 
   
  *Note – dwarven plate is sized only for dwarves. The Judge should note if the PC receives a discount or increase in 
  price during the Forge Encounter before giving out this cert. 
   
   
   
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  18 
  Forge of the Judge 
   
  Cert 1 of 6.  Because you keep hammering away at your players and building a mighty team of heroes, the gods have 
  seen fit to reward you.  This cert is good for 3,100 gp towards the enchantment of one magic weapon.  It can be used 
  individually or combined with any of the subsequent 5 certs in the series, for a total value of 18,600 gp towards a 
  magic weapon.  This value can be supplemented with your characters own gold.  Keep any certs you use together. 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  19 
  Appendix I: NPCs and Monsters 
  �
  All ATLs 
   
  Honorable Retired General Sulat P’Mare Colonel of the Order of the Pike, human (Kalamaran): Fighter 5/Cleric 
  9/Warlord 1: HD 5d10 + 9d8 +1d10+18; hp 103; Init -1: Spd 30; AC 15, touch 10, flat-footed 15; Base 
  Attack/Grapple +12/+13; Attack bastard sword +3 defender +17(1d10+6); Full Attack +17/+12/+7 bastard sword 
  (1d10+6); Space/Reach 5ft./5ft.; SQ  -- ; SA turn undead; AL LN; SV Fort +13, Ref +3, Will +10; Atb Str 12, Dex 
  8, Con 12 , Int 16, Wis 18, Cha 18 
  Skills and Feats – Knowledge (religion) +16, Listen +15, Move Silently +8, Ride +12, Sense Motive +16, Spot 
  +15, Alertness, Combat Expertise, Empower Spell, Exotic Weapon Proficiency (bastard sword), Extra Turning, 
  Improved Critical, Improved Feint, Skill Focus (Sense Motive), Toughness, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
  Spells: 6/5+1/5+1/4+1/3+1/2+1: Domains: Law and Strength  
  Equipment (carried): ring of protection +1, amulet of natural armor +1, bracers of armor +4,  
   
  B’Turlin Delfido: human (Kalamaran) bard 15; hp 70; Init +5: Spd 30; AC 20, touch 14, flat-footed 19; 
  Base Attack/Grapple +11/+11; Attack +14 +2 elven longsword (1d8+3/19-20); Full Attack +14/+9/+4 +2 
  elven longsword (1d8+3/19-20); Space/Reach 5ft./5ft.; SQ bardic knowledge 17, countersong 15/day, 
  fascinate 15/day, inspire competence 15/day, inspire courage 15/day, inspire greatness 15/day, song of 
  freedom 15/day, suggestion; SA --; AL NG; SV Fort +8, Ref +12, Will +10; Atb Str 10, Dex 13, Con 12 , Int 
  14, Wis 8, Cha 20 
  Skills and Feats – Balance +3, Bluff +23, Decipher Script +20, Diplomacy +30, Gather Information +23, 
  Intimidate +7, Jump +2, Perform +26, Sense Motive +17, Spellcraft +23, Tumble +19, Use Magic Device 
  +5; Dodge, Improved Initiative, Mobility, Skill Focus (Diplomacy), Skill Focus (Perform), Skill Focus 
  (Spellcraft), Weapon Focus (elven longsword)  
  Spells: 3/5/4/4/3:  
  Equipment (carried): ring of protection +1, amulet of natural armor +2, bracers of armor +3, cloak of 
  resistance +2, +2 elven longsword 
   
   
  Encounter 2A 
   
  ATL1 
   
  (EL 2) 
  Kalamaran Team (3): human (Kalamaran) Rogue 1: HD 1; hp 6; Init +2: Spd 30; AC 14, touch 12, flat-
  footed 12; Base Attack/Grapple +1/+2; Attack +2 short sword (1d6+1/19-20); Full Attack +2 short sword 
  (1d6+1/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +1d6; AL LN; SV Fort +1, Ref +6, Will +0; 
  Atb Str 12, Dex 14, Con 10 , Int 10, Wis 10, Cha 14 
  Skills and Feats – Gather Information +6, Tumble +6; Dodge, Weapon Focus (shortsword)  
  Equipment (carried): shortsword, leather armor, 15 gp (Kalamar) 
   
  ATL 3 
   
  (EL 5) 
  Kalamaran Team (4): human (Kalamaran) Rogue 2: HD 2; hp 10; Init +2: Spd 30; AC 14, touch 12, flat-
  footed 12; Base Attack/Grapple +2/+3; Attack +3 short sword (1d6+1/19-20); Full Attack +3 short sword 
  (1d6+1/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +1d6; AL LN; SV Fort +1, Ref +6, Will +0; 
  Atb Str 12, Dex 14, Con 10 , Int 10, Wis 10, Cha 14 
  Skills and Feats – Gather Information +7, Tumble +7; Dodge, Weapon Focus (shortsword)  
  Equipment (carried): shortsword, leather armor, 15 gp (Kalamar) 
   
  ATL 5 
   
  (EL 8) 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  20 
  Kalamaran Team (4): human (Kalamaran) Rogue 2/Fighter 2: HD 4; hp 22; Init +6: Spd 30; AC 14, touch 
  12, flat-footed 12; Base Attack/Grapple +4/+5; Attack +5 short sword (1d6+1/19-20); Full Attack +5 short 
  sword (1d6+1/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +1d6; AL LN; SV Fort +5, Ref +6, 
  Will +0; Atb Str 13, Dex 14, Con 10 , Int 10, Wis 10, Cha 14 
  Skills and Feats – Gather Information +8, Tumble +7; Dodge, Weapon Focus (shortsword), Improved 
  Initiative, Toughness  
  Equipment (carried): shortsword, leather armor, 15 gp (Kalamar) 
   
  ATL 7 
   
  (EL 11) 
  Kalamaran Team (5): human (Kalamaran) Rogue 2/Fighter 4: HD 6; hp 34; Init +6: Spd 30; AC 14, touch 
  12, flat-footed 12; Base Attack/Grapple +6/+7; Attack +7 short sword (1d6+3/19-20); Full Attack +7/+2 
  short sword (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +1d6; AL LN; SV Fort +5, Ref 
  +6, Will +0; Atb Str 13, Dex 14, Con 10 , Int 10, Wis 10, Cha 14 
  Skills and Feats – Gather Information +8, Tumble +7; Dodge, Weapon Focus (shortsword), Improved 
  Initiative, Toughness, Weapon Specialization (shortsword), Improved Unarmed Combat  
  Equipment (carried): shortsword, leather armor, 15 gp (Kalamar) 
   
  ATL 9 
   
  (EL 13) 
  Kalamaran Team (6): human (Kalamaran) Rogue 2/Fighter 4: HD 6; hp 34; Init +6: Spd 30; AC 14, touch 
  12, flat-footed 12; Base Attack/Grapple +6/+7; Attack +7 short sword (1d6+3/19-20); Full Attack +7/+2 
  short sword (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +1d6; AL LN; SV Fort +5, Ref 
  +6, Will +0; Atb Str 13, Dex 14, Con 10 , Int 10, Wis 10, Cha 14 
  Skills and Feats – Gather Information +8, Tumble +7; Dodge, Weapon Focus (shortsword), Improved 
  Initiative, Toughness, Weapon Specialization (shortsword), Improved Unarmed Combat 
  Equipment (carried): shortsword, leather armor, 15 gp (Kalamar) 
   
  Kalamaran Leader (1): human (Kalamaran) Infiltrator 10 / Assassin 3: HD 13; hp 67; Init +9: Spd 50; AC 
  17, touch 15, flat-footed 12; Base Attack/Grapple +6/+7; Attack +7 short sword (1d6+3/19-20); Full Attack 
  +7/+2 short sword (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +4d6; AL LE; SV Fort +4, 
  Ref +12, Will +3; Atb Str 13, Dex 20, Con 12 , Int 12, Wis 10, Cha 14 
  Skills and Feats – Gather Information +8, Tumble +7; Dodge, Improved Initiative, Toughness, Extract 
  Information (see below) 
  Equipment (carried): kinslayer longsword (see below), leather armor, (4) doses of Saadolos Extract (DC 
  18 or unconscious), 15 gp (Kalamar) 
   
  New Feat: Extract Information: use of this feat requires that the victims be unable to defend themselves. 
  Each round the villain used this feat the victim suffers 1d4 hp damage and must make a Will save, DC 
  15+ villains Charisma bonus, or they will break and truthfully answer the question that is asked of them. 
   
  New Weapon: A kinslayer blade is a +2 keen longsword forged from mithral. Its pommel bears an 
  inscription in Infernal that, when translated, reads "I Alone." When drawn in battle, a kinslayer imposes a  
  -2 penalty to AC to all of its wielder's allies who stand within 60 feet of the blade. 
   
  ATL 11 
   
  (EL16) 
  Kalamaran Team (6): human (Kalamaran) Rogue 2/Fighter 4: HD 6; hp 34; Init +6: Spd 30; AC 14, touch 
  12, flat-footed 12; Base Attack/Grapple +6/+7; Attack +7 short sword (1d6+3/19-20); Full Attack +7/+2 
  short sword (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +1d6; AL LN; SV Fort +5, Ref 
  +6, Will +0; Atb Str 13, Dex 14, Con 10 , Int 10, Wis 10, Cha 14 
  Skills and Feats – Gather Information +8, Tumble +7; Dodge, Weapon Focus (shortsword), Improved 
  Initiative, Toughness, Weapon Specialization (shortsword), Improved Unarmed Combat 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  21 
  Equipment (carried): shortsword, leather armor, 15 gp (Kalamar) 
   
  Kalamaran Leader (2): human (Kalamaran) Infiltrator 10 / Assassin 3: HD 13; hp 67; Init +9: Spd 50; AC 
  17, touch 15, flat-footed 12; Base Attack/Grapple +6/+7; Attack +7 short sword (1d6+3/19-20); Full Attack 
  +7/+2 short sword (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +4d6; AL LE; SV Fort +4, 
  Ref +12, Will +3; Atb Str 13, Dex 20, Con 12 , Int 12, Wis 10, Cha 14 
  Skills and Feats – Gather Information +8, Tumble +7; Dodge, Improved Initiative, Toughness, Extract 
  Information (see below) 
  Equipment (carried): kinslayer longsword (see below), leather armor, (4) doses of Saadolos Extract (DC 
  18 or unconscious), 15 gp (Kalamar) 
   
  New Feat: Extract Information: use of this feat requires that the victims be unable to defend themselves. 
  Each round the villain used this feat the victim suffers 1d4 hp damage and must make a Will save, DC 
  15+ villains Charisma bonus, or they will break and truthfully answer the question that is asked of them. 
   
  New Weapon: A kinslayer blade is a +2 keen longsword forged from mithral. Its pommel bears an 
  inscription in Infernal that, when translated, reads "I Alone." When drawn in battle, a kinslayer imposes a  
  -2 penalty to AC to all of its wielder's allies who stand within 60 feet of the blade. 
   
  ATL 13 
   
  (EL16) 
  Kalamaran Team (8): human (Kalamaran) Rogue 2/Fighter 4: HD 6; hp 34; Init +6: Spd 30; AC 14, touch 
  12, flat-footed 12; Base Attack/Grapple +6/+7; Attack +7 short sword (1d6+3/19-20); Full Attack +7/+2 
  short sword (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +1d6; AL LN; SV Fort +5, Ref 
  +6, Will +0; Atb Str 13, Dex 14, Con 10 , Int 10, Wis 10, Cha 14 
  Skills and Feats – Gather Information +8, Tumble +7; Dodge, Weapon Focus (shortsword), Improved 
  Initiative, Toughness, Weapon Specialization (shortsword), Improved Unarmed Combat 
  Equipment (carried): shortsword, leather armor, 15 gp (Kalamar) 
   
  Kalamaran Leader (2): human (Kalamaran) Infiltrator 10 / Assassin 3: HD 13; hp 67; Init +9: Spd 50; AC 
  17, touch 15, flat-footed 12; Base Attack/Grapple +6/+7; Attack +7 short sword (1d6+3/19-20); Full Attack 
  +7/+2 short sword (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ --; SA sneak attack +4d6; AL LE; SV Fort +4, 
  Ref +12, Will +3; Atb Str 13, Dex 20, Con 12 , Int 12, Wis 10, Cha 14 
  Skills and Feats – Gather Information +8, Tumble +7; Dodge, Improved Initiative, Toughness, Extract 
  Information (see below) 
  Equipment (carried): kinslayer longsword (see below), leather armor, (4) doses of Saadolos Extract (DC 
  18 or unconscious), 15 gp (Kalamar) 
   
  New Feat: Extract Information: use of this feat requires that the victims be unable to defend themselves. 
  Each round the villain used this feat the victim suffers 1d4 hp damage and must make a Will save, DC 
  15+ villains Charisma bonus, or they will break and truthfully answer the question that is asked of them. 
   
  New Weapon: A kinslayer blade is a +2 keen longsword forged from mithral. Its pommel bears an 
  inscription in Infernal that, when translated, reads "I Alone." When drawn in battle, a kinslayer imposes a  
  -2 penalty to AC to all of its wielder's allies who stand within 60 feet of the blade. 
   
   
  Encounter 4B 
   
  ATL 1  
   
  (EL 5) 
  Shadows (2): medium undead (incorporeal): HD 3d12; hp 19; Init +2; MV Fly 40 ft (good); AC 13 (+2 
  Dex, +1 deflection), touch 13, flat-footed 11; BAB/Grapple +1/-; Attack Incorporeal touch +3 melee (1d6 
  Str); Full Attack Incorporeal touch +3 melee (1d6 Str); SZ 5 ft./5 ft.; SA Strength damage; SQ Darkvision 
  60 ft., incorporeal traits, +2 turn resistance, undead traits; AL N; Saves Fort +1, Ref +3, Will +4; Abilities 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  22 
  Str --, Dex 14, Con --, Int 12, Wis 12, Chr 13; Skills and Feats Hide +8, Listen +7, Search +4, Spot +7; 
  Alertness, Dodge 
   
  ATL 3  
   
  (EL 7) 
  Shadows (4): medium undead (incorporeal): HD 3d12; hp 19; Init +2; MV Fly 40 ft (good); AC 13 (+2 
  Dex, +1 deflection), touch 13, flat-footed 11; BAB/Grapple +1/-; Attack Incorporeal touch +3 melee (1d6 
  Str); Full Attack Incorporeal touch +3 melee (1d6 Str); SZ 5 ft./5 ft.; SA Strength damage; SQ Darkvision 
  60 ft., incorporeal traits, +2 turn resistance, undead traits; AL N; Saves Fort +1, Ref +3, Will +4; Abilities 
  Str --, Dex 14, Con --, Int 12, Wis 12, Chr 13; Skills and Feats Hide +8, Listen +7, Search +4, Spot +7; 
  Alertness, Dodge 
   
  ATL 5  
   
  (EL 11) 
  Greater Shadows (2): medium undead (incorporeal): HD 9d12; hp 58; Init +2; MV Fly 40 ft (good); AC 
  14 (+2 Dex, +2 deflection), touch 14, flat-footed 12; BAB/Grapple +4/-; Attack Incorporeal touch +6 melee 
  (1d8 Str); Full Attack Incorporeal touch +6 melee (1d8 Str); SZ 5 ft./5 ft.; SA Strength damage; SQ 
  Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL N; Saves Fort +3, Ref +5, Will 
  +7; Abilities Str --, Dex 15, Con --, Int 12, Wis 12, Chr 13; Skills and Feats Hide +14, Listen +9, Search 
  +6, Spot +9; Alertness, Dodge, Mobility, Spring Attack 
   
  ATL 7  
   
  (EL 13) 
  Greater Shadows (4): medium undead (incorporeal): HD 9d12; hp 58; Init +2; MV Fly 40 ft (good); AC 
  14 (+2 Dex, +2 deflection), touch 14, flat-footed 12; BAB/Grapple +4/-; Attack Incorporeal touch +6 melee 
  (1d8 Str); Full Attack Incorporeal touch +6 melee (1d8 Str); SZ 5 ft./5 ft.; SA Strength damage; SQ 
  Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL N; Saves Fort +3, Ref +5, Will 
  +7; Abilities Str --, Dex 15, Con --, Int 12, Wis 12, Chr 13; Skills and Feats Hide +14, Listen +9, Search 
  +6, Spot +9; Alertness, Dodge, Mobility, Spring Attack 
   
  ATL 9  
   
  (EL 10) 
  Wraiths (6): medium undead (incorporeal): HD 5d12; hp 32; Init +7; MV Fly 60 ft (good); AC 15 (+3 
  Dex, +2 deflection), touch 15, flat-footed 12; BAB/Grapple +2/-; Attack Incorporeal touch +5 melee (1d4 
  plus 1d6 Con); Full Attack Incorporeal touch +5 melee (1d4 plus 1d6 Con); SZ 5 ft./5 ft.; SA Constitution 
  damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL N; Saves Fort +1, 
  Ref +4, Will +6; Abilities Str --, Dex 16, Con --, Int 14, Wis 14, Chr 15; Skills and Feats Diplomacy +6, 
  Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2; Alertness, 
  Blind-Fighting, Combat Reflexes, Improved Initiative 
   
  ATL 11  
   
  (EL 16) 
  Wraiths (5): medium undead (incorporeal): HD 5d12; hp 32; Init +7; MV Fly 60 ft (good); AC 15 (+3 
  Dex, +2 deflection), touch 15, flat-footed 12; BAB/Grapple +2/-; Attack Incorporeal touch +5 melee (1d4 
  plus 1d6 Con); Full Attack Incorporeal touch +5 melee (1d4 plus 1d6 Con); SZ 5 ft./5 ft.; SA Constitution 
  damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL N; Saves Fort +1, 
  Ref +4, Will +6; Abilities Str --, Dex 16, Con --, Int 14, Wis 14, Chr 15; Skills and Feats Diplomacy +6, 
  Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2; Alertness, 
  Blind-Fighting, Combat Reflexes, Improved Initiative 
   
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  23 
  Dread Wraith: large undead (incorporeal): HD 16d12; hp 104; Init +13; MV Fly 60 ft (good); AC 25 (+9 
  Dex, -1 Size, +7 deflection), touch 25, flat-footed 16; BAB/Grapple +8/-; Attack Incorporeal touch +16 
  melee (2d6 plus 1d8 Con); Full Attack Incorporeal touch +16 melee (2d6 plus 1d8 Con); SZ 10 ft./10 ft.; 
  SA Constitution damage; SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., 
  undead traits; AL N; Saves Fort +5, Ref +14, Will +14; Abilities Str --, Dex 28, Con --, Int 17, Wis 18, Chr 
  24; Skills and Feats Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, 
  Search +22, Sense Motive +23, Spot +25, Survival +4; Alertness, Blind-Fighting, Combat Reflexes, 
  Improved Initiative, Improved Natural Attacks (touch), Mobility, Spring Attack 
   
  ATL 13  
   
  (EL 19) 
  Wraiths (7): medium undead (incorporeal): HD 5d12; hp 32; Init +7; MV Fly 60 ft (good); AC 15 (+3 
  Dex, +2 deflection), touch 15, flat-footed 12; BAB/Grapple +2/-; Attack Incorporeal touch +5 melee (1d4 
  plus 1d6 Con); Full Attack Incorporeal touch +5 melee (1d4 plus 1d6 Con); SZ 5 ft./5 ft.; SA Constitution 
  damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL N; Saves Fort +1, 
  Ref +4, Will +6; Abilities Str --, Dex 16, Con --, Int 14, Wis 14, Chr 15; Skills and Feats Diplomacy +6, 
  Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2; Alertness, 
  Blind-Fighting, Combat Reflexes, Improved Initiative 
   
  Dread Wraiths (2): large undead (incorporeal): HD 16d12; hp 104; Init +13; MV Fly 60 ft (good); AC 25 
  (+9 Dex, -1 Size, +7 deflection), touch 25, flat-footed 16; BAB/Grapple +8/-; Attack Incorporeal touch +16 
  melee (2d6 plus 1d8 Con); Full Attack Incorporeal touch +16 melee (2d6 plus 1d8 Con); SZ 10 ft./10 ft.; 
  SA Constitution damage; SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., 
  undead traits; AL N; Saves Fort +5, Ref +14, Will +14; Abilities Str --, Dex 28, Con --, Int 17, Wis 18, Chr 
  24; Skills and Feats Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, 
  Search +22, Sense Motive +23, Spot +25, Survival +4; Alertness, Blind-Fighting, Combat Reflexes, 
  Improved Initiative, Improved Natural Attacks (touch), Mobility, Spring Attack 
   
   
  Encounter 4C 
   
  ATL 7  
   
  (EL 9) 
  Kalamaran Assassin: human (Kalamaran) Rogue 9 / Assassin 1: hp 52; Init +4; MV 30 ft.; AC 17 (+4 
  Dex, +3 armor), touch 14, flat-footed 13; BAB/Grapple +6/+10; Attack Masterwork Shortbow +12 melee 
  (1d6 plus poison); Full Attack Masterwork Shortbow +12/+7/+12 melee (1d6 plus poison); SZ 5 ft./5 ft.; SA 
  poison (Saadolos Extract; DC 18 or unconscious), +6d6 sneak attack damage, death attack; SQ 
  Improved Uncanny Dodge, Evasion; AL NE; Saves Fort +5, Ref +12, Will +3; Abilities Str 14, Dex 18, Con 
  14, Int 12, Wis 10, Chr 12; Skills and Feats Hide +12, Listen +12, Move Silently +12, Search +10, Sense 
  Motive +8, Spot +12, Tumble +12; Point Blank Shot, Dodge, Rapid Shot, Weapon Focus (Shortbow) 
  Spells Remaining: true strike 
   
  ATL9 
   
  (EL 11) 
  Kalamaran Assassin: human (Kalamaran) Rogue 9 / Assassin 4: hp 67; Init +4; MV 30 ft.; AC 17 (+4 
  Dex, +3 armor), touch 14, flat-footed 13; BAB/Grapple +9/+13; Attack Masterwork Shortbow +15 melee 
  (1d6 plus poison); Full Attack Masterwork Shortbow +15/+10/+15 melee (1d6 plus poison); SZ 5 ft./5 ft.; 
  SA poison (Saadolos Extract; DC 18 or unconscious), +7d6 sneak attack damage, death attack; SQ 
  Improved Uncanny Dodge, Evasion; AL NE; Saves Fort +6, Ref +14, Will +4; Abilities Str 14, Dex 19, Con 
  14, Int 12, Wis 10, Chr 12; Skills and Feats Hide +16, Listen +16, Move Silently +16, Search +16, Sense 
  Motive +8, Spot +16, Tumble +16; Point Blank Shot, Dodge, Rapid Shot, Weapon Focus (Shortbow), 
  Mobility 
  Spells Remaining: true strike, true strike, obsuring mist, invisibility, invisibility 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  24 
   
  ATL11 
   
  (EL 13) 
  Kalamaran Assassin: human (Kalamaran) Rogue 9 / Assassin 6: hp 87; Init +5; MV 30 ft.; AC 18 (+5 
  Dex, +3 armor), touch 14, flat-footed 13; BAB/Grapple +10/+15; Attack Masterwork Shortbow +17 melee 
  (1d6 plus poison); Full Attack Masterwork Shortbow +17/+12/+7/+17 melee (1d6 plus poison); SZ 5 ft./5 
  ft.; SA poison (Saadolos Extract; DC 18 or unconscious), +8d6 sneak attack damage, death attack; SQ 
  Improved Uncanny Dodge, Evasion, +3 vs poison; AL NE; Saves Fort +7, Ref +16, Will +5; Abilities Str 
  14, Dex 20, Con 14, Int 13, Wis 10, Chr 12; Skills and Feats Hide +16, Listen +16, Move Silently +16, 
  Search +16, Sense Motive +8, Spot +16, Tumble +16; Point Blank Shot, Dodge, Rapid Shot, Weapon 
  Focus (Shortbow), Mobility, Shot on the Run 
  Spells Remaining: true strike, true strike, obsuring mist, invisibility, invisibility, false life 
   
  ATL13 
   
  (EL 15) 
  Kalamaran Assassin: human (Kalamaran) Rogue 10 / Assassin 8: hp 102; Init +5; MV 30 ft.; AC 18 
  (+5 Dex, +3 armor), touch 14, flat-footed 13; BAB/Grapple +13/+18; Attack Masterwork Shortbow +18 
  melee (1d6 plus poison); Full Attack Masterwork Shortbow +18/+13/+8/+18 melee (1d6 plus poison); SZ 
  5 ft./5 ft.; SA poison (Saadolos Extract (DC 18 or unconscious), +9d6 sneak attack damage, death attack; 
  SQ Improved Uncanny Dodge, Hide in Plain Sight, Improved Evasion, +4 vs poison; AL NE; Saves Fort 
  +7, Ref +18, Will +5; Abilities Str 14, Dex 20, Con 14, Int 14, Wis 10, Chr 12; Skills and Feats Hide +16, 
  Listen +16, Move Silently +16, Search +16, Sense Motive +8, Spot +16, Tumble +16; Point Blank Shot, 
  Dodge, Rapid Shot, Weapon Focus (Shortbow), Mobility, Shot on the Run, Weapon Finesse 
  Spells Remaining: true strike, true strike, obsuring mist, invisibility, invisibility, false life, dimension door 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  25 
  Appendix II: Additional Rules 
   
  New Feat:  
   
  Extract Information: use of this feat requires that the victims be unable to defend themselves. Each round 
  the villain used this feat the victim suffers 1d4 hp damage and must make a Will save, DC 15+ villains 
  Charisma bonus, or they will break and truthfully answer the question that is asked of them. 
   
  New Weapon: A kinslayer blade is a +2 keen longsword forged from mithral. Its pommel bears an 
  inscription in Infernal that, when translated, reads "I Alone." When drawn in battle, a kinslayer imposes a  
  -2 penalty to AC to all of its wielder's allies who stand within 60 feet of the blade. 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  26 
  APPENDIX III: Player Handout 1 
   
   
   
  For Military Organization PCs  
   
  As you walked into your commander’s office, she looked up from her work to meet your 
  eyes. “As much as I might need you in the coming months, you have been requested for 
  a special assignment. You are to report to Gorido. A room will be reserved for you at the 
  Dusty Pony Inn. There is a special seminar that you have been ordered to attend. Don’t 
  ask me any questions—I don’t have any answers other than the order came from a lot 
  higher than I can touch. Good luck, and don’t let the reputation of this regiment down.” 
   
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  27 
  Players Handout #2 
   
  For Municipal Organizations PCs 
   
  Another double watch. The war was definitely thinning the ranks of all of the city 
  organizations, and everyone from the Lamplighters to the Dungeoneers to the City 
  Guard has been called to pitch in wherever they can to keep the city running. However, 
  instead of a soft bed or tasty meal you found yourself in the office of your superior. He 
  offered you a cool mug of ale and bid you sit. “I know you have been pulling more than 
  your normal duties. You are commended. I wish I had six more of you. Instead it seems 
  I will be yet another member short. I have received a very specific request for my best. 
  A specific task authorized at the highest levels. If you accept you will be traveling to 
  Gorido to attend a seminar. I know there has to be more to the task but I obviously do 
  not have a need to know. You will have a room reserved for you and a place here when 
  you return. I don’t have any answers for the many questions you must have but I trust 
  you will do your best. Good luck.” 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  28 
  Players Handout #3 
   
  For College of Magic PCs 
   
  The note that appeared was simple, “We have been requested to make available one of 
  our members for a special mission for the Crown. Your name was mentioned in high 
  regard, and as such, you have been selected to undertake this mission. I would 
  understand if you hesitated as I know how you value your studies, however I have been 
  assured that the mission is important. We have made arrangements to have you 
  transported to the Dusty Pony Inn in the town of Gorido. Once there you are to attend a 
  seminar. Despite our best efforts and the questions we asked the representative of the 
  Crown, we have been able neither to divine nor to ascertain any further information. 
  Report to the College of Magic administration building as soon as possible for 
  teleportation. Good luck” 
   
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  29 
  Players Handout #4 
   
  For Divine Organization PC 
   
  Your normal duties were interrupted by one of the higher ranking members, who you 
  thought meant to offer spiritual guidance. Instead, they offered a mission. “There seems 
  that there may be a light in these times of darkness. There has been a vision as well as 
  a message from the Prince. Although the vision was cloudy as expected, the portents 
  clearly indicated that great events were about to begin. The message from the Prince 
  simply confirmed this. The Crown would like you to attend a seminar in the town of 
  Gorido. We have been told that a room at the Dusty Pony Inn has already been 
  reserved for you and more information will be available once you arrive. Good luck and 
  may you find success in your endeavors.” 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  30 
  Players Handout #5 
   
  Unaffiliated and Independent Organization PCs 
   
  The courier’s arrival was not unexpected. The city was a buzz with activity. The 
  message that you received had you traveling with the first caravan west. Although the 
  countryside seems normal, there was still a sense of the unknown in those citizens you 
  met. You arrived without issue in the town of Gorido and checked into your room at the 
  Dusty Pony. 
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  31 
  Players Handout #6 – Information within the Way of Strategy (Journal) 
   
  ����
  ������������������������������������������������������������������������������������������������
  ���� ���� ��������� ��� ��� �������� ��� ������ ������ ����� ��� ���� ���� ��� ���� �������� ������� ��� ����
  ����������������� ������������������������������������!��������������������������������������
  ����������������������������������"�������������������"����������������������������#�����
  ���������� ��������� ����� ���� ������� ���� ������ ������ ��� $������� ��������� ����� ���� ����� ���
  �������������������������������������������������������������������������������������������������
  ���������������������������
  �
  #���$�������%�&�������������������������������������'����������(����������������������������
  ����������������������������������������������������������������������������������&������������
  ����������������������������������������������������������������)����������������������������
  ������������"�����������������������������������������������������������������������������������
  ��������������#����������������������������������������*��������������������������������������
  �������������������������������������������������������������������������������������������
  ������������������������������
  �
  )��� '���%� #��� ����� ��� ��������� ��� �������� �������� �� ��������� �������������� ����� ����
  ������"��������"���������������������������������������������������������������������������
  �����������������������������&������������������������������"����������������������������������
  ���� ���������"� ����� ����� ���� ������ ������� �������� �������� ���� ������������ #���� ������ �����
  ����������������������������������"�������������������������������������������������&�������
  ������������������+���+������������������������������������������������������������� ������
  �����������������������������������������������������������������������������������������
  �����
  �
  '���������������#�����%������������������������������������������������,����������&������"�����
  ��������������������������������������������������������������������������������������������������
  ��������������������������������������������������������������������"�����������������������
  ,��������*��������"����������������������������������������������������������������������������
  ����������������������������������������������-���������������������������#����������������
  �������������������
  �
  )���$���������������%��������������������������������������������������#�����������������������
  ����������������������������������������"���������������������"���������������������������������
  ����� ������ �������� ��� ���� ���� �������� ��� ���������� ����� ������ ���� ���������� ������ ����
  ��������������������������"�������������������������������������������������������������������"�
  ������������"�����������������������������������
  �
  �� ������� ���� ��� ����� ���� ������ ��� ����� �������������� ���� ������� ��� ���� �������.�������
  �������������������������������������������
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  32 
  Players Handout #7: The Iron Smith and Forge Price List 
   
   
  �������
  �������
  �������
  ��������
  �
  ����������
  �
  ������
  �
  �
  �����������
  �������
  �
  �
  �
  �
  �
  �
  �����������
  ���������
  ������������� �
  �����
  �
  �
  �����������
  �������
  ����������
  �
  ������
  �
  �
  �����������
  �������
  ��� !�"�#��
  �
  �����
  �
  �
  �����������
  �������
  ����������
  �
  �$����
  �
  �
  �����������
  ��$����
  %��������
  �
  $�����
  �
  �
  �����������
  �$�����
  &��� ����������
  ������
  �
  �
  �����������
  �������
  �
  �
  �
  �
  �
  �
  �����������
  ���������
  &��� ���'������
  ������
  �
  �
  �����������
  �������
  �
  �
  �
  �����
  �����
  �����
  ���������
  ����
  ������������
  �
  $������ �
  �
  �����������
  �������
  �
  �
  �
  �
  �
  �
  ���������
  (�$������
  ���)*"�����
  �
  +������ �
  �
  �����������
  ,������
  -.���"������
  �
  ���������
  �
  �����������
  ��+������
  �
  �
  �
  �
  �
  �
  ���������
  ���+������
  &��� ���"�����/��
  ���������
  �
  �����������
  ���������
  �
  �0�1��.��23�
  ����&������.��2���������0��#��"�����!�*�����#����4�����-���.���(�5���������
  �
  ����1��
  �����������&��� ���"�����/�
  �
  �
  �����������
  ����������
  �
  /6����7����� ��������������8������!�)������� ���
  
  LKOK 52 – A is for Assassin 
  Living Kingdoms of Kalamar 
  33 
  &������������
  &������������
  &������������
  &������������7777�"��!�����!���!�����!
  �"��!�����!���!�����!
  �"��!�����!���!�����!
  �"��!�����!���!�����!����
  �
  �
  0����#����6���9�
  �
  �
  �
  �
  �
  :�#�9�
  �
  �
  ���
  3�
  ��
  ,�
  +�
  ��
  (�
  ��
  $�
  ��
  ��
  �
  0����#����6���9�
  �
  �
  �
  �
  �
  :�#�9�
  �
  �
  ���
  3�
  ��
  ,�
  +�
  ��
  (�
  ��
  $�
  ��
  ��
  �
  �
  0����#����6���9�
  �
  �
  �
  �
  �
  :�#�9�
  �
  �
  ���
  3�
  ��
  ,�
  +�
  ��
  (�
  ��
  $�
  ��
  ��
  �
  �
  0����#����6���9�
  �
  �
  �
  �
  �
  :�#�9�
  �
  �
  ���
  3�
  ��
  ,�
  +�
  ��
  (�
  ��
  $�
  ��
  ��
  �
  �
  0����#����6���9�
  �
  �
  �
  �
  �
  :�#�9�
  �
  �
  ���
  3�
  ��
  ,�
  +�
  ��
  (�
  ��
  $�
  ��
  ��
  �
  �
  0����#����6���9�
  �
  �
  �
  �
  �
  :�#�9�
  �
  �
  ���
  3�
  ��
  ,�
  +�
  ��
  (�
  ��
  $�
  ��
  ��
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK52_AIsforAssassin.pdf