TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
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  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
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  KET6-05 
   
   
   
   
   
  Honest Work 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Regional Adventure set in Ket 
  by Stephen Baker  
  Triad Edit: Alan Brown 
  Circle Edit: Tim Sech 
   
  Every true Ketite loves horses, so who wouldn't jump at a chance to guard a herd of valuable Ad'vashda mares on their 
  way to Veluna? Besides, it's a beautiful summer day--the sun is shining, the birds are singing and the Threshers are 
  nowhere in sight. What could possibly go wrong? An adventure for character levels 1 to 14. (APLs 2-12) 
  
  Ket6-05 Honest Work  
   
  Page 1 
  RPGA Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  
  Ket6-05 Honest Work  
   
  Page 2 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one round Regional adventure, set in 
  Ket.  Characters native to Ket pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  Adventure Background 
  Trade Goods & Taxes 
  Ket occupies a unique geographical location in the 
  Flanaess. Mountain ranges form a wall between the 
  eastern and western Flanaess, and the only practical way 
  through this wall is to follow the Tuflik River through a 
  gap in the Tusman Hills on one side of Ket, travel across 
  Ket and then follow one of several routes thorough the 
  mountains on the other side of Ket. (Vice versa if you are 
  traveling in the opposite direction.)  
  Many centuries ago, the rulers of Ket looked at the trade 
  caravans crossing Ket, and realized that they were sitting 
  on a goldmine. They started to charge taxes on the trade 
  goods flowing across their lands, and fostered a new era 
  of prosperity in Ket. Currently, all trade goods are 
  charged a transit tax of between 2% to 5% of their value, 
  the exact tax rate depending on the type of item being 
  transported. Normal trade goods tend to be taxed at the 
  lower end of the scale, while more valuable items—gems, 
  jewelery, rare wines, silks, gold, etc.—are taxed at the 
  highest rates.  
  Although one would think that all trade organizations 
  would oppose this tax, the association known as the 
  Mouqollad Consortium strongly supports it, mainly 
  because they have been granted a large tax reduction on 
  goods carried by their trade caravans.  They gained this 
  tremendous competitive advantage through negotiation 
  with the Ket government coupled with several direct and 
  sizeable contributions to Ket (and likely to a few 
  government officials).  
  Goods that enter Ket for the purpose of being sold in Ket 
  are only taxed at 1% to 2% of their value, but the goods are 
  carefully bonded and re-inspected at several points to 
  ensure that the goods are not smuggled out the other side 
  of the country after being taxed at the lower “import-
  only” rate. 
  Due to its substantial tax revenues, Ket is one of the few 
  countries of the Flanaess that does not export any goods 
  in large quantities. However, a few high-quality items are 
  sold in small quantities to discriminating buyers in other 
  parts of the Flanaess: 
  • Horses, for which Ket is renowned throughout the 
  Flanaess  
  
  Ket6-05 Honest Work  
   
  Page 3 
  • Bosq, a fiery liquor unique to Ket, derived from the 
  yarpick nut that forms the staple diet for most of the 
  population. Bosq is often delicately seasoned with 
  exotic flavorings to increase its value. 
  • Copper, silver and gems from mines in the Yatil 
  Mountains  
  • Top quality rugs, which, for some unknown reason, 
  appear in the hands of local villains throughout the 
  Flanaess… 
  Dishonest merchants trying to pad their bottom line will 
  import goods into Ket supposedly to sell to Ketites—
  paying the low “import only” tax rate—then smuggle the 
  goods out the other side of Ket to sell in another part of 
  the Flanaess. The money they pocket due to the 
  difference in the tax they paid versus the tax they should 
  have paid can be very profitable 
  Horses 
  Horses have a unique place in Ket society for two 
  reasons— 
  • being a Baklunish nation, Ket’s ancestors were 
  nomads, and the horse is an honorable reminder of 
  this, even to those who are now urban dwellers;  
  • A few centuries ago, Ket was overrun by the Brazen 
  Horde—a nomadic horse-culture people. The Horde 
  eventually left, but the Ketites adopted their love of 
  horses.  
  Horse lineage and breeding receives much attention and 
  is frequently more important to the Beys (the nobles) 
  than the people that work their lands. 
  Even such notables as Rary the Traitor (or “Rary the Great 
  Patriot”, depending on your political persuasion) have 
  been known by their association with horses (Rary’s 
  nickname being “the Rider”). 
  Horses are so loved by Ketites that under the laws of the 
  country, horses have greater legal rights than foreigners 
  and non-residents, a situation that has surprised many 
  visitors to Ket. Ketites of a more conservative hard-line 
  nature will often bring this to the attention of those who 
  are lower than horses on the legal ladder, such as Elves 
  and other people who have been the long-time targets of 
  prejudice.  
   
  The Bey of Kilar and his Ad’vashda Light 
  Warhorses  
  The flat plains tucked into the northwest corner of Ket, 
  where the Yatil Mountains meet the Tusman Hills, are 
  the ancestral lands of the Bey of Kilar. Most of the horses 
  bred in Kilar are regarded as average by Ket standards, 
  although they would likely be considered superb mounts 
  in most other countries. However, Faid, the Bey of Kilar 
  is renowned for his herd of light warhorses called the 
  Ad’vashda (in Ancient Baklunish: “GhostDragons”). It is 
  said that the Bey is able to trace the lineage of the 
  Ad’vashda back to the Baklunish Empire itself. The Bey 
  considers Ad’vashda stud stallions to be more valuable 
  than most members of his family, and he never sells 
  them—with one exception, noted below. The breeding 
  mares are occasionally sold for extravagant prices, and are 
  highly desired in the Eastern Flanaess, where horses of 
  their superior breeding are largely unavailable. 
  It is customary for the Bey to provide one gelding and 
  one breeding mare to the Beygraf each year in return for 
  grazing rights in the Yatil foothills north of Kilar, as well 
  as a reduction in taxes (or even complete tax amnesty for 
  the year if the Beygraf is particularly pleased with the 
  Bey’s latest gift of Ad’vashda stock.) The Beygraf is also 
  the only person who is known to be able to command the 
  sale of an Ad’vashda stallion for his herd.  
  Kai Blackstone (noted later) does have a book on the 
  lineage of the mares that he has purchased that includes a 
  detailed genealogy going back some 600 years for each 
  animal, which is truly impressive. He can and will discuss 
  this at length with anyone showing an interest – he is 
  genuinely interested in this. 
  Coyotes 
  The Coyotes used in Encounter Two are derived from 
  Wolf and Dire Wolf animal stat blocks, although they 
  typically concentrate on flanking rather than tripping. 
  Since wolves and coyotes occupy the same niche in the 
  local ecosystem, they generally do not co-exist. Coyotes 
  are much more cunning than wolves at avoiding traps 
  and hunters though, and when wolves are exterminated 
  or driven out of an area; coyotes are very successful at 
  moving in and prospering in close proximity to humans. 
  In the case of Ket, wolves have been specifically targeted 
  by hunters in the area outside the Bramblewood in order 
  to protect Ket’s ever-expanding horse herds. (The same 
  tactic has been attempted in the Bramblewood Forest as 
  well, but there has been considerably less success there.) 
  This has allowed coyotes to move into the areas vacated 
  by wolves. 
  Kai Blackstone 
  Kai Blackstone, the human “merchant” who will hire the 
  players, is a charming man in his thirties.  Originally 
  from Furyondy, he has spent most of his adult life in 
  Dyvers, using it as a base to travel along the length of the 
  Velverdyva-Tuflik-Fals (VTF) trade route. He is a crafty 
  
  Ket6-05 Honest Work  
   
  Page 4 
  individual but well aware of his physical limitations. He 
  avoids confrontation and actually spends much of his 
  time in countries with strict laws (or supposedly strict 
  laws). This love of the law has nothing to do with his own 
  moral code (which is supremely flexible—he is a 
  worshipper and Favored Soul of Oldimarra) but rather 
  reflects his desire to use local laws to protect himself 
  from harm. That is his only use for the law, since most of 
  what he does varies from questionably legal to entirely 
  illegal. He neither attempts to directly harm others in 
  these pursuits nor to act in a directly confrontational 
  manner—that might prove dangerous—but legality of an 
  action is never a real concern for him. While in the 
  Baklunish West he typically dresses in the flowing blue 
  and green robes of the Paynim (popular in many parts of 
  the West, not just with the nomads of the Plains) and a 
  fashionable black turban. 
  Kai is always looking for a get-rich quick scheme, and has 
  succeeded at several. However, his propensity for quickly 
  spending all his “earnings” means he is always on the 
  look-out for another plan.  
  Some years ago in an ill-favored part of the Gnarley 
  Forest, Kai saved the life of Farid, a member of the Ket 
  military, and the second son of the Bey of Kilar. 
  Although the rescue might have been entirely fortuitous 
  (and Kai is certainly one to embroider a tale where it suits 
  him), the result was that the Bey of Kilar felt that he 
  owed Kai a substantial debt for the life of his son. 
  Although that debt has now been wiped cleaned by the 
  recent sale of ten Ad’vashda mares to Kai (see below), the 
  Bey’s family still remains quite friendly and is willing to 
  act on his behalf in Ket. 
  Kai’s current get-rich scheme is to smuggle high-quality 
  sapphires through Ket without paying taxes on them, and 
  then sell them in the Free City of Greyhawk for a 
  substantial profit. To this end, he has purchased 150 high 
  quality sapphires directly from a wholesaler. They are 
  each 5-8 carats (the size of a small marble), and will be 
  worth an average of 500 gp each in Greyhawk City. Kai 
  hopes to avoid paying the Ketite transit tax of 5% of the 
  value of the gems—a total of 3750 gp tax based on their 
  total value of 75,000 gp. He will also try to avoid paying 
  taxes on the gems in the other countries he will be 
  passing through on the way to Greyhawk City. If he 
  succeeds, he will have saved over 10,000 gp in unpaid 
  taxes even before he sells the gems for considerable 
  profit.  
  To accomplish this, Kai has come up with a cover scheme 
  that could actually add to his profit as well. He has used 
  the favor owed to him by the Bey of Kilar, as well as 
  15,000 gp and a lot of influence, to purchase ten 
  Ad’vashda breeding mares from the Bey’s herd. He loves 
  horses almost as much as a Ketite, and has set himself up 
  as a legitimate horse merchant, even to the point of 
  having a respected and well-known horse buyer waiting 
  in Greyhawk City itself. These ten mares are all young for 
  breeding stock, having barely reached 4 years of age, but 
  they are superior specimens, and will fetch a minimum of 
  3500 gp, and likely much more, depending on the mood 
  of the waiting buyer and current market demand. Kai 
  hopes to make a gross return of 35,000–40,000 gp for the 
  horses, which should provide him with a handsome 
  profit even after deducting his initial purchase price, 
  maintenance for the horses, travel expenses, and taxes—
  which Kai will willingly pay as part of his cover. 
  The choice of horses for his “cover” is a wise and 
  deliberate move. Horses receive much respect in Ket, far 
  more so than many sentient beings. This cultural love of 
  and respect for horses extends to the tax code, for 
  breeders are only charged an export tax of 1% of value. 
  Likewise, breeding stock is treated with the utmost 
  respect and there would be more chance of an uncorrupt 
  day in Tusmit than for Ketite officials to mistreat or even 
  inspect horses to the same degree as other goods. 
  Although the horses will not be seen in the same exalted 
  light in the other countries along the trade route between 
  Ket and Greyhawk City, Kai is really only worried about 
  the capabilities of Ketite officials to discover his crimes. 
  (He considers Veluna to be a hopeless basket case for 
  criminal detection, Verbobonc to be just too small to 
  really do anything effective and Dyvers…well, let us just 
  say that he expects to be well-received in the City of Sails 
  after a few well-placed “donations” His final destination 
  of Greyhawk itself doesn’t worry him at all, despite recent 
  attempts to introduce tighter laws… or any laws at all for 
  that matter…) 
  To marry these two schemes, what Kai has done would be 
  considered a crime of epic proportions in Ket. First, he 
  consulted healers and Ketite horse experts about what 
  types of material would not be internally harmful to 
  horses. (The experts were under the impression that the 
  material would be used for the benefit of the horses.) He 
  split up his 150 sapphires into ten small bundles, and 
  wrapped each bundle in the special material that he 
  believes will not cause internal irritation or infection in a 
  horse. He then surgically opened up each mare (quite 
  carefully, though, since he has no desire to damage the 
  horses in any way), and inserted one of the bundles of 
  sapphires in the horse. He then healed each horse back 
  up again with cure light wounds wands. The insertion of 
  the sapphires will not damage the horses in any fashion, 
  at least physically, but that will not prevent this from 
  being treated as a crime akin to horse theft in Ket if Kai is 
  discovered. 
  
  Ket6-05 Honest Work  
   
  Page 5 
  Each bundle is very small, and there is no means of 
  determining that the sapphires have been inserted short 
  of magical detection. The healing of the spell removes all 
  scars and similar issues, leaving the horse in the same 
  condition that it was in prior to the incision being made. 
  This is not to say that detecting the issues with the horses 
  is not impossible, just very difficult. It is a Knowledge 
  (nature) check [DC 30] to determine that there is 
  something untoward about the horses. If that is 
  successful, it is then a Heal check [DC 35] to note that 
  there is indeed a problem with the horses, although not 
  something that is endangering their health. A Search 
  check [DC 40] can then locate the bundles, although 
  getting them out will take a significant effort (and the 
  characters should be warned about damage to the horses). 
  There is a +12 circumstance modifier to the Search check 
  if the characters have some sort of reasonable suspicion 
  about what they are searching for in the horses. How the 
  characters react to this information can be a major part of 
  the adventure. 
  This exposure and cost has left Kai feeling very 
  concerned about the mares. He is protective, almost over-
  protective of them, but that is not deemed unusual in the 
  horse-oriented culture that is Ket. 
  Kai, however, took even more steps to cover his tracks in 
  this matter. His last move is very risky, but Oldimarra is 
  his patron deity and there is nothing in life like a little 
  risk. Through contacts, he has leaked the coming journey 
  of the Ad’vashda mares to a number of purported horse 
  thieves 
  (who 
  are 
  members 
  of 
  the 
  Xanavade 
  metaorganization). He believes that due to his actions, 
  somebody will try to steal his horses – and this is where 
  the PCs come in. He wants to hire them to protect his 
  horses and become the true PCs of the day when they 
  succeed. When this happens, he hopes to focus all 
  attention to the PCs and their deeds, and away from him 
  and his horses. He hopes that local officials will be more 
  interested in the heroics of protecting the horses (or 
  potentially retrieving them) than in checking on them. 
  Kai has done even more to make this a heroic affair. He 
  has gauged the quality of the PCs available. By making 
  inquiries, he knows their relative capabilities, and has 
  ensured that the knowledge of the Ad’vashda mares only 
  falls into the correct hands – by this means, he is 
  attempting to ensure that the PCs have a good chance 
  against the horse thieves themselves. His attempts are by 
  no means a sure thing, but they are a good start to the 
  PCs actually winning! 
  The Carriage, Tents and Corral 
  Kai has obtained a very comfortable carriage for the 
  journey. The four-wheeled carriage is 20 feet long and 10 
  feet wide. The top of the carriage box is 15 feet off the 
  ground, and the bottom rides 5 feet off the ground. 
  Inside the carriage, there are cushioned benches at either 
  end, while back-to-back benches in the middle can seat 
  up to 6 people. The middle benches can be removed and 
  stored on slings under the carriage so that a larger object 
  can be stored inside the carriage. Passengers can exit or 
  enter via the 10-foot wide double-doors on either side of 
  the carriage. The doors open outward. (Two doors on 
  each side, both 5 feet wide) Outside the carriage, there’s a 
  bench at the front for the driver and one passenger five 
  feet above the ground, and behind that and five feet 
  higher (10 feet off the ground), a second bench for two 
  more passengers. 
  The wooden sides of the carriage have a hardness of 5 and 
  60 hit points; the front and rear of the carriage also have a 
  hardness of 5 and 240 hit points. The doors on each side 
  have the same hit points as the sides but can be opened. 
  This is potentially relevant for the Coyote attack. 
  Party members can stay in the carriage if they desire or in 
  one of two large tents Kai brings. The tents are 15 by 15 
  and better described as “festival tents” since all sides can 
  be opened and left that way as desired. 
  Kai also has a small rope and pole system to build a small 
  corral for the horses. (Very limited, more for just marking 
  the area) . 
  Season and Weather 
  It is Wealsun (early summer) and the average 
  temperature has reached 25ºC in the heartland of Ket. 
  The heat of summer is infrequently cooled by winds from 
  the Yatils. There are no large weather disruptions 
  expected in the next two weeks (which is the duration of 
  this module) and the skies are clear, both during the day 
  and at night. There are full moons on the 14
  th, 15
  th and16
  th 
  day of the month. The adventure begins on the 6
  th day of 
  the month. 
  Telforq, Dakshi and Jira: horse rustlers 
  The three horse rustlers are very familiar with their 
  chosen profession, although they did not start out with 
  this goal in mind. Telforq and Jira are from Zeif, and only 
  came to Ket to seek out their respective fathers, whom 
  they had never met. The fathers were purported to be 
  members of the adventuring party known as the “Lucky 
  Seven”, a group various races and classes that adventured 
  during the time of the Greyhawk Wars. Some of them 
  disappeared, leading other members of the group to 
  assume they were just lost, not dead. (See Ket1-03 Trail 
  of Fears for more details). Telforq’s and Jira’s distinct lack 
  of success in finding out much about their fathers did not 
  dissuade them from continuing the search as they 
  
  Ket6-05 Honest Work  
   
  Page 6 
  traveled around the countryside trying to pick up details 
  and information – therefore it came as a blow to them 
  when they discovered that the members of the “Lucky 
  Seven” were long since dead and their bodies apparently 
  lost. During their travels, Telforq and Jira met up with a 
  Ket Citizen, Dakshi, and the three visited many unsavory 
  locations in Ket, meeting people who lived on the 
  fringes—and beyond the fringes—of the very strict laws 
  for which the country is well-known. Those inhabiting 
  these fringes offered the three a series of contract jobs to 
  steal horses and get them out of Ket.  
  The three do not consider themselves to be common 
  horse rustlers (who, quite frankly, do not last long in Ket, 
  given the public’s feelings about horses). Contract jobs 
  are the only type that the three accept, and they ensure 
  that there is always a buyer outside of Ket waiting for 
  them. The real challenge for the trio is getting the horses 
  away from their current owner and out of the country 
  before they can be caught. On two occasions they have 
  been arrested for previous thefts by forces working for 
  the Ket government (mostly through the use of 
  divination spells) but they have successfully resisted the 
  zone of truth spells of which the Jurats are so enamored. 
  All three know, however, that it is only a matter of time 
  before their luck runs out. Although they hope to have 
  left the country permanently before that point, they take 
  care to practice the most non-violent i.e. non-lethal 
  means of combat they possibly can, preferring to 
  minimize any potential time they may have to spend in 
  the stocks. 
  Legal Code of Ket 
  In addition to the laws of Ket and their punishments as 
  set out in Appendix 3, note that while the PCs are in any 
  walled town or city, they are not allowed to wear any 
  armor and are only allowed to carry the following 
  weapons: 
  • 
  Sap 
  • 
  Dagger 
  • 
  Quarterstaff 
  • 
  Falchion (Mullahs of the True Faith only) 
   
  Church of Hextor 
  The Church of Hextor worships the god called the 
  Herald of Hell and the Scourge of Battle. Banned for 
  many years in Ket, Hextor-worship has recently been 
  reinstated as a sanctioned state religion. Although evil, 
  worshippers of Hextor are very lawful, and as such, are 
  accepted in Ket by many who long for the “good old days” 
  when the heavy hand of the law ruled the land. In lands 
  controlled by Hextorites, correct application of the law 
  trumps mere considerations of justice and mercy. The 
  strong and mighty use the law with a mailed fist to smash 
  opposition and hold on to power. It is no secret that 
  worshippers of Hextor would like to see that come to 
  pass in Ket.  
  Limthal, Priest of Hextor 
  Limthal, a priest of Hextor, is a newcomer to Ket, 
  recently arrived from the Sheldomar Valley, where he 
  was an undercover agent in Bissel. He is very arrogant 
  and overbearing (perfect for a Hextorite).  
  Using the Church of Hextor’s new influence in Ket, 
  Limthal’s superiors have been attempting to get this 
  young priest into the ranks of the Jurats. As a prospective 
  Jurat, and as a Hextorite who always expects to twist local 
  laws to his advantage, Limthal has studied the legal 
  system of Ket and has an intimate knowledge of the 
  details given in Appendix Three. 
  Fervent Faction 
  The Fervent Faction, a collection of hardliners and 
  conservatives that have become a political faction in Ket, 
  believe that Ket is growing lax and decadent; they desire 
  a return to the stringent laws of the past.  
  Balance Trust 
  The Balance Trust is the counterpoint to the Fervent 
  Faction. Members believe that Ket’s harsh laws need to 
  be balanced by mercy and justice. They were the prime 
  movers of recent liberalizations. This has resulted in a 
  conservative backlash from elements of the Fervent 
  Faction, highlighted by the enforcement of a ban on 
  weapons and armor in all cities and towns, and the 
  introduction of Travel Papers.   
  Threshers 
  Threshers are the police force of Ket and are known for 
  being extremely efficient enforcers of the law, zealously 
  applying the legal code regardless of mitigating 
  circumstances. They have the authority to judge and 
  immediately pass sentence on crimes of a minor nature. 
  For serious crimes, they bring the miscreants before a 
  jurat (judge). Despite some instances of corruption or 
  over-zealous application of the law, the Ketite people 
  have a high degree of respect for them as symbols of the 
  lawful nature of Ket, and also because of their strong 
  links to the Mullahs of the True Faith. Threshers are 
  either grouped into wandering patrols in rural areas, or 
  are part of a force assigned to a specific village, town or 
  city.  
  
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  Page 7 
  Adventure Summary 
  Introduction – Merchants: Kai Blackstone meets and 
  wants to hire the characters for a standard escort mission 
  through Ket. 
  Encounter One – Tour of Duty: The caravan begins to 
  travel from Lopolla across the top of the country, heading 
  for Molvar. Camp routines are established and other 
  details explored. 
  Encounter Two – In the Night: The caravan camp is 
  attacked by coyotes at night. The attack is orchestrated by 
  a druid with unknown motives. 
  Encounter Three – PCs! The PCs are approached once 
  more by Kai or have their wages doubled for their Heroic 
  efforts. The caravan continues on through Ket and there 
  is a wandering Thresher Patrol that demands travel 
  papers. 
  Encounter Four – Silent Stalking: As the caravan heads 
  toward the Veluna border, horse thieves strike in the late 
  hours of the night to steal the breeding stock.  
  Encounter Five – Help: The PCs meet up with a local 
  Priest of Hextor. Kai asks the PCs to catch the thieves on 
  his behalf. 
  Encounter Six – Pursuit! The PCs pursue and possible 
  fight the horse thieves in an attempt to retrieve the stolen 
  property. 
  Encounter Seven – Trial by Jurat: The horse thieves are 
  put on trial and to this the PCs are summoned as 
  witnesses. There are potential revelations and details 
  provided. 
  Conclusion: The adventure ends with Kai held in 
  custody (most likely) and the PCs released from their job 
  contracts (if they had any). 
   
  Preparation for Play 
  Make note of anyone who has played  
  • VTF6-01 Fault Lines: the player may have 
  encountered Palir and his Thresher patrol already. 
  • KET 6-02 Rules of Engagement. If they have gained 
  either “Favor of the Fervent Faction” or “Favor of the 
  Balance Trust”, this will influence their encounter 
  with Palir. 
  • KET1-03 Trail of Fears: Characters will be aware of 
  the fate of the fathers of Telforq and Jiral. It is 
  unlikely this will come up in conversation, but you 
  never know… 
  • KET3-07 Bounty Hunt: Have any PCs already had 
  favorable dealings with the church of Hextor, as 
  indicated by the AR reward granting vicious weapon 
  upgrade? If so, Limthal will provide Restorations for 
  no charge to those PCs.  
  • Do any of the characters have certed Ket Travel 
  Papers? Palir will be looking for these. 
   
  Introduction: Merchants 
  It is the first week of Wealsun, and the heat of the 
  summer is growing, infrequently tempered by cool 
  winds from the nearby Yatil Mountains. You are 
  whiling away your time near Lopolla when you 
  receive a letter from one Kai Blackstone, a horse 
  merchant, who asks you to meet with him two days 
  hence, the sixth day of Wealsun, on the second hour 
  after mid-day, at the Golden Mare Inn outside the 
  walls of Lopolla. Both potential employment and 
  good company are mentioned in the note. Always 
  looking for adventure (and employment), you travel 
  to Lopolla, and at the time and place appointed, you 
  find yourself greeting a Suel man in his thirties, 
  wearing loose blue and green robes and a fashionable 
  black turban. 
  Meeting Kai 
  Because the meeting is outside the walls of the city, 
  armor and weapons can be worn without penalty. 
  A DC 11 Knowledge (Local—VTF) determines that Kai’s 
  style of clothing actually comes from the Paynim, but is a 
  very popular and fashionable mode of dress throughout 
  the Baklunish West. The Paynim are tribes of Bakluni 
  living on the Plains of the Paynim, a large series of plains 
  located to the west of Ket. 
  Anyone making a DC 11 Gather Information check on 
  Kai can determine he is a known merchant in Ket (he has 
  been here before) and has been traveling the caravan 
  routes for some time. Nothing further can be garnered. 
  Kai is a smooth and charming operator and attempts to 
  tailor his approach to the individuals with whom he is 
  dealing – that is to say, he does not have a single 
  approach that is mandated by his career or anything else. 
  He tends to pepper his conversations with comments 
  that would be appropriate to the PCs he is conversing 
  with – for example, with a strong fighter type he might 
  
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  Page 8 
  refer to the “battles of the road” and the “conflict that 
  seems to call for weapons more than magic” 
  Members of the Xanavade Metaorganization 
  Any member of the Xanavade in this adventure has 
  certain advantages with Kai, because Kai has connections 
  with the organization. Kai ensures that members of the 
  Xanavade are treated well and he automatically provides 
  them with access to the Little Blue Penguin pendant at 
  the end of the adventure unless they have attacked him 
  with lethal force or worse. Additionally, Kai goes out of 
  his way to assist these adventurers and makes every effort 
  to keep them healed. 
  The Xanavade subcontracted out the information passed 
  to them, so the horse thieves later encountered have no 
  knowledge of members of the Xanavade, and give 
  Xanavade members no special treatment. 
  Employment. 
  With the above in mind, Kai wishes to employ the PCs. 
  He does not want to pay them much (after all, his reasons 
  for the entire plan are based on profit, which is actually 
  very merchant-like, and may be an attitude the 
  adventurers have previously encountered with legitimate 
  merchants.) but he is willing to make a certain capital 
  expenditure. In essence, Kai wishes to pay the PCs a 
  minimum amount to accompany him, with a substantial 
  bonus if actual conflict arises (or the adventurers perform 
  duties not in the course of regular caravan duty). Kai, 
  with his knowledge of local laws, intends to use the 
  expected attack by the horse thieves as a means of 
  generating additional profit: under Ketite law, he will be 
  paid part of the fine that is imposed for horse thievery 
  and he plans to use this to fund the presence of the PCs. 
  On the other hand, if the horse thieves do not show up, 
  or not appear for other reasons (unlikely but possible) he 
  does not want to pay more than regular caravan rates. 
  As a result, Kai offers characters 25 gp per every 2 APLs 
  per week of work (eg. 25 gp per week at APL 2-4, 75 gp at 
  APL 6-8, 125 gp at APL 10-12, etc.). By his own 
  estimation, it will take two weeks to travel through Ket. 
  He also mentions “the thanks of his friends in the 
  Mouqollad Consortium” that will come the PCs’ way, 
  although he himself will never claim membership. In 
  actual fact he has few if any friends in the Consortium 
  but he is unlikely to mention that to anyone during their 
  hiring stage. 
  Kai can also appeal to those who love animals or horses in 
  particular with the chance to travel and take care/be 
  around the elite Ad’vashda stock he possesses and loves. 
  A DC 25 (Knowledge (Local—VTF) to know the 
  background on the Ad’vashda horses of the Bey of Kilar 
  and their ancient lineage.) He will indicate that anyone 
  who travels with him for this reason can expect to 
  possibly gain influence with the Bey of Kilar and perhaps 
  the opportunity to gain Kilar light warhorses. 
  Kai has one last offer to make – he has connections with 
  very rich people in Greyhawk City and can arrange to 
  have magical item access also provided to the characters, 
  although he would have to use their pay for the proper 
  “smoothing” of such introductions. 
  Whatever the introduction, Kai hopefully has the 
  characters agree to join him on his trip from Lopolla to 
  the Ket-Veluna border. Although he plans to head to 
  Molvar to see about the possibility of another route to 
  Greyhawk City, it is clearly his preference to travel via 
  the Fals River Gap to Veluna. It is to be a standard 
  caravan job. Since Kai has ten young mares that can bear 
  riders, these mounts can be provided for those who lack 
  them. Nightly stays should be at roadside inns along the 
  major trade routes approximately half the time – he 
  anticipates camping outdoors every second night since 
  he will be pushing the horses faster than a normal 
  caravan. The characters must provide all the guard power 
  he is able to hire and should plan accordingly. Kai has 
  provided a comfortable carriage (see Adventure 
  Background for design and stats) and makes it clear that 
  the adventurers should take advantage of its comfort 
  during the journey. 
  The Mares 
  It is possible to ride the Ad’vashda mares that Kai is 
  moving, each need to be exercised daily and Kai is more 
  than willing to let the PCs ride them. In addition, two 
  mares will be used to pull the carriage, each pair replaced 
  several times a day.  
  A DC 10 Handle Animal check indicates the adventurer 
  can ride the horse for the day, A DC 20 check means that 
  the horse is permanently manageable around the 
  adventurer for the rest of the adventure. 
  Kai is very attentive to the horses at all times. He insists 
  upon grooming them all each night and individually 
  checks them each morning – even when there are stable 
  hands available at inns, he only uses their services 
  sparingly, devoting much time and energy to this task 
  himself. 
  Provisions 
  Kai is responsible for providing all accommodation and 
  provisions on the journey. He has special oat mash for 
  the horses, designed to keep their strength and improve 
  their conditioning – it is a DC 15 Knowledge (nature) 
  check when he is mixing this to know it is a correct and 
  
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  Page 9 
  appropriate food for the mares. Despite this, characters 
  must still pay standard lifestyle costs for the adventure, 
  since the adventure is more than just their journey on the 
  road. 
  All APLs 
  Kai 
  Blackstone; 
  Rog7/Exp1/FavoredSoul1 
  (Oldimarra); male human (Oeridian); hp 48; See 
  Appendix One. 
  Development 
  Although not likely, it is possible that PCs who refuse to 
  be hired or otherwise work for the merchant can choose 
  the same route as Kai. Ask them if they object to traveling 
  on the same route at the same time – if so, he is quite 
  willing to see that they still receive all the credit for 
  heroic actions. Otherwise, the module is over for PCs 
  who refuse to work for Kai—move them directly to 
  Conclusion. For all others, move to Encounter One: 
  Tour of Duty. 
   
  Encounter One: Tour of Duty 
  The day begins clear and warm, here on the plains to 
  the east of Lopolla. The air is fresh, with a low breeze 
  from the Yatil Mountains providing some comfort. 
  The merchant Kai stands beside a large caravan 
  carriage harnessed to two horses. A string of eight 
  other horses is hobbled and staked nearby. 
  This is the beginning of the trip. The first day passes 
  uneventfully (barring what the characters manage to do 
  for themselves). The caravan plans to leave from the 
  outskirts of Lopolla (Kai has no plans to do anything in 
  the capital) and head toward Molvar. From there, he will 
  decide whether to travel up via the Griffonstrike Pass to 
  Perrenland and down the Velverdyva River to Greyhawk 
  City, or through Polvar, down to Falwur and through the 
  Fals River Gap into Veluna (and likewise from there to 
  Greyhawk City).  If he does take the route to the Fals 
  Gap, it takes about ten days to reach it at the current pace. 
  He confers with the PCs en route, being genuinely 
  interested in their opinions and the experiences they 
  may or may not have had in the various regions. This is 
  another opportunity to role-play with Kai and the various 
  characters on this adventure and should be timed 
  accordingly. 
  Kai will willingly share his knowledge and love of his 
  Ad’vashda horses, and eagerly shows the PCs his book, 
  which outlines the lineage of each mare for the past 600 
  years. 
  Countryside  
  The countryside from the capital to Molvar ranges from 
  hilly terrain mostly cleared of vegetation for both horses 
  and cattle, to the lush farms close to the main rivers and 
  tributaries of Ket (the tributaries mostly originating in 
  the Yatil Mountains). After Molvar, it gets flatter and the 
  pastures more regular. 
  As dusk approaches, the clear skies that allowed the 
  sun to burn your skin so fiercely during the day now 
  allow the heat to escape, and a cool breeze springs up 
  as the first stars appear. You are glad that you are out 
  in the countryside, for surely people in Lopolla are 
  facing a muggy and uncomfortable night. Such are 
  the joys of the adventuring life.  
  Although the trade route inns are a days’ journey 
  apart for larger, slower caravans, your small size and 
  superior mounts allow you to travel almost twice as 
  fast, and the last inn you passed was many hours ago, 
  when there was still plenty of daylight left. With 
  darkness approaching, Kai indicates that a camp is 
  now a good idea and everyone begins his or her 
  appointed tasks.  
  Watch 
  Since the small caravan will travel about twice as fast as a 
  large one, the party will spend about every other night in 
  the countryside. (The trade route inns are spaced about a 
  day’s journey apart for the larger, slower caravans.) This is 
  an opportunity to set up standard night watch schedules 
  and determine the overall functioning of the caravan 
  when staying out in the open at night. Kai has sufficient 
  wood, food and tenting with him for the trip although a 
  DC 15 Survival check are still needed each night to 
  ensure a nearby supply of water. Failure at this is not 
  critical, but it is rather an inconvenience that is rectified 
  the next day when the caravan comes to a water source.  
  Make note of the following during this Encounter: 
  1) What type of armor do adventurers wear during 
  the night? Do they sleep with their weapons 
  and all in close proximity? 
  2) What sorts of armor do any creatures in the 
  party use (animal companions, war dogs, horses, 
  etc.) and are removed during the night? 
  3) When do divine casters memorize their spells? 
  4) What sorts of standard precautions so the party 
  take (if any) while on watch? 
  
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  Page 10 
  Schedule for first three days 
  1
  st night: in the open 
  2
  nd night: at trade route inn 
  3
  rd night: in the open 
  Development 
  If any characters find at this point that they do not find 
  caravan duties or the adventure to their taste – or if they 
  decided not to accept employment in the Introduction, 
  and now do not like the coincidence that Kai is following 
  the same route that they are taking, proceed to the 
  Conclusion for these adventurers if that is the case. If 
  not, proceed to Encounter Two: In the Night. 
   
  Encounter Two: In the Night 
  The Camp 
  On the third night, the camp is situated beside a very 
  shallow stream (ankle deep, does not impede movement 
  in any fashion) with a supply of firewood for comfort. 
  There is a scattering of trees in the area but nothing to 
  really form any dense protective area. The closest set of 
  trees is some 300 feet away over the stream. No map is 
  provided but Kai generally wants to place the horse 
  enclosure near the stream (remember that this enclose is 
  just rope and poles and is not a strong fence or anything 
  of that nature) while putting a tent on either side of the 
  carriage. This layout is typical of camp stations along the 
  entire journey and should be used at later times as well. 
  Visibility and Weather Conditions 
  The nighttime is clear and although the moons (half-
  phase at this time of the month) have not yet risen, there 
  is good starlight – sufficient for those with low light 
  vision to be able to see clearly out to approximately 80 
  feet (this includes the coyotes). Darkvision acts normally. 
  Those with regular vision need light sources in order to 
  be able to function or are considered blind. 
  The weather is clear and there are no clouds in the area. 
  The wind is very gentle and no factor in this Encounter. 
  The Coyotes Attack 
  The attack takes place on the third night, at 
  approximately 1 am in the morning. The coyotes 
  approach very slowly and cautiously, anticipating a tough 
  fight (as much as they can anticipate). As a result they are 
  considered to be taking 20 on their Hide and Move 
  Silently checks. When they first enter the possible vision 
  of any of the watch (if there is one), have the characters 
  on duty make opposed Spot checks vs. the Hide and 
  opposed Listen checks vs. the Move Silently, taking into 
  account the -1 per ten feet of distance that is typical. 
  If the check fails, the first indication of a problem is 
  when the coyote either reach the defensive position of 
  the camp or when the coyotes do a charge in a surprise 
  round for an attack. Characters still asleep at this time can 
  make a DC 15 Listen check on their initiative during the 
  surprise round to awake before receiving any warning 
  from those on watch.  
  Note that although it is possible play the Feign Surprise 
  RPGA Reward card before waking up, there is really no 
  point – the character cannot wake up immediately since 
  there is no active Listen check allowed while asleep nor is 
  there another check permitted until somebody raises the 
  alarm.   
  Anyone awaking on the surprise round can do nothing 
  but is aware and no longer helpless. 
  The Listen check for the PCs drops to a DC of 0 on the 
  first full round after the surprise round, once the coyote 
  have engaged the watch or others who are up and about. 
  The Listen check drops to -10 once anybody yells a 
  warning. 
  If there is no watch or guard system in place, the coyotes 
  go for the nearest tent or sleeping individuals. They 
  group their attack in pairs or threes, making the best use 
  of flanks as detailed in the tactics. The wagon does 
  provide them with some obstacles. Note the section on 
  the carriage in the Introduction. 
  Should the above not cover the situation, use the general 
  principles of the above paragraph to establish the starting 
  point of the combat.  
  Tactics 
  The animals attacking are pack creatures – they attack in 
  pairs or groupings of three. Their targets are the PCs 
  themselves and they go for them exclusively – unless 
  something dramatic causes a change (such that an animal 
  might react) they ignore animal companions, bonded 
  mounts and familiars. This includes summoned 
  creatures, possibly to their detriment. 
  Given the style of hunting preferred by the creatures, 
  they always attempt to go for flanks. In the face of feats 
  such as Elusive Target, they have no ability to learn 
  quickly and continue their tactics until the combat is 
  over. 
  Kai in Fights 
  Kai is anticipating an attack either this night or in two 
  days’ time – although he was anticipating a horse theft 
  
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  Page 11 
  attempt, not this coyote attack (how these are involved 
  even he does not know, since he did not seek this form of 
  notoriety. As a result, he is awake for the entire night 
  (having slept through the day in the caravan.) He stays up 
  to be able to escape if the attack goes poorly for the PCs 
  since he cannot judge the outcome himself). Anyone 
  who actually goes to warn him of the attack—as opposed 
  to just shouting an alert or looking for him after the 
  fact— can make a DC 21 Sense Motive check to realize 
  that he is not as surprised as he should be given the 
  circumstances.  
  Kai does not want to overshadow or take any glory away 
  from the PCs during the fight, particularly since he wants 
  them to receive all the glory. He helps where he can, 
  usually with his very limited Favored Soul spells but 
  otherwise tries to just stay away from the fight. 
  Handle Animal with the Coyotes 
  It is possible to use this skill with the Coyotes but any 
  such attempts are subject to a further -12 circumstance 
  penalty because of the information provided by the 
  Druid – and it is likely the PCs will have to use the -10 
  penalty for a rushed attempt (unless they want to take the 
  10 rounds of a regular attempt). The initial attitude of the 
  coyotes is hostile. 
  Information from the Coyotes 
  If the coyotes are somehow questioned, they reveal, to 
  the extent that they can, that they were advised that the 
  characters posed an immediate and lethal threat to the 
  coyote pack’s pups. The PCs were specifically described, 
  although the information given to them was of necessity 
  geared to the intelligence level of the coyotes. 
  Back-tracking can make a DC 15 Knowledge (Nature) 
  check after combat is over, or during it if they request 
  one, to determine that the approach of the coyotes was 
  uncharacteristic. Specifically, the animals are a successful 
  adaptation to this area mostly by avoiding conflict with 
  humans, yet they deliberately sought out the caravan 
  rather than avoid it in favor of an easier target. 
  A DC 15 at APL 2 and 4, DC 14 at APL 6+ Survival check 
  with the Track feat enables the characters to track the 
  coyotes back over firm ground to an area some 250 feet 
  from the caravan encampment where the setting of the 
  prints appears odd. A further DC 25 at all APLs Survival 
  check reveals that the animals stood facing a tree for an 
  unusually long period of time; however there is nothing 
  on this tree or around it. In actual fact, it was a Druid 
  with trackless step (if the characters have means of 
  tracking such individuals, presume that they are 
  successful – they are able to state that something shape-
  changed into an eagle and flew off very low to the ground 
  after giving instructions to the animals). It is beyond the 
  scope of the module to track the Druid down and he is 
  assumed to have escaped. If there is an extraordinary 
  effort made or attempted, make sure that the PCs know 
  this is detracting from the successful completion of the 
  module as soon as possible. 
  APL 2 (EL 3) 
  Ket Coyotes (3): Medium Animals; hp 19 each; See 
  Appendix One. 
  APL 4 (EL 5) 
  Ket Coyotes (6): Medium Animals; hp 19 each; See 
  Appendix One. 
  APL 6 (EL 7) 
  Ket Young Dire Coyotes (4): Large Animal; hp 51 
  each; See Appendix One. 
  APL 8 (EL 9) 
  Ket Elder Dire Coyotes (3): Large Animal; hp 147 
  each; See Appendix One. 
  APL 10 (EL 11) 
  Ket Elder Dire Coyotes (6): Large Animal; hp 147 
  each; See Appendix One. 
  APL 12 (EL 13) 
  Ket Elder Dire Coyotes (12): Large Animal; hp 147 
  each; See Appendix One. 
  Treasure 
  APL 2: Loot: 0 gp; Coin: 125 gp; Magic: 0 gp. 
  APL 4: Loot: 0 gp; Coin: 175 gp; Magic: +2 leather armor 
  (only if Coyotes skinned) 0 gp value. 
  APL 6: Loot: 0 gp; Coin: 225 gp; Magic: 0 gp. 
  APL 8: Loot: 0 gp; Coin: 275 gp; Magic: +3 leather armor 
  (only if Coyotes skinned) 0 gp. 
  APL 10: Loot: 0 gp; Coin: 325 gp; Magic: +4 leather armor 
  (only if Coyotes skinned) 0 gp. 
  APL 12: Loot: 0 gp; Coin: 375 gp; Magic: 0 gp. 
  Development  
  Kai, naturally, thanks the characters profusely if they 
  have successfully fought off the beast attack. If they were 
  not successful, it is likely that the adventure is now over 
  for most or all – the location of the caravan site is at least 
  three days travel from any major town for raise dead 
  spells or the like. Of course, party members could cast the 
  spell given the correct material components. Should the 
  characters be unable to proceed as a result of having to 
  
  Ket6-05 Honest Work  
   
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  resort to such extremes they should proceed to the 
  Conclusion, as the timing of the adventure precludes 
  returning to it later (once Kai begins, all the various plans 
  are set in motion and he cannot stop them). 
  For a successful party, however, there is a great amount of 
  thanks. Kai offers his talents as a skinner of animals 
  (Knowledge: Nature and Craft: Leatherworking) to skin 
  the creatures that attacked – if the characters wish, they 
  may attempt this themselves (it requires a DC 20 skill 
  check with Craft Leatherworking to get the desired 
  results and they do not have time to take 20 on the task, 
  but they can take 10). If either the characters or Kai are 
  successful, the treasure noted above is made available to 
  the party (it is not otherwise possible) – the treasure itself 
  is made available under the Loot and the possible magical 
  applications (with a 0 gp value) under the Magic section. 
  If the characters somehow handled the animals 
  diplomatically or with other skills and did not kill the 
  coyotes, there is no loot in this encounter (but note the 
  thanks in the Conclusion from the Druid)  
  The characters can then proceed to Encounter Three – 
  PCs! or, if they so desire, can end their participation in 
  the adventure at this point and proceed to Conclusion. 
  There is always the possibility that Kai’s schemes are 
  revealed in some manner and it may prove necessary to 
  move to a later Encounter as needed. 
   
  Encounter Three: PCs! 
  In the light of morning, Kai is as effusive as ever 
  about the deeds of the night before. As he moves 
  through his tasks to get the caravan ready—for it is 
  clear that he wants to keep to the schedule of the 
  caravan—it is obvious that he is most appreciative of 
  the efforts that everyone has made on his behalf.  
  Kai is unstinting in his praise. As he sees it, not only have 
  the PCs proven themselves, they have also shown 
  themselves to be loyal – as a result, his response must be 
  modified if there are any obvious recalcitrant amongst 
  the PCs or if anyone showed cowardice. Wise enough to 
  realize it, Kai is also quite willing to thank the PCs for 
  “saving the horses” rather than himself, hoping to play to 
  any Ketite favoritism (or, quite frankly, those of 
  foreigners who like horses). Kai buys people drinks and 
  meals for the rest of the journey (does not spend a lot of 
  money but he makes sure they are fed for free based on a 
  Standard lifestyle – although Kai himself maintains a 
  Rich lifestyle when he can).  
  He keeps up this thanks for the entirety of the journey to 
  Molvar, and then onward to the Ket/Veluna border. 
  Although he earlier intended to think about traveling 
  through the Griffonstrike Pass into Perrenland, he is now 
  convinced of the abilities of the adventurers he has hired 
  and is  willing to continue to Veluna and have the 
  remainder of his plans take place as projected – this 
  means Encounters Four through Six. As a result, the 
  caravan dips south of Molvar, not stopping in the city. 
  Characters who wish to visit the city for purchases or the 
  like may do so, but should be advised that they will be 
  separated from the party for at least a day’s time. They 
  may then enter Molvar, a city of over 25,000. They will be 
  subject to the restriction on weapons and armor noted in 
  the Adventure Background.  
  South of Molvar, one day past the city, a squadron of ten 
  Threshers on patrol meets up with the caravan. This is a 
  typical encounter and the Threshers are those 
  responsible for a large area south of the city. 
  The minarets of Molvar have dropped below the 
  horizon behind you, and it is another beautiful day 
  back on the road. Your eye catches the glint of 
  sunlight reflecting off brightly polished armor as a 
  group of ten Threshers sweeps around a bend in the 
  road and rides up to your small caravan. The head of 
  the patrol holds up his hand, bringing his patrol to a 
  halt across the road as you draw to a stop. “Travel 
  papers!” he snaps, and one of the other horsemen 
  rides forward to you, his hand outstretched for them. 
    
  Threshers 
  Characters who are not sure or do not know about 
  Threshers should be informed of the information 
  contained in the Adventure Background. 
  Knowledge (Local—VTF) checks can provide more 
  information about Threshers: 
  DC 11: For minor crimes, the Threshers can judge a case 
  on the spot and either impose a fine or and sentence 
  miscreants to Stock Time (the typical punishment for 
  many crimes in Ket). Any crime that carries a 
  punishment of 8 TU or more in the Stocks, or time in the 
  Copper Mines (the next greatest level of punishment), or 
  the death penalty (the ultimate sanction, usually reserved 
  only for High Treason) require the case to be brought 
  before a Jurat (judge). 
  DC 15: There is an elite branch of the Threshers known 
  as the Black Scorpions who investigate more problematic 
  crimes (and frequently solve them…) but they are not 
  nearly as numerous or as ubiquitous as the standard 
  Thresher.  
  
  Ket6-05 Honest Work  
   
  Page 13 
  DC 25: There are rumors of a secret branch of the 
  Threshers known as the Golden Scorpions, who 
  investigate the most heinous or difficult crimes, but their 
  existence is neither acknowledged nor denied by the 
  government.  
  This particular patrol is headed by Palir, a tall Baklunish 
  man with a severe scar down his right cheek. Since this is 
  the general area of his patrol area, he may also have been 
  encountered in the same fashion in VTF6-01 Fault Lines. 
  Palir is a member of the Fervent Faction, and is 
  vehemently opposed to anyone aligned with the Balance 
  Trust. (See Adventure Background for details.) If a 
  character has the favor of the Fervent Faction, Palir is 
  most polite to them and does not harass them in any 
  fashion. He offers Travel Papers without cost (see the 
  details below). However, he singles out anyone with the 
  Favor of the Balance Trust for contemptuous treatment, 
  harsh words, and a deliberate escalation of minor 
  trespasses into possible punishment. 
  For anyone else specifically not aligned with either of 
  these parties, Palir enjoys harassing them as a part of his 
  work, looking for any small detail that is out of place so 
  he can impose the law of the land. 
  Upon spotting the PCs, he moves forward with his 
  squadron and demands travel/identity papers (within the 
  guidelines noted above). Most people do not carry these 
  in Ket but the Jurats (judges) have accepted that they 
  would be beneficial and have supported their issuance.  
  It is a DC 15 Profession (lawyer) check or a DC 20 
  Knowledge (Local, VTF) check to identify this fact. If the 
  detail remains unknown to the PCs, he gives them a hard 
  time but relents in his harassment when one of the other 
  Threshers points out their tight schedule. Palir then 
  demands that the PCs provide details to one of his men, a 
  Thresher who is then ordered to stay behind and fill out 
  forms. The cost is 2 gp per form (this is an outrageous 
  amount - it can be bartered down to 1 sp with an opposed 
  Diplomacy check. (Palir has a +10 Diplomacy skill). The 
  cost of papers is reduced by 1 sp for every point by which 
  this opposed check is beaten). The cost of papers is 
  covered in Rich lifestyle or greater. 
  If the characters already have travel papers, of course, 
  Palir unhappily inspects them and allows the caravan to 
  pass. 
  The Thresher left behind to undertake this task is Hiraf 
  (players may have met him in the same role in VTF6-01 
  Fault Lines). He is a bit of a bully but recognizes that the 
  power of the Threshers lies in their numbers and 
  omnipresence - and now that he is alone, he is 
  outnumbered by the PCs and Kai. As a result, he is polite 
  and gracious, asking for the details to go on the 
  travel/identity papers. Hiraf is quick and efficient at this 
  task, hoping to catch up to the rest of the patrol before 
  long. If the characters comply with his requests, they 
  receive the AR Award Travel Papers. 
  The Threshers (if questioned while they are present) or 
  Hiraf, when alone, can be asked questions as desired – 
  there is no skill check involved since the Threshers share 
  information willingly. They can provide general answers 
  about Ket and have some specific knowledge: 
  1) The Clockwork Horror army that invaded Ket 
  has disappeared entirely into the Bramblewood 
  Forest. The army of Ket was forced, through 
  means not made public, to intervene and has set 
  up a large encampment at Fort Daris, along the 
  Irafa Road; 
  2) The Black Arrow, the general in charge of the 
  invasion of Tusmit and subsequent defense of 
  Vilayad, is rumored to be taking over command 
  of the army of Ket at Fort Daris; 
  3) Various Priests of Hextor are visiting many 
  smaller communities, offering their services as 
  needed, now that the religion has once more 
  received official state sanctioning; 
  4) The enforcement of the arms and armor laws to 
  all walled towns and cities is going smoothly, 
  although a small band from Veluna was recently 
  sentenced to 18 TU worth of Stock time each 
  and confiscation of all items for attempting to 
  smuggle their equipment into Falwur. 
  All APL 
  Palir: Rog1/Ftr2/War1; hp 35; See Appendix One. 
  Hiraf: Rog1/War1; hp 17; See Appendix One. 
  Development  
  Once the Thresher patrol departs (including Hiraf), Kai 
  restarts the caravan. His plan is to skirt the eastern edge 
  of the Bramblewood forest until he reaches the Fals Gap, 
  then follow the Fals River to the border with Veluna. It is 
  six days travel before the next encounter – ensure that 
  the standard routine is once more followed and ask about 
  any changes to guard patterns/routines. Proceed to 
  Encounter Four if the characters wish to continue or 
  Conclusion if they have decided to end their 
  participation. 
   
  
  Ket6-05 Honest Work  
   
  Page 14 
  Interlude – Look Over There 
  While We Steal Your Horses 
  In order to steal the horses and get a running start on 
  their escape, the three horse rustlers will use a plan that 
  has worked for them in the past: Jira will provide a 
  distraction on one side of the camp by attacking the PCs 
  (Encounter Four), while Telforq & Dakshi sneak into 
  the other side of the camp and steal the horses. Due to 
  possible preparations of the PCs, as well as their camp 
  setup and watch plan, the rustlers’ plan may not be 
  possible, but make an effort to attempt the rustling this 
  way.  
  In particular, the thieves use the following to assist in 
  their activity: 
  1) 
  As a delaying tactic, they prepare an area a five-
  minute ride away from the camp, covering the 
  ground with a confusing network of mixed 
  footprints and hoof prints.  
  2) 
  Telforq & Dakshi approach the caravan area 
  under invisibility, pass without trace and 
  silence spells, having drunk these potions 
  beforehand. These spells will last for another 29 
  minutes. 
  3) 
  Once inside the corral, Telforq & Dakshi use a 
  Silent pass without trace scroll on four of the 
  horses. They then release the other six horses 
  from the corral, forcing the PCs to round them 
  up (taking 1d6 minutes per horse if the entire 
  party helps), and hopefully delaying pursuit for 
  that amount of time. 
  4) 
  Both thieves have been subjected to a 
  darkvision spell to enable them to move 
  without restriction during the night and they 
  have a wand (with four charges) to do the same 
  for the horses. They should thus be able to 
  move at full speed through the dark while 
  pursuers will possibly be hampered – at least 
  for the time period that is needed; 
  5) 
  Once on the way with their four prizes, Telforq 
  & Dakshi dismiss the silence spell (so they can 
  cast spells), then use mobility restricting spells 
  such as entangle and briar web to impede the 
  characters (at the discretion of the DM) to slow 
  down progress. Once they are 500 feet from 
  camp, they also dismiss all other spells running 
  in 
  order 
  to 
  prevent 
  detection. 
  They 
  immediately head for their pre-prepared 
  “muddled tracking” area (Point #1). If the PCs 
  carefully track in this area (taking at least 15 
  minutes at night, or waiting for full daylight, or 
  they have the ability to see as if it were full 
  daylight) the actual escape route will be 
  revealed quite easily (standard DC of 13). If the 
  PCs do not take any of the above steps, the DC 
  is 28. 
  6) 
  Finally, the thieves just run if all else fails. They 
  should still be pursued somehow but the fight 
  may take place early, if closer to the camp than 
  intended. The crime of attempting the horse 
  theft is still valid; 
  7) 
  The 
  thieves 
  reach 
  their 
  own 
  animal 
  companions in ten minutes, and the tracks 
  then get even more confused.  
   
  Encounter Four: Silent 
  Stalking 
  As you follow the path of the Fals River through the 
  Fals Gap, the mountains loom in the distance on 
  either side of the river. Veluna is but a few days away. 
  As you have done for the entire journey, you alternate 
  one night at a trade route inn, the next under the 
  open sky. On nights since the coyote attack, Kai has 
  insisted upon greater precautions, but leaves the 
  actual camp set-up to your good judgment. He seems 
  nervous, perhaps since your agreement to escort him 
  ends in a few short days at the Veluna border.  
  This is the attack by a decoy force (Jira, the ranger/monk) 
  while the horses are being stolen. The thieves have 
  worked hard to ensure that tracking the horses will need 
  daylight hours and that their disappearance is not 
  something that can be easily resolved. (See Interlude) At 
  higher levels (APL 8+), Telforq & Dakshi are protected 
  from divination spells as they ride away. 
  See Adventure Background for a more complete 
  description of the three thieves. 
  Monitoring the Camp 
  After preparing for this theft (see Interlude) the three 
  horse thieves approach the camp by early nightfall, 
  staying far enough away—300 feet—to ensure they are 
  not spotted. (Spot and Listen modifiers at that distance 
  are at least –30. The thieves should be impossible for 
  anyone to discover. If they are somehow spotted through 
  unusual means, they claim to be cautious travelers who 
  are wary of strongly armed parties of adventurers this far 
  
  Ket6-05 Honest Work  
   
  Page 15 
  from civilization. They ask for some food and water and 
  are then on their way – to return later. 
  If unspotted, they keep a close eye on the camp for the 
  nine or so hours until they want to act. This includes 
  carefully making note of the guard cycle (if any) as well as 
  any areas in the camp that the adventurers purposefully 
  or otherwise avoid. Although they lack darkvision, the 
  shadowy illumination from a fireplace is generally 
  sufficient – but if the party insists upon not having a fire 
  the thieves do not get any of the above information. 
  The Decoy 
  Jira is well aware of her job in this particular Encounter – 
  she is to distract the characters while the other two get 
  away with four horses. She accepts that she may have to 
  do Stock time for her troubles if she cannot escape but is 
  very cautious to not do any lethal damage while fighting 
  the PCs (she has no desire to be sent to the Mines). 
  Jira wishes to cause as much damage as possible in as 
  short a period of time, reasoning (along with her 
  comrades in this endeavor) that the more damage done, 
  the slower the possible pursuit (since more time has to be 
  spent healing the wounds). 
  Jira has various spells cast upon her from scrolls and 
  companions before the Encounter. These are considered 
  to offset the restriction on her to only use non-lethal 
  damage. Note that they have an impact upon the chances 
  of characters to spot or hear her approach – take these 
  into account by reviewing the Opponents section for this 
  APL before the Encounter is run. 
  Timing and Tactics 
  Jira waits until the third watch is just beginning (perhaps 
  10-15 minutes into it). She sneaks up to the camp, 
  checking for traps and physical alarms. If there is an 
  alarm spell or something similar on the camp, she moves 
  quickly, charging her target to set off the alarm. 
  Her goal, as stated, is do as much damage as possible. She 
  has a variety of spell effects in place and uses them to her 
  advantage to reach an opportune position. Note that she 
  does not have particularly stealthy skills without these 
  spells and this should be taken into account if they are 
  dispelled or otherwise removed. 
  APL 2 (EL 4) 
  Jira: War1/Rgr1/Mnk2/Ftr1; Female Half Elf; hp 38; 
  See Appendix One. 
  APL 4 (EL 6) 
  Jira: War1/Rgr2/Mnk3/Ftr1; Female Half Elf; hp 53; 
  See Appendix One. 
  APL 6 (EL 8) 
  Jira: War1/Rgr3/Mnk4/Ftr1; Female Half Elf; hp 67; 
  See Appendix One. 
  APL 8 (EL 10) 
  Jira: War1/Rgr4/Mnk5/Ftr1; Female Half Elf; hp 81; 
  See Appendix One. 
  APL 10 (EL 12) 
  Jira: War1/Rgr5/Mnk6/Ftr1; Female Half Elf; hp 95; 
  See Appendix One. 
  APL 12 (EL 14) 
  Jira: War1/Rgr6/Mnk7/Ftr1; Female Half Elf; hp 112; 
  See Appendix One. 
  Treasure:  
  APL 2: L: 51 gp; C: 25 gp; M: 0 gp. 
  APL 4: L: 51 gp; C: 25 gp; M: +2 gloves of dexterity (333 
  gp per character). 
  APL 6: L: 51 gp; C: 25 gp; M: +2 gloves of dexterity (333 
  gp per character), +1 cloak of protection (83 gp per 
  character). 
  APL 8: L: 51 gp; C: 25 gp; M: +2 gloves of dexterity (333 
  gp per character), +1 cloak of protection (83 gp per 
  character), +2 periapt of wisdom (333 gp per character). 
  APL 10: L: 51 gp; C: 25 gp; M: +4 gloves of dexterity (1333 
  gp per character), +1 cloak of protection (83 gp per 
  character), +2 periapt of wisdom (333 gp per character). 
  APL 12: L: 51 gp; C: 25 gp; M: +6 gloves of dexterity (3000 
  gp per character), +1 cloak of protection (83 gp per 
  character), +2 periapt of wisdom (333 gp per character). 
  Development 
  During the combat, Telforq & Dakshi carry out their plan 
  to steal four horses and release the other six, as outlined 
  in the Interlude. Therefore once the combat is 
  concluded, it is likely that the PCs will discover that their 
  horses are missing. At this point, they may hear the 
  neighing of one or more of the six horses coming from 
  the dark. After recovering all six, they PCs should realize 
  that the other four have been stolen.  
  At this point, it is intended that tracking and movement 
  at night are generally so difficult that it would be more 
  advisable to wait until dawn. Higher level parties and 
  those with real determination may not see it this way – in 
  such a case, move to Encounter Five but modify the 
  Encounter to account for the lack of a meeting with the 
  Hextorites. Otherwise, it is presumed (with some huge 
  encouragement from Kai if the characters are not eager) 
  
  Ket6-05 Honest Work  
   
  Page 16 
  that pursuit begins immediately at sunup. If so, proceed 
  to Encounter Five. If the characters have had enough, 
  proceed to Conclusion. 
  It is also possible that sufficiently well-prepared and 
  paranoid parties might attempt to stop both the decoy 
  and the other two at the same time. While this is not a 
  good idea from an EL structure perspective, make every 
  effort to run the combat as best as possible (and attempt 
  to enable Telforq & Dakshi to escape in order to set up a 
  later final combat). 
  Questioning Jira 
  Jira is not a terribly intelligent person and can be 
  questioned by insightful parties. She falls for simple 
  misdirection and knows that Telforq and Dakshi are her 
  friends that they have a hide-out which Jira cannot reveal 
  to outsiders (but she might be tricked into the direction), 
  that they have organized a sale of the horses, and so on. 
  Play her as stupid but loyal. If Jira feels offended or really 
  threatened, she clams up and just refuses to answer any 
  further questions. She firmly believes all she will get is 
  some Stock time for her actions. 
   
  Encounter Five: Help? 
  Dawn comes slowly, a faint glow in the east that 
  gradually dispels the darkness until the moment 
  when a black thread can be distinguished from a 
  white thread. In the distance, a group of riders on the 
  road also appears with the dawn. They stop some 600 
  feet down the road, surveying your caravan and 
  conferring. Suddenly they ride forward again and the 
  light of morning glints off a shield bearing the 
  emblem of a mailed fist grasping arrows.  
  A DC 11 Knowledge Religion to recognize the symbol as 
  the Church of Hextor. Further a DC 15 Knowledge (local 
  VTF) or Knowledge (Religion) check to know about the 
  reinstatement of Hextorites as a state religion.  
  Characters with a home region of Ket or worshippers of 
  Heironeous receive a +5 circumstance bonus on this 
  check. 
  The approaching force numbers 12, composed of 
  Limthal, a young priest of Hextor and 11 elite Hextorite 
  Guards. (See Adventure Background for information on 
  Limthal and the Church of Hextor in Ket.) This meeting 
  is not entirely fortuitous – Limthal has been casting 
  divinations to find out how to best ingratiate himself 
  with the authorities and further his case to become a 
  Jurat.  
  Limthal is very arrogant and overbearing, although he 
  does ask questions given that he is not familiar with what 
  has transpired. He and his guards willingly take charge of 
  any prisoners if they are offered. 
  Meeting and Interacting with Limthal 
  Limthal, if informed of the situation, immediately 
  expresses an interest in pursuing the horse thieves 
  (shock, horror!). It is a DC 12 Sense Motive check to 
  realize that he has more interest in this case than merely 
  tracking down horse thieves but he does not reveal more 
  unless magical coercion is utilized.  
  Pursuit and the Law  
  Under Ket law, any who wish to assist in the capture of 
  those who have stolen horses (which, as noted before, is a 
  very serious crime in Ket) need the permission of the 
  victim or the matter must be left to the Threshers. This is 
  to prevent vigilantism (an extremely chaotic concept) 
  when people get riled over the thought of horses being 
  stolen. Giving permission is usually just a formality and is 
  usually granted by the owner without a second thought. 
  In this case, however, Kai has obvious reservations about 
  the Hextorites and prefers the PCs. 
  Quite simply, Kai is horrified at the possibility of the 
  Hextorites helping in this matter. He does nothing to 
  hide his dislike for the Hextorites (there being nothing 
  in the law indicating that he has to like them, state 
  religion or not). He expressly asks the PCs in front of the 
  Priest to pursue the horse thieves on his behalf – and he 
  also expressly states that he will grant this right to 
  nobody else.  
  It is a DC 26 Sense Motive check to note that there is 
  something more than just dislike for the Priest of Hextor 
  behind this. Kai refuses to discuss this with the PCs and 
  direct questioning increases the DC 36 Sense Motive 
  check to when he tells them that he fears for the “motives 
  of the Priest”. Making this particular second check 
  reveals that his worry has nothing to do with the Priest 
  but rather something about the horses themselves. 
  Nothing more specific can be gleaned from him. 
  Note that if the PCs have no desire to await the coming of 
  morning, Kai first states that he wishes for them to be the 
  ones to retrieve the horse—them and no one else. 
  Without the Hextorites present, he makes this statement 
  Unflustered, and the PCs must make a DC 36 Sense 
  Motive check. He also makes a statement that professes 
  an admiration for the PCs and their good deeds to date. 
  Making separate Successful Sense Motive Checks on 
  these two statements reveals that Kai is worried about 
  something more than the loss of the horses or the PCs 
  succeeding.  
  
  Ket6-05 Honest Work  
   
  Page 17 
  No matter whether or not the PCs leave before the arrival 
  of the Priest of Hextor, Kai is still very deliberate about 
  asking for their assistance in hunting down and 
  returning his horses. He makes no requests for the 
  prisoners and is not concerned about any punishment for 
  them – he is overly preoccupied with his horses.  
  Conflict with the Hextorites (or not) 
  As an authorized and official representative of a state 
  religion (and his guards), the Hextorites may prove as 
  arrogant and as evil as one might expect from 
  representatives of the Herald of Hell, but they are lawful 
  to the core. They do not, under any circumstances, start 
  any conflicts, nor will they give the PCs any justifiable 
  reason to start a fight. However, if the PCs start 
  something, they will not back away from a fight, and will 
  defend themselves vigorously—using only non-lethal 
  force. Moreover, when the fight is finished, they will 
  press charges for any and all infractions of Ket law! 
  If the Hextorites are attacked in any fashion, see 
  Appendix 3 for the laws of Ket. If any PC participates in 
  an attack on the Hextorites, no AR Award except 
  Lawbreaker can be given. (“Participation” is adjudicated 
  by the DM and is not limited to committing damage). If 
  laws are broken, the Jurat in charge will be Limthal 
  himself—since his appointment will have come through 
  just in time to hear this case. Although Limthal will allow 
  mitigating circumstances to be used as the law allows, he 
  will also ensure that enough witnesses are brought 
  forward—those witnesses being his own men, of 
  course—that the PCs’ mitigating circumstances used in 
  their defense will be effectively shredded. (See 
  Encounter Seven Trial by Jurat for more details.) 
  Note that if Limthal is killed by the PCs, then he will be 
  resurrected by the Church of Hextor, since he is such an 
  important part of their plans in Ket. He will therefore 
  reappear in the adventure as the jurat at their trial for his 
  own murder. 
  Limthal and Ket’s new political factions 
  The two new political factions of Ket—the Balance Trust 
  and the Fervent Faction—might hold a tremendous 
  attraction for Limthal, but he has been expressly 
  forbidden from entertaining any thoughts of alliance or 
  joining by his superiors because they wish to better assess 
  these two new factions in Ket before making any 
  commitments. As a result, Limthal will grant no favors or 
  benefits to friends or enemies of either faction. 
  What if the Thieves were all caught before the 
  Hextorites arrived? 
  It is possible that all of the horse thieves, despite their 
  precautions, were caught during the attempt on the 
  caravan. If that is the case, Limthal insists upon escorting 
  the prisoners back to the nearest Jurat (since he is 
  reasonably sure he will be appointed to the role). He is 
  certainly willing to let the PCs do the main job of 
  escorting them back to a jurat (since he has no official 
  capacity at this point in time) but is pointed about staying 
  present for “security” reasons. 
  Development  
  It is presumed that the PCs wish to pursue the horse 
  thieves in the daylight (without the help of the 
  Hextorites.) If so, proceed to Encounter Six: Pursuit! 
  If they do not chase the thieves, the thieves are 
  eventually captured and the PCs are called as witnesses at 
  the trial— proceed to Encounter Seven: Trial by Jurat.  
  Encounter Six: Pursuit 
  Terrain  
  Terrain in the area is considered firm ground for the 
  purposes of calculating Tracking DCs. 
  Timing 
  Unless there is an unusual development, the horse 
  thieves have a head start of approximately 3½ hour by 
  first light. This could be increased to 4½ hours if wizards 
  and priests have a need to pray for spells cast the previous 
  day (but not any cast during the last Encounter, since 
  this has been too soon). 
  For each hour or part thereof the characters pursue, 
  they must make a Pursuit check, using the following 
  bonuses and modifiers. Luckily, the horse thieves are 
  moving slower than most parties, attempting to hide or 
  cover their tracks – these checks represent the time that 
  is taken to catch up. They are, however, using a lot of 
  cover and making a lot of switchbacks and erratic moves 
  to throw off pursuit (including scentbreakers and the 
  like), so if the PCs simply fly along the route at top speed, 
  they will not find them.  
  Failure at a check means the party does not gain any 
  distance that hour (the time difference does not change). 
  If the party does, in fact, stop for an extended period of 
  time, assess time penalties. 
  A determined party should be able to succeed, with some 
  perseverance, as well as some luck or outdoor skills. 
  
  Ket6-05 Honest Work  
   
  Page 18 
  Pursuit modifiers (use slowest in party) 
  20 ft or worse 
  -2 
  25-30 ft 
  +0 
  35-40 ft 
  +2 
  45+ ft 
  +4 
   
  Tracking Modifiers (take highest for ranks – 
  cumulative circumstance modifiers) 
  Able to track at full speed 
  +2 
  4 or more ranks of Survival with Track Feat 
  +2 
  8 or more ranks of Survival with Track Feat 
  +4 
  12 or more ranks of Survival with Track Feat 
  +6 
   
  Intelligence Modifier (use the best intelligence 
  modifier in the party) 
  +1 to +2 
  +2 
  +3 to +4 
  +4 
  +5 or greater 
  +6 
   
  Miscellaneous 
  Modifiers 
  (cumulative, 
  per 
  modifier, but only applied once per modifier per 
  party regardless of the number of PCs who have 
  the correct skill or prestige class) 
  5 or more ranks of: Handle Animal, 
  Knowledge 
  (geography), 
  Knowledge 
  (nature), Ride, Spot, Survival 
  +2 
  Good Pursuit idea(s) (discretion of DM) 
  Max +4 
  Levels in Prestige Classes: Animal Lord 
  (Horse Lord only), Beastmaster, Cavalier, 
  Master of Many Forms (if assuming a horse 
  during the pursuit), Wild Plains Outrider 
  +2 
   
  The check is a Wisdom check and may only be modified 
  by the above items. Other players cannot assist with this 
  roll. However, any good ideas can certainly have in 
  impact as noted above, and all of the various skills and 
  contributions of the party are helpful. 
  The DC for this test is 10 + twice the APL + number of 
  hours behind. In other words, the longer it is left the 
  harder this becomes…and yes, the thieves do get better 
  and more practiced at hiding their tracks and at higher 
  levels. Characters can take a 10 on the check but a 20 is 
  not possible. 
  Troubleshooting the Pursuit 
  It is entirely possible that high-level parties might have 
  some means of directly finding or otherwise locating the 
  remaining two thieves. In such a case, allow matter to 
  proceed immediately to the final combat. 
  In other cases, reward perseverance. If the characters are 
  dedicated to finding and retrieving the horses and do not 
  give up after six (6) failures, reward them by reducing the 
  DC after 6 hours by 4 for each hour—the thieves get 
  sloppy, having succeeded to that point with no 
  repercussions. Note that the thieves do stop after 8 hours 
  for rest, being unwilling to risk fatigue or exhaustion, but 
  the PCs may have to risk these penalties to continue. 
  The terrain is very diverse on this route and constant 
  tracking and spotting is needed for the entire journey. 
  There is no one kind of dirt, rock, tree or dirt through 
  which the horse thieves head if that is of any 
  significance. 
  Failure 
  Parties without tenacity or skills may not succeed. If that 
  happens, do not continue needlessly with the exercise. 
  Presume that others capture the horse thieves and move 
  to Encounter Seven. 
  Success 
  If the party succeeds in catching the thieves, the thieves 
  make their stand with full knowledge of the PCs 
  approaching, 
  unless 
  the 
  adventurers 
  are 
  taking 
  extraordinary precautions. In general, allow any hour per 
  level spells to be functional at all times and employ all 
  minute per level spells as buff spells when desired. Spells 
  that are only rounds per level should only be used just 
  before combat (one round before at most). 
  The horse thieves are not looking to talk or discuss – they 
  know the price of horse rustling in Ket, and willingly 
  enter combat. 
  Encounter Distance 
  The standard starting distance for combat is 300 feet. The 
  terrain is open, rolling treeless pasture, unless 
  circumstances of the chase dictate otherwise.  
  The pursuit was a long affair and both sides should be 
  well aware of the other unless very stringent precautions 
  are taken – reward excellent ideas by cutting down the 
  starting distance and preparation time for the thieves. 
  
  Ket6-05 Honest Work  
   
  Page 19 
  Tactics 
  The thieves are intelligent and make the best use of this. 
  They have spells and employ them to buff themselves 
  and attempt battlefield control. The thieves are willing to 
  use lethal damage but only to drive away their enemies – 
  not to kill, since they only want to escape. (Even the 
  animal companions and summoned creatures operate 
  under these strictures) If they can do so reasonably, they 
  switch to non-lethal damage as much as possible. 
  Although not always effective (they sometimes run the 
  risk of killing people on a truly mighty blow), they make 
  an effort. They only make this effort against opponents 
  who might be citizens of Ket (humans, dwarves, 
  halflings, gnomes and half-orcs). They will use lethal 
  combat against elves, asherati or centaurs without 
  compunction, since the legal penalty is about the same as 
  stealing an expensive vase. 
  At those APLs where Telforq has the Augment 
  Summoning feat, there are two listed creatures with the 
  template applied in Appendix One – these are his 
  favorite choices in most situations (one is designed to be 
  able to fly, the other for ground combat). They are by no 
  means the required choices (he is not limited in any way) 
  but they are there for ease of use. 
  Where possible, the villains try to gang up on a single 
  target and use summoned creatures and the like to 
  distract and deal with other PCs during this time.  
  Animal Companions/Bonded Mounts 
  The two thieves have a weakness for animals. They make 
  no aggressive moves against creatures and prefer to 
  attempt to remove them from combat by non-violent 
  means (entangle, solid fog, etc.). At no point will they 
  consider lethal damage against any animal, even if they 
  are on the receiving end of lethal damage from said 
  creatures. 
  Opponents (each has an animal companion listed in 
  Appendix One. They are specifically war-trained, with 
  fetch, guard, perform tricks. Where they gain 
  additional tricks, they also have flank, non-lethal and 
  no others) 
  APL 2 (EL 5) 
  Dakshi; War1/Rgr1/Drd1; Female Human; hp 24; See 
  Appendix One; 
  Telforq; 
  War1/Wiz2 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog1: Male Human; hp 33; See Appendix One 
  APL 4 (EL 7) 
  Dakshi; War1/Rgr1/Drd3; Female Human; hp 38; See 
  Appendix One; 
  Telforq; 
  War1/Wiz3 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2: Male Human; hp 44; See Appendix One 
  APL 6 (EL 9) 
  Dakshi; 
  War1/Rgr2/Drd3/Beastmaster1; 
  Female 
  Human; hp 53; See Appendix One; 
  Telforq; 
  War1/Wiz5 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2: Male Human; hp 54; See Appendix One 
  APL 8 (EL 11) 
  Dakshi; 
  War1/Rgr2/Drd5/Beastmaster1; 
  Female 
  Human; hp 67; See Appendix One; 
  Telforq; 
  War1/Wiz5 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2/Geometer2: Male Human; hp 64; See 
  Appendix One 
  APL 10 (EL 13) 
  Dakshi; 
  War1/Rgr2/Drd5/Beastmaster2/WildPlainsOutrider1; 
  Female Human; hp 82; See Appendix One; 
  Telforq; 
  War1/Wiz7 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2/Geometer2: Male Human; hp 87; See 
  Appendix One 
  APL 12 (EL 15) 
  Dakshi; 
  War1/Rgr2/Drd5/Beastmaster2/WildPlainsOutrider3; 
  Female Human; hp 96; See Appendix One; 
  Telforq; 
  War1/Wiz9 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2/Geometer2: Male Human; hp 99; See 
  Appendix One 
  Treasure:  
  APL 2: L: 84 gp; C: 25 gp; M: +1 leather armor with riding 
  straps (100 gp per character), scroll of shield * 3 (2 gp per 
  character * 3), wand of expeditious retreat (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 2 ( 83 gp per 
  character * 2). 
  APL 4: L: 83 gp; C: 25 gp; M: +1 leather armor with riding 
  straps (100 gp per character), scroll of shield * 3 (2 gp per 
  character * 3), wand of expeditious retreat (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 2 ( 83 gp per 
  character * 2), +1 heavy wooden shield (96 gp per 
  character), +1 vest of resistance * 2 (83 gp per character * 
  2), pearl of power, 2
  nd level (333 gp per character), +1 ring 
  of protection (166 gp per character). 
  APL 6: L: 83 gp; C: 25 gp; M: +1 leather armor with riding 
  straps (100 gp per character), scroll of shield * 3 (2 gp per 
  
  Ket6-05 Honest Work  
   
  Page 20 
  character * 3), wand of expeditious retreat (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 4 ( 83 gp per 
  character * 4), +1 heavy wooden shield (96 gp per 
  character), +1 vest of resistance (83 gp per character), 
  pearl of power, 2
  nd level (333 gp per character), +1 ring of 
  protection (166 gp per character), +2 vest of resistance 
  (333 gp per character), +1 scimitar (192 gp per character), 
  +1 amulet of natural armor (166 gp per character), +2 
  gloves of dexterity (333 gp per character). 
  APL 8: L: 83 gp; C: 25 gp; M: +1 leather armor with riding 
  straps (100 gp per character), scroll of shield * 3 (2 gp per 
  character * 3), wand of expeditious retreat (62 gp per 
  character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 4 ( 83 gp per 
  character * 4), +1 heavy wooden shield (96 gp per 
  character), +1 vest of resistance (83 gp per character), 
  pearl of power, 2
  nd level (333 gp per character), +1 ring of 
  protection (166 gp per character), +2 vest of resistance 
  (333 gp per character), +1 merciful scimitar (692 gp per 
  character), +1 amulet of natural armor (166 gp per 
  character), +2 gloves of dexterity (333 gp per character), 
  +2 headband of intellect (333 gp per character), +2 amulet 
  of health (333 gp per character). 
  APL 10: L: 83 gp; C: 25 gp; M: +1 leather armor with 
  riding straps (100 gp per character), scroll of shield * 3 (2 
  gp per character * 3), wand of expeditious retreat (62 gp 
  per character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 4 ( 83 gp per 
  character * 4), +1 heavy wooden shield (96 gp per 
  character), pearl of power, 2
  nd level (333 gp per character), 
  +1 ring of protection (166 gp per character), +2 vest of 
  resistance * 2 (333 gp per character * 2), +1 merciful 
  scimitar (692 gp per character), +1 amulet of natural 
  armor (166 gp per character), +2 gloves of dexterity (333 
  gp per character), +4 headband of intellect (1333 gp per 
  character), +2 amulet of health (333 gp per character), +2 
  periapt of wisdom (333 gp per character), +2 ring of 
  protection (667 gp per character). 
  APL 12: L: 83 gp; C: 25 gp; M: +1 leather armor with 
  riding straps (100 gp per character), scroll of shield * 3 (2 
  gp per character * 3), wand of expeditious retreat (62 gp 
  per character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 4 ( 83 gp per 
  character * 4), +1 heavy wooden shield (96 gp per 
  character), pearl of power, 2
  nd level (333 gp per character), 
  +1 ring of protection (166 gp per character), +2 vest of 
  resistance (333 gp per character), +1 merciful scimitar 
  (692 gp per character), +1 amulet of natural armor (166 gp 
  per character), +2 gloves of dexterity (333 gp per 
  character), +6 headband of intellect (3000 gp per 
  character), +2 amulet of health (333 gp per character), +2 
  periapt of wisdom (333 gp per character), +2 ring of 
  protection (667 gp per character), +4 belt of giant 
  strength (1333 gp per character), +3 vest of resistance 
  (750 gp per character). 
  Developments 
  Capture the horse thieves 
  If the characters capture the horse thieves, proceed to 
  Encounter Seven.  
  Kill the horse thieves 
  Should the thieves be dead, the trial is held, the thieves 
  are found guilty, but since they are beyond punishment, 
  (at least for the moment, Raise Dead notwithstanding) 
  they are given suspended sentences (which will be 
  reinstated if they are returned to life by some means).  
  Capture or kill horse thieves and break Ket laws 
  Note that any lethal force or other breaches of the law are 
  brought to the attention of the Threshers and Jurats in 
  this case. PCs who might be guilty may escape from trial 
  and punishment at this point but will forfeit all gp in this 
  adventure and must write “Ket (fugitive)” on all ARs 
  under Home Region from this point forward.  
  Captured or charged PCs stand trial during Encounter 
  Seven – Trial by Jurat.  
  Horse thieves escape 
  If the horse thieves escaped the characters, they are still 
  tracked down later but not before they have sold the 
  horses. They still stand trial but all of the evidence is 
  missing. This is taken into account in the trial section. 
  Proceed to Encounter Seven – Trial by Jurat. 
  Capture thieves but don’t wish to attend trial 
  Anyone not wishing to attend may proceed to 
  Conclusion. 
  Character death & other bad things  
  At APL 10 and 12 it is quite possible that the combat will 
  have severe consequences for one or more characters. 
  Luckily Limthal and his guards have been pursuing the 
  thieves even without Kai’s permission. (Although they 
  cannot arrest the horse thieves for their current actions, 
  they can always bring them in to determine if they have 
  broken the law before). As a result, Limthal arrives within 
  two minutes of the fight and is willing to use his wand of 
  restoration as the party desires (like a true Hextorite, 
  Limthal will charge standard rates for the spells used). If 
  the character has the gratitude of Hextor from Ket3-07 
  Bounty Hunt as indicated by the AR reward granting 
  access to Vicious weapon upgrade, Limthal uses the wand 
  without charge on that character. If his offer is refused or 
  payment not made, Limthal does not assist.  
  
  Ket6-05 Honest Work  
   
  Page 21 
  Limthal is likewise willing to use two favors that he 
  possesses to heal any character who can likewise pay for 
  this benefit. These favors are similar to AR awards and do 
  indeed come directly from Hextor, a fact he does not 
  hide nor wish to obscure. 
  It takes 3 hours to reach the town of Kiv, a moderately 
  large village housing the Bey of Kivaq and a very 
  successful bosq production facility, with any appropriate 
  checks made during this time. 
   
  Encounter Seven: Trial by 
  Jurat 
  If PCs Pursued the Horse Thieves 
  Now the issue of a trial arises. Kai is adamant that the 
  prisoners must be tried according to the laws of the 
  land and it takes some time to make the 
  arrangements. Everything is now ready – the Jurat 
  who will be presiding is apparently quite eager to get 
  started and everyone with any involvement in this 
  matter is expected to attend. 
  If PCs did not pursue the Horse Thieves, or failed to 
  capture them, or stopped pursuing 
  Later that week, a rider approaches and advises Kai 
  that thieves have been caught, although the horses 
  were not recovered. Now the issue of a trial arises. Kai 
  is adamant that the prisoners must be tried according 
  to the laws of the land and it takes some time to make 
  the arrangements. Everything is now ready – the 
  Jurat who will be presiding is apparently quite eager 
  to get started and everyone with any involvement in 
  this matter is expected to attend. 
  Note: If there is sufficient time or interest, feel free to 
  roleplay many parts of this Encounter. It is not 
  absolutely necessary, however, and many parts of this can 
  be storyboarded i.e. quickly narrated if time dictates a 
  faster solution. 
  Kai wants the horse thieves punished as soon as 
  possible—he does consider the possible implications of 
  the trial and is mostly concerned about punishing those 
  who would remove his valuable merchandise and, at the 
  same time, he sees it as yet another way to draw attention 
  to the PCs and away from him). To that end, he seeks out 
  the closest village with a Jurat – generally one that might 
  have a Bey in attendance since the nobles of Ket 
  frequently have Jurats stationed in close proximity. 
  Using his knowledge of the route, he knows that the 
  closest location fitting this description is Kiv, a 
  moderately large village housing the Bey of Kivaq and a 
  very successful bosq production facility. 
  Kiv is 3 hours away. Anyone advised of the location can 
  make a DC 15 Knowledge (local – VTF) check to realize 
  that the village Jurat was recently promoted. As result, a 
  new Jurat has just been appointed. In fact, the new 
  appointment is Limthal, the Priest of Hextor, one of the 
  first Hextorites ever appointed to the post, but the PCs 
  won’t realize this until they go to the trial. 
  The Kilar Representative 
  The Bey of Kilar, hearing of the situation through rapid 
  Archon-based communications (his horses are involved, 
  after all) sends a representative to the trial immediately. 
  The representative, Ashif, arrives the morning of the trial 
  and requests a meeting with the characters. 
  Ashif is a quiet and polite young man who is interested in 
  the well-being of both the horses and Kai. He can 
  confirm that all of the horses were purchased legally, that 
  Kai did indeed save the life of the Bey’s son, and that Kai 
  is both respected and admired in the beyship of Kilar. 
  If any PC made every effort to protect the horses and 
  catch the horse thieves, Ashif is most appreciative of this 
  fact and makes it clear that he admires the PC for living 
  up to the standards of Baklunish society. In gratitude, 
  Ashif offers this PC the AR Award Shares in Kilar 
  Breeding Stock. However, he does not offer this reward 
  if the PC personally injured any Ad’vashda mares (but the 
  PC is not blamed for the actions of others), nor is the 
  reward offered if the PC did not choose to pursue the 
  thieves, gave up pursuing the thieves or failed to capture 
  the thieves when given an opportunity.  
  The Horse Theft Trial Itself 
  The day of the trial finally arrives. As important 
  witnesses, you are shown to seats at the front of the 
  courtroom. A Thresher enters the room, and in a flat 
  unenthusiastic monotone, announces the entry of the 
  presiding Jurat. The door behind the bench opens, 
  and in walks Limthal, the Hextorite priest, dressed in 
  the robes of a Jurat. He sits down and looks around 
  the courtroom, baring his teeth in an arrogant smile, 
  clearly savoring his new role. You notice two mullahs 
  of the True Fait, there as officers of the court, 
  watching 
  his 
  every 
  move 
  with 
  disapproval, 
  murmuring tersely to one another. It is clear that 
  they are very unhappy that someone other than a 
  Mullah has been made a Jurat in their courtroom.  
  For ease of reference, Appendix Three contains all the 
  relevant laws in Ket and the applicable punishments. 
  
  Ket6-05 Honest Work  
   
  Page 22 
  Two lawyers are present, one for the accused and one for 
  Kai. Characters with ranks in Profession (lawyer) may 
  take over either of these roles if they desire. Lawyers in 
  Ket do not govern the questioning or make the cases – 
  they are there simply to advise their clients about legal 
  rights and to “suggest” questions of the Jurat. The Jurat 
  determines the direction of the entire trial and is the only 
  authority in the courtroom. 
  Three zones of truth are cast for the duration of the 
  questioning, as well a detect lies. These are all cast by the 
  mullahs for Limthal. The DC in all cases is 15. Characters 
  may choose to resist or not as they desire, recognizing 
  that the mullahs cannot actually discern if the zones have 
  worked or not. 
  The trial of the horse thieves is quick. They are each 
  questioned in turn and reveal everything to the best of 
  their knowledge – they want to attempt to mitigate their 
  crime and use this method to effectively throw 
  themselves on the (minimal) mercy of the court. 
  The next step is questioning the PCs and any other 
  witnesses. Their names, positions and any honors or high 
  positions they hold in Ket are requested. Then they are 
  asked for any details they can provide about the 
  circumstances. This is an opportunity to see how the PCs 
  react to the situation and what they say.  
  The final step is to question Kai. Here, things get a bit 
  interesting. During the line of questioning, he is asked if 
  he was undertaking lawful commerce in Ket (a typical 
  question to confirm the background). When he answers 
  yes, the mullah with detect lies active looks surprised and 
  then confers immediately with the Jurat. Anyone 
  watching may make a DC 15 Listen or Spot Check to 
  overhear/lip-read that the Mullah confirms Kai lied 
  about this point. Limthal calls for a quick recess in 
  confusion, then discusses the situation with the two 
  Mullahs about the law. An eventual decision is reached 
  that this lack of lawful commerce did not actually impact 
  upon the facts of this trial as it stands and it may 
  continue. 
  Upon his return, the trial commences again and reaches a 
  conclusion. The horse thieves are convicted and 
  sentenced appropriately – consult Appendix Three – 
  Laws of Ket, cross-reference the crime to the 
  punishment. For instance, if the thieves stole horses but 
  only did non-lethal damage, they will be sentenced to 52 
  TUs (1 year) in the stocks. Doing lethal damage to a 
  citizen will add to this time, etc. Once you have 
  determined 
  the 
  sentence, 
  Limthal 
  makes 
  a 
  pronouncement, and the thieves are removed in chains. 
  Then Limthal turns his attention to Kai (and any PCs that 
  broke the law). 
  Kai is charged 
  Kai is charged after the trial with illegal commerce in 
  Ket. The initial charge is deliberately vague and only 
  through later that it is determined what he has done – 
  the sapphire smuggling in the horses. If the horses were 
  not recovered, the details about this smuggling are not 
  entirely known and it is only indicated that he 
  “performed deeds unbecoming a merchant”. As legal 
  discussions go, pretty weak but that is the extent to 
  which the authorities wish to discuss the matter. 
  Note that the cover for this operation is actually entirely 
  legal – Kai did purchase the breeding stock with his own 
  money, he did so legally, and has all the documentation 
  and evidence to support this (and Ashif, the 
  representative from the Bey of Kilar can confirm this 
  fact). Since there is substantial confusion over where this 
  charge should be prosecuted or what it should actually 
  be, he is remanded into custody to the capital (Lopolla), 
  where the High Jurats (the senior level of judges in the 
  country) can make a decision. 
  Kai is not, specifically, charged with horse theft or 
  anything resulting from the Coyote attacks. He did leak 
  the details of his trip to other parties, certainly, but he did 
  not make contractual arrangements for attacks and the 
  Jurats deem this too difficult to prove conclusively. 
  Characters breaking the law 
  Limthal is also present to punish any PCs who have 
  broken the laws of Ket (see Appendix Three). This 
  should be done quickly so as to not detract from the 
  overall Encounter but ensure it is both fair and 
  impartial— Limthal does not allow people to testify at 
  length, being more concerned about seeing the law 
  enforced (even enforced harshly). He may be evil, but he 
  is also very lawful and is aware that all eyes in the 
  courtroom—especially the Mullahs—are on him. If he 
  does not follow the letter of the law, his appointment to 
  the bench may be a short one; he therefore does not allow 
  personal feelings to dominate any decisions, and will 
  allow standard mitigating circumstances and Diplomacy 
  checks to minimize or reduce sentencing. If any of the 
  PCs verbally abused Limthal in earlier encounters, apply 
  a -4 circumstance penalty to the application of mitigating 
  circumstances. Any foreigners—that is, non-Ketites—
  making such proposals will also make their check at -4.  
  If the PCs have been charged with assaulting Limthal or 
  his men in an earlier encounter, and attempt to use 
  mitigating circumstances, Limthal will ensure that 
  witnesses are brought forward—those being his own 
  men—who will testify that there were no justifiable 
  reasons for the assault. Note that the Hextorites are very 
  
  Ket6-05 Honest Work  
   
  Page 23 
  lawful, and will not lie during testimony—however, they 
  will do their best to ensure that they portray the PCs as 
  lawless, shiftless, violent, greedy, barely literate thugs. In 
  the absence of any justifiable reason for the assault, 
  mitigating circumstances will not be allowed in this case.  
  As a DM, check the laws in Appendix Three and assign 
  the appropriate penalties, noting that characters do not 
  have to pay lifestyle costs while in the stocks.  
   
  Conclusion 
  Kai is understandably downcast as he leaves the court, 
  escorted by a pair of hulking Threshers. He asks for 
  permission of the Jurat to say farewell to his horses. 
  Although it is apparent Limthal has no particular 
  reason to allow this, a single glance at a nearby 
  Mullah speaks volumes and permission is granted to 
  Kai—a man’s love for his horses transcends many 
  crimes. After a few moments of contemplation of the 
  small herd, he turns and smiles wryly, asking to be 
  taken away. His days as a merchant are over. 
  The Horses 
  The Ad’vashda mares are returned to the Bey of Kilar at 
  the conclusion of this adventure (minus any that were 
  successfully sold off by the horse thieves.) Although still 
  the property of Kai, he has no means to maintain them 
  while in jail and he agrees when Ashif proposes this 
  solution.  
  Not Hurting the Coyotes In Encounter Two 
  The Druid who ordered the attack notes the good 
  qualities of the PCs and compensates them accordingly, 
  providing they did not cause lethal damage (of any 
  amount) to the coyotes. The PCs automatically obtain 
  maximum gp in this adventure, if they have not reached 
  that level already, and have access to the leather armor 
  marked on the AR, all provided by the Druid through 
  intermediaries. 
  An offer from Kai  
  If the PCs are still on good terms with Kai, he approaches 
  them to ask for their assistance in his future trial. He 
  knows what he did with the horses was wrong but he 
  indicates that more will come out at the trial, details that 
  he wants the PCs to corroborate in a truthful fashion. 
  Specifically, he indicates that he will not ask them to do 
  anything underhanded, illegal or immoral at that time. 
  If they do accept this offer, he in turn arranges to make 
  his Tiny Blue Penguin pendant available to them. This is 
  noted as an AR Award for the characters. This is only 
  proffered if the offer to help Kai in the future is accepted. 
  Members of Xanavade receive special treatment here. 
  Providing they have not attacked Kai with lethal force (or 
  killed him or worse), he automatically provides them 
  with access to the Tiny Blue Penguin Pendant, no 
  matter what they decide about his offer. 
  Stock Time 
  At this point, characters are subject to stock time which 
  should be noted on the AR under Lawbreaker with any 
  amounts sentenced (even in absentia) and served. It is 
  quite possible that characters can flee the law in Ket 
  (there are many possible means) but Ket never forgets… 
  Spellbooks and Archon Benefit 
  If Telforq is captured alive, his Spellbooks are made 
  available to the PCs at the conclusion of the trial as a 
  means of compensating them for their efforts, as noted 
  under the AR Awards. Should characters have not 
  assisted in his capture in any fashion (at the discretion of 
  the DM) these volumes are not available for their 
  purchase. 
  The spellbooks represented are not typical books with a 
  multitude of spells. He is very careful to keep many 
  smaller books to minimize possible loss (he is somewhat 
  obsessive in this regard) and the Archons confiscate 
  most. The Mullahs, however, ensure that the most 
  important books are made available. 
  Any members of the Archon metaorganization receives a 
  discount for purchase of the books, as noted by the price 
  with a * on the AR. All others must expend the higher 
  price. 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Introduction 
  Accept the contract or offer to escort Kai upon his 
  journey through Ket. 
   
  APL 2 30 xp 
   
  APL 4 30 xp 
   
  APL 6 60 xp 
  
  Ket6-05 Honest Work  
   
  Page 24 
   
  APL 8 60 xp 
   
  APL 10 90 xp 
   
  APL 12 90 xp 
  Encounter Two 
  Defeating the coyotes or convincing them to leave 
   
  APL 2 90 xp 
   
  APL 4 150 xp 
   
  APL 6 210 xp 
   
  APL 8 270 xp 
   
  APL 10 330 xp 
   
  APL 12 390 xp 
  Encounter Four 
  Defeating Jira 
   
  APL 2 120 xp 
   
  APL 4 180 xp 
   
  APL 6 240 xp 
   
  APL 8 300 xp 
   
  APL 10 360 xp 
   
  APL 12 420 xp 
  Encounter Five 
  Defeat the horse thieves 
   
  APL 2 150 xp 
   
  APL 4 210 xp 
   
  APL 6 270 xp 
   
  APL 8 330 xp 
   
  APL 10 390 xp 
   
  APL 12 450 xp 
  Story Award 
  Participating in the adventure and generally wanting to 
  pursue the aims of Kai as he set them forth, including 
  pursuing the horse thieves (or stopping them)  
   
  APL 2 15 xp 
   
  APL 4 15 xp 
   
  APL 6 30 xp 
   
  APL 8 30 xp 
   
  APL 10 45 xp 
   
  APL 12 45 xp 
  Story Award 
  Using non-lethal damage on all potential citizens of Ket 
  at all times and generally keeping to the laws of Ket (see 
  Appendix Three for more details)  
   
  APL 2 15 xp 
   
  APL 4 15 xp 
   
  APL 6 30 xp 
   
  APL 8 30 xp 
   
  APL 10 45 xp 
   
  APL 12 45 xp 
  Discretionary roleplaying award 
   
  APL 2 30 xp 
   
  APL 4 30 xp 
   
  APL 6 60 xp 
   
  APL 8 60 xp 
   
  APL 10 90 xp 
   
  APL 12 90 xp 
  Total possible experience: 
   
  APL 2 450 xp 
   
  APL 4 675 xp 
   
  APL 6 900 xp 
   
  APL 8 1125 xp 
   
  APL 10 1375 xp 
   
  APL 12 1525 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  
  Ket6-05 Honest Work  
   
  Page 25 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate.  
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Two:  
   
  APL 2: Loot: 0 gp; Coin: 125 gp; Magic: 0 gp. 
   
  APL 4: Loot: 0 gp; Coin: 175 gp; Magic: +2 leather 
  armor (only if Coyotes skinned) 0 gp value. 
   
  APL 6: Loot: 0 gp; Coin: 225 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 275 gp; Magic: +3 leather 
  armor (only if Coyotes skinned) 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 325 gp; Magic: +4 leather 
  armor (only if Coyotes skinned) 0 gp. 
   
  APL 12: Loot: 0 gp; Coin: 375 gp; Magic: 0 gp. 
  Encounter Four:  
   
  APL 2: L: 51 gp; C: 25 gp; M: 0 gp. 
   
  APL 4: L: 51 gp; C: 25 gp; M: +2 gloves of dexterity 
  (333 gp per character). 
   
  APL 6: L: 51 gp; C: 25 gp; M: +2 gloves of dexterity 
  (333 gp per character), +1 cloak of protection (83 gp per 
  character). 
   
  APL 8: L: 51 gp; C: 25 gp; M: +2 gloves of dexterity 
  (333 gp per character), +1 cloak of protection (83 gp per 
  character), +2 periapt of wisdom (333 gp per character). 
   
  APL 10: L: 51 gp; C: 25 gp; M: +4 gloves of dexterity 
  (1333 gp per character), +1 cloak of protection (83 gp per 
  character), +2 periapt of wisdom (333 gp per character). 
   
  APL 12: L: 51 gp; C: 25 gp; M: +6 gloves of dexterity 
  (3000 gp per character), +1 cloak of protection (83 gp per 
  character), +2 periapt of wisdom (333 gp per character). 
  Encounter Six: 
   
  APL 2: L: 84 gp; C: 25 gp; M: +1 leather armor with 
  riding straps (100 gp per character), scroll of shield * 3 (2 
  gp per character * 3), wand of expeditious retreat (62 gp 
  per character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 2 ( 83 gp per 
  character * 2). 
   
  APL 4: L: 83 gp; C: 25 gp; M: +1 leather armor with 
  riding straps (100 gp per character), scroll of shield * 3 (2 
  gp per character * 3), wand of expeditious retreat (62 gp 
  per character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 2 ( 83 gp per 
  character * 2), +1 heavy wooden shield (96 gp per 
  character), +1 vest of resistance * 2 (83 gp per character * 
  2), pearl of power, 2
  nd level (333 gp per character), +1 ring 
  of protection (166 gp per character). 
   
  APL 6: L: 83 gp; C: 25 gp; M: +1 leather armor with 
  riding straps (100 gp per character), scroll of shield * 3 (2 
  gp per character * 3), wand of expeditious retreat (62 gp 
  per character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 4 ( 83 gp per 
  character * 4), +1 heavy wooden shield (96 gp per 
  character), +1 vest of resistance (83 gp per character), 
  pearl of power, 2
  nd level (333 gp per character), +1 ring of 
  protection (166 gp per character), +2 vest of resistance 
  (333 gp per character), +1 scimitar (192 gp per character), 
  +1 amulet of natural armor (166 gp per character), +2 
  gloves of dexterity (333 gp per character). 
   
  APL 8: L: 83 gp; C: 25 gp; M: +1 leather armor with 
  riding straps (100 gp per character), scroll of shield * 3 (2 
  gp per character * 3), wand of expeditious retreat (62 gp 
  per character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 4 ( 83 gp per 
  character * 4), +1 heavy wooden shield (96 gp per 
  character), +1 vest of resistance (83 gp per character), 
  pearl of power, 2
  nd level (333 gp per character), +1 ring of 
  protection (166 gp per character), +2 vest of resistance 
  (333 gp per character), +1 merciful scimitar (692 gp per 
  character), +1 amulet of natural armor (166 gp per 
  character), +2 gloves of dexterity (333 gp per character), 
  
  Ket6-05 Honest Work  
   
  Page 26 
  +2 headband of intellect (333 gp per character), +2 amulet 
  of health (333 gp per character). 
   
  APL 10: L: 83 gp; C: 25 gp; M: +1 leather armor with 
  riding straps (100 gp per character), scroll of shield * 3 (2 
  gp per character * 3), wand of expeditious retreat (62 gp 
  per character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 4 ( 83 gp per 
  character * 4), +1 heavy wooden shield (96 gp per 
  character), pearl of power, 2
  nd level (333 gp per character), 
  +1 ring of protection (166 gp per character), +2 vest of 
  resistance * 2 (333 gp per character * 2), +1 merciful 
  scimitar (692 gp per character), +1 amulet of natural 
  armor (166 gp per character), +2 gloves of dexterity (333 
  gp per character), +4 headband of intellect (1333 gp per 
  character), +2 amulet of health (333 gp per character), +2 
  periapt of wisdom (333 gp per character), +2 ring of 
  protection (667 gp per character). 
   
  APL 12: L: 83 gp; C: 25 gp; M: +1 leather armor with 
  riding straps (100 gp per character), scroll of shield * 3 (2 
  gp per character * 3), wand of expeditious retreat (62 gp 
  per character), wand of cure light wounds (62 gp per 
  character), pearl of power, 1
  st level, * 4 ( 83 gp per 
  character * 4), +1 heavy wooden shield (96 gp per 
  character), pearl of power, 2
  nd level (333 gp per character), 
  +1 ring of protection (166 gp per character), +2 vest of 
  resistance (333 gp per character), +1 merciful scimitar 
  (692 gp per character), +1 amulet of natural armor (166 gp 
  per character), +2 gloves of dexterity (333 gp per 
  character), +6 headband of intellect (3000 gp per 
  character), +2 amulet of health (333 gp per character), +2 
  periapt of wisdom (333 gp per character), +2 ring of 
  protection (667 gp per character), +4 belt of giant 
  strength (1333 gp per character), +3 vest of resistance 
  (750 gp per character). 
  Total Possible Treasure  
  APL 2: 450 gp 
  APL 4: 650 gp 
  APL 6: 900 gp 
  APL 8: 1300 gp 
  APL 10: 2300 gp 
  APL 12: 3300 gp 
   
   
  
  Ket6-05 Honest Work  
   
  Page 27 
   
  Appendix One – All APLs 
  Introduction  
   
   
   
   
  Kai 
  Blackstone; 
  Rog7/Exp1/FavoredSoul*1 
  (Oldimarra); CR 8; male human (oeridian); medium 
  humanoid; HD 8d6+8+1d8+1; hp 48; Init +3; Spd 30 ft; 
  AC 18, Touch 14, Flatfooted 15 (+4 for +2 leather 
  armor, +3 dexterity, +1 ring of protection); Base Atk +5; 
  Grp +4; Atk +9 melee (1d6, short sword); Full Atk +9 
  melee (1d6, short sword); SA sneak attack +4d6; SQ 
  evasion, uncanny dodge, trapsense; AL CN; SV Fort +6, 
  Ref +11 Will +9; Str 10, Dex 16, Con 12, Int 14, Wis 10, 
  Cha 16. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +14, 
  Craft 
  (Leatherworking) +13, Bluff +16, Diplomacy +10, 
  Gather Information +10, Handle Animal +9, Intimidate 
  +13, Knowledge (local: VTF) +7, Knowledge (nature) 
  +7, Profession (merchant) +11, Ride +16, Search +12; 
  Sense 
  Motive 
  +11; 
  Blind-Fighting, 
  Iron 
  Will, 
  Quickdraw, Weapon Finesse. 
   
  Spells Known (5/4; DC = 10+spell level); 0 – create 
  water, cure minor wounds, light, mending; 1
  st – cure 
  light wounds, magic weapon, obscuring mist, shield of 
  faith.  
   
  Possessions: baklunish robes (blue and green 
  colors), black turban, daggers (4 – hidden sheaths), 
  daggers (3 visible), short sword, +2 leather armor, +1 
  ring of protection, tiny blue penguin pendant (see AR), 
  +1 cloak of protection. 
   
  Languages: 
  Common, 
  Ancient 
  Baklunish, 
  Dwarven, Velondi  
  * See Appendix Two: New Rules 
  Encounter Three 
   
   
   
   
  Harif: Rog1/War1; CR 1; Medium Humanoid 
  (baklunish human); HD 1d8+2+1d6+2+2; hp 17; Init 
  +2; Spd 30; AC 18 (+2 dexterity, +4 chain shirt, +2 heavy 
  steel shield) touch 12, flat-footed 16; Base Atk +1; Grp 
  +3; Atk +4 melee (1d6+2, masterwork scimitar) or +5 
  ranged (1d8, masterwork light crossbow); Full Atk +4 
  melee (1d6+2, masterwork scimitar) or +5 ranged (1d8, 
  masterwork light crossbow); AL LN; SV Fort +4, Ref 
  +5, Will +2; Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 
  8. 
   
  Skills and Feats: Disable Device +5, Forgery +5, 
  Gather Information +3, Intimidate +3, Knowledge 
  (local – vtf) +5, Open Lock +5, Profession (thresher) +6, 
  Ride +7, Search +5, Sense Motive +2, Spot +4, Use Rope 
  +7; Improved Toughness*, Iron Will. 
   
  Possessions: Masterwork chain shirt, heavy steel 
  shield, masterwork scimitar, cold iron scimitar, 
  scimitar, daggers (4), sap (2), club, masterwork light 
  crossbow, 60 bolts. 
   
  Languages: Common, Ancient Baklunish 
  * see Appendix Two: New Rules Items. 
  Palir: Rog1/Ftr2/War1; CR 3; Medium Humanoid 
  (baklunish human); HD 1d8+2+1d6+2+2d10+4+4; hp 
  35; Init +2; Spd 30; AC 18 (+2 dexterity, +4 chain shirt, 
  +2 heavy steel shield) touch 12, flat-footed 16; Base Atk 
  +3; Grp +5; Atk +7 melee (1d6+3, +1 scimitar) or +7 
  ranged (1d8, masterwork light crossbow); Full Atk +7 
  melee (1d6+3, +1 scimitar) or +7 ranged (1d8, 
  masterwork light crossbow); AL LN; SV Fort +7, Ref 
  +6, Will +3; Str 14, Dex 17, Con 14, Int 12, Wis 10, Cha 
  8. 
   
  Skills and Feats: Disable Device +5, Forgery +5, 
  Gather Information +3, Handle Animal +1, Intimidate 
  +6, Knowledge (local – vtf) +5, Open Lock +5, 
  Profession (thresher) +6, Ride +10, Search +5, Sense 
  Motive +2, Spot +4, Use Rope +7; Dodge, Improved 
  Toughness*, Iron Will, Weapon Focus (Scimitar). 
   
  Possessions: Masterwork chain shirt, heavy steel 
  shield, +1 scimitar, +1 cloak of protection, cold iron 
  scimitar, scimitar, daggers (4), sap (2), club, masterwork 
  light crossbow, 60 bolts. 
   
  Languages: Common, Ancient Baklunish 
  * see Appendix Two: New Rules Items. 
  Encounter Five 
   
   
   
   
  Hextorian Elite Guards; Ftr4; CR 4; male human 
  (baklunish/oeridian); medium humanoid; HD 4d10+8; 
  hp 36; Init +1; Spd 20 ft; AC 21, Touch 12, Flatfooted 20 
  (+9 for +1 full plate, +1 dexterity, +1 ring of protection); 
  Base Atk +4; Grp +7; Atk +9 melee (1d10+6, 
  masterwork heavy flail) or +6 ranged (1d8, masterwork 
  light crossbow); Full Atk +9 melee (1d10+6, 
  masterwork heavy flail) or +6 ranged (1d8, masterwork 
  light crossbow); AL LE; SV Fort +7, Ref +3 Will +4; Str 
  17, Dex 12, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Intimidate +6, 
  Profession (guard) +7, Ride +11 (+13 with military 
  saddle), Sense Motive +3; Cleave, Combat Expertise, 
  
  Ket6-05 Honest Work  
   
  Page 28 
  Iron Will, Power Attack, Weapon Focus (Heavy Flail), 
  Weapon Specialization (Heavy Flail). 
   
  Possessions: daggers (4 – hidden sheaths), daggers 
  (3 visible), masterwork light crossbow, lance, heavy 
  steel shield, masterwork heavy flail, cold iron flail, +1 
  full plate with riding straps, +1 ring of protection, +1 
  cloak of protection.  
   
  Languages: Common, Infernal, Abyssal 
  Limthal, Priest of Hextor and Jurat; Ftr1/Clr7 
  (Hextor, Domains of Evil, Law); CR 8; male human 
  (oeridian); medium humanoid; HD 1d10+2+7d8+14; hp 
  61; Init +1; Spd 20 ft; AC 23, Touch 13, Flatfooted 22 
  (+10 for +2 full plate, +1 dexterity, +2 ring of 
  protection); Base Atk +6; Grp +8; Atk +9 melee (1d10+6, 
  masterwork heavy flail) or +6 ranged (1d8, masterwork 
  light crossbow); Full Atk +9 melee (1d10+6, 
  masterwork heavy flail) or +6 ranged (1d8, masterwork 
  light crossbow); AL LE; SV Fort +7, Ref +3 Will +4; Str 
  14, Dex 12, Con 14, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +13, Handle 
  Animal +4, Intimidate +4, Knowledge (religion) +12, 
  Profession (lawyer) +10, Ride +6 (+8 with military 
  saddle); Cleave, Combat Casting, Power Attack, 
  Weapon Focus (Heavy Flail), Weapon Specialization 
  (Heavy Flail). 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; DC = 
  13+Spell Level, bold are domain spells) 0 – cure minor 
  wounds (2), guidance (2), resistance (2); 1
  st – cure light 
  wounds (2), divine favor, protection from good, shield 
  of faith (2); 2
  nd – augury, bull’s strength, death knell, 
  desecrate, hold person; 3
  rd – blindness/deafness, dispel 
  magic, invisibility purge, magic circle against good; 
  4
  th – divine power, unholy blight. 
   
  Possessions: daggers (4 – hidden sheaths), daggers 
  (3 visible), masterwork light crossbow, lance, heavy 
  steel shield, +1 heavy flail, cold iron flail, +2 full plate 
  with riding straps, +2 ring of protection, +2 cloak of 
  protection, wand of restoration (20 charges). 
   
  Languages: Common, Infernal.  
   
  
  Ket6-05 Honest Work  
   
  Page 29 
  APL 2 
  Encounter Two 
   
   
   
   
  Coyote; CR 1; Medium Animal; HD 3D8+6; 19 hp; Init 
  +2; Move 50 ft; AC 14, touch 12, Flat-footed 12 (+2 
  dexterity, +2 natural); Base Atk +2; Grp +4; Atk +4 
  melee (1d6+3, bite); Full Atk +4 melee (1d6+3, bite); 
  Space/Reach: 5 ft./ 5 ft.; SQ: superior flanking, scent, 
  low-light vision; AL: N; Fort +5, Ref +5 Will +4; Str 14, 
  Dex 15, Con 15, Int 3, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5; Alertness, Iron 
  Will.  
   
  Superior Flanking (Ex): A coyote instinctively 
  goes for flank attacks where possible. When flanking 
  with another coyote, it receives a +4 benefit for such 
  attacks, instead of the regular +2. 
  Encounter Four 
   
   
   
   
  Jira; War1/Rgr1/Mnk2/Ftr1; Female Half Elf; CR 4; 
  Medium Humanoid; HD 4d8+8+1d10+2; 38 hp; Init +3; 
  Move 40 ft; AC 21, touch 17, Flat-footed 18 (+3 
  dexterity, +2 wisdom, +4 mage armor, +2 deflection); 
  Base Atk +4; Grp +6; Atk +7 melee (1d6+2, unarmed 
  strike) or +8 ranged (1d8+2, masterwork composite (+2 
  str) longbow); Full Atk +7 melee (1d6+2, unarmed 
  strike) or +8 ranged (1d8+2, masterwork composite (+2 
  str) longbow); Space/Reach: 5 ft./ 5 ft.; SQ: wild 
  empathy, half-elven traits, low-light vision, unarmed 
  attack, flurry of blows, favored enemy (humans); AL: 
  LN; Fort +11, Ref +8, Will +5; Str 14, Dex 17, Con 14, 
  Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +7, Tumble +9, Survival +5; 
  Ascetic Hunter*, Dodge, Combat Reflexes, Power 
  Attack, Stunning Blow, Tracking, Weapon Finesse.  
   
  Possessions: Masterwork composite (+2 str) 
  longbow, 40 arrows, dagger (4), grappling hook, 50’ 
  hemp rope, backpack. 
   
  Spells in Effect: mage armor (1 hr remaining), 
  longstrider (from scroll – 1 hr remaining), shield of 
  faith (2 minutes remaining). All spells at 3
  rd level but 
  Shield of Faith extended.  
  *New Rule, See Appendix Two. 
  Encounter Five 
   
   
   
   
  Dakshi; War1/Rgr1/Drd1; Female Human; Humanoid 
  (Baklunish); CR 2; HD 3d8+6; 24 hp; Init +2; Move 30 
  ft.; AC 17, touch 12, flat-footed 15 (+3 for +1 leather, +2 
  dexterity, +2 heavy wooden shield); Base Atk +2; Grp 
  +2; Atk +3 melee (1d6, masterwork scimitar) or +4 
  ranged (1d8, composite longbow); Full Atk +3 melee 
  (1d6, masterwork scimitar) or +4 ranged (1d8, 
  composite longbow); SQ nature sense, wild empathy, 
  favored enemy (humans); AL: LN; Fort +8, Ref +4, Will 
  +5; Str 10, Dex 14, Con 14, Int 12, Wis 16, Cha 8. 
   
  Skills and Feats: Handle Animal +8, Knowledge 
  (Nature) +6, Ride +11 (+13 with military saddle), 
  Spellcraft +5, Spot +5, Survival +6; Mounted Combat, 
  Practiced Spellcaster (Druid)*, Skill Focus: Handle 
  Animal. 
   
  Languages: Baklunish, Common. 
   
  Spells Prepared (3/2; DC = 13+Spell level); 0 – 
  create water, cure minor wounds (2); 1
  st – entangle, 
  pass without trace. 
   
  Possessions: +1 leather armor with riding straps, 
  heavy wooden shield, masterwork scimitar, cold iron 
  scimitar, lance, kukri (2), composite longbow, 20 
  arrows, bedroll, backpack, waterskin, flint and steel. 
  *New Rule, See Appendix Two. 
  Seaworthy; CR n/a; Large Animal; HD 3D8+9; 22 hp; 
  Init +1; Move 60 ft; AC 16, touch 10, Flat-footed 15 (+1 
  dexterity, -1 size, +4 natural, +2 leather barding); Base 
  Atk +2; Grp +9; Atk +4 melee (1d4+3, hoof); Full Atk 
  two +4 melee (1d4+3, hoof) and -1 melee (1d3+1, bite); 
  Space/Reach: 10 ft./ 5 ft.; SQ scent, low-light vision, 
  link, share spells; AL: N; Fort +6, Ref +4 Will +2; Str 16, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +4; Endurance, 
  Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 230 pounds; a medium load, 231-460 pounds; and 
  a heavy load, 461-690 points. A light warhorse can drag 
  3450 pounds. 
  Telforq; 
  War1/Wiz2 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog1: Male Human; Humanoid (Baklunish); 
  CR 4; HD 2d8+4+1d6+2+2d4+4; 33 hp; Init +2; Move 30 
  ft.; AC 16, touch 12, flat-footed 14 (+4 for mage armor, 
  +2 dex); Base Atk +2; Grp +2; Atk +3 melee (2d6, 
  masterwork greatsword) or +4 ranged (1d8, composite 
  longbow); Full Atk +3 melee (2d6, masterwork 
  greatsword) or +4 ranged (1d8, composite longbow); 
  SA sneak attack +1d6; SQ nature sense, wild empathy, 
  trapsense, familiar; AL: LN; Fort +6, Ref +4, Will +6; Str 
  10, Dex 14, Con 14, Int 17, Wis 12, Cha 8. 
  
  Ket6-05 Honest Work  
   
  Page 30 
   
  Skills and Feats: Concentration +10, Disable 
  Device +6, Decipher Script +11, Handle Animal +4, 
  Knowledge (arcana) +11, Ride +9, Search +10, 
  Spellcraft +11; Combat Casting, Mounted Combat, 
  Practiced Spellcaster (Wizard)*, Scribe Scroll. 
   
  Languages: 
  Common, 
  Baklunish, 
  Dwarven, 
  Halfling. 
   
  Spells Prepared (4+1/3+1; DC = 13+Spell Level, 
  bolded are specialist spells): 0 – daze, detect magic, 
  ghost sound, mage hand, prestidigitation; 1st – acid 
  orb, lesser (2)*, mage armor, shield, true strike CL 5. 
   
  Spells Prepared (3/2; DC = 11+Spell Level): 0 – 
  cure minor wounds (3); 1st – entangle, vigor (lesser). 
   
  Possessions: scroll of shield (3), wand of 
  expeditious retreat, pearl of power 1
  st level (2), wand of 
  cure light wounds, masterwork greatsword, daggers 
  (4), composite longbow, 40 arrows, bedroll, flint & 
  steel, backpack, masterwork thieves tools. 
  * See Appendix Two: New Rules 
  Swivel; CR n/a; Large Animal; HD 3D8+9; 22 hp; Init 
  +1; Move 60 ft; AC 16, touch 10, Flat-footed 15 (+1 
  dexterity, -1 size, +4 natural, +2 leather barding); Base 
  Atk +2; Grp +9; Atk +4 melee (1d4+3, hoof); Full Atk 
  two +4 melee (1d4+3, hoof) and -1 melee (1d3+1, bite); 
  Space/Reach: 10 ft./ 5 ft.; SQ scent, low-light vision; 
  AL: N; Fort +6, Ref +4 Will +2; Str 16, Dex 13, Con 17, 
  Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +4; Endurance, 
  Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 230 pounds; a medium load, 231-460 pounds; and 
  a heavy load, 461-690 points. A light warhorse can drag 
  3450 
  pounds.
  
  Ket6-05 Honest Work  
   
  Page 31 
  APL 4
  Encounter Two 
   
   
   
   
  Coyote; CR 1; Medium Animal; HD 3D8+6; 19 hp; Init 
  +2; Move 50 ft; AC 14, touch 12, Flat-footed 12 (+2 
  dexterity, +2 natural); Base Atk +2; Grp +4; Atk +4 
  melee (1d6+3, bite); Full Atk +4 melee (1d6+3, bite); 
  Space/Reach: 5 ft./ 5 ft.; SQ superior flanking, scent, 
  low-light vision; AL: N; Fort +5, Ref +5 Will +4; Str 14, 
  Dex 15, Con 15, Int 3, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5; Alertness, Iron 
  Will.  
   
  Superior Flanking (Ex): A coyote instinctively 
  goes for flank attacks where possible. When flanking 
  with another coyote, it receives a +4 benefit for such 
  attacks, instead of the regular +2. 
  Encounter Four 
   
   
   
   
  Jira; War1/Rgr2/Mnk3/Ftr1; Female Half Elf; CR 6; 
  Medium Humanoid; HD 6d8+12+1d10+2; 53 hp; Init 
  +4; Move 40 ft; AC 22, touch 18, Flat-footed 18 (+4 
  dexterity, +2 wisdom, +4 mage armor, +2 deflection); 
  Base Atk +6; Grp +8; Atk +10 melee (1d8+2, unarmed 
  strike) or +11 ranged (1d8+2, masterwork composite 
  (+2 str) longbow); Full Atk +10/+5 melee (1d8+2, 
  unarmed strike) or +11/+6 ranged (1d8+2, masterwork 
  composite (+2 str) longbow); SQ wild empathy, half-
  elven traits, low-light vision, unarmed attack, flurry of 
  blows, favored enemy (humans); AL: LN; Fort +12, Ref 
  +10, Will +5; Str 14, Dex 19, Con 14, Int 8, Wis 14, Cha 
  8. 
   
  Skills and Feats: Climb +7, Tumble +13, Survival 
  +9; Ascetic Hunter*, Combat Reflexes, Dodge, 
  Mobility, Power Attack, Rapid Shot, Stunning Blow, 
  Tracking, Weapon Finesse.  
   
  Possessions: +2 Gloves of dexterity, masterwork 
  composite (+2 str) longbow, 40 arrows, dagger (4), 
  grappling hook, 50’ hemp rope, backpack. 
   
  Spells in Effect: mage armor (2 hrs remaining), 
  invisibility (2 minutes remaining) shield of faith (2 
  minutes remaining). All spells at 3rd level. 
  *New Rule, See Appendix Two 
  Encounter Five 
   
   
   
   
  Dakshi; War1/Rgr1/Drd3; Female Human; Humanoid 
  (Baklunish); CR 4; HD 5d8+10; 38 hp; Init +2; Move 30 
  ft.; AC 18, touch 12, flat-footed 16 (+3 for +1 leather, +2 
  dexterity, +3 for +1 heavy wooden shield); Base Atk +4; 
  Grp +4; Atk +5 melee (1d6, masterwork scimitar) or +6 
  ranged (1d8, composite longbow); Full Atk +5 melee 
  (1d6, masterwork scimitar) or +6 ranged (1d8, 
  composite longbow); SQ nature sense, wild empathy, 
  favored enemy (humans); AL: LN; Fort +10, Ref +6, 
  Will +7; Str 10, Dex 14, Con 14, Int 12, Wis 17, Cha 8. 
   
  Skills and Feats: Handle Animal +10, Knowledge 
  (Nature) +6, Ride +13 (+15 with military saddle), 
  Spellcraft +5, Spot +9, Survival +10; Mounted Combat, 
  Practiced Spellcaster (Druid)*, Skill Focus: Handle 
  Animal. 
   
  Spells Prepared (4/3/2; DC = 13+Spell level); 0 – 
  create water, cure minor wounds (3); 1
  st – cure light 
  wounds, entangle, longstrider, pass without trace; 2
  nd – 
  barkskin, bull’s strength 
   
  Languages: Baklunish, Common. 
   
  Possessions: +1 leather armor with riding straps, 
  +1 heavy wooden shield, +1 vest of resistance, 
  masterwork scimitar, cold iron scimitar, lance, kukri 
  (2), composite longbow, 20 arrows, bedroll, backpack, 
  waterskin, flint and steel. 
  *New Rule, See Appendix Two. 
  Seaworthy; CR n/a; Large Animal; HD 5D8+20; 42 hp; 
  Init +2; Move 60 ft; AC 18, touch 11, Flat-footed 16 (+2 
  dexterity, -1 size, +5 natural, +2 leather barding); Base 
  Atk +4; Grp +11; Atk +6 melee (1d4+3, hoof); Full Atk 
  +6 melee (1d4+3, two hooves) and +1 melee (1d3+1, 
  bite); Space/Reach: 10 ft./ 5 ft.; SQ scent, low-light 
  vision, link, share spells, evasion; AL: N; Fort +8, Ref +6 
  Will +2; Str 17, Dex 14, Con 18, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +4; Endurance, 
  Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 258 pounds; a medium load, 259-519 pounds; and 
  a heavy load, 520-780 pounds. A light warhorse can 
  drag 3900 pounds. 
  Telforq: 
  War1/Wiz3 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2; Male Human; Humanoid (Baklunish); 
  CR 6; HD 2d8+4+2d6+4+3d4+6; 44 hp; Init +2; Move 30 
  ft.; AC 17, touch 13, flat-footed 15 (+4 for mage armor, 
  +1 ring of protection, +2 dex); Base Atk +3; Grp +3; Atk 
  +4 melee (2d6, masterwork greatsword) or +5 ranged 
  (1d8, composite longbow); Full Atk +4 melee (2d6, 
  masterwork greatsword) or +5 ranged (1d8, composite 
  longbow); SA sneak attack +1d6; SQ nature sense, wild 
  empathy, trapsense, familiar, evasion; AL: LN; Fort +8, 
  
  Ket6-05 Honest Work  
   
  Page 32 
  Ref +7, Will +7; Str 10, Dex 14, Con 14, Int 17, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Concentration +12, Disable 
  Device +14, Decipher Script +13, Handle Animal +4, 
  Knowledge (arcana) +13, Ride +9, Search +12, 
  Spellcraft +13; Combat Casting, Craft Wondrous Items, 
  Mounted Combat, Practiced Spellcaster (Wizard)*, 
  Scribe Scroll. 
   
  Languages: 
  Common, 
  Baklunish, 
  Dwarven, 
  Halfling. 
   
  Spells Prepared (4+1/3+1/2+1; DC = 13+Spell 
  Level, bolded are specialist spells): 0 – daze, detect 
  magic, ghost sound, mage hand, prestidigitation; 1st – 
  acid orb, lesser (2)*, mage armor, shield, true strike; 2
  nd 
  – bull’s strength, glitterdust (2), see invisibility. CL 7. 
   
  Spells Prepared (3/2; DC = 11+Spell Level): 0 – 
  cure minor wounds (3); 1st – entangle, vigor (lesser). 
   
  Possessions: scroll of shield (3), wand of 
  expeditious retreat, pearl of power 1
  st level (2), pearl of 
  power 2
  nd Level, +1 vest of resistance, wand of cure 
  light wounds, +1 ring of protection, masterwork 
  greatsword, daggers (4), composite longbow, 40 arrows, 
  bedroll, flint & steel, backpack, masterwork thieves 
  tools. 
  * See Appendix Two: New Rules 
  Swivel; CR n/a; Large Animal; HD 3D8+9; 22 hp; Init 
  +1; Move 60 ft; AC 16, touch 10, Flat-footed 15 (+1 
  dexterity, -1 size, +4 natural, +2 leather barding); Base 
  Atk +3; Grp +10; Atk +5 melee (1d4+3, hoof); Full Atk 
  two +5 melee (1d4+3, hoof) and +0 melee (1d3+1, bite); 
  Space/Reach: 10 ft./ 5 ft.; SQ scent, low-light vision; 
  AL: N; Fort +6, Ref +4 Will +2; Str 16, Dex 13, Con 17, 
  Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +4; Endurance, 
  Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 230 pounds; a medium load, 231-460 pounds; and 
  a heavy load, 461-690 pounds. A light warhorse can 
  drag 
  3450 
  pounds
  
  Ket6-05 Honest Work  
   
  Page 33 
  APL 6
  Encounter Two 
   
   
   
   
  Ket Dire Coyote; CR 3; Large Animal; HD 6d8+24; 51 
  hp; Init +2; Move 50 ft; AC 14, touch 11, Flat-footed 12 
  (-1 size, +2 dexterity, +3 natural); Base Atk +4; Grp +16; 
  Atk +12 melee (1d8+12, bite); Full Atk +16 melee 
  (1d8+12, bite); Space/Reach 10 ft./ 5 ft.; SQ superior 
  flanking, low-light vision, scent; AL: N; Fort +9, Ref +7, 
  Will +8; Str 26, Dex 15, Con 18, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently 
  +4, Spot +7, Survival +2*; Iron Will, Track, Weapon 
  Focus (bite)  
   
  Superior 
  Flanking 
  (Ex): 
  A 
  dire 
  coyote 
  instinctively goes for flank attacks where possible. 
  When flanking with another dire coyote, it receives a 
  +4 benefit for such attacks, instead of the regular +2. 
   
  Skills: A dire coyote has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks. *It also has a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
  Encounter Four 
   
   
   
   
  Jira: War1/Rgr3/Mnk4/Ftr1; Female Half Elf; CR 8; 
  Medium Humanoid (5’ 4”); HD 8d8+16+1d10+2; 67 hp; 
  Init +5; Move 40 ft; AC 24, touch 20, Flat-footed 19 (+5 
  dexterity, +2 wisdom, +4 mage armor, +3 deflection); 
  Base Atk +8; Grp +10; Atk +13 melee (1d8+2, unarmed 
  strike) or +14 ranged (1d8+2, masterwork composite 
  (+2 str) longbow); Full Atk +13/+8 melee (1d8+2, 
  unarmed strike) or +14/+9 ranged (1d8+2, masterwork 
  composite (+2 str) longbow); SQ wild empathy, half-
  elven traits, low-light vision, unarmed attack, flurry of 
  blows, favored enemy (humans); AL LN; Fort +14, Ref 
  +12, Will +8; Str 14, Dex 20, Con 14, Int 8, Wis 14, Cha 
  8. 
   
  Skills and Feats: Climb +7, Tumble +16, Spot +3, 
  Survival +12; Ascetic Hunter*, Combat Reflexes, 
  Dodge, Endurance, Mobility, Power Attack, Rapid 
  Shot, Stunning Blow, Tracking, Weapon Finesse.  
   
  Possessions: +2 Gloves of dexterity, masterwork 
  composite (+2 str) longbow, 40 arrows, dagger (4), 
  grappling hook, 50’ hemp rope, backpack, +1 cloak of 
  resistance. 
   
  Spells in Effect: mage armor (5 hrs remaining), 
  invisibility (5 minutes remaining) shield of faith (5 
  minutes remaining), Silence (5 minutes remaining). 
  All spells at 6th level. 
  *New Rule, See Appendix Two. 
  Encounter Five 
   
   
   
   
  Dakshi; 
  War1/Rgr2/Drd3/Beastmaster1; 
  Female 
  Human; 
  Humanoid 
  (Baklunish); 
  CR 
  6; 
  HD 
  6d8+12+1d10+2; 53 hp; Init +2; Move 30 ft.; AC 18, 
  touch 12, flat-footed 16 (+3 for +1 leather, +2 dexterity, 
  +3 for +1 heavy wooden shield); Base Atk +6; Grp +6; 
  Atk +7 melee (1d6+1, +1 scimitar) or +8 ranged (1d8, 
  composite longbow); Full Atk +7/+2 melee (1d6+1, +1 
  scimitar) or +8/+3 ranged (1d8, composite longbow); 
  SQ nature sense, wild empathy, favored enemy 
  (humans); AL LN; Fort +14, Ref +10, Will +8; Str 10, 
  Dex 14, Con 14, Int 12, Wis 17, Cha 8. 
   
  Skills and Feats: Handle Animal +13, Knowledge 
  (Nature) +6, Ride +15 (+17 with military saddle), 
  Spellcraft +5, Spot +13, Survival +13; Dodge, Mounted 
  Combat, Practiced Spellcaster (Druid)*, Rapid Shot, 
  Skill Focus: Handle Animal. 
   
  Spells Prepared (4/3/2; DC = 13+Spell level); 0 – 
  create water, cure minor wounds (3); 1
  st – cure light 
  wounds, entangle, longstrider, pass without trace; 2
  nd – 
  barkskin, bull’s strength. 
   
  Languages: Baklunish, Common. 
   
  Possessions: +1 leather armor with riding straps, 
  +1 heavy wooden shield, +2 vest of resistance, +1 
  scimitar, cold iron scimitar, lance, kukri (2), composite 
  longbow, 20 arrows, bedroll, backpack, waterskin, flint 
  and steel. 
  Seaworthy: CR n/a; Large Animal; HD 7D8+28; 59 hp; 
  Init +2; Move 60 ft; AC 20, touch 11, Flat-footed 18 (+2 
  dexterity, -1 size, +7 natural, +2 leather barding); Base 
  Atk +6; Grp +14; Atk +9 melee (1d6+4, hoof); Full Atk 
  +9 melee (1d6+4, two hooves) and +4 melee (1d3+2, 
  bite); Space/Reach 10 ft./ 5 ft.; SQ scent, low-light 
  vision, link, share spells, evasion, devotion; AL N; Fort 
  +9, Ref +7 Will +3; Str 18, Dex 15, Con 18, Int 2, Wis 
  13, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +6; Endurance, 
  Improved Natural Attack (Hooves), Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 300 pounds; a medium load, 301-600 pounds; and 
  a heavy load, 601-900 pounds. A light warhorse can 
  drag 4500 pounds. 
  Telforq: 
  War1/Wiz5 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2: Male Human; Humanoid (Baklunish); 
  
  Ket6-05 Honest Work  
   
  Page 34 
  CR 8; HD 2d8+4+2d6+4+5d4+10; 54 hp; Init +3; Move 
  30 ft.; AC 19, touch 14, flat-footed 16 (+4 for mage 
  armor, +1 ring of protection, +1 amulet of natural 
  armor, +3 dex); Base Atk +4; Grp +4; Atk +5 melee (2d6, 
  masterwork greatsword) or +6 ranged (1d8, composite 
  longbow); Full Atk +5 melee (2d6, masterwork 
  greatsword) or +6 ranged (1d8, composite longbow); 
  SA sneak attack +1d6; SQ nature sense, wild empathy, 
  trapsense, familiar, evasion; AL LN; Fort +8, Ref +7, 
  Will +8; Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +14, Disable 
  Device +17, Decipher Script +15, Handle Animal +4, 
  Knowledge (arcana) +15, Knowledge (local, VTF) +5, 
  Ride +10, Search +15, Spellcraft +15; Combat Casting, 
  Craft Wondrous Items, Mounted Combat, Practiced 
  Spellcaster (Wizard)*, Scribe Scroll, Sculpt Spell*, Spell 
  Focus: Conjuration. 
   
  Languages: 
  Common, 
  Baklunish, 
  Dwarven, 
  Halfling. 
   
  Spells Prepared (4+1/4+1/3+1/2+1; DC 14+Spell 
  Level; 15+Spell level for Conjuration, bolded are 
  specialist spells): 0 – daze, detect magic, ghost sound, 
  mage hand, prestidigitation; 1st – acid orb, lesser (2)*, 
  mage armor, orb of sound, lesser*, shield, true strike; 
  2
  nd – earthbind*, glitterdust, sculpted grease, see 
  invisibility; 3
  rd – sculpted glitterdust, slow, unluck*. 
  CL 9. 
   
  Spells Prepared (3/2; DC 11+Spell Level): 0 – cure 
  minor wounds (3); 1st – entangle, vigor (lesser). 
   
  Possessions: scroll of shield (3), wand of 
  expeditious retreat, pearl of power 1
  st level (4), pearl of 
  power 2
  nd Level, +1 vest of resistance, +1 ring of 
  protection, wand of cure light wounds, +1 amulet of 
  natural armor, +2 gloves of dexterity, masterwork 
  greatsword, daggers (4), composite longbow, 40 arrows, 
  bedroll, flint & steel, backpack, masterwork thieves 
  tools. 
  * See Appendix Two: New Rules 
  Swivel: CR n/a; Large Animal; HD 3D8+9; 22 hp; Init 
  +1; Move 60 ft; AC 16, touch 10, Flat-footed 15 (+1 
  dexterity, -1 size, +4 natural, +2 leather barding); Base 
  Atk +4; Grp +11; Atk +6 melee (1d4+3, hoof); Full Atk 
  +6 melee (1d4+3, two hooves) and +1 melee (1d3+1, 
  bite); Space/Reach 10 ft./ 5 ft.; SQ scent, low-light 
  vision; AL N; Fort +6, Ref +4 Will +2; Str 16, Dex 13, 
  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +4; Endurance, 
  Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 230 pounds; a medium load, 231-460 pounds; and 
  a heavy load, 461-690 points. A light warhorse can drag 
  3450 
  pounds.
  
  Ket6-05 Honest Work  
   
  Page 35 
  APL 8 
  Encounter Two 
   
   
   
   
  Ket Elder Dire Coyote; CR 6; Large Animal; HD 
  14d8+84; 147 hp; Init +5; Move 50 ft; AC 17, touch 14, 
  Flat-footed 12 (-1 size, +5 dexterity, +3 natural); Base 
  Atk +9; Grp +22; Atk +18 melee (1d8+13, bite); Full Atk 
  +18 melee (1d8+13, bite); Space/Reach 10 ft./ 5 ft.; SQ 
  superior flanking, low-light vision, scent; AL N; Fort 
  +15, Ref +14, Will +13; Str 28, Dex 20, Con 22, Int 2, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +8, Move Silently 
  +7, Spot +16, Survival +3*; Dodge, Iron Will, Mobility, 
  Track, Weapon Focus (bite)  
   
  Superior 
  Flanking 
  (Ex): 
  A 
  dire 
  coyote 
  instinctively goes for flank attacks where possible. 
  When flanking with another dire coyote, it receives a 
  +4 benefit for such attacks, instead of the regular +2. 
   
  Skills: A dire coyote has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks. *It also has a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
  Encounter Four 
   
   
   
   
  Jira: War1/Rgr4/Mnk5/Ftr1; Female Half Elf; CR 10; 
  Medium Humanoid (5’ 4”); HD 10d8+20+1d10+2; 81 
  hp; Init +5; Move 40 ft; AC 29, touch 22, Flat-footed 24 
  (+5 dexterity, +3 wisdom, +1 Monk, +4 mage armor, +3 
  deflection, +3 natural); Base Atk +9; Grp +11; Atk +14 
  melee (1d10+2, unarmed strike) or +15 ranged (1d8+2, 
  masterwork composite (+2 str) longbow); Full Atk 
  +14/+9 melee (1d10+2, unarmed strike) or +15/+10 
  ranged (1d8+2, masterwork composite (+2 str) 
  longbow); SQ wild empathy, half-elven traits, low-light 
  vision, unarmed attack, flurry of blows, favored enemy 
  (humans); AL LN; Fort +15, Ref +13, Will +9; Str 14, 
  Dex 20, Con 14, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Climb +7, Tumble +17, Spot +7, 
  Survival +15; Ascetic Hunter*, Combat Reflexes, 
  Dodge, Elusive Target*, Endurance, Mobility, Power 
  Attack, Rapid Shot, Stunning Blow, Tracking, Weapon 
  Finesse.  
   
  Spells Prepared (1; DC = 13+Spell Level): 1
  st - 
  entangle. 
   
  Possessions: +2 Periapt of wisdom, +2 gloves of 
  dexterity, masterwork composite (+2 str) longbow, 40 
  arrows, dagger (4), grappling hook, 50’ hemp rope, 
  backpack, +1 cloak of resistance. 
  * New Rule, See Appendix Two. 
   
  Spells in Effect: mage armor (7 hrs remaining), 
  invisibility (7 minutes remaining) shield of faith (7 
  minutes remaining), silence (7 minutes remaining), 
  barkskin (73 minutes remaining), fly (6 minutes 
  remaining). All spells at 8th level. 
  Desert: Riding Dog Animal Companion; CR n/a; 
  Medium Animal; HD 2d8+4; 13 hp; Init +2; Move 40 ft; 
  AC 16, touch 12, flat-footed 14 (+2 dexterity, +4 
  natural); Base Atk +1; Grp +3; Atk +3 melee (1d6+3, 
  bite); Full Atk +3 melee (1d6+3, bite); Space/Reach 5 
  ft./ 5 ft.; SQ low-light vision, scent; AL N; Fort +5, Ref 
  +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1*; Alertness, Track
  b.  
   
  Trip (Ex): A riding dog that hits with a bite attack 
  can attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the wolf.  
   
  Skills: A riding dog has a +4 racial bonus on Jump 
  checks.  
  * It also has a +4 racial bonus on Survival checks when 
  tracking by scent. 
  Encounter Five 
   
   
   
   
  Dakshi: 
  War1/Rgr2/Drd5/Beastmaster1; 
  Female 
  Human; 
  Humanoid 
  (Baklunish); 
  CR 
  8; 
  HD 
  8d8+16+1d10+2; 67 hp; Init +2; Move 30 ft.; AC 18, 
  touch 12, flat-footed 16 (+3 for +1 leather, +2 dexterity, 
  +3 for +1 heavy wooden shield); Base Atk +7; Grp +7; 
  Atk +8 melee (1d6+1, +1 merciful scimitar) or +9 
  ranged (1d8, composite longbow); Full Atk +8/+3 
  melee (1d6+1, +1 merciful scimitar) or +9/+4 ranged 
  (1d8, composite longbow); SQ nature sense, wild 
  empathy, favored enemy (humans); AL LN; Fort +15, 
  Ref +10, Will +10; Str 10, Dex 14, Con 14, Int 12, Wis 
  18, Cha 8. 
   
  Skills and Feats: Handle Animal +15, Knowledge 
  (Nature) +10, Ride +17 (+19 with military saddle), 
  Spellcraft +5, Spot +16, Survival +16; Dodge, Mobility, 
  Mounted Combat, Practiced Spellcaster (Druid)*, 
  Rapid Shot, Skill Focus: Handle Animal. 
   
  Spells Prepared (5/4/3/2; DC = 14+Spell level); 0 – 
  create water (2), cure minor wounds (3); 1
  st – cure light 
  wounds, entangle, longstrider, pass without trace; 2
  nd –
  
  Ket6-05 Honest Work  
   
  Page 36 
  barkskin, bull’s strength, hold animal; 3
  rd – nature’s 
  favor* (2
  nd level spell in 3
  rd level slot), spike growth. 
   
  Languages: Baklunish, Common. 
   
  Possessions: +1 leather armor with riding straps, 
  +1 heavy wooden shield, +2 vest of resistance, +1 
  merciful scimitar, cold iron scimitar, lance, kukri (2), 
  composite longbow, 20 arrows, bedroll, backpack, 
  waterskin, flint and steel. 
  * See Appendix Two: New Rules 
  Seaworthy: CR n/a; Large Animal; HD 9D8+36; 76 hp; 
  Init +3; Move 60 ft; AC 22, touch 12, Flat-footed 20 (+3 
  dexterity, -1 size, +9 natural, +2 leather barding); Base 
  Atk +7; Grp +15; Atk +10 melee (1d6+4, hoof); Full Atk 
  +10 melee (1d6+4, two hooves) and +8 melee (1d3+2, 
  bite); Space/Reach 10 ft./ 5 ft.; SQ scent, low-light 
  vision, 
  link, 
  share 
  spells, 
  evasion, 
  devotion, 
  multiattack; AL N; Fort +10, Ref +8 Will +7; Str 19, Dex 
  16, Con 18, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +9; Endurance, 
  Improved Natural Attack (Hooves), Iron Will, Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 348 pounds; a medium load, 349-699 pounds; and 
  a heavy load, 700-1050 pounds. A light warhorse can 
  drag 5250 pounds. 
  Telforq: 
  War1/Wiz5 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2/Geometer2; Male Human; Humanoid 
  (Baklunish); CR 10; HD 2d8+6+2d6+6+7d4+21; 75 hp; 
  Init +3; Move 30 ft.; AC 20, touch 14, flat-footed 17 (+6 
  for greater mage armor, +1 ring of protection, +3 dex); 
  Base Atk +5; Grp +5; Atk +6 melee (2d6, masterwork 
  greatsword) or +7 ranged (1d8, composite longbow); 
  Full Atk +6 melee (2d6, masterwork greatsword) or +7 
  ranged (1d8, composite longbow); SA sneak attack 
  +1d6; SQ nature sense, wild empathy, trapsense, 
  familiar, evasion, glyph of warding, spellglyph, book of 
  geometry; AL: LN; Fort +8, Ref +7, Will +8; Str 10, Dex 
  14, Con 16, Int 20, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +16, Disable 
  Device +20, Decipher Script +18, Handle Animal +4, 
  Knowledge (arcana) +18, Knowledge (local, VTF) +5, 
  Ride +11, Search +18, Spellcraft +18; Combat Casting, 
  Craft Wondrous Items, Mounted Combat, Practiced 
  Spellcaster (Wizard)*, Scribe Scroll, Sculpt Spell*, Spell 
  Focus: Conjuration. 
   
  Languages: 
  Common, 
  Baklunish, 
  Dwarven, 
  Halfling. 
   
  Spells Prepared (4+1/6+1/4+1/3+1/2+1; DC = 
  15+Spell Level; DC = 16+Spell level for Conjuration, 
  bolded are specialist spells): 0 – daze, detect magic, 
  ghost sound, mage hand, prestidigitation; 1st – acid 
  orb, lesser (2)*, grease, mage armor, orb of sound, 
  lesser*, shield, true strike; 2
  nd – bull’s strength , 
  earthbind*, glitterdust, see invisibility, sculpted 
  grease; 3
  rd – dispel magic, sculpted glitterdust, slow, 
  unluck*; 4
  th – arcane eye, dimension door, ray 
  deflection*. CL 11. 
   
  Spells Prepared (3/2; DC = 11+Spell Level): 0 – 
  cure minor wounds (3); 1st – entangle, vigor (lesser). 
   
  Glyph of warding: A geometer adds Glyph of 
  Warding to his spellbook as a 3
  rd-level arcane spell. He 
  can prepare and cast the spell just like any other spell 
  he knows. 
   
  Spellglyph (Su): A spellglyph is an arcane 
  diagram that substitutes for a specific spells verbal and 
  material components (if any). When a geometer casts a 
  prepared spell in conjunction with a spellglpyh scribed 
  for that spell, he can cast the spell as if it were affected 
  by the Silent Spell feat. The spellglyph replaces any 
  material components (other than a focus) normally 
  required by the spell.  
   
  A geometer choose at the time of casting whether 
  to use a spellglyph. An expended spellglyph disappears, 
  just like any other material component. 
   
  Spellglyphs are normally scribed on parchment, 
  must like scrolls. Preparing a spellglyph requires 1 
  hour and the use of rate inks costs 25 gp per spell level. 
  If the spell normally requires an expensive material 
  component (with a value more than 1 gp), exotic inks 
  and treatments of equal cost must be used in the 
  preparation of the spellglyph. 
   
  Book of Geometry (Ex): At 2
  nd level and higher, a 
  geometer uses a unique system for recording the 
  details of a spell that drastically reduces the expense of 
  maintaining spellbooks. Every spell he learns from 
  now on requires only a single page in his spellbook. It 
  still takes 24 hours to scribe a spell into a spellbook and 
  materials costing 100 gp per page. 
   
  A 
  geometer’s 
  spellbook 
  is 
  difficult 
  for 
  nongeometers to decipher and use. The Spellcraft DC 
  to decipher or prepare spells from a geometer’s 
  spellbook is increased by 5 for nongeometers (see page 
  178 of the Player’s Handbook) 
   
  Possessions: scroll of shield (3), wand of 
  expeditious retreat, pearl of power 1
  st level (4), pearl of 
  power 2
  nd Level, +1 vest of resistance, wand of cure 
  light wounds, +1 ring of protection, +2 headband of 
  intellect, +2 amulet of health, +2 gloves of dexterity, 
  spellglyphs (all spells, once each) masterwork 
  
  Ket6-05 Honest Work  
   
  Page 37 
  greatsword, daggers (4), composite longbow, 40 arrows, 
  bedroll, flint & steel, backpack, masterwork thieves 
  tools. 
  * See Appendix Two: New Rules 
  Swivel: CR n/a; Large Animal; HD 3D8+9; 22 hp; Init 
  +1; Move 60 ft; AC 16, touch 10, Flat-footed 15 (+1 
  dexterity, -1 size, +4 natural, +2 leather barding); Base 
  Atk +5; Grp +12; Atk +7 melee (1d4+3, hoof); Full Atk 
  +7 melee (1d4+3, two hooves) and +2 melee (1d3+1, 
  bite); Space/Reach: 10 ft./ 5 ft.; SQ scent, low-light 
  vision; AL N; Fort +6, Ref +4 Will +2; Str 16, Dex 13, 
  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +4; Endurance, 
  Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 230 pounds; a medium load, 231-460 pounds; and 
  a heavy load, 461-690 points. A light warhorse can drag 
  3450 
  pounds.
   
   
   
   
   
  
  Ket6-05 Honest Work  
   
  Page 38 
   
  APL 10 
  Encounter Two 
   
   
   
   
  Ket Elder Dire Coyote; CR 6; Large Animal; HD 
  14d8+84; 147 hp; Init +5; Move 50 ft; AC 17, touch 14, 
  Flat-footed 12 (-1 size, +5 dexterity, +3 natural); Base 
  Atk +9; Grp +22; Atk +18 melee (1d8+13, bite); Full Atk 
  +18 melee (1d8+13, bite); Space/Reach 10 ft./ 5 ft.; SQ 
  superior flanking, low-light vision, scent; AL N; Fort 
  +15, Ref +14, Will +13; Str 28, Dex 20, Con 22, Int 2, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +8, Move Silently 
  +7, Spot +16, Survival +3*; Dodge, Iron Will, Mobility, 
  Track, Weapon Focus (bite)  
   
  Superior 
  Flanking 
  (Ex): 
  A 
  dire 
  coyote 
  instinctively goes for flank attacks where possible. 
  When flanking with another dire coyote, it receives a 
  +4 benefit for such attacks, instead of the regular +2. 
   
  Skills: A dire coyote has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks. *It also has a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
  Encounter Four 
   
   
   
   
  Jira: War1/Rgr5/Mnk6/Ftr1; Female Half Elf; CR 12; 
  Medium Humanoid; HD 12d8+24+1d10+2; 95 hp; Init 
  +6; Move 50 ft; AC 30, touch 23, Flat-footed 24 (+6 
  dexterity, +3 wisdom, +1 Monk, +4 mage armor, +3 
  deflection, +3 natural armor); Base Atk +11; Grp +13; 
  Atk +17 melee (1d10+2, unarmed strike) or +18 ranged 
  (1d8+2, masterwork composite (+2 str) longbow); Full 
  Atk +17/+12/+7 melee (1d10+2, unarmed strike) or 
  +18/+13/+8 ranged (1d8+2, masterwork composite (+2 
  str) longbow); SQ wild empathy, half-elven traits, low-
  light vision, unarmed attack, flurry of blows, favored 
  enemy (humans, dwarf); AL LN; Fort +16, Ref +15, Will 
  +10; Str 14, Dex 23, Con 14, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Climb +7, Tumble +21, Spot +8, 
  Survival +17; Ascetic Hunter*, Cleave, Combat 
  Reflexes, 
  Dodge, 
  Elusive 
  Target*, 
  Endurance, 
  Improved Trip, Mobility, Power Attack, Rapid Shot, 
  Stunning Blow, Tracking, Weapon Finesse.  
   
  Spells Prepared (1; DC = 13+Spell Level): 1
  st - 
  entangle. 
   
  Possessions: +2 Periapt of wisdom, +4 gloves of 
  dexterity, masterwork composite (+2 str) longbow, 40 
  arrows, dagger (4), grappling hook, 50’ hemp rope, 
  backpack, +1 cloak of resistance. 
  *New Rule, See Appendix Two. 
   
  Spells in Effect: mage armor (7 hrs remaining), 
  invisibility (7 minutes remaining) shield of faith (7 
  minutes remaining), silence (7 minutes remaining), 
  barkskin (73 minutes remaining), fly (8 minutes 
  remaining), freedom of movement (duration?). All 
  spells at 10th level. 
  Desert; Riding Dog Animal Companion; CR n/a; 
  Medium Animal; HD 2d8+4; 13 hp; Init +2; Move 40 ft; 
  AC 16, touch 12, flat-footed 14 (+2 dexterity, +4 
  natural); Base Atk +1; Grp +3; Atk +3 melee (1d6+3, 
  bite); Full Atk +3 melee (1d6+3, bite); Space/Reach 5 
  ft./ 5 ft.; SQ low-light vision, scent; AL N; Fort +5, Ref 
  +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1*; Alertness, Track
  b.  
   
  Trip (Ex): A riding dog that hits with a bite attack 
  can attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the wolf.  
   
  Skills: A riding dog has a +4 racial bonus on Jump 
  checks.  
  * It also has a +4 racial bonus on Survival checks when 
  tracking by scent. 
  Encounter Five 
   
   
   
   
  Dakshi; 
  War1/Rgr2/Drd5/Beastmaster2/WildPlainsOutrider1; 
  Female Human; Humanoid (Baklunish); CR 10; HD 
  9d8+18+2d10+4; 82 hp; Init +2; Move 30 ft.; AC 19, 
  touch 13, flat-footed 17 (+3 for +1 leather, +2 dexterity, 
  +1 ring of protection, +3 for +1 heavy wooden shield); 
  Base Atk +9; Grp +9; Atk +10 melee (1d6+1, +1 merciful 
  scimitar) or +11 ranged (1d8, composite longbow); Full 
  Atk +10/+5 melee (1d6+1, +1 merciful scimitar) or 
  +11/+6 ranged (1d8, composite longbow); SQ nature 
  sense, wild empathy, favored enemy (humans), special 
  mount, ride bonus, wild plains stalker; AL LN; Fort 
  +18, Ref +11, Will +11; Str 10, Dex 14, Con 14, Int 12, 
  Wis 20, Cha 8. 
   
  Skills and Feats: Handle Animal +17, Knowledge 
  (Nature) +12, Listen +9, Ride +19 (+21 with military 
  
  Ket6-05 Honest Work  
   
  Page 39 
  saddle, +20/+22 for Animal Companion), Spellcraft +5, 
  Spot +21, Survival +19; Alertness, Dodge, Mobility, 
  Mounted Combat, Practiced Spellcaster (Druid)*, 
  Rapid Shot, Skill Focus: Handle Animal. 
   
  Spells Prepared (5/5/3/2; DC = 15+Spell level); 0 – 
  create water (2), cure minor wounds (3); 1
  st – cure light 
  wounds, entangle (2), longstrider, pass without trace; 
  2
  nd –barkskin, bull’s strength, hold animal; 3
  rd – nature’s 
  favor* (2
  nd level spell in 3
  rd level slot), spike growth. 
   
  Languages: Baklunish, Common. 
   
  Ride Bonus (Ex): A wild plains outrider gain a 
  competence bonus equal to his class level on all Ride 
  check as well as on Handle Animal checks made in 
  conjunction with his animal companion mount or 
  special mount. 
   
  Wild Plains Stalker (Ex): A wild plains outrider 
  knows how to move a mount stealthily through nearly 
  any terrain. His mount uses the outrider’s skill ranks, 
  rather than its own, to make Hide and Move Silently 
  checks. The mount still uses its own size, Dexterity, 
  armor check penalty and other applicable modifiers 
  when making such checks. 
   
  Possessions: +1 leather armor with riding straps, 
  +1 ring of protection, +2 periapt of wisdom, +1 heavy 
  wooden shield, +2 vest of resistance, +1 merciful 
  scimitar, cold iron scimitar, lance, kukri (2), composite 
  longbow, 20 arrows, bedroll, backpack, waterskin, flint 
  and steel. 
  * See Appendix Two: New Rules. 
  Seaworthy: Large Animal; HD 11D8+44; 93 hp; Init +4; 
  Move 60 ft; AC 25, touch 13, Flat-footed 23 (+3 
  dexterity, -1 size, +11 natural, +2 leather barding); Base 
  Atk +9; Grp +17; Atk +13 melee (1d6+5, hoof); Full Atk 
  +13 melee (1d6+5, two hooves) and +11 melee (1d3+2, 
  bite); Space/Reach: 10 ft./ 5 ft.; SQ scent, low-light 
  vision, 
  link, 
  share 
  spells, 
  evasion, 
  devotion, 
  multiattack; AL N; Fort +11, Ref +10 Will +7; Str 20, 
  Dex 18, Con 18, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +13; Endurance, 
  Improved Natural Attack (Hooves), Iron Will, Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 399 pounds; a medium load, 400-798 pounds; and 
  a heavy load, 799-1200 pounds. A light warhorse can 
  drag 6000 pounds. 
  Telforq: 
  War1/Wiz7 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2/Geometer2; Male Human; Humanoid 
  (Baklunish); CR 12; HD 2d8+6+2d6+6+9d4+27; 87 hp; 
  Init +3; Move 30 ft.; AC 21, touch 15, flat-footed 18 (+6 
  for greater mage armor, +2 ring of protection, +3 dex); 
  Base Atk +6; Grp +6; Atk +7 melee (2d6, masterwork 
  greatsword) or +8 ranged (1d8, composite longbow); 
  Full Atk +7/+2 melee (2d6, masterwork greatsword) or 
  +8/+3 ranged (1d8, composite longbow); SA sneak 
  attack +1d6; SQ nature sense, wild empathy, trapsense, 
  familiar, evasion, glyph of warding, spellglyph, book of 
  geometry; AL LN; Fort +10, Ref +9, Will +10; Str 10, 
  Dex 14, Con 16, Int 23, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +18, Disable 
  Device +23, Decipher Script +21, Handle Animal +4, 
  Knowledge (arcana) +21, Knowledge (local, VTF) +6, 
  Ride +11, Search +20, Spellcraft +21; Augment 
  Summoning, Combat Casting, Craft Wondrous Items, 
  Mounted Combat, Practiced Spellcaster (Wizard)*, 
  Scribe Scroll, Sculpt Spell*, Spell Focus: Conjuration. 
   
  Languages: 
  Common, 
  Baklunish, 
  Dwarven, 
  Halfling. 
   
  Spells Prepared (4+1/6+1/6+1/4+1/3+1/2+1; DC = 
  16+Spell Level, DC = 17+Spell level for Conjuration, 
  bolded are specialist spells): 0 – daze, detect magic, 
  ghost sound, mage hand, prestidigitation; 1st – acid 
  orb, lesser (2)*, grease, mage armor, orb of sound, 
  lesser*, shield, true strike; 2
  nd – bull’s strength, 
  earthbind*, glitterdust (2), see invisibility, sculpted 
  grease (2); 3
  rd – dispel magic, fly, slow, sculpted 
  glitterdust, unluck*; 4
  th – arcane eye, dimension door, 
  invisibility, greater, ray deflection*; 5
  th – prying eyes, 
  summon monster V (2). CL 13 
   
  Spells Prepared (3/2; DC = 11+Spell Level): 0 – 
  cure minor wounds (3); 1st – entangle, vigor (lesser). 
   
  Glyph of warding: A geometer adds Glyph of 
  Warding to his spellbook as a 3
  rd-level arcane spell. He 
  can prepare and cast the spell just like any other spell 
  he knows. 
   
  Spellglyph (Su): A spellglyph is an arcane 
  diagram that substitutes for a specific spells verbal and 
  material components (if any). When a geometer casts a 
  prepared spell in conjunction with a spellglpyh scribed 
  for that spell, he can cast the spell as if it were affected 
  by the Silent Spell feat. The spellglyph replaces any 
  material components (other than a focus) normally 
  required by the spell.  
   
  A geometer choose at the time of casting whether 
  to use a spellglyph. An expended spellglyph disappears, 
  just like any other material component. 
   
  Spellglyphs are normally scribed on parchment, 
  must like scrolls. Preparing a spellglyph requires 1 
  hour and the use of rate inks costs 25 gp per spell level. 
  If the spell normally requires an expensive material 
  
  Ket6-05 Honest Work  
   
  Page 40 
  component (with a value more than 1 gp), exotic inks 
  and treatments of equal cost must be used in the 
  preparation of the spellglyph. 
   
  Book of Geometry (Ex): At 2
  nd level and higher, a 
  geometer uses a unique system for recording the 
  details of a spell that drastically reduces the expense of 
  maintaining spellbooks. Every spell he learns from 
  now on requires only a single page in his spellbook. It 
  still takes 24 hours to scribe a spell into a spellbook and 
  materials costing 100 gp per page. 
   
  A 
  geometer’s 
  spellbook 
  is 
  difficult 
  for 
  nongeometers to decipher and use. The Spellcraft DC 
  to decipher or prepare spells from a geometer’s 
  spellbook is increased by 5 for nongeometers (see page 
  178 of the Player’s Handbook) 
   
  Possessions: scroll of shield (3), wand of 
  expeditious retreat, pearl of power 1
  st level (4), pearl of 
  power 2
  nd Level, +2 vest of resistance, wand of cure 
  light wounds, +4 headband of intellect, +2 amulet of 
  health, +2 ring of protection, +2 gloves of dexterity, 
  spellglyphs 
  (all 
  spells 
  once 
  each) 
  masterwork 
  greatsword, daggers (4), composite longbow, 40 arrows, 
  bedroll, flint & steel, backpack, masterwork thieves 
  tools. 
  * See Appendix Two: New Rules 
  Swivel: CR n/a; Large Animal; HD 3D8+9; 22 hp; Init 
  +1; Move 60 ft; AC 16, touch 10, Flat-footed 15 (+1 
  dexterity, -1 size, +4 natural, +2 leather barding); Base 
  Atk +6; Grp +13; Atk +8 melee (1d4+3, hoof); Full Atk 
  +8 melee (1d4+3, two hooves) and +3 melee (1d3+1, 
  bite); Space/Reach: 10 ft./ 5 ft.; SQ scent, low-light 
  vision; AL N; Fort +6, Ref +4 Will +2; Str 16, Dex 13, 
  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +4; Endurance, 
  Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 230 pounds; a medium load, 231-460 pounds; and 
  a heavy load, 461-690 points. A light warhorse can drag 
  3450 pounds. 
  For use with Summon Monster Spells, Augment 
  Summoning already included: 
  Ground-Based 
  Achaierai: CR n/a; Large Outsider; HD 6d8+24; 51 hp; 
  Init +1; Move 50 ft; AC 20, touch 10, flat-footed 19 (+1 
  dexterity, -1 size, +10 natural); Base Atk +6; Grp +16; 
  Atk +11 melee (2d6+6, claws); Full Atk +11 melee 
  (2d6+6, two claws) and +6 melee (4d6+3, bite); 
  Space/Reach 10 ft./ 10 ft.; SA Black cloud; SQ 
  Darkvision 60’, Spell resistance 19; AL LE; Fort +9, Ref 
  +6 Will +7; Str 23, Dex 13, Con 18, Int 11, Wis 14, Cha 
  16. 
   
  Skills and Feats: Balance +10, Climb +15, 
  Diplomacy +5, Hide +6, Jump +23, Listen +11, Move 
  Silently +10, Sense Motive +11, Spot +11; Dodge, 
  Mobility, Spring Attack.  
   
  Black Cloud (Ex): Up to three times per day, an 
  achaierai can release a choking, toxic black cloud. 
  Those other than achaierai within 10 feet instantly take 
  2d6 points of damage. They must also succeed on a DC 
  17 Fortitude save or be affected for 3 hours as though 
  by an insanity spell (caster level 16
  th). The save DC is 
  Constitution-based. 
  Airborne 
  Celestial Griffon: CR n/a; Large Magical Beast; HD 
  7d10+35; 73 hp; Init +2; Move 30 ft, fly 80 ft (average); 
  AC 17, touch 11, flat-footed 15 (+2 dexterity, -1 size, +6 
  natural); Base Atk +7; Grp +17; Atk +13 melee (2d6+6, 
  bite); Full Atk +13 melee (2d6+6, bite) and +10 melee 
  (1d4+3, two claws); Space/Reach 10 ft./ 5 ft.; SA smite 
  evil 1/day, pounce, rake 1d6+3; SQ Darkvision 60’, low-
  light vision, scent, damage reduction 5/magic, 
  resistance to acid 5, cold 5, electricity 5, Spell resistance 
  12; AL NG; Fort +10, Ref +7 Will +5; Str 22, Dex 15, 
  Con 20, Int 5, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +10, Listen +6, Spot +10; 
  Iron Will, Multiattack, Weapon Focus (bite) 
   
  Pounce (Ex): If a griffon dives upon or charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +10 melee. Damage 
  1d6+3. 
   
  Smite Evil (Su): Once per day a celestial creature 
  can make a normal melee attack to deal extra damage 
  equal to its HD (maximum of +20) against an evil foe. 
   
  Weapons: The natural weapons of the griffon are 
  considered magical for the purposes of overcoming 
  DR. 
   
  Skills: Griffons have a +4 racial bonus on Jump 
  and Spot checks. 
  
  Ket6-05 Honest Work  
   
  Page 41 
   APL 12 
  Encounter Two 
   
   
   
   
  Ket Elder Dire Coyote: CR 6; Large Animal; HD 
  14d8+84; 147 hp; Init +5; Move 50 ft; AC 17, touch 14, 
  Flat-footed 12 (-1 size, +5 dexterity, +3 natural); Base 
  Atk +9; Grp +22; Atk +18 melee (1d8+13, bite); Full Atk 
  +18 melee (1d8+13, bite); Space/Reach 10 ft./ 5 ft.; SQ 
  superior flanking, low-light vision, scent; AL N; Fort 
  +15, Ref +14, Will +13; Str 28, Dex 20, Con 22, Int 2, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +8, Move Silently 
  +7, Spot +16, Survival +3*; Dodge, Iron Will, Mobility, 
  Track, Weapon Focus (bite)  
   
  Superior 
  Flanking 
  (Ex): 
  A 
  dire 
  coyote 
  instinctively goes for flank attacks where possible. 
  When flanking with another dire coyote, it receives a 
  +4 benefit for such attacks, instead of the regular +2. 
   
  Skills: A dire coyote has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks. *It also has a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
  Encounter Five 
   
   
   
   
  Jira: War1/Rgr6/Mnk7/Ftr1; Female Half Elf; CR 14; 
  Medium Humanoid; HD 14d8+28+1d10+2; 112 hp; 
  Init +7; Move 50 ft; AC 33, touch 25, Flat-footed 26 (+7 
  dexterity, +3 wisdom, +1 Monk, +4 mage armor, +4 
  deflection, +4 natural armor); Base Atk +12; Grp +14; 
  Atk +19 melee (2d6+2, unarmed strike) or +20 ranged 
  (1d8+2, masterwork composite (+2 str) longbow); Full 
  Atk +19/+14/+9 melee (2d6+2, unarmed strike) or 
  +20/+15/+10 ranged (1d8+2, masterwork composite (+2 
  str) longbow); SQ wild empathy, half-elven traits, low-
  light vision, unarmed attack, flurry of blows, favored 
  enemy (humans, dwarf), improved combat style; AL 
  LN; Fort +17, Ref +17, Will +11; Str 14, Dex 25, Con 14, 
  Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Climb +7, Tumble +24, Spot +10, 
  Survival +19; Ascetic Hunter*, Cleave, Combat 
  Reflexes, 
  Dodge, 
  Elusive 
  Target*, 
  Endurance, 
  Improved Trip, Manyshot, Mobility, Power Attack, 
  Rapid Shot, Stunning Blow, Tracking, Weapon 
  Finesse.  
   
  Spells Prepared (2; DC = 13+Spell Level): 1
  st – 
  entangle (2). 
   
   
  Possessions: +2 Periapt of wisdom, +6 gloves of 
  dexterity, masterwork composite (+2 str) longbow, 40 
  arrows, dagger (4), grappling hook, 50’ hemp rope, 
  backpack, +1 cloak of resistance. 
   
  Spells in Effect: mage armor (7 hrs remaining), 
  invisibility (7 minutes remaining) shield of faith (7 
  minutes remaining), silence (7 minutes remaining), 
  barkskin (73 minutes remaining), fly (10 minutes 
  remaining), freedom of movement (duration?), All 
  spells at 12th level. 
  * See Appendix Two: New Rules. 
  Desert: Riding Dog Animal Companion; CR n/a; 
  Medium Animal; HD 4d8+12; 30 hp; Init +3; Move 40 
  ft; AC 19, touch 13, flat-footed 16 (+3 dexterity, +6 
  natural); Base Atk +3; Grp +6; Atk +6 melee (1d6+4, 
  bite); Full Atk +6 melee (1d6+4, bite); Space/Reach 5 
  ft./ 5 ft.; SQ low-light vision, scent; AL N; Fort +7, Ref 
  +7, Will +4; Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +9, Listen +5, Spot +7, Swim 
  +3, Survival +1*; Alertness, Iron Will, Track
  b.  
   
  Trip (Ex): A riding dog that hits with a bite attack 
  can attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the wolf.  
   
  Skills: A riding dog has a +4 racial bonus on Jump 
  checks.  
  * It also has a +4 racial bonus on Survival checks when 
  tracking by scent. 
  Encounter Five 
   
   
   
   
  Dakshi; 
  War1/Rgr2/Drd5/Beastmaster2/WildPlainsOutrider3; 
  Female Human; Humanoid (Baklunish); CR 12; HD 
  11d8+22+2d10+4; 96 hp; Init +2; Move 30 ft.; AC 19, 
  touch 13, flat-footed 17 (+3 for +1 leather, +2 dexterity, 
  +1 ring of protection, +3 for +1 heavy wooden shield); 
  Base Atk +11; Grp +13; Atk +14 melee (1d6+3, +1 
  merciful scimitar) or +13 ranged (1d8+2, composite (+2 
  str) longbow); Full Atk +14/+9/+4 melee (1d6+3, +1 
  merciful scimitar) or +13/+8/+3 ranged (1d8+2, 
  composite (+2 str) longbow); SQ nature sense, wild 
  empathy, favored enemy (humans), special mount, ride 
  bonus, wild plains stalker, wild plains swiftness, wild 
  plains offensive; AL LN; Fort +19, Ref +12, Will +12; Str 
  14, Dex 14, Con 14, Int 12, Wis 20, Cha 8. 
   
  Skills and Feats: Handle Animal +19, Knowledge 
  (Nature) +14, Listen +11, Ride +21 (+23 with military 
  
  Ket6-05 Honest Work  
   
  Page 42 
  saddle, +24/+26 for Animal Companion), Spellcraft +5, 
  Spot +23, Survival +21; Alertness, Dodge, Elusive 
  Target*, 
  Mobility, 
  Mounted 
  Combat, 
  Practiced 
  Spellcaster (Druid)*, Rapid Shot, Skill Focus: Handle 
  Animal. 
   
  Spells Prepared (5/5/3/2; DC = 15+Spell level); 0 – 
  create water (2), cure minor wounds (3); 1
  st – cure light 
  wounds, entangle (2), longstrider, pass without trace; 
  2
  nd – barkskin, bull’s strength, hold animal; 3
  rd – 
  nature’s favor* (2
  nd level spell in 3
  rd level slot), spike 
  growth. 
   
  Languages: Baklunish, Common. 
   
  Ride Bonus (Ex): A wild plains outrider gain a 
  competence bonus equal to his class level on all Ride 
  check as well as on Handle Animal checks made in 
  conjunction with his animal companion mount or 
  special mount. 
   
  Wild Plains Stalker (Ex): A wild plains outrider 
  knows how to move a mount stealthily through nearly 
  any terrain. His mount uses the outrider’s skill ranks, 
  rather than its own, to make Hide and Move Silently 
  checks. The mount still uses its own size, Dexterity, 
  armor check penalty and other applicable modifiers 
  when making such checks. 
   
  Wild Plains Swiftness (Ex): A wild plains 
  outrider knows how to draw every bit of speed from a 
  mount. At 2
  nd level and higher, a wild plains outrider 
  (while mounted) increase his mount’s base speed by 10 
  feet. This increase affects every movement mode the 
  mount has, including fly, climb and swim speeds. 
   
  Wild Plains Offensive (Ex): Starting at 3
  rd level, a 
  wild plains outrider can make a full attack with a melee 
  weapon as long as his mount takes only a single move. 
   
  Possessions: +1 leather armor with riding straps, 
  +1 ring of protection, +2 periapt of wisdom, +4 belt of 
  giant strength, +1 heavy wooden shield, +2 vest of 
  resistance, +1 merciful scimitar, cold iron scimitar, 
  lance, kukri (2), composite (+2 str) longbow, 20 arrows, 
  bedroll, backpack, waterskin, flint and steel. 
  * See Appendix Two: New Rules. 
  Seaworthy; Large Animal; HD 11D8+44; 93 hp; Init +4; 
  Move 60 ft; AC 25, touch 13, Flat-footed 23 (+3 
  dexterity, -1 size, +11 natural, +2 leather barding); Base 
  Atk +11; Grp +19; Atk +15 melee (1d6+5, hoof); Full 
  Atk +15 melee (1d6+5, two hooves) and +13 melee 
  (1d3+2, bite); Space/Reach 10 ft./ 5 ft.; SQ scent, low-
  light vision, link, share spells, evasion, devotion, 
  multiattack; AL N; Fort +11, Ref +10 Will +7; Str 20, 
  Dex 18, Con 18, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +13; Endurance, 
  Improved Natural Attack (Hooves), Iron Will, Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 399 pounds; a medium load, 400-798 pounds; and 
  a heavy load, 799-1200 pounds. A light warhorse can 
  drag 6000 pounds. 
  Telforq: 
  War1/Wiz9 
  (diviner, 
  no 
  evocation) 
  /Drd1/Rog2/Geometer2; Male Human; Humanoid 
  (Baklunish); CR 14; HD 2d8+6+2d6+6+11d4+33; 99 hp; 
  Init +3; Move 30 ft.; AC 21, touch 15, flat-footed 18 (+6 
  for greater mage armor, +2 ring of protection, +3 dex); 
  Base Atk +7; Grp +7; Atk +8 melee (2d6, masterwork 
  greatsword) or +9 ranged (1d8, composite longbow); 
  Full Atk +8/+3 melee (2d6, masterwork greatsword) or 
  +9/+4 ranged (1d8, composite longbow); SA sneak 
  attack +1d6; SQ nature sense, wild empathy, trapsense, 
  familiar, evasion, glyph of warding, spellglyph, book of 
  geometry; AL LN; Fort +12, Ref +11, Will +12; Str 10, 
  Dex 14, Con 16, Int 25, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +20, Disable 
  Device +25, Decipher Script +23, Handle Animal +4, 
  Knowledge (arcana) +23, Knowledge (local, VTF) +6, 
  Ride +12, Search +22, Spellcraft +23; Augment 
  Summoning, Combat Casting, Craft Wondrous Items, 
  Greater Spell Focus: Conjuration, Mounted Combat, 
  Practiced Spellcaster (Wizard)*, Scribe Scroll, Sculpt 
  Spell*, Spell Focus: Conjuration. 
   
  Languages: 
  Common, 
  Baklunish, 
  Dwarven, 
  Halfling. 
   
  Spells Prepared (4+1/6+1/6+1/6+1/ 4+1/3+1/2+1; 
  DC = 17+Spell Level, DC = 18+Spell level for 
  Conjuration, bolded are specialist spells): 0 – daze, 
  detect 
  magic, 
  ghost 
  sound, 
  mage 
  hand, 
  prestidigitation; 1st – acid orb, lesser (2)*, grease, mage 
  armor, orb of sound, lesser*, shield, true strike; 2
  nd – 
  bull’s strength, earthbind*, glitterdust (2), see 
  invisibility, sculpted grease (2); 3
  rd – dispel magic, fly, 
  haste, slow, sculpted glitterdust, unluck*; 4
  th – arcane 
  eye, 
  dimension 
  door, 
  invisibility, 
  greater, 
  ray 
  deflection*, sculpted lightning bolt; 5
  th – cone of cold, 
  prying eyes, summon monster V (2); 6
  th- sculpted cone 
  of cold, ray of entropy*, summon monster VI . CL 15 
   
  Spells Prepared (3/2; DC = 11+Spell Level): 0 – 
  cure minor wounds (3); 1st – entangle, vigor (lesser). 
   
  Glyph of warding: A geometer adds Glyph of 
  Warding to his spellbook as a 3
  rd-level arcane spell. He 
  can prepare and cast the spell just like any other spell 
  he knows. 
  
  Ket6-05 Honest Work  
   
  Page 43 
   
  Spellglyph (Su): A spellglyph is an arcane 
  diagram that substitutes for a specific spells verbal and 
  material components (if any). When a geometer casts a 
  prepared spell in conjunction with a spellglpyh scribed 
  for that spell, he can cast the spell as if it were affected 
  by the Silent Spell feat. The spellglyph replaces any 
  material components (other than a focus) normally 
  required by the spell.  
   
  A geometer choose at the time of casting whether 
  to use a spellglyph. An expended spellglyph disappears, 
  just like any other material component. 
   
  Spellglyphs are normally scribed on parchment, 
  must like scrolls. Preparing a spellglyph requires 1 
  hour and the use of rate inks costs 25 gp per spell level. 
  If the spell normally requires an expensive material 
  component (with a value more than 1 gp), exotic inks 
  and treatments of equal cost must be used in the 
  preparation of the spellglyph. 
   
  Book of Geometry (Ex): At 2
  nd level and higher, a 
  geometer uses a unique system for recording the 
  details of a spell that drastically reduces the expense of 
  maintaining spellbooks. Every spell he learns from 
  now on requires only a single page in his spellbook. It 
  still takes 24 hours to scribe a spell into a spellbook and 
  materials costing 100 gp per page. 
   
  A 
  geometer’s 
  spellbook 
  is 
  difficult 
  for 
  nongeometers to decipher and use. The Spellcraft DC 
  to decipher or prepare spells from a geometer’s 
  spellbook is increased by 5 for nongeometers (see page 
  178 of the Player’s Handbook) 
   
  Possessions: scroll of shield (3), wand of 
  expeditious retreat, pearl of power 1
  st level (4), pearl of 
  power 2
  nd Level, +3 vest of resistance, wand of cure 
  light wounds, +6 headband of intellect, +2 amulet of 
  health, +2 ring of protection, +2 gloves of dexterity, 
  spellglyphs (all spells once) masterwork greatsword, 
  daggers (4), composite longbow, 40 arrows, bedroll, 
  flint & steel, backpack, masterwork thieves tools. 
  * See Appendix Two: New Rules 
   
  Swivel: CR n/a; Large Animal; HD 3D8+9; 22 hp; Init 
  +1; Move 60 ft; AC 16, touch 10, Flat-footed 15 (+1 
  dexterity, -1 size, +4 natural, +2 leather barding); Base 
  Atk +7; Grp +14; Atk +9 melee (1d4+3, hoof); Full Atk 
  +9 melee (1d4+3, two hooves) and +4 melee (1d3+1, 
  bite); Space/Reach 10 ft./ 5 ft.; SQ scent, low-light 
  vision; AL N; Fort +6, Ref +4 Will +2; Str 16, Dex 13, 
  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +4; Endurance, 
  Run.  
   
  Possessions: Large leather barding 
   
  Carrying Capacity: A light load for a warhorse is 
  up to 230 pounds; a medium load, 231-460 pounds; and 
  a heavy load, 461-690 points. A light warhorse can drag 
  3450 pounds. 
  For use with Summon Monster Spells, Augment 
  Summoning already included: 
  Ground-Based 
  Chaos Beast: CR n/a; medium Outsider (chaotic, 
  extraplanar); HD 8d8+24; 60 hp; Init +5; Move 20 ft; AC 
  16, touch 11, flat-footed 15 (+1 dexterity, +5 natural); 
  Base Atk +8; Grp +12; Atk +12 melee (1d3+4+corporeal 
  instability, claw); Full Atk +12 melee (1d3+4+corporeal 
  instability, two claws); Space/Reach: 5 ft./ 5 ft.; SA 
  Corporeal instability; SQ Darkvision 60’, immunity to 
  critical hits and transformation, spell 15; AL LE; Fort 
  +9, Ref +7 Will +6; Str 18, Dex 13, Con 17, Int 10, Wis 
  10, Cha 10. 
   
  Skills and Feats: Climb +15, Escape Artist +12, 
  Hide +12, Jump +11, Listen +11, Search +11, Spot +11, 
  Survival +0 (+2 following tracks), Tumble +14, Use 
  Rope +1 (+3 with bindings); Dodge, Improved 
  Initiative, Mobility.  
  Corporeal Instability (Su): A blow from a chaos beast 
  against a living creature can cause a terrible 
  transformation. The creature must succeed on a DC 17 
  Fortitude save or become a spongy, amorphous mass. 
  Unless the victim manages to control the effect (see 
  below), its shape melts, flows, writhes and boils. The 
  save DC is Constitution-based. 
  An affect creature is unable to hold or use any item. 
  Clothing, armor, rings, and helmets become useless. 
  Large items worn or carried – armor, backpacks, even 
  shirts – hamper more than help, reducing the victim’s 
  Dexterity score by 4. Soft of misshapen feet and legs 
  reduce speed to 10 feet or one-quarter normal, 
  whichever is less. Searing pain courses along the 
  nerves, so strong that the victim cannot act coherently. 
  The victim cannot cast spells or use magic items and it 
  attacks blindly, unable to distinguish friend from foe (-
  4 penalty on attack rolls and a 50% miss chance, 
  regardless of the attack roll). 
  Each round the victims spends in an amorphous state 
  causes 1 point of Wisdom drain from mental shock. If 
  the victim’s Wisdom score falls to 0, it becomes a chaos 
  beast. A victim can regain its own shape by taking a 
  standard action to attempt a DC 15 Charisma check 
  (this check DC does not vary for a chaos beast with 
  different Hit Dice or ability scores). A success 
  reestablishes the creature’s normal form for 1 minute. 
  
  Ket6-05 Honest Work  
   
  Page 44 
  On a failure, the victim can still repeat this check each 
  round until successful. 
  Corporeal instability is not a disease or curse and so is 
  hard to remove. A shapechange or stoneskin spell does 
  not cure an afflicted creature but fixes its form for the 
  duration of the spell. A restoration, heal, or greater 
  restoration spell removes the affliction (a separate 
  restoration is necessary to restore any drained points of 
  Wisdom). 
  Immunity to Transformation (Ex): No mortal magic 
  can permanently affect or fix a chaos beasts’s form. 
  Effects such as polymorphing or petrification force the 
  creature into a new shape, but at the start of its next 
  turn it immediately returns to its mutable form as a 
  free action. 
  Airborne 
  1d3 Celestial Griffons: CR n/a; Large Magical Beast; 
  HD 7d10+35; 73 hp; Init +2; Move 30 ft, fly 80 ft 
  (average); AC 17, touch 11, flat-footed 15 (+2 dexterity, -
  1 size, +6 natural); Base Atk +7; Grp +17; Atk +13 melee 
  (2d6+6, bite); Full Atk +13 melee (2d6+6, bite) and +10 
  melee (1d4+3, two claws); Space/Reach 10 ft./ 5 ft.; SA 
  smite evil 1/day, pounce, rake 1d6+3; SQ Darkvision 
  60’, low-light vision, scent, damage reduction 5/magic, 
  resistance to acid 5, cold 5, electricity 5, Spell resistance 
  12; AL NG; Fort +10, Ref +7 Will +5; Str 22, Dex 15, 
  Con 20, Int 5, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +10, Listen +6, Spot +10; 
  Iron Will, Multiattack, Weapon Focus (bite) 
   
  Pounce (Ex): If a griffon dives upon or charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +10 melee. Damage 
  1d6+3. 
   
  Smite Evil (Su): Once per day a celestial creature 
  can make a normal melee attack to deal extra damage 
  equal to its HD (maximum of +20) against an evil foe. 
   
  Weapons: The natural weapons of the griffon are 
  considered magical for the purposes of overcoming 
  DR. 
   
  Skills: Griffons have a +4 racial bonus on Jump 
  and Spot checks. 
   
  
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  Page 45 
  Appendix Two – New Rules Items 
  Ascetic Hunter [General] as presented in 
  Complete Adventurer 
  You have gone beyond the bounds of your monastic 
  training to incorporate new modes of bringing the 
  unlawful to justice. Although many of your fellow 
  monks frown o your methods, none can doubt that 
  your diverse training has added to your ability to strike 
  precisely and bring down your foes quickly. 
   
  Prerequisites: Improved Unarmed Strike, favored 
  enemy 
   
  Benefit: When you use an unarmed strike to 
  deliver a stunning attack against a favored enemy, you 
  can add one-half your favored enemy bonus on damage 
  rolls to the DC of your stunning attempt. 
   
  If you have levels in ranger and monk, those levels 
  stack for the purpose of determining your unarmed 
  strike damage. For example, a human 7
  th-level 
  ranger/1
  st level monk would deal 1d10 points of 
  damage with her unarmed strike. 
   
  In addition, you can multiclass freely between the 
  monk and ranger classes. You must still remain lawful 
  in order to retain your monk abilities and take monk 
  levels. You still face the normal XP penalties for having 
  multiple classes more than one level apart. 
  Elusive Target [Tactical] as presented in 
  Complete Warrior 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foes gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by move 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
  Hold the Line [General] as presented in 
  Complete Warrior 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, base attack bonus 
  +2. 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  Practiced Spellcaster [General] as presented in 
  Complete Divine 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisites: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by +4. This can’t increase 
  
  Ket6-05 Honest Work  
   
  Page 46 
  your caster level beyond your HD. However, even if 
  you can’t benefit from the full bonus immediately, if 
  you later gain noncaster-level HD you may be able to 
  apply the rest of the bonus. For example, a human 5th-
  level cleric/3rd-level fighter who selects this feat 
  would increase his caster level from 5th to 8th (since 
  he has 8 HD). If he later gained a fighter level, he 
  would gain the remainder of the bonus and his cleric 
  caster level would become 9th (since he now has 9 
  HD). This does not affect your spells per day or spells 
  known. It only increases your caster level, which 
  would help you penetrate SR and increase the duration 
  and other effects of your spells.  
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who has selected this feat twice 
  would cast cleric spells as an 8th-level caster and 
  wizard spells as a 9th-level caster. 
  Sculpt Spell [Metamagic] as presented in 
  Complete Arcane 
  You can alter the area of your spells. 
   
  Prerequisites: Any Metamagic feat. 
   
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot radius, 30 
  feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
  foot-radius spread), or a 120-foot line. The sculpted 
  spell works normally in all respects except for its 
  shape. For example, a lightning bolt whose area is 
  changed to a ball deals the same amount of damage, but 
  affects a 20-foot-radius spread. 
   
  A sculpted spell uses a spell slot one level high 
  than the spell’s actual level. 
  SPECIAL NOTE: IT IS THE INTERPRETATION 
  OF THE AUTHOR THAT, UNTIL SUCH TIME AS 
  THIS FEAT IS THE SUBJECT OF OFFICIAL 
  ERRATA, THE FOUR 10-FOOT CUBES THAT 
  CAN BE CHOSEN DO NOT HAVE TO BE 
  PLACED CONTINGUOUSLY. THE CHOICE OF 
  FEAT IN THIS ADVENTURE REFLECTS THAT 
  INTERPRETATION. 
  PLEASE 
  USE 
  IT 
  ACCORDINGLY. 
  NEW SPELLS 
  Earthbind as presented in Spell Compendium 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Target: One creature  
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  You hinder the subject creature’s ability to fly (whether 
  through natural or magical means) for the duration of 
  the spell. If the target fails its saving throw, its fly 
  speed (if any) becomes 0 feet. An airborne creature 
  subjected to this spell falls to the ground as if under the 
  effect of a feather fall spell. Even if a new effect would 
  grant the creature the ability to fly, that effect is 
  suppressed for the duration of the earthbind spell. 
   
  Earthbind has no effect on other forms of 
  movement, or even on effects that might grant 
  airborne movement without granting a fly speed (such 
  as jumping or levitate or air walk spells). 
  Nature’s 
  Favor 
  as 
  presented 
  in 
  Spell 
  Compendium 
  Evocation 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Animal touched  
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You grand the subject animal a +1 luck bonus on attack 
  rolls and damage rolls for every three caster levels you 
  possess.  
  Orb of Acid, lesser as presented in Spell 
  Compendium 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Effect: One orb of acid  
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No. 
  An orb of acid about 2 inches across shots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged attack to hit your target. 
   
  For every two caster levels beyond 1
  st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3
  rd 
  level, 3d8 at 5
  th level, 4d8 at 7
  th level and the maximum 
  of 5d8 at 9
  th level or higher. 
  
  Ket6-05 Honest Work  
   
  Page 47 
  Orb of Sonic, lesser as presented in Spell 
  Compendium 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Effect: One orb of acid  
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No. 
  An orb of sound about 2 inches across shots from your 
  palm at its target, dealing 1d6 points of sonic damage. 
  You must succeed on a ranged attack to hit your target. 
   
  For every two caster levels beyond 1
  st, your orb 
  deals an additional 1d6 points of damage: 2d6 at 3
  rd 
  level, 3d6 at 5
  th level, 4d6 at 7
  th level and the maximum 
  of 5d6 at 9
  th level or higher. 
  Ray 
  Deflection 
  as 
  presented 
  in 
  Spell 
  Compendium 
  Abjuration 
  Level: Bard 4, Sorcerer/wizard 4 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You  
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No. 
  For the duration of the spell, you are protected against 
  ranged touch attacks, including ray spells and ray 
  attacks made by creatures. Any ray attack directed at 
  you is automatically reflected harmlessly away. 
  An orb of acid about 2 inches across shots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged attack to hit your target. 
  Ray of Entropy as presented in Spell 
  Compendium 
  Necromancy 
  Level: Sorcerer/wizard 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Effect: Ray  
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  When you cast this spell, you unleash a ray of negative 
  energy that consumes the life energy of the subject. 
  You must succeed on a ranged touch attack to strike a 
  target. If you attack is successful against a living 
  creature, the ray makes the subject weaker, slower and 
  less healthy. The subject take s a-4 penalty to Strength, 
  Constitution and Dexterity for the duration of the 
  spell. 
  Unluck as presented in Spell Compendium 
  Divination 
  Level: Bard 3, Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  When you cast this spell, you negatively influence the 
  randomness of fortune for the target. Whenever the 
  affected creature undertakes an action involving 
  random chance (specifically, whenever any die roll is 
  made for the creature, including attack rolls, damage 
  rolls and saving throws), two separate rolls are made 
  and the worse result applied. 
  A creature carrying a stone of good luck is immune to 
  the effect of unluck. 
  Material Component: A piece of broken mirror. 
  
  Ket6-05 Honest Work  
   
  Page 48 
  Appendix Three – Laws of Ket 
  These are a summary of some of the crimes, punishments, and play requirements for crimes that may occur during play. Crimes, 
  punishments, and mitigating circumstances (in the case of a reduced sentence) should be recorded on the AR. 
  Play 
  req’s 
  Title 
  Definition 
  Penalty 
  Mitigating Circumstance 
  Life in the mines 
   
  Murder 
  Kidnapping 
  Rape 
  Torture 
  Death, kidnapping, 
  torture or rape of a 
  citizen of Ket.* 
  26 TU in the mines 
  Self defense ** 
  52 TU in the stocks 
   
  Manslaughter*** 
  Kidnapping 
  Rape 
  Torture 
  Death, kidnapping, 
  torture or rape of a 
  resident of Ket, or a 
  horse.* 
  10 TU in the stocks 
  Self defense ** 
  10 TU in the stocks 
   
  Aggravated Assault 
  causing: 
  Death  
  Kidnapping 
  Rape 
  Torture 
  Death, kidnapping, 
  torture or rape of a 
  person (not a citizen or 
  resident).* 
  0 TU in the stocks 
  Self defense ** 
  10 TU in the stocks 
  If the damage inflicted resulted in 
  loss of consciousness. 
  5 TU in the stocks 
  If the damage inflicted on the 
  victim did not reduce them to 
  negative hit points. 
  Aggravated Assault  
  Lethal damage inflicted 
  on a citizen, resident, 
  horse. 
  2 TU in the stocks 
  Repairing lethal damage reduces 
  the sentence to that of minor 
  assault 
  2 TU in the stocks 
   
  Assault 
  Non lethal damage 
  inflicted on a citizen, 
  resident, or horse. 
  Damage on a person 
  (Not a citizen or 
  resident). 
  0 TU in the stocks 
  Any reasonable excuse is provided 
  where the PC did not initiate the 
  combat. 
  GP fine equal to double 
  amount stolen / damaged / 
  not reported. 
  If PC has enough money to cover 
  the fines. 
  The DM must ensure that the players know their actions will incur these penalties 
  Vandalism 
  Property damage 
  Tax Evasion 
  Theft 
  Killing an Elf 
  Damage to property, 
  earnings not reported, 
  items stolen, killing of 
  an elf. 
  1 TU per 10 gp stolen / 
  damaged / not reported of 
  Indentured 
  Servitude 
  or 
  manual labor. 
  This is an alternative punishment 
  for those who cannot pay the 
  fines.  
  * Paying for a successful raise dead automatically reduces the sentence to that of aggravated assault. 
  ** Or any other similarly reasonable excuse (DM’s discretion)  
  *** Also include penalties of Theft/Property damage in the case of a horse. 
  NOTE: Characters who are not able to provide a suitable mitigating circumstance to reduce their penalty may instead 
  try to reduce their sentence with legally wrangling and influence. A successful Diplomacy or Profession (law) check 
  [DC 20+APL] will reduce the maximum TU penalty by half. Characters may not use both a mitigating circumstance and 
  legal wrangling to reduce their sentence further. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/KET (Ket)/KET6-05 Honest Work (3E).pdf