TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in 
  the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  KET7-05 
   
   
   
   
   
  Like Bees to Honey 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Ket Regional Adventure 
   
  by Stephen Baker 
  Triad Reviewer: Alan Brown 
   
   
   
  What is the word of a convicted smuggler worth? The Black Scorpions seem to think you should find out. Sweet! A one-
  round regional adventure set in Ket for characters level 1-15 (APLs 2-12), particularly suitable for members of the Clergy 
  of Istus, Heroes of Azor’Alq and Beygraf’s Pride. A continuation of what began in KET6-05 Honest Work.  
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You don’t 
  have to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 is split by 
  APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK adventure record 
  (AR). You need one copy of this for each participating 
  player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the 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), 
  use the table below to determine the number of 
  levels you add to the sum of step one. Animals 
  with different CRs are determined separately 
  using the chart below; then, take the highest CR 
  animal (or animals), and add 2 (drop fractions). A 
  single PC may only bring four or fewer animals of 
  this type.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round 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 
  KET7-05 Like Bees to Honey 
  Page 2  
  
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL 
  at which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC 
  was not challenged as much as normal or relied on help 
  by higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Ket Regional adventure, 
  set in Lopolla and the Bramblewood Forest. Ket 
  Regional characters pay 1 Time Unit per round, all 
  others pay 2 Time Units. 
   
  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 
   
  THE IRAFA ROAD AND FORT NESSER  
  The Irafa Road is a long, almost perfectly straight 20-
  foot wide dirt road that was hacked through the heart 
  of the Bramblewood Forest by the Keoland army some 
  four centuries ago. Although it was built to allow the 
  rapid movement of troops from southern to northern 
  Ket, the Irafa Road rapidly became an important 
  caravan trade route, cutting off as much as 2 weeks 
  from the usual time needed to travel across Ket.  
   
  Along the road, there are 7 forts, each spaced about 
  a day apart. The forts are necessary for survival—to stay 
  outside at night in the Bramblewood is to invite death 
  from a variety of hungry monsters. 
   
  The forts inside the Bramblewood are relatively 
  small but heavily guarded and warded against magical 
  and physical assault. The “forts” at the north end of the 
  road (Nesser) and south end of the road (Avernand) are 
  actually walled towns.  
   
  Fort Nesser is quite a large town, and usually 
  bustling with activity as caravans pass through town on 
  their way into or out of the Bramblewood. However, 
  recent events at the south end of the Irafa Road have 
  forced the closure of the road, and the military have 
  cleared all non-military personnel from the fort itself. 
  Civilians have gathered together in a temporary tent 
  city just outside Nesser’s walls.  
   
  ELVES OF THE BRAMBLEWOOD  
  Wood Elves  
  The relation between Ketites and wood elves in the 
  Bramblewood Forest has been a state of undeclared war 
  for almost 400 years. However, there has been some 
  easing of tension over the past few years as Ket has sent 
  relatively successful diplomatic and trade missions to 
  the wood elves.  
   
  Wild elves 
   
  This diplomatic approach has not worked with the 
  wild elves of the Bramblewood, mainly because the 
  totally xenophobic wild elves kill all strangers on sight. 
  Wild elves consider their “soft and feeble” wood elf 
  cousins’ budding diplomatic relationship with Ket to 
  be racial treason.  The wild elves in this adventure 
  have various levels of wildrunner and champion of 
  corellon in order to increase Dexterity or utilize 
  Dexterity to increase damage.  
   
  Wild elves versus wood elves  
   
  The wood elves’ warriors have been decimated by 
  recent battles in the Bramblewood, leaving their 
  villages relatively defenseless. The wild elves have 
  started to take advantage of this weakness to expand 
  their territory within the Bramblewood.  
   
  However, despite their lack of manpower, the 
  wood elves have had more magical resources than the 
  wild elves; the wild elves have realized that they 
  require some of the same in order to overcome the 
  wood elves. To this end, they have started buying 
  wands and other magical items from unscrupulous 
  merchants in both Ket and beyond.  
   
  (Note that selling weapons and magical items to 
  enemies of Ket is strictly against the law. More lenient 
  Jurats will sentence perpetrators who may have been 
  KET7-05 Like Bees to Honey 
  Page 3  
  
  ignorant of the eventual recipient of their goods to just 
  twice the usual sentence for smuggling. More hardline 
  Jurats will convict the guilty of treason against Ket.)  
   
  In this adventure, the wild elves have made a deal 
  with a merchant in Tusmit for 40 magic wands. The 
  merchant has hidden the wands inside a shipment of 
  hollow swords, and has gotten the shipment as far as 
  Lopolla. The wild elves have hired a pair of young 
  Rhenee traders to smuggle the hidden wands from 
  Lopolla to the edge of the Bramblewood near Fort 
  Nesser. Corvera and Uvor are the ambitious young 
  Rhenee who seek to break into the merchant industry 
  with this smuggling. Their heritage gives them plenty 
  of background in such activities and they are genuinely 
  greedy. 
   
  In order to finally get the wands, the wild elves 
  have attacked a wood elf village near the edge of the 
  forest, killing all the inhabitants except one who 
  managed to escape. Once the small Rhenee caravan 
  drives by, the wild elves will send abeils to “attack”. Of 
  course, the Rhenee know about the impending 
  attack—this is simply a way to transfer the goods 
  without drawing suspicion on either the Rhenee 
  traders or the wild elves. 
   
  WYVERNS  
   
  The wyverns in this adventure have been raised by 
  the wild elves, and have been bred to alter their poison 
  so that it affects Strength and not Constitution.  
   
  ABEILS 
   
  Abeils are intelligent bees that live in a hive-mind- 
  based society that prefers to prove superiority through 
  production and work rather than direct conflict.  
   
  In this adventure, some wild elves of the 
  Bramblewood force the rest of the hive to work for 
  them. The welfare of their Queen is the most 
  important factor in the abeils’ actions and decisions. 
   
  ABEIL HONEY  
   
  The abeils’ honey is featured at several points in 
  the adventure. However, it is not possible to figure out 
  its origin from its taste. A DC 25 Knowledge (nature) or 
  Profession (Apiarist) check indicates that it is made 
  from wild flowers, native to the Bramblewood (and 
  many other forests of similar ilk). A DC 15 Appraise or 
  Craft (alchemy) check indicates it was made within the 
  last year, and is of excellent quality. 
   
  If checking on the worth of the honey, it is a DC 
  15 Knowledge (local-VTF) or Appraise check to know 
  that honey is a profitable commodity and that this is a 
  treat, but not a tremendously expensive one. 
   
  THE SMUGGLING PLOT 
  A Rhenee woman named Corvera has agreed to 
  smuggle goods to the wild elves of the Bramblewood, 
  and with their help, has come up with a plan that will 
  avoid drawing suspicion to herself or her brother Uvor.  
   
  The elves have purchased forty magic wands from 
  a source in Tusmit. The wands have been wrapped in a 
  thin sheath of lead to prevent them from being 
  detected, and then hidden inside the hollow blades of 
  fake longswords. The hollow blades have a thin lining 
  of lead to prevent a detect magic from discovering the 
  wands. These fake swords have been mixed in with a 
  shipment of regular swords and given to Corvera to 
  bring to the elves. 
   
  Due to the paranoia of the wild elves, who are 
  afraid of treachery, the wands themselves have been 
  disabled and require a DC 30 Profession (fletcher) or 
  Craft (woodworking) check to activate, after which 
  each wand must be individually identified for its 
  command word. This process takes 24 hours per wand.  
   
  To ensure that the right caravan is “attacked”, the 
  elves have given Corvera the following instructions: 
  • 
  Her caravan must be one or two wagons only, 
  accompanied by at least one Rhenee man, one 
  Rhenee woman, and a maximum of six 
  guards; 
  • 
  As the caravan leaves Fort Nesser, the Rhenee 
  woman must be wearing either golden 
  jewelery or clothing with golden hues,  
  • 
  And either the man or the woman must carry 
  a silver weapon of some sort.  
  • 
  The Rhenee woman must eat honey at 
  noontime 
  (which 
  Corvera 
  reasons 
  is 
  somehow key to the smugglers, since their 
  cryptic message to her was “the sound of bees 
  will be our signal”). 
   
  Corvera is unaware of the exact significance of the 
  swords she is transporting, although she knows from 
  the money she is being paid—a 500 gp Letter of Credit 
  from the elves and a shipment of wild honey—that 
  there must be something special about these swords. 
   
  Corvera has used part of her payment to have two 
  new caravan wagons built. In order to get the swords to 
  the wild elves, she now needs to take her new caravan 
  to the edge of the Bramblewood Forest. However, there 
  are no major caravan routes or even roads close to 
  where she must go, although there is a minor trail used 
  by hunters and woodcutters that runs alongside the 
  edge of the Forest. Therefore, although she 
  is aware 
  that the Irafa Road has been closed, she will lead the 
  caravan to Fort Nesser at the north end of the Irafa 
  Road anyway and act surprised when she gets turned 
  away. She then plans to declare that she is in too much 
  of a hurry to retrace her steps back to the slow but safe 
  caravan route outside the Bramblewood. She will 
  instead announce that she will take a little known trail 
  that skirts the edges of the Bramblewood. Monsters 
  abound at the edges of the Bramblewood, so it will not 
  come as a surprise to anyone when abeils successfully 
  “attack” her caravan and steal all her goods, including 
  the fake longswords. In reality, the abeils will be under 
  the control of the wild elves, and Corvera will only 
  pretend to put up a resistance against their “attack”.  
  KET7-05 Like Bees to Honey 
  Page 4  
  
   
  THE HOUSE OF AL’ZARIF 
   
  The house of Al’Zarif is a powerful merchant 
  trading house in Ket and a member of the Mouqollad 
  Consortium.  
   
  The House also acts as an informal bank—if 
  someone deposits cash or valuables with any branch of 
  the House, a letter of credit can then be taken out and 
  later redeemed for the appropriate amount of cash 
  from any other Al’Sharif agent, and indeed from many 
  other merchants who recognize the stability and 
  solvency of the House of Al’Sharif. 
   
  The wild elves of the Bramblewood have used an 
  intermediary to deposit goods worth 500 gp with the 
  House in order to draw a Letter of Credit to give to 
  Corvera. This is not only Corvera’s payment for the first 
  smuggling job, but also the seed money she will need 
  to have caravan wagons made and guards hired. 
   
  BLACK SCORPIONS 
  The Black Scorpions are a special investigative branch 
  of the Threshers. Black Scorpion officers are always 
  very lawful, but usually more intelligent and 
  inquisitive than the average Thresher.   
   
  KET LAWS PERTAINING ESPECIALLY TO 
  THIS ADVENTURE 
  The DM should review Ket laws and the judicial 
  system as outlined in Appendix 3: Ket Laws. In 
  particular the DM should be aware of the following for 
  this adventure: 
   
  Weapons and armor cannot be worn/carried 
  inside any walled city or town in Ket. The only 
  exceptions are daggers (including kukri), saps and 
  quarterstaffs. The exceptions are: 
  • 
  Mullahs (clerics of the True Faith of Al’Akbar) 
  and nobles (beys and grafs), who may carry a 
  scimitar or falchion.  
  • 
  Active members of the military (but not 
  members of a “military” metaorg) may bear 
  arms and armor related to their military 
  service  
  • 
  And those with special (certed) permission 
  may bear weapons and armor.  
  Normally all weapons and armor are handed to guards 
  at the city gates for safekeeping. (PCs paying for or 
  benefiting from Luxury upkeep may attempt a DC 20 
  Disguise check in order to appear as a noble for the 
  purposes of carrying a scimitar. However, if caught, the 
  PC faces a sentence of life in the mines for 
  impersonating a bey or graf.) 
   
  TIME OF YEAR AND WEATHER 
  It is the month of Coldeven (early spring). 
  Temperatures are approximately 12-14 degrees C (50-55 
  F) during the day and drop down to about+4 to +6 
  degrees C (40-45 F) during the night. Cold winds blow 
  down constantly from the Yatils, and rains have begun 
  to fall. There are full moons on the 3
  rd, 4
  th, and 5
  th of this 
  month and the adventure begins on the 9
  th day. 
   
  ADVENTURE SUMMARY 
   
   
  1: Kai Blackstone Roleplaying encounter. The 
  PCs may meet up with Kai Blackstone and discover 
  that Kai has pieced together rumors of a smuggling 
  operation involving two Rhenee named Corvera and 
  Uvor. 
   
   
  2: Return to Alishtar Roleplaying encounter. The 
  PCs tell Alishtar about Kai’s information, but he seems 
  very uninterested. 
   
   
  3: Black Scorpions Roleplaying encounter. The 
  party is commissioned by the Black Scorpions to 
  uncover the smuggling plot of Corvera and Uvor. 
   
   
  4: 
  Asking 
  Around Roleplaying encounter. 
  Information can be gained from a variety of sources 
  around the city of Lopolla. 
   
   
  5: Fort Nesser Roleplaying encounter. Reaching 
  Fort Nesser, the PCs discover that the Irafa Road is 
  closed, and that the Rhenee caravan arrived the day 
  before. They must seek out the Rhenee caravan in the 
  tent town that has sprung up outside the walls of Fort 
  Nesser. 
   
   
  6: Tent Town Roleplaying encounter. The PCs 
  must find the caravan, and then decide what to do—
  join the caravan as guards, tail the caravan, try a 
  combination of both, or attempt to have Corvera 
  arrested. 
   
   
  7: Abeil Attack Combat encounter. The caravan is 
  attacked by abeils, who are seeking to take the caravan 
  goods to their wild elf masters. This can be done from 
  the point of view of caravan guards, if the PCs joined 
  the caravan, or from a distance if the PCs decided to tail 
  the caravan. 
   
   
  8: Wounded Elf Combat encounter. A single 
  wood elf survivor of the attack in the woods staggers 
  out to the party. A creature is following and attacks at 
  this point! 
   
   
  9: Elvish village Combat encounter. The wood elf 
  village has been overrun by a wild elf and his allies. The 
  party may choose to sneak in and free a captive abeil 
  queen or confront the wild elves and their allies. 
   
  10: Conclusion 
   
  PREPARATION FOR PLAY 
   
  KET7-05 Like Bees to Honey 
  Page 5  
  
  As with any Living Greyhawk adventure, the DM 
  should ascertain all of the following before the 
  adventure: 
  • 
  Is anyone crafting magic items? A MIC must 
  be completed before the adventure begins. 
  • 
  Does anyone have any non-class-related 
  animals? If the DM feels these will be a 
  significant factor in combat, the animal’s CR 
  should be added to the owner’s level for 
  purposes of calculating APL 
  • 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  • 
  Ask to see all spell lists. 
  • 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? 
  • 
  Check PCs’ lifestyle and upkeep. 
  • 
  Does anyone have outstanding Lawbreaker 
  status (formerly Warrant of Ket)? If so, they 
  must roll percentile at the start of the 
  adventure. A roll of 1-10% indicates that 
  authorities have recognized them, arrested 
  them and sentenced them to twice the original 
  sentence they were originally convicted of. The 
  PC is removed from the adventure in order to 
  serve the sentence. 
  In addition, this adventure will also require the 
  following information: 
  • 
  Have any PCs played  
  o 
  KET6-03 Closing the Deal? If so, they 
  will know Alishtar Kilar. 
  o 
  KET6-05 Honest Work? If so, they will 
  know Kai Blackstone. 
  o 
  KET6-07 The Patriot’s Post? If so, they 
  will recognize Alishtar’s bodyguards as 
  harssafs. 
  • 
  What lifestyles are PCs going to pay for? 
  Anyone choosing Standard lifestyle or lower 
  will gain a bonus to their disguise check if they 
  try to pass themselves off as caravan guards at 
  the Purple Monkey tavern (Encounter 4).  
  • 
  Are any PCs members of the following Ket 
  metorgs: Beygraf’s Pride, Clergy of Istus, or 
  Heroes of Azor’Alq? If so, they will have the 
  opportunity to fulfill special “missions” during 
  the adventure. 
   
  INTRODUCTION 
  The adventure commences within the walls of Lopolla, 
  capital city of Ket. Therefore all PCs—with the 
  exception of anyone covered by exemptions noted in 
  Adventure Background: Ket Laws Pertaining Especially 
  to This Adventure—have left all their arms and armor, 
  save for a dagger, staff or sap, with the guards at the city 
  gate.  
   
  The message you received was simple – please 
  attend upon the Bey of Kilar at his city estate in 
  Lopolla at noon. The guards at the gates of the 
  estate were apparently expecting you and escorted 
  you onto the noble’s estate and into to a small 
  antechamber.  
   
  You take in the sumptuously decorated room 
  with cushions arrayed for comfortable seating with 
  a platter of sweetmeats set beside an urn of tea and 
  porcelain cups. A beautiful crystal decanter of bosq 
  and several small crystal glasses stand nearby for 
  those that prefer something a bit stronger.  
   
  But before anyone has a chance to help 
  themselves to the refreshments, however, a 
  concealed door in one wall opens and two 
  humanoids in swirling robes walk in, their faces 
  hidden by sand masks. They examine you 
  dispassionately for a moment, then step aside to 
  make way for a handsome man in his mid-twenties, 
  dressed in the subtly shaded silks preferred by rich 
  nobles in Ket. The humanoids silently place 
  themselves in front of the hidden door and the door 
  you entered, their gaze continually on you as they 
  keep their hands hidden underneath their robes.  
   
  Without any ceremony, the young man takes a 
  seat on a cushion and gestures for you to do the 
  same.  
   
  “Welcome,” he says with a smile, but somehow 
  the smile does not reach his eyes. “Perhaps while 
  you are helping yourself to some refreshments, you 
  might introduce yourselves.”  
   
   
  The two bodyguards are harssafs. They watch the 
  PCs carefully and immediately intervene if anyone 
  attempts to draw weapons or cast spells in the presence 
  of their employer. Otherwise, they neither talk nor 
  respond to queries. It is a DC 24 Knowledge (local–
  Core) check—automatic for anyone who played KET6-
  06 The Patriot’s Post—to determine that they are 
  harsaffs (difficulty increased by 10 for the concealing 
  clothing and facial coverings). Harsaffs are desert 
  creatures reputed to wield twin kukris with deadly 
  efficiency and capable of merging with the sand. 
   
  It is a DC 15 Knowledge (nobility) check to know 
  that the estates of the Bey of Kilar are in northwest Ket 
  and the Bey is primarily known for breeding excellent 
  horses.  
   
  The man seated on the cushions is Alishtar Kilar, 
  although he will make no effort to identify himself. 
  PCs that have played KET6-03 Closing the Deal will 
  recognize him, and if any PC says so, he will briefly 
  acknowledge this. Any PC who did not previously 
  meet him can attempt a DC 15 Knowledge (Local–
  VTF) or Knowledge (nobility) check to identify him as 
  the third son of the current Bey of Kilar, a former well-
  regarded Ketite diplomat who left the diplomatic 
  service about a year ago. He refuses to discuss his 
  family or anything current about them.  
   
  The invitation the PCs received was from the Bey 
  of Kilar. If anyone asks if Alishtar is the Bey of Kilar—
  KET7-05 Like Bees to Honey 
  Page 6  
  
  or points out that he is not the Bey of Kilar—he will 
  simply say that the Bey of Kilar is his father and he is 
  speaking on his father’s behalf.  
   
  Although Alishtar does not agree with the 
  decision to make contact with Kai Blackstone, he is a 
  career diplomat and is used to hiding his true feelings; 
  he will not let this affect his dealings with the PCs, and 
  will act with professional hospitality. A DC 20 Sense 
  Motive check will determine that Alishtar is distracted 
  and angry, but not about this situation. Even if pressed, 
  he does not discuss the source of his anger. If anyone 
  can cast detect thoughts without being noticed by 
  Alishtar or the bodyguards, i.e. without using verbal or 
  somatic components, Alishtar’s surface thoughts 
  indicate that he is angry with his father and views this 
  meeting as a waste of time (and therefore, some of his 
  anger is directed at this meeting as well). If a PC can 
  likewise cast detect magic without attracting the 
  guards’ attention, the spell will reveal three moderate 
  enchantments upon Alishtar. (Alishtar is subject to 
  certain enchantment spells that are not relevant to this 
  adventure, and may constitute spoilers to other 
  adventures if revealed here. Therefore it is a game 
  mechanism that any caster who attempts to dispel 
  them will alert the guards, who will intervene. Alishtar 
  will order the spellcaster off his property if the caster 
  does not cease immediately. The DM should privately 
  warn the player that attempting to dispel these 
  enchantments is not controlled within this adventure, 
  and continuing will definitely end the adventure for 
  the PC immediately. Should the PC continue to cast 
  the spell despite the DM’s warning, then the DM is 
  invited to use whatever means are necessary to remove 
  the PC from the adventure without affecting anyone 
  else—huge numbers of bodyguards waiting outside the 
  room, a full flight of Air Archons instantly teleporting 
  into the room, etc. Once the PC has been removed, the 
  DM can continue with the story.) 
   
  Once everyone has introduced themselves, the 
  young noble continues.  
   
  “There is a man named Kai Blackstone, who has 
  caused my family some embarrassment in the past 
  because of his actions, not through any wrong-
  doing on our part. However, there is a balance of 
  debts between Kai and my family—a debt of honor 
  on our part, and a financial debt on his part. I will 
  not go into the details.  
   
  “Despite our wish that we have nothing further 
  to do with him, this man is trying to contact us—
  apparently he has information that he believes will 
  erase the debt each of us owes the other.  
   
  “Needless to say, my family is not eager to have 
  our name linked to this man again, and therefore I 
  am looking for intermediaries to seek out Kai 
  Blackstone.  
   
  “I would ask that you meet with him, today if 
  possible, and see what it is that he wants. Report 
  back to me with substantive information and you 
  will be rewarded. Naturally, I will also pay you a 
  small stipend for the inconvenience my summons 
  may have caused.  
   
  “I must stress that if you do anything illegal, I 
  will consider this agreement between us to be null 
  and void. We are seeking to remove a stain upon 
  our honor, not to besmirch it further.” 
    
  “Have you any questions?” 
    
  Some possible questions and answers:  
  (Because some players may not have played KET6-05 
  Honest Work or KET6-03 Closing the Deal, Alishtar 
  will not, under any circumstances, discuss anything 
  about these storylines.) 
   
  Where is Kai located?  
  He resides currently in the Ourmistan (the tent city 
  outside Lopolla) near the Last Well of the Restorer.  
   
  It is a DC 15 Knowledge (geography) or Knowledge 
  (local-VTF) check to know the location of this well 
  without asking directions. The Last Well of the 
  Restorer is a water supply used by the caravans to fill 
  up as they leave town heading toward the Irafa Road 
  (the primary trade route through the Bramblewood 
  Forest to the Sheldomar Valley), being the last chance 
  before they leave the city behind, and it is customary 
  for Ket residents to gives thanks to the entire 
  Baklunish Pantheon when starting on long journeys. 
   
  How much are you paying us? 
  The Bey of Kilar has authorized me to compensate you 
  for your living expenses, up to a limit of 50 gp for the 
  week. I will further provide another 50 gp for your visit 
  to Kai, as a token of our appreciation 
   
  In game terms, any lifestyle up to Rich is covered 
  entirely in this adventure, while Luxury only costs half. 
  This only extends to the PC – paying for cohorts or 
  companions are solely at the expense of the PC. 
  Attentive PCs will realize that this statement means 
  Alishtar is not the Bey of Kilar. 
   
  What do we have to do? 
  Find Kai and ask him what he wants. Knowing him, it 
  is some scheme concocted to generate quick money. 
  See why he could possibly want to involve us again and 
  what it is he intends to do. Perhaps there is something 
  to it, perhaps not. Find out. 
   
  Where will we find you to provide the information 
  you want? 
  You may ask for me here. If I am not present, one of my 
  two guards will be available to take in the information 
  you have acquired – you may release it to them. 
   
  What if it is something illegal that Kai proposes? 
  Turn him into the authorities of course, but ensure you 
  have proper evidence. If he tells you of a plan that 
  involves illegal activity, and you do not have enough 
  evidence for a conviction, then I would urge you follow 
  KET7-05 Like Bees to Honey 
  Page 7  
  
  up on the plan and gather enough evidence against 
  him to get a conviction. 
   
  What is he doing now? 
  Kai works at the Last Well of the Restorer, keeping it 
  clean and polished. There is some satisfaction in 
  hearing that he is doing honest work for a change. 
   
  I have stocks in the Kilar breeding program (from 
  KET6-05 Honest Work). Can you tell me how the 
  program is going? How things are proceeding? 
  Many own those now and the Bey is pleased. The 
  spread of word of mouth alone has found buyers for all 
  foals this spring and there is much bounty to be passed 
  along to the shareholders. 
  In game terms, anyone possessing Kilar Breeding Stock 
  on their AR from KET6-05 Honest Work may 
  generate maximum benefit for this adventure – 
  providing they still have uses left. 
   
  Finishing the conversation 
   
  Alishtar will finish the conversation by telling the 
  PCs that Kai is being very circumspect these days, and 
  if they wish to talk to him, they should ask him about 
  “golden foals”– he will then understand that the PCs 
  speak on behalf of the Kilar family. 
   
  “Golden foals” refers to an incident in the past when 
  Kai saved the life of the Bey of Kilar’s eldest son 
  (Alishtar’s oldest brother). There is no way for the PCs 
  to know this, since it has never been disclosed outside 
  of the family (save some high level divinations it is 
  presumed they have not had the time to do – if they 
  somehow have, provided them this detail).  
   
  Development 
  Once the PCs have finished questioning Alishtar, he 
  excuses himself and leaves the room with his 
  bodyguards. The PCs are immediately escorted from 
  the Kilar estate. Proceed to 1: Meeting Kai.  
   
  All APLs 
  Alishtar 
  Kilar: 
  male 
  human 
  (Baklunish), 
  Brd1/Exp4/Ari2; Diplomacy +21, Bluff +15, Sense 
  Motive +14. 
   
  Treasure:  
   
  None, but lifestyle is covered up to Rich if the PCs 
  agree to interview Kai. Note that this change in 
  lifestyle will affect Social checks in the adventure but 
  that the PCs original choices of lifestyle will apply if 
  and when encountering the caravan guards in 6: Tent 
  Town. 
   
   
   
  1: MEETING KAI 
   
  As the PCs leave the walled city via the Merchant’s 
  Gate, any arms and armor that were left with the gate 
  guards are returned to them.  
   
  The Ourmistan, the ever-changing tent city of 
  caravans, merchants and sightseers, is the usual 
  mixture of tents and semi-permanent structures 
  crowding everywhere. Occasional Thresher patrols 
  attempt to keep the chaos to a minimum but the 
  crowds are boisterous and trading is heavy. 
   
  A quick query points you in the direction of 
  the Last Well of the Restorer, and as you reach the 
  edge of the tent city, your destination becomes 
  clear. In contrast to the barely organized chaos of 
  the Ourmistan, wagons and caravans form an 
  orderly queue, caravan masters waiting patiently for 
  their turn to fill their water barrels before 
  departing. Inquiries about the whereabouts of Kai 
  Blackstone lead you quickly to a man in his early 
  thirties, with tanned skin and Oeridian features. A 
  set of tools hangs from his belt, and he holds a 
  polishing cloth in his hand. He looks up as you 
  approach, smiling warmly. 
   
  The Last Well of the Restorer is a well-built and solid 
  stone well with six watering troughs. The area around 
  the well is cobblestoned and well kept, and there are 
  small shrines to all Baklunish deities (including 
  Daoud) in the open area around the well. A 7-foot 
  statue of Al’Akbar, the Restorer of Righteousness, (so 
  only slightly larger than real life, from what is told) is 
  placed on a pedestal above the well. Water constantly 
  fills the well and troughs. It is a DC 20 Knowledge 
  (architecture & engineering) check to understand the 
  cunning system of counterweights, pulleys, etc that 
  keeps the water constantly flowing.  
   
  Any PC who played KET6-05 Honest Work 
  immediately recognizes Kai Blackstone as the man who 
  hired them as caravan guards. (Note that Honest Work 
  is still in play until Dec. 31, 2007, so if this adventure is 
  played before that time, do not let Kai give out spoiler 
  info to players who have not played that adventure 
  yet—therefore Kai will be unwilling to talk about the 
  events leading up to his lengthy stock time.)  
   
  Unless the players either use the code phrase 
  “golden foals” or openly reveal that they are here on 
  behalf of the Kilar family, Kai will refuse to discuss 
  anything other than the weather unless a PC can make 
  a. a DC 40 Diplomacy check. Anyone possessing access 
  to the Little Blue Penguin pendant AR Award from 
  KET6-05 Honest Work gets a +30 circumstance bonus 
  on this check.  
   
  If the PCs do not reveal subtly or otherwise who 
  they are working for, nor make the above Diplomacy 
  check, Kai will look a bit puzzled, then thank them for 
  their time and go back to work. The adventure cannot 
  continue past this point. If the PCs return to Alishtar 
  with this news, Alishtar will be unable to mask his 
  impatience as he asks if they remembered to use the 
  phrase “golden foals”. 
  KET7-05 Like Bees to Honey 
  Page 8  
  
   
  Assuming the party gains his trust; Kai takes them 
  a few steps away from the Well, out of hearing of 
  anyone standing nearby. 
   
  “Thank you for coming,” he begins, wiping some 
  sweat off his fact with a damp rag. “I did not think 
  anyone from the Kilars would come but it is good 
  that someone is showing an interest. 
    
  “Having recently spent some time in the 
  stocks, I was worried that the Kilars would be 
  reluctant to talk to me again. I was only released 
  two days ago, in fact, having served my sentence 
  fully, and during the coldest time of the year!  
    
  “In any event, the person next to me in the 
  stocks was a Rhenee chap by the name of Ishar. 
  Never did catch his last name, if he has one. This 
  Rhenee was a belligerent type and earned himself 
  extra time in the stocks when he resisted arrest by 
  the Threshers who took him into custody after he 
  assaulted a Ket Citizen. We talked briefly, but his 
  accent is thick and I never really liked him all that 
  much. 
    
  “At night, however, things became far more 
  interesting. If those foolish Threshers had ever 
  bothered to post anyone close, they might have 
  realized the same. You see, Ishar talked in his sleep. 
  Me, I am a light sleeper, so Ishar kept me awake on 
  many nights. Now, my knowledge of Rhopan, the 
  Rhenee language, is slight at best. I can, however, 
  recognize the words for gold and smuggling – 
  enough accusations have been leveled at me in my 
  life. 
   
  “So, for an entire week, I slept during the day 
  and stayed awake at night. I overheard a few more 
  things of interest, but nothing concrete. I did hear 
  two names, Corvera and Uvor, as well as endless 
  muttering about ‘honey’. There was also something 
  about ‘Tusmit steel’ and ‘swords’. I thought these 
  people mentioned, Corvera and Uvor, might be 
  thieves stealing weapons, but a few other things 
  this man muttered made it clear that the weapons 
  were not stolen, but purchased legitimately. 
   
   “Of course, I could not ask him anything and 
  the mutterings of a sleeping prisoner are not 
  enough for charges of any kind. When I was 
  released two days ago, I immediately put my 
  remaining contacts to good use. I found out that 
  Corvera and Uvor are a Rhenee man and woman 
  who left town a few days ago in charge of a small 
  caravan. That caravan carried weapons from Tusmit 
  intended for some foreign land. 
    
  “Nothing untoward there, but I dug deeper, 
  since I had heard Ishar mutter the word ‘smuggling’ 
  several times. What I discovered is that Corvera and 
  Uvor had tried to put this caravan together earlier 
  this year, but apparently did not have the cash 
  required. Then about five weeks ago they came into 
  some money, for suddenly they were able to have 
  brand new caravan wagons built, and they were also 
  able to hire a good number of guards. This man 
  Ishar in the stocks beside me was originally in on 
  the planning with them, I think, but he got himself 
  tossed into the stocks for assaulting one of the 
  carpenters building the caravan wagons. 
   
   “So, I am…concerned. They are not smuggling 
  weapons, since they have openly declared that to be 
  their cargo. What else is possible for them to 
  smuggle? (I can tell you from personal experience, 
  just about anything.) 
   
  “Well, perhaps ‘concerned’ is too strong a word. 
  Let us just say that I am interested. I realize that 
  this is all speculation, and much more evidence 
  would be needed to bring this to the attention of 
  the authorities. However, should such a crime be 
  brought out into the open, I’m sure the authorities 
  would be most generous with their praise—and 
  their rewards—and that reward might even extend 
  to the person who brought this to the attention of 
  the adventurers who brought the crime out into the 
  open, yes? 
   
  Naturally, I would like to be the person 
  responsible for exposing such a crime, but 
  unfortunately, I am bound to this post for the next 
  three weeks so that I can earn enough money to pay 
  my debt to my lawyer. (You can see why I am 
  interested in a reward?) 
   
  “I know their caravan is headed for Fort Nesser 
  at the north end of the Irafa Road. Perhaps you can 
  catch up with them there, since I have heard that 
  there may be issues with the Irafa Road right now. 
   
  “Before doing that, though, I would suggest 
  you head to the Tuflik River docks on the far side of 
  the city, and there seek out Silo Van Doorn, the 
  father of Corvera and Uvor, the two Rhenee 
  caravan masters. Another avenue of investigation 
  might be the manufacturer of their new caravan 
  wagons, Vadari Divari. Or I understand the caravan 
  guards were hired at the Purple Monkey tavern 
  here in the Ourmistan.” 
   
  A DC 15 Sense Motive check will reveal that  
  • 
  Kai is telling the truth about his personal 
  finances—he is flat broke and his work at the 
  Well is going to pay his lawyer’s fees. 
  Therefore he has no monetary inducement 
  that he can offer.  
  • 
  He likely has a more mercenary goal than the 
  well-being of Ket in mind when he offers the 
  party this information.  
   
   
  Kai can provide full descriptions of the caravan: 2 
  wagons, 2 horses each, 9 guards in total, two merchants 
  (Corvera and Uvor) and the route taken to Fort Nesser 
  at the north end of the Irafa Rd. This represents the 
  extent of information that he has, since he only did 
  cursory checks on background information while he 
  was considering the implications of the information. 
   
  Kai, as might seem obvious, does care what 
  happens (for his own reasons). He wants the credit for 
  KET7-05 Like Bees to Honey 
  Page 9  
  
  uncovering this scheme and dealing with it, at least in 
  part, so that the disfavor his name brought when 
  connected with the Kilar family is removed.   
   
  It is a DC 12 Knowledge (Local – VTF) check to 
  know that the reference to “Tusmit steel” is a reminder 
  that Tusmit is purported to be home to the best 
  weaponsmiths in the Flanaess and the quality of their 
  weapons is known far and wide. 
   
  Anyone asking around can confirm that Kai is 
  employed as an indentured servant (if that is the 
  correct phrase) by the city of Lopolla itself. His wages 
  are garnished entirely and go to pay his lawyer from his 
  previous trial.  Three weeks is indeed the remaining 
  time he has to work as an indentured servant. 
   
  REWARD FROM KAI 
  Kai wants a share in any rewards that might be handed 
  out. Kai also appreciates that he is asking a lot with no 
  real inducement of his own for the PCs, but if the party 
  seems uninterested in this mission; he emphasizes the 
  possibility of a reward, or even the possibility of 
  recognition and approval from Ket officials. If he is 
  asked what sort of rewards he can provide, he hints that 
  he has access (entirely legal) to a new type of magical 
  combat equipment.  He does not expand upon this but 
  the AR Award is Scorpions Strike for later reference. 
   
  Development 
  The PCs have several choices.  
  • 
  If they choose to return directly to Alishtar 
  with this information, go to 2: Return to 
  Alishstar.  
  • 
  If they wish to dig further within Lopolla for 
  more information, go to 4: Asking Around 
  • 
  They may indicate that they wish to leave 
  Lopolla immediately and follow the caravan 
  to Fort Nesser. If the PCs choose this route, 
  they must encounter the Black Scorpions 
  before they leave the city. Go to 3: Black 
  Scorpions. 
   
  All APLs 
  Kai 
  Blackstone: 
  Rog7/Exp1/FavoredSoul1 
  (Oldimarra); male human (Oeridian); hp 48; See 
  Appendix One. 
  2: RETURN TO ALISHTAR 
  If the PCs present themselves at the Kilar estate after 8 
  pm, they will be told to return the next morning, no 
  sooner than 8 am. The guards will not accept bribes, 
  nor will they be moved by threats, veiled or otherwise.  
   
  If they arrive anytime between 8 am and 8 pm, 
  they will be escorted back to the same antechamber 
  and Alishtar will come to see them. 
   
  Alishtar again appears through the concealed door 
  accompanied by his bodyguards. He seats himself 
  on the silk cushions, gestures for you to do the 
  same, and then inclines his head to you. “What 
  news from Kai Blackstone?” 
   
  Although not particularly concerned about the 
  information, Alishtar is still the consummate diplomat 
  and does not rush or hurry the PCs; but he does not ask 
  any questions once the PCs have finished their story, 
  and immediately stands up, indicating as he does that 
  his family will deal with anything further. He thanks 
  the PCs for their time and efforts, and indicates that 
  their living expenses will continue to be paid for the 
  full week, even if the PCs worked for less than a week 
  to gather this information. He refuses to discuss the 
  matter further. If any PC asks for a Sense Motive check, 
  a DC 25 will reveal that he is not particularly interested 
  in their news and is unlikely to do anything further.  
   
  Should any PCs be curious or press to have the 
  matter investigated, Alishtar entreats them to handle 
  the matter however the PCs see fit. However, he makes 
  it clear that his family’s involvement is over at this 
  point. 
   
  Development 
  • 
  If the PCs have not yet met the Scorpions, proceed 
  immediately to 3: Black Scorpions.  
  • 
  If they have met the Black Scorpions and wish to 
  dig further within Lopolla for more information, 
  go to 4: Asking Around 
  • 
  If they have met the Black Scorpions and wish to 
  leave the city to follow the caravan to Fort Nesser, 
  proceed to 5: Fort Nesser. 
   
  3: BLACK SCORPIONS 
  This encounter usually happens immediately after the 
  PCs re-visit Alishtar. However, if the PCs decide not to 
  report back to Alishtar before they follow the caravan 
  to Fort Nesser, then this encounter happens just as the 
  PCs leave the city.  
   
  You are just turning the corner onto the closest 
  main street when you are stopped as a squad of six 
  Threshers surrounds you and your companions.  
   
  “Please accompany us,” one of them says. It is 
  less than an order but more than a request. 
   
  If the PCs ask why, the Thresher in charge of the squad 
  simply says that a superior officer has requested their 
  presence. He has not been ordered to arrest them, and 
  as far as he knows, they are not on the wrong side of 
  the law.  
   
  If the PCs do not obey, the Threshers will repeat 
  their request one more time. If the PCs still do not 
  acquiesce, the Threshers, looking grim, turn around 
  and leave. The PCs will have to carry on without the 
  information 
  from 
  this 
  encounter. 
  Move 
  to 
  Development below. In addition, any PC with 
  Lawbreaker status (formerly Warrant of Ket) must 
  make a second percentile roll against being caught, 
  KET7-05 Like Bees to Honey 
  Page 10  
  
  since the party has sparked the interest of the 
  Threshers as possible unlawful people. 
   
  If the PCs obey the Threshers’ request: 
   
  You follow the Thresher patrol down several main 
  streets to a nearby Thresher Station. You are 
  ushered into a small office, where two Baklunish 
  humans wait. The man and woman are dressed in 
  uniforms that would be identical to the Threshers 
  except they are mainly black, and a black scorpion 
  on a field of red is embroidered on their right 
  sleeve just below the shoulder.  
   
  It is a DC 20 Knowledge (Local—VTF) check for non-
  residents of Ket (DC 10 for Ket residents) to recognize 
  the officers as belonging to the Black Scorpions (see 
  Adventure Background: Black Scorpions). 
   
  The female wastes no time. “I am Lieutenant 
  Valencia of the Black Scorpions. My partner is 
  Lieutenant Shiraf.”  
   
  Shiraf steps forward. “We investigate reports of 
  clandestine 
  movements 
  of 
  good 
  across 
  the 
  Tusmit/Ket border. We have run across the trail of 
  a new and active smuggling ring, not an unusual 
  situation, particularly given how corrupt the 
  Tusmites and those of the Exalted Faith tend to be 
  when presented with wealth, as you know.” He 
  looks around for signs of agreement from you, then 
  continues. 
   
  “We understand that you have received 
  information from one Kai Blackstone about a 
  possible smuggling operation involving Tusmite 
  weapons. It is but one of many rumors we are 
  currently investigating, but his past reputation as a 
  smuggler makes it almost certain that this may be 
  more than the idle gossip of jealous merchants. We 
  would consider it a personal favor to Ket if you 
  would agree to carry on with this investigation and 
  keep us informed about what you discover.”  
   
  Lieutenant Valencia continues. “There are 
  certain advantages in using non-official agents such 
  as yourselves. Our numbers and time are limited, 
  and it would take us weeks or even months to build 
  a cover that would enable us to infiltrate just this 
  one operation. You, on the other hand, have a 
  certain amount of street credibility and experience, 
  if your reputations are anything to go by, and you 
  should be able to get closer to the smugglers faster. 
   
  “However, we can offer you no official capacity 
  or authority, nor can we even offer you an exact 
  reward, but we can assure you that the government 
  of Ket is most generous to those who serve to 
  uphold and enforce the laws, even private citizens 
  and foreigners.” 
   
  Shiraf adds, “If you haven’t already, follow up 
  on any clues Kai may have given to you. Find out 
  what you can, dig as deep as you can without 
  committing any crimes yourselves. Get as close to 
  the caravan itself and find out what is going on, 
  then bring this information to us. Or, since I 
  understand this caravan may have already left the 
  city, take your information to the nearest local 
  authority. Whatever happens, though, if goods are 
  being smuggled, do not let any transfer of goods 
  take place without your knowledge. And if 
  transactions are occurring within Ket, find out as 
  much as you can about the buyers of the good.” 
   
  Both Shiraf and Valencia look at you 
  expectantly. “What say you?” 
   
  Show the players’ Handout #1: Map of Ket so they 
  can see the main caravan routes within Ket and get an 
  understanding of where Corvera and Uvor are headed. 
   
  The Black Scorpions seek cooperation but they 
  will not provide any resources, since their expectation 
  is that the PCs will do this for Ket (and with reasonable 
  expectation of being rewarded for success, of course.) 
  Valencia, who is Lawful Good, is also concerned about 
  preventing possible injury to Ketites, and will urge 
  like-minded PCs to take this mission in order to make 
  sure that no one is harmed.  
   
  For the most part, questions directed to them 
  receive little or no informative replies.  The two Black 
  Scorpions know of the possible smuggling operation 
  but nothing surrounding it.  They refer the PCs back to 
  whatever leads Kai has provided or wherever they 
  might go for more information, emphasizing the fact 
  that they have many tasks as Threshers to accomplish 
  and they are looking for unofficial help to speed up this 
  process. 
   
  TRAVEL PAPERS 
  The Black Scorpions do take the time to ensure that 
  everyone has official Travel Papers, since they desire no 
  complications of a bureaucratic type for their “agents”. 
  If the PCs do not already have certed Travel Papers, 
  they are provided quickly and without cost, gaining the 
  AR Award Travel Papers. 
   
  MEMBERS OF THE HEROES OF 
  AZOR’ALQ 
  If any PC is a member of the Ket metaorganization 
  Heroes of Azor’alq, Valencia recognizes them as a 
  fellow Hero, since she is also a staunch support of the 
  Prince of Light and a member of this metaorg. She 
  immediately draws the PC(s) aside for a private 
  conversation, and reveals that she fears the items being 
  smuggled are not just harmless merchant goods, but 
  rather weapons of some type. These cannot be allowed 
  to fall into the hands of dishonest men or, even worse, 
  enemies of Ket. At the same time, evidence must be 
  gathered. The PCs are asked to specifically ensure that 
  all of the caravan goods are kept intact. If they are 
  being sold off or otherwise taken/removed, the PC 
  needs to document all of it and preferably get it all 
  back. If they can, find out who the final recipient is to 
  be, so that proper steps can be taken. 
   
  KET7-05 Like Bees to Honey 
  Page 11  
  
  MEMBERS OF THE CLERGY OF ISTUS 
  If any PCs are members of the Ket metaorg the Clergy 
  of Istus, they are taken aside by Shiraf, who is a 
  follower of Istus and lesser (level 3) cleric in his own 
  right. Shiraf has noticed something else as well, rumors 
  in town of a new trade good, honey of some type from 
  an unknown source. He senses it is somehow 
  connected to this smuggling operation. He wants 
  information on it and some evidence of how the new 
  apiary or honey operation is connected to this 
   
  QUESTIONS COMPLETE 
   
  If the PCs accept the offer, Shiraf adds one more 
  item to the commentary they have made thus far: 
   
  “I want to emphasize that the final destination for 
  these goods is a vital aspect of this investigation.  
  These bit players, the Rhenee smugglers, they 
  would be easy to round up – but the purchasers or 
  final recipients of the goods are what we are more 
  interested in. We need definite identification of the 
  final buyers and their location, preferably from a 
  reputable party such as yourselves.  That is all.” 
   
  Development 
  • 
  If the PCs have not already reported back to 
  Alishtar and decide to do so now, go to 
  2: Return to Alishtar.  
  • 
  If the PCs wish to stay in Lopolla and 
  investigate further, go to 4: Asking Around. 
  • 
  If the PCs were leaving Lopolla to follow the 
  caravan 
  to 
  Fort 
  Nesser 
  before 
  being 
  intercepted by the Black Scorpions, then 
  continue on to 5: Fort Nesser 
   
  All APLs 
  Lieutenant Shiraf: male human (Baklunish), 
  Ftr2/Rog2/Rgr4; Sense Motive +13. 
  Lieutenant Valencia: female human (Baklunish) 
  Sct2/Ftr2/Rog4; Sense Motive +10. 
  4: ASKING AROUND 
  GENERAL GATHER INFO CHECKS 
  The party might ask to make Gather Information 
  checks of a general nature. The following details may 
  be gleaned anytime the PCs attempt to Gather 
  Information while in Lopolla or the Ourmistan. 
   
  Each Gather Information check takes 1d4-1 hours, 
  (a shorter time than usual because of the amount of 
  gossip and the number of travelers in Lopolla and the 
  Ourmistan) and costs 1d4 gp. The DM must keep track 
  of these costs since this adventure does not provide for 
  any overcap gold. 
   
  DC 5 – If I had a few pieces of silver, I’d have 
  Jentella’s pink chickens tell me if we’re invading Bissel 
  or whether Bissel’s invading us.  
   
  DC 10 – Caravan trade on the Irafa Road is all 
  mucked up right now. Some blame it on the Moqoullad 
  Consortium but I say it is the elves. They got all uppity 
  when they fought beside the army last year, now they 
  want even more. 
   
  DC 15 – Heard tell there are strange things in the 
  Yatil Mountains, for sure. Shadow creatures and the 
  like. For sure our caravan’s heading south of the Yatils, 
  around the Bramblewood, not north into the 
  mountains. Wouldn’t want to be caught up there now. 
   
  DC 20 – I bought me a whole cask of honey 
  yesterday—the earliest I’ve ever seen it on the market. 
  Didn’t get it from Asoof either—haven’t seen him yet 
  this spring—and I’m beginning to regret not waiting 
  for him. This honey is good stuff, I guess, but them 
  bees must have been into some different flowers—it’s a 
  little too strong or something. It takes a little getting 
  used to. 
   
  DC 25 – A few days ago, maybe a week, I saw a 
  new load of scimitars, mint they were, being loaded 
  onto a caravan. Inquired if I could pick up a case, as I 
  have a buyer, but I was told they were intended for 
  another market. The man there, he did not even bother 
  to get my name, despite me saying I would buy 50 of 
  them if he could get more from his sources. Seemed 
  uninterested. 
   
  DC 30 – Never trust caravan guards. I had six of 
  them signed up, with bonuses for being there on time, 
  when they all turned around and handed back their 
  money. Said they had been hired for more, double 
  what I was paying. Except for one, he seemed a bit 
  loony—lovestruck, as it were, kept muttering about 
  “how beautiful she was.” But double what I was paying 
  – no merchant can make a living if they have to pay 
  that much out. Lunacy that is what it is. These Rhenee 
  don’t know how to run proper caravans – they should 
  stick to the water where they know best. 
   
  OTHER SOURCES OF INFO 
  The party can also check out a variety of specific 
  sources of information in and around Lopolla, 
  including: 
   
  • 
  Silo, father of Corvera and Uvor 
  • 
  Ishar, the sleep-talking Rhenee 
  • 
  Vidari Divari, the caravan wagon maker and 
  Farid, the carpenter assaulted by Ishar 
  • 
  The Purple Monkey, a tavern favored by 
  caravan guards seeking employment 
   
  SILO VAN DOORN 
  The father of Corvera and Uvor, Silo “Bear” Van Doorn, 
  can be found quickly in the Ourmistan by asking his 
  name – he is the primary dock representative for the 
  Rhenee boatpeople in town this spring and everyone 
  knows of him or where he can be found. 
   
  Near the river, he matches descriptions that would 
  have been passed around. Nearly 6 feet in height, he 
  KET7-05 Like Bees to Honey 
  Page 12  
  
  wears bright red clothing and bellows at various 
  passersby in differing languages, looking for business. 
  If approached, however, he reduces his volume and is 
  all business. 
   
  In order to get any information, the PCs must 
  present a sympathetic ear for a discussion about his son 
  and daughter (Corvera and Uvor). This requires either 
  genuine concern (as determined by the DM) or a DC 
  25 Bluff check (it is high because he has +15 Sense 
  Motive). Failure turns his answers into non-committal 
  responses – he provides nothing further but has no 
  desire to insult or offend potential future clients. 
   
  However, if the PCs either express real concern or 
  make the Bluff check, Silo will talk to the PCs and 
  provide them with the following information:  
   
  1) Corvera, his daughter, is the leader between 
  his two children, as befits a future wise 
  woman. She is beautiful and headstrong and 
  his wife Taria is going to be very upset to learn 
  they left without Silo hearing about it; 
  2) His two children have been clamoring for a 
  share of the business, which is a merchant 
  delivery. Silo was reluctant, because they were 
  still his young children in his eyes at the time, 
  and he put them off until the end of spring, 
  when their mother would return from a visit 
  to relatives in Perrenland; 
  3) Four days ago, they left town. He made 
  inquiries and found they had gathered up a 
  small caravan, equipped it and left. Where 
  they got the money, he does not know, but he 
  did not give them anything nor did they steal 
  from him; 
  4) As far as he knows, Ishar (the Rhenee in the 
  stocks) is Corvera’s betrothed or was until 
  about two weeks ago – he has heard rumors 
  that she called the marriage off but has not 
  talked to his daughter about it; 
  5) The House of Al’Zarif delivered a letter 
  yesterday to his tent in the Ourmistan 
  addressed to Corvera. Although he professes 
  that he would not open anything addressed to 
  another, he suspects (DC 15 Sense Motive to 
  realize he opened the letter despite what he 
  says) that it is a letter of credit to his daughter;  
  6) Uvor did get his newest toy from Perrenland 
  recently, a nice light crossbow gilded in silver. 
  Strange choice of coloration, but Uvor 
  seemed proud of it; 
   
  He has not heard of any smuggling operations or 
  anything of the sort. He says he would be shocked if 
  they were attempting that – it is a DC 25 Sense Motive 
  to know that in actual fact, he would be rather proud if 
  they succeeded. If confronted with this piece of 
  information, he admits that he thinks they need more 
  tutoring to do it properly; 
   
  Should he be asked, he can confirm that his 
  daughter did have a supply of honey, a small 
  assortment in pots that she claimed to have traded for 
  about a month ago.  He still has a pair of pots of it left 
  and will sell one for 3 gp (a huge rip-off, he can be 
  bargained down to 1 gp with a Bluff or Diplomacy 
  check of 20).  Note the details in the Adventure 
  Background about the honey. 
   
  Silo allows the PCs to search his tent in the 
  Ourmistan, and the tents that belong to his two 
  children, if asked (he owns the tents his children use 
  and they did not take them for fear of tipping him off 
  too soon to their plans).  
   
   
  Alternatively, PCs can attempt to do this without 
  permission – it is a DC 15 Hide check and DC 15 Move 
  Silently (modified if the PCs take appropriate 
  precautions) for anyone involved not to be caught and 
  taken to the Threshers (noting that higher level parties 
  can likely simply escape if they desire, although they 
  are still subject to the AR Award Lawbreaker). If these 
  are successful, it is a DC 15 Sleight of Hand check to 
  enter the tent without arousing suspicion.  It takes 
  fifteen minutes to search the large tents quickly and an 
  hour to search them thoroughly. 
   
  Searching all three tents, however, reveals nothing 
  of interest. The letter of credit is indeed present, 
  showing a deposit of 500 gp in the name of Corvera 
  Van Doorn, but no indication of the source of the 
  money. For information on the source of the letter of 
  credit and checking on authenticity, see Adventure 
  Background under House of Al’Zarif. 
   
  Silo recommends to anyone interested that they 
  visit the wagon makers or the Purple Monkey, two 
  establishments that have a connection to his children – 
  one is where they got their new caravan wagons, the 
  latter is where they hired guards. Silo has attempted to 
  get information, but the wagon makers closes before he 
  can reach it during the day and the caravan guards at 
  the Purple Monkey did not like him. 
   
  ISHAR 
  Ishar is still in the stocks and has a total of 2 more 
  weeks to serve in his sentence, having served just over 
  2 at the start of the adventure, all for committing lethal 
  and non-lethal damage which resulted in the loss of 
  consciousness of a Citizen of Ket. He is a short, stocky 
  young man of Rhenee descent, with a hooked nose, 
  green eyes, and black hair. His Common is heavily 
  accented and he prefers to talk in Rhopan and leave 
  discussions to others, if need be. His family has not 
  visited since he was sentenced to the stocks, as they are 
  mad at him for exposing them to such legal attention.  
   
  The stocks are located in Lopolla itself (in 
  Thresher Square) so PCs will have to surrender arms 
  and armor at the city gates as usual. 
   
  People in the stocks have no say about who can or 
  cannot visit them. Any passerby has the right to speak 
  to a person in the stocks (usually to berate them for 
  their crimes or taunt them), but not to cause physical 
  suffering (although the Threshers standing nearby 
  usually make no attempt to stop rotten vegetables from 
  KET7-05 Like Bees to Honey 
  Page 13  
  
  being thrown.) Ishar cannot, as a result, prevent 
  anyone from coming up to talk to him. 
   
  Ishar refuses to talk to anyone unless they either 
  have a very smooth story or have something of value to 
  trade to him (obviously, not directly, since he cannot 
  take it at this time). There is only one exception to this 
  – if anyone professes to have a dislike for the way 
  Corvera treated him, he talks freely and openly without 
  a Diplomacy check. 
   
  Otherwise, PCs must attempt a DC 30 Diplomacy 
  check in order to talk to him, using the following 
  modifiers (all are circumstance modifiers unless 
  otherwise stated): 
  • 
  PC is of Rhenee descent: +10  
  • 
  PC openly worships a non-lawful god: +5  
  • 
  PC openly worships a lawful god: -5  
  • 
  Every 10 gp of items offered: +1 unnamed 
  modifier (to a maximum of +30) 
  • 
  PC speaks Rhopan: +5 unnamed modifier 
  If the PCs are successful, Ishar talks to them in a 
  reluctant manner.  
   
  He can provide the following details if questioned 
  properly (at the discretion of the DM): 
  1) Corvera and Uvor are close friends and the 
  three of them planned a caravan operation; 
  2) The two of them arranged for goods from 
  somewhere but he does not know where. He 
  does know that the goods are pre-paid at the 
  final destination and that there must be 
  something a bit odd about them, since they 
  are just weapons but somebody is going to a 
  lot of effort to ship them quickly and not 
  through a regular caravan – even  Ishar knows 
  they are too green and new to get this kind of 
  valuable shipment on their first attempt; 
  3) The weapons provided were made of 
  excellent Tusmit steel and looked to be 
  superb specimens – all scimitars and kukris, 
  with a single crate of longswords as well;  
  4) All three of them had wagons built with some 
  extra secret compartments – Ishar asked if 
  they were intending to put anything in them 
  but Corvera would only laugh at the 
  comment. He never did see or hear of 
  anything being put in the compartments (and 
  provides instructions on how to access these 
  secret compartments) – he can provide the 
  details to the Wagon makers as needed; 
  5) Ishar was not mad at the Citizen he assaulted. 
  He was, instead, furious with Corvera, who 
  had broken off their betrothal that morning, 
  saying she had a better prospect. He regrets 
  his action now, but Ishar is also coming to the 
  realization that he did at least get some time 
  away from her; 
  6) Ishar never saw any indication of who would 
  be receiving the goods but Corvera kept 
  muttering about honey and such – she did 
  have a whole case of it (36 small pots). Said 
  something about bees and knowing when the 
  time came; 
  7) Corvera got paid a good chunk up front for 
  the job and shared the money equally. 
  Although he is still upset with her for the 
  break-up, he does admit she was doing an 
  excellent job organizing things and was fair 
  with everyone about cash. He thinks she put 
  her share into an account with the House of 
  Al’Zarif, a member of the Mouqollad 
  Consortium; 
  8) Ishar does not know the route of the caravan 
  (Corvera kept that to herself), who the 
  recipient of the goods might be (none of them 
  know that), the smuggled wands location (or 
  that they are being smuggled – he suspects 
  this but has no proof). 
   
  Ishar Sleeptalking 
   
  Astute PCs might realize that Ishar talks in his 
  sleep, as conveyed by Kai.  Any PC speaking Rhenee 
  can direct this sleeptalking automatically and get the 
  information noted above by simply waiting until 10 pm 
  when Ishar falls asleep. 
   
  If the PC only speaks Common, it is a DC 10 
  Diplomacy or Sense Motive check to direct the talk 
  appropriately. Kai never did think to do this, which is 
  the only reason he does not have this information. 
   
  WAGON MAKERS 
  It is easy to find the firm of V. Divari and Sons in 
  Lopolla, craftsmen of wagons of the highest quality. 
  This firm is a member of the Moquollad Consortium. 
   
  The wagon shop is a large, bustling operation in an 
  old warehouse. Typical operations in the facility are 
  ongoing and everyone hard at work waves any PC over 
  to the office attached to the side of the building, near 
  the stables. Inside the office are two young men 
  working as clerks and a young woman who runs the 
  operation. Her name is Vadira and she is happy to 
  answer any questions the PCs might have about the 
  operation and their customers. She keeps confidential 
  details such as cost, source of payment and the like, but 
  other details are public domain as far as she is 
  concerned: 
  1) The wagons were ordered one month ago. 
  Two of them, designed for long-term road 
  travel to the East (she starts to explain that the 
  road wear is different and simply leaves it at 
  that without more details); 
  2) Each wagon was paid for in full by Corvera, 
  although Uvor and Ishar both took turns 
  inspecting the progress; 
  3) There were alterations requested during 
  construction, easily accommodated.  A DC 20 
  Sense Motive indicates the “accommodations” 
  were in fact smuggling compartments. 
  4) Ishar turned violent two weeks ago and struck 
  one of the better carpenters, Farid, on the job, 
  working on some of the upper structure. 
  KET7-05 Like Bees to Honey 
  Page 14  
  
  Vadira herself informed the Threshers, as she 
  must do as the owner of the facility (or rather, 
  representative of the owner); 
  5) Despite some impressive negotiating skills 
  and an ability to turn the eye of any man in 
  the room, Corvera actually knew very little 
  about wagons and caravans in general. By the 
  time they were picked up, however, Corvera 
  had managed to educate herself quite 
  thoroughly and the final discussion the two 
  women had gave Vadira a great deal of 
  reassurance that the other young woman had 
  the situation well in hand; 
  6) Corvera intended to travel to the Sheldomar 
  Valley, from maps she perused in the main 
  office, and asked a lot of questions about the 
  Irafa Rd. Although attentive and intelligent, 
  some of the questions were repeated a few 
  times and Vadira got the feeling that there 
  was something odd about the interest Corvera 
  was showing in the road itself, but she could 
  not identify the reason; 
  7) When the wagons were turned over, Corvera 
  and Uvor took possession of them alone, one 
  driving each. Despite warnings that they 
  should have guards present for wherever they 
  were going to get goods, the young Rhenee 
  woman turned down such advice; 
   
  Vadira has made no further inquiries about the 
  caravan as the minor inconsistencies and curiosities are 
  just part of her daily job, it seems.  
   
  Should she be asked, she can provide directions to 
  the Purple Monkey, where the caravan guards in the 
  city hang out while awaiting work, or between jobs. 
   
  Questioning Farid 
  Farid is present at the facility during the day and is 
  happy to answer any questions about the assault.  He 
  says that Ishar was angry when he came in that 
  morning of the assault.  Ishar was to be shown how to 
  make temporary repairs to the wheels and Farid was 
  showing 
  him 
  the 
  simple 
  methods 
  when 
  he 
  admonished the young Rhenee. Rather than simply 
  shrug, as Ishar had done every time to that point, the 
  Rhenee man turned around with a look of rage in his 
  eyes and struck Farid. 
   
  Farid does indicate the Rhenee man was almost 
  instantly apologetic, but the anger in his demeanor and 
  eyes did not fade, yet nor was it directed at him. The 
  Threshers were called by Vadira, who was concerned 
  the Rhenee might do something similar again. 
   
  The Wagons 
  Questions about the wagons elicit the following 
  information, and they can also be inspected (similar 
  versions) at the facility: 
   
  1) Each wagon is 10 feet wide and 15 feet long.  
  They are of solid yarpik wood construction, 
  designed for heavy duty work. Solid wheels 
  are rimmed with iron to provide extra 
  durability; 
  2) Each wagon has been reinforced for road 
  travel in poor conditions. Yes, this does make 
  them capable of off-road travel, albeit slowly; 
  3) There are a number of areas on any merchant 
  wagon that are designed for safekeeping.  
  These could be easily modified to smugglers 
  compartments if needed.  It is a DC 20 Search 
  check to find three of them, DC 25 Search 
  check to find six of them and DC 30 to find all 
  ten locations. The very fact they are easily 
  concealable is not a crime as they are 
  frequently used to store valuables. 
   
  THE PURPLE MONKEY 
  This semi-permanent wood and tent structure in 
  the Ourmistan is boisterous and loud at all hours of 
  the day and night. A single wooden sign hangs 
  before the building, showing a soldier in the livery 
  of Bissel, covered in purple juice of some kind. 
  Many dents and scars show that it is often used as 
  an impromptu target. 
   
  Caravan guards, identified by their travel gear, well-
  tended weapons, light armor, and travel-worn 
  expressions, wait here at all times of the day and night, 
  while they are waiting for their next employment. The 
  Threshers give this place a wide berth since there are 
  usually more than enough tough types here that can 
  handle most problems, and the Threshers have bigger 
  issues to police in the chaotic tent city. Non-lethal 
  assaults are common at the Purple Monkey, since there 
  is no punishment for bar brawls. However, the 
  Threshers are summoned immediately if lethal damage 
  is inflicted. 
   
  Any members of the VTF Metaorg “Moquollad 
  Consortium” 
  are 
  automatically 
  given 
  whatever 
  information they choose to ask for. Questioning the 
  guards takes approximately 2 hours of time in order to 
  separate fact from fiction. 
   
  All other PCs will have three options to gaining 
  info here.  
   
  Firstly (and easiest), they can offer cash for 
  answers. Caravan guards like getting paid and they are 
  more mercenary than most – for a minimum of 2 gp, 
  guards will answer questions as set out below. 
   
  A second approach is to display some knowledge 
  of caravan guarding duties. Anyone with an AR from 
  KET6-05 Honest Work or another adventure that 
  required work as a caravan guard (must be an 
  adventure with which the DM is familiar) may simply 
  make conversation and, after a period of fifteen 
  minutes, the local guards accept that individual as a 
  previous caravan guard him/herself. Once accepted, 
  guards will answer questions as set out below. 
   
  Finally, a PC can attempt to disguise him/herself 
  as a professional caravan guard. This requires either a 
  DC 25 Disguise check, (with a + 5 circumstance 
  modifier for anyone who chose Standard or No 
  KET7-05 Like Bees to Honey 
  Page 15  
  
  Lifestyle costs before the adventure began), or a DC 25 
  Bluff/Diplomacy check. It is understood that the PCs 
  may have accepted a higher lifestyle from Alishtar – 
  the modifier is based on whatever lifestyle they chose 
  at the outset of the adventure, before that option was 
  presented. Once accepted, guards will answer 
  questions as set out below. 
   
  Failure at the last two options means the guards 
  see through the deception and clam up– they accept 
  drinks/food etc., but do not offer any information 
  unless someone bribes them with at least 2 gp.  
   
  Guards’ Information: 
   
  Since caravan guards come and go frequently, 
  nobody at the Purple Monkey today was actually 
  present for any of the events below, but the stories 
  have been passed via word of mouth and guards can 
  recall the information below with little prodding: 
  1) A total of nine guards signed on with Corvera. 
  She was apparently a stunning gal and had 
  most of the men in the room panting, (and a 
  few of the women); 
  2) However, Corvera signed up guards who were 
  competent, not just desperate. 
  3) She had two Rhenee men with her. One of 
  them scowled but said nothing. A description 
  and visit to Ishar in the stocks (see Ishar 
  above), either prior to this or later, confirms it 
  was him;  
  4) The other man was well-dressed and had a 
  resemblance to the woman. He turned out to 
  be Corvera’s brother when Mikey from 
  Greyhawk showed up in the bar and made 
  inappropriate advances to Corvera, assuming 
  she was a professional woman working the 
  bar. Her brother set Mikey straight real quick 
  – he was quick and vicious and you would not 
  want to get on his bad side; 
  5) She was paying about double the normal rate 
  per day of 5 cp and room and board – in other 
  words, she was offering 1 sp per day – and 
  giving a bonus of 5 sp to anyone who found a 
  competent partner, as well as a signing bonus 
  of 5 sp; 
  6) The caravan was headed out toward Fort 
  Nesser at the north end of the Irafa Rd. Most 
  guards here have heard that there is some 
  problem on the Irafa Road, but Corvera would 
  hear nothing of it and they soon stopped 
  trying to convince her; 
  7) The first time she showed up, some three 
  weeks ago, the owner of the bar (Dag, a half-
  orc) said she exchanged two pots of honey for 
  drinks and cash. It is not a usual event to 
  barter like that, but it is not unheard of either 
  – it is just unusual. She never showed up with 
  any more pots of it but that was some of the 
  best honey he remembers having in quite 
  some time (it is all gone now); 
  8) Corvera hired her guards ten days ago and 
  arranged to have them join her at an 
  unspecified location (none here know it) four 
  days ago. The bar keep knows they then left 
  Lopolla and were reputedly heading for the 
  Irafa Rd. 
   
  Development 
   
  Once the party has finished investigating any 
  leads they care to follow in and around Lopolla: 
  • 
  If the party has not yet reported back to 
  Alishtar, and wish to do so now, go to 2: 
  Return to Alishtar. 
  • 
  Or the party may choose to leave Lopolla in 
  pursuit of the caravan.  
  o 
  If they have already encountered the 
  Black Scorpions, then go to 5: Fort 
  Nesser. 
  o 
  If they have not yet encountered the 
  Black Scorpions and indicate that they 
  are leaving the city, go to 3: Black 
  Scorpions. 
   
  5: FORT NESSER 
  Assuming a base speed of 60 ft on horseback, it will 
  take five days to reach Fort Nesser. Some parties will 
  take longer if they are on foot; higher-level parties may 
  use magic to travel there more quickly. However, 
  whatever means are chosen to travel there, the party 
  always arrives the day after the Rhenee caravan arrived.  
   
  As you approach Fort Nesser, the heavily fortified 
  town at the north end of the Irafa Road, you can tell 
  that something is wrong. You have heard many 
  stories of the endless caravan traffic passing 
  through the open gates of the town during spring, 
  summer and fall. But strangely, the immense north 
  gates of the town are closed, and you see no 
  caravans in sight. A small forest of tents lies beside 
  the town—a miniature version of the Ourmistan of 
  Lopolla—something you have never heard of in 
  this area before.  
   
  As you cautiously approach the closed gate, the 
  helmets of heavily armed soldiers pop up above the 
  palisade walls, and you become aware of many of 
  ballistae and crossbows aimed at you. 
   
  A small postern gate in the large north gate 
  opens, and a heavily armored sergeant of the Somb 
  infantry clanks out and looks you over carefully.  
   
   
  All APLs 
   
  Sergeant Toomis: Ftr4/Swashbuckler1; Sense 
  Motive + 8 
   
  Sergeant Toomis demands to see Travel Papers. He also 
  carefully questions each party member about who they 
  are and where they are from. (If anyone lies about their 
  country of origin, the PC must make a Bluff against 
  KET7-05 Like Bees to Honey 
  Page 16  
  
  Toomis’s Sense Motive. If the PC loses, Toomis 
  immediately places the PC under arrest. 
   
  Toomis instantly arrests any PC who admits to 
  being from any region in the Sheldomar Valley (Bissel, 
  Geoff, Principality of Ulek, Keoland, Gran March, or 
  Yeomanry). 
   
  Arrested 
  If any PCs are arrested, they are questioned closely 
  about their ties to military or other organizations 
  outside of Ket. If the PC makes any blatantly anti-Ket 
  statements (“I’m a spy for Bissel”, “Ket will be a much 
  better place once the Knights of the Watch cleanse it”, 
  etc.) then the PC is escorted to the nearest border and 
  expelled from Ket. The adventure is over for this PC. 
   
  Otherwise, after lengthy questioning, the PC is 
  released and escorted back outside Fort Nesser.   
   
  Resisting arrest 
  For PCs who are arrested, it is an option to resist arrest. 
  However, advise any PC wanting to do this that this 
  will be the end of the adventure for them. Also advise 
  those playing at APLs 8-12 that not only will they miss 
  the rest of this adventure, but due to the resultant 
  Lawbreaker status they gain, they will also have a 10% 
  chance of being recognized at the start of any future 
  Ket adventure, earning them double the original TU 
  penalty for stock time and missing that adventure as 
  well. 
   
  If the PC persists, then at APL 2-6, assume 
  resisting arrest is unsuccessful. The PC will be dragged 
  before a Jurat and given 2 TUs of stock time for 
  resisting lawful authority in Ket. Give the PC the AR 
  item Lawbreaker, indicate the sentence was served, 
  and remove the PC from the adventure. 
   
  At APL 8-12, assume that the PC has the resources 
  to escape from arrest. Give the PC the AR item 
  Lawbreaker with an initial sentence of 2 TUs in the 
  stocks, indicate that it was not served, and remove the 
  PC from the adventure. 
   
  Once he is finished, unless the PCs wish to 
  question him, he directs the PCs to the small tent town 
  beside the town walls, where Nesser’s non-military 
  inhabitants have been apparently living for the past 
  few weeks or months. 
   
  Not Arrested 
  Anyone not arrested by Toomis is free to talk with him 
  for a few minutes (see Questioning the Sergeant 
  below), or may enter the fort if they meet the 
  conditions for entry listed above, or they may simply 
  proceed to 6: Tent Town.  
   
   
  QUESTIONING THE SERGEANT 
  Sergeant Toomis knows the following if the PCs 
  question him: 
  • 
  The Irafa Road has been closed to all traffic 
  since the winter. Toomis refuses to give a 
  reason 
  other 
  than 
  “necessary 
  military 
  operations”. 
  • 
  Caravan masters are being advised to travel 
  north to the Lopolla-Polvar road, and from 
  there take the ancient, pre-Irafa trade route, 
  following the road east and then south 
  through Polvar and Falwur before entering 
  the Bramblewood Gap to the Sheldomar 
  Valley. It is a much longer route than the Irafa 
  Road, perhaps as long as three weeks to the 
  Ket border (as opposed to 10 days using the 
  Irafa Road.) 
  • 
  Admittance to Fort Nesser is restricted to 
  military personnel, Archons, those with 
  connections to either of these organizations 
  through metaorganizations, or anyone with 
  special permission from Lopolla. 
  • 
  If asked about Corvera and Uvor, or at least 
  about a two-wagon caravan, Sergeant Toomis 
  says a small caravan arrived yesterday, which 
  was surprising, given that all caravan masters 
  in Ket have known about the Irafa Rd closure 
  for weeks, if not months. He thinks they are 
  still in the small tent city that lies just outside 
  Nesser’s walls. He advised the Rhenee man 
  and woman to take the slow route through 
  Polvar, and he assumes they will do so, 
  although he is surprised that they are still 
  here—he assumed they would have headed 
  back up the north road at first light this 
  morning.  
   
  ENTERING THE FORT 
  If anyone does gain admittance to the Fort, there is not 
  much to do inside. It is completely given over to the 
  military. To maintain order and discipline, all taverns 
  within the walls of Nesser have been closed. Likewise 
  all the stores and inns have closed due to lack of 
  customers. All civilians have been removed from inside 
  the walls.  
    
  MEMBERS OF THE BEYGRAF’S PRIDE 
  Regiments of the Ketite Kaman (light cavalry) are 
  known for their extravagantly colorful uniforms. 
  Possibly the one exception is the regiment known as 
  the “Tigers”, who earned their nickname because of 
  their dark blue uniforms striped with white. 
   
  If any PCs are members of the Beygraf’s Pride, 
  then a few minutes after leaving Sergeant Toomis—or 
  if the member of Beygraf’s Pride enters Fort Nesser—
  he or she is approached by a captain of the “Tigers”. The 
  PC will automatically recognize the uniform as 
  belonging to the Tigers. (For anyone else, it is a DC 15 
  Knowledge (Nobility and Royalty) or (Local—VTF) 
  check to identify the uniforms of the “Tigers”.)  
  “Tigers”.) 
   
  The captain tells the PC that the entire regiment is 
  here, but due to losses suffered in battle last autumn, 
  they are only at 80% of optimal numbers for horses 
  KET7-05 Like Bees to Honey 
  Page 17  
  
  (that is, enough horses for each rider plus replacements 
  in case of injury, deaths, illness, etc.) Due to upcoming 
  tactical exercises (the captain refuses to explain what 
  this means), it is important that the regiment have an 
  optimal number of horses available as soon as possible. 
  The captain and his men have just returned from a 
  patrol, hoping to buy horses from people in the area, 
  but several regiments in the area have recently passed 
  through, and there are no more horses for sale. 
   
  If the Beygraf’s Pride member can locate any 
  horses for the regiment, the captain will see to it that 
  their efforts are rewarded.  
   
  If the PC offers to give them his/her horse, the 
  captain will thank him/her but refuse the offer. 
   
  6: TENT TOWN 
  The tent town that has formed outside Fort Nesser is 
  very small compared to the Ourmistan outside Lopolla, 
  but it is still an impressive collection of tents and 
  temporary structures. Finding the caravan will take 
  some investigation. 
   
  CORVERA’S PLANS HAVE HIT A SNAG  
  Corvera has brought the caravan to Nesser knowing 
  full well that the Irafa Rd. is closed. Her plan is to use 
  the closing of the Irafa Road as an excuse to take a 
  little-known and even less-used trail that skirts the 
  eaves of the Bramblewood, citing time concerns as her 
  reason. It is true that this trail will save time, but given 
  that it runs along side the Bramblewood Forest, it is an 
  extremely dangerous thing to do.  
   
  However, it is at this point that Corvera’s plans 
  have hit a snag—the caravan guards that she hired in 
  Lopolla are no fools, and refuse to take this trail, 
  knowing the danger involved. They have told Corvera 
  that they will either accompany her caravan back to the 
  Lopolla-Polvar road in order to take the traditional 
  caravan trail, or they will ride back to Lopolla by 
  themselves. 
   
  This leaves Corvera in a bind, because she knows 
  the monsters and animals that lurk at the edges of the 
  Bramblewood are a real threat, and she needs guards to 
  fight off any possible attacks by other Bramblewood 
  monsters until she gets to the rendezvous with the wild 
  elves. Because of her need to get to the rendezvous, 
  Corvera is exceedingly desperate at this point, and will 
  hire just about any warm body to be a replacement 
  caravan guard. 
   
  CHOICES 
  At this point, the PCs likely have four choices: 
  1. Find the caravan guards and talk to them; 
  2. Find the caravan and approach it, possibly looking 
  to talk with Corvera or Uvor; 
  3. Find the caravan but keep their distance, looking 
  to tail it once it leaves town; 
  4. Approach the authorities to have Corvera and 
  Uvor arrested for smuggling or some other charge, 
  despite a lack of evidence of wrongdoing. 
   
  FINDING THE CARAVAN 
  Finding the caravan is not as easy as it seems—the tent 
  city is chaotic and noisy, with little organization and no 
  administration.  
   
  If the PCs try a general Gather Information check, 
  they find out the following (taking 1 hour for the 
  check, faster than normal as a result of the 
  concentration of information sources in the tent town): 
   
  DC 5 “There haven’t been any caravans around 
  here for weeks, ya idjit.” (DM note: This is not true. 
  Corevera and Ovor just arrived yesterday.) 
   
  DC 10 “There was a small caravan arrived 
  yesterday, just two wagons, but a passel of guards like it 
  was something important. Dunno where they expected 
  to go, though…” 
   
  DC 15 “I saw them guards heading for The 
  Talisman’s Tent, and they didn’t look happy.” (DM 
  note: The Talisman’s Tent is a tavern—see below) 
   
  DC 20 “I saw a caravan parked on the south side of 
  this tent town yesterday. The caravan master was a 
  good lookin’ woman, but she was having a powerful 
  argument with her guards. I heard they all quit.” 
   
  DC 25 “That woman heading the caravan is 
  planning to take the trail that follows the edge of the 
  Bramblewood. There’s some spots where the trail even 
  cuts inside the Bramblewood. Nobody takes that trail 
  but hunters, maybe a few woodcutters, but I never 
  heard of a caravan taking it before. That’s crazy talk!” 
   
  If the PCs do not use Gather Information, then 
  they can find the caravan themselves after 1d4 hours of 
  searching (see Approaching the Caravan below).  
   
  If the PCs ask for a tavern either to slake their 
  thirst or to seek information, they are directed to The 
  Talisman’s Tent, where most of Corvera’s caravan 
  guards have gathered.  
   
  THE TALISMAN’S TENT 
   
  From the outside, The Talisman’s Tent looks like a 
  tawdry low-life affair, a sad collection of faded and 
  patched silk panels that have been stitched together 
  to form a large tent.  
   
  As you step through the flaps of the tent, the 
  promise of the exterior is fulfilled. The floor is wet, 
  rotting sawdust that reeks of stale beer. Behind a 
  rough table serving as a bar, a large half-orc wearing 
  a very grubby bartender’s apron squints at you 
  suspiciously. Several other tables are occupied by 
  groups of travelers. However, one table of men 
  catches your attention, firstly because of their 
  clothing and armaments mark them as caravan 
  guards—the only ones you have seen today—and 
  secondly because they are clearly angry, muttering 
  things to each other and pounding the table with 
  their fists. 
    
  KET7-05 Like Bees to Honey 
  Page 18  
  
  The six caravan guards have quit Corvera’s caravan and 
  forfeited their pay rather than follow the dangerous 
  Bramblewood route that Corvera wishes to take. They 
  are angry, have already had several drinks at The 
  Talisman’s Tent and they are only too willing to share 
  their story with the PCs, if the PCs talk to them at all: 
   
   
  1) 
  This beautiful Rhenee woman named Corvera 
  hired them in Lopolla to take a caravan down the 
  Irafa Rd. and into the Sheldomar Valley to Gradsul 
  in Keoland. They tried to tell her that rumors had 
  it that the Irafa Rd. was closed, but she wouldn’t 
  listen to them; 
   
  2) The caravan was shipping weapons of Tusmit 
  steel. There are crates of scimitars, kukris and 
  longswords. Scimitars are stored in green crates, 
  kukris in red and longswords in light blue. There 
  are no other goods; 
   
  3) Sure enough, when they got to Fort Nesser, the 
  Irafa Rd was closed; 
   
  4) 
  She was advised by the military to turn 
  around and return to the Lopolla-Polvar road, and 
  from there take the traditional route—it would 
  take about three weeks to get to the Bissel border 
   
  5) Corvera has some important reason to get out of 
  Ket as soon as possible, and she found out about 
  this trail that skirts the edge of the Bramblewood 
  all the way around to the Bramblewood Gap. It 
  will take a week off the trip, but any fool knows 
  about the huge monsters that lurk in the 
  Bramblewood waiting for nightfall—it would be 
  suicide; 
   
  6) They refused to go on the trail, and have given 
  Corvera an ultimatum—either return with them 
  to the proper caravan route or they will ride back 
  to Lopolla by themselves tomorrow; 
   
  7) They have forfeited their entire pay by quitting, 
  but how much money can a dead man spend? 
   
   
  Once the PCs have finished questioning the 
  guards, or if the PCs did not make contact with the 
  guards but are simply sitting in at a table in the “tavern” 
  observing them, Corvera walks into the tent to try to 
  persuade the guards to rejoin the caravan. 
   
  The silk “door” swishes open, and an arrestingly 
  beautiful Rhenee woman stalks in, clearly upset. 
  Seeing the caravan guards, she forces a smile onto 
  her face and walks over to their table.  
   
  “Gentlemen,” she begins. “Yes, you are correct 
  about the dangers of this trail I propose to take.” 
  There is a general muttering of agreement from the 
  men. “Therefore,” she continues, “I am willing to 
  pay you twice what we agreed to in Lopolla if you 
  will take this trail with me.” 
   
  The guards immediately begin to shout at her 
  until one of them jumps up. “You listen here! We 
  ain’t taking that trail, even if you paid us a thousand 
  greatshields each. I don’t intend to end up in 
  something’s stomach.” 
   
  After a few more moments of enduring their 
  shouts and insults, the woman holds up her hands 
  in a gesture of surrender, then looks around the 
  tent. 
   
  “Is anyone else interested in earning good 
  money?”  
   
   Everyone else in the room quickly becomes 
  extraordinarily interested with his or her drink.  
   
  The woman’s gaze falls on you. “What about 
  you? You look like you know what end of the sword 
  to hold. Unlike some other people here, have you 
  got the guts to take on a caravan job that’s a bit on 
  the risky side—for excellent coin, I might add?” 
   
  Corvera explains that due to time constraints, she 
  doesn’t have time to return to the normal caravan 
  route. She has heard of a trail that runs alongside the 
  Bramblewood that might save her as much as a week. 
  She is willing to pay the PCs 1 gp a week if they 
  become the new caravan guards (twice the normal 
  rate). If the PCs try to bargain with her, she will raise 
  her offer to three times the usual rate (1.5 gp per week), 
  but no more. It is a DC 10 Knowledge (Local – VTF) or 
  profession (guard, caravan guard or merchant) check to 
  know this is a high wage and she is clearly somewhat 
  desperate. 
   
  If the PCs accept, move to 7: Day Job 
   
  If the PCs refuse, then Corvera leaves the tent in 
  disgust. She will eventually find four inexperienced 
  “guards” to accompany her, and she leaves at first light 
  the next day. The PCs then have to choose to tail her as 
  she leaves (go to 8: Tailing the Caravan), or attempt to 
  have her arrested before she leaves (see Arrest Her! 
  below), or simply watch the caravan leave without 
  doing anything (go to Conclusion with the result 
  Stayed in Town.).  
   
  APPROACHING THE CARAVAN 
   If the PCs find the caravan, either through a Gather 
  Information check or by dint of searching themselves 
  (see Finding the Caravan above), they can approach it 
  in order to talk with Corevera. 
   
  The pair of large caravan wagons are evidently new, 
  showing little wear and tear and still smelling of 
  fresh paint. An irate man in the dust-worn garb of a 
  caravan guard is arguing loudly with a beautiful 
  woman. 
  A 
  young 
  man 
  bearing 
  a 
  striking 
  resemblance to the woman, looks on but stays 
  silent. 
   
  “It is madness! You are crazy! Take that road 
  tomorrow and you will ride alone!” the guard yells. 
  He removes a full coin purse from his belt and 
  hurls it at her feet. “There is the bonus you paid me 
  for persuading my friends to sign with you. Keep it, 
  and all of our pay, you crazy woman. May it aid the 
  digestion of whatever eats you!” The man stalks 
  away; entering a nearby “tavern” signed “The 
  Talisman’s Tent”. 
  KET7-05 Like Bees to Honey 
  Page 19  
  
   
  As he stalks away, the beautiful woman yells at 
  him in a foreign language.  
   
  The woman is Corvera, and she is speaking Rhopan, 
  the native tongue of the Rhenee. It is a DC 5 Sense 
  Motive check to realize she is upset about the results of 
  the argument. 
   
  If the PCs immediately follow the disgruntled 
  guard into the tavern tent, go to The Talisman’s Tent 
  above. 
   
  If the PCs hang back and observe events, Corvera 
  will wait for a moment (giving the PCs time to follow 
  the guard into the tent if they wish), then follow the 
  guard into the Talisman’s Tent. If the PCs then follow 
  her into the tent, go to Talisman’s Tent above, and read 
  the boxed text from where Corvera talks to the guards. 
  If the PCs don’t follow her into the tent, she will 
  emerge a few moments later looking angry. Go to 
  Observing the Caravan below. 
   
  If the PCs approach Corvera, see Approaching 
  Corvera below.  
   
  If the PCs attempt to talk to the young man in fine 
  clothes (Uvor, Corvera’s brother), he refers them to 
  Corvera. 
   
  APPROACHING CORVERA 
  Corvera is beautiful, a raven-haired young woman with 
  a strong personality. She gladly talks to anyone but will 
  quickly raise the idea of hiring the PCs as replacement 
  guards. She offers a 5 sp bonus to anyone signing, as 
  well 1 gp a week. The bonus is unusual and the pay rate 
  is about double the typical amount – any PC who has 
  been a caravan knows this and a DC 10 Knowledge 
  (local – VTF) or Profession (caravan guard, guard or 
  merchant) check will also confirm this. 
   
  With a very good role-playing effort, Corvera can 
  be talked into paying 1.5 gp a week or by achieving a 
  DC 35 Diplomacy or DC 25 Bluff check. The following 
  circumstance modifiers are applicable (and should also 
  serve to modify the roleplaying, if any): 
  • 
  -10 if there are any elves of any type seeking 
  employment (this is just too coincidental for 
  her); 
  • 
  +5 if there are any Rhenee amongst those 
  asking for a job; 
  • 
  +2 if there are any male characters in the 
  group with a Charisma score of 14 or more 
  (she is interested in them…); 
  Once they are hired, Corvera shows her cargo to the 
  PCs. There are 72 weapon crates made of daggerthorn 
  wood, all 3 ft x 2 ft x 2 ft, neatly stacked in the two 
  wagons. 
   
  Corvera tells them that the 48 green crates hold 
  480 scimitars (10 per crate), the 12 bright red crates 
  hold 300 kukris (25 kukris per crate), and the 12 light 
  blue crates hold a total of 180 longswords (15 
  longswords per crate.) 
   
  If the PCs ask, Corvera is desperate enough to 
  please her new guards that she will gladly open one 
  crate at random, or even one of each type of weapon. 
   
  The scimitars are sheathed in leather scabbards, 
  the kukris also are sheathed in leather scabbards, but 
  the longswords do not have sheaths. All crates are 
  packed with hay. 
   
  Once she has shown them the cargo, Corvera tells 
  them the caravan will leave at first light, and then 
  disappears into her tent for the rest of the evening.  
   
  Uvor nods or shakes his head when appropriate 
  but stays in the background and does not participate in 
  any conversation. He also disappears into his tent at the 
  end of the conversation. 
   
  SMUGGLING  
  As noted in Adventure Background: The Smuggling 
  Plot, Corvera is smuggling forty magic wands to some 
  wild elves of the Bramblewood (although she herself is 
  unaware of what she is smuggling). There are hidden 
  compartments in the wagons that she plans to use on 
  future smuggling expeditions, but they are empty on 
  this trip.  
   
  One out of every four longswords has a wand 
  inside a hollow blade, wrapped in a thin sheath of lead 
  to prevent easy detection. The special longswords are 
  packed randomly in amongst regular longswords. Any 
  PC picking up a longsword has a 25% chance of picking 
  up a special sword, but to the unskilled hand or eye, 
  there is no difference between those and the regular 
  longswords. However, a DC 15 Craft (Weaponsmith) or 
  (Swordsmith) check reveals that the sword is not 
  battleworthy. Note that a successful check does not 
  reveal the presence of the smuggled wands, simply that 
  the weapon is not battleworthy.  
   
  See Adventure Background: The Smuggling Plot 
  for details of Corvera’s involvement. 
   
  ARREST HER! 
  It is possible that PCs may visit the authorities and 
  attempt to have Corvera and the rest of the caravan 
  arrested. The authorities, including the local Jurat and 
  Threshers, are not interested in allegations and want 
  evidence of the actual smuggled items and to whom 
  they are being smuggled. Without such information 
  and hard evidence, the PCs are politely ushered from 
  the courtroom. A DC 10 Sense Motive reveals the Jurat 
  or Thresher has heard similar stories from competing 
  caravan masters too many times in the past.  
   
  Since no charges were laid, Corvera will remain 
  unaware that the PCs visited the authorities, and the 
  PCs can still become her caravan guards. 
   
  OBSERVING THE CARAVAN 
  The PCs may decide to sit back and simply observe the 
  caravan. In this case, they will see the last guard 
  quitting and Corvera following him into a nearby tent. 
  (See Approaching the Caravan above.) They will then 
  see Corvera rounding up four clearly unsuitable guards, 
  KET7-05 Like Bees to Honey 
  Page 20  
  
  and the caravan heading out on the trail around the 
  Bramblewood early the next morning.  
   
  Development 
   
  If the PCs were hired as caravan guards, or decide 
  to tail the caravan, or some combination of the above 
  (some acting as guards, some tailing), go to 7: Abeil 
  Attack. 
   
  If the PCs stay in town as the caravan leaves town, 
  go to Conclusion, with the result Stayed in Town.  
   
  All APLs 
  Corvera Van Doorn: female human (Rhenee) 
  Brd3/Rog3; hp 45, see Appendix One. 
  Uvor Van Doorn: male human (Rhenee) Ftr4/Rog3; 
  hp 57; see Appendix One. 
  Caravan Guard: male human (mixed) Ftr3/War1; hp 
  39; see Appendix One. 
  7: ABEIL ATTACK 
   
  Give the PCs Players’ Handout #2: Map of Ket so 
  they are aware of the location of the trail they will be 
  following. 
   
  If the PCs are all hired as guards, go to Guarding 
  the Caravan below. 
   
  If the PCs are all tailing the caravan, go to Tailing 
  the Caravan below. 
   
  If the party is split between these two options, the 
  DM will have to juggle the boxed texts so that each PC 
  experiences the abeil attack from the proper point of 
  view. 
   
  GUARDING THE CARAVAN 
  Since you are headed east, you are careful to keep 
  the sun from dazzling your eyes as you carefully 
  watch the land around you. The morning sun was 
  barely over the horizon when Corvera urged her 
  caravan onto this narrow trail. Now several hours 
  later, you are acutely aware of the dark and ominous 
  eaves of the Bramblewood Forest only steps away 
  from the right side of the trail. The bright sunlight 
  doesn’t seem to penetrate past the first line of trees 
  with their twisted misshapen limbs, and you have 
  the eerie feeling that unfriendly eyes are watching 
  you from the dark depths of the forest.  
   
  Corvera swears at her horses again and urges 
  them on. Her golden-hued robes seem a bit out of 
  place for a teamster, but she expertly holds the 
  reins of the first wagon while still managing to take 
  a bite of a honey-covered bun.  
   
  Her brother Uvor is equally as proficient at the 
  reins of the second wagon. He is dressed a bit more 
  conventionally than his sister for the journey, but 
  his crossbow on the seat beside him is bright shiny 
  silver—though whether solid silver, plated or 
  merely painted you cannot tell from where you 
  have taken up station. 
   
  At noon, Corvera pulls the wagon to stop and during 
  the meal break, she produces a medium-sized pot of 
  pure honey for everyone as a sweet addition to their 
  tea. A DC 15 Knowledge (nature) check can determine 
  it was produced by bees, likely within the last four 
  months.  
   
  A DC 20 Knowledge (nature) check indicates that 
  this particular type of honey was produced by unusual 
  bees (unfortunately, there is nothing further that can 
  be learned aside from “unusual” – in this case, with a 
  definite sweeter smell than normal and a slight tang 
  when inhaling).  Corvera does not know the source of 
  the honey and cannot answer any questions about it, 
  other than to say she got it as part of her negotiations 
  for the goods in the caravan (which is true). When she 
  is finished offering the honey around, she lathers some 
  on a large bun and takes up her position on the caravan 
  again. It is a DC 15 Knowledge (local-VTF) or Appraise 
  check to know that honey is a profitable commodity 
  and that this is a treat, but not a tremendously 
  expensive one. 
   
  After a short break, Corvera urges them on again, 
  continuing to take bites from her own honey-covered 
  bread.  
   
  Approximately one mile later (or 8-10 minutes of 
  travel at the typical pace), the caravan will pass by two 
  wild elf observers up in trees watching the road from 
  either side. They are 120 feet away and 50 feet high, 
  with a clear view of the passing people and vehicles. 
  Both of them have base +26 to Hide (+8 from their 
  prepared position, +4 from their masterwork and 
  adapted clothing, +4 from Dexterity, +10 from ranks) 
  and have an effective result of a 46 Hide check before 
  any consideration for distance. (The DM will have to 
  work out a modifier for distance once the PCs have 
  taken up their stations around or on the caravan. The 
  elves also have the Darkstalker feat and cannot be 
  detected by many extraordinary means (see Appendix 
  2: New Items). 
   
  The wild elves are looking for three things:  
   - A Rhenee man and woman riding on a caravan (they 
  have no idea of the size); 
  - 
  One of the two is to be eating honey of some kind, 
  which will glint in the sunlight. 
  - 
  The woman is to be wearing gold-colored clothing 
  - 
  An all-silver weapon of some type must be visibly 
  displayed. 
  If these three conditions are met, the wild elves assume 
  this is the correct caravan and arrange for the ambush 
  to take place, using messenger birds and animal calls. If 
  any of the three pre-conditions had not been correct, 
  they would have assumed it was the wrong caravan and 
  let it go by.  
   
  Once the elvish observers give the word that the 
  caravan is the correct one, other wild elves drop trees 
  across the trail two miles in front and back of the 
  caravan to prevent any other travelers from stumbling 
  upon the ambush and aiding the caravan.  
   
  KET7-05 Like Bees to Honey 
  Page 21  
  
  All APLs 
  Wild Elf Observers (2): medium humanoid (elf) 
  Bbn2/Rgr2; hp 32 each; see Appendix One. 
   
  At the same time, the abeils are set into motion. 
  With their queen held captive, the abeils are following 
  the orders of the wild elf Morituri as best as possible, 
  doing everything they can to please him. 
   
  Morituri’s orders are for the abeils to use their 
  drone ability to put the guards and merchants to sleep, 
  then simply strip the caravan of all crated, while 
  leaving the wagons intact, making it appear like a 
  “typical” monstrous or magical attack in the 
  Bramblewood.  
   
  Abruptly a low intense buzzing drone fills the air 
  around you. Both Corvera and Uvor fall from their 
  wagon seats to the ground and lie motionless; 
  whether they are dead or just unconscious, you 
  cannot say. Huge man-sized bees carrying weapons 
  appear above the trees and fly towards you.  
   
  If the PCs make their save versus the abeils’ drone 
  ability, they are granted a Sense Motive check as soon 
  as see the abeils. Anyone achieving a DC of 10 or 
  higher notes that the abeils are fixated on the crates in 
  the caravan, not the guards or other people. 
   
  See Combat below. 
   
  TAILING THE CARAVAN 
   
  If the PCs choose to tail the caravan as it leaves 
  town in the morning, the DM needs to know how far 
  behind the caravan the PCs will stay, since this will 
  affect the PCs’ timing should they choose to intervene 
  in the abeil combat. 
   
  If the PCs choose to split up and tail the caravan 
  from different points (to the side, flying far above, 
  trailing behind, etc.), the DM should ensure that 
  reactions and decisions made by each group of PCs 
  after the attack is not known by the other group(s) of 
  PCs unless they have some form of instant 
  communications ability. 
   
  The caravan you have been carefully tailing since 
  sunrise finally pulls over for a lunch break. The 
  four young guards Corvera hired at Nesser think 
  that this is an opportunity to relax and joke as they 
  build a small fire for tea, but you continue to keep a 
  careful watch from your cover, only too aware of 
  the dark and ominous eaves of the Bramblewood 
  Forest only steps away from the right side of the 
  trail. 
   
  The young guards have proven themselves to 
  be both inexperienced and incompetent, having 
  failed all morning to keep proper station. For most 
  of the morning, they either rode too far ahead of 
  the caravan or too far behind. Then for the past half 
  hour, you watched in amazement as they rode 
  together in a small clump that just begged for a net 
  trap to engulf them all.  
   
  The golden-hued robes of the Rhenee woman 
  Corvera seemed a bit out of place, given that she is 
  handling the horses on the first wagon. But her 
  work on the reins as she kept the wagon on the 
  narrow rutted trail marked her as an expert 
  teamster.  
   
  Her brother Uvor was equally as proficient at 
  the reins of the second wagon. He is dressed a bit 
  more conventionally for the journey than his sister, 
  but his crossbow on the seat beside him is a bright 
  shiny silver—though whether solid silver, plated or 
  merely painted you cannot tell from where are. 
   
  You watch as Corvera opens a medium-sized 
  pot, and adds something to everyone’s mugs of 
  tea—honey, you would guess from the way the 
  sunlight glints on it—and although you cannot 
  make out the words, everybody seems appreciative 
  of this treat. 
   
  A few minutes later, the guards douse the fire 
  and mount up and Corvera and Uvor start their 
  wagons up the narrow trail. 
   
   
  Approximately one mile down the road (8-10 
  minutes of travel at the typical pace), two wild elf 
  observers watch the road from either side. They are 120 
  feet away and 50 feet up in the trees, with a clear view 
  of the passing people and vehicles. If the PCs are 150 
  feet or more behind the caravan, the wild elf observers 
  will have moved out of their trees by the time the PCs 
  reach their position, and thus the elves will remain 
  unaware of the PCs. If the PCs are closer than 150 feet 
  from the caravan, the wild elf observers get a 
  Spot/Listen check of APL+10 opposed by the PCs’ Hide 
  and 
  Move 
  Silently. 
  Being 
  spotted 
  has 
  later 
  implications. 
   
  Once the elvish observers confirm that this is the 
  proper caravan, the abeils are then set into motion. 
  With their queen held captive, the abeils are following 
  the orders of the wild elf Morituri as best as possible, 
  doing everything they can to please him. 
   
  Morituri’s orders are for the abeils to use their 
  drone ability to put the guards and merchants to sleep, 
  then simply strip the caravan and leave the caravan 
  intact, making it appear like a “typical” monstrous or 
  magical attack in the Bramblewood.  
   
   
   
  Without warning, a droning sound fills the air, 
  intense but clearly originating somewhere ahead of 
  you. The Rhenee man and woman fall from the 
  wagons and lie motionless. The four guards and 
  their mounts also topple to the ground, either 
  unconscious or dead. Suddenly what appear to be 
  man-sized bees, clearly the source of the droning 
  sound, suddenly dart out from the cover of the 
  Bramblewood, and start to grab crates from the 
  caravan.  
   
  Everyone in the caravan, including the horses, fails 
  their save against the abeils’ drone attack, and is now 
  asleep.  
  KET7-05 Like Bees to Honey 
  Page 22  
  
   
  The PCs have no warning of the attack, since the 
  abeils had 100% concealment in the trees.  
   
  The DM should have the PCs roll initiative. Count 
  the abeils’ drone attack and move to the caravan as their 
  surprise round. If left alone, the abeils will grab two 
  crates each and using the wolf paw directional amulets 
  that he has provided them with, fly directly back to 
  Morituri. They are not afraid to fly above the tree line, 
  since they know the only wyverns in the area are 
  controlled by Morituri. They will then return to the 
  caravan and grab two more crates, continuing this 
  procedure until all the crates have been taken or the 
  PCs intervene. Note that they will not attempt to 
  separate the various colors of crates from each other, 
  nor open up crates to see what is inside. They will 
  simply transport all the crates to Morituri as efficiently 
  and quickly as possible. 
   
  Whether they are allowed to do this unimpeded 
  depends on the PCs, who can decide to:  
  • 
  Move forward and engage the abeils  
  • 
  observe the attack from a distance  
  • 
  or head back to Nesser  
   
   
   
  If the PCs engage the abeils in combat, move on to 
  Combat below. 
   
  If the PCs wait until the abeils have disappeared 
  with their first load of crates, and then move in to 
  awaken Corvera, Uvor and the guards, the abeils will 
  reappear in ten minutes, restarting combat when they 
  become aware that the caravan people are awake. Their 
  drone attack will again put all the caravan people to 
  sleep, leaving the PCs to handle the abeils. Move on to 
  Combat below. 
   
  If the PCs ignore the caravan and immediately 
  follow the abeils into the Bramblewood, go to 8: 
  Wounded Elf. 
   
  If they watch the abeils completely clean out the 
  caravan, see Following the Abeils below. 
   
  If the PCs head back to Nesser, go to Conclusion 
  with the result Found the Bees.  
   
   
  COMBAT  
  Knowledge Checks on the Abeils 
  A Knowledge (nature) check about abeils reveals the 
  following information 
   
   
  DC 12 – abeils are man-shaped creatures related to 
  bees known to ally themselves and exist near temperate 
  wooded areas home to elves. They have a sonic-based 
  drone attack from their wings that puts their enemies 
  to sleep. 
   
  DC 17 – abeils are immune to their own drone 
  attack and also have a poison stinger known to drain 
  strength from victims. 
   
  DC 22 – abeils have a hive mind and are ruled 
  absolutely by a queen.  Abeils are not native to the 
  Bramblewood but could easily exist in the area. 
   
  DC 27 – soldiers of the abeils have a further sonic 
  based attack that does actual damage.  Abeils speak 
  sylvan, common and elven typically. 
   
  Diplomacy  
  It is possible to diplomacize the Abeils, using the 
  following modifiers: 
  • 
  -10 to any Diplomacy checks as the attempt is 
  rushed 
  • 
  +4 circumstance bonus for each member of 
  the party who speaks elven and assists on the 
  check (separate benefit from the assist); 
  • 
  +4 circumstance bonus for any open 
  worshipper (eg. holy symbol displayed) of 
  Bralm (god of industriousness and insects) 
  • 
  -4 per party member who is an elf; 
  • 
  -4 for anyone who is openly chaotic or openly 
  worships a chaotic god. 
  The DC is 50 (Player’s Handbook) and must be reached 
  with a single check. If the attempt fails, no further 
  diplomacy may be attempted. 
   
  If the Diplomacy check is successful, the abeil(s) 
  do not attack any further (if they have already) and 
  communicate with the PCs willingly. They provide all 
  the information they can about Morituri and the wood 
  elf village. Note that the queen, connected to her 
  drones via hive-mind, automatically knows that the 
  PCs have talked her drones/warriors out of combat and 
  is obviously in agreement. The abeils would obviously 
  like the PCs to rescue their queen (if possible) or at 
  least engage the wild elves (and they will accomplish 
  the latter). The abeils will not assist in combat in any 
  fashion, fearing to provoke the wild elves somehow. 
  Otherwise, however, they provide what details they 
  know and what assistance they may.  
   
  If the PCs do not want to help rescue the queen, 
  the abeils ask permission to take the crates from the 
  wagons, since these were the goal of the wild elves after 
  all. If this permission is not granted, they reluctantly 
  attack since they must either return with the crates or 
  gain a promise from the PCs to free their queen. 
   
  If the PCs agree to help free the queen—or at least 
  scope out the village—the abeils will give the PCs one 
  of their bear claw pendants to be used to find the 
  village where Morituri is currently located. 
   
  Whether or not the attempt is successful, the 
  Diplomacy does have one benefit—even if a PC is an 
  elf or half-elf, the abeil(s) realize the PC is not wild elf 
  and they treat the PC as a non-elf (see Tactics below). 
   
  Tactics 
  Use Map 1. 
   
  The abeils prepare themselves with all available 
  spells prior to approaching the caravan. These are 
  already built in to the individual abeil’s stat blocks. The 
  DM will have to remove the spells if for some reason 
  enough time passes for them to expire.  
   
  Note that the abeils are directed by their queen via 
  hive-mind for the combat and they pass all information 
  back to her. 
   
  The abeils are in a pre-planned ambush location, 
  which provides full cover and concealment from the 
  KET7-05 Like Bees to Honey 
  Page 23  
  
  road.  The wind direction is towards them, reducing 
  the possibility of scent, and they are completely 
  covered, which negates the possibility of blindsight 
  and blindsense.  They are 20 feet up in the trees, at the 
  location marked on Map 1. 
   
  The light terrain in the area is medium 
  underbrush, causing half-movement to anyone moving 
  on the ground, and prohibiting running and charging. 
  The underbrush also provides 100% concealment to 
  anything more than 30 feet away.  
   
  The heavy forest on the map is dense, thick woods 
  and is quadruple movement, no running or charging, 
  and it provides full concealment at distances greater 
  than 5 feet. 
   
  The road and the area beside the road are clear 
  terrain, with no impediments to movement or 
  charging. 
   
  The abeils fly into position with a 5-foot hover in 
  the surprise round. They use their drone ability at this 
  point. Corvera and Uvor both deliberately fail their will 
  saves and go to sleep.  (Note that the effect is identical 
  to sleep and as a result elves are immune.) 
   
  At this point, it is a standard combat. It is 
  automatic knowledge for residents and Citizens of Ket, 
  otherwise a DC 5 Knowledge (local—VTF) check to 
  know that the abeils are considered “monsters” by 
  Ketites. The abeils initially start with lethal attacks, but 
  if they are attacked with non-lethal damage, they will 
  change their attacks to match (and then switch back to 
  lethal damage if anyone subsequently attacks them 
  with lethal damage.) 
   
  The abeils attack spellcasters first, knowing these 
  types can have ranged attacks, then archers next, and 
  then on to the rest. 
  For anyone not an elf, they attack only to injure, 
  not to kill (so they stop attacking after dropping a foe to 
  unconsciousness.)  
   
  If the PC is an elf or half-elf, and the PCs have not 
  attempted to diplomacize, successfully or not, then the 
  abeils make every effort to ensure the PC is dead 
  (getting an extra hit in when they are down, using a 
  coup de grace where possible).  
  Each abeil fights to the death unless it is the final 
  survivor, in which case it will surrender when brought 
  to ¼ hit points or less.  
   
  Creatures (+1 EL Modifier for the Ambush) 
   
  APL 2 (EL 4) 
  Abeil Vassal Scout: medium monstrous humanoid, 
  Sor2; hp 17; see Appendix One. 
  APL 4 (EL 6) 
  Abeil Vassal Scouts (2): medium monstrous 
  humanoid, Sor2; hp 17 each; see Appendix One. 
  APL 6 (EL 8) 
  Abeil Soldier Scout, large monstrous humanoid, 
  Sor2, hp 82, see Appendix One. 
  APL 8 (EL 10) 
  Abeil 
  Soldier 
  Scouts 
  (2): 
  large 
  monstrous 
  humanoid, Sor2; hp 82 each; see Appendix One. 
  APL 10 (EL 12) 
  Abeil Elite Soldier Scout: large monstrous 
  humanoid, Sor2/Ftr4; hp 124; see Appendix One. 
  APL 12 (EL 14) 
  Abeil Elite Soldier Scouts (2): large monstrous 
  humanoid, Sor2/Ftr4; hp 124 each; see Appendix 
  One. 
   
  AFTER THE COMBAT 
  Questioning the Abeils 
  The abeils may be questioned if they are kept alive. (If 
  raise dead or similar is attempted, they refuse attempts 
  to restore them to life). They have only thing to say – 
  “allow us to take the crates, our masters want them”.  As 
  captives, they seek no further assistance for their queen 
  and are convinced that anything more is to invite death 
  for their queen. They reveal nothing at all (very 
  different from the results of successful Diplomacy), 
  convinced by the direct connection to their queen that 
  any talk is a death sentence for her. Magical coercion 
  can certainly work—information gained will be the 
  same as gained through Diplomacy above. In this case, 
  the queen immediately informs the wild elves of the 
  failure of the mission, warning them about the PCs in 
  the process. Any details about the actions of the PCs in 
  combat are also known and conveyed, which allows the 
  wild elves to make better preparations. 
   
  ABEIL POSSESSIONS 
  Searching the abeils reveals only a few items: 
  • 
  The abeils have weapons they crafted 
  themselves, armor where indicated in stat 
  blocks, and spell components for casters.  
  • 
  They do not have coins or other loot. 
  • 
  Since the abeils are not native to the area, 
  Morituri has given each of them a bear claw 
  amulet that allows them to sense when they 
  are heading towards him. The amulets 
  become warm to the touch when they are 
  pointed towards Morituri, and thus serve as a 
  directional aid. They will work whether being 
  worn (uses a neck slot) or held (no slot taken). 
  They cannot be crafted. The amulets were 
  enchanted at 8 am this morning, and the 
  enchantment will last 24 hours. (Morituri is 
  aware that anyone defeating the abeils might 
  be able to use the amulets to track back to 
  him, but he is arrogant enough to believe that 
  he and his allies can defeat any enemy.)  
   
  FOLLOWING THE ABEILS 
  It is possible to calculate the approximate destination 
  of the abeil, since they fly directly back to Morituri 
  with the crates of weapons and then return directly 
  KET7-05 Like Bees to Honey 
  Page 24  
  
  back to the caravan, each round trip taking ten 
  minutes. 
   
  If the PCs simply watch them leave and return at 
  least once, anyone with an Int of 12+ can automatically 
  figure out the distance with this information – for 
  those with a lower Int, a DC 11 Int check or 
  Knowledge (geography) check will determine that 
  information.  
   
  In addition, anyone with an Int of 12+ or making a 
  DC 11 Int check will also be able to see that the abeils 
  leave and return on using the same direction, and 
  apparently in a straight line. This, combined with the 
  calculation of distance, should give a fairly accurate 
  idea of where the abeils are taking the crates. Even if 
  the distance calculation is not made correctly, a 
  successful Int check here will enable the PCs to follow 
  a direct path through the forest to Morituri. 
   
  It is possible that the PCs may have heard of this 
  nearby village in their travels – it is a DC 25 Knowledge 
  (geography) or Bardic Knowledge check, with a +2 
  circumstance modifier for any PC that played KET6-07 
  The Good of All (since wood elves from the village 
  participated in the combat). Knowing of the village is 
  enough reason to potentially head to it, particularly to 
  ask for help in this matter – not knowing that it is, 
  effectively, the source of the problem now. 
   
  If the PCs have a means to continue such as 
  direction or knowledge of the village, move to 9: 
  Wounded Elf. 
   
  If the PCs choose to rest overnight or head back to 
  Nesser because they do not have a means of 
  continuing, Morituri abandons the village at midnight, 
  returning back to his tribe with whatever success he 
  has to report at that stage. At that point, there is no 
  possibility of continuing – move to Conclusion. 
   
  At no time should the PCs be made aware that 
  there is a deadline to get to the village. Corvera and 
  Uvor are unaware of this; the abeils do not know what 
  Morituri’s plans are, etc. So if the PCs ask the DM if 
  there is a time limit, the DM may reply that smuggling 
  is considered a serious crime in Ket, but the PCs have 
  to decide on their own what to do. 
   
  CONTINUING ON WITH THE CARAVAN 
  If the PCs successfully kill the abeils before the reason 
  for their attack becomes clear, the PCs may not realize 
  the significance of this attack, and that they are 
  supposed to investigate this area further. They might 
  simply continue on down the trail. Indeed, once 
  woken by the PCs, Corvera will insist they keep going, 
  since her careful plans have been messed up, and all 
  she can hope for is that the wild elves will set up 
  another ambush further down the road. (They will 
  not.) 
   
  In this case, move to 8: Wounded Elf. 
   
  Treasure  
   
  APL 2: Loot 5 gp; Magic 0 gp; 0 gp; Total 5 gp. 
   
  APL 4: Loot 10 gp; Magic 0 gp; 0 gp; Total 10 gp. 
   
  APL 6: Loot 80 gp; Magic 0 gp; 0 gp; Total 80 gp. 
   
  APL 8: Loot 160 gp; Magic 0 gp; 0 gp; Total 160 gp. 
   
  APL 10: Loot 105 gp; Magic 0 gp; 0 gp; Total 105 
  gp. 
   
  APL 12: Loot 210 gp; Magic 0 gp; 0 gp; Total 210 
  gp. 
   
  INTERLUDE – IN THE 
  FOREST 
  The Bramblewood is a very dangerous area. It is a DC 
  10 Knowledge (local –VTF) check, automatic for Ket 
  citizens, to know that staying overnight in the 
  Bramblewood is considered highly prejudicial to 
  living. 
   
  However, due to the three huge war-trained 
  wyverns in the area, the local carnivores and other 
  dangerous creatures are avoiding this area during the 
  day. As a result, traveling on foot or by flight during the 
  day is safe within a four-mile radius of the village. 
   
  At night, things get more dangerous. If the PCs 
  decide to camp overnight within the Forest, two 
  Bramblewood Bears will attack anyone on the ground. 
   
  Note that this is an untiered combat that does not 
  provide any xp.  
   
  All APLs  
  Bramblewood Bears (2): huge animal; hp 336; see 
  Appendix One. 
   
  8: WOUNDED ELF 
  After the conclusion of the fight with the abeils, or if 
  the PCs watched and did nothing but now want to 
  follow the abeils, or if they get the caravan moving 
  again once the battle is over, a wounded wood elf 
  stumbles from the woods. This should be paraphrased 
  if the entire group of PCs cannot be seen by the wood 
  elf. 
   
  An exhausted wood elf stumbles out of the 
  Bramblewood and staggers towards you. His body is 
  covered in cuts and scratches, some still dripping 
  blood. His right arm hangs limply at his side as he 
  feebly waves his other arm in your direction, 
  imploring assistance. 
   
  Viltharamaz, the wood elf, was at the struggle for the 
  elven village but ran after being mauled by a wyvern 
  and stung once, and seeing the rest of the villagers fall 
  around him. He failed both his primary and secondary 
  poison saves after a minute of fleeing and collapsed, out 
  of Strength, away from the village. His escape went 
  unnoticed during the combat, and he lay unnoticed by 
  Bramblewood predators during the night. 
   
  Viltharamaz is now at 1 Strength, having regained 
  1 point overnight. He is too weak to travel far and is 
  wracked with guilt at having escaped when the funeral 
  KET7-05 Like Bees to Honey 
  Page 25  
  
  pyres tell him that nobody else escaped. He has come 
  about as far as he can.  
   
  Viltharamaz has been attempting to stay out of 
  sight and regain strength so he can get help. The wood 
  elf has put himself in view in the hopes of asking 
  anyone not a wild elf for aid. He heard the wild elves 
  arguing loudly last night about smuggled goods, and he 
  has no wish for them to get more of whatever it is they 
  wish to get.  
   
  If threatened in any manner during discussions, 
  he simply stops talking and reveals nothing further. 
  Although too weak to effectively fight or resist, he sees 
  no point to further endangering his people. Otherwise, 
  he is happy to share the information he has: 
   
  1) A wild elf showed up in the village five days ago 
  and delivered an ultimatum to the elder – abandon 
  the village or die. When asked why this approach 
  was being taken, the wild elf would not respond 
  but later sneered something about “weaklings 
  working with the humans should be removed”; 
  2) The village elder refused and told the wild elf to 
  leave. The elder sent off a single runner to each of 
  the two closest villages to warn them of this new 
  threat; 
  3) Two days ago, at high noon, the village was 
  attacked.  
   
  (APL 2) Griffons and wild elves attacked, 
  killing the few remaining defenders of the village 
  – the rest had died last year in a huge battle in the 
  southern parts of the Bramblewood. The rest of 
  the village fought a valiant battle, with swords and 
  bows, but the attackers slaughtered them. 
   
  (APL 4 or 6) – large wyverns and wild elves 
  attacked, killing the few remaining defenders of 
  the village – the rest had died last year in a huge 
  battle in the southern parts of the Bramblewood. 
  The rest of the village fought a valiant battle, with 
  swords and bows, but the attackers slaughtered 
  them. 
   
  (APL 8, 10 or 12) – huge wyverns and wild 
  elves attacked, killing the few remaining 
  defenders of the village – the rest had died last 
  year in a huge battle in the southern parts of the 
  Bramblewood. The rest of the village fought a 
  valiant battle, with swords and bows, but the 
  attackers slaughtered them. 
  4) The griffons/wyverns were obviously being 
  directed by wild elves from the ground and wore 
  barding that the wood elves had never seen before 
  – metal barding. 
  5) Viltharamaz ran at this point, realizing the 
  futility of the fight and hoping to get help. He was 
  struck by (APL 2: a poison arrow/APL4+: a wyvern 
  sting) on the way out and felt the poison in his 
  veins. When it drained his strength, he was 
  actually surprised – he thought it would be lethal 
  and instead it simply sapped him. Luckily, he was 
  able to hide himself away from the village and 
  drop a scent breaker behind him on the run – he 
  avoided capture this way when he dropped to 0 
  Str; 
  6) Viltharamaz does not know if any of his people 
  are left alive;  
  7) He knows that the wild elves are waiting for a 
  smuggled shipment of some kind and that they 
  argued last night about it. The leader, or so thinks 
  Viltharmaz, does not like having to bring the 
  smuggled goods and thinks the task beneath him;  
  8) The wild elves have a strange set of other 
  creatures with them, large humanoid bees that 
  seem to serve the wild elves (if shown the abeil 
  that attacked, should it be present, he can confirm 
  these are the creatures – he has never seen them 
  before). 
   
  That is the extent of what Viltharamaz knows 
  about the attack. He can describe the layout of the 
  village to the PCs but not convey the local 
  surroundings – that takes a lifetime of experience to 
  pick up. If healed up, he indicates that his first 
  obligation is to warn others in the Bramblewood, 
  however much this pains him (and anyone making a 
  DC 5 Sense Motive check can see it is tearing him up 
  inside).  
   
  CAT & MOUSE: WYVERN ATTACK 
   
  Once the elf has finished speaking (or if the PCs 
  attacked and subdued the elf), have everyone make a 
  DC 24+APL Listen check. Anyone succeeding on this 
  check can act in the surprise round.   
   
  Anyone magically hidden from sight and hearing 
  (e.g. invisible and silenced) or with DC 30+APL Hide 
  and Move Silently checks, or using some combination 
  of spells and skills, is considered to be so well hidden 
  that  they can act  in the surprise round. 
   
  For all others, they are surprised by a wyvern  (or 
  two wyverns or a griffon at various APLs), that is  
  stalking the last wood elf. This wyvern is part of the 
  wild elf hunting party and only caught the scent of 
  Viltharamaz this afternoon. It has  been playing games 
  with him, making noises that have forced the elf to 
  move onward. This is an important reason why the 
  wood elf is so exhausted (aside from the poison). As 
  Viltharamaz is used to moving to avoid detection, he 
  has not yet realized he is being toyed with by a wyvern. 
  He believes it has been standard Bramblewood 
  predators making the noise and therefore does not 
  warn the party. 
   
  The Griffon/Wyvern appears at the spot indicated 
  on Map 1, flying above the treeline (it moves there in 
  the surprise round).  Those with aerial creatures or 
  warning are not surprised as it makes this last move 
  above the treeline (it was weaving beneath it prior to 
  this).  
   
  All APLs 
  Viltharamaz: Rgr2; hp 3 (of 14); Str1 (of 14), 
  exhausted. 
  KET7-05 Like Bees to Honey 
  Page 26  
  
  APL 2 (EL 4) 
  Ripslice (griffon): large magical beast; hp 70; see 
  Appendix One. 
  APL 4 (EL 6) 
  War-Trained Wyvern: large dragon; hp 73; see 
  Appendix One. 
  APL 6 (EL 8) 
  War-Trained Wyverns (2): large dragon; hp 73 
  each; see Appendix One. 
  APL 8 (EL 10) 
  Advanced War-Trained Wyvern: huge dragon; hp 
  175; see Appendix One. 
  APL 10 (EL 12) 
  Advanced War-Trained Wyverns (2): huge dragon; 
  hp 175 each; see Appendix One. 
  APL 12 (EL 14) 
  Very Advanced War-Trained Wyvern: huge 
  dragon; hp 333; see Appendix One. 
  Treasure  
   
  APL 2: Loot 0 gp; Magic 0 gp; 0 gp; Total 0 gp. 
   
  APL 4: Loot 33 gp; Magic 0 gp; 0 gp; Total 33 gp. 
   
  APL 6: Loot 66 gp; Magic 0 gp; 0 gp; Total 66 gp. 
   
  APL 8: Loot 50 gp; Magic 0 gp; 0 gp; Total 50 gp. 
   
  APL 10: Loot 100 gp; Magic 0 gp; 0 gp; Total 100 
  gp. 
   
  APL 12: Loot 67 gp; Magic 0 gp; 0 gp; Total 67 gp. 
   
  TACTICS 
  See DM Aid: Map 2. 
   
  The wyvern (griffon) has been seeking the wood 
  elf as his prey but gladly shifts to the more “healthy” 
  looking PCs when it spots them (presuming it does). It 
  is trained by the wild elves to prioritize its attacks: 
  1. humans 
  2. elves 
  3. all others 
  Within these parameters, it then attacks those with no 
  armor or light armor first, and then moves up to 
  heavier forms. If it cannot make a decision using these 
  guidelines, it attacks randomly. 
   
  When its hp total falls to 10% or less, it attempts to 
  flee back to the hunting party. Should this succeed, the 
  wild elves are warned (see Development below). 
   
  The wyvern is trained to return to the hunting 
  party with whatever it has attacked. Therefore, it does 
  not attack unconscious bodies nor does it eat or devour 
  anyone afterward. In addition, if the wyvern defeats the 
  entire part, it grabs Viltharamaz and returns to the wild 
  elf hunting party. 
   
  DEVELOPMENT 
   
  If the PCs wish to continue on to the village, 
  proceed to 10: The Village.  
   
  If they wish to rest and do not reach the village 
  before midnight, or otherwise do not proceed, proceed 
  to Conclusion: Found the Source.  
   
  If they wish to rest and then proceed again before 
  midnight, proceed to 10: The Village but the DM may 
  have to make allowances for darkness in both battle 
  tactics and in boxed text. 
   
  9: THE VILLAGE 
   
  The distance to the village from the caravan is 
  three miles. The first two miles are medium 
  underbrush, which halves movement. The last mile is 
  heavy underbrush and difficult terrain (hilly and rocky 
  area interspersed with streams), which reduces 
  movement to a single five foot step. There are game 
  trails in the area but none lead directly to the village – 
  it is possible to follow them, but there are so many as to 
  actually increase the time it takes to reach the village 
  by 50% (calculated based on the distances noted above). 
   
  If any of the abeils survived the combat in 7: Abeil 
  Attack and started to fly crates back to the village, they 
  continue to do so. As noted before, PCs can find a 
  direction to the village by simply walking under the 
  abeils “flight path”, since the abeils fly directly from the 
  caravan to the village and back. The abeils have 
  absolutely no interest in anyone walking on ground 
  beneath them, since this has not been included in their 
  orders (and the captive queen is more than happy to 
  bend any orders to her advantage).  The PCs do not, as a 
  result, have to make any Hide or Move Silently checks 
  of note in the forest, although the DM may have them 
  make such if they feel it will engender caution. 
   
  If there is more than one abeil, they fly as a group, 
  leaving the caravan unguarded while they are gone. 
  Each abeil can carry two crates per trip without being 
  overburdened, it takes 10 minutes per trip and there 
  are 72 crates, so a quick calculation by the DM should 
  indicate how long the abeils will have to work 
  (Example: 2 abeils can carry 4 crates per trip. 72 crates 
  will require 18 trips x 10 minutes = 180 minutes = 3 
  hours) 
   
  If the PCs wish to smuggle someone in one of the 
  crates: 
  • 
  A Small creature can fit in a single crate 
  without any difficult while wearing armor of 
  any type and including up to two weapons 
  (assuming all of the packing hay and swords 
  are removed from the crate first, of course.).  
  • 
  A Medium creature under five feet in height 
  could squeeze in with a DC 30 Escape Artist 
  check but could not wear armor or carry 
  weapons. 
   
  THE VILLAGE 
  See DM Aid: Map 2.  
   
  Morituri and Varita are the sole members of the 
  wild elf raiding party left at the village – the rest set up 
  the ambush this morning and then left the area as a 
  result of the arguments the night before. Morituri is 
  the leader between the two. 
  KET7-05 Like Bees to Honey 
  Page 27  
  
   
  When the PCs approach within 200 feet of the 
  village from any direction, they hear faint music (no 
  Listen check required). It is a DC 11 Perform (wood 
  instruments) check or DC 11 Bardic Knowledge to 
  recognize that a flute is being played, and is not being 
  played well. 
   
  As you peer at the village from the cover of dense 
  undergrowth, you see the marks of warfare 
  everywhere. Doors lie shattered and torn from 
  hinges. Walls are scorched and cracked. The 
  remains of a large pyre in the centre of the village 
  has a few bones mixed in with the ashes, a clue to 
  the fate of the villagers.  
   
  A single figure stands near one of the damaged 
  huts, playing a flute, although the tune is not a 
  comfortable one, nor is it played well. 
   
  A low intermittent buzzing sound catches your 
  ear, and between two houses you see a humanoid-
  sized female bee, badly wounded and clearly 
  malnourished, struggling to stay upright despite 
  the chains holding her down and the pain of her 
  wounds. Four male bees, also  man-sized, hover 
  nearby, clearly desperate to help her, holding out 
  their hands to her, but then moving further away 
  while casting fearful glances at the figure playing 
  the flute—and they also cast fearful glances at….:  
  (APL 2) a large griffon, preening itself on a village 
  hut; 
  (APL 4 or 6) a pair of large wyverns, watching the 
  entire village closely. Their barding glints in the 
  light of the (sun/stars).  
   (APL 8, 10 or 12) a pair of huge wyverns, watching 
  the entire village closely. The barding glints in the 
  light of the (sun/stars). 
   
  The griffon/wyverns may give most PCs pause – place 
  them on the map for emphasis. They are identical to 
  the creature in the previous encounter if stats are 
  needed. One hour later, or just before the PCs actually 
  do anything that might initiate a combat, read the 
  following. The intent is to give the PCs pause to think 
  and consider. In the case of the huge wyverns, they are 
  squeezed on the huts, which are really too small for 
  them (but who is going to tell them that…) 
   
  You blink with disbelief as a lanky elf appears to 
  emerge from the trunk of the large tree in the 
  centre of the village. He says something to the flute 
  player in a language other than Common. The flute 
  player gives an irate retort. The two exchange a few 
  brief and angry words, then the new arrival pulls a 
  polished bit of glass from a pouch and holds it up. 
  Words from an unseen person seem to emerge from 
  the glass. When the voice finishes speaking, the 
  second elf gives a shrug that says, “I told you so”, 
  and steps back inside the tree trunk.  
   
   
  APL 2 
  The flute player stamps his feet in fury for a few 
  minutes, then with a look of disgust on his face, he 
  shouts something at griffon. The creature snarls at 
  the elf, then picks up some crates lying on the 
  ground, and unfurling its wings, it leaps into the 
  sky. Within seconds it is out of sight. 
   
  APL 4-12 
  The flute player stamps his feet in fury for a few 
  minutes, then with a look of disgust on his face, he 
  shouts at the wyverns around him. The largest 
  snarls something back at the elf, and then they all 
  pick up the crates lying on the ground, and 
  unfurling their wings, they leap into the sky. 
  Within seconds they are out of sight. 
   
  The language the elves spoke was Sylvan. Any PC who 
  speaks this understands that the second elf who 
  appeared from the tree was a messenger simply passing 
  on orders to Morituri to immediately send back all 
  current loot and anything he was able to get from the 
  smuggled shipment. (The messenger is not intended to 
  be in combat. If combat is somehow initiated with him 
  present—although he should normally appear and 
  disappear within boxed text—use the stats for Varita at 
  the appropriate APL and have the messenger attempt 
  to escape without any combat whatsoever on his part.) 
   
  Morituri in turn argued with the messenger that 
  he is not a mere errand boy.  
   
  The voice that spoke from the glass said (in 
  Sylvan) “Morituri, your words are known. This is not a 
  debate. The wood elves helped the humans against the 
  horrors and weakened themselves. We move against 
  their tribes now and the grugach shall reign supreme. 
  Carry out your orders without further complaint. A 
  new season is upon us.” 
   
  At APL 2, the griffon’s snarl is just a snarl. At APL 
  4-12, the wyvern snarls in Draconic “Yes, we are leaving 
  as you command”.  
   
  WAITING TO ACT 
  If the PCs watch and wait, shortly after they arrive, 
  Morituri feeds the abeil queen her antidote again, 
  providing a visual clue as to the situation.  At 8 am the 
  morning after (for APL 2-6) he also feeds her the 
  poison at the same time.  It is described as follows: 
   
  Glancing up at the sky, the elf playing the flute 
  grimaces and moves toward the chained female on 
  the ground.  He pulls out a small blue bottle and 
  kneels before her, then pours a tiny amount of 
  liquid down her throat, while the other creatures 
  look on with both horror and relief.  Commenting 
  out loud, the wild elf directs the following at the 
  others. “There, she has the antidote for another 
  eight hours. Do not make me withhold it…” 
   
  KET7-05 Like Bees to Honey 
  Page 28  
  
  With fearful looks, the creatures grovel their heads 
  towards him even as he stands and marches back to 
  the centre of the village. 
   
  MORITURI 
  Morituri is the wild elf playing the flute (badly). He is 
  rather despondent just now. He hates being used as 
  some sort of glorified messenger boy, waiting for a 
  shipment of magical aids to arrive so he can carry them 
  to the tribes. He had a big argument with the other 
  members of his raiding party last night and they left 
  when he exploded in anger at them and dismissed 
  them all. In fact, they simply proceeded to their 
  designated spots this morning and enacted the ambush 
  plan, but they have since then disappeared back into 
  the Bramblewood, returning to the grugach tribes. His 
  plan is simple – he will depart at midnight, with or 
  without the smuggled goods. 
   
  Morituri also hates being used as a purveyor of poisons. 
   He does this because he has been ordered, not because 
  he approves.  Nevertheless, he intends to leave the 
  queen here, as he cannot transport her away, and not 
  apply the last antidote, effectively killing her at 
  midnight (or the next day at APL 2-6). 
   
  VARITA 
  Varita is the only one of the raiding party to remain 
  with Morituri, mainly because she is the only one who 
  doesn’t argue with him. 
   
  She rested earlier between 9 am and 1 pm and is 
  now hidden on one of the village hut roofs, on watch 
  until departure time at 11 am (APL 8-12) – her rest time 
  for the next day is noted for APL 2-6. To notice her 
  requires a Spot or Listen check.  
   
  Note that at APL 6+ she has the Darkstalker feat, 
  enabling her to avoid such abilities as blindsense and 
  blindsight and requiring a Spot check to notice her. 
  These checks incorporate the circumstance bonus for 
  the prepared position but not distance. 
  APL 2 Hide 18, Move Silently 16 
  APL 4 Hide 24, Move Silently 20 
  APL 6 (Darkstalker Feat added) Hide 26, Move 
  Silently 26 
  APL 8 Hide 29, Move Silently 27 
  APL 10 Hide 35, Move Silently 34 
  APL 12 Hide 40, Move Silently 40 
   
  THE ABEILS 
  Just to the south of Morituri is the abeil queen, in 
  shackles and chains. If any abeils escaped from 7: Abeil 
  Attack and are finished transporting crates to the 
  village, they are here with her, along with the four abeil 
  vassal scouts. 
   
   It is obvious to any observer that all the male 
  abeils are subservient to the queen and very 
  despondent about her imprisonment. It is also clear 
  that all the abeils are prisoners and are considered no 
  more than useful slaves. 
   
  The chains holding down the queen do so by 
  weight alone and are not bolted together or chain to 
  anything.  They are simply looped around here in a 
  wild fashion. If the PCs wish to free the queen it takes 
  1d4 rounds of full round actions to unloop the chains 
  from her – any PC can use a full round action to 
  generate 1 round of chain removal, effectively. 
   
  The tactic used by the wild elves to prevent the 
  abeils of rescuing her is ruthless. A time-activated 
  poison is fed to the queen each morning. Three times a 
  day, she must receive an antidote.  If she does not, the 
  poison does 12 points of Constitution damage, on the 
  8
  th, 16
  th and 24
  th hours. The antidote automatically 
  works to prevent the damage at the particular hour. 
  Malnourished as she is, she currently only has 12 
  Constitution (see here stat block later).  Morituri has 
  four more uses of the poison and 12 uses of the 
  antidote, both in small vials on a necklace he wears. As 
  ingested poisons, there is no danger of accidentally 
  being affected by them by handling the poisons. 
   
  PCs can use a standard Heal check in place of the 
  Queen’s Fort save if they so desire.  The DC is 25 at APL 
  2, 4 or 6 and 30 at APL 8, 10 or 12. The poison is 
  Strengthened Wyvern Blood (Highly Strengthened at 
  APL 8+) – the standard wyvern poison that attacks Con, 
  as opposed to Str like the wyverns in the stat blocks of 
  this adventure.  
   
  In order to make it clear that the queen is an object 
  of pity, the DM should make it clear that she is 
  languishing, moving with pain and unable to do 
  anything. The poison may or may not be obvious but 
  she always informs anyone trying to help her of the 
  issue. 
   
  IF THE PARTY WAITS 
  APL 2-6 
   
  Morituri waits the rest of the night and morning 
  before he leaves at 3 pm the next afternoon.  Varita 
  sleeps from midnight to 4 am, then rests for the 
  remaining 4 hours.  During this time period, note that 
  he must apply both the toxin and the antidote and 
  watching PCs may easily acquire knowledge of the 
  transfer and the antidote color – as above under 
  Waiting to Act.  One hour before he is to apply the 
  antidote again, he leaves the village (and the abeils to 
  their death). The scouts do not dare to move the queen 
  in her condition and simply await her fate – once she is 
  dead, they expire within a few hours, unable to 
  continue. 
   
  APL 8-12 
   
  Morituri departs at 11 pm, one hour before he is to 
  apply the antidote again. He then leaves the village 
  (and the abeils to their death). The scouts do not dare to 
  move the queen in her condition and simply await her 
  fate – once she is dead, they expire within a few hours, 
  unable to continue. 
   
  KET7-05 Like Bees to Honey 
  Page 29  
  
  DIPLOMACY WITH THE ABEILS 
   
  The abeil vassal scouts present in the village are 
  more than willing to provide assistance if they can be 
  convinced that the party intends to rescue the queen. 
  This requires a rushed Diplomacy check (normally) of 
  DC 20 (remembering that the PC or PCs must apply 
  the -10 for rushed to the check).  
   
  If they succeed, freeing the queen takes 2d4+2 
  rounds of full round actions to unloop the chains from 
  her – any PC can use a full round action to generate 1 
  round of chain removal, effectively. The abeil vassal 
  scouts, unable to work effectively with their current 
  level of worry, provide the equivalent of one such 
  action each round, despite the fact that four are 
  present. Once that is done, the abeils move to assist. 
  They add themselves to combat and attack to aid the 
  next PC attack. They do not attack themselves and they 
  do not surrender or retreat. 
   
  (Note: This can be of immense assistance at APL 2 
  and 4 and somewhat less at higher APLs, but is a 
  benefit to the PCs for their actions, and does not 
  change the EL or the rewards). 
   
  The queen abeil does know that Morituri has the 
  poison and antidote and how they are stored, if asked 
  or there is a discussion about the poison where she can 
  overhear it. 
   
  Even if freed and healed, the queen abeil does not 
  help the attack, since the captivity has taken a toll and 
  she is both mentally and spiritually exhausted, 
  although she exhorts her vassals to do what they can. 
   
  NOW WHAT? 
  The PCs must decide how to approach this situation. 
  Possible options are: 
   
  They ambush the elves. The tactics are noted 
  below. 
   
  They attempt to sneak in and free the abeil queen. 
  This will be difficult without a good Heal check or 
  some means of removing the poison from the Queen, 
  but they have no way of knowing this beforehand. This 
  can be done and the PCs can gain full xp for this 
  encounter in this way. 
   
  They try a frontal assault on the village. Any 
  appearance by the PCs, in anything other than a golden 
  dress for one Rhenee looking woman and another for a 
  Rhenee looking man with a silver crossbow, results in 
  combat.  If they have undertaken the right disguise, 
  they can get within 10 feet of Morituri before he 
  realizes this was not at all what was supposed to happen 
  and combat is initiated. 
   
  They retreat away from the village, having 
  gathered the info that they need about the smuggling.  
  They are considered to have reached the village and 
  confirmed the identity of the wild elves for any xp and 
  gp in the adventure. 
   
  AMBUSH THE ELVES 
  This is quite feasible. Note that the dire animals have 
  scent, but that Varita does not employ this ability until 
  she uses her primal scream (at the levels where she 
  can). Both Varita and Morituri are considered to 
  benefit from a similar benefit as the RPGA Award card 
  “Feign Surprise” for the purposes of this combat 
  encounter alone. This enables them to act in the 
  surprise round, but remember that this does not allow 
  their companions or mounts to do so. 
   
  Should no action be taken on the part of the PCs, 
  Morituri departs at approximately midnight, making 
  obvious preparations just ahead of time.  During this 
  time Varita remains hidden and does not talk. She only 
  appears once Morituri has left the area (on his mount 
  where applicable). 
   
  TACTICS  
   
  Feign Surprise – the two wild elves, Varita and 
  Morituri, are considered to benefit from Feign Surprise 
  (as per the Campaign Card) for the purposes of this 
  encounter. It enables them to act in the surprise round 
  normally, in their initiative sequence. 
   
  Varita stays back as far as possible, preferably up a 
  tree, sniping at spellcasters and lightly armored types 
  where possible. Morituri takes on the most challenging 
  foes, using his mount in the cases where it is possible. 
  Note that at the highest APLs he can make a single 
  move on his mount and still get a full attack sequence, 
  and he uses this ability as much as possible. Where the 
  two wild elves have animal companions, these act in 
  conjunction with Morituri, as he is the ground 
  combatant. 
   
  At APL 6+, Morituri activates the Favor of the 
  Battle of the Woods at the beginning of the combat. 
  He then closes on the closest fight type and begins to 
  fight as best as possible.  Note that if ambushed while 
  playing the flute, he does not have his shield readied. 
   
  Favor of the Battle of the Woods: Morituri 
  fought at the Battle of the Woods (in KET6-07 The 
  Good of All – this is the wild elf name for the battle). 
  As a result, he has a favor that allows him, once as an 
  immediate action, to benefit from the effect of an anti-
  magic field for a period of 15 rounds, at CL 15. He uses 
  this in the conflict with the PCs at the start of combat. 
  Varita does not have the favor.  This favor only 
  functions at APL 6+ (he has it at lower APLs but it no 
  longer works). 
   
  Despite all of this, Morituri and Varita know the 
  importance of reporting back to their elders.  At 25% or 
  less of their rage hp total they attempt to escape.  For 
  this reason, the combat is provided with a -1 EL 
  structure. 
   
  All APLs 
  Abeil Queen: medium monstrous humanoid; hp 20 
  (of 98); see Appendix One. 
  Abeil Vassal Scouts (4): medium monstrous 
  humanoid, Sor2; hp 17 each; see Appendix One. 
  APL 2 (EL 4) 
  Varita: female wild elf barbarian 2; hp 24; see 
  Appendix One. 
  KET7-05 Like Bees to Honey 
  Page 30  
  
  Morituri: male wild elf Barbarian 1/Swashbuckler3; 
  hp 41; see Appendix One. 
  APL 4 (EL 6) 
  Varita: female wild elf barbarian 2/Ranger 2; hp 40; 
  see Appendix One. 
  Morituri: 
  male 
  wild 
  elf 
  Barbarian 
  1/Swashbuckler3/Fighter 2; hp 59; see Appendix 
  One. 
  APL 6 (EL 8) 
  Varita: female wild elf Barbarian 3/Ranger 3; hp 58; 
  see Appendix One. 
  Morituri: 
  male 
  wild 
  elf 
  Barbarian 
  1/Swashbuckler3/Fighter 2/Ranger 2; hp 75; see 
  Appendix One. 
  APL 8 (EL 10) 
  Varita: female wild elf Barbarian 3/Ranger 3/Fighter 
  2; hp 77; see Appendix One. 
  Morituri: 
  male 
  wild 
  elf 
  Barbarian 
  1/Swashbuckler3/Fighter 2/Ranger 2/Champion of 
  Corellon 2; hp 94; see Appendix One. 
  APL 10 (EL 12) 
  Varita: female wild elf Barbarian 3/ Ranger 3/ 
  Fighter 4; hp 96; see Appendix One. 
  Morituri: male wild elf Barbarian 1/Swashbuckler3/ 
  Fighter 2/ Ranger 4/ChampionofCorrellon 2; hp 
  110; see Appendix One. 
  APL 12 (EL 14) 
  Varita: female wild elf Barbarian 3/ Ranger 3/ 
  Fighter 6; hp 115; see Appendix One. 
  Morituri: male wild elf Barbarian 1/Swashbuckler3/ 
  Fighter 
  2/ 
  Ranger 
  4/ChampionofCorellon 
  2/Wildrunner 2; hp 129; see Appendix One. 
  Treasure  
   
  APL 2: Loot 249 gp; Total 249 gp. 
   
  APL 4: Loot 274 gp; Total 274 gp. 
   
  APL 6: Loot 357 gp; Magic +1 amulet of natural 
  armor (167 gp per character); Total 524 gp. 
   
  APL 8: Loot 357 gp; Magic +1 amulet of natural 
  armor (167 gp per character); Total 524 gp. 
   
  APL 10: Loot 357 gp; Magic +1 amulet of natural 
  armor (167 gp per character); Total 524 gp. 
   
  APL 12: Loot 357 gp; Magic +1 amulet of natural 
  armor (167 gp per character); Total 524 gp. 
   
  SEARCHING MORITURI 
  Morituri has a small scrap of hide upon which he has 
  written – “Once a day, green vial, then feed three times 
  a day at equal times (every eight hours…0, blue vial”. 
  The language is Sylvan. This is his reminder to feed the 
  queen the antidote three times a day.  The antidote is 
  blue, the poison is green.  
   
  QUESTIONING MORITURI AND VARITA 
  If the two elves are alive at the end of the combat, it is 
  possible to question them.  
   
  For speak with dead and similar spells, refer to 
  their stats for saves. In defeat, both wild elves provide 
  answers without much effort to withhold information, 
  since they are despondent about their own future. 
  Refer to the Adventure Background and details on the 
  smuggling operation itself for what information they 
  convey. 
   
  DEATH OF THE QUEEN 
  If the queen abeil is not rescued and left to die, or dies 
  through other causes, all the abeils kill themselves by 
  force of will immediately at that time – they need her 
  to survive. 
   
  DEVELOPMENT 
  Once all aspects of this Encounter are complete, the 
  PCs are done.  The smuggling operation has been 
  tracked back to the final destination (the wild elves of 
  the Deep Bramblewood are the ultimate destination, 
  but the elven village and the wild elves present is more 
  than sufficient to prove that and to prevent further 
  deliveries from this smuggling operation).  
   
  The PCs must decide how to deal with Corvera 
  and Uvor at this point. They may release them with or 
  without their caravan and possessions, but note that if 
  the PCs do not turn them over to the authorities, it will 
  have a detrimental effect on their reward.     
   
  CONCLUSION 
  Match the PCs’ level of success to one of the five 
  options listed below in order to determine their reward 
  from the Black Scorpions.  
   
  If the PCs’ actions do not fit exactly what is listed 
  below, use the various options as guidelines to assign 
  rewards, keeping in mind the purpose of their mission. 
  Likewise modify the boxed text to match their actions 
   
  Note: If the PCs’ level of success is #3 or higher, 
  but they do not turn over Corvera and Uvor to the 
  authorities, move them back one step in the reward 
  process (e.g. even if they completed the entire plot and 
  therefore qualified for #5, move their reward status 
  from 5. Uncovered the entire plot back to 4. Found 
  village but left.) 
   
  This only occurs at #3 or higher because previous 
  to that point in the plot, there is not enough evidence 
  to convict Corvera and Uvor of anything. 
   
   
  1. Never left Lopolla For whatever reason, the 
  PCs never left the city of Lopolla.  
   
  You never were able to pull the pieces of this 
  particular puzzle together. The authorities shake 
  their heads and refuse to meet with you. Perhaps 
  following the Rhenee caravan to Fort Nesser might 
  have been helpful… but you will never know. 
   
  KET7-05 Like Bees to Honey 
  Page 31  
  
   
  If the PCs agreed to work for Alishtar and subsequently 
  interviewed Kai, their lifestyle costs are covered.  
   
  However, their lack of success otherwise means 
  they receive no AR awards or access.  
   
  (The one exception is that a PC with access to the 
  Little Blue Penguin from KET6-05 Honest Work 
  will still qualify for Sharing the Glory with Kai—see 
  below.) 
       
    Conclusion 
   
  APL 2: Coin: 0 gp. 
   
  APL 4: Coin: 0 gp. 
   
  APL 6: Coin: 0 gp.  
   
  APL 8: Coin: 0 gp. 
   
  APL 10: Coin: 0 gp. 
   
  APL 12: Coin: 0 gp.  
   
   
  2. Did not follow or join the caravan when it 
  left Nesser: The PCs followed the caravan to Fort 
  Nesser but went no further.  
   
  Clues of the smuggling plot seem to have dried up 
  in Fort Nesser. The Black Scorpions seem 
  reasonably satisfied that there is some sort of 
  smuggling operation going on, but you are unable 
  to provide details of what is being smuggled or who 
  the recipient of the goods is. Their line of 
  questioning seems to leave you with the impression 
  that perhaps you should have followed the caravan 
  when it left Fort Nesser. 
   
  The authorities in Ket are reasonably satisfied that 
  there is some evidence of where the caravan headed, 
  but the PCs are unable to provide any real clues that 
  would enable them to break the smuggling operation, 
  or if it is more than a one-shot affair. The PCs get some 
  limited item access from the Black Scorpions and they 
  are provided with the following compensation for their 
  time: 
   
      Conclusion 
   
  APL 2: Coin: 100 gp. 
   
  APL 4: Coin: 200 gp. 
   
  APL 6: Coin: 300 gp.  
   
  APL 8: Coin: 400 gp. 
   
  APL 10: Coin: 500 gp. 
   
  APL 12: Coin: 600 gp.  
   
  The PCs do not get any additional AR Award access 
  although a PC with access to the Little Blue Penguin 
  from KET6-05 Honest Work will still qualify for 
  Sharing the Glory with Kai—see below. 
   
   
  3. Returned to Nesser after fight with abeils: 
  After either watching the abeil attack from afar or 
  actually fighting the abeils, the PCs returned to Nesser 
  without investigating further.  
   
  The Black Scorpions are reasonably pleased with 
  your work, since you are able to confirm that a 
  smuggling operation is in place that somehow 
  involves inhabitants of the Bramblewood Forest. 
  However, you are unable to give any final details, 
  and their line of questioning leaves you thinking 
  that perhaps you should have followed the abeils 
  into the forest. 
   
   
  The PCs suspect that the abeils (and possibly wild 
  elves) were responsible, but got no direct visual 
  confirmation of this fact. They were able to confirm all 
  other details about the smuggling operation and that is 
  now known to the authorities in Ket. The Black 
  Scorpions are fairly pleased and provide reasonable 
  compensation to the PCs in addition to access to AR 
  items without asterisks. 
   
    Conclusion 
   
  APL 2: Coin: 200 gp. 
   
  APL 4: Coin: 400 gp. 
   
  APL 6: Coin: 600 gp.  
   
  APL 8: Coin: 800 gp. 
   
  APL 10: Coin: 1000 gp. 
   
  APL 12: Coin: 1200 gp. 
   
   
  4. Found village, but left: The PCs made it to the 
  elven village, but did not attempt to either rescue the 
  abeil queen or fight Morituri before returning to the 
  caravan. They got back to Nesser with details of 
  smuggling plot, as well as caravan, horses, Rhenee, etc.  
   
  The Black Scorpions are fairly pleased with your 
  work. Although you did not apprehend the wild elf 
  who seemed to be in charge of this operation, nor 
  rescue the captive abeil queen who may have been 
  able to give you more information, you did uncover 
  most of the facts of the operation, ensuring that it 
  has been brought to a close.  
   
  The Black Scorpions are fairly pleased and 
  provide good compensation to the PCs, access to all AR 
  items without asterisks as well as the AR Award “Black 
  Scorpions”. 
   
    Conclusion 
   
  APL 2: Coin: 300 gp. 
   
  APL 4: Coin: 500 gp. 
   
  APL 6: Coin: 700 gp.  
   
  APL 8: Coin: 900 gp. 
   
  APL 10: Coin: 1100 gp. 
   
  APL 12: Coin: 2200 gp. 
   
   
  5. Uncovered the entire plot: The PCs went to 
  the elven village and either rescued the abeil queen or 
  fought and defeated Morituri, figured out smuggling 
  plot, returned to Nesser with caravan, Rhenee, horses, 
  possibly wild elves, wands, etc.  
   
  KET7-05 Like Bees to Honey 
  Page 32  
  
  The Black Scorpions are extremely pleased with 
  your work. Not only have you uncovered a clever 
  smuggling plot involving enemies of Ket, but you 
  have broken up the operation, ensuring that it will 
  not continue. 
   
   
  The Black Scorpions are extremely pleased and provide 
  excellent compensation to the PCs, as well as the AR 
  Award “Black Scorpions” and “Complete Success”, in 
  addition to access to the AR items without asterisks. 
   
  Conclusion 
   
  APL 2: Coin: 400 gp. 
   
  APL 4: Coin: 600 gp. 
   
  APL 6: Coin: 800 gp.  
   
  APL 8: Coin: 1000 gp. 
   
  APL 10: Coin: 1800 gp. 
   
  APL 12: Coin: 2800 gp.  
   
  ADDITIONAL REWARDS 
  In addition to the above, the PCs may qualify for 
  further rewards based on their actions 
   
  Rescue the Abeil Queen successfully 
  If one or more PCs save the abeil queen’s life and 
  release her from bondage, the queen shares the AR 
  Award “Wild Honey” with the PCs responsible.  
   
  Spending 3 TU on this AR means the PC spends 
  time getting to know the queen, and she imbues the 
  honey with the power to act as a jar of Keoghtom’s 
  ointment.  Should no TUs be spent, the queen is not 
  entirely comfortable with the PC and she only gives 
  ordinary wild honey that has no powers beyond the 
  usual sweet goodness of honey.  
   
  Sharing the Glory with Kai 
  If at the conclusion of the adventure, regardless of the 
  outcome, the PCs agree to provide Kai with the 
  recognition and reward that he sought in the 
  beginning, he is quite grateful and thankful.  
   
  As he indicated earlier, he does not have any real 
  financial resources but he does have a contact with an 
  interesting new magical item for sale, and the PCs are 
  provided with the AR Award “Scorpion’s Strike” and 
  AR Item Access to “Scorpion’s Strike”.   
   
  Alternatively, anyone with access to Little Blue 
  Penguin Pendant from KET6-05 Honest Work 
  automatically gets the above access, whether or not 
  they shared any recognition with Kai as he asked. 
   
  Members of Heroes of Azor’Alq / Clergy of Istus  
  Any member of these metaorgs who successfully 
  undertook the mission provided to them in 3: Black 
  Scorpions 
  is 
  provided 
  with 
  the 
  AR 
  Award 
  Azor’Alq/Istus.  
   
  Members of Beygraf’s Pride  
  Any member of the Beygraf’s Pride who returned to 
  Nesser with Corvera & Uvor in custody is assumed to 
  have given the Rhenee caravan horses to the “Tiger” 
  Kaman regiment, earning the AR reward Beygraf’s 
  Pride.   
   
  Alternatively, in order to earn this AR reward, a PC 
  who owns two or more horses can give one (or more) to 
  the regiment, as long as the PC keeps at least one horse. 
  (The regiment will not take a PC’s last horse).   
   
  Finally, anyone with the Kilar Breeding Stock 
  AR Award from KET6-05 Honest Work may 
  voluntarily void this reward in order to give their 
  remaining stock to the regiment. This will also gain the 
  AR reward Beygraf’s Pride.   
   
  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. 
   
  1: Kai Blackstone 
  Talking with Kai as requested and obtaining details on 
  the smugglers 
  APL 2  
  15 XP 
  APL 4  
  15 XP 
  APL 6  
  30 XP 
  APL 8  
  30 XP 
  APL 10 
  45 XP 
  APL 12 
  45 XP 
   
  3: Black Scorpions 
  Accepting the commission to investigate from the 
  Black Scorpions 
  APL 2  
  15 XP 
  APL 4  
  15 XP 
  APL 6  
  30 XP 
  APL 8  
  30 XP 
  APL 10 
  45 XP 
  APL 12 
  45 XP 
   
  7: Abeil Attack 
  Defeating the Abeils 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  8: Cat and Mouse 
  Rescuing the Wood Elf and defeating the Wyvern. If 
  only one of the two is accomplished, half of this xp is 
  awarded. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  KET7-05 Like Bees to Honey 
  Page 33  
  
  APL 12 
  420 XP 
   
  9: The Village 
  Freeing the Abeil Queen OR defeating Morituri and 
  Varita. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Story Award 
  Successfully determining that the smuggling operation 
  was directed toward the Wild Elves and tracking it 
  back to the final destination (the elven village) 
   
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10 
  90 XP 
  APL 12 
  105 XP 
   
  Discretionary roleplaying award 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  90 XP 
  APL 10 
  90 XP 
  APL 12 
  120 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that characters 
  can go back to loot the bodies, and those bodies are 
  there (i.e., not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items.  
   
  1: Introduction 
  All APLs: Lifestyle costs for the module, up to Rich 
  lifestyle.  Half of Luxury is paid for by the Bey of Kilar 
  if his offer is accepted. 
   
  7: Abeil Attack 
  APL 2: Loot 5 gp; Magic 0 gp; 0 gp; Total 5 gp. 
  APL 4: Loot 10 gp; Magic 0 gp; 0 gp; Total 10 gp. 
  APL 6: Loot 80 gp; Magic 0 gp; 0 gp; Total 80 gp. 
  APL 8: Loot 160 gp; Magic 0 gp; 0 gp; Total 160 gp. 
  APL 10: Loot 105 gp; Magic 0 gp; 0 gp; Total 105 gp. 
  APL 12: Loot 210 gp; Magic 0 gp; 0 gp; Total 210 gp. 
   
  8: Wounded Elf 
  APL 2: Loot 0 gp; Magic 0 gp; 0 gp; Total 0 gp. 
  APL 4: Loot 33 gp; Magic 0 gp; 0 gp; Total 33 gp. 
  APL 6: Loot 66 gp; Magic 0 gp; 0 gp; Total 66 gp. 
  APL 8: Loot 50 gp; Magic 0 gp; 0 gp; Total 50 gp. 
  APL 10: Loot 100 gp; Magic 0 gp; 0 gp; Total 100 gp. 
  APL 12: Loot 67 gp; Magic 0 gp; 0 gp; Total 67 gp. 
   
  9: The Village 
  APL 2: Loot 249 gp; Total 249 gp. 
  APL 4: Loot 274 gp; Total 274 gp. 
  APL 6: Loot 357 gp; Magic +1 amulet of natural armor 
  (167 gp per character); Total 524 gp. 
  APL 8: Loot 357 gp; Magic +1 amulet of natural armor 
  (167 gp per character); Total 524 gp. 
  APL 10: Loot 357 gp; Magic +1 amulet of natural armor 
  (167 gp per character); Total 524 gp. 
  APL 12: Loot 357 gp; Magic +1 amulet of natural armor 
  (167 gp per character); Total 524 gp. 
   
  KET7-05 Like Bees to Honey 
  Page 34  
  
  Conclusion (highly variable, depends on actions, 
  these are maximum amounts) 
   
  APL 2: Coin: 400 gp. 
   
  APL 4: Coin: 600 gp. 
   
  APL 6: Coin: 800 gp.  
   
  APL 8: Coin: 1000 gp. 
   
  APL 10: Coin: 1800 gp. 
   
  APL 12: Coin: 2800 gp.  
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 675 gp 
   
  APL 6: 900 go 
   
  APL 8: 1300 gp 
   
  APL 10: 2300 gp 
   
  APL 12: 3300 gp 
   
  Total Possible Treasure 
   
  APL 2: 654 gp 
   
  APL 4: 917 gp 
   
  APL 6: 1470 gp 
   
  APL 8: 1734 gp 
   
  APL 10: 2529 gp 
   
  APL 12: 3601 gp 
   
   
  ADVENTURE RECORD ITEMS 
  Travel Papers: You have official Ketite Travel Papers. 
   
  Lawbreaker: You have broken Ket law and been 
  sentenced. If you fled Ket rather than face punishment, 
  at the start of each adventure set in Ket, or if you enter 
  Ket during an adventure, you have a 25% chance of 
  being immediately caught and sentenced to twice the 
  original penalty. There is no escape once recaptured—
  your involvement in the adventure immediately ends 
  and you must serve the sentence. 
  Crime & Sentence: _______________________ 
  Fled? N / Y (If Y, double sentence served on AR: _____ 
  DM initials and RPGA#__________) 
   
  Complete Success: The Black Scorpions will ensure 
  you always can purchase one item for your benefit. 
  Circling one item on the AR Item list to which you 
  have access makes it Any access.  
   
  Black Scorpion Access: The Black Scorpions make 
  items marked with an asterisk (*) accessible to you, up 
  to your APL.  
   
  Complete Success: The Black Scorpions will ensure 
  you always can purchase one item for your benefit. 
  Circling one item on the AR Item list to which you 
  have access makes it Any access. 
   
  Beygraf’s Pride: If 4 TUs are immediately spent, the 
  Pride pays 50% of the purchase price of a set of (choose 
  one) horseshoes of the zephyr or horseshoes of speed. 
  (Access: Any) The benefit expires one year from the 
  date of the AR. 
   
  Azor’Alq/ Istus (Sp): If 2 TUs are immediately spent; 
  you may cast daylight as a spell-like ability three times, 
  with your total level being the caster level. Mark off 
  each use.  O O O 
   
  Wild Honey: The abeil queen gives you some wild 
  honey. If you spend 3 TU immediately, the honey can 
  be used 5 times as Keoghtom’s ointment (DMG), check 
  off as used. If no TU are expended, you have a pot of 
  very nice honey for your tea! Mark off each use. 
  O O O O O 
   
  Scorpion’s Strike: This scorpion-shaped pendant 
  comes with 5 silver earrings. Once per day, the pendant 
  can be activated as a standard action (provokes Attack 
  of Opportunity). Anyone within 30’ with an Int of 6+ 
  who is wearing an earring immediately benefits from 
  the snake’s swiftness spell (SpC). The bearer of the 
  pendant cannot benefit from this effect. (Pendant and 
  earrings are slotless, cannot be crafted). Cost 6,450 gp. 
   
   
   
   
   
   
  KET7-05 Like Bees to Honey 
  Page 35  
  
  KET7-05 Like Bees to Honey 
  Page 36  
  APPENDIX 1: ALL APLS
  INTRODUCTION 
   
   
  KAI BLACKSTONE 
   
   
  CR 8 
  Male Human (Oerdian) Rog7/Exp1/FavoredSoul1 
  CN Medium humanoid (human) 
  Init +3; Senses; Listen +0, Spot +0 
  Languages Common, Ancient Baklunish, Dwarven, 
  Velondi 
  AC 18, touch 14, flat-footed 15 
   (+3 dexterity, +4 armor, +1 deflection) 
  hp 48 (9 HD); 
  Fort +5, Ref +10, Will +8 
  Speed 30 ft. in +2 leather (6 squares);  
  Melee masterwork shortsword +9 (1d6)  
  Ranged light crossbow +8 (1d8) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +5; Grp +5 
  Special Actions Quickdraw, evasion, uncanny 
  dodge, trapsense, +4d6 sneak attack 
  Favored Soul Spells Known (CL 1st): 
   
  1st (4 per day) — cure light wounds, magic 
  weapon, obscuring mist, shield of faith 
   
  0 (5 per day) — create water, cure minor 
  wounds, light, mending 
  Deity: Oldimarra 
  Abilities Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 
  16. 
  Feats Blind-Fighting, Iron Will, Negotiator, Quickdraw, 
  Weapon Finesse 
  Special Qualities: uncanny dodge, evasion, 
  trapsense. 
  Skills: Appraise +14, Craft (Leatherworking) +13, 
  Bluff +16, Diplomacy +12, Gather Information +10, 
  Handle Animal +9, Intimidate +13, Knowledge 
  (local: VTF) +7, Knowledge (nature) +7, Profession 
  (merchant) +11, Ride +16, Search +12; Sense 
  Motive +13. 
  Possessions combat gear plus baklunish robes (blue 
  and green colors), black turban, daggers (4 – 
  hidden sheaths), daggers (3 visible), light 
  crossbow, 10 bolts, masterwork short sword, +2 
  leather armor, +1 ring of protection. (Encumbrance 
  – Light). 
   
  6: TENT CITY 
  CORVERA VAN DOORN 
  CR 6 
  Female Human (Rhenee) Bard 3/Rogue 3 
  CN Medium humanoid (human) 
  Init +2/+5 with motivate dexterity aura on; Senses; 
  Listen +1, Spot +3 
  Languages Common, Elven, Rhopan, Ancient 
  Baklunish 
  AC 14, touch 12, flat-footed 12 
   (+2 dexterity, +2 armor) 
  hp 45 (6 HD); 
  Fort +4, Ref +8, Will +5 
  Speed 30 ft. in leather armor (6 squares);  
  Melee rapier +6 (1d6-1)  
  Ranged light crossbow +6 (1d8) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +4; Grp +3 
  Special Actions: song, sneak attack +2d6 
  Bardic Spells: 
  1st (2 per day) – cure light wounds, disguise self, 
  tasha’s hideous laughter (DC 14) 
  0 – (3 per day) – daze (DC 13), ghost sound, light, 
  mage hand, prestidigitation, summon instrument 
  Deity: Rhenee spirits 
  Abilities Str 8, Dex 14, Con 14, Int 16, Wis 8, Cha 16. 
  Feats Alertness, Iron Will, Negotiator, Weapon 
  Finesse 
  Special Qualities: evasion, trapsense, bardic music 
  Skills: Balance +7, Bluff +11, Diplomacy +20, Gather 
  Information +6 (+8 in vtf), Jump +4, Knowledge 
  (nobility) +12, Knowledge (local – vtf) +12, Perform 
  (dance) +9, Profession (merchant) +4, Ride +6, 
  Sense Motive +10, Tumble +15, Use Magic Device 
  +12.  
  Possessions combat gear plus golden dress, scarlet 
  scarves (3), dagger, rapier, light crossbow, bolts 
  (10), leather armor (Encumbrance – Light). 
   
  UVOR VAN DOORN 
  CR 7 
  Male Human (Rhenee) Fighter 4/Rogue 3 
  CN Medium humanoid (human) 
  Init +4; Senses; Listen +0, Spot +7 
  Languages Common, Rhopan 
  AC 18, touch 14, flat-footed 14 
   (+4 dexterity, +4 armor) 
  hp 57 (7 HD); 
  Fort +7, Ref +8, Will +4 
  Speed 30 ft. in chain shirt (6 squares);  
  Melee spiked chain +11 (2d4+5)  
  Ranged light crossbow +9 (1d8) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +8 
  Special Actions: dodge, mobility, sneak attack +2d6 
  Deity: Rhenee spirits 
  Abilities Str 14, Dex 18, Con 14, Int 9, Wis 10, Cha 8.  
  Feats Dodge, Exotic Weapon Proficiency (Spiked 
  Chain), Iron Will, Mobility, Weapon Finesse, 
  Weapon Focus (Spiked Chain), Weapon 
  Specialization (Spiked Chain). 
  Special Qualities: evasion, trapsense 
  Skills: Balance +9, Jump +7, Ride +9, Spot +10, 
  Tumble +18. 
  Possessions combat gear plus black travelers 
  clothes, kukri (2), masterwork spiked chain, silver-
  painted light crossbow, bolts (20), mithral chain 
  shirt, sap (2). (Encumbrance – Light). 
   
  CARAVAN GUARD 
  CR 3 
  Male Human (Baklunish/Flan) Ftr3/War1 
  LN Medium humanoid (human) 
  Init +1; Senses; Listen +1, Spot +4 
  
  Languages Common, Ancient Baklunish 
  AC 17, touch 11, flat-footed 16 
   (+1 dexterity, +4 armor, +2 shield) 
  hp 39 (4 HD); 
  Fort +7, Ref +2, Will +0 
  Speed 30 ft. in chain shirt (6 squares);  
  Melee masterwork scimitar +6 (1d6+2)  
  Ranged light crossbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +4; Grp +6 
  Special Actions: Blind-fighting, dodge 
  Deity: Geshtai 
  Abilities Str 14, Dex 13, Con 14, Int 12, Wis 8, Cha 
  10. 
  Feats Alertness, Blind-Fighting, Dodge, Weapon 
  Focus Scimitar 
  Special Qualities: none 
  Skills: Handle Animal +7, Listen +1, Profession 
  (Caravan Guard) +6, Ride +10, Spot +4.5. 
  Possessions combat gear plus baklunish robes 
  (black), dark red turban, daggers (2), light 
  crossbow, bolts (20), masterwork scimitar, cold iron 
  scimitar, chain shirt, heavy steel shield 
  (Encumbrance – Light). 
   
  7: ABEIL ATTACK 
  WILD ELF OBSERVERS (2)  
  CR 4 
  Wild Elf Bbn2/Rgr2 
  CN Medium humanoid (elf) 
  Init +3; Senses low light; Listen +7, Spot +7 
  Languages Common, Elf 
  AC 16, touch 13, flat-footed 13, -2 AC Raging 
   (+3 dexterity, +3 armor) 
  hp 32 (4 HD) or 40 raging; 
  Fort +6 (+8 raging), Ref +6, Will -1 (+1 raging) 
  Speed 40 ft. in studded leather (8 squares);  
  Melee masterwork longsword +5 (1d8+2)  or raging 
  masterwork longsword +7 (1d8+4) 
  Ranged masterwork +2 str composite longbow +8 
  (1d8+2) or raging masterwork +4 str composite 
  longbow +8 (1d8+4) – note that Observers take a -
  2 penalty to hit if using the greater strength bow 
  while not raging 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +4; Grp +6 (+8 raging) 
  Special Actions Rage 1/day 
  Deity: unstated 
  Abilities Str 14, Dex 16, Con 10, Int 10, Wis 9, Cha 8 
  Feats Darkstalker*, Point Blank Shot, Rapid Shotb, 
  Trackb 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, favored enemy (human), combat style 
  – ranged, wild empathy. 
  Skills: Handle Animal +4, Listen +7, Survival +4, Spot 
  +7. 
  Possessions combat gear plus masterwork studded 
  leather, masterwork +2 Str composite longbow, 
  masterwork +4 Str composite longbow, arrows 
  (60), masterwork longsword, cold iron longsword, 
  kukri (2), backpack. (Encumbrance – Light). 
  *See Appendix Two – New Rules 
   
  INTERLUDE – IN THE FOREST 
  BRAMBLEWOOD DIRE BE ARS (2)     CR 13 
  N Huge animal 
  Init +2; Senses low light, scent; Listen +11, Spot +20 
  Languages None 
  AC 20, touch 10, flat-footed 18 
   (-2 size, +2 dexterity, +10 natural) 
  hp 336 (21 HD); 
  Fort +21, Ref +14, Will +14 
  Speed 40 ft. in no armor (8 squares);  
  Melee two claws +31 (3d6+17, 19-20 critical) and bite 
  +25 (3d8+8) 
  Ranged none 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +15; Grp +39 
  Special Actions Improved grab 
  Abilities Str 44, Dex 14, Con 28, Int 2, Wis 14, Cha 8  
  Feats Alertness, Die-Hard, Endurance, Improved 
  Critical (claw), Improved Natural Attack (claws), 
  Improved Toughness*, Run, Weapon Focus (Claw) 
  Special Qualities: scent, improved grab. 
  Skills: Listen +11, Spot +20, Swim +19 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
  Scent (Ex):.Can scent as per the Monster Manual 
  Ability.  
  * See Appendix Two: New Rules 
   
  9: THE VILLAGE 
   
   
  ABEIL VASSAL SCOUTS (4) 
   CR 3 
  Sor2 
  LN Medium Monstrous Humanoid  
  Init +3; Senses darkvision 60’; Listen +2, Spot +2 
  Languages Common, Elf, Sylvan 
  AC 21, touch 13, flat-footed 18 
   (+3 dexterity, +4 mage armor, +4 shield) 
  hp 17 (3 HD); 
  Fort +1, Ref +5, Will +7 
  Speed 30 ft. in mage armor (6 squares); 60 ft fly 
  (average – 12 squares)  
  Melee two claws +4 (1d4+2) and sting -1 (1d6 plus 
  poison) or longspear +4 (1d8+3) and sting -1 (1d6 
  plus poison) 
  Ranged Light crossbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +4 
  Special Actions Drone, improved grab, poison, 
  spells 
  Sorcerer Spells Known (CL 2nd): 
   
  1st (2 slots left)— mage armor, shield 
   
  0 (5 slots left) — acid splash, daze (DC 10), 
  light, mage hand, mending 
  Pre-Cast – mage armor, shield (5 rounds remaining) 
  Deity: Bralm 
  KET7-05 Like Bees to Honey 
   
  Page 37 
  
  KET7-05 Like Bees to Honey 
   
  Page 38 
  Abilities Str 15, Dex 17, Con 12, Int 8, Wis 14, Cha 
  11  
  Feats Dodge, Hover 
  Special Qualities: hive mind, drone, improved grab, 
  poison. 
  Skills: Concentration +3, Listen +4, Survival +4 
  Possessions combat gear plus longspear, cold iron 
  longspear, daggers (2), light crossbow, bolts (20). 
  (Encumbrance – Light). The familiar for the abeil is 
  currently away scouting. 
  Drone (Su): As a full round action that does not 
  provoke an attack of opportunity, an abeil can beat 
  its wings to create a droning buzz in a 60-foot 
  spread. Each creature in the area must make a DC 
  10 Will save or fall asleep as the sleep spell. There 
  is no Hit Dice limit for this effect. Abeils are 
  immune to their own drone attacks as well as those 
  of other abeils. The save DC is charisma-based. 
  Improved Grab (Ex): If an abeil hits a single target 
  that is at least one size category smaller than itself 
  with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it automatically hits with its sting. Thereafter, the 
  abeil has the option to conduct the grapple 
  normally, or simply use its claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  abeil is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deal damage from 
  both claws and the sting. 
  Hive Mind (Ex): All abeils within 25 miles of their 
  queen are in constant communication. If one is 
  aware of a particular danger, they all are. If one in 
  a particular group is not flat-footing, none of them 
  are. N0 abeil in such a group is considered flanked 
  unless they all are. 
  Poison (Ex): A vassal delivers its poison – DC 11 
  Fortitude save - with each successful sting attack. 
  The initial and secondary damage is 1d4 Strength. 
  The save DC is Constitution-based. 
   
  ABEIL QUEEN 
   CR 12 
  LN Medium Monstrous Humanoid  
  Init +5; Senses darkvision 60’; Listen +13, Spot +8 
  Languages Common, Elf, Sylvan 
  AC 11, touch 11, flat-footed 10 
   (+1 dexterity) 
  hp 98 (currently 20) (14HD); DR 10/magic, SR 21 
  Fort +7, Ref +10, Will +14 
  Speed 40 ft. in nothing (8 squares); 80 ft fly (good – 
  16 squares)  
  Melee two claws +18 (1d6-5) and sting +13 (2d4-5, 
  poison) 
  Ranged none 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +14; Grp +9 
  Special Actions Drone, improved grab, poison, 
  spells, SR 21 
  Druid Spells Known (CL 16): 
   
  None currently – all used and divine focus 
  removed and destroyed 
  Pre-Cast – mage armor, shield (5 rounds remaining) 
  Deity: Bralm 
  Abilities Str 1 (of 18), Dex 13, Con 12 (of 16), Int 15, 
  Wis 21, Cha 18  
  Feats Dodge, Flyby Attack, Great Fortitudeb, 
  Improved Initiative, Craft Wondrous Items, 
  Empower Spell. 
  Special Qualities: hive mind, drone, improved grab, 
  poison, spells, SR 21. 
  Skills: Concentration +11, Diplomacy +8, Intimidate 
  +14, Knowledge (nobility) +12, Knowledge (nature) 
  +12, Listen +13, Sense Motive +12, Spot +8, 
  Survival +15 
  Possessions combat gear plus longspear, cold iron 
  longspear, daggers (2), light crossbow, bolts (20). 
  (Encumbrance – Light). The familiar for the abeil is 
  currently away scouting. 
  Drone (Su): As a full round action that does not 
  provoke an attack of opportunity, an abeil can beat 
  its wings to create a droning buzz in a 60-foot 
  spread. Each creature in the area must make a DC 
  21 Will save or fall asleep as the sleep spell. There 
  is no Hit Dice limit for this effect. Abeils are 
  immune to their own drone attacks as well as those 
  of other abeils. The save DC is charisma-based. 
  Improved Grab (Ex): If an abeil hits a single target 
  that is at least one size category smaller than itself 
  with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it automatically hits with its sting. Thereafter, the 
  abeil has the option to conduct the grapple 
  normally, or simply use its claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  abeil is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deal damage from 
  both claws and the sting. 
  Hive Mind (Ex): All abeils within 25 miles of their 
  queen are in constant communication. If one is 
  aware of a particular danger, they all are. If one in 
  a particular group is not flat-footing, none of them 
  are. N0 abeil in such a group is considered flanked 
  unless they all are. 
  Poison (Ex): A queen delivers its poison – DC 18 
  Fortitude save - with each successful sting attack. 
  The initial and secondary damage is 1d2 Strength. 
  The save DC is Constitution-based. 
   
   
  
  APPENDIX 1: APL 2
  7: ABEIL ATTACK 
   
   
  ABEIL VASSAL SCOUT 
   CR 3 
  LN Medium Monstrous Humanoid Sorcerer 2 
  Init +3; Senses darkvision 60’; Listen +2, Spot +2 
  Languages Common, Elf, Sylvan 
  AC 21, touch 13, flat-footed 18 
   (+3 dexterity, +4 mage armor, +4 shield) 
  hp 17 (3 HD); 
  Fort +1, Ref +5, Will +7 
  Speed 30 ft. in mage armor (6 squares); 60 ft fly 
  (average – 12 squares)  
  Melee two claws +4 (1d4+2) and sting -1 (1d6 plus 
  poison) or longspear +4 (1d8+3) and sting -1 (1d6 
  plus poison) 
  Ranged Light crossbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +4 
  Special Actions Drone, improved grab, poison, 
  spells 
  Sorcerer Spells Known (CL 2nd): 
   
  1st (2 slots left)— mage armor, shield 
   
  0 (5 slots left) — acid splash, daze (DC 10), 
  light, mage hand, mending 
  Pre-Cast – mage armor, shield (5 rounds remaining) 
  Deity: Bralm 
  Abilities Str 15, Dex 17, Con 12, Int 8, Wis 14, Cha 
  11  
  Feats Dodge, Hover 
  Special Qualities: hive mind, drone, improved grab, 
  poison. 
  Skills: Concentration +3, Listen +4, Survival +4 
  Possessions combat gear plus longspear, cold iron 
  longspear, daggers (2), light crossbow, bolts (20). 
  (Encumbrance – Light). The familiar for the abeil is 
  currently away scouting. 
  Drone (Su): As a full round action that does not 
  provoke an attack of opportunity, an abeil can beat 
  its wings to create a droning buzz in a 60-foot 
  spread. Each creature in the area must make a DC 
  10 Will save or fall asleep as the sleep spell. There 
  is no Hit Dice limit for this effect. Abeils are 
  immune to their own drone attacks as well as those 
  of other abeils. The save DC is charisma-based. 
  Improved Grab (Ex): If an abeil hits a single target 
  that is at least one size category smaller than itself 
  with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it automatically hits with its sting. Thereafter, the 
  abeil has the option to conduct the grapple 
  normally, or simply use its claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  abeil is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deal damage from 
  both claws and the sting. 
  Hive Mind (Ex): All abeils within 25 miles of their 
  queen are in constant communication. If one is 
  aware of a particular danger, they all are. If one in 
  a particular group is not flat-footing, none of them 
  are. N0 abeil in such a group is considered flanked 
  unless they all are. 
  Poison (Ex): A vassal delivers its poison – DC 11 
  Fortitude save - with each successful sting attack. 
  The initial and secondary damage is 1d4 Strength. 
  The save DC is Constitution-based. 
   
  8: WOUNDED ELF 
  RIPSLICE 
  CR 4 
  Griffon 
  N Large Magical Beast 
  Init +3; Senses darkvision 60’, low light, scent; Listen 
  +6, Spot +10 
  Languages None 
  AC 18, touch 12, flat-footed 15 
   (+3 dexterity, +6 natural armor, -1 size) 
  hp 70 (7 HD); 
  Fort +8, Ref +8, Will +3 
  Speed 30 ft. in nothing (6 squares); fly 80 ft (average 
  maneuverability)  
  Melee bite +11 (2d6+4)  and two claws +8 (1d4+2) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +7; Grp +15 
  Special Actions Pounce, rake 
  Abilities Str 18, Dex 16, Con 16, Int 5, Wis 13, Cha 8  
  Feats Hover, Multiattack, Weapon Focus Bite 
  Special Qualities: Scent 
  Skills: Jump +8, Listen +6, Spot +10 
  Possessions combat gear plus nothing 
  (Encumbrance – Light). 
  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 +8 melee, damage 1d6+2. 
   
  9: THE VILLAGE 
  VARITA 
  CR 2 
  Wild Elf Bbn2 
  CN Medium humanoid (elf) 
  Init +4; Senses low light; Listen +1, Spot +1 
  Languages Common, Elf 
  AC 17, touch 14, flat-footed 13, -2 AC Raging 
   (+4 dexterity, +3 armor) 
  hp 24 (2 HD) or 28 raging; 
  Fort +5 (+7 raging), Ref +4, Will -1 (+1 raging) 
  Speed 40 ft. in studded leather (8 squares);  
  Melee longsword +4 (1d8+2)  or raging longsword +4 
  (1d8+4) 
  Ranged masterwork +2 str composite longbow +7 
  (1d8+2)  or raging masterwork +4 str composite 
  longbow +7 (1d8+4) – note that Varita takes a -2 
  penalty to hit if using the greater strength bow 
  while not raging 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +4 (+6 raging) 
  Special Actions Rage 1/day 
  KET7-05 Like Bees to Honey 
   
  Page 39 
  
  Deity: Sehanine Moonbow 
  Abilities Str 14, Dex 19, Con 14, Int 8, Wis 9, Cha 8  
  Feats Point Blank Shot 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day. 
  Skills: Handle Animal +4, Listen +1, Move Silently 
  +6.5, Survival +4, Spot +1 
  Possessions combat gear plus masterwork studded 
  leather, masterwork +2 Str composite longbow, 
  masterwork +4 Str composite longbow, arrows 
  (80), longsword, cold iron longsword, daggers (4), 
  light pick, backpack. (Encumbrance – Light). 
   
  MORITURI 
  CR 4 
  Wild Elf Bbn 1/Swashbuckler 3 
  CN Medium humanoid (elf) 
  Init +3; Senses low light; Listen +2, Spot +2 
  Languages Common, Elf, Sylvan 
  AC 19, touch 13, flat-footed 16, -2 AC Raging 
   (+3 dexterity, +4 armor, +2 heavy steel shield) 
  hp 41 (4 HD) or 49 raging; 
  Fort +7 (+9 raging), Ref +5, Will +1 (+3 raging) 
  Speed 40 ft. in chain shirt (8 squares);  
  Melee masterwork elven courtblade +8 (1d10+4, 18-
  20 crit, *2)  or raging masterwork elven courtblade 
  +9 (1d10+7, 18-20, *2) 
  Ranged masterwork +2 str composite longbow +8 
  (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +4; Grp +6 (+8 raging) 
  Special Actions Rage 1/day, insightful strike 
  Deity: Sehanine Moonbow 
  Abilities Str 14, Dex 17, Con 14, Int 13, Wis 10, Cha 
  8 
  Feats Dodge, Exotic Weapon Proficiency (elven 
  courtblade), Weapon Finesseb 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, grace, insightful strike. 
  Skills: Balance +8, Handle Animal +4, Jump +7, 
  Listen +2, Ride +7, Spot +2, Survival +4, Tumble 
  +12 
  Possessions combat gear plus chain shirt, 
  masterwork +2 Str composite longbow, arrows 
  (80), masterwork elven courtblade, elven 
  courtblade, kukri (4), light pick, backpack. 
  (Encumbrance – Light). 
  Grace (Ex): A swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be used with Weapon Finesse, 
  such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to the swashbuckler’s insightful strike.  A 
  swashbuckler cannot use this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load.
  KET7-05 Like Bees to Honey 
   
  Page 40 
  
  KET7-05 Like Bees to Honey 
   
  Page 41 
  APPENDIX 1: APL 4
  7: ABEIL ATTACK 
   
   
  ABEIL VASSAL SCOUTS (2) 
   CR 3 
  Sor2 
  LN Medium Monstrous Humanoid  
  Init +3; Senses darkvision 60’; Listen +2, Spot +2 
  Languages Common, Elf, Sylvan 
  AC 21, touch 13, flat-footed 18 
   (+3 dexterity, +4 mage armor, +4 shield) 
  hp 17 (3 HD); 
  Fort +1, Ref +5, Will +7 
  Speed 30 ft. in mage armor (6 squares); 60 ft fly 
  (average – 12 squares)  
  Melee two claws +4 (1d4+2) and sting -1 (1d6 plus 
  poison) or longspear +4 (1d8+3) and sting -1 (1d6 
  plus poison) 
  Ranged Light crossbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +4 
  Special Actions Drone, improved grab, poison, 
  spells 
  Sorcerer Spells Known (CL 2nd): 
   
  1st (2 slots left)— mage armor, shield 
   
  0 (5 slots left) — acid splash, daze (DC 10), 
  light, mage hand, mending 
  Pre-Cast – mage armor, shield (5 rounds remaining) 
  Deity: Bralm 
  Abilities Str 15, Dex 17, Con 12, Int 8, Wis 14, Cha 
  11  
  Feats Dodge, Hover 
  Special Qualities: hive mind, drone, improved grab, 
  poison. 
  Skills: Concentration +3, Listen +4, Survival +4 
  Possessions combat gear plus longspear, cold iron 
  longspear, daggers (4), light crossbow, bolts (20). 
  (0 pds) (Encumbrance – Light). The familiar for the 
  abeil is currently away scouting. 
  Drone (Su): As a full round action that does not 
  provoke an attack of opportunity, an abeil can beat 
  its wings to create a droning buzz in a 60-foot 
  spread. Each creature in the area must make a DC 
  10 Will save or fall asleep as the sleep spell. There 
  is no Hit Dice limit for this effect. Abeils are 
  immune to their own drone attacks as well as those 
  of other abeils. The save DC is charisma-based. 
  Improved Grab (Ex): If an abeil hits a single target 
  that is at least one size category smaller than itself 
  with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it automatically hits with its sting. Thereafter, the 
  abeil has the option to conduct the grapple 
  normally, or simply use its claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  abeil is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deal damage from 
  both claws and the sting. 
  Hive Mind (Ex): All abeils within 25 miles of their 
  queen are in constant communication. If one is 
  aware of a particular danger, they all are. If one in 
  a particular group is not flat-footing, none of them 
  are. N0 abeil in such a group is considered flanked 
  unless they all are. 
  Poison (Ex): A vassal delivers its poison – DC 11 
  Fortitude save - with each successful sting attack. 
  The initial and secondary damage is 1d4 Strength. 
  The save DC is Constitution-based. 
   
  8: WOUNDED ELF 
  WILD ELF W AR-TR AINED WYVERN CR 6 
  N Large Dragon 
  Init +1; Senses darkvision 60’, low light; Listen +13, 
  Spot +16 
  Languages Common, Draconic, Elven 
  AC 22, touch 10, flat-footed 21 
   (-1 size, +1 dexterity, +4 chain barding, +8 natural) 
  hp 73 (7 HD); immunity sleep and paralysis 
  Fort +8, Ref +6, Will +6 
  Speed 20 ft. in chain shirt barding (4 squares); fly 60 
  ft with poor maneuverability (12 squares)  
  Melee sting +10 (1d6+4) and two talons +8 (2d6+4) 
  and bite +8 (2d8+4); instead of talons can use 
  wings while not flying two +8 (2d8+4) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +7; Grp +15 
  Special Actions Improved grab, poison 
  Deity: Tiamat 
  Abilities Str 19, Dex 12, Con 16, Int 6, Wis 12, Cha 9  
  Feats Alertness, Hover, Light Armor Proficiency, 
  Multiattackb. 
   Special Qualities: scent 
  Skills: Hide +7, Listen +13, Move Silently +11, Spot 
  +16 
  Possessions combat gear plus chain shirt barding. 
  (Encumbrance – Light). 
  Poison (Ex): Injury, Fortitude DC 16, initial and 
  secondary damage 2d6 Str. The save DC is 
  Constitution based. This poison is a variant on the 
  standard (which damages Con) and the species 
  was raised deliberately to effectively paralyze 
  enemies. 
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons (either of them). It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
  Note: A wyvern cannot attack with its talons if it is on 
  the ground and can only use them in mid-flight. If 
  using the wings to hover, it cannot use them to also 
  attack. If the wyvern is hovering within 20 feet of 
  the ground, reference the Hover feat for the debris 
  that it kicks up, resulting in concealment. 
   
  
  9: THE VILLAGE 
  VARITA 
  CR 4 
  Wild Elf Bbn2/Rgr2 
  CN Medium humanoid (elf) 
  Init +5; Senses low light; Listen +1, Spot +1 
  Languages Common, Elf 
  AC 18, touch 15, flat-footed 13, -2 AC Raging 
   (+5 dexterity, +3 armor) 
  hp 40 (4 HD) or 48 raging; 
  Fort +8 (+10 raging), Ref +8, Will -1 (+1 raging) 
  Speed 40 ft. in studded leather (8 squares);  
  Melee masterwork longsword +5 (1d8+2)  or raging 
  masterwork longsword +7 (1d8+4) 
  Ranged masterwork +2 str composite longbow +10 
  (1d8+2) or raging masterwork +4 str composite 
  longbow +10 (1d8+4) – note that Varita takes a -2 
  penalty to hit if using the greater strength bow 
  while not raging 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +4; Grp +6 (+8 raging) 
  Special Actions Rage 1/day 
  Deity: Sehanine Moonbow 
  Abilities Str 14, Dex 20, Con 14, Int 8, Wis 9, Cha 8  
  Feats Point Blank Shot, Precise Shot, Rapid Shotb, 
  Trackb 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, favored enemy (human), combat style 
  – ranged, wild empathy. 
  Skills: Handle Animal +4, Hide +10, Knowledge 
  (nature) +4, Listen +1, Move Silently +6.5, Survival 
  +4, Spot +1 
  Possessions combat gear plus masterwork studded 
  leather, masterwork +2 Str composite longbow, 
  masterwork +4 Str composite longbow, arrows 
  (80), masterwork longsword, cold iron longsword, 
  daggers (4), light pick, backpack. (Encumbrance – 
  Light). 
   
  MORITURI 
  CR 6 
  Wild Elf Bbn1/Swashbuckler3/Ftr2 
  CN Medium humanoid (elf) 
  Init +3; Senses low light; Listen +2, Spot +2 
  Languages Common, Elf, Sylvan 
  AC 19, touch 13, flat-footed 16, -2 AC Raging 
   (+3 dexterity, +4 armor, +2 heavy steel shield) 
  hp 59 (6 HD) or 71 raging; 
  Fort +10 (+12 raging), Ref +5, Will +1 (+3 raging) 
  Speed 40 ft. in chain shirt (8 squares);  
  Melee masterwork elven courtblade +11/+6 (1d10+4, 
  18-20 crit, *2)  or raging masterwork elven 
  courtblade +12/+7 (1d10+7, 18-20 crit, *2) 
  Ranged masterwork +2 str composite longbow +10 
  (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +8 (+10 raging) 
  Special Actions Rage 1/day, insightful strike, dodge 
  Deity: Sehanine Moonbow 
  Abilities Str 14, Dex 17, Con 14, Int 13, Wis 10, Cha 
  8 
  Feats Combat Expertise, Dodge, Exotic Weapon 
  Proficiency (Elven Courtblade), Mounted Combat, 
  Weapon Finesseb, Weapon Focus (Elven 
  Courtblade) 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, grace, insightful strike. 
  Skills: Balance +8, Handle Animal +5, Jump +7, 
  Listen +2, Ride +12, Spot +2, Survival +4, Tumble 
  +12 
  Possessions combat gear plus chain shirt, 
  masterwork +2 Str composite longbow, arrows 
  (80), masterwork elven courtblade, elven 
  courtblade, kukri (4), light pick, backpack. 
  (Encumbrance – Light). 
  Grace (Ex): A swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be used with Weapon Finesse, 
  such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to the swashbuckler’s insightful strike.  A 
  swashbuckler cannot use this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load
  KET7-05 Like Bees to Honey 
   
  Page 42 
  
  APPENDIX 1: APL 6
  7: ABEIL ATTACK 
   
   
  ABEIL SOLDIER SCOUT 
   CR 7 
  Sor2 
  LN Large Monstrous Humanoid  
  Init +3; Senses darkvision 60’; Listen +2, Spot +2 
  Languages Common, Elf, Sylvan 
  AC 20, touch 12, flat-footed 17 
   (-1 size, +3 dexterity, +4 mage armor, +4 shield) 
  hp 82 (8 HD); DR 5/magic 
  Fort +7, Ref +8, Will +9 
  Speed 40 ft. in mage armor (6 squares); 90 ft fly 
  (good – 18 squares)  
  Melee two claws +14 (1d6+8) and sting +9 (1d8+4 
  plus poison) or ranseur +14/+9 (2d6+12) and sting 
  +9 (1d8+4 plus poison) 
  Ranged composite +8 Str longbow +10 (1d8+8) 
  Space 10 ft.; Reach 10 ft. (15 ft. with ranseur)  
  Base Atk +7; Grp +19 
  Special Actions Drone, improved grab, poison, 
  spells 
  Sorcerer Spells Known (CL 2nd): 
   
  1st (3 slots left)— mage armor, shield 
   
  0 (5 slots left) — acid splash, daze (DC 12), 
  light, mage hand, mending 
  Pre-Cast – mage armor, shield (10 rounds remaining) 
  Deity: Bralm 
  Abilities Str 26, Dex 16, Con 20, Int 7, Wis 12, Cha 
  15. 
  Feats Dodge, Hover, Mobility 
  Special Qualities: hive mind, drone, improved grab, 
  poison, special enemy, stormwing. 
  Skills: Concentration +7, Spot +5 
  Possessions combat gear plus ranseur, cold iron 
  ranseur,  kukri (4), light pick, composite +8 Str 
  longbow, arrows (60). (Encumbrance – Light). The 
  familiar for the abeil is currently away scouting. 
  Drone (Su): As a full round action that does not 
  provoke an attack of opportunity, an abeil can beat 
  its wings to create a droning buzz in a 60-foot 
  spread. Each creature in the area must make a DC 
  15 Will save or fall asleep as the sleep spell. There 
  is no Hit Dice limit for this effect. Abeils are 
  immune to their own drone attacks as well as those 
  of other abeils. The save DC is charisma-based. 
  Improved Grab (Ex): If an abeil hits a single target 
  that is at least one size category smaller than itself 
  with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it automatically hits with its sting. Thereafter, the 
  abeil has the option to conduct the grapple 
  normally, or simply use its claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  abeil is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deal damage from 
  both claws and the sting. 
  Hive Mind (Ex): All abeils within 25 miles of their 
  queen are in constant communication. If one is 
  aware of a particular danger, they all are. If one in 
  a particular group is not flat-footing, none of them 
  are. No abeil in such a group is considered flanked 
  unless they all are. 
  Poison (Ex): A soldier delivers its poison – DC 18 
  Fortitude save - with each successful sting attack. 
  The initial and secondary damage is 2d4 Strength. 
  The save DC is Constitution-based. 
  Stormwing (Su): As a full round action, a soldier in 
  flight can hover and deliver a destructive sonic 
  attack with its wings. The attack deals 6d6 sonic 
  damage to all (except other abeils) with a 40-foot 
  burst of the abeil, DC 18 Reflex save for half 
  damage. Once the soldier uses this ability, it must 
  wait 1d4 rounds before using it again. The save DC 
  is constitution based. 
  Special Enemy (Ex): An abeil soldier may select a 
  type of creature as a special enemy. This ability is 
  similar to the ranger’s favored enemy ability, and 
  the soldier may choose from the same list. Each 
  soldier may only select one special enemy. The 
  soldier receives a +3 bonus on Bluff, Listen, Sense 
  Motive and Survival when using these skills against 
  its special enemy. Likewise a soldier gets this 
  same bonus on weapon damage rolls against 
  creatures of the selected type. 
   
  8: WOUNDED ELF 
  WILD ELF WAR-TRAINED WYVERNS (2)
   
  CR 6 
  N Large Dragon 
  Init +1; Senses darkvision 60’, low light; Listen +13, 
  Spot +16 
  Languages Common, Draconic, Elven 
  AC 22, touch 10, flat-footed 21 
   (-1 size, +1 dexterity, +4 chain barding, +8 natural) 
  hp 73 (7 HD); immunity sleep and paralysis 
  Fort +8, Ref +6, Will +6 
  Speed 20 ft. in chain shirt barding (4 squares); fly 60 
  ft with poor maneuverability (12 squares)  
  Melee sting +10 (1d6+4) and two talons +8 (2d6+4) 
  and bite +8 (2d8+4); instead of talons can use 
  wings while not flying two +8 (2d8+4) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +7; Grp +15 
  Special Actions Improved grab, poison 
  Deity: Tiamat 
  Abilities Str 19, Dex 12, Con 16, Int 6, Wis 12, Cha 9. 
  Feats Alertness, Hover, Light Armor Proficiency, 
  Multiattackb. 
   Special Qualities: scent 
  Skills: Hide +7, Listen +13, Move Silently +11, Spot 
  +16 
  Possessions combat gear plus chain shirt barding. 
  (Encumbrance – Light). 
  KET7-05 Like Bees to Honey 
   
  Page 43 
  
  Poison (Ex): Injury, Fortitude DC 16, initial and 
  secondary damage 2d6 Str. The save DC is 
  Constitution based. This poison is a variant on the 
  standard (which damages Con) and the species 
  was raised deliberately to effectively paralyze 
  enemies. 
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons (either of them). It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
  Note: A wyvern cannot attack with its talons if it is on 
  the ground and can only use them in mid-flight. If 
  using the wings to hover, it cannot use them to also 
  attack. If the wyvern is hovering within 20 feet of 
  the ground, reference the Hover feat for the debris 
  that it kicks up, resulting in concealment. 
   
  9: THE VILLAGE 
  VARITA 
  CR 6 
  Wild Elf Bbn3/Rgr3 
  CN Medium humanoid (elf) 
  Init +5; Senses low light; Listen +1, Spot +1 
  Languages Common, Elf 
  AC 19, touch 15, flat-footed 14, -2 AC Raging 
   (+5 dexterity, +1 amulet of natural armor, +3 armor) 
  hp 58 (6 HD) or 70 raging; 
  Fort +8 (+10 raging), Ref +9, Will +1 (+3 raging) 
  Speed 40 ft. in no armor (8 squares);  
  Melee masterwork longsword +9/+4 (1d8+2)  or 
  raging masterwork longsword +11/+6 (1d8+4) 
  Ranged masterwork +2 str composite longbow 
  +12/+7 or +10/+10/+5 (1d8+2) or raging 
  masterwork +4 str composite longbow +12/+7 or 
  +10/+10/+5 (1d8+4) – note that Varita takes a -2 
  penalty to hit if using the greater strength bow 
  while not raging 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +8 (+10 raging) 
  Special Actions Rage 1/day 
  Deity: Sehanine Moonbow 
  Abilities Str 14, Dex 20, Con 14, Int 8, Wis 9, Cha 8. 
  Feats Darkstalker*, Enduranceb, Point Blank Shot, 
  Precise Shot, Rapid Shotb, Trackb 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, favored enemy (human), combat style 
  – ranged, wild empathy. 
  Skills: Handle Animal +6, Hide +10, Knowledge 
  (nature) +4, Listen +1, Move Silently +10, Survival 
  +7, Spot +1 
  Possessions combat gear plus +1 amulet of natural 
  armor , masterwork studded leather, masterwork 
  +2 Str composite longbow, masterwork +4 Str 
  composite longbow, arrows (80), masterwork 
  longsword, cold iron longsword, daggers (4), light 
  pick, backpack. (Encumbrance – Light). 
  * See Appendix Two: New Rules 
   
  MORITURI 
  CR 8 
  Wild Elf Bbn1/Swashbuckler3/Ftr2/Rgr2 
  CN Medium humanoid (elf) 
  Init +3; Senses low light; Listen +2, Spot +13 
  Languages Common, Elf, Sylvan 
  AC 17, touch 13, flat-footed 14, -2 AC Raging 
   (+3 dexterity, +4 armor) 
  hp 75 (8 HD) or 91 raging; 
  Fort +13 (+15 raging), Ref +8, Will +1 (+3 raging) 
  Speed 40 ft. in chain shirt (8 squares);  
  Melee masterwork elven courtblade +13/+8 (1d10+5, 
  18-20 crit both, *2)  or raging masterwork elven 
  courtblade +14/+9 (1d10+8) 
  Ranged masterwork +2 str composite longbow 
  +12/+7 or +10/+10/+5 (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +10 (+12 raging) 
  Special Actions Rage 1/day, insightful strike, dodge 
  Deity: Sehanine Moonbow 
  Abilities Str 14, Dex 17, Con 14, Int 14, Wis 10, Cha 
  8. 
  Feats Combat Expertise, Dodge, Exotic Weapon 
  Proficiency (elven courtblade), Mounted Combat, 
  Rapid Shotb, Trackb, Weapon Finesseb, Weapon 
  Focus (elven courtblade). 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, grace, insightful strike, wild empathy, 
  combat style melee, favored enemy (human). 
  Skills: Balance +8, Handle Animal +5, Jump +7, 
  Listen +2, Ride +16, Spot +13, Survival +5, Tumble 
  +12 
  Possessions combat gear plus mithral chain shirt, 
  masterwork +2 Str composite longbow, 20 arrows, 
  masterwork elven courtblade (2), elven courtblade, 
  kukri (2), light pick, backpack. (Encumbrance – 
  Light). 
  Grace (Ex): A swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be used with Weapon Finesse, 
  such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to the swashbuckler’s insightful strike.  A 
  swashbuckler cannot use this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  KET7-05 Like Bees to Honey 
   
  Page 44 
  
  APPENDIX 1: APL 8
  7: ABEIL ATTACK 
   
   
  ABEIL SOLDIER SCOUTS (2) 
   CR 7 
  Sor2 
  LN Large Monstrous Humanoid  
  Init +3; Senses darkvision 60’; Listen +2, Spot +2 
  Languages Common, Elf, Sylvan 
  AC 20, touch 12, flat-footed 17 
   (-1 size, +3 dexterity, +4 mage armor, +4 shield) 
  hp 82 (8 HD); DR 5/magic 
  Fort +7, Ref +8, Will +9 
  Speed 40 ft. in mage armor (6 squares); 90 ft fly 
  (good – 18 squares)  
  Melee two claws +14 (1d6+8) and sting +9 (1d8+4 
  plus poison) or ranseur +14/+9 (2d6+12) and sting 
  +9 (1d8+4 plus poison) 
  Ranged composite +8 Str longbow +10 (1d8+8) 
  Space 10 ft.; Reach 10 ft. (15 ft. with ranseur)  
  Base Atk +7; Grp +19 
  Special Actions Drone, improved grab, poison, 
  spells 
  Sorcerer Spells Known (CL 2nd): 
   
  1st (3 slots left)— mage armor, shield 
   
  0 (5 slots left) — acid splash, daze (DC 12), 
  light, mage hand, mending 
  Pre-Cast – mage armor, shield (10 rounds remaining) 
  Deity: Bralm 
  Abilities Str 26, Dex 16, Con 20, Int 7, Wis 12, Cha 
  15. 
  Feats Dodge, Hover, Mobility 
  Special Qualities: hive mind, drone, improved grab, 
  poison, special enemy, stormwing. 
  Skills: Concentration +7, Spot +5 
  Possessions combat gear plus ranseur, cold iron 
  ranseur, 4 kukri, light pick, composite +8 Str 
  longbow, 60 arrows. (Encumbrance – Light). The 
  familiar for the abeil is currently away scouting. 
  Drone (Su): As a full round action that does not 
  provoke an attack of opportunity, an abeil can beat 
  its wings to create a droning buzz in a 60-foot 
  spread. Each creature in the area must make a DC 
  15 Will save or fall asleep as the sleep spell. There 
  is no Hit Dice limit for this effect. Abeils are 
  immune to their own drone attacks as well as those 
  of other abeils. The save DC is charisma-based. 
  Improved Grab (Ex): If an abeil hits a single target 
  that is at least one size category smaller than itself 
  with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it automatically hits with its sting. Thereafter, the 
  abeil has the option to conduct the grapple 
  normally, or simply use its claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  abeil is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deal damage from 
  both claws and the sting. 
  Hive Mind (Ex): All abeils within 25 miles of their 
  queen are in constant communication. If one is 
  aware of a particular danger, they all are. If one in 
  a particular group is not flat-footing, none of them 
  are. No abeil in such a group is considered flanked 
  unless they all are. 
  Poison (Ex): A soldier delivers its poison – DC 18 
  Fortitude save - with each successful sting attack. 
  The initial and secondary damage is 2d4 Strength. 
  The save DC is Constitution-based. 
  Stormwing (Su): As a full round action, a soldier in 
  flight can hover and deliver a destructive sonic 
  attack with its wings. The attack deals 6d6 sonic 
  damage to all (except other abeils) with a 40-foot 
  burst of the abeil, DC 18 Reflex save for half 
  damage. Once the soldier uses this ability, it must 
  wait 1d4 rounds before using it again. The save DC 
  is constitution based. 
  Special Enemy (Ex): An abeil soldier may select a 
  type of creature as a special enemy. This ability is 
  similar to the ranger’s favored enemy ability, and 
  the soldier may choose from the same list. Each 
  soldier may only select one special enemy. The 
  soldier receives a +3 bonus on Bluff, Listen, Sense 
  Motive and Survival when using these skills against 
  its special enemy. Likewise a soldier gets this 
  same bonus on weapon damage rolls against 
  creatures of the selected type. 
   
  8: WOUNDED ELF 
  WILD ELF ADVANCED WAR-TRAINED 
  WYVERN 
  CR 10 
  N Huge Dragon 
  Init +0; Senses darkvision 60’, low light; Listen +19, 
  Spot +20 
  Languages Common, Draconic, Elven 
  AC 23, touch 8, flat-footed 23 
   (-2 size, +4 chain barding, +11 natural) 
  hp 175 (13 HD); immunity sleep and paralysis 
  Fort +14, Ref +8, Will +9 
  Speed 20 ft. in chain shirt barding (4 squares); fly 60 
  ft with poor maneuverability (12 squares)  
  Melee sting +20 (2d6+9) and two talons +18 (3d6+9) 
  and bite +18 (3d8+9); instead of talons can use 
  wings while not flying two +18 (3d8+9) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +13; Grp +30 
  Special Actions Improved grab, poison 
  Deity: Tiamat 
  Abilities Str 28, Dex 10, Con 22, Int 6, Wis 12, Cha 9  
  Feats Ability Focus (poison), Alertness, Hover, 
  Improved Natural Attack (sting), Light Armor 
  Proficiency, Multiattackb. 
   Special Qualities: scent 
  Skills: Hide +8, Listen +19, Move Silently +16, Spot 
  +22 
  Possessions combat gear plus chain shirt barding. 
  (Encumbrance – Light). 
  KET7-05 Like Bees to Honey 
   
  Page 45 
  
  Poison (Ex): Injury, Fortitude DC 24, initial and 
  secondary damage 2d6 Str. The save DC is 
  Constitution based. This poison is a variant on the 
  standard (which damages Con) and the species 
  was raised deliberately to effectively paralyze 
  enemies. 
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons (either of them). It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
  Note: A wyvern cannot attack with its talons if it is on 
  the ground and can only use them in mid-flight. If 
  using the wings to hover, it cannot use them to also 
  attack. If the wyvern is hovering within 20 feet of 
  the ground, reference the Hover feat for the debris 
  that it kicks up, resulting in concealment.  
   
  9: THE VILLAGE 
  VARITA 
  CR 8 
  Wild Elf Bbn3/Rgr3/Ftr2  
  CN Medium humanoid (elf) 
  Init +5; Senses low light, scent; Listen +1, Spot +1 
  Languages Common, Elf 
  AC 20, touch 15, flat-footed 15, -2 AC Raging 
   (+5 dexterity, +1 amulet of natural armor, +4 mage 
  armor) 
  hp 77 (8 HD) or 93 raging; 
  Fort +11 (+13 raging), Ref +9, Will +1 (+3 raging) 
  Speed 50 ft. in no armor (8 squares);  
  Melee masterwork longsword two-handed +11/+6 
  (1d8+3)  or raging masterwork longsword +13/+8 
  (1d8+6) 
  Ranged masterwork +2 str composite longbow 
  +15/+10 or +13/+13/+8 (1d8+2, 19-20 crit ,*3) or 
  raging masterwork +4 str composite longbow 
  +15/+10 or +13/+13/+8 (1d8+4, 19-20 crit, *3) – 
  note that Varita takes a -2 penalty to hit if using the 
  greater strength bow while not raging 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +10 (+14 raging) 
  Special Actions Rage 1/day 
  Deity: Sehanine Moonbow 
  Pre-cast – mage armor (CL 1) from potion 
  Abilities Str 14, Dex 21, Con 14, Int 8, Wis 9, Cha 8. 
  Feats Darkstalker*, Enduranceb, Improved Critical 
  (longbow), Point Blank Shot, Precise Shot, Rapid 
  Shotb, Trackb,  Weapon Focus (longbow) 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, favored enemy (human), combat style 
  – ranged, wild empathy. 
  Skills: Handle Animal +6, Hide +11, Knowledge 
  (nature) +4, Listen +1, Move Silently +10, Survival 
  +7, Spot +1 
  Possessions combat gear plus +1 amulet of natural 
  armor, masterwork +2 Str composite longbow, 
  masterwork +4 Str composite longbow, arrows 
  (80), masterwork longsword, cold iron longsword, 
  daggers (4), light pick, backpack. (Encumbrance – 
  Light). 
  * See Appendix Two: New Rules 
   
  MORITURI 
  CR 10 
  Wild Elf 
  Bbn1/Swashbuckler3/Ftr2/Rgr2/ChampionofCorello
  n2 
  CN Medium humanoid (elf) 
  Init +3; Senses low light; Listen +2, Spot +13 
  Languages Common, Elf, Sylvan 
  AC 17, touch 13, flat-footed 14, -2 AC Raging 
   (+3 dexterity, +4 armor) 
  hp 94 (10 HD) or 114 raging; 
  Fort +16 (+18 raging), Ref +8, Will +4 (+6 raging) 
  Speed 40 ft. in chain shirt (8 squares);  
  Melee masterwork elven courtblade +15/+10 
  (1d10+8)  or raging masterwork elven courtblade 
  +16/+11 (1d10+11) 
  Ranged masterwork +2 str composite longbow 
  +14/+9 (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +10 Grp +12 (+14 raging) 
  Special Actions Rage 1/day, insightful strike, dodge 
  Deity: Sehanine Moonbow 
  Abilities Str 14, Dex 17, Con 14, Int 14, Wis 10, Cha 
  8. 
  Feats Combat Expertise, Dodge, Exotic Weapon 
  Proficiency (elven courtblade), Mobility, Mounted 
  Combat, Rapid Shotb, Weapon Finesseb Weapon 
  Focus (elven courtblade), Trackb. 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, wild empathy, combat style melee, 
  favored enemy (human), corellon’s blessing (2 pts), 
  elegant strike. 
  Skills: Balance +8, Diplomacy +3, Handle Animal +4, 
  Jump +7, Knowledge (religion) +2, Listen +0, Ride 
  +18, Spot +13, Survival +5, Tumble +12 
  Possessions combat gear plus mithral chain shirt, 
  masterwork +2 Str composite longbow, 20 arrows, 
  masterwork elven courtblade (2), kukri (2), light 
  pick, backpack. (Encumbrance – Light). 
  Grace (Ex): A swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be used with Weapon Finesse, 
  such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to the swashbuckler’s insightful strike.  A 
  swashbuckler cannot use this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  Corellon’s blessing (Su):  Upon entering the class, 
  you gain the ability to heal wounds by touch, much 
  KET7-05 Like Bees to Honey 
   
  Page 46 
  
  KET7-05 Like Bees to Honey 
   
  Page 47 
  like a paladin’s lay on hands ability.  Each day you 
  can heal a total number o hit points of damage 
  equal to your champion level x your Charisma 
  modifier (minimum 1).  For example, a 6th-level 
  champion of Corellon with a Charisma score of 14 
  can heal 12 points of damage per day.  You can 
  choose to divide the healing among multiple 
  recipients, and you don’t have to do it all at once.  
  Using this ability is a standard action. 
  You can use any or all of this healing power to deal 
  damage to undead creatures.  Using Corellon’s 
  blessing in this way requires a successful melee 
  touch attack and doesn’t provoke attacks of 
  opportunity.  You decide how much of your daily 
  allotment of healing to use as damage after 
  successfully touching your undead foe. 
  If you have levels in paladin, you add your levels of 
  champion of Corellon and paladin together and 
  determine your ability to heal accordingly (although 
  if you have a Charisma score of lower than 12, 
  your paladin levels do not contribute to your ability 
  to heal). 
  Elegant Strike (Ex): Upon reaching 2nd level, you 
  become able to place your attacks where they deal 
  greater damage.  You apply your Dexterity bonus 
  as a bonus on damage rolls (in addition to any 
  Strength bonus you may have) with any of the 
  following weapons:  longsword, rapier, elven 
  thinblade, elven lightblade, elven court sword, or 
  scimitar.  Targets immune to sneak attacks or extra 
  damage from critical hits are immune to your 
  elegant strike. 
  
  APPENDIX 1: APL 10
  7: ABEIL ATTACK 
   
   
  ABEIL ELITE SOLDIER SCOUT 
   CR 
  11 
  Sor2/Ftr4 
  LN Large Monstrous Humanoid  
  Init +4; Senses darkvision 60’; Listen +2, Spot +2 
  Languages Common, Elf, Sylvan 
  AC 17, touch 14, flat-footed 13 
   (-1 size, +4 dexterity, +4 mage armor) 
  hp 124 (12 HD); DR 5/magic 
  Fort +12, Ref +10, Will +10 
  Speed 40 ft. in mage armor (6 squares); 90 ft fly 
  (good – 18 squares)  
  Melee two claws +19 (1d6+8) and sting +14 (1d8+4 
  plus poison) or masterwork ranseur +21/+16/+11 
  (2d6+12, 19-20 crit) and sting +14 (1d8+4 plus 
  poison) 
  Ranged composite +8 Str longbow +15 (1d8+8) 
  Space 10 ft.; Reach 10 ft. (15 ft. with ranseur)  
  Base Atk +11; Grp +24 
  Special Actions Drone, improved grab, poison, 
  spells 
  Sorcerer Spells Known (CL 2nd): 
   
  1st (3 slots left)— mage armor, shield 
   
  0 (5 slots left) — acid splash, daze (DC 12), 
  light, mage hand, mending 
  Pre-Cast – mage armor, shield (12 rounds remaining) 
  Deity: Bralm 
  Abilities Str 26, Dex 18, Con 22, Int 7, Wis 12, Cha 
  15. 
  Feats Dodge, Elusive Target*, Hover, Improved 
  Critical (ranseur), Mobility, Spring Attack, Weapon 
  Focus (ranseur), Weapon Specialization (ranseur),  
  Special Qualities: hive mind, drone, improved grab, 
  poison, special enemy, stormwing. 
  Skills: Concentration +10, Spot +5 
  Possessions combat gear plus masterwork ranseur, 
  cold iron ranseur, kukri (4), light pick, composite +8 
  Str longbow, arrows (60). (Encumbrance – Light). 
  The familiar for the abeil is currently away scouting. 
  Drone (Su): As a full round action that does not 
  provoke an attack of opportunity, an abeil can beat 
  its wings to create a droning buzz in a 60-foot 
  spread. Each creature in the area must make a DC 
  15 Will save or fall asleep as the sleep spell. There 
  is no Hit Dice limit for this effect. Abeils are 
  immune to their own drone attacks as well as those 
  of other abeils. The save DC is charisma-based. 
  Improved Grab (Ex): If an abeil hits a single target 
  that is at least one size category smaller than itself 
  with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it automatically hits with its sting. Thereafter, the 
  abeil has the option to conduct the grapple 
  normally, or simply use its claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  abeil is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deal damage from 
  both claws and the sting. 
  Hive Mind (Ex): All abeils within 25 miles of their 
  queen are in constant communication. If one is 
  aware of a particular danger, they all are. If one in 
  a particular group is not flat-footing, none of them 
  are. NO abeil in such a group is considered flanked 
  unless they all are. 
  Poison (Ex): A soldier delivers its poison – DC 19 
  Fortitude save - with each successful sting attack. 
  The initial and secondary damage is 2d4 Strength. 
  The save DC is Constitution-based. 
  Stormwing (Su): As a full round action, a soldier in 
  flight can hover and deliver a destructive sonic 
  attack with its wings. The attack deals 6d6 sonic 
  damage to all (except other abeils) with a 40-foot 
  burst of the abeil, DC 19 Reflex save for half 
  damage. Once the soldier uses this ability, it must 
  wait 1d4 rounds before using it again. The save DC 
  is constitution based. 
  Special Enemy (Ex): An abeil soldier may select a 
  type of creature as a special enemy. This ability is 
  similar to the ranger’s favored enemy ability, and 
  the soldier may choose from the same list. Each 
  soldier may only select one special enemy. The 
  soldier receives a +3 bonus on Bluff, Listen, Sense 
  Motive and Survival when using these skills against 
  its special enemy. Likewise a soldier gets this 
  same bonus on weapon damage rolls against 
  creatures of the selected type. 
  * See Appendix Two: New Rules 
   
  8: WOUNDED ELF 
  WILD ELF ADVANCED WAR-TRAINED 
  WYVERNS (2) 
  CR 10 
  N Huge Dragon 
  Init +0; Senses darkvision 60’, low light; Listen +19, 
  Spot +20 
  Languages Common, Draconic, Elven 
  AC 23, touch 8, flat-footed 23 
   (-2 size, +4 chain barding, +11 natural) 
  hp 175 (13 HD); immunity sleep and paralysis 
  Fort +14, Ref +8, Will +9 
  Speed 20 ft. in chain shirt barding (4 squares); fly 60 
  ft with poor maneuverability (12 squares)  
  Melee sting +20 (2d6+9) and two talons +18 (3d6+9) 
  and bite +18 (3d8+9); instead of talons can use 
  wings while not flying two +18 (3d8+9) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +13; Grp +30 
  Special Actions Improved grab, poison 
  Deity: Tiamat 
  Abilities Str 28, Dex 10, Con 22, Int 6, Wis 12, Cha 9  
  Feats Ability Focus (poison), Alertness, Hover, 
  Improved Natural Attack (sting), Light Armor 
  Proficiency, Multiattackb. 
   Special Qualities: scent 
  KET7-05 Like Bees to Honey 
   
  Page 48 
  
  Skills: Hide +8, Listen +19, Move Silently +16, Spot 
  +22 
  Possessions combat gear plus chain shirt barding. 
  (Encumbrance – Light). 
  Poison (Ex): Injury, Fortitude DC 24, initial and 
  secondary damage 2d6 Str. The save DC is 
  Constitution based. This poison is a variant on the 
  standard (which damages Con) and the species 
  was raised deliberately to effectively paralyze 
  enemies. 
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons (either of them). It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
  Note: A wyvern cannot attack with its talons if it is on 
  the ground and can only use them in mid-flight. If 
  using the wings to hover, it cannot use them to also 
  attack. If the wyvern is hovering within 20 feet of 
  the ground, reference the Hover feat for the debris 
  that it kicks up, resulting in concealment.  
   
  9: THE VILLAGE 
  VARITA 
  CR 10 
  Wild Elf Bbn3/Rgr3/Ftr4  
  CN Medium humanoid (elf) 
  Init +5; Senses low light, scent; Listen +1, Spot +1 
  Languages Common, Elf 
  AC 20, touch 15, flat-footed 15, -2 AC Raging 
   (+5 dexterity, +1 amulet of natural armor, +4 mage 
  armor) 
  hp 96 (10 HD) or 116 raging; 
  Fort +12 (+14 raging), Ref +10, Will +2 (+4 raging) 
  Speed 50 ft. in no armor (8 squares);  
  Melee masterwork longsword two-handed +13/+8 
  (1d8+3)  or raging masterwork longsword +15/+10 
  (1d8+6) 
  Ranged masterwork +2 str composite longbow 
  +19/+14 or +17/+17/+12 (1d8+6, 19-20 crit ,*3) or 
  raging masterwork +4 str composite longbow 
  +19/+14 or +17/+17/+12 (1d8+8, 19-20 crit, *3) – 
  note that Varita takes a -2 penalty to hit if using the 
  greater strength bow while not raging 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +10; Grp +12 (+16 raging) 
  Special Actions Rage 1/day 
  Deity: Sehanine Moonbow 
  Pre-cast – mage armor (CL 1) from potion 
  Abilities Str 14, Dex 21, Con 14, Int 8, Wis 9, Cha 8. 
  Feats Darkstalker*, Enduranceb, Improved Critical 
  (longbow), Point Blank Shot, Precise Shot, Ranged 
  Weapon Mastery (piercing)*, Rapid Shotb, Trackb,  
  Weapon Focus (longbow), Weapon Specialization 
  (longbow) 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, favored enemy (human), combat style 
  – ranged, wild empathy.  
  Skills: Handle Animal +6, Hide +12, Knowledge 
  (nature) +4, Listen +1, Move Silently +10, Survival 
  +7, Spot +1 
  Possessions combat gear plus +1 amulet of natural 
  armor, masterwork +2 Str composite longbow, 
  masterwork +4 Str composite longbow, arrows 
  (80), masterwork longsword, cold iron longsword, 
  daggers (4), light pick, backpack. (Encumbrance – 
  Light). 
  * See Appendix Two: New Rules 
   
  MORITURI 
  CR 12 
  Wild Elf 
  Bbn1/Swashbuckler3/Ftr2/Rgr4/ChampionofCorello
  n2 
  CN Medium humanoid (elf) 
  Init +4; Senses low light; Listen +2, Spot +13 
  Languages Common, Elf, Sylvan 
  AC 18, touch 13, flat-footed 14, -2 AC Raging 
   (+4 dexterity, +4 armor) 
  hp 110 (12 HD) or 134 raging; 
  Fort +18 (+20 raging), Ref +10, Will +5 (+7 raging) 
  Speed 40 ft. in chain shirt (8 squares);  
  Melee masterwork elven courtblade +18/+13/+8 
  (1d10+9, 15-20 critical, *2)  or raging masterwork 
  elven courtblade +18/+13/+8 (1d10+11, 15-20 
  critical, *3) 
  Ranged masterwork +2 str composite longbow 
  +17/+12/+7 (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +12 Grp +14 (+16 raging) 
  Special Actions Rage 1/day, insightful strike, dodge 
  Deity: Corellon 
  Abilities Str 14, Dex 18, Con 14, Int 14, Wis 10, Cha 
  8. 
  Feats Combat Expertise, Dodge, Enduranceb, Exotic 
  Weapon Proficiency (elven courtblade), Improved 
  Critical (elven courtblade), Mobility, Mounted 
  Combat, Rapid Shotb, Weapon Finesseb, Weapon 
  Focus (elven courtblade), Trackb, Weapon 
  Specialization (elven courtblade) 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, wild empathy, combat style melee, 
  favored enemy (human), corellon’s blessing (2 pts), 
  elegant strike, ranger spells (cannot cast), animal 
  companion (dismissed). 
  Skills: Balance +9, Diplomacy +3, Handle Animal +2, 
  Hide +9, Jump +7, Knowledge (nature) +5, 
  Knowledge (religion) +2, Listen +0, Move Silently 
  +9, Ride +17, Spot +13, Survival +8, Tumble +13. 
  Possessions combat gear plus mithral chain shirt, 
  masterwork +2 Str composite longbow, arrows 
  (60), masterwork elven courtblade (2), kukri (2), 
  light pick, backpack. (Encumbrance – Light). 
  Corellon’s blessing (Su):  Upon entering the class, 
  you gain the ability to heal wounds by touch, much 
  like a paladin’s lay on hands ability.  Each day you 
  can heal a total number o hit points of damage 
  equal to your champion level x your Charisma 
  modifier (minimum 1).  For example, a 6th-level 
  champion of Corellon with a Charisma score of 14 
  can heal 12 points of damage per day.  You can 
  choose to divide the healing among multiple 
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  KET7-05 Like Bees to Honey 
   
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  recipients, and you don’t have to do it all at once.  
  Using this ability is a standard action. 
  You can use any or all of this healing power to deal 
  damage to undead creatures.  Using Corellon’s 
  blessing in this way requires a successful melee 
  touch attack and doesn’t provoke attacks of 
  opportunity.  You decide how much of your daily 
  allotment of healing to use as damage after 
  successfully touching your undead foe. 
  If you have levels in paladin, you add your levels of 
  champion of Corellon and paladin together and 
  determine your ability to heal accordingly (although 
  if you have a Charisma score of lower than 12, 
  your paladin levels do not contribute to your ability 
  to heal). 
  Elegant Strike (Ex): Upon reaching 2nd level, you 
  become able to place your attacks where they deal 
  greater damage.  You apply your Dexterity bonus 
  as a bonus on damage rolls (in addition to any 
  Strength bonus you may have) with any of the 
  following weapons:  longsword, rapier, elven 
  thinblade, elven lightblade, elven court sword, or 
  scimitar.  Targets immune to sneak attacks or extra 
  damage from critical hits are immune to your 
  elegant strike.
   
   
  
  APPENDIX 1: APL 12
  7: ABEIL ATTACK 
   
   
  ABEIL ELITE SOLDIER SCOUTS (2)  CR 11 
  Sor2/Ftr4 
  LN Large Monstrous Humanoid  
  Init +4; Senses darkvision 60’; Listen +2, Spot +2 
  Languages Common, Elf, Sylvan 
  AC 17, touch 14, flat-footed 13 
   (-1 size, +4 dexterity, +4 mage armor) 
  hp 124 (12 HD); DR 5/magic 
  Fort +12, Ref +10, Will +10 
  Speed 40 ft. in mage armor (6 squares); 90 ft fly 
  (good – 18 squares)  
  Melee two claws +19 (1d6+8) and sting +14 (1d8+4 
  plus poison) or masterwork ranseur +21/+16/+11 
  (2d6+12, 19-20 crit) and sting +14 (1d8+4 plus 
  poison) 
  Ranged composite +8 Str longbow +15 (1d8+8) 
  Space 10 ft.; Reach 10 ft. (15 ft. with ranseur)  
  Base Atk +11; Grp +24 
  Special Actions Drone, improved grab, poison, 
  spells 
  Sorcerer Spells Known (CL 2nd): 
   
  1st (3 slots left)— mage armor, shield 
   
  0 (5 slots left) — acid splash, daze (DC 12), 
  light, mage hand, mending 
  Pre-Cast – mage armor, shield (12 rounds remaining) 
  Deity: Bralm 
  Abilities Str 26, Dex 18, Con 22, Int 7, Wis 12, Cha 
  15. 
  Feats Dodge, Elusive Target*, Hover, Improved 
  Critical (ranseur), Mobility, Spring Attack, Weapon 
  Focus (ranseur), Weapon Specialization (ranseur),  
  Special Qualities: hive mind, drone, improved grab, 
  poison, special enemy, stormwing. 
  Skills: Concentration +10, Spot +5 
  Possessions combat gear plus masterwork ranseur, 
  cold iron ranseur, kukri (4), light pick, composite +8 
  Str longbow, arrows (60). (Encumbrance – Light). 
  The familiar for the abeil is currently away scouting. 
  Drone (Su): As a full round action that does not 
  provoke an attack of opportunity, an abeil can beat 
  its wings to create a droning buzz in a 60-foot 
  spread. Each creature in the area must make a DC 
  15 Will save or fall asleep as the sleep spell. There 
  is no Hit Dice limit for this effect. Abeils are 
  immune to their own drone attacks as well as those 
  of other abeils. The save DC is charisma-based. 
  Improved Grab (Ex): If an abeil hits a single target 
  that is at least one size category smaller than itself 
  with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it automatically hits with its sting. Thereafter, the 
  abeil has the option to conduct the grapple 
  normally, or simply use its claws to hold the 
  opponent (-20 penalty on grapple check, but the 
  abeil is not considered grappled). In either case, 
  each successful grapple check it makes during 
  successive rounds automatically deal damage from 
  both claws and the sting. 
  Hive Mind (Ex): All abeils within 25 miles of their 
  queen are in constant communication. If one is 
  aware of a particular danger, they all are. If one in 
  a particular group is not flat-footing, none of them 
  are. NO abeil in such a group is considered flanked 
  unless they all are. 
  Poison (Ex): A soldier delivers its poison – DC 19 
  Fortitude save - with each successful sting attack. 
  The initial and secondary damage is 2d4 Strength. 
  The save DC is Constitution-based. 
  Stormwing (Su): As a full round action, a soldier in 
  flight can hover and deliver a destructive sonic 
  attack with its wings. The attack deals 6d6 sonic 
  damage to all (except other abeils) with a 40-foot 
  burst of the abeil, DC 19 Reflex save for half 
  damage. Once the soldier uses this ability, it must 
  wait 1d4 rounds before using it again. The save DC 
  is constitution based. 
  Special Enemy (Ex): An abeil soldier may select a 
  type of creature as a special enemy. This ability is 
  similar to the ranger’s favored enemy ability, and 
  the soldier may choose from the same list. Each 
  soldier may only select one special enemy. The 
  soldier receives a +3 bonus on Bluff, Listen, Sense 
  Motive and Survival when using these skills against 
  its special enemy. Likewise a soldier gets this 
  same bonus on weapon damage rolls against 
  creatures of the selected type. 
  * See Appendix Two: New Rules 
   
  8: WOUNDED ELF 
  WILD ELF VERY ADVANCED ELITE 
  WAR-TRAINED WYVERN 
  CR 14 
  N Huge Dragon 
  Init +0; Senses darkvision 60’, low light; Listen +26, 
  Spot +29 
  Languages Common, Draconic, Elven 
  AC 25, touch 9, flat-footed 24 
   (-2 size, +1 dexterity, +5 breast plate barding, +11 
  natural) 
  hp 333 (19 HD); immunity sleep and paralysis 
  Fort +19, Ref +12, Will +13 
  Speed 15 ft. in breastplate barding (4 squares); fly 60 
  ft with poor maneuverability (12 squares)  
  Melee sting +28 (2d6+11) and two talons +26 
  (3d6+11) and bite +26 (3d8+11); instead of talons 
  can use wings while not flying two +26 (3d8+11) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +19; Grp +38 
  Special Actions Improved grab, poison 
  Deity: Tiamat 
  Abilities Str 32, Dex 12, Con 26, Int 6, Wis 14, Cha 7  
  Feats Ability Focus (poison), Alertness, Hover, 
  Improved Natural Attack (sting), Improved 
  Toughness, Light Armor Proficiency, Medium 
  Armor Proficiency, Multiattackb. 
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   Special Qualities: scent 
  Skills: Hide +15, Listen +26, Move Silently +23, Spot 
  +29 
  Possessions combat gear plus breast plate barding. 
  (Encumbrance – Light). 
  Poison (Ex): Injury, Fortitude DC 24, initial and 
  secondary damage 2d6 Str. The save DC is 
  Constitution based. This poison is a variant on the 
  standard (which damages Con) and the species 
  was raised deliberately to effectively paralyze 
  enemies. 
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons (either of them). It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
  Note: A wyvern cannot attack with its talons if it is on 
  the ground and can only use them in mid-flight. If 
  using the wings to hover, it cannot use them to also 
  attack. If the wyvern is hovering within 20 feet of 
  the ground, reference the Hover feat for the debris 
  that it kicks up, resulting in concealment.  
   
   
  9: THE VILLAGE 
  VARITA 
  CR 12 
  Wild Elf Bbn3/Rgr3/Ftr6  
  CN Medium humanoid (elf) 
  Init +6; Senses low light, scent; Listen +1, Spot +1 
  Languages Common, Elf 
  AC 21, touch 16, flat-footed 15, -2 AC Raging 
   (+6 dexterity, +1 amulet of natural armor, +4 mage 
  armor) 
  hp 111 (12 HD) or 135 raging; 
  Fort +13 (+15 raging), Ref +12, Will +3 (+5 raging) 
  Speed 50 ft. in no armor (8 squares);  
  Melee masterwork longsword two-handed +15/+10/+5 
  (1d8+3)  or raging masterwork longsword 
  +17/+12/+7 (1d8+6) 
  Ranged masterwork +2 str composite longbow 
  +22/+17/+12 or +20/+20/+10/+5 (1d8+6, 19-20 crit 
  ,*3) or raging masterwork +4 str composite 
  longbow +22/+17/+12 or +20/+20/+10/+5 (1d8+8, 
  19-20 crit, *3) – note that Varita takes a -2 penalty 
  to hit if using the greater strength bow while not 
  raging 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +12; Grp +14 (+18 raging) 
  Special Actions Rage 1/day 
  Deity: Sehanine Moonbow 
  Pre-cast – mage armor (CL 1) from potion 
  Abilities Str 14, Dex 22, Con 14, Int 8, Wis 9, Cha 8. 
  Feats Darkstalker*, Die-Hard, Enduranceb, Improved 
  Critical (longbow), Improved Precise, Point Blank 
  Shot, Precise Shot, Ranged Weapon Mastery 
  (piercing)*, Rapid Shotb, Trackb,  Weapon Focus 
  (longbow), Weapon Specialization (longbow) 
  Special Qualities: uncanny dodge, fast movement, 
  rage 1/day, favored enemy (human), combat style 
  – ranged, wild empathy.  
  Skills: Handle Animal +6, Hide +14, Knowledge 
  (nature) +4, Listen +1, Move Silently +11, Survival 
  +7, Spot +1 
  Possessions combat gear plus +1 amulet of natural 
  armor, masterwork +2 Str composite longbow, 
  masterwork +4 Str composite longbow, arrows 
  (80), masterwork longsword, cold iron longsword, 
  daggers (4), light pick, backpack. (Encumbrance – 
  Light). 
  * See Appendix Two: New Rules 
   
  MORITURI 
  CR 12 
  Wild Elf 
  Bbn1/Swashbuckler3/Ftr2/Rgr4/ChampionofCorello
  n2/Wildrunner2 
  CN Medium humanoid (elf) 
  Init +4; Senses low light; Listen +2, Spot +13 
  Languages Common, Elf, Sylvan 
  AC 18, touch 13, flat-footed 14, +1 touch AC, regular 
  AC unchanged, all while raging and screaming 
   (+4 dexterity, +4 armor) 
  hp 129 (14 HD) or 157 raging; 
  Fort +21 (+23 raging), Ref +13, Will +5 (+7 raging) 
  Speed 50 ft. in chain shirt (10 squares);  
  Melee masterwork elven courtblade +20/+15/+10 
  (1d10+9, 15-20 critical, *2)  or raging and primal 
  screaming masterwork elven courtblade 
  +23/+18/+13 (1d10+16, 15-20 critical, *3) 
  Ranged masterwork +2 str composite longbow 
  +18/+13/+8 (1d8+2) or primal screaming 
  +21/+16/+11 (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +14 Grp +16 (+19 raging and screaming) 
  Special Actions Rage 1/day, insightful strike, dodge, 
  primal scream 2/day 
  Deity: Corellon 
  Abilities Str 14, Dex 18, Con 14, Int 14, Wis 10, Cha 
  8. 
  Feats Combat Expertise, Dodge, Enduranceb, Exotic 
  Weapon Proficiency (elven courtblade), Improved 
  Critical (elven courtblade), Mobility, Mounted 
  Combat, Rapid Shotb, Weapon Finesseb, Weapon 
  Focus (elven courtblade), Trackb, Weapon 
  Specialization (elven courtblade) 
  Special Qualities: uncanny dodge, fast movement 
  (twice), rage 1/day, wild empathy, combat style 
  melee, favored enemy (human), corellon’s blessing 
  (2 pts), elegant strike, ranger spells (cannot cast), 
  animal companion (dismissed), trackless step (as 
  druid ability), primal scream. 
  Skills: Balance +9, Diplomacy +3, Handle Animal +2, 
  Hide +9, Jump +7, Knowledge (nature) +5, 
  Knowledge (religion) +2, Listen +0, Move Silently 
  +9, Ride +17, Spot +13, Survival +8, Tumble +13. 
  Possessions combat gear plus mithral chain shirt, 
  masterwork +2 Str composite longbow, arrows 
  (60), masterwork elven courtblade (2), kukri (2), 
  light pick, backpack. (Encumbrance – Light). 
  Corellon’s blessing (Su):  Upon entering the class, 
  you gain the ability to heal wounds by touch, much 
  like a paladin’s lay on hands ability.  Each day you 
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  can heal a total number o hit points of damage 
  equal to your champion level x your Charisma 
  modifier (minimum 1).  For example, a 6th-level 
  champion of Corellon with a Charisma score of 14 
  can heal 12 points of damage per day.  You can 
  choose to divide the healing among multiple 
  recipients, and you don’t have to do it all at once.  
  Using this ability is a standard action. 
  You can use any or all of this healing power to deal 
  damage to undead creatures.  Using Corellon’s 
  blessing in this way requires a successful melee 
  touch attack and doesn’t provoke attacks of 
  opportunity.  You decide how much of your daily 
  allotment of healing to use as damage after 
  successfully touching your undead foe. 
  If you have levels in paladin, you add your levels of 
  champion of Corellon and paladin together and 
  determine your ability to heal accordingly (although 
  if you have a Charisma score of lower than 12, 
  your paladin levels do not contribute to your ability 
  to heal). 
  Elegant Strike (Ex): Upon reaching 2nd level, you 
  become able to place your attacks where they deal 
  greater damage.  You apply your Dexterity bonus 
  as a bonus on damage rolls (in addition to any 
  Strength bonus you may have) with any of the 
  following weapons:  longsword, rapier, elven 
  thinblade, elven lightblade, elven court sword, or 
  scimitar.  Targets immune to sneak attacks or extra 
  damage from critical hits are immune to your 
  elegant strike. 
  Primal Scream (Su): at 2nd level, you become able to 
  bring forth the power inherent within and release it 
  in a blood-chillin scream.  Releasing a primal 
  scream is a free action that does not provoke 
  attacks of opportunity.  A primal scream induces a 
  state of feral frenzy that lasts for a number of 
  rounds equal to 3+ you Con Modifier (minimum 1). 
   You can use your primal scream ability a number 
  of times per day equal to 3+your Cha modifier 
  (minimum 1).  Using a primal scream always 
  requires you to shout, so you cannot use a primal 
  scream if you cannot speak. 
  In this frenzy, you gain a +2 bonus to Strength and a 
  +6 to bonus to dexterity.  In addition, your jaw 
  elongates and your teeth become razor sharp; you 
  gain a bite attack that deals 1d6 points of damage 
  (1d4 if you are Small, or 1d8 if you are Large).  You 
  can wield a weapon in one or both hands at your 
  normal attack bonus and make a secondary bite 
  attack, but in that case the bite attack takes a -5 
  attack penalty (or -2 with the Multiattack feat). 
  In addition to these effects, a primal scream conveys 
  additional benefits as you gain levels, as described 
  below.  All effects are cumulative. 
  Enemies Shaken: Starting at 4th level, your primal 
  scream makes enemies within 30 feet shaken 
  when you activate the ability. This is a sonic, mind-
  affecting fear effect.  Creatures in the area must 
  make Will saves (DC 10+your class level+ your 
  Cha modifier).  On a failed save, a creature is 
  shaken for a number of rounds equal to your class 
  level.  Creatures with more Hit Dice than you are 
  immune to this effect. 
  Pounce: At 6th level, you gain the ability to pounce on 
  an opponent in the round in which you activate 
  your primal scream.  If you charge a foe in the 
  same round that you scream, you may make a full 
  attack, instead of the normal single attack allowed 
  after a charge. 
  Enemies Cower:  Beginning at 8th level, your primal 
  scream can immobilize enemies with fear when 
  you activate the ability.  This is a sonic, mind-
  affecting fear effect.  It functions like the enemies 
  shaken ability described above, except that any 
  enemy with less than half your Hit Dice that fails its 
  Will save is cowering instead of shaken. 
  Fast Healing: At 10th level, when you activate your 
  primal scream you gain fast healing 5 for the 
  duration of your feral frenzy, as long as you have at 
  least 1 hit point. 
  If you also have the rage class feature, you can rage 
  and use your primal scream at the same time, 
  gaining the benefits of both abilities. 
  Scent (Ex): At 2nd level, you learn to rely on senses 
  that most other people never even suspect.  You 
  gain the scent special ability.  You can detect 
  opponents within 30 feet by sense of smell.  If the 
  opponent is upwind, the range increases to 60 feet; 
  if the opponent is downwind, it drops to 15 feet.  
  You do not detect the exact location of the source 
  – only its presence somewhere within range.  You 
  can take a move action to note the direction of the 
  scent.  Whenever you come within 5 feet of the 
  source, you pinpoint the source’s location. 
   
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  KET7-05 Like Bees to Honey 
   
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   APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Darkstalker [General] 
  You have learned how to stalk and surprise 
  creatures that senses are very different from those 
  of a humanoid 
   
  Benefit: When you hide, creatures with 
  blindsense, blindsight, scent, or tremorsense must 
  make a Listen check or a Spot check (whichever 
  DC is higher) to notice you, just as sighted 
  creatures would make Spot checks to detect you.  
  You cannot hide in plain sight unless you have 
  that ability as a class feature.  In addition, you can 
  flank creatures that have the all-around vision 
  special quality. 
   
  Normal: Creatures with these senses do not 
  need to make Spot or Listen checks to notice other 
  creatures within range.  Creatures with all-around 
  vision can’t be flanked. 
   
  Source: Lords of Madness 
   
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a 
  maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack 
  bonus +6. 
   
  Benefit: The Elusive Target feat enables the 
  use of three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, 
  you must designate a specific foe to be affected by 
  your Dodge feat. If that foe uses the Power Attack 
  feat against you, the foes gains no bonus on the 
  damage roll but still takes the corresponding 
  penalty on the attack roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge 
  feat. The first attack of the round from the 
  designated attacker automatically misses you and 
  may strike the other flanking foe instead; the 
  attacking creature makes an attack roll normally, 
  and its ally is considered flat-footed. If the 
  designated attacker is making a full attack against 
  you, its second and subsequent attacks function 
  normally. 
   
  Cause Overreach: To use this maneuver, you 
  must provoke an attack of opportunity from a foe 
  by move out of a threatened square. If the foe 
  misses you, you can make a free trip attempt 
  against this foe, and the foe does not get a chance 
  to trip you if your attempt fails. 
   
  Source: Complete Warrior 
   
  Improved Toughness (General) 
  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. 
   
  Source: Complete Warrior 
   
   
  Ranged Weapon Mastery [General] 
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisites: Proficiency with selected 
  weapon, Weapon Focus with selected weapon, 
  Weapon Specialization with selected weapon, base 
  attack +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing.  You must have 
  Weapon Focus and Weapon Specialization with a 
  ranged weapon that deals this type of damage.  
  When using a range weapon that has the damage 
  type you selected, you gain a +2 bonus on attacks 
  and a +2 bonus on damage.  In addition, you 
  increase its range increment by 20 feet. 
   
  Special: You may select this feat more than 
  once.  Each time, you can select a new damage 
  type.  
   
  A fighter can choose Ranged Weapon 
  Mastery as one of his fighter bonus feats. 
   
  Source: Players Handbook II 
   
  MAGICAL ITEMS 
   
  Scorpion’s Strike (New Magical Item)  
  Scorpion’s strike is a slot-less magic item shaped as 
  a scorpion pendant. Each comes with 5 unique 
  slot-less talismans, silver hoop earrings. Talismans 
  carried by the bearer of scorpion’s strike do not 
  function. Once per day, the bearer of scorpion’s 
  strike may activate it as a standard action that 
  provokes an Attack of Opportunity - any 
  individual with a 6+ Int within 30 feet and 
  carrying an associated talisman, immediately 
  benefits from the snake’s swiftness spell (SpC). 
  (Craft Wondrous Item, CL 5, Crafter must be at 
  least 9
  th level, Crafter must be a Baklunish human, 
  snake’s swiftness, mass, permanency, 6450 gp). 
   
  MUNDANE ITEMS 
   
  Sword, Elven Courtblade: These exotic weapon 
  seem impossibly long and thin, tapering to a 
  needlelike point.  One edge of the blade is 
  sharpened along its entire lengthy, and the 
  opposite is sharpened on for the final quarter near 
  the tip.  A courtblade has a basket-shaped hilt 
  (usually made to resemble leaves and vines), a long 
  grip, and a heavy pommel.  The weapon is 
  
  intended for thrusting attacks, but the wielder can 
  slash with it as well. 
   
  A character with the Exotic Weapon 
  proficiency (elven courtblade) feat finds the 
  weapon well suited for quick feints and thrusts.  A 
  character can use an elven courtblade in 
  conjunction with the Weapon Finesse feat, 
  applying her dexterity bonus (if any) to melee 
  attacks she makes with the weapon, though it 
  remains a two-handed weapon and not a light 
  weapon. 
   
  Characters 
  proficient 
  with 
  the 
  elven 
  courtblade may treat it as a greatsword for the 
  purposes of any of the following feats:  Greater 
  Weapon Focus, Greater Weapon Specialization, 
  Improved Critical, Weapon Focus, and Weapon 
  Specialization.  
   
  Cost 150 gp.  Dmg (S) 1d8, Dmg (M) 1d10, 
  Critical 18-20/x2, 6 lb., Piercing or Slashing. 
   
   
   
  KET7-05 Like Bees to Honey 
   
  Page 55 
  
  APPENDIX 3: KET LAWS 
   
  For minor crimes (sentences of 10 TUs stock time or less), Threshers are able to immediately investigate 
  the crime, interview witnesses, pass judgment and carry out the sentence. For major crimes, the accused is 
  turned over to a formal court hearing before a Jurat and two mullahs. 
   
  Crime & Punishment: The punishment for many crimes, especially of assault, aggravated assault and 
  murder, will largely depend on the status of the victim. 
   
  Mitigating Circumstances: In recent times, moderate voices have convinced the Beygraf that the "all-or-
  nothing" aspect of the justice system had become a burden to the common people. The solution was to 
  introduce "mitigating circumstances" to sentencing--given certain predetermined circumstances during the 
  commission of the crime, the convicted person will receive a reduced sentence.  
   
  Legal wrangling: Upon conviction, legal wrangling can be attempted in order to reduce the sentence 
  when there are no mitigating circumstances, or in place of mitigating circumstances. However, if a PC 
  attempts legal wrangling, then he or she cannot call upon mitigating circumstances as well. By making a 
  Diplomacy or Profession (Lawyer) check at DC 20 + APL, execution will be reduced to life in the mines, life in 
  the mines will be reduced to 2 years in the mines, and all other sentences reduced to half their length or half 
  the fine, whichever is applicable. 
   
  CRIMES OF DEBT  
  Falling into Debt (Citizen): Sentenced to 
  become ushdar (indentured servant) in household of 
  creditor until Jurat has determined that worth of 
  labor performed has matched debt.  
   Mitigating Circumstances: None 
   
  Unpaid debt obtained with Fraudulent 
  Collateral (Non-Citizen): Upon determination 
  that collateral did not match worth of loan, sentenced 
  to become qashar (mine slave) until Jurat has 
  determined that worth of labor performed has 
  matched debt.  
   Mitigating Circumstances: None 
   
   
  MINOR CRIMES  
  Vandalism: Fine equal to double the value of the 
  property damage, plus repair costs to owner of 
  property; or if unable to pay fine, 1 TU of court-
  appointed indentured servitude per 10 greatshields of 
  property damage.*  
   
  Mitigating Circumstances: None 
   
  Tax evasion: Fine equal to double the value of the 
  tax owed, or if unable to pay fine, court-appointed 
  indentured servitude to a Citizen of Jurat’s choice, 1 
  TU per 10 greatshields of tax owed.*  
   Mitigating Circumstances: None 
   
  Break & Enter: 2 TUs in stocks for unauthorized 
  entry, in addition to any punishment for theft.  
  Mitigating Circumstances: It was an emergency; 
  Effect: No fine or conviction 
   
  Theft: Fine equal to double the value of the item 
  stolen owed, plus restitution to owner of property; or 
  if unable to pay fine, court-appointed indentured 
  servitude to owner of property, 1 TU of per 10 
  greatshields of property value*  
   Mitigating Circumstances: None  
   
  Heresy: The worship of Olidamarra is illegal in Ket, 
  punishable with 1 TU in the stocks and confiscation 
  of any materials dedicated to Olidamarra (including 
  holy symbols)  
   Mitigating Circumstances: None  
   
  CRIMES AGAINST “MONSTERS”  
  Killing 
  of 
  "monster": 
  Fine 
  (typically 
  100 
  greatshields); or if unable to pay fine, court-appointed 
  indentured servitude to Citizen of Jurat’s choice, 1 TU 
  per 10 greatshields of fine owed.*  
   
  Mitigating 
  Circumstances: 
  Any 
  reasonable 
  excuse; Effect: No fine or conviction 
   
  CRIMES AGAINST NON-RESIDENTS  
  Aggravated Assault (lethal damage):  2 TU in 
  stocks.  
  Mitigating 
  Circumstances: 
  Any 
  reasonable 
  excuse as long as accused did not initiate the 
  combat. Effect: No fine or conviction 
   
  Lethal Assault (resulting in death): 10 TUs in 
  stocks [Paying for a successful raise dead reduces 
  conviction to Aggravated Assault] 
  Mitigating Circumstances: Self defense. Effect: No 
  fine or conviction 
   
  Kidnapping or Torture: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST RESIDENTS 
  Simple Assault (non-lethal): 2 TU in stocks 
   
  Mitigating 
  Circumstances: 
  Any 
  reasonable 
  excuse as long as accused did not initiate the 
  combat. Effect: No fine or conviction 
   
  Aggravated Assault (lethal damage):  5 TUs in 
  stocks 
   Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat 
  Effect: 2 TUs in stocks, conviction 
  for simple assault  
   
  Deadly Assault (lethal damage and loss of 
  consciousness): 5 TUs in stocks 
         
   Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, conviction for 
  simple assault  
  KET7-05 Like Bees to Honey 
   
  Page 56 
  
   
  Kidnapping or Torture: 1 year in mines** 
   Mitigating Circumstances: None  
   
  Manslaughter: 1 year in mines** 
   Mitigating Circumstances: Self defense. Effect: 
  10 TUs in stocks 
   
  CRIMES AGAINST HORSES   
  Simple Assault(non-lethal damage): 2 TU in 
  stocks 
   Mitigating Circumstances: Self-defense, as long 
  as accused did not initiate the combat with owner 
  of horse; Effect: No fine or conviction 
   
  Aggravated Assault (lethal damage): 5 TUs in 
  stocks 
   Mitigating Circumstances: Self-defense, as long 
  as accused did not initiate the combat with owner 
  of horse, and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, convicted of 
  simple assault 
   
  Deadly Assault (lethal damage and loss of 
  consciousness): 10 TUs in stocks 
   Mitigating Circumstances: Self-defense, as long 
  as accused did not initiate the combat with owner 
  of horse, and cured all lethal damage at end of 
  combat. Effect: 5 TUs in stocks, convicted of 
  aggravated assault  
   
  Horse Theft: 52 TU in stocks and fine equal to 
  double the value of the horse plus restitution to 
  owner of horse. If unable to pay fine, 52 TUs in stocks 
  or 1 year in mines** plus 1 TU of court-appointed 
  indentured servitude per 10 greatshields of value of 
  the horse* 
  Mitigating Circumstances: To save the life of the 
  Beygraf. Effect: No penalty 
   
  Kidnapping or Torture: 2 years in mines** 
   
  Mitigating Circumstances: None  
   
  Horseslaughter: 2 years in mines** 
   Mitigating Circumstances: Self-defense, as long 
  as accused did not initiate the combat with owner 
  of horse. Effect: 10 TUs in stocks, convicted of 
  deadly assault 
   
  CRIMES AGAINST CITIZENS 
  Simple Assault (non-lethal): 2 TU in stocks 
   Mitigating 
  Circumstances: 
  Any 
  reasonable 
  excuse as long as accused did not initiate the 
  combat. Effect: No fine or conviction 
   
  Aggravated Assault (lethal damage):  5 TUs in 
  stocks 
   Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, conviction for 
  simple assault  
   
  Deadly Assault (lethal damage and loss of 
  consciousness): 10 TUs in stocks 
   Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 5 TUs in stocks, convicted of 
  aggravated assault  
   
  Kidnapping or Torture: Life in mines** 
   
  Mitigating Circumstances: None  
   
  Murder, unpremeditated: 
  Life in mines** 
  [Paying for a successful raise dead reduces conviction 
  to Deadly Assault] 
   Mitigating Circumstances: Self defense. Effect: 
  26 TUs in mines** 
   
  Murder, premeditated: Execution. [Paying for a 
  successful raise dead reduces conviction to Murder, 
  unpremeditated]  
   Mitigating Circumstances: None 
   
  CRIMES AGAINST THE STATE 
  Bearing of armor or weapons inside walled 
  city or town: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
   
  Impersonation for criminal purposes***:  
  Execution 
   
  Mitigating Circumstances:  
   
  Impersonation of Resident: 1 TU in stocks 
   
  Impersonation of Citizen: 4 TUs in stocks 
   
  Impersonation of member of military unit except 
  Threshers: 10 TUs in stocks 
   Impersonation of Thresher or Jurat: 1 year in 
  mines** 
   Impersonation of Bey or Graf: Life in mines** 
   Impersonation of the Beygraf: Execution 
   
  Attack on military officer, government 
  official or Jurat: Look up same type of assault 
  against Citizen and double the penalty. 
   
  Mitigating Circumstances: None 
   
  Theft of Beygraf's property: Execution 
   Mitigating Circumstances: As determined by 
  Jurat . Effect: Life in the mines 
   
  Crimes against the Beygraf:  Execution 
   Mitigating Circumstances: As determined by 
  Jurat. Effect: Life in the mines 
   
  Treason: Execution  
   
  Mitigating Circumstances: None 
   
   
  *Only a Citizen may become an ushdar (indentured servant). 
  Residents and non-residents unable to pay fine are sentenced to 
  labor in the mines, value of their work (minus cost of food) 
  used to pay off fine. This typically works out to about  30 
  greatshields per year. 
  **Any sentence of time in the mines includes branding on 
  right cheek and lifetime loss of Citizenship 
  ***Impersonation for purposes of entertainment 
  or satire, either public or private, is not judged to 
  be a crime. 
   
  KET7-05 Like Bees to Honey 
   
  Page 57 
  
  DM MAPS 
   
  KET7-05 Like Bees to Honey 
   
  Page 58 
  
   
  DM MAPS 
   
  KET7-05 Like Bees to Honey 
   
  Page 59 
  
  KET7-05 Like Bees to Honey 
   
  Page 60 
  PLAYER HANDOUT 1: MAP OF KET  
   
   
   
  
  KET7-05 Like Bees to Honey 
   
  Page 61 
  KET7-05 Like Bees to Honey 
   
  Page 61 
  PLAYER HANDOUT 2: MAP OF KET  
   
   
  KET7−05 LIKE BEES TO HONEY 
  MAP 2 : KET ROADS 
   
   
   
  �    Fort Nesser 
   
  —— Major caravan routes in Ket 
   
  - - -  Trail that Corvera wishes to follow 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/597/Normal Scenarios/KET7-05 - Like Bees to Honey (APL 2-12)/KET7-05 - Like Bees to Honey.pdf