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  Barriers of Mentality 
  Module 3 of the Forbearance plot 
  A Two-Round D&D Living Kingdoms of Kalamar Adventure 
  An Adventure for 1st- to 5th-Level Characters 
  Written by Dan Moorer 
  Edited by Andy Ferguson 
   
   
   
   
  An old friend residing in Dethido calls on you to help run a few errands for her in Bet Rogala. The 
  errands are a bit more involved than at first glance, especially when it involves meeting a few of Pekal's 
  most elusive and unexpected criminals. What could be more stressful? Recovering a hidden item of 
  immense magic? Probably so... An adventure for ATLs 1, 2, 3, 4 and 5. 
   
   
   
   
  Barriers of Mentality, Forbearance, the Kenzer and Company logo, Living Kingdoms of Kalamar, the Living Kingdoms 
  of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and Company. Kingdoms of Kalamar and the 
  Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. © Copyright 2002, Kenzer and 
  Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, D&D, RPGA, Living, the d20 system logo 
  and the Wizards of the Coast logo are all trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, 
  Inc. and are used by Kenzer & Company under license. © 2002 Wizards of the Coast, Inc.  
  
   
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  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses ATL rather than APL in an effort to 
  offer challenging modules without massacring 
  smaller or imbalanced tables. What this means 
  is that, to factor the ATL for a table, the levels of 
  all the player-characters are added together. 
  That number is divided by six regardless of how 
  many player-characters there actually are. This 
  number constitutes the party’s ATL (rounded to 
  the closest integer). If that number is not offered 
  in the module, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players equals 2 tables of 6 
  not 3 tables of 4. 
   
   
  Module Notes 
   
  This module is part three of The Forbearance 
  series for use in the Living™ Kingdoms of 
  Kalamar campaign setting. It is designed for 4 to 
  6 characters ranging from 1st to 5th level. It is 
  advised that PCs go through this module with a 
  full party, as the challenges presented may 
  overwhelm a small party of adventurers. 
   
  You, the judge (the authority figure of 
  the table and the administrator of the 
  adventure), need a copy of the Dungeons & 
  Dragons® 3rd Edition revised Player's 
  Handbook and Dungeon Master's Guide for this 
  event. The adventure takes place in the 
  Kingdoms of Kalamar setting in the Principality 
  of Pekal. Therefore, the DM should also have 
  the Kingdoms of Kalamar® Core Sourcebook 
  and the Kingdoms of Kalamar Player’s Guide. 
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendices at the back of this module as well as 
  throughout the module text itself. Certificates 
  that may be photocopied are also included. The 
  DM should read this adventure entirely no less 
  than once before playing in order to ensure a 
  precise flow of movement, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to adventure. 
   
  This module specifically deals with the 
  growing threat of war with Tokis and the multi-
  layered games of intrigue played by the 
  Pekalese nobility. Who can the PCs trust, if 
  anyone, and what role should they play in 
  Pekal’s future? 
   
   
  Adventure Synopsis 
   
  ROUND 1 
   
  —Introduction—Through various means, 
  Madam Brightstar asks the PCs to pick up some 
  documents from Peer Steeltumbler involving the 
  attempted assassination of her husband and 
  some information for Duke Matikis. 
   
  —Encounter 1—Unlocking Secrets: The PCs 
  make their way to Peer Steeltumbler's 
  establishment called the Peer More Locks. Peer 
  tells the PCs that they should speak to Captain 
  Elk'Cih about such matters concerning the 
  request of the Circlet of Su'Cleera. Peer reveals 
  that he has been searching for months to find 
  anything he can on the whereabouts of the 
  Circlet of Su'Cleera and the only lead he has is a 
  rumored bandit king named Captain Elk'Cih. 
   
  —Encounter 2—Subtle Slavers: On the way to 
  the enigmatic Captain Elk'Cih, the PCs pass a 
  wagon and its escorts on the road. These men 
  are slavers who are illegally transporting slaves 
  into Pekal. In actuality, they are slavers run by 
  Baron Labeta. They can let them go or fight 
  them. 
   
  —Encounter 3—Stronghold of Captain Elk'Cih: 
  When the PCs make it to their destination, they 
  find a rag tag group of brigands. At the helm, to 
  their surprise, is Hickle! When asked about his 
  knowledge of the whereabouts of the Circlet of 
  Su'Cleera, he says that he has something of use 
  that the party may use, but first they must prove 
  they are "worthy". When (if) the PCs prove their 
  worthiness, he gives the PCs an ancient map to 
  the Circlet of Su'Cleera and explains to them 
  that he recently happened upon the map. 
   
  
   
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  —Encounter 4—Seize Him: Should the PCs 
  arrive in Bet Rogala in the morning, they are in 
  time to see a contingent of Pekalese soldiers, 
  headed by General Selemar, apprehending 
  Duke Matikis. He is accused of being an illegal 
  slaver, extorting local merchants and causing 
  the economic ruin of the Eastern District. As he 
  is dragged away, Duke Matikis implores the PCs 
  to come see him in prison as the fate of Pekal 
  rests on it... 
   
   
  ROUND 2 
   
  —Encounter 1—A Criminal's Plea: For a third 
  time, Duke Matikis asks the PCs for their help--
  this time with him from behind prison bars. He 
  tells the PCs that they still have no proof against 
  Count Labeta and his traitorous actions. He tells 
  them that there is one true way to tell if the 
  Count is guilty of such crimes--the Ancient 
  Circlet of Su’Cleera. He offers them each 75 
  victories for their help: 25 victories in advance 
  and 50 victories for the successful return of the 
  Ancient Circlet of Su'Cleera, with Kabarin as the 
  one who provides the payment. 
   
   
  —Encounter 2—Illusions of Safety: After a few 
  days of travel, the PCs follow the map that 
  Captain Elk'Cih provided for them and 
  miraculously it does indeed lead them to what 
  can only be the Caverns of Fleeting Hope. It is 
  when they enter into the middle of the tomb itself 
  when they encounter their first traps. Shortly 
  after, they come to a seemingly bottomless 
  chasm that the PCs must overcome. Once this 
  is done, the PCs come across some freshly 
  killed mercenaries and a dark robed mage. 
   
  —Encounter 3—College of Deceit: Eventually, 
  the PCs hear voices ahead of Kalamarans 
  arguing over which way to go. This group of 
  robed figures is the team sent from the College 
  of Magic, specifically one of the masters. They 
  lie to the PCs and tell them that they were 
  attacked by those "thugs" back there and they 
  reveal that they are searching for treasures, but 
  nothing specific...of course, they are lying. The 
  College of Magic folk offer to join the PCs, but 
  attack them if the PCs seem to not believe them. 
  If the PCs do believe them, they attack the PCs 
  as soon as they begin traveling again. 
   
  —Encounter 4—Chamber of Truth: After their 
  encounter with the wizards from the College of 
  Magic, the PCs enter a large cavern with forked 
  pathways. On the pathway to the left, the PCs 
  see what appears to be the Ancient Circlet of 
  Su'Cleera attached to a pedestal. The second 
  pathway leads to a large vaulted door with a pair 
  of large obsidian constructs seeming to watch 
  vigilantly over its entrance. If the PCs approach 
  the golem, a voice whispers through the cavern 
  warning that if they do not possess all the keys, 
  they will be destroyed if they continue any 
  further. When the pedestal is touched, the 
  skeletons animate and proceed to attack the 
  PCs. 
   
  —Conclusion—The PCs may now possess the 
  Circlet of Su'Cleera. At this point they can return 
  the item to Kabarin, keep it or leave it there. 
  Depending on what the PCs do determines the 
  outcome of the next module. 
   
   
  APPENDICES 
   
  Appendix I: Treasure Summary 
   
  Appendix II: Experience Point Summary 
   
  Appendix III: Heroes and Villains (ATL 1) 
   
  Appendix IV: Heroes and Villains (ATL 2) 
   
  Appendix V: Heroes and Villains (ATL 3) 
   
  Appendix VI: Heroes and Villains (ATL 4) 
   
  Appendix VII: Heroes and Villains (ATL 5) 
   
  Appendix VIII: NPC Personalities 
   
  Appendix IX: IC Knowledge of Bet Rogala 
   
  Player's Handout #1: This is the note that the 
  PCs see hanging up around Bet Rogala. 
   
   
  BACKGROUND 
   
  In With Thine Eyes (Forbearance Module 1), 
  Duke Larofin Matikis (Duke of the Lands of 
  Nighson, Noble of the Lake District, Duke of the 
  Principality of Pekal) previously hired the PCs to 
  investigate the disappearance of Pekalese 
  scouts and verify the existence of an amassed 
  Tokite army on the southeastern border. It was 
  discovered that groups of assassins and 
  
   
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  mercenaries were hired to track down and kill 
  any Pekalese scouts that attempted to find out 
  about the army. Additionally, a mysterious dart 
  was found near the body of Tremkal Softstep, 
  but the wielder of this dart is still at large. One 
  group of assassins was found to mysteriously 
  possess a "Princely Map of Pekal", specifically 
  the assassin called Halann. This map is only 
  given to influential nobles and military leaders of 
  the principality. When the PCs informed Duke 
  Matikis of this information, he was deeply 
  concerned and informed the PCs that he would 
  be meeting with Prince Kafen soon to let him 
  know of these developments. He also informed 
  the PCs that he may be calling on their services 
  again in the future. 
   
  In Reflections of the Shrouded Past 
  (Forbearance Module 2), Duke Matikis notified 
  the PCs of a large party being held on a 
  ferryboat on Lake Eb'Sobet off the coast of Bet 
  Rogala in celebration of one of the noble's 250th 
  birthday. He wished for the PCs to investigate 
  three individuals that are attending, all of which 
  were influential Pekalese military leaders who 
  had access to the scout's patrol routes from With 
  Thine Eyes. During the party, an assassination 
  attempt is made on Colonel Nolan Brightstar's 
  life, but he survived. This colonel made vocal 
  statements in the past that a traitor is among the 
  nobility and/or military. When the PCs arrived 
  back, they were waylaid by members of the 
  Guild of the Eel. This guild has no love for the 
  principality of Pekal and has connections to the 
  Blackfoot Society. 
   Discovering their lair, the PCs learn of the 
  Discovering their lair, the PCs learn of the guild’s 
  involvement in misdirection and sabotage with 
  some of their number hired for jobs in southeast 
  Pekal, specifically Halann from With Thine Eyes. 
  The next morning, Duke Matikis asks the PCs to 
  investigate an outpost north of Bet Rogala that 
  was burned to the ground. When they get to the 
  outpost, they find General Kuwaki and his 
  journal among the dead. In his journal, there are 
  entries where he suspects Baron Labeta as part 
  of a grand conspiracy against Pekal as well as 
  his involvement with the Guild of the Eel. The 
  PCs present Duke Larofin and Prince Kafen with 
  the information they have found, the duke is 
  indeed worried about this grave news and tells 
  the PCs that he may have a task for them in the 
  near future involving this information. 
   
   
  Barriers of Mentality is the third module 
  in the series. The Cavern of Fleeting Hope was 
  the home to the elusive Circlet of Su'Cleera that 
  was lost many centuries ago. It is rumored that 
  the Cavern of Fleeting Hope was a large, 
  lengthy natural cavern that was worked into a 
  massive "vault" by a reclusive scholar. As an 
  accomplished sorcerer and explorer, the man—
  whose name has been lost to time—was 
  absolutely paranoid about protecting his 
  belongings. No one knew him well enough to 
  know what he had amassed in his many years of 
  study and travel, but centuries ago he vanished. 
  The only things left were rumors of items of 
  great power locked away by him in obscure, 
  scattered places throughout Tellene. 
   
  Many bands of brave souls have 
  traveled to the Caverns of Fleeting Hope with 
  the desire of retrieving its hidden treasures, but 
  none have returned. In the past few weeks, 
  rumors have surfaced that a group navigated the 
  Caverns successfully, but failed to find the 
  Circlet of Su'Cleera. The caverns are hidden 
  deep within the northern reaches of the 
  Wilderness District. Some of the local bandit 
  groups have received word of the group's 
  success and they now wait for unwary treasure-
  seekers to relieve them of their own treasure. 
  One such group is The Fable's Bite, rumored to 
  be led by a hulking mammoth of a man. These 
  bandits are not the only people to hear of the 
  rediscovery of the Caverns of Fleeting hope. A 
  handsome price was paid by Professor Marius 
  from the College of Magic to obtain one of the 
  maps floating around... 
   
  In the meantime, Prince Kafen has 
  asked Duke Matikis to turn over the diary of the 
  murdered general, Morisato Kuwaki, discovered 
  in Reflections of the Shrouded Past. Prince 
  Kafen opens his own investigation into the 
  occurrences in the Eastern District, specifically 
  in regards to the other person that the General 
  was referring to in his notes, the other one who 
  was causing the Eastern District harm. Though 
  Baron Labeta was investigated at great length, 
  they did not discover anything incriminating. The 
  investigation has now pointed to Duke Matikis, 
  the longtime faithful servant of the Prince and 
  Pekal, as being the culprit. Though pained to do 
  so, the Prince calls for the apprehension of Duke 
  Matikis for a number of crimes, treason among 
  them. 
   
   
  Dethido 
   
  
   
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  (Population: 1273) Nestled in the northwestern 
  corner of the River District, Dethido is the seat of 
  the district’s government. Facing the Renador 
  River, it is home to the Pekalese river merchant 
  fleet and is the destination for much of the 
  northern trade from nations such as Paru’Bor, 
  Ek’Gakel and the independent city of Kalaleta. 
   
  Vithufatido 
   
  (Population: 1706) Vithufatido lies at a 
  “crossroads” within the Wilderness District. 
  Serving as a frequented rest stop along North 
  Merchant Way, this is the last town before 
  crossing the Paru’Bor border. It is a common 
  argument whether Vithufatido belongs to the 
  Wilderness District or the Eastern District. The 
  people of Vithufatido simply don’t care, as long 
  as their peaceful way of life isn’t impacted. 
   
   
  Para’Bor 
   
  Once ruled by Kalamar, like Pekal, Paru’Bor is 
  currently ruled by Prince Ragil V. Life in 
  Paru’Bor is very structured. All Paruvian cities 
  are divided into districts based on social status. 
  The Courts of Justice is the Paruvian national 
  church and all people are instructed in the 
  teachings of the Truthseekers at an early age. 
  Many whisper that there are only three things in 
  common with their Pekal neighbor: they are both 
  ruled by a Prince, they both need each other for 
  trade and they both hate Kalamar. 
   
   
  Tulisido 
   
  Tulisido is a small border town in Paru’Bor that 
  has many trade routes into Pekal. 
   
   
  Calendar and Climate 
   
  It is the first days of Harvest and the 
  temperature is 65° +1d8° Fahrenheit. The 
  temperature drops 15 to 20 degrees at night. It 
  has been raining for the past few days, rounding 
  off a two month span where the rains were 
  nearly overwhelming. 
   
  Veshemo (Tellene’s largest moon) is 
  leaving its new-moon phase and is becoming 
  visible again. Dejy fortune tellers in 
  Independence Square claim that this is the time 
  of the month when creatures from the dark 
  places escape their subterranean lairs. The 
  large concern among most people is the reports 
  of flooding in the various rural areas of the 
  principality. Rains have been unceasing for the 
  past two months. 
   
   
  Slavery in Pekal 
   
  Although accepted in varying degrees, slavery is 
  legal across all of Tellene. This includes the 
  Principality of Pekal. However, where slavery is 
  a major source of income for kingdoms like Pel 
  Brolenon, the principality shuns the practice and 
  few in high society would admit to owning 
  slaves. 
   
  Slavery and its implications to alignment 
  is a debate that has taken place in role-playing 
  circles for years and will continue to do so. The 
  Living Kingdoms of Kalamar has the following 
  stance. The institution of slavery as a whole is 
  legal in every corner of Tellene. This includes 
  the Principality of Pekal, where Elven morality 
  has caused the practice to become shunned and 
  unfashionable. Owning slaves is not illegal, 
  though, and participating in the action does not 
  infringe upon a lawfully aligned character. 
   
  However, slavery is morally wrong. 
  Whether or not slavery is accepted, condoned or 
  even promoted by a local or national 
  government, the practice of slavery is still 
  inherently evil. Owning slaves is most certainly 
  an infringement against a good aligned 
  character. Neutral characters may more 
  frequently own slaves, but rarely practice in the 
  selling or trading of such people. The institution 
  is propagated and supported by the evil of the 
  Overlord and those that have been corrupted by 
  his will. 
   
  Owning slaves will never be an option 
  for PCs in the Living Kingdoms of Kalamar. To 
  attempt to do so not only results in failure but 
  begins to move the PC’s alignment one step 
  closer to evil (this is especially true for good 
  aligned characters). 
   
  The legality of slavery, which plays an issue in 
  this module, is a tricky subject. Slavery is legal 
  (taking prisoners of war, indentured servitude, 
  etc) on Tellene. The practice of kidnapping 
  victims to sell them into slavery is illegal in most 
  civilized nations, including Pekal. 
  
   
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  ROUND 1 
   
  INTRODUCTION 
   
  SUMMARY: Once the PCs get to Dethido, 
  Madam Nolan Brightstar asks the PCs to pick up 
  some documents from Sorva. She tells the PCs 
  that Nolan Brightstar asked Peer Steeltumbler to 
  find out any information regarding those who 
  attempted to kill him on the ferry and to find out 
  information regarding a request that was made 
  by Duke Matikis, but Nolan was recently sent out 
  east on assignment with his unit. She tells the 
  PCs that her husband asked her to take care of 
  this business in his absence. She says would go 
  herself, but she says that she despises Peer 
  Steeltumbler. When asked why, she simply says 
  they have some marked differences of opinion 
  that make interaction intolerable. Prying further, 
  she reveals that Peer is a shameless dwarf who 
  has made many advances towards her and does 
  not dare tell her husband for fear of what her 
  husband might do. Knowing of few others she 
  could trust or depend on, she decided to seek 
  out the PCs for their aid because she still 
  believes that her husband’s life is still in danger 
  and time is very important. 
   
  DM NOTE: If the PCs have met Mrs. Brightstar 
  in Reflections of the Shrouded Past, read the 
  following: 
   
  Months have passed since the first murmurs 
  of a large Tokis army has gathered at Pekal's 
  eastern and southern border. Looks of grim 
  acceptance are worn on the citizens of Pekal 
  these days, understanding that this threat 
  from their Tokis neighbor is not a 'usual' one. 
  Though the rumors warn that this massing of 
  Tokis troops far surpassess any ever seen, 
  the people of Pekal continue to go about life 
  as if there is not a concern in the world.  
   
  As you pass through the bustling streets of 
  Bet Rogala and go about another day in the 
  life of the seat of the Pekalese government, 
  for whatever reason these days, you notice 
  an odd posting that has been placed 
  throughout the main thoroughfares. 
  Normally, postings of every imaginable type 
  can be encountered daily, whether it is an 
  apprentice seeking his familiar, a merchant 
  seeking mercenary escorts for his caravan or 
  even as benign as a lad missing his dog. But 
  this posting seems to written specifically for 
  a few certain individuals--individuals who 
  would understand its meaning... 
   
  DM NOTE: Please pass out Player Handout #1 
  to the players. If there are PCs that have not 
  played in Reflections of the Shrouded Past, they 
  can be brought to Mrs. Brightstar's plea by the 
  following "hooks": 
   
  —Grey Legion—If the PCs received the Jade 
  bauble from Vanishing Concerns, they are 
  bumped into a beggar on the street. Later that 
  day, they find a scratch sheet of parchment with 
  a picture of the bauble. These are the words 
  inscribed on the note: 
   
  You wish to be further tested for entry? Help the 
  one whose cryptic posting has a "ring" to it... 
   
  Other Meta Organizations—If there are PCs that 
  are members of other meta-organizations of 
  Kalamar and have not played in Reflections of 
  the Shrouded Past, their contact within their 
  respective organization has asked them to do 
  them a favor by helping out Mrs. Brightstar, who 
  their organization is indebted to. 
   
  DM NOTE: Once the PCs discover that they are 
  being sought by Mrs. Brightstar, they realize that 
  she lives in Dethido. This takes approximately 3 
  days of travel. Let them make whatever 
  preparations they wish. Read the following once 
  you have gotten them to Dethido of the River 
  District: 
   
  Faced with nothing more than sunny days 
  and cooling breezes, the trip to Dethido goes 
  relatively uneventful. Perhaps the only thing 
  of note was the large amount of horseback 
  couriers rapidly traversing the rough, unkept 
  road that rested right on the Lake District 
  and River district border. Not much in the 
  way of large settlements, but plenty of small 
  communities provided places of rest for 
  weary travelers. 
   
  Reaching Dethido, finding the residence of 
  the Brightstars was nothing more than taking 
  a quick look around the shire of Dethido and 
  spying the ring of small abodes surrounding 
  the small town square that seems to be the 
  'seat of government' . As you traverse the 
  cobble square, you hear soft humming 
  coming from a garden there on the side of 
  one of the cottages. There, you see the 
  diminutive form of Madam Brightstar giving 
  
   
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  meticulous care to a rose bush. After gently 
  packing in the last of the sod around the 
  large plant, she stands and gives it an 
  approving stare. As you approach, she looks 
  up at your band with a broad smile. Dusting 
  her hands off, she greets you, "Hey there 
  Honorable friends! Please, lets get out of this 
  sun and I will whip you up some tea!" 
   
  DM NOTE: This is a halfling-sized house, so 
  eventhough there are many rooms, they are all 
  comparitively small with only a 6 foot ceiling. 
  Have fun with the more stout characters that 
  enter! 
   
  While Madam Brightstar fixes the PCs some hot 
  tea, she begins to explain: 
   
  "Thank you so much for coming to see me. I 
  am not quite as clever as my husband at 
  making little subtle riddles and the like, but I 
  thought you might get the idea from my 
  posts. The reason I called you here is to ask 
  you for a favor. Since you have done so 
  much for my husband and me, I wanted to 
  see if you could run an errand for us. You 
  see, my husband would have done it himself, 
  but he has recently been called away to the 
  southern border of Pekal with his Slinger 
  Unit. I would go myself, but I don't much care 
  for Peer Steeltumbler. 
   
  In Bet Rogala, Peer has a little 
  locksmithy that he works out of. He was 
  supposed to get some information for Nolan 
  about who was ultimately responsible for the 
  attempt on his life on the ferry. Nolan was 
  also asked to get some information for Duke 
  Matikis on another matter, so my husband 
  asked Peer to collect this as well. I was just 
  gonna see if you could go to Bet Rogala, 
  pick up those documents and bring them 
  back to me. My husband left me some gold 
  to take care of affairs. I would not ask you to 
  do this for me without offering some gold for 
  your efforts. I can pay each of ya 20 Victories 
  (gp) when you come back with the 
  information. I also have these potions of my 
  husband’s that I may give you. 
   
  Do you have any questions? Will you 
  be able to help me?" 
   
  Although she won’t pay until the PCs have 
  finished the job, but she’ll give them each a 
  potion of cure moderate wounds as a sign of 
  good faith. 
   
  Questions the PCs may ask her: 
   
  —When was Colonel Brightstar called away?  
  "Just last week, a military courier brought 
  him his orders from Prince Kefan. He was 
  sent to the eastern border to help train more 
  slinger units to reinforce the border there. He 
  left four nights ago. I have no idea when he 
  will be able to come back home." 
   
  —Why don't you like Peer Steeltumbler? 
  "Well, I would never tell my husband, but that 
  shameless dwarf makes passes at me 
  everytime he sees me. I think Nolan would 
  kill him for sure if I told him, but Peer has 
  provided a world of information for my 
  husband. Other than being a dirty, rotten, 
  perverted dwarf, he is one of the best 
  locksmiths in all of Bet Rogala. Less known 
  is that he has contacts everywhere with 
  nearly all facets and organizations." 
   
  —What documents will we be picking up? 
  "You should get two pieces of information 
  and I don't know in which form that 
  information will come. One bit is about what 
  other organizations were involved in trying 
  to kill my husband. For Duke Matikis, Nolan 
  was asked to get any information on the 
  whereabouts of some object called the 
  Circlet of Su'Cleera. Between us, I still think 
  my husband's life is in danger--just my 
  intuition." 
   
  —What is the Circlet of Su'Cleera? 
  "I have no earthly idea, but my husband 
  seemed to take the Duke's request very 
  seriously." 
   
  —Why do you trust us with this task? 
  "I don't think there is anyone else my 
  husband would trust with this these days. 
  After the attempt on his life, Nolan doesn't 
  seem to put much trust in any military officer 
  or noble. Since you saved my husband's life, 
  that alone gives me reason to trust you." 
   
  —When do you need this information? 
  "I really don't know how long it will take or 
  what difficulties you may encounter, so just 
  as soon as you can manage it. Time is 
  important, but so is your safety."  
   
  —Where can we find Peer Steeltumbler? 
  "Peer's establishment is called Peer More 
  Locks. He took over the business from his 
  
   
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  father. The shop is in a shanty near the 
  western wall of Bet Rogala, nestled near 
  Wharf Town Way." 
   
  DM NOTE: If the PCs decide not to help Madam 
  Brightstar, the PCs are still able to speak with 
  Duke Matikis when they return to Bet Rogala. 
  Skip to Encounter 4 in Round 1. However, they 
  gain the Disfavor of Colonel Nolan Brightstar. If 
  the PCs decide to help, read the following: 
   
  A broad smile comes to Madam Brightstar's 
  cute face and she replies softly, "I knew I 
  could count on all of you. From the bottom of 
  my heart, I thank you and wish you well. Just 
  bring me the information you get from Peer 
  as soon as you can" 
   
   
  ENCOUNTER 1: Unlocking Secrets 
   
  SUMMARY: The PCs make their way to Peer 
  Steeltumbler's establishment called the Peer 
  More Locks. This little "hideaway" is located off 
  the beaten path near Wharf Town Way and the 
  western city walls. The PCs speak with him 
  about some information that he may have on 
  those who tried to kill Nolan, picking up the 
  documents. Peer tells the PCs that they should 
  speak to Captain Elk'Cih about such matters 
  concerning the request of Duke Matikis. He 
  reveals that he has been searching for months 
  to find anything he can on the whereabouts of 
  the Circlet of Su'Cleera and the only lead he has 
  is a rumored bandit king named Captain Elk'Cih. 
  Peer offers to pay the PCs a handsome fee that 
  if they happen to find Captain Elk'Cih and can 
  deliver him some of his wares for business. He 
  reveals that if the rumors are true about the 
  Captain, he gives them something to take to him 
  in return that reveals that it is truly he. If they go 
  back to Madam Brightstar, she asks them to find 
  out what they can from this Captain, fulfilling 
  Duke Matikis' request and gives them a 
  bargaining chip to use for the information. She 
  tells them what she knows of Captain Elk'Cih, 
  which involves a bloodthirsty man, standing 
  almost eight feet tall with a nose to match and 
  ask them to see if they can get information on 
  the whereabouts of the Circlet of Su'Cleera and 
  bring it back to her. 
   
  Right where Madam Brightstar said it would 
  be, you see the over-sized wooden placard in 
  the shape of a large padlock down a thin 
  alley off of Wharf Town Way next to the west 
  wall. Branded on the carved wood in bold 
  black letters, etched in Low Kalamaran, are 
  the words: 
   
  “Peer More Locks” 
   
  DM NOTE: There are no windows on the 
  storefront of the establishment, just a large 
  wooden door, banded in steel. 
   
  Opening the broad door wide, you hear a 
  series of metal clicks and sliding bolts from 
  the other side. You enter into a dimly lit room 
  that twinkles like a starlit night with the 
  glimmering of polished metal. Locks, bolts, 
  manacles and latches of every conceivable 
  size, shape and design hang displayed on all 
  four walls of the cozy establishment. A stone 
  counter at the far end faces you, settled in 
  the middle of the room. A burly mountain 
  dwarf deftly files down a spiraling shaft of 
  metal above a tremendous door lock pieced 
  out in front of him. His look of intense 
  concentration fades to frustration as you 
  make your way inside. With a forced smile, 
  he rumbles,"Howdy! How can I help ye?" 
   
  DM NOTE: This is Peer Steeltumbler and his 
  business attracts all sorts of customers, both 
  scrupulous and otherwise. He is cordial to the 
  PCs (as much as a dwarf can) and answer their 
  inquiries with more than a passing interest. Peer 
  is telling the truth through all the questioning, so 
  a Sense Motive check (DC 13) reveals that he 
  seems to be sincere in his statements. 
   
  —Do you have the documents that Madam 
  Brightstar asked us to pick up for her? 
  The dwarf's eyes seem to light up when 
  Madam Brightstar is mentioned. With a silly 
  grin, Peer answers, "Oooo... Madam 
  Brightstar sent ya eh? I don't normally be 
  likin' the halfling types, but that female is a 
  fine creature indeedy--too bad she's married 
  to dat Colonel. I be hearin' he got dispatched 
  down south, so I reckon she be wantin' dem 
  parchments that a few of my more 'obscure' 
  customers provided. Why didn't she come 
  herself?" 
   
  DM NOTE: Peer accepts whatever answer the 
  PCs give him, unless they mention that she is 
  "uncomfortable" around him. Then he responds 
  flippantly. 
   
  
   
  9
  "Bahhhh... she's justa flirtin', bein' coy and 
  all. I think she wants me, but that pesky 
  marriage thing got her all shy." 
   
  —Do you have the documents that Colonel 
  Brightstar asked you to collect? 
  His eyes shift from left to right as if double-
  checking to ensure he is alone with you. In a 
  conspiratory voice, he rumbles, "I done got 
  da information dat da Colonel wanted on 
  dem folks who tried ta send 'em to da fishies. 
  I'll be gettin' dat fer ya now. As fer da Circlet, 
  I been askin', bribin', beatin' and foragin' for 
  anything on dat dere item and da only lead I 
  got is dat Cap'n Elk'Ki done got his hands on 
  a map to it." 
   
  Reaching under the counter, the dwarf bites 
  his tongue in concentration. You hear some 
  whizzing and clicking of metallic 'clicks' of 
  his deft hands manipulating something 
  unseen. His hand comes up from behind the 
  counter a few moments later and produces a 
  metal bound scroll case with an intricate lock 
  to open the top. Peer slides it across the 
  table to you and reminds you, "Again, this is 
  just da information on dat dere ferry incident. 
  Da Colonel got da key at his home. If he had 
  that darlin' wife of his to do his busywork, 
  she be havin' da key. You'll have to be goin' 
  to da 'Cap'n' fer info on da where 'bouts o' da 
  Circlet." 
    
   
  DM NOTE: With a successful Knowledge 
  (Pekal) DC 18, they have heard of Captain 
  Elk'cih. He is called a “Bandit King” due to his 
  nefarious activities, said to stand over 8 feet tall 
  and his bandit force plagues the Wilderness 
  District. 
   
  —Who is Captain Elk'cih? 
  "Ye ain't ever heard of Cap'n Elk'Ki? WHERE 
  YE FOLKS BEEN? He's da Bandit King of dat 
  band of brigands out in da Wilderness 
  District up North Merchant Way. If ye lookin' 
  to find 'em, just start lookin' a few miles 
  north of Vithufatido and their scouts will be 
  findin' ya. Believe me, I know! Me younger 
  broder was robbed by 'em many a moons 
  back when. Hey, iffen ye decide to go find 
  'em, take a few of me locks wid ya to give to 
  'em. Just be lettin' 'em know who da locks 
  are from as a gift and be tellin' 'em I be 
  lookin' fer future business. If da rumors are 
  true, he will be sendin' ya back a 'token' to 
  bring to me. Ye be bringin' it back to me, I'll 
  be payin' ye handsomely. Don't be worryin', 
  word has it dey don't be killin' folks and 
  seem ta be an honorable lot--as far as 
  bandits be goin' ." 
   
  DM NOTE: PCs can buy Masterwork Manacles, 
  Door Locks, Chest Locks and Padlocks at cost 
  here. If a PC is discreet with Peer, he can also 
  get Masterwork Lockpicks as well... 
   
  —How much will you pay us if we bring back this 
  "token" from the Bandit King? 
  "Creatures o' business. I be likin' dat. Fer 
  such a thing, I'll be gettin' ya 10 gold pieces 
  ta each of ye." 
   
  DM NOTE: If they go back to Madam Brightstar, 
  she asks them to find out what they can from 
  this "Captain,” fulfilling Duke Matikis' request. If 
  asked what she knows about him, she tells them 
  that she heard he was a large, bloodthirsty man 
  with a huge honker of a nose that likes to eat 
  little children. Should they decide to return with 
  just the scroll from Peer and not attempt to find 
  the information on the Circlet of Su'Cleera, she 
  looks very disappointed and mumbles 
  something about "not very heroic.” The PCs 
  earn the Disfavor of Colonel Nolan Brightstar. 
  Again, the PCs are still able to see Duke Matikis 
  in Encounter 4. 
   
   
  ENCOUNTER 2: Subtle Slavers 
   
  SUMMARY: On the way to the enigmatic 
  Captain Elk'Cih, the PCs pass a wagon and its 
  escorts on the road. They hear the whimpers 
  or/and see the forms of people in the back of the 
  wagon. These men are slavers who are illegally 
  transporting slaves into Pekal. They are "illegal" 
  because the people were taken from their 
  homes and were not legitimate slaves. They 
  have been selling these "imported" slaves to a 
  man near Bet Rogala for the past few months. 
  This man's identity is unknown to the actual 
  slavers, but he is known to pay quite graciously. 
  The PCs have a chance to speak with these 
  slavers. In actuality, they are slavers run by 
  Baron Labeta. In the end, they can let them go 
  or fight them. 
   
  Traveling along one of the best roads in the 
  principality, parting the swaying grass 
  proves itself to be quite the scenic 
  
   
  10
  undertaking. High stalks of grass sway 
  gently from the light northern breeze 
  seeming to grant the land a distinct 
  synchronized dance along North Merchant 
  Way. Traffic along this barren stretch has 
  been light and sporadic with only the 
  occasional merchant cart drawn by oxen or 
  the occasional lone rider streaking to some 
  distant destination. 
   
  As the monotony of your trip just begins to 
  take hold, you see a pair of large wagons, 
  each drawn by a quartet of broad horses 
  approaching in the distance. Rolling its way 
  closer, you realize the wooden wagons are 
  no ordinary transports, but essentially large 
  cages on wheels. Inside these "cages" are 
  close to twenty men, women and children 
  packed together like bundles of tender. Soft 
  crying can be heard from inside as these are 
  obviously slaves of some sort considering 
  their rags and the prevalent, fresh brand on 
  each of the beings' forearms. A pair of large, 
  bearded Kalamarans pilot each wagon while 
  a burly hobgoblin rides on the back of each 
  cage, seeming to keep the cage's occupants 
  well in hand with a barbed whip. The first 
  driver of the wagon gives you a toothy grin 
  as you are about to pass them and says 
  loudly, "Afternoon!" It is apparent that they 
  do not intend to stop and parlay with your 
  group-just another unique sight on one of 
  Pekal's roadways... 
   
  DM NOTE: With a successful Spot check (DC 
  17), the PCs notice a crying woman leaning 
  against the bars mouth "We're not slaves!”  
   
  Additionally, if anyone happens to have 
  Knowledge (Law): DC 12, they notice that the 
  brand denotes slaves obtained from Tokis. If 
  they got above a DC 16 on the check, they 
  notice that the branding sigil is imperfect. 
   
  The PCs can attempt to parlay with the slavers, 
  but the slavers do not stop their wagons 
  regardless. The slavers leave it to one of the 
  pilots of the front wagon to do the talking. 
   
  *If the PCs ask the following questions, he 
  answers with the following: 
   
  —Where are you taking these slaves? 
  Bet Rogala. They will be auctioned off to 
  select clients. 
  *Sense Motive: DC 14 reveals that he seems to 
  be telling the truth. 
   
  —Where did these slaves come from? 
  "These slaves were raised since birth to 
  serve others, which of course is entirely 
  legal in Pekal, as we all know. These slaves 
  are from Tokis." 
  *Sense Motive: DC 15 + ATL reveals that his 
  words seem a bit shaky and he seems to be 
  lying. 
   
  DM NOTE: If the PCs seem suspicious, the 
  woman who mouthed to the PCs risks her life by 
  screaming out, "We aren't slaves! We were 
  kidnapped!"  
   
  Immediately, the hobgoblin jumps off the back of 
  the wagon, jogs up to the side and deftly whips 
  the woman through the bars—the "slaves" don't 
  say another word.  
   
  The Kalamaran responds, "Slaves will do 
  anything to shirk their duty in this world. 
  Travel well, we will be on our way." 
   
  DM NOTE: At this point, the PCs can keep going 
  or fight, but there is no more parlay. The slavers 
  are done talking with them and are anxious to 
  get to Bet Rogala. Should combat ensue, see 
  Appendix III: NPC Statistics. 
   
  DM NOTE: If the PCs free the families during 
  combat, the men of the slaves aid the PCs. 
  Treat them as 1st Level Commoners (x 5). If the 
  PCs free them, they explain that they were 
  kidnapped from Vithufatido last week and are 
  farmers, certainly not slaves (Any Sense Motive 
  check over DC 10 + ATL reveals that they seem 
  to be telling the truth). If the PCs allow them, 
  they wish to take the wagons back home (a 
  small hamlet 10 miles away). The PCs are 
  thanked and they are asked what their names 
  are. The families explain that such deeds should 
  not go by unrecognized. 
   
  *Should the slavers be questioned: 
  —They sell the slaves to a distributor in Bet 
  Rogala called Ba'kenda (Half-Hobgoblin). 
  —They do not know who Ba'kenda works for 
  —They refuse to cooperate in any way, 
  especially if involving Ba'kenda. They tell the 
  PCs that if Ba'kenda does not see all of them at 
  their meeting point, he breaks the deal. 
   
   
  
   
  11
  ENCOUNTER 3: Stronghold of 
  Captain Elk'Cih 
   
  SUMMARY: When the PCs make it to their 
  destination, they find a rag tag group of 
  brigands, mainly composed of humans and a 
  large contingent of half-orcs. At the helm, to their 
  surprise, is Hickle (if they possess his wares)! 
  Greeting the PCs, he immediately asks their 
  business. Before Hickle helps them, he requests 
  that they make an oath to keep his identity a 
  secret. When asked about his knowledge of the 
  whereabouts of the Circlet of Su'Cleera, he says 
  that he has something of use that the party may 
  use, but first they must prove they are "worthy". 
  His test of "worthiness" is that the party must 
  prove that they are not a common band of thugs 
  and must prove they are "unique", possessing 
  talents that normal thugs would not have. As an 
  example, he introduces Grogka, who is a half-
  orc with a beautiful singing voice. When (if) the 
  PCs prove their worthiness, he gives the PCs an 
  ancient map to the Circlet of Su'Cleera and 
  explain to him that he recently happened upon 
  the map. He believes that this is not an original, 
  so there may be more out there.... 
   
  *If a PC proves himself to be "unique" in an 
  extraordinary way, Hickle pull the PC aside in 
  private and asks if he/she is interested in 
  working for Hickle as an "information 
  acquisitioner". This individual has the chance to 
  be one of the 'Noses of the Bandit King'. 
  Restriction: This character cannot be of Lawful 
  alignment. 
   
  Days after passing the slaving caravan and 
  recently passing Vithufatido, you finally 
  make your way along a light path winding 
  north, as instructed. The forests here are 
  almost jungle-like with their high branches, 
  stringy vines, treacherous underbrush and 
  varying grades of terrain.  
   
  DM NOTE: After reading this, have the PCs 
  make Spot checks (DC 20). If the PCs make it, 
  they notice about five forms to either side of the 
  PCs hidden very well in the brush that seem to 
  be watching them and notice a man standing out 
  in the open some 90 feet away. If anyone uses 
  the Track feat, they are easily able to tell that 
  this path is used quite frequently. 
   
  Perhaps an hour has passed following the 
  barely discernible path when you top the 
  next mound to spot a man dressed in green 
  and brown leathers standing in front of you 
  some ninety feet away. As you approach, he 
  calls out as he bows before you, "Greetings 
  travellers! I do hope your woodland stroll 
  was enjoyable, but I am afraid it has come to 
  an abrupt end. I must insist that we relieve 
  you of some of the weight on your back, 
  specifically your coinage and other 
  valuables, considering the unforgiving 
  humidity. If you do not resist, you will be 
  allowed to be on your merry way. Should you 
  resist, I cannot vouch for your safety--the 
  archers surrounding you are quite deadly..." 
   
  DM NOTE: At this point, it is up to the PCs to 
  convince the bandits that they are here on 
  "business". The moment the name Circlet of 
  Su'Cleera is mentioned, the bandits clam up. 
  They insist that they throw down their weapons 
  and the bandit asks that they be allowed to 
  blindfold the PCs. He explains that if they wish 
  to talk to Captain Elk'cih, it is the only way. 
   
  Should the PCs resist, this is a brutal fight and 
  many PCs may die. See Appendix III: NPC 
  Statistics. 
   
  If the PCs surrender their weapons and agree to 
  be blindfolded, read the following: 
   
  After quickly removing your obvious 
  weapons, the man comes up and gives each 
  of you a black, silken cloth and says simply, 
  "Apply the blindfolds snugly and we will be 
  on our way." 
   
  Once you secure the silken cloth over your 
  eyes, you hear the forest come to life as 
  many footfalls emerge from the brush. You 
  hear your weapons being collected and then 
  you are gently pushed and maneuvered into 
  a line. The silky voice calls out again, 
  "Please reach out and place a hand on the 
  individual in front of you. Binding you in 
  rope would be a deathwish to all of you 
  should we run into a critter that enjoys 
  'eating' humanoids. Lets be off shall we?" 
   
  DM NOTE: If the PCs make a successful 
  Survival check (DC 17), they can tell that after 
  two hours of travel that they are about 10 miles 
  northwest of Vithufatido.  
   
  After two hours of traversing terrain that 
  takes you up and down terrain constantly, it 
  
   
  12
  is nearly impossible to know how far you 
  have gone or where you are during the 
  relatively quiet hike in the deep forest. 
  Finally, you are stopped in your tracks and 
  have your blindfolds untied, finding 
  yourselves staring at a rapidly fading sun. 
   
  Before you spans a large complex of well 
  crafted cabins, spread out amongst a sea of 
  trees. The high branches serve as a canopy 
  of leaf cover almost completely blocking out 
  the last rays of daylight. Many ruggedly 
  dressed men, even a few orcs, are milling 
  about eyeing you with undisguised 
  suspicion. Jivasta bows before you once 
  again and says in his lilting voice, "You will 
  have to forgive the precautions that must be 
  made in order to ensure the longevity of our 
  way of life. Word has been sent to the 
  Captain that you have arrived and he will see 
  you now. If you would follow me..." 
   
  DM NOTE: Feel free to describe the activities of 
  the bandits around the characters as they pass 
  through the small village. Sights such as a table 
  of men playing cards, a pair knife fighting with a 
  small audience cheering them on, the sounds of 
  female cooing and giggling from within one of 
  the cabins, etc are all common sights and 
  sounds. It is a place of carefree decadence and 
  infamy--ham it up. 
   
  You are brought to what seems to be the 
  largest structure in the bandit village. This 
  wooden structure is built right into the side 
  of a large tree, some fifteen feet in diameter. 
  As Jivasta opens the door to the dim interior, 
  you immediately see the contingent of about 
  ten hobgoblins, humans and half-orcs 
  fanned out in front of you. From a side 
  entrance, a large, looming shadow slowly 
  spreads across the ground in front of you as 
  it approaches. Jivasta announces, "My 
  guests, I present to you Captain Elk'cih!" 
   
  Finally, the shadow gives way to the actual 
  person. The eight foot tall giant turns out to 
  not be a giant at all. In fact, it reveals itself as 
  a small gnome, less than three feet tall 
  adorned in black leathers. Completely bald 
  with a neatly trimmed goatee of snowy white, 
  he rubs it slowly it as if pondering your very 
  fate. His big blue eyes regard you without 
  expression and then finally says, "Well, well 
  well... look what the day wrung out and 
  dumped on our little cozy corner of paradise. 
  Greetings, Honorable souls. Ye seek the 
  demon and the demon ye have found. How 
  can Captain Elk'cih help you this day and 
  why should we not gut you where you 
  stand?” 
   
  DM NOTE: Make it clear to all the PCs that if 
  they played in With Thine Eyes that this gnome 
  is indeed Hickle, the silversmith they met selling 
  his wares outside of Bet Rogala. If most of the 
  PCs have played this module, read the following 
  as well: 
   
  I see you folks are still up to no good, eh? 
  Still doing 'good' deeds for dear old Matikis, 
  are ye?  
   
  DM NOTE: If the PCs have any visible items on 
  them that they bought from Hickle, they gain a 
  +3 circumstance modifier to all Charisma-based 
  skill checks while dealing with Hickle and the 
  rest of the bandits. He also shamelessly 
  complements them on their choice of silver item. 
   
  Here are list of questions that they may have for 
  Hickle (Captain Elk'cih): 
   
  —Are you really Captain Elk'cih? 
  "Don't believe every rumor you hear. Not 
  every account of the 'Bandit King' has me as 
  an eight foot tall, bloodthirsty giant. 
  Misdirection, subterfuge and misinformation 
  have kept my organization out of trouble for 
  many years. Am I truly Captain Elk'cih? I will 
  let you determine that for yourself. In the 
  meantime, you may call me 'Captain'..."  
   
  —Why are you a called the "Bandit King"? 
  "Well, it depends on what you may define as 
  a Bandit King. Most scholars will tell you that 
  it is the leader of bandits with their own 
  settlement and government. Most constables 
  will tell you that it is a warlord that directs 
  military-like action in their criminal activities. 
  Most children will tell you that it is what they 
  want to be when they grow up. No matter 
  what anyone tells you, know the truth. The 
  truth is that a Bandit King is all of those 
  things and none of those things. Take that 
  for what it is worth." 
   
  —Will we be allowed to leave? 
  "You are my guests for this evening. As 
  guests, you will be watched and guarded 
  during your stay. Naturally, you will be 
  
   
  13
  blindfolded and led out tomorrow at first 
  light...should you be 'well-behaved' guests." 
   
  —Do you know where the Circlet of Su'Cleera 
  is? 
  "Ahhh...the Circlet of Su'Cleera--the 
  supposed 'artifact of truth' that has eluded 
  treasure-seekers for centuries. Did you know 
  that recently, someone found an ancient map 
  to its resting place? It just so happens that I 
  have just recently obtained one of three 
  copies. So, do I know where it is? I have a 
  map of it, but I have yet to undertake an 
  expedition to see if it is there or even exists. 
  In fact, I do not intend on looking for such an 
  item--such things are best left undisturbed, 
  unless one has a deathwish. Nonetheless, I 
  have a map to the Circlet and am willing to 
  deal for it." 
   
  —Can we deal with you to get the map? 
  "When I heard that you were wanting to 
  speak with me about the Circlet, I knew you 
  would want to deal for it. However, even 
  though I am a merchant by heart, obtaining 
  this map is more than a trade to me. Because 
  this map is unique in what it holds, I wish to 
  see that that the buyers of it are unique as 
  well. Therefore, in order for you to be able to 
  buy this map from me, each of you must 
  prove that you are not stereotypical. For 
  example, if one of you is a wizard studying 
  the arcane, winning a successful bout in arm 
  wrestling against one of my men would make 
  you unique. If you are a veteran warrior, then 
  if you show that you are an accomplished 
  poet as well, that will make you unique. If at 
  least half of you prove you are 'unique', I will 
  sell you the map." 
   
   
  DM NOTE: Hickle is serious about this offer and 
  this is the only way the PCs are able to get a 
  map from the bandits, unless they take it by 
  force, but that is nearly impossible. Make the 
  PCs roll for whatever they are doing. Here is a 
  guideline to use: 
   
  Standard activity difficulty: 
   
  DC 15 
  Extremely unique or inventive activity: 
  DC 10 
  PC met Hickle in With Thine Eyes  
  +1 
  PC bought something from Hickle 
  +1 
  PC wears what was purchased  
  +1 
  Player roleplays the activity well  
  +1 
  Ranks in a non-stereotypical skill 
  +2 
  PC seems excited about performing 
  +1 
  PC assists in an APPROPRIATE way 
  +2 
  PC is a Gnome  
   
   
  +1 
  PC is a Brigand  
   
   
  +1 
   
  At least half the party must impress Hickle 
  (make their DC) or he does not sell them the 
  map...period. 
   
  Should the PCs fail, read the following: 
   
  Hickle forces a smile once all of you have 
  completed your displays. In a sad voice, the 
  gnome says simply, "Unfortunately, I do not 
  see you as individuals, but as the 
  stereotypes that I have come despise. You 
  will be granted leave in the morning. Rivasta, 
  show them to their quarters and see them 
  out at first light." 
   
  *Once the PCs are shown out in the morning, 
  they are still able to see Duke Matikis get 
  apprehended in Bet Rogala should they return 
  there. 
   
  If more than half of the PCs succeed in 
  impressing Hickle, then read the following: 
   
  Hickle smiles broadly, as the last 'display' 
  comes to an end. His small hands clap 
  together loudly in appreciation and says, 
  "Bravo, bravo, my unique guests. You have 
  truly proven yourselves as your own person, 
  not a scoop from the common mudpile. The 
  map is yours for 100 gold pieces." 
   
  DM NOTE: If the PCs bargain for a lower price, 
  they can get it for 85gp with a successful 
  Diplomacy check (DC 13 + ATL). 
   
  *At this point, the PCs are taken out to middle of 
  the settlement, given a "stump" to sit on by the 
  fire and brought some venison, bread and ale. 
  They are under constant watch by 5 guards and 
  when they are don eating, they are escorted to a 
  cabin to sleep in. They are the only ones in this 
  cabin and it too is guarded all night. 
   
  DM NOTE: In the morning, the PCs are woken 
  up by Rivasta, blindfolded and escorted back by 
  Rivasta and the eight archers to where they 
  were first found. 
   
  From here, they may either go to Bet Rogala to 
  return the token to Peer or to Madam Brightstar 
  to return what they have found. 
   
  
   
  14
  ENCOUNTER 4: Seize Him! 
   
  SUMMARY: When they arrive in Bet Rogala, 
  they find a spectacle in the streets. They are just 
  in time to see a contingent of Pekalese soldiers, 
  headed by General Selemar, apprehending 
  Duke Matikis. People boo him and pelt him with 
  rotten vegetables as he passes. He is accused 
  of being an illegal slaver, extorting local 
  merchants and causing the economic ruin of the 
  Eastern District. As he is dragged away, Duke 
  Matikis implores the PCs to come see him in 
  prison as the fate of Pekal rests on it... 
   
  *If the PCs return to Madam Brightstar... 
  The PCs find her in her home. She thanks them 
  heartily for retrieving the documents for her and 
  for getting a hold of the map to the Circlet of 
  Su'Cleera. She pays them each the 20 Victories 
  she promised them and tells them that she will 
  make sure her husband knows what a service 
  they have done for them. She then asks the PCs 
  if they will please deliver the map to Duke 
  Matikis.  
   
  *If the PCs return to Peer Steeltumbler OR go 
  deliver the map to Duke Matikis in Bet Rogala 
  read the following: 
   
   
  Amazingly, your multi-day trip back 
  to Bet Rogala goes without any dangerous 
  incident. The day that you see the gates of 
  Bet Rogala, the sun is high and there is not a 
  cloud in the sky. Farmers and merchants on 
  the outskirts give their usual warm greeting 
  to you as you make your way down to the 
  northern gates. As you enter, you see a 
  stream of people running towards the town 
  center. Shouts echo across the thoroughfare 
  from commoners. They scream such things 
  as: "Burn the criminal!" "An Honorable has 
  betrayed us!" "They have caught the traitor!" 
   
  As you round the next corner leading 
  into the main square, the area is packed full 
  of citizens, screaming and throwing rotten 
  fruit and vegetables at someone being 
  escorted through the streets. Their voices 
  ring out with curses, hisses and boos as the 
  procession makes its way through the city. 
  Moving closer and try to make out what is 
  going in, you see the proud figure of General 
  Selemar with a scowl on his stony face, 
  leading a contingent of Pekalese soldiers. In 
  the middle of the armored guards is a tall 
  figure bound in iron manacles, hand and 
  foot. He is walking on his own accord, with 
  his head still high despite the rotten 
  projectiles being thrown at him. His silver-
  lined gray breeches and tunic are soiled with 
  splattered fruit, vegetables and you can only 
  guess what else. The bound prisoner looks 
  in your direction and you can easily 
  recognize the aged, dirty face of Duke 
  Lastofin Matikis. A saddened, hopeless 
  expression crosses his sharp features as he 
  stares towards you, but he still manages a 
  grim nod. The crowd does not let up, now 
  calling out "Death to the Duke" "Burn the 
  Noble". The Duke's face turns back forward 
  as if grimly accepting whatever is to become 
  of him... 
   
  DM NOTE: The PCs are able to catch up to the 
  procession and speak real quickly to either 
  General Selemar or Duke Matikis... 
   
  *If they attempt to speak with Duke Matikis, read 
  the following 
   
  Pushing and prodding your way through the 
  crowd, you finally make your way to the 
  procession. By this time, the Duke is 
  completely covered in foul smelling debris. 
  As you get closer, you see Baron Labeta with 
  a trio of his bodyguards around him. Turning 
  to you as you approach, he sneers with a 
  wicked grin, “You didn’t actually believe that 
  you, mere vagabonds, could make any sort 
  of productive impact on Pekal, did you?”  
   
  DM NOTE: Baron Labeta laughs off any of the 
  PCs’ responses and makes his way from the 
  crowd. The PCs can attempt to talk to Duke 
  Matikis at this point, but he does not have much 
  time before being roughly shoved by a guard 
  behind him to continue the procession. Duke 
  Matikis responds in kind with a look of hope at 
  the sight of the PCs coming to talk to him and 
  says as he is being shoved: 
   
  "Come see me at Gallow's Circle tomorrow 
  morning. We must speak!" 
   
  *If the PCs approach General Selemar 
   
  General Selemar turns to you, nods and says 
  sternly, "I am sure your concern for Duke 
  Matikis is great. Understand that he has been 
  charged with Extortion, Destroying Property 
  of the Crown and Treason. If you wish to 
  speak with him, you may tomorrow morning. 
  
   
  15
  He undergoes interrogation tonight. Now, if 
  you will please excuse me... 
   
  DM NOTE: This concludes Round 1. If the PCs 
  wish, you can give out experience for the first 
  portion of the module and they may apply 
  changes if they happen to "Level Up". 
   
   
  ROUND 2 
   
  ENCOUNTER 1: A Criminal's Plea 
   
  SUMMARY: For a third time, Duke Matikis asks 
  the PCs for their help--this time with him from 
  behind prison bars. The PCs notice that the 
  Duke seems tired, ashamed, frustrated and 
  angered all at once. Duke Larofin Matikis 
  explains his story to the PCs, but does NOT 
  reveal that he is a member of the Golden 
  Alliance. As for why he asked them to visit him, 
  he tells the PCs that they still have no proof 
  against Count Labeta and his traitorous actions. 
  Without proof, they have nothing, especially now 
  that the Duke has been utterly discredited. He 
  tells them that there is one true way to tell if the 
  Count is guilty of such crimes--the Ancient 
  Circlet of Su’Cleera. When he discovers that the 
  PCs have the map, he is now convinced that the 
  only way to have ALL of the district nobles and 
  the Prince agree to any accusation against a 
  prestigious governing noble like Baron Labeta, 
  such extreme measures are needed--and fast. 
  He offers them each 75 victories for their help: 
  25 victories in advance and 50 victories for the 
  successful return of the Ancient Circlet of 
  Su'Cleera, with Kabarin as the one who provides 
  the payment and collects the Circlet. 
   
   
  The grizzled guard points down the long 
  corridor of prisoner cells on either side and 
  says, "The Duke is being held in the first cell 
  to your right. I will be right here if I am 
  needed..." 
   
  DM NOTE: This encounter has a lot of 
  information to give, so please make sure that 
  you read this information beforehand to 
  understand the possible answers to the PCs's 
  questions. 
   
  Peering in the cell, you see the Duke sitting 
  stoicly on a simple wooden bench against 
  the far wall. His silver hair is disheveled and 
  his gray robe has lost all semblence of finery 
  and wealth due to the grime and filth 
  covering it. An expression of relief crosses 
  his dirty face as he sees you across the iron 
  bars. His voice still carries the eloquence 
  that you have been accustomed to, "I cannot 
  tell you how relieved I am to see you and at 
  the same time...ashamed. I wish I could offer 
  more amenities to all of you, but such 
  luxuries are far from my grasp it would 
  seem."  
   
  DM NOTE: Duke Matikis is cordial and polite as 
  he has always been to the PCs. Here is a list of 
  possible questions the PCs may ask: 
   
  —Why have you been arrested? 
  With a heavy sigh, Duke Matikis looks up and 
  meets each of you in the eyes. Shaking his 
  head, he begins his tale, "I have been 
  arrested for crimes of my youth. Most of the 
  charges levied against me do indeed ring 
  with the sound of truth. As a young noble, 
  my mindset was quite different than it is 
  today. Long story short, I was in the 
  business of slaves, spices, extortion and 
  many other unscrupulous activities to secure 
  wealth and eventual political. These activities 
  ceased for me a few years ago. As time 
  brought wisdom and insight, I discovered my 
  true love for Pekal and from that moment on, 
  my efforts went to maintaining the 
  principality I had fallen in love with. For the 
  past five years, I have been faithful to Pekal 
  and Prince Kefan. 
   
  Pausing, Duke Matikis seems reluctant to 
  proceed, but seems to steel himself to 
  continue, "There is more. Lately, I have been 
  responsible for making life ‘difficult’ for the 
  Eastern District. You see, my daughter lives 
  there, married to a wealthy landowner. Know 
  that I absolutely despise this man. He 
  mistreats my daughter and has struck her in 
  the face more than a few times. My daughter 
  deserves better than that, but she does not 
  see it that way. I only wanted what was best 
  for her and I will admit that I was quite upset 
  that she was so willing to leave my side to go 
  so far into the Eastern District with her 
  husband. He is bad for her and I desparately 
  wish she would leave him. Because I loved 
  my daughter and I wanted what is best for 
  her, there are things that I did to make life 
  difficult for her husband in hopes that she 
  would see him for what he really is and 
  
   
  16
  perhaps move back to Bet Rogala. 
  Unfortunately, I underestimated my 
  effectiveness and my actions brought near 
  ruin to the Eastern District as a whole." 
   
  —Why did you do do this to your daughter's 
  husband? 
  "It was my hope that she would see him as 
  the cruel, greedy man that I know he is and I 
  wanted her to come back to Bet Rogala, even 
  stay with me if she so desired. She can do so 
  much better than that malicious creature that 
  is her husband." 
   
  —Did Baron Labeta have anything to do with 
  this? 
  "Without a doubt Baron Labeta is one of the 
  souls behind this. I thought I had left my past 
  far behind me, but he is one who could 
  certainly dig it up and bring it to Prince 
  Kefan's attention. The timing of this proves 
  to me that he must be involved." 
   
  —What will happen to you now? 
  "I am to remain here for the next few days 
  until it is time for my trial before Prince 
  Kefan. Odds are good that I will be convicted 
  on all charges and punished accordingly." 
   
  —Why have you called us here? 
  "What happens to me now is not of 
  consequence. My concern is ferreting out the 
  true threat to Pekal, Baron Labeta. I have 
  known him for many, many years and he is 
  more greedy and deceitful than he ever was 
  in the past. Now that my word carries no 
  weight among those who govern Pekal, the 
  Circlet of Su'Cleera is one of our last hopes 
  for proving the Baron's guilt. I call you here 
  to ask for your assistance one last time by 
  retrieving the Circlet of Su'Cleera." 
   
  —Why should we help you get the Circlet of 
  Su'Cleera? 
  “If Baron Labeta is allowed to continue to rot 
  Pekal from within, we will fall to the invading 
  forces of Tokis decidely. Tens of thousands 
  of people will die and I cannot allow that to 
  happen. Because I am now out of Baron 
  Labeta's way, he must be proven guilty by 
  another means. If the Circlet of Su'Cleera is 
  used against Baron Labeta, it should be 
  proof enough of his treachery.” 
   
  —What is the Circlet of Su'Cleera? 
  "The Circlet of Su'Cleera is an item of legend 
  that has been lost for many years. I am not 
  an arcane scholar, so I do not know the 
  specifics. What I do know is that it is an item 
  that can enable the bearer to discern truth 
  from falsehood, even half-truths. The item's 
  power is well known among the myths of 
  mystical items within this Principality, but it 
  has been lost for hundreds of years. There 
  are also rumors that the Circlet of Su'Cleera 
  has a purpose involving a select few other 
  items of magic, but I have no idea what that 
  purpose is or what those other items are--if 
  such rumors carry any weight at all..." 
   
  —If we obtain the Circlet, who do we give it to? 
  "If you are successful and do obtain the 
  Circlet of Su'Cleera, bring it to my manor and 
  give it to Kabarin. He will also pay you for 
  your services—75 Victories each." 
   
  —Can Kabarin be trusted? 
  "Kabarin is the most honorably being I have 
  ever met. He has been my protector for over 
  fifteen winters and has been a true friend. He 
  can be trusted." 
   
   
  ENCOUNTER 2: Illusions of Safety 
   
  SUMMARY: After a few days of travel, the PCs 
  follow the map that Captain Elk'Cih provided for 
  them and miraculously it does indeed lead them 
  to what can only be the Caverns of Fleeting 
  Hope. After exploring through the spider web 
  covered passageways and mysterious rooms, 
  the tomb appears to be harmless. It is when they 
  enter into the middle of the tomb itself when they 
  encounter their first traps. Shortly after, they 
  come to a seemingly bottomless chasm that the 
  PCs must overcome. Once this is done, the PCs 
  come across some freshly killed mercenaries 
  and a dark robed mage. 
   
  DM NOTE: When the PCs leave Bet Rogala and 
  begin their journey to Para’Bor, they have plenty 
  of "downtime" on the road to do things they 
  would like to do, as well as any RP interaction 
  provided they are doing ok on time. 
   
  Putting Bet Rogala far behind you, the 
  journey north towards distant Tulisido is 
  both scenic and alarmingly peaceful. The 
  spanning plateaus and sporadic patches of 
  forest with the warming sun high above 
  
   
  17
  makes your days of travel tolerable during 
  the day. At night, the air grows cool and 
  becomes downright freezing the further you 
  make your way north. 
   
  DM NOTE: Allow the PCs to describe any 
  precautions they are taking as far as watches, 
  environment and travel. 
   
  The road north and its travellers prove to be 
  fairly hospitable as you cross into the lands 
  of Para’Bor some 5 days later. There are no 
  elaborate wall fortifications or gatehouses 
  separating the two principalities, merely a 
  worn granite placard reading in Trader's 
  Tongue:  
   
  Para’Bor 
   
  DM NOTE: It takes the PCs 2 days to get to 
  Tulisido from the border to Paru’Bor. According 
  to their Captain Elk'Cih's map, it should be 
  another day's travel northwest to get to the 
  Cavern of Fleeting Hope. 
   
  According to your map, the Cavern of 
  Fleeting Hope lies due west of Tulisido. 
  Making out twin canyons on the map through 
  the blood droplets, you know that you are 
  close. Your map calls for a stone path that 
  leads to the bottom. After a few minutes of 
  searching, you find the way. Following the 
  treacherous, overgrown path that winds 
  down to the bottom, you still have a hard 
  time making out the canyon floor from the 
  thick canopy of trees sheltering the ground. 
  After an hour of negotiating the stone path, 
  you reach the grassy floor.  
   
  DM NOTE: Those with the Track feat can make 
  a Survival check (DC 12 + ATL). If they are 
  successful, they can tell that two separate 
  groups of human-sized tracks have passed here 
  recently, within a day's time. Should the tracker 
  make a check of DC 16 + ATL, he discovers that 
  each group numbered five. One group is two 
  days old and the other is probably about 6 
  hours. With a check of DC 20 + ATL, one of the 
  tracks from the earlier group is limping. 
   
  Across the dense tree formations, you can 
  see the shadowy entrance to a cave. As you 
  get closer, it is apparent that it has been 
  carved out by human hands. Etched skillfully 
  into the stone are the ghastly visages of 
  humans, both male and female, in poses of 
  terror and fear all the way around the 
  entrance. Their faces are remarkably detailed 
  and seem to be peering out, staring at you 
  with undisguised horror... 
   
  *Knowledge (Architecture/Engineering) DC 
  14 
  *Profession (Sculptor) DC 10 
  —These carvings were indeed done by human 
  hands in a style that is centuries old. Due to the 
  detail of the facial features, it would be an 
  accurate guess that the sculptor had a 'model' to 
  work from... 
   
  DM NOTE: Refer to Judge's Map #1 for a map 
  of the Cavern of Fleeting Hope in the back of 
  this module.  
   
   
  ENCOUNTER 3: College of Deceit 
   
  SUMMARY: As the PCs travel deeper and 
  deeper within the caverns, they come to find that 
  the caverns are not really a tomb at all, but a 
  massive vault. Eventually, the PCs hear voices 
  ahead of Kalamarans arguing over which way to 
  go. They are dressed in the same dark robes as 
  the dead wizard. This group of robed figures is 
  the team sent from the College of Magic, 
  specifically one of the masters. One of the 
  higher placed Enchanters called Marius in the 
  College of Magic has gotten wind of the 
  rediscovery of the Caverns of Fleeting Hope and 
  "happened" upon a copy of the map. This wizard 
  is one of the instructors who wishes to follow the 
  path of evil for power. He sends a group of his 
  apprentices to obtain the Circlet at all costs, 
  telling the apprentices that others seek the 
  Circlet under false pretenses, but they actually 
  seek it for greed. He appeals to his apprentices’ 
  sense of greed and promises magics should 
  they succeed. They lie to the PCs and tell them 
  that they were attacked by those "thugs" back 
  there and they reveal that they are searching for 
  treasures, but nothing specific...of course, they 
  are lying. The College of Magic folk offer to join 
  the PCs, but attack them if the PCs seem to not 
  believe them. If the PCs do believe them, they 
  attack the PCs as soon as they begin traveling 
  again. 
   
  When the PCs reach #5 on the Caverns of 
  Fleeting Hope map, read the following: 
   
  
   
  18
  The monotony of empty rooms and dreadful 
  silence comes to an end as you hear voices 
  arguing in Low Kalamaran further up the 
  corridor... 
   
  —Listen check (DC 15): The PCs can hear 
  male voices in heated discussion arguing about 
  which direction to go from here. There are three 
  voices involved. If the PCs want to know what 
  they are saying, make up a blame-filled 
  discussion. Have fun! 
   
  DM NOTE: These are College of Magic 
  apprentices sent by one of the Enchantment 
  professors (Marius) to retrieve the Circlet of 
  Su'Cleera. Marius wishes to possess the item for 
  himself. Due to the rumors of the dangers 
  inherent to obtaining the object and to not raise 
  suspicion for an absence from the college, he 
  has ordered these apprentices to retrieve the 
  Circlet of Su'Cleera at all costs. He has gone 
  further to tell them that anyone else who is trying 
  to obtain the Circlet of Su'Cleera has malicious 
  intent and should be stopped at all costs. 
   
  The PCs have to go this way in order to reach 
  the Chamber of Truth. Should they decide to 
  parlay with the wizards: 
   
  In the middle of the intersection, there is a 
  band of five robed figures: three male 
  humans, a female human and a male elf. All 
  of them wear dark blue robes and are decked 
  out in travel gear. They have looks of 
  surprise on there face as you are noticed and 
  seem to tense up for combat, but do not 
  attack. One of the human males speaks up in 
  a raspy voice, "Greetings travellers! What a 
  surprise to see others here! Are you also 
  seeking the wealths of these caves? Would 
  you like to join up, split the booty?" 
   
  *Sense Motive (DC 16) gives the PCs that the 
  robed figures seem nervous and scared. Their 
  words ring with bits of veiled meaning and 
  necessarily sincerity. 
   
  DM NOTE: The Apprentices do not attack the 
  PCs here unless they believe that the PCs are 
  on to them. If they have no reason to believe 
  that the PCs are suspicious of them, they ask to 
  travel with the PCs. They chat merrily while 
  traveling, then turn on them as one, with intent 
  to kill. 
   
   
  ENCOUNTER 4: Chamber of Truth 
   
  SUMMARY: After their encounter with the 
  wizards from the College of Magic, the PCs 
  enter a large cavern with forked pathways. On 
  the pathway to the left, the PCs see what 
  appears to be the Ancient Circlet of Su'Cleera 
  attached to a pedestal. There are skeletons of 
  adventurers all around the pedestal. The second 
  pathway leads to a large vaulted door with a 
  large obsidian construct seeming to watch 
  vigilantly over its entrance. Ancient writings warn 
  of the evil magics within the vault with the 
  Ancient Circlet of Su'Cleera being one of the 
  many keys to open the passage. If the PCs 
  approach the golem, a voice whispers through 
  the cavern warning that it senses that they do 
  not possess all the keys. The whisper goes on to 
  say that if they do not possess all the keys, they 
  will be destroyed if they continue any further. 
  When the pedestal with the Circlet is touched, 
  the skeletons animate and proceed to attack the 
  PCs. 
   
  The worked passages span on for over an 
  hour. Often, the grade slopes downward and 
  the squared passageway winds its way 
  through many angular turns and bends. Dark 
  etchings continue to line the entiriety of the 
  granite passageways without pause... 
   
  DM NOTE: If a PC has Terran as a language, 
  Read Magic or Decipher Script, they can tell that 
  the writing on the walls tell a very long, detailed 
  story. This story begins during a time when the 
  Vast was at its infancy and seems to continue 
  on until nearly a century ago. 
   
  DM NOTE: Dwarves, orcs or characters with 
  any sort of Stoneworking skill is able to tell that 
  the passageway must have taken centuries to 
  build due to the worked stone being much more 
  recent as you go deeper into the passageway.  
   
  Eventually, the seemingly endless corridor 
  opens up into a large antechamber that forks 
  into two passages. Slight illumination is 
  granted by the large, blue patches of glowing 
  fungi that grow sporadically throughout the 
  chamber. The passageway on the left has an 
  intricately carved statue of a woman dressed 
  in a flowing robe standing defiantly right 
  above the entrance. Her facade is etched to 
  wear a facade of grim resolve and 
  determination. The passageway to the right 
  
   
  19
  leads into the stone wall with a tremendous 
  steel door bound and closed, preventing 
  entry beyond. A pair of hulking humanoid 
  shapes flank either side of the vault-like door 
  completely motionless. Their skin seems to 
  gleam like polished, black steel...  
   
   
  LEFT PASSAGE: Upon further examination of 
  the statue of the woman, she is wearing a circlet 
  on her head. The passageway to the left 
  continues on through the stone and curves 
  around to the left. 
   
  A sickly green luminance can be seen in the 
  distance. The passageway opens up to 
  reveal another domed chamber, only this one 
  significantly smaller. With seemingly no exits 
  out of this chamber aside from the way you 
  entered, there is a raised diocis with an iron 
  pedastal in the middle. Sitting atop the 
  pedastal is a simple, silvery circlet with 
  glimmering, red ruby encrusteded in the 
  center.. Littered around the diocis are 
  corpses and skeletons in various states of 
  decomposition. Some of the bodies seem to 
  be very fresh, perhaps even a day old. Aside 
  from those corposes, the other bodies have 
  long past and now remain only as haunting 
  skeletons with remnants of armor and 
  leathers adorning their bones. 
  DM NOTE: This area wreaks of evil magic. If 
  Detect Evil is used, the entire area seems to 
  radiate evil, but the Circlet does not appear to. 
  There is permanenl version of the Desecrate 
  spell in effect here. The Circlet is strapped to the 
  pedastal, so it has to be physicall ripped from its 
  “mount”. 
   
  *When the PCs get within 15 feet of the Circlet, 
  the zombies and skeletons animate and attack 
  the PCs. See Appendix III: NPC Statistics 
   
  RIGHT PASSAGE: Once the PCs get within 30 
  feet of the door, the two iron golems take a step 
  forward, barring passage to the vaulted door. A 
  disembodied voice speaks in a smooth, High 
  Kalamaran voice: 
  "Greetings. You possess none of the keys. 
  Any attempts to access the Vault of Remosa 
  will be met with resistance." 
   
  DM NOTE: These are indeed iron golems. Any 
  attempt to access the vault provokes the iron 
  golems to attack the PCs. They have a chance 
  to run, but if they attempt to fight, they certainly 
  die. Should the PCs have the Circlet of 
  Su'Cleera with them when they get within 30 
  feet, the voice says this instead: 
   
  "Greetings. You possess only one of the 
  required keys. Any attempts to access the 
  Vault of Remosa will be met with resistance." 
   
   
  CONCLUSION 
   
  SUMMARY: Kabarin collects the circlet and 
  pays the PCs. He quickly excuses himself, 
  saying he has much to do. He also promises 
  that the Duke shall contact them regarding the 
  trial—one way or another and asks for a way 
  that he can contact the PCs. 
   
  Just as Duke Matikis said, Kabarin is there at 
  his manor when you arrive. His angular face 
  is stoic and expressionless. He asks simply, 
  “Do you have the Circlet?” 
   
  If they have the Circlet and give it to Kabarin, he 
  continues: 
   
  “Here is your reward, as promised. The Duke 
  of Nighson also wishes for me to pass on to 
  you that he will be in touch with you, in some 
  form or another soon. He respectfully 
  requests that you provide me with some way 
  that he may contact you in the future.” 
   
  A Sense Motive check (DC 15) reveals that he 
  is telling the truth. 
   
   
  To Be Continued… 
   
   
   
  
   
  20
  APPENDIX I: TREASURE SUMMARY 
   
   
  ROUND 1 
   
  INTRODUCTION 
  20 gp each from Madam Brightstar 
  Potion of cure moderate wounds x6 (175 gp each if sold) 
   
  ENCOUNTER 1 
  10gp each from Peer (if they bring him back a token from Captain Elk’cih) 
   
  ENCOUNTER 2 
  Longsword x6 (can be sold for 5 gp each) 
  Longbow x2 (can be sold for 20 gp each) 
  Studded Leather Armor x6 (can be sold for 10 gp each) 
  20 gp in loose coin 
   
  Total possible gold for Round 1 is 1830 gp 
   
   
  ROUND 2 
   
  ENCOUNTER 3 
  Scroll of Ray of Enfeeblement (can be sold for 25 gp) 
  Scroll of Darkvision (can be sold for 150 gp) 
  Wan of Serenity (500 gp if sold)  
  10 gp in loose coin 
   
  ENCOUNTER 4 
  Amulet of Scaborous Life (can be sold for 500 gp) [Scab spell effect from VDH] 
  Circlet of Su'Cleera (cannot be sold) 
  10 gp in loose coin 
   
  CONCLUSION 
  75 gp each from Kabarin 
   
  Total possible gold for Round 2 is 1645 
   
  Total possible gold for the adventure is 1975 gp 
   
   
  THESE REWARDS COME AT THE EXPENSE OF 20* DAY UNITS 
   
  This number is reduced to 17 if all the PCs ride mounts. 
   
  *This number increases equally to any days spent resting or for any other delays in the PCs’ progress. If 
  the module ends early, modify the expenditure of day units accordingly. 
   
  
   
  21
  APPENDIX II: EXPERIENCE POINT SUMMARY 
   
   
  Round 1 
   
  Introduction: Accepting the job from Madam Brightstar   
   
   
   
   
  25 xp 
  Encounter 1: Finding out about Captain Elk'cih from Peer  
   
   
   
   
  25 xp 
  Encounter 2: Defeating the Slavers  
   
   
   
   
   
   
   
  25 xp 
  Encounter 2: Freeing the townpeople from illegal slaving  
   
   
   
   
  25 xp 
  Encounter 3: Meeting Captain Elk'cih   
   
   
   
   
   
   
  25 xp 
  Encounter 3: Succeeding in the "Trial"   
   
   
   
   
   
   
  25 xp 
  Encounter 3: Obtaining the map to the Circlet   
   
   
   
   
   
  50 xp 
  *Discretionary Experience for Role Playing:  
   
   
   
   
   
          0-200 xp 
   
  Total XP possible: 200 xp + a 200 xp role-playing bonus for 400 xp maximum 
   
   
  Round 2 
   
  Encounter 1: Visiting Duke Matikis in prison 
   
   
   
   
   
   
  25 xp 
  Encounter 1: Accepting the job from Duke Matikis 
   
   
   
   
   
  25 xp 
  Encounter 2: Discovering the Cavern of Fleeting Hope   
   
   
   
   
  25 xp 
  Encounter 3: Defeating the Appentices   
   
   
   
   
   
   
  25 xp 
  Encounter 4: Defeating the Skeletal Guardians   
   
   
   
   
   
  25 xp 
  Encounter 4: Obtaining the Circlet of Su'Cleera  
   
   
   
   
   
  50 xp 
  Conclusion: Bringing the Circlet to Kabarin 
   
   
   
   
   
   
  25 xp 
  *Discretionary Experience for Role Playing:  
   
   
   
   
   
          0-200 xp 
   
  Total XP possible: 200 xp plus a 200 xp role-playing bonus for 400 xp maximum 
   
   
   
  Total Possible EXP for the entire module: 800 xp 
   
   
  
   
  22
  APPENDIX III: NPC STATISTICS (ATL 1) 
   
   
  ROUND 1 
   
  ENCOUNTER 2: Slavers 
  —Tactics: One Brigand from each wagon jumps down and engages the PCs in melee, fighting in tandem 
  with the respective hobgoblin on his wagon, flanking when the opportunity arises. The remaining Brigand 
  on each wagon uses his longbow to harry any spell casters or PCs not engaged in melee from atop the 
  wagon. 
   
  —Male Kalamaran Brigand 1st level x 4 
  CR 1; SZ Medium; HD 1d8+2; Hp 10; Init +2; Spd 25 ft; AC 15 (+2 Dex, +3 Studded Leather; At +2 Melee 
  (1d8+3 Long Sword) or Ranged +3 (1d8 Longbow); Al NE; SV Fort +3, Ref +3, Wil+3; Str 14, Dex 14, 
  Con 14, Int 12, Wis 12, Cha 14; Skills and Feats: Bluff +6 (+10), Hide +5, Move Silently +5, Listen +4, 
  Spot +4, Wilderness Lore +4, Point Blank Shot, Iron Will; SA Improved Bluff; Possessions: Longsword, 
  Studded Leather, Longbow, 26 arrows, 5 gp 
   
  —Hobgoblin, Ranger 1st level x 2 
  CR 1; SZ Medium; HD 1d10+2; Hp 12; Init +3; Spd 30 ft; AC 16 (+3 Dex, +3 Studded Leather); At +1/+1 
  Melee (1d8+2 Longsword / 1d6+1 Shortsword) or Ranged +2 (1d2 Whip); Al NE; SV Fort +4, Ref +3, 
  Wil+0; Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 10; Skills and Feats: Move Silently +4, Hide +4, Listen 
  +4, Spot +4, Wilderness Lore +4; Feats: Tracking, Ambidexterity, Two Weapon Style, Exotic Weapon 
  Proficiency: Whip; Possessions: Longsword, Shortsword, Studded Leather Armor, Whip, 5 gp 
   
  ENCOUNTER 3: The Bandit Patrol (same for all APLs) 
  —DM NOTE: If the PCs get into this combat, they more than likely have to run or they die. Give the PCs 
  the opportunity to flee, seeing that this patrol is well trained, well organized and VERY good at what they 
  do. Should the PCs resist or attack, the Rangers will try and spread their shots to hit each PC with one of 
  the coated arrows. Obvious spellcasters will be fired at by more than one ranger with the coated arrows. 
  After the initial coated arrow volley, the archers will use Rapid Fire and concentrate on the next 
  spellcaster PC until he drops. They will then call a target and switch to the next PC closest to the archers. 
  Jivasta will attempt to immediately slip in behind the archers and hide among the brush until a target 
  presents itself. These bandits have worked together often and are quite deadly when engaged. 
   
  —Jivasta, High Elf Rogue 8th level 
  CR 8; SZ Medium; HD 8d6+8; Hp 42; Init +3; Spd 40 ft; AC 18 (+4 Dex, +4 Chainshirt); At +11/+5 Melee 
  (1d6+2 Rapier); AL N; SV Fort +3, Ref +10, Wil+3; Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 14; Skills 
  and Feats: Move Silently +15, Hide +15, Listen +12, Spot +12, Search +12, Wilderness Lore +6; Feats: 
  Tracking, Weapon Finesse: Rapier, Weapon Focus: Rapier; Possessions: Rapier, Chainshirt, 10 gp 
   
  —Half-Elf, Ranger 6th level x 8 
  CR 6; SZ Medium; HD 6d10+12; Hp 52; Init +3; Spd 30 ft; AC 16 (+3 Dex, +3 Studded Leather); At +8/+3 
  Melee (1d8+3 Longsword / 1d6+1 Shortsword) or Ranged +10/+4 (1d8 +3 Mighty Longbow); AL N; SV 
  Fort +4, Ref +3, Wil+0; Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 12; Skills and Feats: Move Silently 
  +12, Hide +12, Listen +9, Spot +9, Wilderness Lore +9; Feats: Tracking, Rapid Shot, Manyshot, Point 
  Blank Shot, Weapon Focus: Longbow; Possessions: Longsword, Mighty Longbow +2, 30 arrows, 
  Chainshirt, 10 gp 
  *Each archer has two arrows coated with Saadolos Extract (Injury 18 – unconsciousness/none) See the 
  KoKPHB for details. 
   
   
  
   
  23
  ROUND 2 
   
  ENCOUNTER 3: College of Magic Apprentices 
  —Tactics: These apprentices will attack as one to try and catch the PCs by surprise, using their most 
  powerful spells to incapacitate any noticeable spellcasters among the PCs 
   
  The wand of serenity carried by the sorcerer is a tool he is unable to use (the spell isn’t on his list). He 
  actually carries the item planning on selling it in Koreta. This item can be ignored during combat. 
   
  —Elven Sorcerer 2nd level 
  CR 2; SZ Medium; HD 2d4+2; Hp 9; Init +3; Spd 30 ft; AC 17 (+3 Dex, +4 Mage Armor); At +1/+1 Melee 
  (1d6 Quarterstaff); AL NE; SV Fort +1, Ref +3, Wil+4; Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 16;  
  Skills and Feats: Bluff +8, Concentration +6, Knowledge (Arcana) +6, Spellcraft +4; Feats: Combat 
  Casting; Spells: 0 level (5): Detect Magic, Daze, Read Magic, Ray of Frost, Open; 1st level (3): Magic 
  Missile, Mage Armor; Possessions: Wand of Serenity, 2gp, Toad Familiar 
   
  —Kalamaran Wizard 1st level x 4 (3 male/1 female) 
  CR 1; SZ Medium; HD 1d4+2; Hp 6; Init +3; Spd 30 ft; AC 16 (+2 Dex, +4 Mage Armor); At +0 Melee (1d6 
  Quarterstaff) or Ranged At +2 (1d8 Light Crossbow); AL N; SV Fort +2, Ref +2, Wil+4; Str 10, Dex 14, 
  Con 14, Int 16, Wis 14, Cha 10; Skills and Feats: Concentration +6, Knowledge (Arcana) +7, Spellcraft 
  +7, Knowledge (Religion) +7; Feats: Combat Casting, Silent Spell; Spells: 0 level: Daze x2, Ray of Frost 
  x2; 1st level: Sleep 
  Possessions: Quarterstaff, Light Crossbow, 20 bolts, 2gp 
   
  ENCOUNTER 4: Undead Guardians 
  —Tactics: These creatures are ordered to lay still until a living creature gets within 5 feet and then destroy 
  them. They will flank, charge and use other combat tactics in order to destroy the interlopers. 
   
  —Reliqus (see Monsters of Tellene for more details) 
  CR 1; SZ Medium; HD 3d12; Hp 19; Init +4; Spd 30 ft; AC 17 (+2 Natural, +5 bronze armor); At +2 (2d6+1 
  Greatsword); AL N; SV Fort +3, Ref +1, Wil+3; Str 12, Dex 10, Con -, Int -, Wis 10, Cha 11;  
  Skills and Feats: Great Fortitude, Improved Initiative; Special Attacks/Qualities: Amethyst Gem Blast/ 
  Damage reduction 5-bludgeoning, darkvision ’60 ft, immunity to cold, +2 turn resistance, undead traits; 
  Possessions: Rusty Greatsword, Rusted Bronze banded mail 
  *Amethyst Gem Blast – Able to fire three simultaneous magic missiles once every 4 rounds at either a 
  single target or multiple targets. The eyes are amethysts and glow a deep lavender during use. 
   
  
   
  24
  APPENDIX IV: NPC STATISTICS (ATL 2) 
   
   
  ROUND 1 
   
  ENCOUNTER 2: Slavers 
  —Tactics: One Brigand from each wagon will jump down and engage the PCs in melee, fighting in 
  tandem with the respective hobgoblin on his wagon, flanking when the opportunity arises. The remaining 
  Brigand on each wagon will use his longbow to harry any spell casters or PCs not engaged in melee from 
  atop the wagon. 
   
  —Male Kalamaran Brigand 2nd level x 3 
  CR 1; SZ Medium; HD 2d8+2; Hp 17; Init +2; Spd 25 ft; AC 15 (+2 Dex, +3 Studded Leather; At +3 Melee 
  (1d8+3 Long Sword) or Ranged +3 (1d8 Longbow); Al NE; SV Fort +4, Ref +3, Wil+3; Str 14, Dex 14, 
  Con 14, Int 12, Wis 12, Cha 14; Skills and Feats: Bluff +7 (+11), Hide +6, Move Silently +6, Listen +4, 
  Spot +4, Wilderness Lore +4, Point Blank Shot, Iron Will; SA Improved Bluff; Sneak Attack +1d6; 
  Possessions: Longsword, Studded Leather, Longbow, 26 arrows, 5 gp 
   
  —Hobgoblin, Ranger 1st level x 2 
  CR 1; SZ Medium; HD 1d10+2; Hp 12; Init +3; Spd 30 ft; AC 16 (+3 Dex, +3 Studded Leather); At +1/+1 
  Melee (1d8+2 Longsword / 1d6+1 Shortsword) or Ranged +2 (1d2 Whip); Al NE; SV Fort +4, Ref +3, 
  Wil+0; Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 10; Skills and Feats: Move Silently +4, Hide +4, Listen 
  +4, Spot +4, Wilderness Lore +4; Feats: Tracking, Ambidexterity, Two Weapon Style, Exotic Weapon 
  Proficiency: Whip; Possessions: Longsword, Shortsword, Studded Leather Armor, Whip, 5 gp 
   
  ENCOUNTER 3: The Bandit Patrol—(see ATL 1 entry) 
   
   
  ROUND 2 
   
  ENCOUNTER 3: College of Magic Apprentices 
  —Tactics: These apprentices will attack as one to try and catch the PCs by surprise, using their most 
  powerful spells to incapacitate any noticeable spellcasters among the PCs 
   
  The wand of serenity carried by the sorcerer is a tool he is unable to use (the spell isn’t on his list). He 
  actually carries the item planning on selling it in Koreta. This item can be ignored during combat. 
   
  —Elven Sorcerer 3rd level 
  CR 2; SZ Medium; HD 3d4+3; Hp 19; Init +3; Spd 30 ft; AC 17 (+3 Dex, +4 Mage Armor); At +1/+1 Melee 
  (1d6 Quarterstaff); AL NE; SV Fort +2, Ref +4, Wil+4; Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 16;  
  Skills and Feats: Bluff +8, Concentration +6, Knowledge (Arcana) +6, Spellcraft +4; Feats: Combat 
  Casting, Toughness; Spells: 0 level (6): Detect Magic, Daze, Read Magic, Ray of Frost, Open; 1st level 
  (5): Magic Missile, Sleep, Mage Armor; Possessions: Wand of Serenity, 2gp, Toad Familiar 
   
  —Kalamaran Wizard 2nd level x 4 (3 male/1 female) 
  CR 2; SZ Medium; HD 3d4+3; Hp 19; Init +3; Spd 30 ft; AC 16 (+2 Dex, +4 Mage Armor); At +0 Melee 
  (1d6 Quarterstaff) or Ranged At +2 (1d8 Light Crossbow); AL N; SV Fort +2, Ref +2, Wil+4; Str 10, Dex 
  14, Con 14, Int 16, Wis 14, Cha 10; Skills and Feats: Concentration +7, Knowledge (Arcana) +8, 
  Spellcraft +8, Knowledge (Religion) +8; Feats: Combat Casting, Silent Spell; Spells: 0 level: Daze x2, Ray 
  of Frost x2; 1st level: Sleep, Shield 
  Possessions: Quarterstaff, Light Crossbow, 20 bolts, 2gp 
   
  
   
  25
  ENCOUNTER 4: Undead Guardians 
  —Tactics: These creatures are ordered to lay still until a living creature gets within 5 feet and then destroy 
  them. They will flank, charge and use other combat tactics in order to destroy the interlopers. 
   
  —Reliqus x 3 (see Monsters of Tellene for more details) 
  CR 1; SZ Medium; HD 3d12; Hp 19; Init +4; Spd 30 ft; AC 17 (+2 Natural, +5 bronze armor); At +2 (2d6+1 
  Greatsword); AL N; SV Fort +3, Ref +1, Wil+3; Str 12, Dex 10, Con -, Int -, Wis 10, Cha 11;  
  Skills and Feats: Great Fortitude, Improved Initiative; Special Attacks/Qualities: Amethyst Gem Blast/ 
  Damage reduction 5-bludgeoning, darkvision ’60 ft, immunity to cold, +2 turn resistance, undead traits; 
  Possessions: Rusty Greatsword, Rusted Bronze banded mail 
  *Amethyst Gem Blast – Able to fire three simultaneous magic missiles once every 4 rounds at either a 
  single target or multiple targets. The eyes are amethysts and glow a deep lavender during use. 
   
  
   
  26
  APPENDIX V: NPC STATISTICS (ATL 3) 
   
   
  ROUND 1 
   
  ENCOUNTER 2: Slavers 
  —Tactics: One Brigand from each wagon will jump down and engage the PCs in melee, fighting in 
  tandem with the respective hobgoblin on his wagon, flanking when the opportunity arises. The remaining 
  Brigand on each wagon will use his longbow to harry any spell casters or PCs not engaged in melee from 
  atop the wagon. 
   
  —Male Kalamaran Brigand 3rd level x 3 
  CR 2; SZ Medium; HD 3d8+6; Hp 24; Init +2; Spd 30 ft; AC 15 (+2 Dex, +3 Studded Leather; At +4 Melee 
  (1d8+3 Long Sword) or Ranged +4 (1d8 Longbow); Al NE; SV Fort +4, Ref +4, Wil+4; Str 14, Dex 14, 
  Con 14, Int 12, Wis 12, Cha 14; Skills and Feats: Bluff +8 (+12), Hide +7, Move Silently +7, Listen +5, 
  Spot +5, Wilderness Lore +4, Point Blank Shot, Precise Shot, Iron Will; SA Improved Bluff; Sneak Attack 
  +1d6; Possessions: Longsword, Studded Leather, Longbow, 26 arrows, 5 gp 
   
  —Hobgoblin, Ranger 2nd level x 2 
  CR 1; SZ Medium; HD 2d10+4; Hp 20; Init +3; Spd 30 ft; AC 16 (+3 Dex, +3 Studded Leather); At +4 
  Melee (1d8+3 Longsword) or Ranged +2 (1d2 Whip); AL NE; SV Fort +3, Ref +3, Wil+0; Str 14, Dex 16, 
  Con 14, Int 12, Wis 10, Cha 10; Skills and Feats: Move Silently +5, Hide +5, Listen +5, Spot +5, 
  Wilderness Lore +4; Feats: Tracking, Exotic Weapon Proficiency: Whip; Possessions: Longsword, 
  Shortsword, Studded Leather Armor, Whip, 5 gp 
   
  ENCOUNTER 3: The Bandit Patrol—(see ATL 1 entry) 
   
   
  ROUND 2 
   
  ENCOUNTER 3: College of Magic Apprentices 
  —Tactics: These apprentices will attack as one to try and catch the PCs by surprise, using their most 
  powerful spells to incapacitate any noticeable spellcasters among the PCs 
   
  The wand of serenity carried by the sorcerer is a tool he is unable to use (the spell isn’t on his list). He 
  actually carries the item planning on selling it in Koreta. This item can be ignored during combat. 
   
  —Elven Sorcerer 4th level 
  CR 3; SZ Medium; HD 4d4+7; Hp 23; Init +3; Spd 30 ft; AC 17 (+3 Dex, +4 Mage Armor); At +2 Melee 
  (1d6 Quarterstaff); AL NE; SV Fort +2, Ref +4, Wil+5; Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 17; 
  Skills and Feats: Bluff +9, Concentration +8, Knowledge (Arcana) +6, Spellcraft +4; Feats: Combat 
  Casting, Toughness; Spells: 0 level (6): Detect Magic, Daze, Read Magic, Ray of Frost, Open; 1st level 
  (6): Magic Missile, Sleep, Mage Armor; 2nd level (3): Flaming Sphere; Possessions: Wand of Serenity, 
  2gp, Toad Familiar 
   
  —Kalamaran Wizard 3rd level x 4 (3 male/1 female) 
  CR 2; SZ Medium; HD 3d4+6; Hp 19; Init +3; Spd 30 ft; AC 16 (+2 Dex, +4 Mage Armor); At +0 Melee 
  (1d6 Quarterstaff) or Ranged At +2 (1d8 Light Crossbow); AL N; SV Fort +3, Ref +3, Wil+4; Str 10, Dex 
  14, Con 14, Int 16, Wis 14, Cha 10; Skills and Feats: Concentration +12, Knowledge (Arcana) +9, 
  Spellcraft +9, Knowledge (Religion) +9; Feats: Combat Casting, Toughness, Silent Spell; Spells: 0 level: 
  Daze x2, Ray of Frost x2; 1st level: Sleep, Shield; 2nd level: Melf’s Acid Arrow 
  Possessions: Quarterstaff, Light Crossbow, 20 bolts, 2gp 
   
  
   
  27
  ENCOUNTER 4: Undead Guardians 
  —Tactics: These creatures are ordered to lay still until a living creature gets within 5 feet and then destroy 
  them. They will flank, charge and use other combat tactics in order to destroy the interlopers. 
   
  —Reliqus x 4 (see Monsters of Tellene for more details) 
  CR 1; SZ Medium; HD 3d12; Hp 19; Init +4; Spd 30 ft; AC 17 (+2 Natural, +5 bronze armor); At +2 (2d6+1 
  Greatsword); AL N; SV Fort +3, Ref +1, Wil+3; Str 12, Dex 10, Con -, Int -, Wis 10, Cha 11; Skills and 
  Feats: Great Fortitude, Improved Initiative; Special Attacks/Qualities: Amethyst Gem Blast/ Damage 
  reduction 5-bludgeoning, darkvision ’60 ft, immunity to cold, +2 turn resistance, undead traits; 
  Possessions: Rusty Greatsword, Rusted Bronze banded mail 
  *Amethyst Gem Blast – Able to fire three simultaneous magic missiles once every 4 rounds at either a 
  single target or multiple targets. The eyes are amethysts and glow a deep lavender during use. 
   
   
  
   
  28
  APPENDIX VI: NPC STATISTICS (ATL 4) 
   
   
  ROUND 1 
   
  ENCOUNTER 2: Slavers 
  —Tactics: One Brigand from each wagon will jump down and engage the PCs in melee, fighting in 
  tandem with the respective hobgoblin on his wagon, flanking when the opportunity arises. The remaining 
  Brigand on each wagon will use his longbow to harry any spell casters or PCs not engaged in melee from 
  atop the wagon. 
   
  —Male Kalamaran Brigand 3rd level x 3 
  CR 1; SZ Medium; HD 3d8+6; Hp 24; Init +2; Spd 30 ft; AC 16 (+2 Dex, +4 Chainshirt); At +4 Melee 
  (1d8+3 Long Sword) or Ranged +4 (1d8 Longbow); AL NE; SV Fort +4, Ref +5, Wil+4; Str 14, Dex 14, 
  Con 14, Int 12, Wis 12, Cha 14; Skills and Feats: Bluff +8 (+12), Hide +7, Move Silently +7, Listen +6, 
  Spot +6, Wilderness Lore +4, Point Blank Shot, Precise Shot, Iron Will; SA Improved Bluff; Sneak Attack 
  +1d6, Evasion, Eyes of Fury; Possessions: Longsword, Studded Leather, Longbow, 26 arrows, 5 gp 
   
  —Hobgoblin, Ranger 3rd level x 2 
  CR 1; SZ Medium; HD 3d10+6; Hp 31; Init +3; Spd 30 ft; AC 17 (+3 Dex, +4 Chainshirt); At +3/+3 Melee 
  (1d8+2 Longsword / 1d6+1 Shortsword) or Ranged +4 (1d2 Whip); Al NE; SV Fort +5, Ref +4, Wil+1; Str 
  14, Dex 16, Con 14, Int 12, Wis 10, Cha 10; Skills and Feats: Move Silently +6, Hide +6, Listen +6, Spot 
  +6, Wilderness Lore +6; Feats: Tracking, Toughness, Two Weapon Fighting, Exotic Weapon Proficiency: 
  Whip; Possessions: Longsword, Shortsword, Studded Leather Armor, Whip, 5 gp 
   
  ENCOUNTER 3: The Bandit Patrol – (see ATL 1 entry) 
   
   
  ROUND 2 
   
  ENCOUNTER 3: College of Magic Apprentices 
  —Tactics: These apprentices will attack as one to try and catch the PCs by surprise, using their most 
  powerful spells to incapacitate any noticeable spellcasters among the PCs 
   
  The wand of serenity carried by the sorcerer is a tool he is unable to use (the spell isn’t on his list). He 
  actually carries the item planning on selling it in Koreta. This item can be ignored during combat. 
   
  —Elven Sorcerer 5th level 
  CR 4; SZ Medium; HD 5d4+8; Hp 26; Init +3; Spd 30 ft; AC 17 (+3 Dex, +4 Mage Armor); At +2 Melee 
  (1d6 Quarterstaff); AL NE; SV Fort +2, Ref +4, Wil+4; Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 17; 
  Skills and Feats: Bluff +11, Concentration +9, Knowledge (Arcana) +9, Spellcraft +9; Feats: Combat 
  Casting, Toughness; Spells: 0 level: Detect Magic, Daze, Read Magic, Ray of Frost, Open; 1st level: 
  Magic Missile, Sleep, Mage Armor; 2nd level: Flaming Sphere, Scare Possessions: Wand of Serenity, 2gp, 
  Toad Familiar 
   
  —Kalamaran Wizard 3rd level x 4 (3 male/1 female) 
  CR 2; SZ Medium; HD 3d4+6; Hp 19; Init +3; Spd 30 ft; AC 16 (+2 Dex, +4 Mage Armor); At +0 Melee 
  (1d6 Quarterstaff) or Ranged At +2 (1d8 Light Crossbow); AL N; SV Fort +3, Ref +3, Wil+4; Str 10, Dex 
  14, Con 14, Int 16, Wis 14, Cha 10; Skills and Feats: Concentration +12, Knowledge (Arcana) +9, 
  Spellcraft +9, Knowledge (Religion) +9; Feats: Combat Casting, Toughness, Silent Spell; Spells: 0 level: 
  Daze x2, Ray of Frost x2; 1st level: Sleep, Shield; 2nd level: Melf’s Acid Arrow 
  Possessions: Quarterstaff, Light Crossbow, 20 bolts, 2gp 
   
  
   
  29
  ENCOUNTER 4: Undead Guardians 
  —Tactics: These creatures are ordered to lay still until a living creature gets within 5 feet and then destroy 
  them. They will flank, charge and use other combat tactics in order to destroy the interlopers. 
   
  —Reliqus x 2 (see Monsters of Tellene for more details) 
  CR 2; SZ Medium; HD 3d12; Hp 19; Init +4; Spd 30 ft; AC 17 (+2 Natural, +5 bronze armor); At +2 (2d6+1 
  Greatsword); AL N; SV Fort +3, Ref +1, Wil+3; Str 12, Dex 10, Con -, Int -, Wis 10, Cha 11;  
  Skills and Feats: Great Fortitude, Improved Initiative; Special Attacks/Qualities: Amethyst Gem Blast/ 
  Damage reduction 5-bludgeoning, darkvision ’60 ft, immunity to cold, +2 turn resistance, undead traits; 
  Possessions: Rusty Greatsword, Rusted Bronze banded mail 
  *Amethyst Gem Blast – Able to fire three simultaneous magic missiles once every 4 rounds at either a 
  single target or multiple targets. The eyes are amethysts and glow a deep lavender during use. 
   
  —Skarrnid Swordwraith x 2 (see The Monsters of Tellene for more details) 
  CR 5; SZ Medium; HD 5d12; Hp 32; Init +5; Spd 30 ft; AC 18 (+1 Dex, +2 large metal shield, +5 
  breastplate); At +5 (1d8+3 Longsword) or Ranged +3 (1d10 Heavy crossbow); AL LE; SV Fort +1, Ref +2, 
  Wil+5; Str 17, Dex 13, Con -, Int 10, Wis 12, Cha 8; Skills and Feats: Hide +5, Intimidate +7, Listen +6, 
  Search +5, Sense Motive +4, Spot +7, Survival +1 (+3 when following tracks), Blindfight, Improved 
  Initiative; Special Attacks/Qualities: Strength Damage/ Incorporeal jaunt, darkvision ’60 ft, summon iad, 
  +2 turn resistance, undead traits, vulnerable to daylight; Possessions: Rusty Longsword, Splintered heavy 
  crossbow, rusty breastplate, corroded large shield) 
  *Strength Drain (Su) – Living creatures struck by a swordwraith’s melee weapon must succeed at a 
  Fortitude save (DC 14) or suffer 1 point of temporary Strength drain 
  *Incoporeal jaunt (Su) – Able to shift from solidity to an incorporeal state as a free action, and shift back 
  again as a move. When incorporeal, the swordwraith can only be harmed by magic, other incorporeal 
  creatures or +1 or better magic weapons. When incorporeal, there is a 50% chance to ignore damage 
  from any corporeal source, it can pass through objects at will, its own attacks move through armor and it 
  always moves silently. 
  *Summon Aid(Su) – When badly hurt (at half hit points), a swordwraith can let out a loud, mournful wail 
  that alerts all other swordwraiths within 60 feet to come to its aid. 
  *Unnatural Aura (Su) – animals can sense swordwraiths presence within 30 feet and do not willingly 
  approach any closer. If forced, they become panicked until either they or the swordwraiths move out of 
  that range. 
  *Vulnerability to Daylight (Ex) – Swordwraiths are powerless in natural (not magical) sunlight abd flee 
  from it unless somehow restrained. 
   
  
   
  30
  APPENDIX VII: NPC STATISTICS (ATL 5) 
   
   
  ROUND 1 
   
  ENCOUNTER 2: Slavers 
  —Tactics: One Brigand from each wagon will jump down and engage the PCs in melee, fighting in 
  tandem with the respective hobgoblin on his wagon, flanking when the opportunity arises. The remaining 
  Brigand on each wagon will use his longbow to harry any spell casters or PCs not engaged in melee from 
  atop the wagon. 
   
  —Male Kalamaran Brigand 5th level x 3 
  CR 5; SZ Medium; HD 5d8+8; Hp 36; Init +2; Spd 25 ft; AC 16 (+2 Dex, +4 Chainshirt; At +6 Melee 
  (1d8+3 Long Sword) or Ranged +6 (1d8 Longbow); AL NE; SV Fort +5, Ref +4, Wil+4; Str 15, Dex 14, 
  Con 14, Int 12, Wis 12, Cha 14; Skills and Feats: Bluff +11 (+15), Hide +10, Move Silently +10, Listen +9, 
  Spot +9, Wilderness Lore +4; Point Blank Shot, Precise Shot, Iron Will; SA Improved Bluff; Sneak Attack 
  +2d6, Evasion, Eyes of Fury, Uncanny Dodge; Possessions: Longsword, Studded Leather, Longbow, 26 
  arrows, 5 gp 
   
  —Hobgoblin, Ranger 4th level x 2 
  CR 4; SZ Medium; HD 4d10+8; Hp 34; Init +3; Spd 30 ft; AC 17 (+3 Dex, +4 Chainshirt); At +4/+4 Melee 
  (1d8+2 Longsword / 1d6+1 Shortsword) or Ranged +7 (1d2 Whip); AL NE; SV Fort +6, Ref +7, Wil+1; Str 
  15, Dex 16, Con 14, Int 12, Wis 10, Cha 10; Skills and Feats: Move Silently +10, Hide +10, Listen +7, 
  Spot +7, Wilderness Lore +7; Feats: Tracking, Two Weapon Fighting, Exotic Weapon Proficiency: Whip; 
  Possessions: Longsword, Shortsword, Studded Leather Armor, Whip, 5 gp 
   
  ENCOUNTER 3: The Bandit Patrol – (see ATL 1 entry) 
   
   
  ROUND 2 
   
  ENCOUNTER 3: College of Magic Apprentices 
  —Tactics: These apprentices will attack as one to try and catch the PCs by surprise, using their most 
  powerful spells to incapacitate any noticeable spellcasters among the PCs 
   
  The wand of serenity carried by the sorcerer is a tool he is unable to use (the spell isn’t on his list). He 
  actually carries the item planning on selling it in Koreta. This item can be ignored during combat. 
   
  —Elven Sorcerer 5th level 
  CR 5; SZ Medium; HD 5d4+8; Hp 26; Init +3; Spd 30 ft; AC 17 (+3 Dex, +4 Mage Armor); At +2 Melee 
  (1d6 Quarterstaff); AL NE; SV Fort +2, Ref +4, Wil+4; Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 17; 
  Skills and Feats: Bluff +11, Concentration +13, Knowledge (Arcana) +9, Spellcraft +9; Feats: Combat 
  Casting, Toughness; Spells: 0 level: Detect Magic, Daze, Read Magic, Ray of Frost, Open; 1st level: 
  Magic Missile, Sleep, Mage Armor; 2nd level: Flaming Sphere, Scare Possessions: Wand of Serenity, 2gp, 
  Toad Familiar 
   
  —Kalamaran Wizard 4th level x 4 (3 male/1 female) 
  CR 4; SZ Medium; HD 4d4+11; Hp 27; Init +3; Spd 30 ft; AC 16 (+2 Dex, +4 Mage Armor); At +0 Melee 
  (1d6 Quarterstaff) or Ranged At +2 (1d8 Light Crossbow); AL N; SV Fort +2, Ref +2, Wil+4; Str 10, Dex 
  14, Con 14, Int 17, Wis 14, Cha 10; Skills and Feats: Concentration +9, Knowledge (Arcana) +10, 
  Spellcraft +10, Knowledge (Religion) +10; Feats: Combat Casting, Silent Spell, Toughness; Spells: 0 
  level: Daze x2, Ray of Frost x2; 1st level: Sleep, Shield, Magic Missile; 2nd: Scorching Ray, Mirror Image 
  Possessions: Quarterstaff, Light Crossbow, 20 bolts, 5gp 
   
  
   
  31
  ENCOUNTER 4: Undead Guardians 
   
  —Tactics: These creatures are ordered to lay still until a living creature gets within 5 feet and then destroy 
  them. They will flank, charge and use other combat tactics in order to destroy the interlopers. 
   
  —Skarrnid Swordwraith x 4 (see The Monsters of Tellene for more details) 
  CR 5; SZ Medium; HD 5d12; Hp 32; Init +5; Spd 30 ft; AC 18 (+1 Dex, +2 large metal shield, +5 
  breastplate); At +5 (1d8+3 Longsword) or Ranged +3 (1d10 Heavy crossbow); AL LE; SV Fort +1, Ref +2, 
  Wil+5; Str 17, Dex 13, Con -, Int 10, Wis 12, Cha 8; Skills and Feats: Hide +5, Intimidate +7, Listen +6, 
  Search +5, Sense Motive +4, Spot +7, Survival +1 (+3 when following tracks), Blindfight, Improved 
  Initiative; Special Attacks/Qualities: Strength Damage/ Incorporeal jaunt, darkvision ’60 ft, summon iad, 
  +2 turn resistance, undead traits, vulnerable to daylight; Possessions: Rusty Longsword, Splintered heavy 
  crossbow, rusty breastplate, corroded large shield) 
  *Strength Drain (Su) – Living creatures struck by a swordwraith’s melee weapon must succeed at a 
  Fortitude save (DC 14) or suffer 1 point of temporary Strength drain 
  *Incoporeal jaunt (Su) – Able to shift from solidity to an incorporeal state as a free action, and shift back 
  again as a move. When incorporeal, the swordwraith can only be harmed by magic, other incorporeal 
  creatures or +1 or better magic weapons. When incorporeal, there is a 50% chance to ignore damage 
  from any corporeal source, it can pass through objects at will, its own attacks move through armor and it 
  always moves silently. 
  *Summon Aid (Su) – When badly hurt (at half hit points), a swordwraith can let out a loud, mournful wail 
  that alerts all other swordwraiths within 60 feet to come to its aid. 
  *Unnatural Aura (Su) – animals can sense swordwraiths presence within 30 feet and do not willingly 
  approach any closer. If forced, they become panicked until either they or the swordwraiths move out of 
  that range. 
  *Vulnerability to Daylight (Ex) – Swordwraiths are powerless in natural (not magical) sunlight abd flee 
  from it unless somehow restrained. 
   
  
   
  32
  APPENDIX VIII: NPC PERSONALITIES 
   
  Madam Nolan Brightstar 
  This soft-spoken halfling is the wife of Colonel Nolan Brightstar. She is a very intelligent lady who always 
  manages Nolan's affairs while he is gone. She loves her husband dearly and understands the time he has 
  to spend away from her in order to make Pekal the principality that they love so. 
  *Roleplaying Tips—She is friendly, courteous and hospitable at all times. She has great admiration for the 
  PCs, especially if they were involved in saving her husband. 
   
  Peer Steeltumbler 
  A seemingly pleasant dwarf who now runs his fathers's locksmithy, Peer More Locks. Peer has taken his 
  father's rather small business and expanded its operations to cater to more than just its regular 
  customers. After a few discreet meetings, Peer is now also a source form information on how to get hard 
  to find items. The dwarf does quite well for himself, but you would not be able to tell such by his working 
  garb and lack of gaudy trappings. 
  *Roleplaying Tips—Peer is your typical, gruff dwarf who gets straight to the point, but can quickly put on a 
  semblance of pleasantry and cunning. He is a businessman through and through with the only sign of a 
  braod smile being the mention of Madam Brightstar. Eventough he will emphatically deny it, he has a 
  crush on her. 
   
  Captain Elk'cih (aka Hickle) 
  He is a pleasant, kind traveling merchant, who seems naive. In actuality, this little gnome is quite the 
  effective information gatherer. In fact, he knows exactly who the PCs are and that it was no ‘chance’ 
  meeting. More will be revealed in later modules. 
  *Roleplaying Tips – Hickle is appears to be blunt and to the point. He would argue with a stump just to 
  prove he was right. He takes great pride in his wares and does not hesitate to let the PCs know ‘what a 
  bargain they are getting’ for his asking prices. If the PCs have not heard of him, he will seem shocked. He 
  is a shrewd merchant and negotiator, but his voice is a bit nasal and “nerdy”… 
  *Al N; STR 12, DEX 16, CON 14, INT 14, WIS 10, CHA 13; Hp 45 
   
  Duke Larofin Matikis 
  He is primarily responsible for the Lake District, which includes the northern shores of Lake Eb'Sobet from 
  Fort Renthar, along the western shores to the Udo Bog. The district government is in the small town of 
  B'Fagido, which oddly enough is not on the lakeshore. The Duke is among a small circle of nobles who 
  assists Prince Kafen in the ruling of Pekal. Duke Matikis is known to be a bit eccentric and unorthodox, 
  yet fair and honorable in his dealings. He has a shrouded past, but his noble heart is undeniable. The last 
  few years have not been kind to Duke Matikis. His wife died from a rare disease just over two years ago. 
  His only remaining family is his twenty year-old daughter who resides in the Eastern District married to a 
  farmer there. His respect for Prince Kafen is immense and he supports him in almost everything. It is 
  Duke Matikis who personally negotiated with the Stone Dwarves in order to allow them to settle Nebago 
  in Udo Bog. Rumor has it that Lord Matikis was an adventurer when he was much younger. They say that 
  in his a Stone Dwarf saved his life many adventures during this point in his life, more than once. Anytime 
  it has been addressed, the Duke deftly avoids giving direct answers... 
  *Roleplaying Tips—Duke Larofin Matikis is a kind, elderly man who longs to be young again. As the 
  decades have passed, he has decided to 'make a difference' not with a sword, but with policy and 
  understanding. He is a kind and sincere man, but perhaps a bit eccentric. The Duke carries himself 
  humbly, yet with confidence. His eyes are kind, but firm. His voice is aged, but strong. He will always 
  make eye contact and treat each individual as an individual. Insults cast in his direction are taken in 
  stride, addressed with kindness and manners. He is questioning in all things having to do with politics, but 
  he is unshakably confident in the competence of Prince Kafen. However, he trusts no other nobles in 
  Pekal besides himself and his Prince, however he would never reveal such. He is quick to compliment 
  others and slow to anger. A kind smile is seen much more often than a frown of any sort, although as of 
  late he has been doing an awful lot of frowning. There is perhaps more to this enigmatic individual, but 
  such will not be revealed until later… 
  *Al CG; STR 12, DEX 14, CON 12, INT 14, WIS 12, CHA 16; Hp 42 
  
   
  33
   
  Kabarin 
  He is a dutiful Dejy whose sole purpose is to protect Duke Matikis. He has been his bodyguard for several 
  years and has indeed foiled a couple of attacks against the Duke while traveling. He also commands the 
  house guard in times of crisis. The rest of the Matikis Manor Guards have also been serving for some 
  time and are quite loyal to the Duke, not to mention they are paid quite well… 
  *Roleplaying Tips – Kabarin is grim and no nonsense. The protection of the Duke is his prime concern. 
  Though the Duke may wish to speak to guests alone, Kabarin is never more than one room away. He is 
  quiet and physically intimidating. The rest of the guards are serious "customers" as well, with humor being 
  lost to them… 
  *Kabarin – Ftr5/Devoted Defender3; Al LN; STR 16, DEX 12, CON 15, INT 12, WIS 12, CHR 10; Hp 71 
   
   
  
   
  34
  APPENDIX IX: IN-CHARACTER KNOWLEDGE OF BET ROGALA 
   
  PCs may want to gather information about Bet Rogala. Use the following for a guideline and to base other 
  queries upon. The DCs are listed before the information bits. Remember you cannot take 20 on a 
  Knowledge or Gather Information check. You also cannot take 10 or 20 on a Bardic Knowledge check. 
   
  Abbreviations used: 
  BK: Bardic Knowledge 
  INT: Intelligence check (Max DC of 10) 
  GI: Gather Information 
  KBR: Knowledge (Bet Rogala) 
  KP: Knowledge (Pekal) 
   
  A successful GI (DC 5), INT (DC 5), KBR (DC 3), KP (DC 7) and/or a BK check (DC 10) reveals any of 
  the following information. 
   
  • 
  There are at least 21,900 living in Bet Rogala 
  • 
  Bet Rogala trades with the small communities encircling Lake Eb’Sobet. They receive unfinished 
  goods from these communities and provide finished ones such as wagons, boats, furnishings and 
  tools. 
  • 
  Half of its citizens are humans of various races. The other half is evenly split between Halflings, 
  gnomes and elves. 
  • 
  Bet Rogala is located on the northeaster shores of Lake Eb'Sobet 
  • 
  The Pekal Prince Kafen rules the city and enlisted other humanoids to help him rule 
  • 
  Most of the city’s residents are artisans, farmers or fishermen. 
  • 
  The people live comfortably due to the plentiful supply of fish and the moderate climate. 
  • 
  Small natural and artificial hills are home to the city’s Halflings and dwarves. 
  • 
  Soldiers bivouac outside the city’s walls 
  • 
  The middle and upper class citizens live in large brick homes. 
  • 
  Smaller Pekalese merchant caravans from Baneta and other cities trade with Bet Rogala. They 
  find the wealth of the exotic city warrants the overland journey and the caravans often continue 
  north to Vithufatido and Bet Rogala after stopping in Bet Rogala. 
  • 
  Exotic goods are available in Bet Rogala but at inflated prices. 
  • 
  Humanoids of all sorts populate the army. The core of the army is made up of human foot and 
  horsemen. They are rounded out by Halfling slingers, gnomish engineers, Elven scouts and Elven 
  archers. War wizards stand by battle priest to sway combat towards Bet Rogala’s cause. 
  • 
  Bet Rogala sees little foreign trade because the larger merchant trains find it easier to travel 
  along the Banader and Renador rivers, thus bypassing Bet Rogala. 
  • 
  Adventurers bring a good deal of wealth into the city. 
  • 
  The poorer citizens of the city live in ancient Dejy lake houses. 
  • 
  Pipido is a full day’s ride from Bet Rogala. 
  • 
  There are more wizards in Bet Rogala than anywhere on Tellene. 
  • 
  The College of Magic calls Bet Rogala home. 
  • 
  The College of Magic hosts an annual fair which lasts a week 
  • 
  There is an annual event held in a flat area simply called “the Green” which is an annual wrestling 
  competition. It is hosted by the Temple of Three Strengths, has hundreds of entrants and 
  thousands attend it 
   
   
  A successful GI (DC 10), INT (DC 10), KBR (DC 8), KP (DC 12) check and/or BK check (DC 15) reveals 
  any of the following information. 
   
  • 
  The Archmage Zenith is the Dean of the College of Magic 
  • 
  Graduates of the College of Magic often become leaders of the city and of the nation. 
  
   
  35
  • 
  Tomas Palinwayt is the chancellor of the college of magic. Palinwayt if the highest cleric of the 
  • 
  Temple of Enchantment and is the Holder of the Platinum Key. 
  • 
  Prince Kafen’s time is split between maintaining trade, advancing the war with Tokis and his own 
  plan to convince Adoku Sorbia to leave the Kalamaran Empire. 
  • 
  There are 20,900 people living in Bet Rogala 
  • 
  Dejy architecture is prominent in the poorer section of the city 
  • 
  There are a lot of affluent mages in the city. It is not uncommon for them to sponsor adventuring 
  companies. 
  • 
  On occasion Kalamaran spies have been caught in the Pekalese military 
  • 
  The elven troops are led by a prince of their own race by the name of Elevion Solivandrial. 
  • 
  Eleven is fiercely protective of his troops 
  • 
  The Halfling troops are led by Nolan Brightstar. 
  • 
  Prince Kafen’s collection of humanoid advisors consists of three elves, two gnomes and four 
  Halflings 
  • 
  Archmage Zenith is quick to forgive slight but has often taken long-term offense to seemingly 
  minor incidents. 
  • 
  Graman Harukan is deeply respected by the College of Magic and is Prince Kafen’s Bodyguard 
  • 
  Zo’Amas the Lame was Prince Kafen’s fortuneteller. Zo’Amas is a master of curses, wards and 
  magical spells. 
  • 
  The book “Shielding the Mind and the Body” was written by Zo’Amas and is considered to be one 
  of the best-known tomes of magical defenses. 
  • 
  Bet Rogala’s thieves guild is an exclusively an human organization and hunt down humanoid 
  freelancers because the humans fear their natural abilities. 
  • 
  All magic performed in Pekal must be approved and licensed by the college. 
   
   
  A GI check (DC 15), KBR (DC 13), KP (DC 17), and/or BK check (DC 19) reveals any of the information 
  listed in the INT check section plus the following 
   
  • 
  Elevion boldly wears a gold diadem which he took on a raid on Pipido 
  • 
  The College of Magic has two-dozen instructors and near fifty dedicated students at any given 
  time. 
  • 
  Prince Kafen uses his humanoid advisors mainly to police their own semi-independent races. 
  • 
  The Temple of Enchantment has 200-300 worshipers. There are far more when the College of 
  Magic has its annual magic fair as wizards and apprentices pack its hall. 
  • 
  Nolan Brightstar plans to add another 400 troops to his command, which will almost double their 
  number. 
  • 
  Graman Harukan uses Prince Kafen’s bodyguards as a shield to cast his lethal magic. He is 
  rumored to have several lethal spells of short range. 
  • 
  Zo’Amas lost his position as Prince Kafen’s fortuneteller for taking more interest in personal 
  matters than he did in the prince’s welfare. 
  • 
  A woman by the name of Ziril is rumored to lead the thieves’ guild 
  • 
  The College of Magic was built during the Reign of Emperor Kolokar. 
   
   
   
  
   
  36
  Player Handout #1 
   
   
  WANTED 
   
  Looking for specific hearty souls who have saved my 
  loved one's life not long ago. A ring was given to your 
  brave band for diving right in to help him.  If you are 
  the individuals who aided me in the past, I implore you 
  to visit me in Dethido at your earliest convenience. It is 
  my promise that you will be aptly rewarded for this 
  service that I request of you. 
   
   
  P.S. Please read this to those companions who have not  
  mastered the written words. 
   
  Sincerely, 
   
  B 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/RPGA/Living Kalamar Organised Play/Adventures/LKoK18_Barriers of Mentality.pdf