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Elenon Mountains DijishyArea —_Norga-Krangrel * To Alnarma Elos Desert Key: 1. Nameless Ruins @ City State of Dijishy AF Oasis 2. Manticore Lair (Oregon Lait sees Pass or Trade Route pie a © Humanoid Tribal center Human Castie patter © Human Village Dejy Nomad Totem 6. Ogre Worship Center? Dwarven Settlement Monster(s) 7. Great Valiey o Ruins KINI COMM IIIHOIEHOEOHHIOEROHIOIO06 TEE LOST FOB OF KRUR-Ma-KaLi Authors: James Mishler and Don Morgan Concept: James Mishler Editors: David Kenzer, Noah Kolman, Mark Plemmons Art Director: Bob Burke Art Liaison: Mark Plemmons Cover Illustration: Mark Evans Interior Illustrations: Caleb Cleveland Cartography: Rob Lee Graphic Design: Jiffy Burke Project Manager: Brian Jelke Production Manager: Steve Johansson Playtesters: Mark illane, Anne Canavan, Iason Cain, Joe Charles, Doug Click, Git Epps, Charles Finnell, Donovan Grimwood, Daniel Haslam, Mark Howe, Darell Kirby, Mark Lane, Glenn Martin, Alan Moote, Mike Pattison, Mark Prater, Daniel Scothorne, Davi Sink, “Mark Sizer, Brad Todd, Joe Wallace, Luke Weterlind, John Williams and John Wright. Table of Contents INTRODUCTION 2 APPENDICES SUMMARY 3 Appendix A: NPCs and Monsters BACKGROUND 3 Appendix B: New Monsters Rumor Table 1: General Rumors s Banshee Rumor Table 2: Rumors of the Tomb itself s Bone Golem Wartior Khielshor death knight PART 1: Search for the Lost Tomb ‘ Giant Goat Dungeon Masters Information 6 Mammy Lord The Great Sanctuary of Knowledge 7 Salt Basilisk “ales of the KrukeMa-Kali 2 Two Headed Troll “Te Journal of Niemallion Laebrinoia a2 NEW TEMPLATES The Great Valley as Ghost Revenant Grest Valley: Random Encounters 16 shadeling Great Valle: Static Encounters 38 Appendix C: New Magic Items ‘The False Tomb 23. Appendix D: Kharad-khor ‘The Furure of the Grea Vlley 3t Appendix E: New Spells PARI Il The Lost Tomb of Krak Ma Kalt 36 Appendix F: Sample Library Books DMS Note: Severed Limbs Appendix G:Timeline DM Option: Prionies Appendix H: Dijishy , Cty of History DM Option: Sery Crystal Appendix The Old Man & Blacksoul 7 CONCLUSION 60 Appendix J Glossary 88 ‘Appendix K: Random Encounters 88 © Copyright 2002 Kenzer and Company. All Rights Reserved. ‘Questions, Comments, Product Orders? Manufactured in the Phone: (847) 540-0029 “This bok i protected under terminal trates and copright ls ofthe PUBLISHER'S NOTE United States of America Kenzer & Company 25667 Hillview Court Mundelein IL 66060 wwwikenzerco.com Fax: (847) 540-8065 femal: questions@kenzerco.com Visie our website: Une Sates of Ameria. No par of th bok maybe reprotued: wih the ‘rors wate conan of Renae and Company. Perma granted tthe [urcer of ths product to rprodic scons of is book Sr parte te ie Sle or trade of such rpredueton ssi prohbied Kingdme of Kamar andthe Kingdoms of Kalama logo are regard trademarks of Kenzer and Company. The Lae Tom of Kru MK mage the lmageQuen tgs andthe Kener ne Company loge are waders of Kener the 0 Syrea logo ana the Warde of he Coss logo are al ademas owned by Waar ofthe Cs ar ued by Kanaor and Company under Renee, ©2003 Waar of he Cone Dingeons & Dragons, Durgeon Mas Thera work of con. Names, character pes and ners eer ar che prosict fe sthors iagasons or Seis eu and y reselace {osc parsons ng or en erent leis entirely comelcra, Company © 2002 Kenzer & Company, eA Riis es ‘Smoke rolled aos the battlefield. The singing sounds of Blade on shield, Blade on blade and blade on flesh echoed through the surrounding hills. General Branlen watched his troops from the high bluf as wave after wave of hobgoblin madman threw itself against his troop. Hundveds of his Brandobians ly dead and dying on ground, red ‘withthe Blood of thousands of soldiers. Experienced, battle seasoned troops, they held their own a each assault came. Individual these cvatures fought with the same ferocity he had obsered in all his previous battles with hobgoblins. But the asouts kept coming. There was no end insight “This time something was different. They kept rank even as they plowed through Is un men. They would not break formation. And they would not vetent. steal of breaking down into a series of smaller skirmishes they hept hammering his lft flank, weakened by hart travel and holding some of his greener soldiers, pouring onto the fel in anendless rush, The earlier offensive, the one he had been cela was thei fl force, had been a diversion. Ife did nothing, the flank would break within the halfhour, fhe commited his eseres any he risked his fnal push. Or his ability to cover his own vtreat, The general had never sen a hogan army lke this, Neither tale nor history spoof anything ike it Ache turned to onder his reserves to advance, great outcry from the Iobgoblins onthe field below stile his tongue, ‘The situation seemed sunchanged, but Sounds of combat eraped from behind him. Somehow; his reseres wore already engaged. His own personal guard tensed and took bale positions, Hobgoblin troops ambushed him from behind kis own lines; they ‘must have come down from the high mountain pases. The pases his scouts end advisors aimed were snowkound, and to dificult to take «an army through eve in summer. The surging hebgoblin warriors slaughtered the rear nonks i moments, Blades, hammers and maces flew around them as if possessed Even as his guard entered the battle (or rather the bate came to them) the genenal could se his fs. A giant ofa hobgobin, well over seven feet tall and brood as the mountain itself pulled a magnificent longsword from the belly ofthe captain of General Branlen’ personal ard, As the beast raised his sword in tiumply the Blade drank in All the light around it. Black as a moonless night, it twisted into ents the eyes of any who looked upon it. Only the Tight omits wilder’ eyes endured. General Brann elt a cod tump in the pit of his stomach ashe drew his own Blade to face this new hobgobin leader. Ashe marched forward to meet his fo and his destiny, whispering a final prayer to Vlad, King of the Batlfild, he could finally make out the words ofthe cry that shook the land around him: “Kruk-Ma-Kali! Kruk-Ma-Kali! Kru Ma-Kali™ Tue Lost Toms OF KRUK-MA-KALL (Over half a millennium ago, the lands now known as the ‘Young Kingdoms were overrun by hordes of hobgoblins led by their legendary king Kruk-Ma-Kali. KrukeMa-Kali was the most powerful king the hobgoblins had known since the time of the ‘War ofthe Gods. Some call him the greatest of all hobgoblins ‘Some say that he was nota hobgoblin himself, but rather a devil in hobgoblin form. All that can be confirmed is that he was one of the greatest warriors and strategists the Sovereign Lands had ‘ever seen, He was mighty enough to build his own empire through conquest, but like many great warlords, his kingdom. did not survive his own death. After only 13 years upon the throne, Kruk-Ma-Kalis empire crumbled, tom apart by revolu tion and tribal strife from within and Kalamaran and Brandobian military forays from without. Inthe end, KrukeMa Kali fll to an assassin blade and his empire fell with him, tis said that his most devout followers took his body and the balk of his greatest eeasures, including his great sword Khan Khor (Bloodthieste), back co the mountainous lands from whence he came, and there buried him in a great tomb in a Ihidden valley. It has remained undiscovered (or soi is sad) for five long centuries. Until now. inTRODUCTION “The Lost Tomb of Kruk-Ma-Kali is set in the Kvcooms oF Kacawan® fantasy campaign setting, in the Elenon Mountains south and west of the Norga Tors, (See the Kincnoss oF Kazawan® campaign setting sourcebook). This fantasy adven ture is recommended for use with four to eight characters of 8th to 14th level, but is adaptable for use with more experienced PCs by increasing the strength of the foes and traps described herein. Adjusting the adventure for lower level characters presents certain difficulties (many encounters havea significant risk of death even for more powerful characters) and would be inappropriate tothe spitt ofa quest fora major relic buried with an ancient king, A party atthe low end of that range (8th and oth levels), needs more characters to have a reasonable chance of success. Stil, careful, intelligent and/or inspired play goes such further than merely more powerful characters. Most, chatacters should gain atleast one level through the course of the advencue, The Dungeon Master needs a copy of the D&D Player’ Handbook, Dungion Masters Guide and the Monster Manual. The Prionics Handbook is also useful, as the adventure includes psionics, but it does not requite that the DM introduce psionics into his campaign. Important new characters, monsters, tems and spells are flly described in the appendices inthe back of this volume, Understanding what lies ahead for the players is crucial 10 keeping the adventure moving. The DM should read the adver tute entirely atleast once before running it. Events can take smany different turns, and the DM needs all the information presented to consider the reactions of NPCs and monsters. the parcy’s actions SUMMARY ‘The first part of this adventure deseribes Djishy (where the player characters most likely begin) and the area between it and the Great Valley, a geographical feature nestled in the Elenon Mountains (and where the Lost Tomb of Kruk-Ma-Kali lies). Part I provides a setting for numerous adventures and allows DMs to put their own twists into the game. It is intended to challenge characters of 8th to sath level. Part II presents a straightforward dungeon adventure meant to challenge xoth- sth level characters, In Part, the PCs arrive atthe city, beginning ther search for and journey to the Lost Tomb. (You may have the party set off from elsewhere to reach the Great Valley and eventually locate the Tomb) Finding it is no easy task! Even traveling through the wild lands around it can be deadly: The Great Valley lies approximately 150 miles north of the city-state of Dijishy: The motintainous terrain is harsh, i can take weeks to travel ro the Great Valley after leaving the city, and beasts of all kinds harass travelers. ‘The Great Valley describes many staic encounters. ‘The party enters the current situation and (inevitably) shakes up the status quo. ‘The exact course of unfolding events varies considerably depending on the PC® actions (and of course their luck) and your decisions. Part I describes the Tomb itself Kruk-Ma-Kali left ‘numerous surprises and challenges for anyone bold enough t0 stempt to loot his final resting place. Both players and charac- ters will need all oftheir skill to succeed, and even success its consequences, ‘The journey and the Tomb itself present classic challenges to ven a power, experienced adventuring party Aealthy mix of fighting abit, stealth and magic willbe useful. Though no single class need be present ro complete the adventure, rogues sae very useful inthe Tomb sare high Wall saves And as with any high-powered adventure, tis assumed thatthe BCs have a fir amount of magic items (especially weapons). Player charac ter wil alo find knowledge of different languages, especially Krangl, (or magical means of uanslation) tobe quite sell in the Valley. tn the Tomb itsel, hey wil benefit greatly fom a detailed knowledge of Ancient Krangi, an advanced Decipher Script shill or magical means of translating ancient writing. Ambitious DMs may choose to locate the Lost Tomb clsewhere in the Kincoow Kasawan® campaign setting. It could be farther north in the Elenons, or perhaps even in che [iyth of Lopoliri Mountains (assuming powerful magical rns portation), The Tomb should lie in an area not too close t0 civilized lands, one that is dificult to find and one that is ‘guarded by powerful beasts. Possibilities include a deep crevasse wherein resides a primitive hobgoblin tribe, the valley ‘of powerful red dragon or a vale poisoned by voleanic vapors In any case the journey should be appropriately challenging; the PCs should realize that the voyage is just a taste of what awaits them in the legendary Tomb. Ifthe party survives the journey and the Tomb, they will be rewarded with « mighty longsword that once belonged to Krule MarKali, the relic Khorad-thor, “Bloodthirste:” They may discover to their dismay that this blade is more than simply a powerful artifact and weapon, BACKGROUND ‘The enti frres was an aproar. Ariel obblins on dough ses in all dictions. Slaves were sattered everywhere, me cowering in hiding place. Rumors ran rampant trough the alls Gra Khun forced is way through hem he was ona mison. His ing, Kr Me-Kal sn rouble Though the vaulted arches of the Great Hall of Fallen Foe, through the high pillared Hal ofthe King, he ram ast generals end soldiers like. Rey the thre wom he came to the xen tha filled Ii with dread Kru Ma-Kali’s atlelods steed around inthe great king lay on the seme slab f soe fom which he ad planned «hundred ais and dozens ofconguss. dandy, though with no obvious wounds, lay nea wall The anonymous goblin dtched low, stained dager ve in death ‘No wari could touch hin o wizard oul owt hin, no arrow could find Kruk-Ma-Kalis heart. But afer sores of attemps, on assssn had finally managed to oion the great hing. Gnt-Khodun noted well whic advisors and ministers wore nol presen. Syophanls and grovelng clr, tying 0 dsc he king and ear his fo rather than serve him propery He had confirmed his lckof trast them; he ony reget ot forcing his king dismiss them. Except of cous no one forced Kruk-Ma-Kali odo anything. He gue onder, and others flowed. Kruk-MaKali knew how to honor Vradhka-Khor Vedi. While the leis wanted gold end power handed to them in her ga names, Iisa men tok heirbootyfrom enemies defeated in atl asi ws meant tobe. As KraleMa-Kal had aay done hms, My ing.” The batons tr ofc hi, Through he wll al could hear the chaos hat reigned in the fortes but hee silence had weiged for interminable minutes. Gra-Khrodun’s unspoken question was answered bythe Lok he ain he ees ofthese commandes and sub commanders. Bry he tok noe of which oficers he had expected to se that were not preset a... find.” rn wet this hing sid kel ese hi ee had 9 fen kat before hi, He had ough a KrakeMarKali's side since they sere Lanhurs together 50 many years before, high sn the ‘mountains. Even before the mighty hobgobin ws filly grown, he had seen the light of greatness in Kruk-Ma-Kali, his ll im battle, his genius for war, his knack for inspiring troops. KrukeMa-Kalt was everything a hobpobin was meant fo be. Warrior, warlord, king ‘Bul now i was over. No derics remained, no ofcer insulted his hoor by trying to cheat death afew minutes longer Kru Ma-Kal ‘manner of warriors and elt the wavering pulse. Only strength of will CGmz-Khvodun shook hie king's hand in the had kept the old king live this ong 11 was poison” Sub-Commander Krelat sad, always failing to understand when words were nat necessary. Restakul stood angrily “It shoul not Be so. We should grt death ‘on our fet Blade in hand” He marched out ofthe room, Bog gut 4nd ThalKemak followed him. Alera moment, Kurugar stood, 0, st as Gras-Khrdun had expected, ‘The others sified as they sal. Kruk-Ma-Kal was not dead, he was sil ng until his spirit lft his body mene sell. No doubt many plotted and planned already, but thee hobgolins knew the duty demanded by honor. ‘They new the dbl they owed to Kruk-Ma-Kal Krelat cleaned is throat, ready to speak again. Graz-Khrodun looked at him fiercely. ‘The Sub-Commander turned away, looking again to hi dying king KkehrukeMa-Kal he voiced. Grz-Khrodun could only shake his head asthe young hobgobinblundered on, “Fo whom Krelat looked round him at what everyone else knew would be the last meting of this group of eet obgobin warron bore continuing. “To whom do yo Teave the Empire?” The others tensed, Some put hand fo hilt There was only one ven sf KrukeMa-Kalt thought to bequeath his Iingam oa desgnated her inthe manner of some human monarch, answer to that there could only ever be bu one answer. KrukeMa-Kal mustered the last ofhis strength as the poson choked off his Ife. He raised Is sword to his chest, Hlade down and hands crossed over the il right had grasping his Blade as firmly as it ever Jed in battle. When the time came to lay him tos, no attendant would need to clos his fingers around the sword. Kruk-Ma-Kali closed Iiseyesand shuddered once Some officers began to stand believing the cd had finally come. But the king opened his eyes once more to glee at Kyla. The Sub ‘Commander shuddeved more deeply than his dying lege “To, the strongest” He closed is eyes again. His sword dranke in come more flash of ight with a final spark, eve asthe grat hobgolin king pase on. Acit shold be, As it must be Guz-Khrodun knew what must be done ‘Over five hundted yeats ago, the followers of Krak-Ma-Kali deliberately buried the Tomb before following their king into the afterlife, Even afterall the traps and tests had been set, they hid it from view: Simply finding it was to be a test for any who dared to think of following the great king, Only the strongest could ever prove themselves worthy. Some 25 years ago, an ‘earthquake revealed a path tothe Vlley ofthe Tomb for the first time in centuries. A mere few years later, an adventuring band did find the Tomb, but did not get very far. The lone survivor sold his journal to the library at Dijishy. A bothersome halfling witha facial tick handled the transection and has read! much of the journal, He relates the tale (for ale) to anyone willing to listen, Given his overthe-top-demeanor, frequent and varying ‘embellishments, and the fact that Kruke Ma-Kali figures in many ‘popular legends (his Tomb had been “discovered” by every other