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LKoK - Lost Temple of The Valiant

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0% found this document useful (0 votes)
101 views

LKoK - Lost Temple of The Valiant

Uploaded by

Untied Thingdom
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Temple of the Valiant Living Kingdoms of Kalamar Retail Adventure Adaptation 1

Fury in the Wastelands: The Orcs of Tellene

Adventure Located In:


Fury in the Wastelands
The Orcs of Tellene
pp 117-126
This is a dungeon-crawl type of adventure. It generally requires end of the document. Additionally, all certs are listed with location
between 4 to 6 hours for completion, though different groups may and gp value.
play and move through the adventure at varying speeds.
Outside the Temple
Background from the Orc Book pg 67-68 A) Outbuilding-stables
Location: Brindonwood, the northwestern portion controlled by Orcs.
B) Outbuilding-workshop
Orc Tribe: Flesh Eaters, a poorly equipped tribe (iron weapons & NPCs: 2 Orcs
leather armor). Many of them believe that their gods have Treasure: Anvil with symbol of Valiant (10 gp), 2 scimitars (8 gp), 2
abandoned them. The Orcs do not have Great Axes they have orcish leather armor (12 gp), 2 shields (2 gp)
scimitars and large wooden shields with crossed femurs as
decoration. Change all the normal orcs in the encounters to scimitar C) Outbuilding-Grain Silo
& shield.
Upper Temple Level
Set up - almost the same as provided for in the book. The PCs start 1) Main Temple
in Bet Rogala when a priest of the Valiant contacts them saying he NPCs: 2 Orcs
has been told of an abandoned temple that has been overrun with Treasure: 2 scimitars (8 gp), 2 leather armor (12 gp), 2 shields (2 gp)
Orcs. The priest hopes the PCs accept the opportunity not only to Note: As indicated on page 118, these orcs sound the alarm if they
save the temple, but also for the promise of rewards and favor with notice the PCs. All the orcs in section 5 are alerted if the alarm
his church. sounds. These orcs respond in 1d4 rounds.
Scaling this adventure for different ATLs: 2) Confessionals
At the end of this document are details on different orcs and how
many to use at various ATLs. The number of orcs in each encounter 3) Infirmary
is consistent for every ATL, only the difficulty of the orcs increases. Treasure: Mortar & Pestel with symbol of Valiant (5 gp)
The amount of experience reward is the same regardless of
character level or ATL. A copy of Core Rulebook III (Monster 4) Public Records Office
Manual) is required for some of the encounters. Treasure: Scrolls about history of the area (200 gp)
How to use this document:
The judge should only use the NPCs as detailed in this document,
and not in the adventure text. All important information and treasure
is listed by the adventure section, and experience is calculated at the
The Temple of the Valiant Living Kingdoms of Kalamar Retail Adventure Adaptation 2
Fury in the Wastelands: The Orcs of Tellene

5) Temple Guard Barracks NPCs: 2 orcs


NPCs: 3 Orcs Treasure: 2 scimitars (8 gp), 2 leather armor (12 gp), 2 shields (2
Treasure: 3 scimitars (8 gp), 3 leather armor (12 gp), 6 javelins (1 gp)
gp), 3 shields (2 gp); strange polyhedral dice (1cp)
The orcs from section 19 join combat as soon as they hear it. It
6) Offices is possible that they do not hear anything (i.e. if all combat takes
place inside a silence spell), but if they do hear combat, they
7) Work Carrels appear during the second round of combat on their initiative.

8) Office Area The massive golden eye has been removed but light still
illuminates the room.
Lower Temple Level
9) Entry Stairwell Encounter B: Going through this room a second time…
When the PCs come back through this room (after some time
10) Antechamber passes, not simply exploring side rooms or walking through the door,
then immediately back into the room), they have another encounter.
11) Well Room Grishnok was out in the surrounding forest, but has now returned
with his bodyguards. This is intended to be the final battle of the
12) Prayer Room adventure, though it is not mandatory.
NPCs: 2 orcs
Treasure: 2 scimitars (8 gp), 2 leather armor (12 gp), 4 javelins (1 NPCs: Grishnok, 2 orcs
gp), 2 shields (2 gp); Damaged copy of "To Serve" canon of faith of Treasure: Second encounter: 2 scimitars (8 gp), 3 leather armor
Valiant (75 gp) (12 gp), 2 shields (2 gp); +1 Greatsword “Elfbane” (1,300 gp); 2
These orcs hide behind the benches if the alarm is sounded. They potion of enlarge person (150 gp)
attack PCs with javelins first, then scimitars. Give the PCs a Spot
check against the orcs Hide check to see if the javelins surprise the 15) Clerics' Chambers
first PC to enter the room.
16) Chapel of Contemplation
13) Clerics Robing Room
Treasure: Silver key, 12 robes of the Valiant (4 gp) 17) False Door Trap

14) Inner Temple 18) Sub Treasury


Treasure: Coins worth 100 gp; Writings of Akum B’larn (120 gp)
Encounter A: Going through this room the first time…
19) Scared Statues
This encounter occurs when the PCs are entering the temple for the NPCs: 3 orcs
first time. Treasure: 3 scimitars (8 gp), 2 leather armor (12 gp), 2 shields (2 gp)
These orcs move to section 14 to join the attack if they hear it.
Otherwise, they attack any PCs they notice.
The Temple of the Valiant Living Kingdoms of Kalamar Retail Adventure Adaptation 3
Fury in the Wastelands: The Orcs of Tellene

20) Council Chamber Experience Points


Outside the Temple
21) Purification Room A) Defeating the Orcs: 25 xp
B) Avoiding the Mind Fire: 25 xp
22) Inner Sanctum Sub-Total: 50 xp
Treasure: Blessing of the Valiant (priceless)
Upper Temple Level
Paladins of the Valiant entering the room always receive the vision 1) Defeating the orcs: 25 xp
(and are healed of all damage they may have suffered; loss of hit 3) Poisoning themselves: -25 xp
points, ability scores, blindness, etc). 5) Defeating the orcs: 25 xp
Sub-Total: 50 xp
Other PCs may receive a vision as indicated in the adventure text. If
a paladin who does not follow the Valiant receives a vision, they are Lower Temple Level
healed of all damage as described above. 12) Defeating the orcs: 25 xp
14) First encounter – Defeating the orcs: 25 xp
Paladins do not get the “Blessing of the Valiant” cert. 14) Second encounter – Defeating Grishnok and his guards: 100 xp
16) Finding the secret door: 25 xp
23) Paladins Quarters 17) Avoiding the trap: 50 xp
NPCs: 2 Undead 18) Finding the secret door: 50 gp
Treasure: The chest does not contain anything of value. 19) Defeating the adept and orcs: 50 xp
19) Solving the puzzle of the statues and making it through the
24) Trap secret door: 50 xp
21) Gaining entrance to the Inner Sanctum: 25 xp
25) Main Treasury 23) Defeating the Undead-B: 25 xp
NPCs: 5 Undead 24) Avoiding the trap: 25 xp
Treasure: 5 scale mail (50 gp) 1000 gp, Stallion Statue (200 gp); 25) Defeating the Undead-B: 100 xp
Brindonwood map (50 gp); Longsword of the Valiant (320 gp); Gilded Sub-Total: 550
Scale Mail of the Valiant (500 gp)
Total Possible Experience: 650 xp
The Temple of the Valiant Living Kingdoms of Kalamar Retail Adventure Adaptation 4
Fury in the Wastelands: The Orcs of Tellene

Treasure summary The “Uraak” certs are for the scimitars used by the orcs. Players who
Sale value of all possible mundane items: wish to keep one of the scimitars receive a cert. Otherwise, they are
Scimitars: 16 sell for 4 gp 64 gp not distributed.
Leather armor: 16 sell for 6 gp 96 gp
Shields: 15 sell for 1 gp 15 gp
Javelins: 10 sell for 0.5 gp 5 gp
Scale mail: 5 sell for 25 gp 125 gp
Scrolls about history of the area: 1 set sell for 100 gp 100 gp
Coinage: 1,100 gp

Total Mundane Item Sale Amount: 1,505 gp

Sale value of normal certed items:


Strange polyhedral dice --
“Elfbane” 700 gp
Potion of Enlarge Person 170 gp
Potoin of Enlarge Person 170 gp
Writings of Akum B’larn 120 gp
Brindonwood Map 30 gp

Sale value: 1, 190 gp

Certed items that may be sold for ¾ market value:


Normal (½) (¾)
Anvil of the Valiant 10 gp 14 gp
Mortar and Pestle of the Valiant 5 gp 7 gp
Damaged canon 30 gp 60 gp
Stallion Statue 110 gp 160 gp
Longsword of the Valiant 180 gp 240 gp
Gilded Scale Mail of the Valiant 370 gp 450 gp

Sale value: 705 gp 931 gp

The priest of the Valiant is willing to purchase the above listed certs
for ¾ the market value. This offer is only valid during this adventure,
and if PCs do not use this option now, it is not permitted during future
events.
Temple of the Valiant Living Kingdoms of Kalamar Retail Adventure Adaptation 1
Fury In The Wastelands: The Orcs of Tellene

ATL 1 ATL 5
“Orc” “Orc”
1st-Level Fighter, Medium Humanoid (Orc) 4th-Level Fighter, Medium Humanoid (Orc)
Hit Dice: 1d10+1 (7 hp) Hit Dice: 4d10+4 (28 hp)
Initiative: +1 Initiative: +1
Speed: 30 ft. (6 squares) Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +2 leather armor, +1 shield), touch 11, flat-footed 13 Armor Class: 14 (+1 Dex, +2 leather armor, +1 shield), touch 10, flat-footed 12
Base Attack/Grapple: +1/+4 Base Attack/Grapple: +4/+8
Attack: Scimatar +5 melee (1d6+3/18–20) or javelin +2 ranged (1d6+3) Attack: Scimatar +9 melee (1d6+6/18–20) or javelin +2 ranged (1d6+4)
Full Attack: Scimatar +5 melee (1d6+3/18–20) or javelin +2 ranged (1d6+3) Full Attack: Scimatar +9 melee (1d6+6/18–20) or javelin +2 ranged (1d6+4)
Space/Reach: 5 ft./5 ft. Space/Reach: 5 ft./5 ft.
Special Attacks: — Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +1, Will –2 Saves: Fort +5, Ref +2, Will -1
Abilities: Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6 Abilities: Str 18, Dex 12, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1 Skills: Listen +1, Spot +1
Feats: Alertness, Weapon Focus (scimatar) Feats: Alertness, Weapon Focus (scimatar), Dodge, Combat Reflexes, Weapon
Alignment: Chaotic evil Specialization (scimatar)
Alignment: Chaotic evil
“Grishnok”
Change starting hit points to 14. “Grishnok”
6th-Level Barbarian, Medium Humanoid (Orc)
“Undead” Hit Dice: 6d12+12 (48 hp) [60 hp]
Use human warrior skeletons with no weapons (as per Core Rulebook III). Initiative: +1
Speed: 40 ft. (8 squares)
ATL 3 Armor Class: 13 [11] (+1 Dex, +3 studded leather armor), touch 10, flat-footed 13
“Orc” Base Attack/Grapple: +6/+12 [+14]
2nd-Level Fighter, Medium Humanoid (Orc) Attack: Greatsword +13 [+15] melee (2d6+10/19-20) [2d6+13] or scimitar +12 melee
Hit Dice: 2d10+2 (15 hp) (1d6+9/18-20) [1d6+12]
Initiative: +1 Full Attack: Greatsword +13/+8 [+15/+10] melee (2d6+10/19-20) [2d6+13] or scimitar
Speed: 30 ft. (6 squares) +12/+7 (1d6+9/18-20) [2d6+12]
Armor Class: 14 (+1 Dex, +2 leather armor, +1 shield), touch 11, flat-footed 13 Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +2/+5 Special Attacks: —
Attack: Scimatar +6 melee (1d6+3/18–20) or javelin +2 ranged (1d6+3) Special Qualities: Darkvision 60 ft., light sensitivity, fast movement, illiteracy, rage
Full Attack: Scimatar +6 melee (1d6+3/18–20) or javelin +2 ranged (1d6+3) 2/day, trap sense +2, uncanny dodge, improved uncanny dodge
Space/Reach: 5 ft./5 ft. Saves: Fort +7 [+9], Ref +3, Will +3 [+5]
Special Attacks: — Abilities: Str 22 [26], Dex 12, Con 14 [18], Int 7, Wis 8, Cha 6
Special Qualities: Darkvision 60 ft., light sensitivity Skills: Listen +1, Spot +1
Saves: Fort +4, Ref +1, Will –2 Feats: Alertness, Iron Will, Power Attack
Abilities: Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6 Alignment: Chaotic evil
Skills: Listen +1, Spot +1 Notes: greatsword statistics assume using +1 greatsword, use statistics inside [ ]
Feats: Alertness, Weapon Focus (scimatar), Dodge when raging
Alignment: Chaotic evil
“Undead”
“Grishnok” Use ettin skeletons, except undead in adventure are medium size, have 30 ft
As presented in adventure text. movement, do not have superior two-weapon fighting, and do not have weapons. (as
per Core Rulebook III) .
“Undead”
Use ghoul statistics (as per Core Rulebook III).
Temple of the Valiant Living Kingdoms of Kalamar Retail Adventure Adaptation 2
Fury and Honor: The Orcs of Tellene

ATL 7
“Orc”
6th-Level Fighter, Medium Humanoid (Orc)
Hit Dice: 6d10+6 (40 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +2 leather armor, +1 shield), touch 10, flat-footed 12
Base Attack/Grapple: +6/+10
Attack: Scimatar +11 melee (1d6+6/18–20) or javelin +7 ranged (1d6+4)
Full Attack: Scimatar +11/+6 melee (1d6+6/18–20) or javelin +7 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 18, Dex 12, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness, Weapon Focus (scimatar), Dodge, Combat Reflexes, Weapon
Specialization (scimatar), Iron Will
Alignment: Chaotic evil

“Grishnok”
9th-Level Barbarian, Medium Humanoid (Orc)
Hit Dice: 10d12+18 (88 hp) [106 hp]
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 [12] (+2 Dex, +3 studded leather armor), touch 12, flat-footed 13
Base Attack/Grapple: +9/+15 [+17]
Attack: Greatsword +17 [+19] melee (2d6+10/19-20) [2d6+13] or scimitar +15 melee
(1d6+9/18-20) [1d6+12]
Full Attack: Greatsword +17/+12 [+19/+14] melee (2d6+10/19-20) [2d6+13] or
scimitar +15/+10 (1d6+9/18-20) [2d6+12]
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity, fast movement, illiteracy, rage
2/day, trap sense +2, uncanny dodge, improved uncanny dodge
Saves: Fort +8 [+10], Ref +5, Will +4 [+6]
Abilities: Str 22 [26], Dex 14, Con 14 [18], Int 7, Wis 8, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness, Iron Will, Power Attack, Weapon Focus (greatsword)
Alignment: Chaotic evil
Notes: greatsword statistics assume using +1 greatsword, use statistics inside [ ]
when raging

“Undead”
Section 23: Use mohrgs (as per Core Rulebook III).
Section 25: Use 2 mohrgs and 3 mummies (as per Core Rulebook III). Note that
since the mummies are wearing armor, they no longer have vulnerability
to fire as a Special Quality.
The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Anvil of the Valiant


This old anvil has the symbol of the Valiant engraved on its side.

Value: 18 gp (10 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Mortar and Pestle of the Valiant


This large iron mortar and pestle has the symbol of the Valiant engraved on each piece.

Value: 8 gp (5 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Strange polyhedral dice


There are two of these six-sided dice carved from bone, with orcish numbers on the faces.

Value: 1 cp Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.
The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Damaged canon
This old leather case contains all 21 Heroes of “To Serve,” canon of the Knight of the Gods.

Though damaged, careful individuals can use this canon for study and copying purposes.

Value: 75 gp (30 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

“Elfbane”
This large greatsword is razor sharp and in excellent condition. Upon inspection, the leather-wrapped hilt appears to
be made from the thigh bone of an elf. Also, the word “Elfbane” is etched into the blade using orcish runes.

This is a +1 greatsword, and has no other abilities, despite its name.

Value: 1300 gp (700 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Potion of Enlarge Person


This is a potion of Enlarge Person cast at 1st level.

Value: 250 gp (170 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.
The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Potion of Enlarge Person


This is a potion of Enlarge Person cast at 1st level.

Value: 250 gp (170 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Writings of Akum B’larn


These historical writings provide interesting references about the history of the immediate area, as well as Tellene.
Characters who possess these scrolls gain a +1 competence bonus to Knowledge (history) or similar skill checks.

Value: 200 gp (120 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Stallion statue
This ornate statue of a rearing stallion is of the finest quality. For some reason, those who have special bonds to
certain animals feel drawn to the powerful and majestic portrayal of the creature.

If this statue is in the possession of a paladin, his bonded mount receives +1 hp per HD.

Value: 200 gp (110 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.
The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Brindonwood map
This is a very detailed map of the region surrounding Brindonwood.

Characters possessing this map gain a +1 competence bonus to skill checks


relating to geography or survival when within 2 days travel of Brindonwood.

Value: 50 gp (30 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Longsword of the Valiant


This ancient blade is still as sharp as the day it was forged. Though the hilt and pommel are of an older and cruder
time of warfare, the blade itself is of dark steel, and is just as deadly as the most modern weaponry. Near the base of
the blade, the symbol of the Valiant is etched into each side of the blade.

This is a masterwork longsword

Value: 320 gp (180 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Gilded scale mail of the Valiant


This suit of scale mail has retained its sheen after all these year. Large scales cover each shoulder, and on each of
these is the engraved symbol of the Valiant. Though the large scales offer more mobility to the wearer, the suit
appears to weigh more than normal.

This is a suit of masterwork scale mail that weighs 15 lbs more than normal.

Value: 500 gp (370 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.
The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Blessing of the Valiant


The Valiant has blessed and inspired you to acts of extreme bravery and heroism.

This cert allows the character to automatically make the next fear-based saving throw that he fails. When this
happens, a strong voice echoes about him, “The Valiant shall not fear when doing good in my name!”

Value: N/A Charges: 1 Tradable: No


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Uraak
This crude orc scimitar appears relatively new, except for the chips and the blade. Due to this style of
manufacturing, it has a tendency to rip through its target, rather than make a clean cut. These weapons
have a crude symbol of two crossed human femurs etched on the blades.

Orc scimitar, one-handed melee weapon, 1d6 damage, 19-20/x2, 4 lbs, slashing

Value: 8 gp (4 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

The following “Living Kingdoms of Kalamar” character known as

has received during Lost Temple of the Valiant

Uraak
This crude orc scimitar appears relatively new, except for the chips and the blade. Due to this style of
manufacturing, it has a tendency to rip through its target, rather than make a clean cut. These weapons
have a crude symbol of two crossed human femurs etched on the blades.

Orc scimitar, one-handed melee weapon, 1d6 damage, 19-20/x2, 4 lbs, slashing

Value: 8 gp (4 if sold) Charges: N/A Tradable: Yes


Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company. Living Kingdoms of Kalamar and the
Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc. All Rights Reserved.

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