It turns out that the King of Beggars is an ancient Suel lich who managed to survive the Rain of Colorless Fire, but his own lands and holding were reduced to ruin in the process. In the time since then, the Suel lich has wandered the world, stealing treasures and pursuing artifacts and returning them to a secret vault deep in the wastes of the Sea of Dust.
The King's most recent plots bring him to the stomping grounds of the adventures. There, hidden in an ancient Baklunish stronghold in the nearby hills lies one of the many artifacts that the King desires to return the glory of the Sueloise Empire - or at least a fascimile of it, with him as the head.
The King has sent forth his servants - raiding parties of humanoids and Flan brigands, led by members of the Scarlett Brotherhood who see the King as a rightful heir to the return of the Suloise empire.
The King of Beggar's approach then is preceded with the sacking and looting of several small nearby towns. Treasure is absconded with, and slaves are taken. Rumors fly of spies everywhere, eyes of the King looking for weaknesses before his raiders strike.
For this arm of the King's plot, the powerful Scarlet Brotherhood monk, Hand of Beggars Ka-Nish'ka has been placed in charge of the local bandits and humanoids. Based out of the Baklunish ruins, Ka rules those beneath him with an iron grip. He has discovered a chamber within the ruins that hint at a vault containing the powerful artifact his master desires, but his work crews have been unable to find the hidden vault.
According to what Ka has learned, there is a compass-like device that was placed into the Baklunish fortress that would reveal the location of the vault. Through his spies, Ka has learned that centuries after the fortress fell, the device was taken by a local druidic sect as some sort of religious icon. Unfortunately, in a skirmish with nearby lizard men tribes, the artifact was lost in a peat bog near the coastal waters.
Ka has sent out his Flan raiders to steal supplies from neighboring towns (including capturing slave work crews to dig out the fortress) and prevent any sort of organized resistance from forming to push him out of the area.
In the meantime, he has sent his humanoid followers into the peat bog to hunt for the missing artifact (they don't complain about the nasty conditions as much as the Flan raiders do). Unfortunately, the lizard men tribes there have been hampering the search for the item, but Ka is unwilling to give up.
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The characters could be easily involved by being asked to hunt down these beggar-bandits, whose latest raid decimated a nearby thorp. A single escapee relates that most of the small town of 40 were taken as prisoners to an unknown end.
If the characters ride to the thorp, they find a few of the bandits still remaining, looting and torching the remains. These bandits, or the somewhat-obvious trail can lead the characters back to a nearby cave that an arm of the bandit legion is using between raids. In this cave, not only is there ample treasure, but coded messages from Ka on the next strike and maps of the area showing several nearby towns as targets - including the PCs own. There are also hints that a much larger army is the area.
Returning back to their town, they will discover beggar-spies have already infiltrated the town when they attempt to silence the characters. Assuming the characters defeat their assailants, they discover on one careless attacker a map back to the beggar-spy's hideout. Tracking that back, they discover a few beggar-bandit scouts, who attempt to escape upon being assailed.
After the defeat of the beggar-bandits, the characters find information about a local traitor who has been working with the beggars. In return for sparing his life, he offers to disguise the characters as bandits and integrate back into the larger arm and discover the location and purpose of the larger army. Unfortunately, the ruse is only likely to work if the traitor accompanies the characters to vouch and cover for any mistakes they make.
If the characters go along with this plan, they are led to a stronghold the bandits have hastily constructed to act as a raiding platform for the nearby area. Penetrating into its depths, they have the chance to discover the bandits association to the humanoid patrols in the nearby bogs (the humanoids have sent messengers to the bandits demanding assistance in dealing with the lizard men). They also gain the chance to take out the Flan commander and thereby temporarily disrupt the bandit army.
Unfortunately for the characters, taking out the Flan commander alerts the army to the presence of the group and the only viable way out of the complex is through the tunnel system that deposits the characters in the peat bog. Not far from tunnel's exit is the closest humanoid camp, and from it the characters can learn where the humanoids are concentrating their search.
Investigating, the characters discover a fortified lizard man warren, at the heart of which is the compass-like artifact. The characters can fight their way to it or attempt to negotiate with the lizard men for the item - who believe that it leads to a great evil, and will only relinquish it willingly to those whom prove they intent to destroy the evil, and can beat their T-rex mascot.
Having acquired the compass-like artifact, the characters can use it to locate the ancient Baklunish fortress, and Ka's forces working tirelessly to find the ancient vault. It might be possible to negotiate with Ka to give him the compass in return for leaving the area once the artifact has been recovered, but it is more likely Ka will simply prefer to take the item and return with the characters and the local inhabitants as slave and servants for his new master.