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The region of Kabhakad, from Fighting Fantasy....

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Kakhabad Campaign Setting

Paul Partington Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.

Contents Introduction

5

Chapter 1 Races of Kakhabad Black Elves Elvins Svinn

6 6 7 9

Chapter 2 Feats 11 General and metamagic feats 11 Flux feats 13 Chapter 3 Prestige Classes Champion of Libra Divine Leader Kakhabad Hunter Khare Thief Seer

16 16 17 18 20 21

Chapter 4 Deities and Magic Deities and domains Major deities Minor deities Spell lists Bard spells Cleric spells Druid spells Paladin spells Ranger spells Sorcerer/wizard spells Spell descriptions Magic items Specific magic weapons Wondrous items Rings Minor artefact

24 24 24 26 26 26 27 28 28 28 29 30 36 36 37 37 37

Chapter 5 Adventuring in Kakhabad Recent history of Kakhabad Timeline Magical flux effects Encounter tables Campaigns in Kakhabad Personalities of Kakhabad A Crypt in the Wild

39 39 41 41 43 44 45 50

Chapter 6 Geography The Shamutanti Hills

53 53

Khare The Wilderness The Zanzunu Peaks

54 57 58

Chapter 7 Monsters Animals Baddu-Beetle Birdman Death Wraith Firefox Flayer Goldcrest Eagle Jib-Jib Klattaman Mantis Man Minimite Mucalytic Red Eye The Seven Serpents She-Satyr Slime Eater Snattacat

60 60 61 61 62 64 64 65 65 66 66 67 68 69 70 72 72 73

Appendix OGL

75

'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used with permission.

Introduction This guide is intended for players of the d20 system role playing games. It introduces the land of Kakhabad, including an overview of the various races that inhabit the land and presents new feats, prestige classes, spells, magic items and monsters specific to this area. What you need to play: In order to use the information in this book, you will need the three core rulebooks. Players will only need the Player’s Handbook. What is in this book: Kakhabad is most famous as the backdrop to Steve Jackson’s Sorcery! series of solo adventure gamebooks. With this guide, players and DMs will be able to explore this wild and dangerous area using the d20 system. Players should use only chapters 1 to 4, whilst DMs will hopefully find this entire book useful. The chapters, in outline, are: Chapter 1: Races of Kakhabad. This chapter briefly summarises the races that inhabit Kakhabad and introduces new races and subraces. Chapter 2: Feats of Kakhabad. New feats that are appropriate for adventuring in Kakhabad are presented here. Chapter 3: Prestige Classes. Five new prestige classes are covered in this chapter. Chapter 4: Deities and Magic: Some of the deities of the Titan pantheon are introduced here as possible patrons for characters. The unique spells of the Sorcery! series are converted here to the d20 system. Also presented are new magic items found in the land of Kakhabad Chapter 5: Adventuring in Kakhabad: A brief history of Kakhabad starts this chapter. This chapter also looks at the effects of magical flux, as well as providing random encounter tables for different areas of Kakhabad and details of major NPCs from the Sorcery! books. A brief introductory encounter rounds off this chapter. Chapter 6: Geography: An overview of the lands of Kakhabad, including the Shamutanti Hills, Khare, the wilderness (including the Baklands) and Xamen are presented here. Chapter 7: Monsters of Kakhabad: New monsters, originally found in the Sorcery! Series, are described here.

Races of Kakhabad All of the races in the Player’s Handbook are to be found in Kakhabad, although some are in the extreme minority, with only a handful of representatives. This chapter looks at those races and also presents a new race and two new sub-races. HUMANS Being the most versatile of the races, humans are the most prolific race in Kakhabad, inhabiting almost all parts of the land. They can be found in many different roles, from wandering hunter to town guard to innkeeper. The most powerful characters in Kakhabad are mostly human. Humans can be of many different ethnicities and it is not uncommon to find humans of varying appearances gathered together. Khare, in particular, holds many different characters, some of whom have decided to live there after they fled their original homeland. Racial traits: Humans in Kakhabad have all the human racial traits as listed in the Player’s Handbook. DWARVES Dwarves are a rare sight in Kakhabad. What may be considered traditional dwarven homelands, such as mountainous areas of Xamen, are too dangerous even for this doughty race. Small bands of dwarves do exist, and these tend to be indomitable fighters and wise clerics seeking to thwart the evil that has conquered their territory. Interestingly, there is actually a small dwarven community within Khare. Racial traits: Kakhabad dwarves have all the dwarven racial traits as listed in the Player’s Handbook. ELVES Some of Kakhabad is covered in thick forest, most notably the Forest of Snatta and the Avanti Wood. These areas are home to the reclusive race of elves. Most elves of Kakhabad tend to be withdrawn, even xenophobic, and they do not particularly welcome intrusion into their areas. There are exceptions of course, and some elves are possessed of an adventurous spirit, determined to see more of the world outside than their forebears. Racial traits: Kakhabad elves have all the elven racial traits as listed in the Player’s Handbook. Black elves Far more common in Kakhabad is the subrace of Black elves. Thought to be descended from the same subrace as the Drow, Black elves are, however, surface dwellers. It is thought then when the depredations of the Drow grew too much, these elves broke free and returned to the surface. Black elves are tall and thin. Skin colour is grey to black, with feline-like yellow eyes. Black elves often have a peculiar appearance due to their outlandish fashion sense coupled with strange tattoos and bizarrely cropped hair. Black elves are certainly self-serving, but rarely are they outright evil, unlike their Drow cousins. Most Black elves are neutral in alignment. Black elves have the same vital statistics as elves.

History: Perhaps a few decades past after the drow settled underground before a faction of the dark elves grew uncomfortable with the worship of demons and foul gods, as well as the use and harsh treatment of slaves. These elves decided to risk returning to the surface world, as they could not stand to be a part of drow culture any longer. The new black elves, as they were called, were not fully accepted into society as folk remembered what they drow were capable of. Over time, black elves have made their own way in the world, never feeling truly at home on the surface but unwilling to return to the underworld. Outlook: Black Elves view most of the world with suspicion, as too many people are eager to lump Black and Dark Elves together. As a result, they are a rather dour race and can view life a series of labours to be toiled over. Other Black Elves instead turn to drugs to try to block out reality. Occasionally, a Black Elf will take to adventuring in order to escape the near constant negativity of their peers. Black Elf characters: Most Black Elves are fighters, although a few find that the path of the rogue intrigues them. Unlike other Elves, they do not take to wizardry; arcane spellcasters tend to be sorcerers. Divine spellcasters are rare amongst Black Elves. Society: Black Elves do not have many family ties, but instead associate themselves with others who have a similar outlook. Some settle in one area, notably in Khare, whilst others take a nomadic lifestyle. Within these groups, it is the most charismatic individual that dominates, leading the others through sheer force of personality. Magic: As noted, Black Elves take more easily to sorcery than other forms of magic. They prefer divination spells (to help guide them and their in-group) and also offensive spells. Relations with other races: Black Elves do not get on particularly well with any other race, although they are brusquely tolerant of others. When affected by drugs, Black elves can actually be friendly, although this may turn to hostility at any moment. Racial traits: Black elves have all the elven racial traits as listed in the Player’s Handbook except as follows: - Black elves are not immune to sleep spells or effects. They retain the standard +2 racial saving throw bonus against Enchantment spells or effects. - Darkvision. This replaces low-light vision. - Proficient with either scimitar or longspear; proficient with longbow, shortbow, composite longbow and composite shortbow. This replaces the standard elven weapon proficiencies. - Favored Class: sorcerer. A multiclass Black Elves’ sorcerer class does not count when determining whether he takes an experience point penalty. Elvins Elvins are mischievous creatures who enjoy small magical tricks. Physically they are approximately 4 ½ feet high, with elf-like features – pointed ears, delicate bone structure – but mentally they can be more like children. They delight in playing tricks on passers by (although others might not see the funny side) and are only occasionally roused to combat. They often make use of their levitate ability to keep out of trouble. Elvins tend to live in isolated communities, usually within woodlands. Visitors are not usually welcomed into their villages, but if a stranger demonstrates actual magical ability, they will be received warmly and treated as honoured guests – at least until the Elvins tire of them.

Elvin adventurers are not uncommon in Kakhabad, as they search out new and interesting magic to show to their friends and family. Elvins age at the same rate as half-elves. For random height and weight, use the following: Base Height Base Weight height modifier weight modifier 3’10” +2d6 65lbs x (1d6) History: The Elvin race is not widespread throughout Titan, or even the Old World. Not being great warriors, they tend not to get involved in conflicts, but this means that expansion is limited. Elvins where first noted in Kakhabad over nine centuries ago, but it is thought that the race is older than this. Certainly, Elvins were inhabitants of Kakhabad long before it became known as the Verminpit at Earthend. Although other races have moved on since Kakhabad became synonymous with chaos, the Elvins have stayed; some scholars speculate that they thrive even more now that they can annoy evil creatures. Outlook: The typical Elvin is cheerful, positive and mischievous. As they mature, they become more serious but they never lose their delight at seeing magic performed skilfully. Elvin characters: Most Elvins, if they take a character class, are rogues, although they are more suited to the outdoor life than to the cities. Some become bards, and these are the centre of attention in the village because of their storytelling, performances and of course magical abilities. Adventuring Elvins are usually bards. If an Elvin takes to fighting, they usually become rangers. Society: Elvins group themselves in small villages, usually consisting of tents; Elvins are semi-nomadic, moving on every six to twelve months or so. In these villages, the elder males take responsibility for leadership, although females are well respected. Older males are typical hunter-gatherers, whilst the females look after domestic life, including upkeep of the tents, which is considered one of the most important jobs. Children are left to play with their peers until they reach maturity, when they are expected to contribute usefully to the village. Magic: All Elvins, irrespective of age, are fascinated with magic. They can entertain themselves with their natural spell-like abilities, but are truly impressed by proper magical talent. Any Elvin spellcasters usually prefer spells that provide the most entertainment. Relations with other races: Anybody that can endure the Elvins idea of practical jokes is usually treated in a friendly fashion, irrespective of race. Those that show magical abilities are welcomed into the village as an honoured guest. However, those who show a lack of sense of humour (usually goblinoids) are treated derisively. Racial traits: Elvins have the following racial traits: - +2 Dexterity, -2 Constitution; Elvins are agile but quite frail - Medium sized - Base land speed of 30ft - Spell-like abilities: 1/day – faerie fire, prestidigitation, levitation. Caster level 1st. - Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Gnome, Goblin, and Orc. - Favored Class: Rogue. A multiclass elvin’s rogue class does not count when determining whether he takes an experience point penalty. GNOMES

Gnomes in Kakhabad are generally inventors, alchemists and technicians, forever trying to improve some mechanical contrivance. Gnomes in Kakhabad are also keen on trade, and some set up shops. Always gregarious, gnomes welcome the interaction with others that shop-keeping brings. Gnomish shops are always a delight to visit, if only to see what device the gnome has come up with today. Some gnomes are less sedentary and take up the adventuring life in order to explore the world around them and meet new and interesting people; these will of course, be fully prepared and have all sorts of contraptions to help them along their way. Racial traits: Kakhabad gnomes have all the gnome racial traits as listed in the Player’s Handbook. HALFLINGS Halflings are extremely rare in Kakhabad – there are no areas that this comfort dwelling race can call home. Occasionally, halflings can be found wandering as adventurers. Racial traits: Kakhabad halflings have all the halfling racial traits as listed in the Player’s Handbook. HALF-ELVES Half-elves are unusually common in Kakhabad; the very nature of this land means that anybody who might not find a place in other societies will find a place here. As with humans, the appearance of half-elves can vary greatly, from regal looking to feral. Half-elves can fill almost any niche in Kakhabad and adventuring half-elves are common. Racial traits: Kakhabad half-elves have all the half-elf racial traits as listed in the Player’s Handbook. HALF-ORCS As with half-elves, half-orcs are accepted much more freely in Kakhabad than in other societies. Again, appearance can vary widely, as orcs are fecund and breed with many other races; some half-orcs are almost indistinguishable from humans (sometimes these half-orcs are actually referred to as half-humans) whilst others are far more bestial in nature. They can be found filling many roles, from Mampang guard to store keeper. Adventuring half-orcs are common. Racial traits: Kakhabad half-orcs have all the half-orc racial traits as listed in the Player’s Handbook. Svinn The Svinn are a separate subrace of half-orcs who inhabit the Shamuatanti hills. They are very similar in most respect to other half-orcs, but are more closely related to humans. They look more like humans than many half-orcs and are sometimes referred to as ‘man-orcs’. Svinn are still aggressive and can be crude, but to a lesser extent than most half-orcs. The main population of Svinn can be found in the village of Torrepanni in the Shamutanti hills where they lead a fairly peaceful and sociable life. Adventuring Svinn are not uncommon, however. Svinn have the same vital statistics as half-orcs. History: Half-orcs are generally unwelcome wherever they go; their orc parentage makes others dislike them on sight. The Svinns soon realised this, and a small number

of them grouped together for mutual protection and support. As this group got larger, though, they found themselves even more disliked and distrusted than before. Rather than disband, they decided to venture to Kakhabad, a land where, although they wouldn’t be welcomed, they wouldn’t be reviled. After wandering for a short time, they set up camp at the site that would become Torrepani; tents at first, and then, as the population grew larger, more permanent dwellings. The Svinns are now well established in Kakhabad, and their village draws more each year, as it offers stability and community to those who have had neither. Outlook: Svinns can be distrustful of strangers, as they themselves have been badly treated by others in the past. This comes across as aggression and gruffness; however, once a Svinn accepts you as his friend, he will remain so. Svinns are practical people, as they have become self sufficient over the years. Although they are not always cheerful, they are happy with the life they have and are not resentful towards others that have gained more success. Svinn characters: Svinns are usually experts, a class necessary for an isolated community to survive. Some Svinns are more aggressive and take up the role of fighters, rangers or barbarians. Druids are more common than clerics, as Svinns are close to nature; similarly, if there are any arcane spellcasters, these would be sorcerers rather than wizards. Society: As mentioned, the largest population of Svinns live in the village of Torrepani in the Shamutanti Hills. The village hierarchy is patriarchal, led by the wisest male in the village who is referred to as the chief. However, females are valued as part of society and it is not uncommon that the chief should be aided by his wife. In all other aspects of Svinn life, females are treated as equals. Svinn laws are just and fair, and followed by more or less all inhabitants. Sometimes, individual Svinn are ejected from the village because of serious crimes; such individuals normally gravitate towards Khare. Occasionally, Svinn leave the comfort of their home to travel and explore the lands around them; most come back, wiser and perhaps saddened by what they see. Magic: Spellcasting is not common amongst the Svinn; most are usually druids, who revere the forces of nature around them and give thanks for the life they lead. Clerics are uncommon; Svinn do not usually revere one god, but ay lip service to many. Arcane spellcasters are rare; they do not take easily to wizardry, but some may become sorcerers, if their Charisma is high enough. Relations with other races: Svinn have encountered many different races in their collective lives and have learnt not to judge others by first impressions. They are tolerant of humans and those few dwarves they have encountered; gnomes are welcomed as light relief and because they usually have fascinating new equipment with them. However, they are not so keen on Elvins, who they find a little too lighthearted and immature. Svinn are ambivalent about elves and halflings, having encountered so few. Black Elves are treated courteously but curtly. Svinn actively dislike most goblinoids, as they tend to suffer most at the hands of these creatures. Racial traits: Svinn have all the half-orc racial traits as listed in the Player’s Handbook except as follows: - +2 Strength, -2 Charisma; Svinn are aggressive and socially awkward with other races. - Low-light vision. This replaces darkvision. - Favoured class: any.

Feats This chapter is divided into two sections; the first deals with general and metamagic feats that are available to adventurers in Kakhabad. The second section deals with flux feats, and how the wild magical energy flowing around Kakhabad could have altered the appearance of characters. General feats

Prerequisite

Benefit

Wilderness Lore 2 ranks

Luck bonus to saving throws or Armour Class All Craft skills are Class skills; Craft skill bonus Wilderness Lore bonus in certain terrain Ready supply of material components Stonecunning ability

Adventurer’s Luck Expert Hunter Material Spellcaster Miner Nature’s Fury

Monstrous humanoids are favoured enemy Bonus when making speeches

Orator Trap Expert

Trap sense ability

Disable Device bonus, heightened trap sense

Metamagic feats

Prerequisite

Benefit

Fiery Spell

Able to cast two spells with the fire descriptor. Access to the illusion school

Increased fire damage

Individualise Spell

Spell appearance personalised

General and metamagic feats The feats presented here are supplemental to those found in the Player’s Handbook. ADVENTURER’S LUCK (GENERAL) You are naturally lucky, which has saved your life on many occasions. Benefit: You gain either a +1 bonus to your Fortitude, Reflex, and Willpower saves or a +1 bonus to Armour Class. Special: You can take this feat twice. The feat applies to either saving throw bonuses or to the Armour Class bonus. EXPERT (GENERAL) You are talented in a wide range of areas. Benefit: All Craft skills are considered class skills, and you get a +2 bonus on any two Craft skills for which you already have ranks in. FIERY SPELL (METAMAGIC)

You combine weakness to fire with your fire spells. Prerequisite: Able to cast two spells with the fire descriptor. Benefit: A spell that deals fire damage is combined with a slight susceptibility to fire, increasing the damage by 1 point per caster level. Saving throws (if applicable) also affect this extra damage. This feat does not bypass resistance to fire, damage reduction or similar effects. Fiery Spells use up a spell slot one level higher than the spell’s actual level. HUNTER (GENERAL) You are particularly skilled at hunting. Prerequisite: Wilderness Lore 2 ranks Benefit: You select a specific terrain type. When in that terrain, you gain a +2 bonus when using the Wilderness Lore skill to hunt and forage and while tracking (using the Track feat). Special: This feat may be selected more than once. Each time, it applies to a different terrain type. INDIVIDUALISE SPELL (METAMAGIC) You can add your own ‘finishing touches’ to the appearance of your spells. Prerequisite: Access to the illusion school (or a lack of prohibition against using it). Benefit: Your spells take on their own unique appearance. For example, a magic missile might appear as a flying snake, a fireball as a burning skull and so on. An Individualised Spell uses up a spell slot of the same level as the original spell. Note: There are no benefits in terms of game mechanics with this feat – it is purely for role-playing and appearance. MATERIAL SPELLCASTER (GENERAL) You are able to easily find or obtain simple spell components. Benefit: You are assumed to have a ready supply of any material component for your available spells, as long as the material component costs 1gp or less. If the material component costs more than 1gp, it must be found or bought as normal. MINER (GENERAL) You are skilled at underground mining operations. Benefit: You have the Stonecunning ability, similar to that of Dwarves (+2 bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A miner can use the Search skill to find stonework traps as a rogue can. A miner can also intuit depth, sensing his approximate depth underground as naturally as anybody else can sense which way is up). NATURE’S FURY (GENERAL, FIGHTER) Constantly having to deal with monstrous humanoids has made them your favoured enemy. Benefit: Monstrous humanoids are considered your favoured enemy, similar to the ranger class feature (+2 bonus on Listen and Spot checks when using these skills against monstrous humanoids; +2 bonus on weapon damage rolls against monstrous humanoids).

Special: If a character already has the monstrous humanoid type as his favoured enemy, the bonuses stack. ORATOR (GENERAL) You have a natural talent for talking to groups of people. Benefit: You receive a +1 bonus on Bluff, Diplomacy and Sense Motive checks. TRAP EXPERT (GENERAL) Extensive knowledge of various traps means that you are an expert at disabling them. Prerequisite: Trap sense rogue ability. Benefit: Your trap sense benefit increases by +1 and you gain a +2 bonus on Disable Device checks. Flux feats The land of Kakhabad is a wild and dangerous one. Many years ago, mad sorcerers dabbled in strange arcane magic, altering the very fabric of reality and creating a swirling field of magical energy. Although this magical energy has since settled down, its effects can still be seen today; occasionally it throws up an unexpected trait in plants, animals and local geography. For example, a particular stream may be covered in ice in one section, but only a few feet away it is boiling. Rocks can take on the appearance of animals and even people. Plants may be stunted and yellow or lush and green – within a few inches of one another. These effects are detailed in the Adventuring in Kakhabad chapter. The flux of magic altered the genetic structure of some people, which has been inherited by their children. Player characters may decide to be one of those descendants and to represent this characters can take a flux feat. The effects described by these feats are inherited and so a flux feat can only be taken at first level. A character may only choose one flux feat. Flux feats work in a similar way to normal feats. When a character is first created, a flux feat can be chosen instead of a standard feat. The taint of swirling magic has warped the appearance of the character, meaning that any character with a flux feat takes a -4 penalty on most Flux feats Benefit Charisma based skills Beast Feet Base land speed increases (Bluff, Diplomacy, by 10 feet Disguise, Gather Feline Eyes Low light vision or Information, Handle darkvision Animal and Perform) Goat Legs +5 Climb checks except Use Magic Device (which is unaffected) and Leathery Skin +1 bonus to Armour Class Intimidate (which instead gets a +2 bonus) and also Monstrous Torso +4 Fortitude save bonus suffers a -4 penalty on Charisma ability checks. Ogre Arms Increased subdual damage However, the altered to 1d6 physiology also offers a Thick Skulled +4 Will save bonus benefit, as outlined in the feat descriptions below.

BEAST FEET (FLUX) Your lower legs are hugely muscular and you have beast-like feet, as if from a bear, goat or tiger. Prerequisite: Flux feat; can only be taken at 1st level. Benefit: Your land based speed is increased by 10 feet. Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above. FELINE EYES (FLUX) Your eyes are yellow with elliptical pupils, similar to cats’ eyes. Prerequisite: Flux feat; can only be taken at 1st level. Benefits: You have low light vision to 30 feet (if you already have low light vision, replace this with darkvision to 30 feet; if you already have darkvision, add another 10 feet to the range). Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above. GOAT LEGS (FLUX) Your legs are similar to the legs of a goat. Prerequisite: Flux feat; can only be taken at 1st level. Benefit: You are more agile at climbing, gaining a +8 bonus to Climb checks. Special: This is a flux feat and is subject to modifier to Charisma based skills and Charisma ability checks outlined above. LEATHERY SKIN (FLUX) Your skin is naturally thick and leathery. Prerequisite: Flux feat; can only be taken at 1st level. Benefit: Your thick skin gives you a +1 natural bonus to Armour Class. Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above. MONSTROUS TORSO (FLUX) Your upper body is muscular and out of proportion with the rest of your body. Prerequisite: Flux feat; can only be taken at 1st level. Benefit: You gain a +4 bonus on all Fortitude saving throws. Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above. OGRE ARMS (FLUX) Your arms are large, with bony hands. Prerequisite: Flux feat; can only be taken at 1st level. Benefit: Unarmed strikes deal 1d6 points of subdual damage. Normal: Unarmed strikes normally deal 1d3 points of subdual damage. Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above. THICK SKULLED (FLUX) Your skull is thicker than normal and protrudes outwards. Prerequisite: Flux feat; can only be taken at 1st level. Benefit: It is harder to affect you with spells; you gain a +4 bonus on Will saves.

Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above.

Prestige classes Champion of Libra Libra is the goddess of justice and patron of Analand, and as such is underrepresented in Kakhabad. Some warriors, however, venerate Libra above all other deities and carry her power within them. Many of them were residents of Analand that have ventured forth into Kakhabad in order to perform good and righteous deeds. Religious fervour is not a prerequisite to becoming a Champion of Libra; she accepts all those who revere her, from the loudest celebrant to those who worship quietly in their hearts. Paladins are the most common Champions of Libra, although fighters, rangers and even barbarians are not uncommon. Militant clerics also sometimes become Champions of Libra, and multiclassed arcane spellcasters are not unheard of. Paladins may multiclass as Champions of Libra freely. Hit Die: d8. REQUIREMENTS To qualify to become a Champion of Libra, a character must fulfill all the following criteria: Base attack bonus +6 Skills: Knowledge (religion) 3 ranks Feat: Weapon focus (longsword) Alignment: Lawful good Special: The character must worship Libra CLASS SKILLS The Champion of Libra’s class skills are: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Swim (Str) Skill Points per Level: 2 + Int modifier. Table 3.1: Champion of Libra Base Class Attack Fort Ref Will Level Bonus Save Save Save Special

1st 2nd 3rd 4th 5th

+1 +2 +3 +4 +5

+2 +3 +3 +4 +4

+0 +0 +1 +1 +1

+0 +0 +1 +1 +1

Libra’s blessing Bonus feat, sacred defence Libra’s cleansing Bonus feat, sacred defence Libra’s devotion

CLASS FEATURES All the following are class features of the Champion of Libra prestige class. Weapon and armour proficiency: A Champion of Libra is proficient with all simple and martial weapons and with all armour (heavy, medium, and light) and shields (except tower shields).

Libra’s blessing (Su): At 1st level a Champion of Libra can call upon her goddess to heal her of all hit point loss and restore her hit points up to the full amount. This ability can be used once every three days. Bonus feat: At 2nd level and 4th level the Champion of Libra gets a bonus feat from the following list: blind-fight, combat expertise, dodge, exotic weapon proficiency, improved combat expertise, improved critical (any), improved initiative or weapon focus (any). Sacred defence (Ex): At 2nd level, the Champion of Libra gains a +1 sacred bonus on all saving throws. This bonus increases to +2 at 4th level. Libra’s cleansing (Su): At 3rd level a Champion of Libra can call upon her goddess to purify her body, curing all diseases and removing all curses. This ability functions as remove curse and remove disease and can be used once every three days. Libra’s devotion (Su): At 5th level, a Champion of Libra can call upon her goddess to save her from mortal peril. If a Champion of Libra is brought to below zero hit points, she can immediately regain a number of hit points equal to 3d6 + her charisma bonus (if any) and can also teleport away from the source of danger, to a nearby safe locale. This ability can be used once every three days. Divine Leader In churches and temples across Kakhabad, particularly in Khare, there are clerics and druids who command the attention of their congregation passionately. These leaders of the church are much more than ordinary clerics; the worshippers of their deity cling to every word uttered by the Divine Leader as if it were gospel (which very often it is). Divine Leaders are usually based in temples or churches, where they can speak directly to the worshippers of their deity on a regular basis. For some Divine Leaders, this means extolling the virtues of their god regularly and passionately; for others, it is a chance for showmanship and entertainment. Some Divine Leaders, particularly those of warlike deities, follow armies into battle, rousing the troops with grand speeches. Divine leaders are always clerics or druids, but multiclassed bards are not uncommon. Hit Die: d8. REQUIREMENTS To qualify to become a Divine Leader, a character must fulfill all the following criteria: Ability: Charisma 13+ Skills: Knowledge (religion) 8 ranks, Perform (any) 5 ranks, Diplomacy 6 ranks. Feat: Orator Spells: Able to cast 3rd level divine spells Special: The Divine Leader must worship a deity and hold congregations for that deity. CLASS SKILLS The Divine Leader’s class skills are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (any) (Cha), Profession (Wis), and Spellcraft (Int).

Skill Points per Level: 4 + Int modifier. Table: 3.2: Divine Leader Base Class Attack Fort Ref Will Level Bonus Save Save Save Special

1st 2nd 3rd 4th 5th

+0 +1 +2 +3 +3

+2 +3 +3 +4 +4

+0 +0 +1 +1 +1

+2 +3 +3 +4 +4

Lay on hands, turning/rebuking Sacred defence Fascinate Sacred defence, domain Suggestion

Spells

+1 level of existing divine class +1 level of existing divine class +1 level of existing divine class +1 level of existing divine class +1 level of existing divine class

CLASS FEATURES All the following are class features of the Divine Leader prestige class. Weapon and armour proficiency: A Divine Leader gains no proficiency in any weapon, armour or shield. Spells per Day/Spells Known: When a Divine Leader gains another level in Divine Leader, he gains new spells per day and new spells known as if he had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a Divine Leader had more than one spellcasting class before he became a Divine Leader, he must decide to which class he adds each level of Divine Leader for the purpose of determining spells per day and spells known. Lay on hands (Su): This functions in the same way as the paladin ability of the same name. If the Divine Leader already has this ability from another class, the levels of Divine Leader stack with that of the other class for determining uses per day. Turning/rebuking (Su): Starting at 1st level, the Divine Leader adds the Divine Leader levels to his cleric levels for determining success with turning or rebuking undead results. Sacred defence (Su): at 2nd level, the Divine Leader gains a +1 bonus against divine spells, as well as the spell-like and supernatural abilities of outsiders. At 4th level, this increases to +2. Fascinate (Sp): At 3rd level, the Divine Leader gains the ability to fascinate, as per the bard ability of the same name. This ability can be used once per day per Divine Leader level. Domain: At 4th level, the Divine Leader can choose another domain that his deity grants access to, as well as the granted power. Suggestion (Sp): At 5th level, a Divine Leader with 9 levels in Perform can make a suggestion, as per the bard ability of the same name. Kakhabad Hunter The wilds of Kakhabad are home to many dangerous beasts and criminals. Occasionally, these lawless outcasts are hunted down, either because they have grown to be too much of a nuisance or because somebody will pay money for their capture. The Kakhabad Hunter fulfills this role. At lower levels, the Kakhabad Hunter may be employed simply to retrieve lost items, whilst at higher levels even the mightiest tremble when a Kakhabad Hunter is on their

trail. The Kakhabad Hunter is intimately familiar with his surroundings and targets and can use a small number of divination spells to help locate his quarry. Barbarians, rangers, rogues and monks most easily qualify as a Kakhabad Hunter, whilst spellcasting classes may find this prestige class presents a different way to employ their spells. Although Kakhabad Hunters usually hunt down evil monsters and criminals, there is no alignment requisite for this class (in fact, evil Hunters can sometimes be the most successful). Hit Die: d8. REQUIREMENTS To qualify to become a Kakhabad Hunter, a character must fulfill all the following criteria: Base attack bonus: +7 Skills: Hide 4 ranks, Move Silently 4 ranks, Wilderness Lore 4 ranks. Feat: Track, Hunter CLASS SKILLS The Kakhabad Hunter’s class skills are: Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex) and Wilderness Lore (Wis). Skill Points per Level: 4 + Int modifier. Table 3.3: Kakhabad Hunter Class Level

Base Attack Bonus

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5

Fort Ref Will Save Save Save Special

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Favoured enemy Detect secret doors +1d6 sneak attack Locate object Favoured enemy Locate creature +2d6 sneak attack Legend lore Discern location, favoured enemy

CLASS FEATURES All the following are class features of the Kakhabad Hunter prestige class. Weapon and armour proficiency: A Kakhabad Hunter is proficient with all simple and martial weapons and with light and medium armour and shields (except tower shields). Favoured enemy (Ex): At 1st level, the Kakhabad Hunter can choose a favoured enemy, as the ranger class feature (+2 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and a +2 bonus on weapon damage). The Kakhabad Hunter is

limited to the same choice of enemy as the ranger. If the Kakhabad Hunter already has this ability, then levels gained in Kakhabad Hunter stack with other class levels for purposes of determining bonuses. At 5th level, the Kakhabad can choose a second favoured enemy and at 10th level, a third favoured enemy. Detect secret door (Sp): At 2nd level, the Kakhabad hunter can use detect secret door as a spell-like ability (caster level equals Kakhabad Hunter level). This is useable once per day. Sneak attack: Starting at 3rd level, the Kakhabad Hunter gains the ability to deliver a sneak attack for 1d6 hit points of damage, as the rogue class feature. If the Kakhabad Hunter already has this ability, the amount of damage increases by 1d6. This increases by a further 1d6 at 7th level. Locate object (Sp): At 4th level, the Kakhabad hunter can use locate object as a spelllike ability (caster level equals Kakhabad Hunter level). This is useable once per day. Locate creature (Sp): At 6th level, the Kakhabad hunter can use locate creature as a spell-like ability (caster level equals Kakhabad Hunter level). This is useable once per day. Legend lore (Sp): At 8th level, the Kakhabad hunter can use legend lore as a spelllike ability. This is useable once per day. Discern location (Sp): At 10th level, the Kakhabad hunter can use discern location as a spell-like ability. This is useable once per day. Khare Thief Thieves in Khare have a much harder time of it than those in other cities – not because of law enforcement, but because the residents routinely trap their homes and treasured items. A thief that profits from life in Khare, therefore, is an expert in finding, disarming or avoiding traps. All Khare rogues belong to the thieves’ guild, if only because non-membership can prove fatal. The thieves’ guild can also be a good source of information as well as a place where the thief can rest and recuperate. Rogues make up the majority of Khare thieves, although other classes may become Khare thieves in order to complement other skills. Hit die: d6 REQUIREMENTS To qualify to become a Khare thief, a character must fulfill all the following criteria: Skills: Search 8 ranks, Disable Device 8 ranks, Open Lock 4 ranks, Knowledge (local, Khare) 4 ranks Feats: Trap expert. Special: Must be a member of the Khare thieves’ guild. CLASS SKILLS The Khare thief class skills are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points per Level: 6 + Int modifier. Table 3.4: Khare thief Base Class Attack Fort Ref Will Level Bonus Save Save Save Special

1st 2nd 3rd 4th 5th

+0 +1 +2 +3 +3

+0 +0 +1 +1 +1

+2 +3 +3 +4 +4

+0 +0 +1 +1 +1

Sneak attack +1d6, trapfinding Bonus feat, uncanny dodge Sneak attack +2d6, trap sense Bonus feat, Khare knowledge Sneak attack +3d6, improved uncanny dodge

CLASS FEATURES All the following are class features of the Khare thief prestige class. Weapon and armor proficiency: Khare thieves are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Khare thieves are proficient with light armor, but not with shields. Sneak attack (Ex): Starting at 1st level, the Khare thief gets the sneak attack ability at +1d6 damage. This is the same as the rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level. Trapfinding (Ex): Starting at 1st level, the Khare thief can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. The Khare thief also gets a +4 bonus on all Search and Disable Device checks. Bonus feats At 2nd level and 4th level the Khare thief gets a bonus feat from the following list: Alertness, Blind-Fight, Combat Expertise, Investigator, Lightning Reflexes, Skill Focus, Track, Weapon Finesse or Weapon Focus. Uncanny dodge (Ex): At 2nd level the Khare thief retains their Dexterity bonus to AC even when caught flat-footed. If a Khare thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead. Trap sense (Ex): At 3rd level, the Khare thief gains trap sense. This is the same as the rogue ability of the same name, and its effects stack with that ability. Khare knowledge: At 4th level, the Khare thief gains a +4 bonus to Gather Information and Knowledge (local, Khare) checks. Improve uncanny dodge (Ex): At 5th level, the Khare thief can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has levels in the Khare thief prestige class. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Seer The Seer is an arcane spellcaster who has devoted his attention to divination spells and obtaining knowledge from obscure and often intangible sources. Some Seers live in towns and cities, where they are often approached for their help, whilst others live in remote wilderness areas in order to protect their secrets from all but a select few.

Some Seers are treated as madmen by people who know them, and indeed it is possible that they have gone mad from the eldritch knowledge they have gained; other Seers, however are very clinical in their approach to what others might call ‘fortune telling’ and apply an almost scientific formula to the questions they want answering. Seers are always arcane spellcasters, but they are drawn from bards, sorcerers and wizards, although Diviners are the most common type of Seer. Hit Die: d4. REQUIREMENTS To qualify to become a Seer, a character must fulfill all the following criteria: Skills: Knowledge (arcana) 8 ranks, Knowledge (the planes) 8 ranks. Feat: Spell Focus (divination) Spells: Able to cast at least 5 divination spells of 1st level or above as arcane spells. Class Skills The Seer’s class skills are: Concentration, Craft, Decipher Script, Knowledge, Profession, and Spellcraft. Skill Points per Level: 2 + Int modifier. Table 3.5: The Seer Base Class Attack Fort Ref Will Level Bonus Save Save Save Special

1st 2nd 3rd 4th 5th

+0 +1 +1 +2 +2

+0 +0 +1 +1 +1

+0 +0 +1 +1 +1

+2 +3 +3 +4 +4

Planar Divination Improved Divination Greater Spell Focus Greater Divination Divination enhancement

Spells

+1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class +1 level of existing arcane class

CLASS FEATURES All the following are class features of the Seer prestige class. Weapon and armor proficiency: Seers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Spells per Day/Spells Known: When a new level in Seer is gained, the Seer gains new spells per day and new spells known as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a Seer had more than one arcane spellcasting class before he became a Seer, he must decide to which class he adds each level of Seer for the purpose of determining spells per day and spells known. Planar Divination: At first level, a Seer gains access to the spells augury, divination and commune. These spells are added to his spell list, and he may learn and cast them as arcane spells. A Seer is not communicating with a planar being when he casts such a spell; he is extracting information from the fabric of reality and the interactions between planes. Improved Divination (Su): Beginning at 2nd level, a Seer gains a +1 bonus to his caster level when casting spells from the divination school. The Seer also gains a +1 insight bonus to his AC. Greater Spell Focus: At 3rd level, the Seer gains Greater Spell Focus (divination) as a bonus feat.

Greater Divination (Su): Beginning at 4th level, the bonus a Seer gains from Improved Divination increases to +2. His insight bonus to AC increases to +2. Divination Enhancement (Ex): Beginning at 5th level, all Divination spells cast by Seers come under the effect of the Extend Spell feat, whether the Seer has this feat or not. They do not take up a higher level spell slot.

Deities and Magic Deities and domains Characters created using the Player’s Handbook will have a deity that is different from the Titan pantheon. However, in most cases converting to the Titan pantheon is straightforward as a simple name change is all that is required. The table below summarises this information. Player’s Handbook deity Boccob Corellon Larethian Ehlonna Erythnul Fharlanghn Garl Glittergold Gruumsh Heironeous Hextor Kord Moradin Nerull Obad-Hai Olidammara Pelor St. Cuthbert Vecna Wee Jas Yonadalla

Titan deity Hamaskis * Erillia (f) Aegraven Sith (f) Fulkra Elluviel Hashak Telak Slangg * Rogaar Kerillim (f) Death Argowen Logaan Glantanka (f) * Fourga * Tanit (f) * Myurr Istarel

Deities that are worshipped as females rather than males are noted with a letter (f) after their name. Deities marked with an asterisk (*) are notably different from those in the Player’s Handbook and are detailed more fully here. Also in this section are other gods worshipped by the inhabitants of Kakhabad. The entries follow all the normal rules concerning deities, domains and domain spells and are presented in order of alignment (good, neutral and then evil). Note that all the domains available in the Player’s Handbook are available on Titan. Major Deities CHEELAH Alignment: Chaotic good Domains: Chaos, Good, Luck, Protection, Travel Favoured weapon: Heavy mace Symbol: A silver coin Cheelah is the goddess of luck and fate. She is a kind goddess, and many people pray for her blessing. ‘May Cheelah protect you’ is a common saying. There are many

small shrines to Cheelah throughout Kakhabad. Followers of Cheelah are likely to take more chances than others, trusting in luck and fate to help them. LIBRA Alignment: Lawful good Domains: Good, Healing, Knowledge, Law, Protection Favoured weapon: Longsword Symbol: Balanced scales Libra is the goddess of justice and truth. She promotes honesty and fairness above the retributive aspects of lawfulness. Libra is not worshipped extensively in Kakhabad, but she is the patron of nearby Analand, and veneration of Libra has spread somewhat into the Shamutanti Hills. THROFF Alignment: Neutral Domains: Earth, Healing, Plant, Strength Favoured weapons: Warhammer Symbol: A stone oak tree Throff is the goddess of the earth, and is often worshipped by dwarfs. She is venerated as two different aspects: that of the earth mother, from which all things grow; and that of the stone of the earth, which can be fashioned into useful or beautiful objects by those skilled in the craft of stonemasonry. COURGA Alignment: Neutral Domains: Healing, Knowledge, Luck, Protection, Sun Favoured weapon: Rapier Symbol: A silver mask Courga is the god of grace. Perhaps somewhat unusually, he is well respected in Kakhabad, and there is a fine temple to him in Khare. Followers of Courga strive to find beauty in all things and value humility as a virtue. FOURGA Alignment: Neutral Domains: Knowledge, Magic, Strength Favoured weapon: Morningstar Symbol: An upraised hand Fourga is the god of pride and the twin brother of Courga. In Kakhabad, Fourga is worshipped as a vengeful god, and his clerics are often evil rather than good; however, he has fallen out of favour recently and has lost a number of followers to Courga. SLANGG Alignment: Chaotic evil Domains: Chaos, Death, Evil, Strength, Trickery Favoured weapon: Falchion Symbol: Black skull Slangg is the god of malice and is often portrayed as a grossly fat man with a forked tongue. Unlucky people are said to suffer ‘the grace of Slangg’. In Khare, spiteful citizens give offerings to Slangg in the hope that the god will bring vengeance on their

enemies. Many of Slangg’s clerics delight in torture and pain, but others are more subtle, performing seemingly good deeds to win over followers. TANIT Alignment: Neutral evil Domains: Death, Destruction, Evil, Trickery Favoured weapon: Whip Symbol: Velvet glove Tanit is the goddess of envy and jealousy and Slangg’s sister. She is depicted as a beautiful woman, dressed in a macabre outfit. Clerics of Tanit work subtly in the community, sowing seeds of jealousy and envy among husbands, wives and lovers, always seeking to divide and frustrate. MINOR DEITIES Table 5.1: Minor deities shows some of the other deities worshipped in Kakhabad. Table 5.1: Minor deities Name Alignment Chronada, god of Lawful time neutral Filash, god of fire Neutral Galana, goddess of plants and fertility Glantanka, goddess of the sun Hamaskis, god of learning Hydana, god of water Lunara, goddess of the moon Pangora, god of winds Sukh, god of storms

Neutral good Neutral good Lawful good Neutral Chaotic neutral Neutral Chaotic neutral

Domains Knowledge, Law, Magic Destruction, Fire, Strength Plant, Protection, Strength Fire, Protection, Strength, Sun Good, Knowledge, Law, Magic Luck, Travel, Water

Favoured weapon Dagger

Sickle

Symbol Straight arrow Gouts of flame A rose

Light mace

White sun

Quarterstaff

An open book

Trident

A wave

Chaos, Magic, Trickery Air, Luck, Strength, Travel Air, Chaos, Destruction, Water

Heavy mace

Crescent moon Galehorn

Spear (any)

Warhammer Heavy flail

Lightning bolt

Spell lists Most inhabitants of Kakhabad are too uncivilised to organise any sort of formal spellcasting training, so wizards are uncommon. Budding wizards, therefore, rely on learning spells brought over from nearby lands, notably Analand to the south. Presented in this chapter are all the spells in the Analand Spellbook from the Sorcery! series. Many of these spells are copies or slight variations on spells found in the Player’s Handbook. However, all spells in the Spellbook are given a three letter code to identify them, rather than a name. In the spirit of the Sorcery! series, however, these three letter codes should replace the normal names, so a character would cast HOT instead of fireball, for example.

The spell lists below follow the format in the Player’s Handbook. Spells that are identical to spells in the Player’s Handbook have the standard name in brackets after the Sorcery! name. New spells and variant spells have a brief description; more information is given in the full spell descriptions later. The spells are arranged in the order that they appear in the Sorcery! spellbook. Bard spells 1ST-LEVEL BARD SPELLS GOB summons one or more goblins GUM sticks creatures or objects together DUD (silent image) FAL (feather fall) SAP demoralises one creature of 5HD or less. GOD (charm person variant) NAP (sleep variant) 2ND-LEVEL BARD SPELLS SIX(mirror image) JIG causes creatures to dance FOG (darkness) TEL (detect thoughts variant) PEP (bull’s strength variant) ZEN (levitation variant) YAZ (invisibility variant) SUN (daylight variant) KID (minor image variant) RAP (tongues variant) 3RD-LEVEL BARD SPELLS FOF (magic circle against chaos/evil/good/law) LAW (charm monster) RAZ (keen edge variant) YOB I summons an ogre I DOZ (slow) DOC enhances the effects of healing potions MAG (dispel magic) GAK (fear variant) NIP (haste variant) HUF (gust of wind variant) ZIP (blink variant) Cleric spells 1ST-LEVEL CLERIC SPELLS GOB summons one or more goblins SAP demoralises one creature of 5HD or less. 2ND-LEVEL CLERIC SPELLS SUS (find traps)

JIG causes creatures to dance HOW (augury) POP makes pebbles explosive FOG (darkness) PEP (bull’s strength variant) YAZ (invisibility variant) YAP (speak with animals variant) 3RD-LEVEL CLERIC SPELLS FOF (magic circle against chaos/evil/good/law) YOB I summons an ogre DOC enhances the effects of healing potions MAG (dispel magic) SUN (daylight variant) 4TH-LEVEL CLERIC SPELLS DIM (confusion) RAP (tongues variant) FAR (divination variant) 7TH-LEVEL CLERIC SPELLS YOB II summons a hill giant RES (resurrection) Druid spells 2ND-LEVEL DRUID SPELLS TEL (detect thoughts variant) YAP (speak with animals variant) 4TH-LEVEL DRUID SPELLS DOC enhances the effects of healing potions MAG (dispel magic) 5TH-LEVEL DRUID SPELLS MUD (transmute rock to mud variant) Paladin spells 3RD-LEVEL PALADIN SPELLS FOF (magic circle against evil) MAG (dispel magic) 4TH-LEVEL PALADIN SPELLS DOC enhances the effects of healing potions Ranger spells 1ST-LEVEL RANGER SPELLS YAP (speak with animals variant)

2ND-LEVEL RANGER SPELLS NAP (sleep variant) 3RD-LEVEL RANGER SPELLS MAG (dispel magic) 4TH-LEVEL RANGER SPELLS DOC enhances the effects of healing potions Sorcerer/wizard spells 1ST-LEVEL SORCERER/WIZARD SPELLS BIG (enlarge) WOK (shield variant) GOB summons one or more goblins GUM sticks creatures or objects together DUD (silent image) FAL (feather fall) SAP demoralises one creature of 5HD or less. GOD (charm person variant) NAP (sleep variant) 2ND-LEVEL SORCERER/WIZARD SPELLS DUM creatures lose 1d6 Dexterity points DOP (knock) SIX (mirror image) POP makes pebbles explosive FOG (darkness) TEL (detect thoughts variant) PEP (bull’s strength variant) ZEN (levitation variant) YAZ (invisibility variant) SUN (daylight variant) KID (minor image variant) 3RD-LEVEL SORCERER/WIZARD SPELLS HOT (fireball) FOF (magic circle against chaos/evil/good/law) RAZ (keen edge variant) YOB I summons an ogre DOZ (slow) MAG (dispel magic) NIF (stinking cloud variant) NIP (haste variant) HUF (gust of wind variant) RAP (tongues variant) ZIP (blink variant)

4TH-LEVEL SORCERER/WIZARD SPELLS LAW (charm monster variant) DIM (confusion) GAK (fear variant) 5TH-LEVEL SORCERER/WIZARD SPELLS WAL (wall of force) MUD (transmute rock to mud variant) 6TH-LEVEL SORCERER/WIZARD SPELLS ROK (flesh to stone variant) 7TH-LEVEL SORCERER/WIZARD SPELLS YOB II summons a hill giant KIN creates a replica that attacks the original creature 9TH-LEVEL SORCERER/WIZARD SPELLS ZED caster travels back in time Spell descriptions The following spells are in addition to those listed in the Player’s Handbook and follow the same rules and format. DUM Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 10 min./level Saving Throw: No Spell Resistance: Yes Affected creatures have their Dexterity score reduced by 1d6 for the duration of the spell, making them clumsy and uncoordinated. Note that this will also reduce their armour class and their Reflex saving throw modifier. WOK Components: V, S, M Except as noted, this spell is the same as shield. Material component: A coin (any denomination). RAZ Components: V, S, M Except as noted, this spell is the same as keen edge. Material component: A handful of beeswax, which is smeared on the blade of the weapon.

JIG Enchantment (Charm) [Mind-Affecting, Sonic] Level: Brd 2, Clr 2 Components: V, S, M Casting Time: 1 full round (see text) Range: Close (25 ft. + 5 ft./2 levels) Targets: Any number of creatures Duration: See text Saving Throw: Will negates Spell Resistance: Yes The caster must first cast this spell, and then start playing on a Bamboo Flute. Both actions together take a full round. Irrespective of any training or competence with the flute, this spell causes any number of creatures to stop what they are doing and dance a merry jig. Affected creatures suffer a -2 penalty to Armour Class and Reflex saves, but if the affected creatures are attacked, the spell ends. Otherwise, the spell lasts as long as the caster plays the flute. Focus: A Bamboo Flute. GOB Conjuration (Summoning) Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: Summons one or more goblins Duration: 1 round/level Saving Throw: No Spell Resistance: No This spell summons one or more goblins (one per tooth used, up to a maximum of three). The goblins are neutral in alignment and have an intelligence score of 10. They will follow commands to the best of their abilities. If they are slain, they disappear, ending the spell. Material component: A tooth from a goblin. YOB I Conjuration (Summoning) Level: Brd 3, Clr 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: Summons one ogre Duration: 1 round/level Saving Throw: No Spell Resistance: No This spell summons one ogre. The ogre is neutral in alignment and has an intelligence score of 10. It will follow commands to the best of its abilities. If it is slain, it will disappear, ending the spell. Material component: A tooth from an ogre.

YOB II Conjuration (Summoning) Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: Summons one hill giant Duration: 1 round/level Saving Throw: No Spell Resistance: No This spell summons one hill giant. The hill giant is neutral in alignment and has an intelligence score of 10. It will follow commands to the best of its abilities. If it is slain, it will disappear, ending the spell. Material component: A tooth from a giant. GUM Conjuration (Creation) Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: See text Saving Throw: See text Spell Resistance: No A GUM spell turns any ordinary pot of glue into a super-adhesive. This can be used to stick objects together, or as a weapon. If used as a weapon, it is treated as a tanglefoot bag (see the description under Special substances in Chapter 7 of the Player’s Handbook). If used as a normal adhesive, it can stick objects weighing up to 40 pounds; in this case the duration is permanent. Material component: A pot of glue. DOC Conjuration (Healing) Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Potion touched Duration: 1 round/level Saving Throw: No Spell Resistance: No When cast on a potion that heals damage, this spell maximises the amount of hit points cured, as if the potion were under the effect of a maximise spell feat (a potion of cure light wounds (CL 1st), for example, would restore 9 hit points). The potion must be drunk within the duration of the spell to have this effect.

POP Transmutation Level: Clr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Up to three pebbles touched Duration: 30 minutes or until discharged Saving Throw: See text Spell Resistance: No A POP spell transmutes up to three pebbles so that they will explode when thrown. When thrown, the pebbles have a range increment of 20 feet. The pebbles can also be slung, with a range increment of 50 feet. If they hit, each causes 1d6 points of damage; they also explode with a terrific bang (treat as a sonic attack), so that anyone within a 10 foot radius must make a DC 15 Fortitude saving throw or be deafened for one hour. MUD Components: V, S, M/DF Area: Up to two 10-ft. cubes/level (S, but ground level only) Except as noted, this spell is the same as transmute rock to mud. Arcane material component: Sand NIF Components: V, S, F Range: close (25 ft. + 5 ft./2 levels) Except as noted, this spell is the same as stinking cloud. Because this spell’s range is close, it may also affect the caster unless he remembers to wear his pair of nose plugs. Arcane focus: A pair of nose plugs. TEL Components: V, S, F Except as noted, this spell is the same as detect thoughts. Focus: a cloth skullcap, to be worn when the spell is cast. GAK Components: V, S, F Except as noted, this spell is the same as fear. Focus: a Black Facemask SAP Enchantment [Mind-Affecting] Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature with 5 or fewer HD Duration: 1d4 rounds Saving Throw: Will negates Spell Resistance: Yes

The affected creature becomes demoralised (shaken) and takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A demoralised creature will try to flee, but if it cannot, it will fight. Creatures with 6 or more Hit Dice are immune to this effect. GOD Components: V, S, F Except as noted, this spell is the same as charm person. Focus: a Jewel of Gold KIN Conjuration (Summoning) Level: Sor/Wiz 7 Components: V, S, F Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell Resistance: No A powerful spell, KIN causes a replica of one creature to appear. The summoned replica has the same hit points, equipment and extraordinary special attacks of the original creature, but does not have any extraordinary special qualities, supernatural or spell-like abilities (include spellcasting) of the original. The replica’s only function is to fight the original until the spell ends or one or the other is defeated. If the replica wins, it disappears, along with its equipment. PEP Components: V, S, M Except as noted, this spell is the same as bull’s strength. Material component: A potion of fire water. ROK Components: V, S, M Except as noted, this spell is the same as flesh to stone. Material component: stone dust. NIP Components: V, S, M Except as noted, this spell is the same as haste. Material component: yellow powder. HUF Components: V, S, F Except as noted, this spell is the same as gust of wind. Focus: a Galehorn.

FIX Components: V, S, F Except as noted, this spell is the same as hold monster. Focus: a Staff of Oak Sapling. NAP Components: V, S, F Except as noted, this spell is the same as sleep. Focus: a Brass Pendulum. ZEN Components: V, S, F Except as noted, this spell is the same as levitation. Focus: a Jewel-Studded Medallion. YAZ Components: V, S, F Except as noted, this spell is the same as invisibility. Focus: a Pearl Ring. SUN Components: V, S, F Except as noted, this spell is the same as daylight. Focus: a Sun Jewel. KID Components: V, S, F Except as noted, this spell is the same as minor image. Focus: a Bracelet of Bone. RAP Components: V, S, F Except as noted, this spell is the same as tongues. Focus: a Green-Haired Wig. YAP Components: V, S, F Except as noted, this spell is the same as speak with animals. Focus: a Green-Haired Wig. ZIP Components: V, S, F Except as noted, this spell is the same as blink. Focus: a Ring of Green Metal. FAR Components: V, S, F Except as noted, this spell is the same as divination. Focus: an Orb of Crystal.

ZED Transmutation [Teleportation] Level: Sor/Wiz 9 Components: V, S, XP Casting Time: 1 round Range: Personal Effect: Caster travels through time Duration: Instantaneous Saving Throw: None Spell Resistance: No A far more powerful version of the teleport spell, this spell instantly transports the character to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. Upon completion of this spell, the character disappears and reappears somewhere along his time line. Unless the caster has a specific time in mind, this will be completely random. Even if the caster has a time he wishes to teleport to, the spell is not always successful; the caster must succeed on a Spellcraft check, DC 25. If successful, the caster arrives at the determined time, with all the knowledge, experience, skills, feats, spells prepared and memory that he had when casting the spell. He has the equipment that he had at the time he arrives at. If the Spellcraft check fails, he arrives at a random time on his timeline, determined by the DM. If a natural 1 is rolled, the spell hurls the spellcaster anywhere in time, possibly thousands of years into the past or the future. As the spell transports the caster along his own time line, it is possible that his location will also alter. For example, if the caster transports himself back thirty minutes, he will reappear where he was thirty minutes ago. It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time. XP Cost: 1,000 XP. Magic items The magic items that appear here are supplemental to those in the DMG. Specific magic weapons Hewing Axe: This item, which looks more like a woodsman’s axe than a military weapon, is a +1 hand axe with the bane (plants) special ability. Moderate conjuration; CL 8th; Craft Magic Arms and Armour, summon monster I; Price 8,306 gp. Self-Locking Chain: This weapon, favoured by inhabitants of Khare, is a +1 spiked chain. By locking around the defenders legs (or equivalent), it also gives the attacker a +4 bonus to strength checks to trip an opponent. Tripped defenders can free themselves as a full round action. The chain remains locked afterwards unless the command word is spoken or after a successful Disable Device check (DC25). Moderate conjuration; CL 9th; Craft Magic Arms and Armour, animate rope; Price 4,325 gp. Serpent Staff: This staff, made of Oak Sapling, is a +1 quarterstaff with the bane (dragons) special ability. Only one head of the quarterstaff has this enhancement.

Moderate conjuration; CL 8th; Craft Magic Arms and Armour, summon monster I; Price 8,300 gp. Wondrous items Lucky Charm: This item bestows a +1 luck bonus on all saving throws. Faint abjuration; CL 5th; Craft Wondrous Item, resistance, CL 3rd; Price 1,000 gp (+1); Weight 1 lb. Ragnar’s Armband of Swordmastery: This armband is a sturdy leather article, but otherwise unremarkable in appearance. It empowers the wearer to use any sword as if she were proficient in its use. If she already has proficiency with any type of sword, she gains a +1 competence bonus on attack rolls whenever using that type of sword. Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic Arms and Armour; Price 5,000 gp; Weight 1 lb. Gauntlets of Weaponry: These leather gauntlets grant the wearer the extraordinary ability to reroll one attack roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. This ability can be used once per day. Moderate enchantment; CL 12th; Craft Wondrous Item, bless; Price 12,600 gp. Self-Lighting Candle: These ordinary looking candles will ignite as soon as they are brought into an area of darkness (natural or magical), with a flame of the same intensity as a torch. The candles go out when they re-enter an area of light (natural or magical). Faint evocation; CL 3rd; Craft Wondrous Item, light; Price 150 gp. Rings Northring: Originating from the Dark Continent of Khul but useful in Kakhabad, these brass rings grow warm when the wearer faces north. Faint divination; CL 1st; Forge Ring, know direction; Price 2,000 gp. Serpent Ring: This silver ring, shaped like a serpent that coils around the wearer’s finger, is useful when confronting any of the Seven Serpents. When any of the Serpents are confronted with this ring, they are compelled to reveal one secret about the Archmage’s fortress of Mampang (DM’s discretion as to what this is). Moderate enchantment; CL 5th; Forge Ring, zone of truth; Price 5,200 gp. Minor artifact Crown of Kings: The artifact known as the Crown of Kings is a typical gold circular headdress, simply adorned with half a dozen small precious stones. At the front, a pair of wings rise straight upwards, adding another six inches in height. A further four gold uprights, these triangular in shape, are set equidistantly around the rim. The Crown of Kings enhances the leadership qualities of its wearer (as if the wearer had the Leadership feat with a Leadership Score of 25; if the Crown has been worn continuously for a year, the wearer permanently gains this feat and Leadership Score) and bestows a +10 enhancement to Charisma. When it is worn by the ruler (monarch, elected official, theocrat etc.) of a country (defined by national boundaries), this leads to other, non-magical effects such as increased trade and wealth; greater sense of community and cohesion as a country; higher productivity and a sense of happiness and wellbeing.

Historically, the Crown of Kings has been passed between the rulers of the nations of the Old World. Currently it rests with the king of Analand, which is feeling its many benefits. Strong enchantment; CL 20th; Weight 3 lb.

Adventuring in Kakhabad Recent history of Kakhabad Kakhabad’s history is an unusual one in that no government or person has ever ruled the entire area. Its recorded history, which is patchwork at best, started very recently – around two hundred years ago. THE RISE AND FALL OF KAKHABAD Approximately four hundred years ago, sorcerers started to gather in Kakhabad in order to practice chaotic arcane magic that altered the very fabric of the area. Some of these effects are still felt today (see Magical flux effects, later in this chapter). The sorcerers, a powerful group which included a few Epic spellcasters, set free a great deal of magical energy which was barely under the control of even the most experienced amongst them. Day turned into night, foul beasts appeared from nowhere and the land itself was an unstable and changeable feature. As the sorcerers grew in power, they started to threaten the kingdoms of the Old World, a time known as the Rise of Kakhabad. The other kingdoms, realising that the magic of the sorcerers was too unpredictable to be combated effectively, took council with the Minimites, a race of diminutive fey who controlled great magical power themselves. Just as the inhabitants of Kakhabad were about to invade the nearby kingdom of Mauristatia, the Minimites gathered on the Cloudcap Mountains and together unleashed a final defensive Epic spell that destroyed most of the sorcerers and hurled the rest back into Kakhabad, where they were driven mad by the power let loose upon the land. As accurately as this can be ascertained, this event happened two hundred and eighty years ago. As an aside, the Minimites saw this as a prophecy that they would wield even greater and more potent magic. Some decided that, with this power, they should rule the world, whilst others saw this as a form of tyranny. After much debate, the Minimites decided that they should never be allowed to manipulate such powerful magic again. Minimites now radiate antimagic fields to prevent them using magic again, and they are only ever seen individually. KAKHABAD’S RECOVERY Around twentyty years after this cataclysmic event, people drifted back into Kakhabad. The Jabaji River started to see more traffic as ships used it to access Mauristatia from the Kakhabad Sea. The nature of Kakhabad drew criminals to the area, and they naturally set up camp along the river in order to pirate those ships. The settlement of pirates grew; even dangerous individuals like to have the security of numbers. The loose camp grew into a village, then a town and finally into a walled city – Khare. As Khare grew, it attracted others, some of whom merely wanted to escape from their past life; in order to protect themselves from the criminal element, these citizens defended their homes and treasures with many deadly traps. The city is so riddled with traps now that it has gained the moniker of the Cityport of Traps. During this time, other smaller villages developed in the Shamutanti Hills. Perhaps the villagers preferred the rural to the urban, but for whatever reason, Birritanti grew into the largest and perhaps safest village in the Shamutanti Hills. Cantopani possibly came next, as a trading post with the nearby kingdom of Analand. Other villages soon followed, mainly inhabited by Hill-Dwelling farmers. In this respect, the village of

Torrepani was unusual as it was founded entirely by Svinns. However, the area has not been without its problems. Goblinoid raiders plague the area, occasionally mounting raids on the villages. The most famous of these involved a young warrior called Glandragor, who helped repel a horde of goblins form Birritanti and slew many of the creatures single handedly. In central Kakhabad, in the area known as the Baklands, other tribal creatures started to settle. Klattamen, centaurs, black elves and red-eyes began to inhabit the area, although being largely nomadic in nature, no permanent settlements have grown. Meanwhile, in the Zanzunu peaks, two other races founded stable communities – the she-satyrs of Low Xamen and the birdmen of High Xamen. The two groups chose different territories and so found that they could co-exist peacefully. THE POWER OF THE ARCHMAGE Until perhaps fifty years ago, no one group had ever tried to govern the entire area. Khare was ruled over by the Nobles, a group of like minded individuals, but Khare did not have any control over the rest of the land. One powerful individual, known only as the Archmage, came to Kakhabad at this time and was determined that he should rule the land. To this end, he started to build the fortress known as Mampang in High Xamen. Understandably, this upset some of the birdmen, although others welcomed the Archmage and helped him in the construction of the mighty citadel. The Archmage invited some of the doubters, a group known as the Schinn, to Mampang to discuss the matter. When they arrived, he slaughtered them. He continued to employ his birdmen allies and the tremendous enmity between the surviving Schinn and the Mampang birdmen continues to this day. Foul humanoids of all kinds were attracted to Mampang to serve under the Archmage. With both the fortress complete and a willing army, the Archmage began to direct his troops to subjugate Kakhabad – no easy task, as the indigent population rebelled openly and defeated many of these troops. The Archmage sought another way to bring the land under his control, and it was during an outing to the Avanti Woods that the opportunity came. Whilst exploring, the Archmage encountered a powerful seven headed hydra that commanded awesome magical powers. The Archmage and the beast fought, until after two days, the hydra was slain. Respectful of such a powerful enemy, the Archmage resurrected the seven heads into seven winged serpents; each of these he gave particular powers. Fire, Air, Water and Earth elemental powers were given to four, the power of the Sun and the moon to another two, and the most potent of powers – the power over time itself – he gave to the last. The Seven Serpents became the Archmage’s emissaries in the land of Kakhabad, although true control over the land and its peoples is still far away. The Archmage has not had everything his own way, though. Apart from the birdmen of Schinn – now known as the Samaritans of Schinn – two individuals in particular got close to thwarting the Archmage’s plans. A black elf sorcerer named Ventana battled with the Seven Serpents until he was killed in an encounter with the Water Serpent. His daughter, Fenestra, continues his work and so far has come very close to capturing the Sun Serpent. A few years prior to this, Colletus, a brave and some say foolhardy adventurer managed to infiltrate Mampang by claiming he wanted to join the Archmage’s forces. After months studying life in the fortress, he launched an attack on the Archmage himself while most of his army, including his birdmen allies, were skirmishing in the Baklands. Caught unawares, the Archmage would likely have been beaten had he not had his Staff of Conjuration, which summoned a chain devil to his aid. A further spell caused blindness and encouraged Colletus to flee from the fight

and into the Zanzunu Peaks. Blinded and beaten, Colletus wandered for a further month until he was taken in by Fenestra, who helped him back to full health, although his eyesight has not returned. Colletus has recently returned to the Zanzunu Peaks as a cleric of the earth goddess Throff, where he again hopes to frustrate the Archmage, although this time in more subtle ways. THE CROWN OF KINGS The Archmage may now be considering another plan to dominate Kakhabad. Nearly twenty years ago, the Crown of Kings was obtained by King Chalanna of Femphrey. This magical artefact brought many benefits to the kingdom, and in his wisdom, King Chalanna decided that the Crown should be passed between the rulers of the Old World. The Crown of Kings now rests with the king of Analand, which borders Kakhabad. If the Archmage succeeds in stealing the Crown, Kakhabad will finally come under his complete control. Timeline Date (AC) Event 0 Minimites defeat chaos horde 25 River pirates set up camp on the Jabaji River 36 Khare’s walls built 49 Birritanti grows as citizens move away from Khare 89 Nobles seize power in Khare 102 Cantopani develops as trading outpost 114 Svinns settle in Torrepanni 165 Other villages grow in the Shamutanti Hills 233 Glandragor helps to repel goblinoid invaders 237 Archmage arrives at High Xamen 242 Mampang fortress completed 263 Crown of Kings obtained by King Chalanna of Femphrey 272 Archmage kills hydra in Avanti Woods and creates the Seven Serpents 274 Colletus arrives in Mampang 275 Water Serpent kills Ventana 276 Colletus battles Archmage 282 Present day Magical flux effects As detailed in the previous section, raw magical energy was once prevalent in Kakhabad. Although this has subsided recently (and so it does not affect spellcasting or other forms of magic), some of its effects are still apparent in the physiology of some of the plants and animals in Kakhabad. The residue of the magical flux may even have affected the characters, if they choose a flux feat (see Chapter ###). Living things that were present in Kakhabad at the same time as the raw magical energy absorbed this energy into their genetic material and have subsequently passed this onto their offspring. Non-living things, such as rocks and streams, may also have been affected and still bear their alterations now.

Death wraiths (see the Monsters chapter) may also have been created by the magical flux, although the stabilisation of the magical energy means that this is no fortunately longer occurring; death wraiths can now only be created using a create undead spell. If you, as DM, want to add these effects to your campaign, follow the subsequent steps. First, for living things, decide if it has been affected. Plants and animals have a 1 in 20 (roll 1 on 1d20) of being mutated by the magical flux. To see the effects of the flux, roll 1d10 and consult the tables below: Table 5.1: Flux effects (plants) 1 Effect d10 1 Stunted; plant is only half normal height 2 Withered; although apparently growing normally, leaves are shrivelled 3 Unusual colour; leaves and stems are purple, yellow or orange 4 Dwarf; plant is shorter than normal but stems and leaves are broader 5 Flower growth; flowers (if any) are twice as large and more fragrant 6 Taste; leaves and fruit have an unusual taste (bitter or sweet according to type) 7 Sharp spines; stem has protruding sharp spines 8 Shape; whole plant is rounded, square or triangular 9 Giant; plant is twice as tall as normal 10 Overgrown roots; roots protrude out of ground and respond to moisture Table 5.2: Flux effects (animals) 1 Effect d10 1 Misshapen head; bony protrusions on the skull 2 Spiny back; tough bony barbs grow on the spine 3 Withered torso; muscles in chest have wasted 4 Enormous torso; huge chest 5 Bony hips; slows movement by 10 feet 6 Unusual legs; legs from a different species 7 Huge arms; very muscular arms (or front legs or wings) 8 Fur colour; fur (or hair or feathers) are an unusual colour (purple, green, white) 9 Beastly eyes; eyes from a different species 10 Odorous; rank or fragrant odour from body For the effects on non-living things, roll 1d6 and use the following table as a guide to how the flux has affected them. For example, if you want a stream to be affected and roll a 4, the table suggests a recognisable shape. You might have the stream follow a route so that, from above, it appears to outline a word or symbol. The same stream may be frozen for part of its length and steaming hot a little further on. If a rock is affected by a pronounced temperature variation, it might be hot to the touch (1d4 points of heat damage) on one side and cold (1d4 points of cold damage) on the other. This is a chance for your imagination to run riot – but remember that despite these effects, most of Kakhabad is fairly normal! Table 5.3: Flux effects (non-living things) 1d6 Effect

1 2 3 4 5 6

Pronounced temperature variation within 10 feet Unusual colour, opaque or transparent Unusual state (powdered water, solid cloud etc.) Forms a recognisable shape (word, symbol, creature) Emits sounds similar to voices (or animal calls) Roll twice on this table

Encounter tables This section details simple random encounter tables for the main areas of Kakhabad. Each table has notes which explain them further. The type of wilderness is noted in brackets at the top of each table, should you wish to develop these lists further. Table 5.4: Shamutanti Hills encounter table (temperate hills) 1 Encounter (encounter level) d12 1 Bandits (see groups, below) 2 Dire badger (EL 2) 3 Dire bat (EL 2) 4 Elvins (see groups, below) 5 Hill Giant (EL 7) 6 Goblins (see groups, below) 7 Ogre (EL 3) 8 Skunkbear (EL 3) 9 Travellers (see groups, below) 10 Troll (EL 5) 11 Werewolf (EL 3) 12 Worg (EL 2) Note on table 5.4: This includes all areas outside of the villages. Table 5.5: The wilderness encounter table (Temperate plains) 1 Encounter (encounter level) d12 1 Baddu-beetles (two, EL 4) 2 Basilisk (EL 5) 3 Black elf caravan (see groups, below) 4 Centaurs (two, EL 5) 5 Firefoxes (two, EL 4) 6 Giant ant soldiers (two, EL 5) 7 Goblins (see groups, below) 8 Klattamen (see groups, below) 9 Nighthawks (three, EL 2) 10 Serpent 11 Snakes, large vipers (two, EL 4) 12 Large earth elemental (EL 5) Note on table 5.5: This generic table includes the Baklands (the Baddu-Bak plains and the Klatta-Bak steppes) and the Vanti-Bak plains. Table 5.6: The Forest of Snatta and the Avanti Wood (Temperate forest)

1d8 Encounter (encounter level) 1 Brown bear (EL 4) 2 Dire boar (EL 4) 3 Dire wolverine (EL 4) 4 Goblins (see groups, below) 5 Serpent 6 Stanglebush (EL 3) 7 Stirge (three, EL 2) 8 Snattacat (EL 3) or Wood elves (see groups, below) Note on table 5.6: Snattacats are encountered in the Forest of Snatta, Wood Elves in the Avanti Wood Table 5.7: The Zanzunu Peaks (Temperate mountains) 1 Encounter (encounter level) d10 1 Birdmen (three, EL 3) 2 Dire weasel (EL 2) 3 Hill giant (EL 7) 4 Jib-Jib (EL 1/10) 5 Mampang guards (see groups, below) 6 Nighthawks (three, EL 2) 7 Red-eyes (see groups, below) 8 Serpent 9 She-Satyr (EL 2) 10 Skunkbear (EL 3) Note on table 5.7: This includes Low Xamen and High Xamen, but not Mampang Fortress. GROUPS Groups mentioned in the above tables are detailed here. Bandits: 1d6 1st level human warriors, 1d4-1 (minimum 0) 2nd level human warriors plus 1 2nd or 3rd level human warrior leader (EL 2 to EL 7). Black Elf caravan: 1d6+2 1st level black elf warriors, 1 3rd level black elf expert plus 1 3rd level black elf rogue leader (EL 6 to EL 7; nomadic traders and not immediately hostile, easy encounter if handled properly). Elvins: 1d4+2 1st level warrior Elvins (EL 3 to EL 6; not immediately hostile) Goblins: 1d6+2 1st level goblin warriors, 1d4-1 (minimum 0) 2nd level goblin warriors, 1d3-2 (minimum 0) 1st or 2nd level goblin adept, 1 2nd or 3rd level goblin warrior plus 1d3-1 (minimum 0) worgs (EL 2 to 7). Klattamen: 1d6 1st level Klattamen warriors, 1d3-2 (minimum 0) 1st or 2nd level Klattaman adept plus 1 1st to 3rd level barbarian leader (EL 2 to EL 6) Mampang guards: 1d6+2 1st level human warriors, 1d3-1 (minimum 1) 1st level human fighters plus 1 2nd or 3rd level human fighter sergeant (EL 5 to EL 7) Red-Eyes: 1d4+2 1st level red-eye warriors plus 1 1st or 2nd level red-eye rogue (EL 5 to EL 7) Travellers: 1d6+2 1st level human commoners (farmers/traders/pilgrims) plus 1 1st level human fighter or cleric leader (EL 3 to EL 5) Wood Elves: 1d6+4 1st level wood elf warriors, 1d3-1 (minimum 0) 2nd or 3rd level wood elf wizards plus 1 4th or 5th level wizard/fighter leader (EL 5 to EL 8)

Campaigns in Kakhabad This section looks at different approaches for running a campaign in the land of Kakhabad. Of course, these are only suggestions and DMs will have their own ideas about how they want to manage a series of adventures in Kakhabad. Further suggestions for individual adventures can be found in the Geography chapter. DUNGEON CRAWLING There are many dungeons in Kakhabad ripe for exploration or looting. DMs can run a simple low-level campaign where the adventurers explore a dungeon and then return home to recover before their next expedition. A village in the Shamutanti Hills, such as Birritanti, would provide a suitable base for the adventurers. CITYPORT ADVENTURES Characters can rise in power and influence in Khare, either through working with the Nobles or the thieves guild. DMs can run a mid-level campaign of politics and intrigue using either of these two organisations for background. THE FRONTIER An alternative mid-level campaign can take place in the wilderness of Kakhabad; adventurers must be self sufficient as they explore and perhaps civilise the wastelands of Kakhabad. PROTECTING THE OLD WORLD Mid- to high-level adventurers may wish to eliminate the threat that the Archmage poses to the Old World. Defeating the Archmage and his cohorts, including the Seven Serpents, is a task suitable for mid- to high-level groups. They may need to recruit other interested parties such as Fenestra or Colletus in order to achieve their goals, or they might need to find or create particularly powerful magical items to succeed. Personalities of kakhabad This section introduces characters from the Sorcery! series and also serves to give examples of the five prestige classes presented earlier in this book. THE ANALANDER The Analander, female human Ftr5/Wiz2/Lib5: CR 12; Size M (5 ft., 2 in. tall); HD 5d10+10 + 2d4+4 + 5d8+10; hp 95; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+2 Dex, +1 ring of protection +1 and +1 bracers of defense +1); Attack +18/+13/+8/+3 melee (longsword +2 [1d8+8/19-20]), or +15/+10/+5 ranged (mighty +1 longbow and 25 +1 arrows [1d8+3/x3]); SQ Libra’s blessing, Libra’s cleansing, Libra’s devotion; SV Fort +13, Ref +6, Will +8; AL LG; Str 19, Dex 14, Con 14, Int 18, Wis 12, Cha 12. Skills and feats: Climb +17, Craft (Blacksmithing) +9, Craft (Weaponsmithing) +16, Gather Information +4, Handle Animal +12, Hide +2, Jump +11, Knowledge (Geography) +7, Knowledge (History and Dungeoneering) +5, Knowledge (Religion) +14, Knowledge (The Planes) +6, Listen +1, Move Silently +2, Ride +10, Sense Motive +5, Spellcraft +6, Spot +1, Survival +6, Swim +11; Blind-Fight, Combat Expertise, Dodge, Extend Spell, Improved Combat Expertise, Improved Initiative,

Improved Critical (longsword). Quick Draw, [Scribe Scroll], Track, Weapon Focus (longsword) Weapon Specialization (longsword). Wizard Spells Known (4/3; save DC 14 + spell level): 0th --Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray Of Frost, Read Magic, Resistance. 1st – Big, Wok, Gob, Dud, Sap, God, Nap. For details of these spells, see the Deities and Magic chapter. Libra’s blessing (Su): The Analander can call upon her goddess to heal her of all hit point loss and restore her hit points up to the full amount. This ability can be used once every three days. Libra’s cleansing (Su): The Analander can call upon her goddess to purify her body, curing all diseases and removing all curses. This ability functions as remove curse and remove disease and can be used once every three days. Libra’s devotion (Su): The Analander can call upon her goddess to save her from mortal peril. If a she is brought to below zero hit points, she can immediately regain a number of hit points equal to 3d6 + her charisma bonus (if any) and can also teleport away from the source of danger, to a nearby safe locale. This ability can be used once every three days. Other equipment: Potion of cure moderate wounds, Potion of endurance, Cloak of resistance +2 (already included in the statistics above), scroll of dispel magic. The Analander is a mysterious figure who occasionally wanders through Kakhabad. She has her own agenda, sometimes trying to convert others to Libra, sometimes seeking out and destroying evil. She often returns to Analand, where it is believed that she is part of an elite troop of wzards and warriors. THE ARCHMAGE The Archmage, male human Wiz13/Archmage 3: CR 16; Size M (5 ft., 10 in. tall); HD 16d4+32; hp 73; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +10/+5 melee (1d4+2/19-20, +1 unholy dagger); SQ Mastery of Elements, Spell-like ability, Spell Power; SV Fort +9, Ref +9, Will +13; AL LE; Str 12, Dex 19, Con 14, Int 19, Wis 16, Cha 12. Skills and feats: Craft (Alchemy) +19, Craft (Trapmaking) +17, Hide +4, Knowledge (Arcana) +19, Knowledge (Architecture and Engineering) +18, Knowledge (Dungeoneering) +22, Knowledge (Geography) +22, Knowledge (The Planes) +21, Knowledge (Nature) +13, Listen +5, Move Silently +4, Spellcraft +19, Spot +5; Alertness, Brew Potion, Craft Wondrous Item, Enlarge Spell, Great Fortitude, Heighten Spell, Maximize Spell, [Scribe Scroll], Silent Spell, Skill focus (Spellcraft), Spell Focus (conjuration, transmutation). Mastery of Elements: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. Spell Power: This ability increases the Archmage's effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). Spell-like ability: The Archmage can cast maximized fireball as a spell-like ability twice per day. The Archmage does not need material components to use this ability.

Wizard Spells Known (4/5/5/5/5/2/2/3/1; save DC 14 + spell level): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray Of Frost, Read Magic, Resistance. 1st -- Change Self, Charm Person, Mage Armor, Magic Missile, Shield, Sleep, Summon Monster I. 2nd -- Cat’s Grace, Detect Thoughts, Hypnotic Pattern, Invisibility, Resist Elements, Summon Monster II. 3rd -Dispel Magic, Fireball, Fly Haste, Lightning Bolt, Summon Monster III. 4th -- Charm Monster, Dimension Door, Ice Storm, Minor Globe of Invulnerability, Phantasmal Killer, Polymorph Self, Summon Monster IV. 5th – Dismissal, Hold Monster, Summon Monster V, Teleport, Telekinesis, Wall of Force. 6th -- Chain Lightning, Contingency, Disintegrate, Globe of Invulnerability, Greater Dispelling, Summon Monster VI. 7th – Banishment, Delayed Blast Fireball, Power Word, Stun, Spell Turning, Summon Monster VII, Teleport Without Error. 8th -- Horrid Wilting, Polymorph Any Object, Summon Monster VIII, Symbol. The Archmage is another mysterious figure; little is known about him, but his recent activities have certainly caught most of Kakhabad’s attention. FLANKER Flanker, male human Rog5/Khare3: CR 8; Size M (5 ft., 10 in. tall); HD 8d6+8; hp 37; Init +4 (+4 Dex); Spd 30 ft.; AC 21 (+4 Dex, +1 studded leather +1, +1 buckler +1); Attack +12/+7/+2 melee (masterwork rapier [1d6+1/18-20]), or +10/+5 ranged (masterwork shortbow [1d6/x3]); SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge; SV Fort +4, Ref +13, Will +4; AL N; Str 12, Dex 19, Con 12, Int 18, Wis 13, Cha 12. Skills and feats: Bluff +9, Climb +12, Diplomacy +10, Disable Device +17, Gather Information +13, Hide +14, Intimidate +10, Knowledge (Local) +15, Listen +12, Move Silently +15, Open Lock +13, Search +20, Sense Motive +9, Spot +8; [Evasion], Point Blank Shot, Trap Expert, Track, Weapon Finesse (rapier). Sneak Attack: Flanker’s attacks deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 5d6. Should Flanker score a critical hit with a sneak attack, this extra damage is not multiplied. Trapfinding: Flanker can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Flanker can use the Disable Device skill to disarm magic traps. Evasion (Ex): Flanker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Trap Sense (Ex): Flanker gains an intuitive sense that alerts him to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex): Flanker can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Improved Uncanny Dodge (Ex): This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than Flanker does.

Other equipment: Potions of darkvision, cure serious wounds, haste and neutralize poison, Cloak of resistance +1 (already included in the statistics above). Flanker is a jovial thief who enjoys life in Khare. He has no qualms about stealing other’s belongings and then gambling them away; however, he can prove to be a valuable ally. Flanker would like to be an assassin, and often wanders around the Shamutanti Hills looking for ‘practice’; however, he is not truly evil and this inhibits his ambitions. PEEWIT CROO Peewit Croo, male birdman Rgr7/Kak5: CR 12; Size M (5 ft., 3 in. tall); HD 12d8+12; hp 66; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +14/+9/+4 melee (longsword +1[1d8+4/19-20]) and +14/+9/+4 melee (shortsword +1[1d6+2/1920]), or +16/+11/+6/+1 ranged (returning javelin +1 [1d6+1]); SV Fort +10, Ref +9, Will +4; AL NG; Str 16, Dex 17, Con 13, Int 13, Wis 12, Cha 13. Skills and feats: Craft (Alchemy) +8, Diplomacy +5, Gather Information +5, Handle Animal +9, Hide +13, Knowledge (Nature) +10, Listen +4, Move Silently +6, Search +10, Spot +15, Wilderness Lore +12; Combat Reflexes, [Endurance], Hunter, [Improved Two Weapon Fighting], [Two Weapon fighting], Weapon Finesse (claw), [Track]. Ranger Spells Per Day (2): 1st – Alarm, Pass Without Trace. Favoured enemy (Ex): Peewit Croo gains a +8 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and a +8 bonus on weapon damage against goblinoids; a +6 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and a +6 bonus on weapon damage against monstrous humanoids; a + 4 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and a +4 bonus on weapon damage against magical beasts and a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and a +2 bonus on weapon damage against dragons. Wild Empathy (Ex): Peewit Croo can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Woodland Stride (Ex): Peewit Croo may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Detect secret door (Sp): At Peewit Croo can use detect secret door as a spell-like ability (caster level 5th). This is useable once per day. Sneak attack: Peewit Croo can deliver a sneak attack for 1d6 hit points of damage, as the rogue class feature. Locate object (Sp): Peewit Croo can use locate object as a spell-like ability (caster level 5th). This is useable once per day. Other equipment: Heward’s Handy Haversack, Potion of Heroism, Horn of Fog, Periapat of Proof Against Poison. Peewit Croo is the leader of the Samaritans of Schinn and constantly plots to overthrow the Archmage. In a straight fight, Peewit Croo believes that he could overcome the Archmage, but getting to the wizard is no easy task, surrounded as he is be his guards and crones. To this end, Peewit Croo plans to infiltrate Mampang and work secretly from within. Whilst out on the plains of Kakhabad, Peewit Croo straps his Heward’s Handy Haversack around the front of his chest, in which he keeps his returning javelin +1.

SHADRACK: EXAMPLE SEER Shadrack, male human Sor5/Seer3: CR 8; Size M (5 ft., 8 in. tall); HD 8d4+16; hp 32; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, +1 bracers of defence +1, +1 ring of protection +1, +1 insight); Attack +4 melee (shortspear [1d8+1/x3]), or +6 ranged (masterwork light crossbow and masterwork bolts [1d8/19-20]); SQ Improved divination; SV Fort +5, Ref +4, Will +12; AL NG; Str 12, Dex 13, Con 14, Int 18, Wis 18, Cha 19. Skills and feats: Climb +3, Gather Information +7, Hide +5, Knowledge (Arcana) +12, Knowledge (Geography) +12, Knowledge (History) +6, Knowledge (Religion) +6, Knowledge (The planes) +8, Listen +5, Move Silently +5, Ride +4, Sense Motive +6, Spot +5, Use Rope +2; Combat Casting, Greater Spell Focus (divination), Spell Focus (divination), Spell Penetration. Sorcerer Spells Known (6/7/7/6/4): 0th -- Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Flare, Mage Hand, Mending, Read Magic. 1st --Comprehend Languages, Identify, Magic Missile, Sleep, True Strike. 2nd -- Augury, Gust of Wind, Locate Object. 3rd -- Tongues, Slow. 4th – Scrying. Improved Divination (Su): Shadrack gains a +1 bonus to his caster level when casting spells from the divination school. He also has a +1 insight bonus to his AC. Other equipment: Scroll of hold person, potion of cure serious wounds, Cloak of resistance +1 (already included in the statistics above), Wand of Melf’s Acid Arrow. Shadrack has retired to the Baklands where he is no longer bothered by people wanting to see into the future. He is concerned about the Archmage and his Seven Serpents, though, and will aid (and possibly even actively seek out) those who are willing to battle the Archmage and his allies. SIGVALDI Sigvaldi, male human Clr7/DivLead3 of Slangg: CR 10; Size M (5 ft., 7 in. tall); HD 10d8+10; hp 66; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 ring of protection +1); Attack +8/+3 melee (masterwork falchion [2d4+1/18-20], or +7/+2 ranged (light crossbow [1d8/19-20]); SA rebuke undead, spontaneous casting; SQ Domain powers, lay on hands, sacred defense, fascinate; SV Fort +10, Ref +6, Will +14; AL N; Str 15, Dex 14, Con 12, Int 12, Wis 19, Cha 16. Skills and feats: Bluff + 7, Diplomacy +12, Hide +2, Knowledge (Arcana) +11, Knowledge (Religion) +11, Listen +4, Move Silently +2, Perform + 8, Spot +4, Survival +4; Combat Reflexes, Improved Turning, Orator, Skill Focus (Knowledge (Religion)), Scribe Scroll. Cleric Domains: Strength, Trickery Cleric Spells Per Day (6/5+1/5+1/4+1/4+1/2+1): Sigvali prepares spells that will be most useful depending on the circumstances. When preaching, he prepares many healing and restorative spells; when adventuring, he prepares offensive spells instead. Domain power (Strength): Once per day, Sigvaldi can gain a strength enhancement equal to his cleric level. Domain power (Trickery): Bluff, Disguise and Hide are class skills for Sigvaldi. Lay on hands (Su): Each day Sigvaldi can heal a total number of hit points of damage equal to his divine leader level × her Charisma bonus (9 hp). Rebuking (Su): Sigvaldi adds his Divine Leader levels to his cleric levels for determining success with turning or rebuking undead results. He can rebuke undead 10 times per day.

Spontaneous casting: Sigvaldi can convert prepared spells to inflict spells. Sacred defence (Su): Sigvaldi has a +1 bonus against divine spells, as well as the spell-like and supernatural abilities of outsiders. Fascinate (Sp): At 3rd level, Sigvaldi can fascinate, as per the bard ability of the same name. This ability can be used three times per day. Other equipment: Scroll of raise dead and ethereal jaunt, potions of fly, spider climb and heroism, Cloak of resistance +2 (already included in the statistics above), Wand of hold person, Pearl of wisdom +2, Full plate +1 (increases AC to 21 when worn). Sigvaldi is an unusual Divine Leader of Slangg, in that he does not preach the ways of his evil god. Instead, he tries to convert followers of other gods by providing healing at his temple in Khare. He is a popular priest and consummate showman and his services are always well attended and enjoyed by the many people who are present. A crypt in the wild A Crypt In The Wild is an encounter that can be used as an introduction to the lands of Kakhabad or as a ‘side-trek’ type encounter. It is written for four 6th level characters but can easily be scaled for any level, as mentioned under ‘Scaling the adventure’. The crypt in question can be placed anywhere away from civilisation, such as the Shamutanti Hills, the Baklands or Low Xamen. ADVENTURE BACKGROUND Nearly two centuries ago, a rash half-orc fighter discovered a crypt in the wilderness and took it upon himself to loot it. Unfortunately for him, a trap instantly killed him and the magical flux inside the crypt turned him into a death wraith. There he has stayed, waiting for the chance to be released. The crypt has been discovered by a pair of harpies. A single wooden door is the only way in; the harpies have already attempted to open the door but one of the pair has fallen foul of the trap that guards it. They are considering what to do next when the characters arrive on the scene. If the harpies are defeated, the characters can attempt to open the crypt themselves, where they discover its resident – the half-orc death wraith. SCALING THE ADVENTURE The adventure can be scaled for higher level parties by using the fiendish template to make the harpies into fiendish harpies or adding levels of fighter; increasing the challenge rating of the trap; and raising the level of the half-orc death wraith. For lower level parties, replace the harpies with ogres or hobgoblins; reduce the challenge rating of the trap; and lower the level of the half-orc death wraith ENCOUNTER 1: HARPIES (EL 6) Read or paraphrase the following aloud to the players: You have been travelling through the uncivilised lands of Kakhabad when a stone building comes into view. It is a plain square structure with simple carvings decorating the front, in front of which are two unusual creatures. They appear to be old crones, but have legs like those of a bird and dirty feathered wings. They seem to be arguing. The apparent entrance to the building is an unadorned black wooden door.

The harpies have tried to open the door, but set the trap off which has injured one of them. They are currently arguing about what to do next. If the characters approach them, they will put aside their differences and fight to defend what they think of as their discovery. Harpies (2): hp 31, 21; MM Tactics: These malignant creatures will either use their Flyby Attack (if they Spot the characters from a distance) or their Captivating Song ability. Treasure: The harpies have a total of four 100 gold piece gems; one has a potion of delay poison and a feather token (bird) and the other has an elixir of truth. Developments: The characters are free to examine the door in more detail once all the goblins are killed. ENCOUNTER 2: TRAPPED DOOR (EL 3) The trap guarding the door is a magical acid arrow trap. Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; Atk +2 ranged touch; spell effect (acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds); Search DC 27; Disable Device DC 27 Developments: If the trap is disarmed, the characters find the door locked, but the lock is old and rusty (Open Lock DC 20). Alternatively, the characters can smash the door open (hardness 5, 20 hp) or break the door (DC 23). If the trap is not disarmed but set off, it will reset in 3 rounds, giving the characters some time to get through the door. ENCOUNTER 3: DEATH WRAITH (EL 7) Read or paraphrase the following aloud to the players: Behind the door is a flight of stone steps leading down into the darkness. Cobwebs hang in the air and you can hear the scuttling of small clawed feet on stone. The characters need a light source or darkvision to see in the darkness. The steps lead down into a single room, approximately thirty feet along each side. A stone sarcophagus sits in the middle of the room. As the characters reach the bottom of the steps, a ghostly figure comes into view – the death wraith that inhabits the crypt. Anskar, male half-orc death wraith Ftr6: CR 7; Size M (5 ft., 11 in. tall); HD 6d12; hp 39; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +9/+4 melee (1d12+3 masterwork greataxe); SA horrific appearance, corporeal attack; SQ undead traits, turn resistance +2; damage reduction 5/silver; SV Fort +5, Ref +5, Will +2; AL CE; Str 17, Dex 14, Con -, Int 10, Wis 10, Cha 15. Skills and feats: Hide +12, Listen +10, Move Silently +2, Search +10, Spot +10; Blind-Fight, Point Blank Shot. Horrific Appearance (Su): Any living creature within 60 feet that views a death wraith must succeed on a Fortitude save (DC 12) or be shaken for 1d6 rounds. A creature that successfully saves against this effect cannot be affected by the same death wraith’s horrific appearance for 24 hours. Corporeal attack (Su): Anskar has an attack bonus equal to his Strength bonus (included in the statistics above). Undead: A death wraith has the undead type. Turn Resistance (Ex): A death wraith has +2 turn resistance. Damage reduction: Anskar has damage reduction 5/silver. Tactics: Make sure you understand the death wraiths special attacks and special qualities before running this encounter. The death wraith attacks with single minded abandon, assailing the character nearest to it.

Treasure: The trap that originally killed the half-orc is no longer functioning and doesn’t pose a threat to the characters. Lying by the sarcophagus, the characters find the half-orc’s treasure: an elemental gem (fire); an everburning torch; a small silver statuette (104 gold pieces) and 224 gold pieces. Developments: Once the characters have killed the death wraith and found its treasure, the adventure is over. At the DM’s discretion, a secret door in the crypt could lead to further dungeons. CONCLUDING THE ADVENTURE If they have not encountered a death wraith before, the characters may be interested in the creature they have just fought; further research could lead them to Khare and intrigue with the surviving Nobles of Khare.

Geography Kakhabad is a wild and dangerous place, and much of it has not been mapped by cartographers of more civilised lands. Presented in this chapter is what is known of the four major geographical areas of Kakhabad: the Shamutanti Hills; Khare; the Zanzunu Peaks, including Mampang; and the areas of wilderness, including the Baklands and the forested areas. The Shamutanti Hills Population: 3,532 (humans 77%, Svinn 10%, elvins 10%, giants 1%, goblins 1%) Government: Clans Imports: Iron, finished goods Exports: Gems, grain, livestock Alignment: N, NG, NE The Shamutanti Hills are a range of rolling hills at the southern end of Kakhabad. There are five main villages in the hills, which have weak political but strong trade links with one another. Each is ruled over by a council of village elders. Some Hill Dwellers (as the villagers refer to themselves) never leave the village they were born in, whilst others roam far and wide. The village of Torrepani is unusual as it is entirely populated by Svinn. The Shamutanti Hills are also home to the elvins and a tribe of hill giants. LIFE AND SOCIETY The Hill Dwellers of the Shamutanti Hills are mainly independent farmers, trading what they don’t consume for other foodstuffs or other necessities of life. Trade between villages is casual as the farmers travel between villages when they have a surplus of crops or animals rather than on set days. The temperate weather and fertile soil makes growing crops a straightforward task, although the bandits and other evil inhabitants of the hills can make travel hazardous. Many Hill Dwellers have a level or two as a warrior due to the skirmishes they get involved in. MAJOR GEOGRAPHICAL FEATURES Obviously, the Shamutanti Hills themselves dominate this area, but there are other areas worthy of mention. Elvin Vale: Although the elvins do have a small village in the Hills, many live along a tributary of the Jabaji which has created a shady valley. Although visitors are not discouraged from entering, they should be prepared for the elvins sense of humour. Jabaji River: The Jabaji River separates the Shamutanti Hills with the Baklands and is impossible to cross in most places. This has worked to the Hill Dwellers advantage, as many dangerous creatures dwell in the Baklands, and the river keeps them there. IMPORTANT SITES As well as the main villages of the Shamutanti Hills, there are also other places of interest that a traveller may happen across. Birritanti (Small town, 1,043): Birritanti is the largest of the villages in the Hills and also the most welcoming. The most magnificent part of the village is the Crystal Waterfall (for which visitors are charged) which heals (as per the spell) anyone who

bathes in it. Birritanti is also home to Glandragor (NG human fighter 9), who, earlier in his youth, fought off a group of raiding goblinoids (see Chapter 5 for details). Glandragor now runs his own tavern but is still well connected in Khare, being a friend of Vik. As with all the villages in the Hills, Birritanti has a general store, blacksmith and an inn. Cantopani (Village, 456): Cantopani is a small trading village close to Analand. Any excess produce from other villagers ends up at Cantopani for sale to nearby Analand. Other interesting items might also crop up for sale as the Hill Dwellers tend to trade anything they find here. Cantopani has an inn, The Great Wall; locals here aren’t necessarily friendly and many are thieves. Demon Caves: The name given to a series of unlinked dungeons, the Demon Caves offer a chance for adventurers to test their luck against various underground denizens. Entrances to Demon Caves can be found in many places in the Shamutanti Hills. Dhumpus (Village, 535): Dhumpus is typical of many villages around the world; an inn, tavern and general store are all found here. Locals here tend to be quite friendly, and simple labouring work is always available. Kristatanti (Village, 642): Another typical village, although the local Hill Dwellers can be suspicious of outsiders. As with other villages has an inn, tavern and general store. Lea-Ki: The Domain of the Giants, Lea-Ki is a small settlement of Hill Giants. Although not outwardly aggressive, the giants fight to defend their homes. Great wooden fences and gates mark the limits of their territory, with the giants dwelling in huge natural caves. Schanker Mines: The Schanker Mines are a source of much wealth in the Shamutanti Hills, as many precious gems can be found underground here. However, the mines are under the control of a group of goblinoids and ogres and few humans ever see the riches generated by the mines. Torrepani (Village, 467): Torrepani is an unusual village, not so much for its facilities which are typical of all villages, but for the fact that it is inhabited entirely by Svinn. Unlike other half-orcs, though, the Svinn can be welcoming as they see many travellers passing through on their way to Khare. STORIES FROM THE HILLS The Shamutanti Hills can be a source of adventure just by walking from one village to another; roads and tracks are unpatrolled and monsters regularly try their luck with travellers. Return the axe: Glandragor’s axe, given as a token of thanks for his part in defending Birritanti, has been stolen. The adventurers are hired to return the axe, which has been taken by a band of goblins. Rescue the daughter: The daughter of Proseus, the Svinn chief, has been kidnapped and taken to a Demon Cave to be offered a sacrifice to its inhabitant, a manticore. The adventurers must face the traps in the caves to be successful. Khare Population (large city): 14,455 (Humans 64%, Dwarves 10%, Gnomes 8%, Redeyes 9%, Half-elves 4%, Half-orcs 4%) Government: Oligarchy (Nobles of Khare) Imports: Grain, livestock Exports: Ale, arms, finished goods

Alignment: N, NG, NE, CN Khare sits at the centre of Kakhabad and could be a major political influence if not for the scheming and deviousness of its inhabitants. It has come to earn the name Cityport of Traps, for nearly every citizen defends themselves and their belongings with traps to deter or even kill intruders. Khare is home to every manner of humanoid, as it does not discriminate against any race – within the city walls, everyone has the chance to succeed, or be murdered. LIFE AND SOCIETY Anyone living in Khare needs to have their wits about them if they are to thrive. Slavers, murderers, muggers and other villains roam the streets, eager to relieve passers-by of their money, liberty or life. The streets are actually policed better by the thieves guild than the city watch, but a resourceful person can make a decent living in the city, whether by deception or by offering unique services. It is unwise to be around the streets of Khare at night. MAJOR ORGANISATION Khare does actually operate as a fully functioning city, albeit corrupt and twisted one. City watch: Guards regularly patrol the city, although they are generally outnumbered by the criminals and they do not have the resources to investigate crimes. Most guards are also corrupt and will accept bribes. Guards are most often situated at the South Gate, to investigate newcomers, and the North Gate, to prevent the gate being opened to the Baklands. Nobles: The Nobles rule Khare, all under the direction of the First Noble of Khare, Sansas (N human rogue 8/fighter 5). Stavnel, the Seventh Noble has recently gone blind and been cast out by the others to beg on the street, whilst Shinva, the Fifth Noble, was killed recently by the Third Noble, who is actually a vampire. Shinva now haunts his crypt as a Death Wraith. Slavers: Anybody out on the streets near the docks at night should be well prepared or they might find themselves waking up in the hull of a slave ship. Sansas treats this organisation as an effective way of clearing ne’er do wells from the streets at night. Thieves guild: The thieves guild is under the control of Vik (N human rogue 8/Khare thief 5) and is allowed to carry on with its activities as long as the thieves are well monitored; thieves that are not members of the guild can expect quicker and more brutal retribution from the guild than from the city watch. MAJOR GEOGRAPHICAL FEATURES Khare is split by the Jabaji River into two halves – the north and the south. The north half is more affluent, being home to the Nobles. Various districts make up the city itself, the most interesting noted here. Dwarven district: The only major gathering of dwarves in Kakhabad, the dwarven village is in the south side of the city near the south wall. The dwarves here are typical of their race; taciturn and dour. Gnome district: Also in the south side is a community of gnomes, friendly and outgoing. Strangers who are not immediately dangerous are welcome here. Red-eye district: Just north of the river is a neighbourhood of red-eyes. Visitors to this area had better be on their guard against these vicious bullies. This area also contains Portal Traps (see the section on magic items in the magic chapter) that lead to the sewers beneath the city.

Harbour district: Running along both the north and south banks of the Jabaji, the harbour district is one of the busiest in Khare. Fish are brought from the Kakhabad Sea, whilst arms and armour are transported to Mauristatia. Many items can be bought here, if one is persistent. Jabaji River: The Jabaji River intersects Khare, dividing it into two halves. To the south, the river runs to the Earth End Coastline; the river flows from Lake Lumle to the north. The only crossing is the Harbour Bridge. Nobles’ district: The opulence of the buildings and gardens here makes it obvious that the rulers of the city live here. Not trusting to the city watch, the nobles often employ their own soldiers, who don’t tolerate visitors to the area. Market district: Actually several smaller areas set across the Jabaji, the market district is a thriving area. Stalls sell food, leather, metal and ceramics, as well as weapons and minor magical items. IMPORTANT SITES Several areas of Khare offer opportunities for adventure. North Gate: The North Gate is arcane locked (at 20th level); it opens when the Gate Spell (actually a simple rhyme; So tumblers two sealed deep inside, one lock made out of golems hide, by Courga’s grace and Fourga’s pride, I bid you portals open wide” is uttered before it. This is to prevent creatures from the Baklands gaining easy entry. Only Sansas knows the full rhyme, although individual lines are known respectively by Lortag the Elder, Shinva, Stavnel, and the divine leader of Slangg. Sewers: The sewers are inhabited by Slime-eaters, strange humanoids that feed on sewage and help keep the city reasonably clean. Access to the sewers is by Portal Traps on the north side and more normal drains on the south side. The sewers extend under the entire city and it is easy to get lost in the labyrinth of tunnels. Temple of Courga: A magnificent pyramid shaped structure, the Temple of Courga on the north side houses an unusual statue of the god. Should anybody kiss the statue in the correct order (left eye, right eye, forehead, mouth), he is granted the answer to one question, as per the commune spell. Should the statue be kissed incorrectly, however, a poison dart shoots from the statues lips (Fortitude DC 25; initial effect death; save for paralysis). Vlada Gambling Halls: Unfortunately in the middle of the Red-eye district on the north side, the gambling halls nevertheless offers a chance to win considerable sums; the games are not rigged and it is actually one of the most honest establishments in Khare. The Wayfarer’s Rest: In the harbour area of Khare sits the Wayfarer’s Rest, an inn of dubious reputation. It is not unknown for the innkeeper to tie up his guests during the night while they sleep, rigging up a complicated system of pulleys that ends in a guillotine; the guest either escapes or dies. STORIES FROM THE CITYPORT Many adventures are possible in Khare for the brave or foolhardy. Clear the sewers: A band of trolls have moved into the sewers, and the Nobles have decided that it is time for a clear out. Mapping the entire sewer system so as not to get lost is a major task in itself; driving off the trolls may seem a secondary mission in comparison. The adventurers may even encounter the ruler of the sewers, an advanced 16 HD slime-eater. Leaving Khare: The adventurers need to leave Khare by the North Gate and therefore need to track down the four people who know the individual lines to the

rhyme that opens the gate, who in turn may require a service performing before they will give up the lines. Alternatively, Sansas may open the gate for them, but he will require a major undertaking for such a service. The wilderness Population: 2,982 (humans 52%, wood elves 19%, klattamen 14%, black elves 12%, centaurs 12%) Government: Clans and tribes Imports: Food Exports: Gems, iron, copper Alignment: All N and C The wilderness is a generic term used to describe areas of Kakhabad where there are no permanent settled communities. This is not to say the area is uninhabited, but such inhabitants are either uncivilised or nomadic. Although the Avanti Woods are at the foot of the Zanzunu Peaks near Low Xamen, they are included in this section as they also border onto the Vanti-Bak Wastes. LIFE AND SOCIETY Life in the wilderness is harsh. Apart from wooded and marshy areas, there is very little fertile ground for growing crops, so life tends to revolve around hunting or raiding for food. Those living near rivers or lakes have an easier time of it a fish are in plentiful supply, but they must watch for bandits hoping to take what they have caught. MAJOR GEOGRAPHICAL FEATURES From the plains of the Baklands to Kakhabad’s many rivers, the wilderness holds many dangers, but many surprises as well. Avanti Wood: Home to a community of wood elves, the Avanti Woods are one place in Kakhabad where good aligned travellers may find a place to rest away from the rampages of marauding creatures. Goblins and ogres have tried to oust the elves, but without any success. The elves have had their home here for centuries, and they are not about to give it up to such foul creatures. The Baklands: The Baklands consist of two areas: the Baddu-Bak Plains and the Klatta-Bak Steppes. However, only a slight rise separates the two, with the landscape remaining constantly uninviting. Tribes of centaurs and klattamen roam the Baklands, although much of the area is bleak and empty. Earth End Coast: The Vanti-Bak wastes end perilously at these steep limestone cliffs (climb DC 25). Cut into the cliffs are a series of extensive caves, many leading into the underworld. Forest of Snatta: A dense wood, the Forest of Snatta is home to many beasts, not least the vicious Snattacats. However, it is also home to Fenestra, the black elf sorceress (CG black elf sorceress 12) who toils constantly against the Archmage’s machinations. Jabaji River: A major trade route into Khare, the Jabaji River connects Lake Lumle with the Kakhabad Sea. It is exceptionally difficult to ford and only those using water or air travel can cross it. Lake Ilklala: At the edge of the Forest of Snatta is Lake Ilklala. Crossing this can be difficult, due to the schools of flying fish that inhabit its waters, but a gruff boatman

(N human expert 3) offers a relatively safe journey across the lake – if one can locate him. The lake is fed by minor rivers to the west and north, and runs out into the Kharabak River and eventually to the sea. Lake Lumle: Any number of mutated plants and animals inhabit this lake, including aquatic assassin vines, tendriculous and dire crocodiles. The Vanti-Bak Wastes: The effect of the residual magical flux is much higher here, and this area is inhabited only by the most mutated and degenerate of beasts. Little else is known about the Vanti-Bak Wastes as adventurers rarely return, and when they do their minds are shattered. Vischami Swamp: This treacherous bog is the home of the marsh goblins; any traveller passing through here will encounter at least one group of these strange humanoids. Various pit and snare traps line any passable trails, making this area one to be avoided if possible. IMPORTANT SITES Whilst there are no towns or villages in the wilderness, the caves in the cliffs at Earth End Coast offer areas of interest. Daddu-Ley: The Copperstone Caves are part mine, part natural caverns. Whilst the mining operation (some of which has been abandoned) stops after only two or three miles, the caverns themselves continue indefinitely. Nobody has ever explored the farthest reaches of these caves. Daddu-Yaddu: The Croaking Caves appear to be a natural feature of weathering and erosion of the soft stone that the cliffs around consist of, but further in it is obvious that intelligent creatures have carved out a series of extensive dungeons. Artificial corridors connect natural caverns, with stairways leading further downwards into the underworld. STORIES FROM THE WILDERNESS Surviving a trek from one side of Kakhabad to the other is an achievement that many would be proud of, but other adventures also await. Map the Vanti-Bak Wastes: A cartographer in Khare pays the adventurers handsomely to explore the Vanti-Bak Wastes fully and make notes of the landscape, flora and fauna. They may encounter sorcerers driven insane by the minimites nearly three centuries ago, or one of the most fearsome of all monsters – a dragon. Restore Throff’s temple: A small temple to Throff stands in the Baklands, although it is being gradually destroyed by klattamen who pilfer the building stone and vandalise the shrine. A cleric of Throff asks for help in driving off the klattamen and rebuilding the temple. The Zanzunu Peaks Population: 2,657 (humans 61%, birdmen 18%, she-satyrs 17%, half-orcs 8% goblinoids 4%) Government: Tribes and military dictatorship Imports: Jewellery, spices, mercenaries Exports: Magic items, weapons Alignment: LE, NE, N The Zanzunu Peaks used to be home to a few humanoids and beasts until the Archmage built his fortress there. Now it is a far more dangerous place to visit, with

Mampang guards and the Archmage’s own birdmen patrolling the area, not to mention the terrors of Mampang itself. LIFE AND SOCIETY Effectively, life in the Zanzunu Peaks revolves around Mampang; either life inside the fortress, or trying to evade guards outside the fortress. The only civilised settlements other than this are surviving Schinn birdmen and a tribe of she-satyrs who refuse to be bullied by the Archmage or his warriors. MAJOR GEOGRAPHICAL FEATURES The Zanzunu Peaks are a small range of mountains, rising from the Kharabak River at the south end to the coast at the north end. It is inhospitable terrain at best and downright lethal at worst. Low Xamen: The foothills of the Zanzunu Peaks are home to the she-satyrs. They can be aggressive but any mention of defeating the Archmage can make them friendly. Other creatures roam the hills, which get higher towards the north, but no real trails are in place for travellers. High Xamen: Further north is High Xamen, the steep mountains of the Zanzunu Peaks. It is here that the birdmen make their homes, although the Schinn and the Archmage’s birdmen are constantly at war. Although the slopes here are steeper, the going can be somewhat easier since Mampang’s warriors need to travel through this area and have constructed paths and bridges to aid them – although some of the bridges are illusory traps for the unwary. IMPORTANT SITES There is only one site of any note in the Zanzunu Peaks, but it is a very important one. Mampang Fortress: Built by the Archmage some years ago, Mampang is situated in High Xamen. It sits at the top of an extinct volcano, where the walls of the crater make it nigh on impregnable, as there is only a narrow tunnel accessing the fortress itself. Mampang is home to some of the vilest creatures imaginable, including Naggamentah, the ogre torturer (NE ogre fighter 7/expert 3) and the Archmage himself. Access through the fortress is by a series of magical trapped Throben Doors, each one opened in a different way (password, key, disbelieving illusory fire). Many of the Archmage’s warriors have flux feats and nearly all sport some sort of mutation. Although life is harsh in Mampang, there is a fixed routine and a strange sense of order which the inhabitants appreciate. STORIES FROM THE MOUNTAINS The mountainous area of the Zanzunu Peaks is a dangerous one for any traveller, but the added peril of its inhabitants brings extra hazards. Samaritans of Schinn: The adventurers are approached by a contingent of birdmen who represent the Schinn faction who have discovered an underground entrance to the evil birdmen’s eyrie. Being claustrophobic, they are unwilling to enter the tunnels and ask the adventurers to make a lightning raid through the caverns. The Crown of Kings: The Archmage’s plans have finally come to fruition; his birdmen have stolen the Crown of Kings from Analand! The adventurers must infiltrate Mampang and brave its terrors to recover the artifact.

Monsters Animals Hit Dice: Initiative: Speed: Armour Class: Attack:

Nighthawk Small Animal 1d8+1 (5 hp) +2 10 ft. (2 squares), fly 80 ft. (average) 14 (+1 size, +2 Dex, +1 natural) 2 talons +3 melee (1d4) and bite –2 melee (1d4) 5 ft./5 ft.

Space/Reach: Special Low-light vision Attacks/Qualities: Saves: Fort +3, Ref +4, Will +2 Str 10, Dex 15, Con 12, Int 2, Abilities: Wis 14, Cha 6 Skills:

Listen +2, Spot +14

Feats: Environment: Organization: Challenge Rating: Alignment: Advancement:

Weapon Finesse Temperate mountains Solitary or pair 1/2 Neutral 2–3 HD (Medium)

Skunkbear Medium animal 3d8+6 (19 hp) +1 (Dex)

Flying fish Tiny animal ½ d8 (2 hp) +2 (Dex)

40 ft

Swim 30 ft, Fly 30 ft (average)

13 (+1 Dex, +2 natural)

14 (+2 size, + 2 Dex)

Claw +6 melee (1d4+4)

Bite +4 melee (1d4-2)

5 ft/5 ft

2 ½ ft/2 ½ ft

Stench Fort +5, Ref +4, Will +2 Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Climb +4, Listen +4, Spot +4, Swim +8 Endurance, Run Temperate forests Solitary or pair 3 Neutral 4-5 HD (Medium)

Fort +2, Ref +4, Will +1 Str 6, Dex 15, Con 10, Int 2, Wis 12, Cha 4 Listen +6, Spot +6 Weapon finesse (bite) Any aquatic School (2-7) 1/3 Neutral 1 HD (small)

Nighthawk: These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots. A typical nighthawk is about 3 feet long and has a wingspan of about 7 feet. Their feathers range from a dull grey colour to jet black. COMBAT Nighthawks dive at prey, raking with their powerful talons. Skills: Nighthawks have a +8 racial bonus on Spot checks. Skunkbear: Skunkbears stand about nine feet tall on their hind legs and are covered in black and white fur. They typically live in caves and hunt during the daytime. COMBAT A skunkbear’s claws are usually enough to deal with prey, but they also have another potent weapon. Stench: Once every 1d4 rounds, the skunk bear can release a stench to deter enemies. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same skunk bear’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Flying fish: Flying fish, native to Lake Ilklala, have vicious teeth and typically fight as a group to bring down prey. Their wings can hold them in the air for only a short period of time before they must return to the water. COMBAT Flying fish leap out of water to attack their foes, trying to flank the weakest looking opponent. These animals can only fly for 8 rounds before they must return to water. For every 2 rounds that the fish remains in the air, it must spend 1 round in water recovering. Baddu-beetle Medium Vermin Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (+6 natural) Attack/Damage: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Acid spray Special Qualities: Darkvision 60 ft., tremorsense 30 ft, vermin traits Saves: Fort +5, Ref +0, Will +0 Abilities: Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 9 Skills: — Feats: — Environment: Warm and temperate plains Organization: Cluster (2–5) or click (6–11) Challenge Rating: 2 Advancement: 3–4 HD (Medium); 5–6 HD (Large) These creatures feed on carrion and build their nests underground. A baddu-beetle is about 6 feet long. Baddu-beetles normally attack only to defend themselves, their nests, or their eggs. COMBAT Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitutionbased. Birdman Medium monstrous humanoid Hit Dice: 2d8+2 Initiative: +3 (Dex) Speed: 30 ft, fly 40 ft (average) Armour Class: 13 (+3 Dex) Attack/Damage: 2 claws +4 melee (1d4) or by weapon +2 melee Space/Reach: 5 ft/5 ft Saves: Fort +0, Ref +6, Will +3 Abilities: Str 15, Dex 17, Con 13, Int 10, Wis 10, Cha 10

Skills: Hide +5, Listen +7, Spot +9 Wilderness lore + 7 Feats: Weapon finesse (claw) Environment: Temperate hills and mountains Organization: Wing (2-5) or nest (5-20) Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +2 Birdmen are short and wiry, with strong chest muscles that support a pair of feathery wings. Arms and legs end in sharp talons and their mouths are hooked beaks. The feathery hair which covers their bodies ranges in colour from dark green to black. The birdmen of Kakhabad dwell in well defended settlements carved out of the mountainside, the good aligned Schinn birdmen occasionally mounting raids on the Archmage’s birdmen. COMBAT Birdmen prefer to fight from the air, and birdmen typically carry up to five javelins which they loose on their opponents whilst flying. They will then land and attack with either claws or swords. Skills: Birdmen receive a +4 racial bonus to Spot checks and a +2 racial bonus to Listen and Wilderness Lore checks. Death Wraith Creating a Death Wraith “Death wraith” is an acquired template that can be added to any humanoid, magical beast or monstrous humanoid. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 10. A death wraith uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead, with the incorporeal subtype. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the undead subtype. Size is unchanged. Hit Dice: All current and future Hit Dice become d12s. Speed: Death wraiths have a base speed of 30 feet, unless the base creature has a higher base speed. Armour Class: Natural armour is the same as the base creature’s. Attack/ Damage: A death wraith retains its normal attacks. Its base attack bonus is equal to half its hit dice. Special Attacks: A death wraith gains the special attacks listed below. Horrific Appearance (Su): Any living creature within 60 feet that views a death wraith must succeed on a Fortitude save (DC equal to 10 + 1/2 death wraith’s HD + death wraiths’s Cha modifier) or be shaken for 1d6 rounds. A creature that successfully saves against this effect cannot be affected by the same death wraith’s horrific appearance for 24 hours. Corporeal attack (Su): Despite appearing almost incorporeal, a death wraith retains its normal attack but has an attack bonus equal to its Charisma bonus or its Strength bonus, whichever is higher.

Special Qualities: A death wraith gains the following special qualities. Undead: A death wraith gains the undead type. Turn Resistance (Ex): A death wraith has +2 turn resistance. Damage Reduction (Su): A death wraith has damage reduction 5/silver. Spirit returns (Su): If the base creature was of good alignment, its spirit appears briefly once the death wraith has been slain. Treat this as a speak with dead spell (10th level caster). Abilities: Same as the base creature, except that the death wraith has no Constitution score, and its Charisma score increases by +4. Skills: Death wraiths have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature. Environment: Any, often as base creature. Organization: Solitary. Challenge Rating: Same as the base creature +1. Treasure: Standard. Alignment: The base creature’s alignment changes to any evil. SAMPLE DEATH WRAITH: SHINVA, FIFTH NOBLE OF KHARE Hit Dice: 5d12 (32hp) Initiative: +6 (+2 Dex, +2 improved initiative) Speed: 30 ft Armour Class: 12 (+2 Dex) Attack/Damage: Scimitar +6 melee (1d6+1/18-20) Space/Reach: 5 ft./5 ft. Special Attacks: Horrific appearance (DC 15), corporeal attack Special Qualities: Undead traits; turn resistance +2; damage reduction 5/silver; spirit returns. Saves: Fort +4, Ref +3, Will +2 Abilities: Str 12, Dex 15, Con -, Int 15, Wis 13, Cha 16. Skills: Hide +10, Intimidate +11, Listen +11, Search +8, Spot +13. Feats: Alertness, Improved Initiative, Improved Unarmed Strike, Power Attack, Rapid Reload (crossbow, light), Weapon Focus (Scimitar). Environment: Crypt Organization: Solitary Challenge Rating: 6 Treasure: Standard Alignment: Neutral evil (originally neutral good) Shinva was the Fifth Noble of Khare until he angered the vampiric Third Noble, who first killed Shinva and then used a scroll to raise him as a death wraith as further punishment. Shinva haunts his tomb in Khare, attacking anybody who enters in the hope of being released from his undead state. COMBAT Shinva attacks with his scimitar at the earliest opportunity and does not retreat until either he or his opponents are dead.

Firefox Medium magical beast Hit Dice: 3d8+4 (17 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Attack/damage: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Pounce, ignition Special Qualities: Low-light vision, scent , fire resistance 5 Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7–16) Challenge Rating: 2 Advancement: 4–6 HD (Large) Firefoxes are the same size as wolves and covered in red fur. They are savage hunters and can cope with most prey. COMBAT Pounce (Ex): When a firefox makes a charge, it can follow with a full attack. When a firefox pounces, it also ignites. Ignition (Ex): After a successful pounce, the firefox’s fur ignites, causing the defender 1d6 points of fire damage. This may also damage the firefox if it causes enough damage to overcome its fire resistance. Flayer Medium monstrous humanoid Hit Dice: 1d8 (4hp) Initiative: +1 (Dex) Speed: 30 ft Armour Class: 11 (+1 Dex) Attack/Damage: Slam +1 melee (1d3 + poison) Space/Reach: 5 ft/ 5ft Special Attacks: Poison Saves: Fort +0, Ref +1, Will +1 Abilities: Str 10, Dex 13, Con 10, Int 10, Wis 10, Cha 7 Skills: Profession (cook) +6, Craft (any 2) + 4, Hide +4, Spot +4 Feats: Skill focus (cook) Environment: Temperate plains and hills, cities Organization: Solitary or pair Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class

Level Adjustment: +0 Flayers are somewhat similar to mind flayers in appearance. However, they lack arms, but their heads are octopus-like, with many tentacles that can be used to grasp objects or in combat. They are reputed to be marvellous cooks and can often be found in kitchens, although they are by nature shy and reclusive, due to the treatment they often receive as a result of their appearance. COMBAT When forced to fight, a flayer whips its head round, using its tentacles as weapons. Poison: Initial damage 1 Str, secondary damage 1d2 Str, Fortitude DC 10 negates. The save DC is Constitution-based. Goldcrest Eagle Medium magical beast Hit Dice: 2d8+2 (10 hp) Initiative: +2 (Dex) Speed: 10 ft, fly 80 ft (average) Armour Class: 13 (+1 natural, +1 Dex) Attack/Damage: 2 claws +3 melee (1d3), bite -2 melee (1d4) Space/Reach: 5 ft/5 ft Special Qualities: Invisibility Saves: Fort +3, Ref +4, Will +2 Abilities: Str 10, Dex 15, Con 12, Int 5, Wis 14, Cha 10 Skills: Listen +6, Spot +10 Feats: Weapon finesse (claw) Environment: Temperate forest, hills, mountains and plains Organization: Solitary or pair Challenge Rating: 1 Treasure: None Alignment: Usually neutral good Advancement: 3-4 HD (medium) Goldcrest eagles have a wingspan of approximately 10 feet, and their heads are covered in golden yellow feathers. They are usually trained from birth, and are typically used as messengers, making good use of their invisibility, although they are not without fighting ability. COMBAT Goldcrest eagles remain invisible for as long as possible before attacking. If a fight is going against them, they will retreat, becoming invisible to escape. Invisibility (Sp): A goldcrest eagle can become invisible (as per the spell) at will as a free action. Jib-Jib Tiny beast Hit Dice: ¼d8 (1hp) Initiative: +2 (Dex)

Speed: 20 ft Armour Class: 14 (+2 size, +2 Dex) Attack/Damage: Space/Reach: 2½ ft/2½ ft Saves: Fort +2, Ref +4, Will +1 Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 12, Cha 6 Skills: Hide +6, Listen +4, Move Silently +6, Spot +4 Feats: Alertness Environment: Temperate hills and mountains Organization: Solitary or pair Challenge Rating: 1/10 Treasure: None Alignment: Always neutral Advancement: Jib-jibs are reclusive herbivores which have only a small round fur covered body and two stumpy legs. They have evolved a quite effective method of eluding hunters; whenever threatened, a jib-jib lets out an impressively loud roar, which tends to frighten off most predators. COMBAT A jib-jib will attempt to run from combat if its roar doesn’t frighten of its opponent. It has no means of attack, having neither teeth nor claws. Klattaman Medium Humanoid Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armour Class: 11 (+1 padded armour) Attack/Damage: Club +4 melee (1d6+4) Space/Reach: 5 ft/5 ft Saves: Fort +3, Ref +0, Will –2 Abilities: Str 17, Dex 11, Con 12, Int 5, Wis 7, Cha 6 Skills: Listen +1, Spot +1 Feats: Alertness Environment: Temperate plains Organization: Gang (2–5), tribe (10-20 plus 1 1st to 3rd level barbarian champion and 1 2nd level adept) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +0 Klattamen are simple humanoids that inhabit the Baklands. They have a nomadic, tribal lifestyle, setting up camp for a month or so and hunting around that area before moving on. Strength is much admired amongst the klattamen and the leader (refered

to as the champion) is usually the best fighter in the tribe, although the most intelligent might listen to the tribal shaman. COMBAT Klattamen are simple combatants, attacking in numbers until their enemies are dead. Occasionally, a worthy opponent may be offered the chance to fight the champion of the tribe in single combat. mantis Man Medium monstrous humanoid Hit Dice: 2d8 (9hp) Initiative: +5 (Dex, Improved initiative) Speed: 30 ft Armour Class: 12 (+1 Dex, +1 natural) Attack/Damage: 2 claws +3 melee (1d4) plus bite (see below) Space/Reach: 5 ft/5 ft Special Attacks: Improved grab Special Qualities: Freeze Saves: Fort +0, Ref +3, Will +2 Abilities: Str 10, Dex 13, Con 11, Int 11, Wis 11, Cha 10 Skills: Feats: Improved initiative Environment: Temperate plains and cities Organization: Solitary or group Challenge Rating: 2 Treasure: Standard Alignment: Usually neutral evil Advancement: 3-4 HD (large) The mantis man is often first encountered standing motionless, its spindly arms up to its chest and its hands joined as if in prayer. It has an oversized head full of sharp teeth. If an opponent comes near it, it will suddenly move, attempting to grapple its foe and bite them. COMBAT A mantis man will remain still until its opponent is close enough to attack. Improved Grab (Ex): To use this ability, the mantis man must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can then bite automatically for 1d8 points of damage. Freeze (Ex): A mantis man can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the mantis man is really alive. Minimite Fine fey Hit Dice: ½ d6 Initiative: +3 (Dex) Speed: 20 ft. (4 squares), fly 40 ft. (good)

Armour Class: 21 (+8 size, +3 Dex) Attack/Damage: Short sword +11 melee (1d3–3/19–20) Space/Reach: 2 ½ ft/2 ½ ft Special Qualities: Antimagic field Saves: Fort +1, Ref +5, Will +3 Abilities: Str 5, Dex 17, Con 11, Int 10, Wis 13, Cha 14 Skills: Bluff +8, Hide +10, Move silently +8, Search +2, Spot +3 Feats: Weapon finesse Environment: Temperate hills and plains Organization: Solitary or group (2-5) Challenge Rating: 1 Treasure: None Alignment: Always chaotic good Advancement: 1–3 HD (Tiny) Minimites are small creatures, whose history is steeped in magic; see the history section for more details of these fey. COMBAT Antimagic field (Sp): Minimites are surrounded by a constant antimagic field (as per the spell). This antimagic field is unusual, however, in that any spell that involves an experience point cost can penetrate it and functions normally. Any such spell cast within the antimagic field also kills the minimite. Mucalytic Large aberration Hit Dice: 4d8+15 (33 hp) Initiative: +0 Speed: 20 ft Armour Class: 12 (-1 size, +3 natural) Attack/Damage: 2 slams +5 melee (1d4+6) Space/Reach: 10 ft/5 ft Special Attacks: Improved grab, poison Saves: Fort +4, Ref +1, Will +3 Abilities: Str 18, Dex 10, Con 17, Int 11, Wis 11, Cha 10 Skills: Listen +7, Spot +7 Feats: Toughness Environment: Underground Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Usually neutral evil Advancement: 5-16 HD (huge) Mucalytics are large ugly beasts, covered in slime and filth. Their trunk like snouts will be visible poking through the muck. They wallow about in the mess around them and as such are generally solitary creatures, shunned by others, even the unhygienic orcs and goblins.

COMBAT A mucalytic will flail around with its arms, attempting to grab its opponent. Improved Grab (Ex): To use this ability, the mucalytic must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can then breath poison on its opponent. Poison: Initial damage 1d6 Int, secondary damage 1d6 Int, Fortitude DC 15 negates. The save DC is Constitution-based. Red Eye Medium monstrous humanoid Hit Dice: 1d8 (4hp) Initiative: +2 (Dex) Speed: 30 ft Armour Class: 14 (+2 Dex, +2 leather armour) Attack/Damage: Scimitar +1 melee (1d6/18-20) or burning eyes +2 ranged (1d6) Space/Reach: 5 ft/5 ft Special Attacks: Burning eyes Saves: Fort +0, Ref +2, Will +2 Abilities: Str 10, Dex 14, Con 11, Int 15, Wis 10, Cha 9 Skills: Listen +4, Intimidate +3 Feats: Blind-Fight Environment: Temperate plains, forest and hills Organization: Gang (2-5) Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +1 Red-eyes are thin humanoids that delight in bullying others. They look similar to elves, except that their eyes are always shut. This does not prevent them from seeing, however, as their eyelids are very thin. They dress in outrageous style, often with strange looking headgear. Red-eyes are universally detested and tend only to live near others of their kind. COMBAT A red-eye will attack with its melee weapon, but will use its burning gaze when the opportunity arises. Burning eyes (Sp): Once every 1d4 rounds, a red eye can shoot a red hot jet from its eyes. Treat this as a ranged touch attack. If it hits, this causes 1d6 points of damage.

The Seven Serpents Elemental Serpent (Fire, Earth, Water, Air) Hit Dice: 10d12+20 (85hp) Initiative: +0 Speed: 20 ft, fly 200 ft (perfect) Armor Class: 16 (+6 natural) Bite +12/+7 melee Attack: (1d8+2) Space/Reach: 10 ft./5 ft. Special Spell-like abilities Attacks: Polymorph, Damage Special Reduction, Protection Qualities: From Elements Saves: Fort +9, Ref +7, Will +9 Str 15, Dex 11, Con 15, Int Abilities: 18, Wis 15, Cha 15 Gather Information +15, Intimidate +15, Knowledge (Arcana) +17, Skills: Knowledge (Geography) +17, Listen +15, Search +17, Sense Motive +15, Spot +15. Feats:

Alertness, Flyby Attack, Power Attack

Temperate plains, hills and mountains Organization: Solitary Challenge 8 Rating: Alignment Neutral evil Treasure None 11–13 HD (medium), 14Advancement: 17 HD (large) Environment:

Astro Serpent (Sun, Moon)

Time Serpent

11d12+22 (93hp) +0 20 ft, fly 200 ft (perfect) 17 (+7 natural) Bite +13/+8 melee (1d8+2) 10 ft./5 ft. Spell-like abilities

12d12+24 (102hp) +4 (improved initiative) 20 ft, fly 200 ft (perfect) 18 (+8 natural)

Polymorph, Damage Reduction, Protection From Elements Fort +9, Ref +7, Will +9 Str 15, Dex 11, Con 15, Int 18, Wis 15, Cha 15 Gather Information +16, Intimidate +16, Knowledge (Arcana) +18, Knowledge (Geography) +18, Listen +16, Search +18, Sense Motive +16, Spot +16.

Polymorph, Damage Reduction, Protection From Elements Fort +10, Ref +8, Will +10 Str 15, Dex 11, Con 15, Int 18, Wis 15, Cha 15 Gather Information +17, Intimidate +17, Knowledge (Arcana) +19, Knowledge (Geography) +19, Listen +17, Search +19, Sense Motive +17, Spot +17.

Bite +14/+9 melee (1d8+2) 10 ft./5 ft. Spell-like abilities

Temperate plains, hills and mountains Solitary

Alertness, Flyby Attack, Improved Initiative, Power Attack Temperate plains, hills and mountains Solitary

9

11

Neutral evil None 12–13 HD (medium), 1417 HD (large)

Neutral evil None 13 HD (medium), 14-17 HD (large)

Alertness, Flyby Attack, Power Attack

The Seven Serpents were created by the Archmage using necromantic spells from a forgotten era. Each is individual, although generally they are around eight feet long, with leathery wings and sharp teeth. They are dangerous foes and rarely rely on their bite in combat, preferring to use their spell-like abilities. If a battle is going against them, they prefer to flee; they realise their importance to the Archmage and would sooner report a threat to him rather than try to face it themselves. All have the following Special Qualities in common: Polymorph (Sp): All of the Seven Serpents can polymorph into a small viper at will. The viper is usually coloured like the Serpent, so the Fire Serpent is red as a viper, for example. Damage Reduction (Su): All of the Seven Serpents have Damage Reduction 5/-. Protection From Elements (Sp): All of the Seven Serpents can use Protection From Elements as a spell-like ability at will (caster level 5th).

FIRE SERPENT The Fire Serpent is a bright red colour, unmissable even as a small viper. When attacking, it prefers to stay close to flammable materials. Spell-like abilities: Caster level 10th. 3/day – fire shield, fireball, wall of fire. EARTH SERPENT The Earth Serpent is a dull brown colour and prefers to crawl along the ground rather than fly. However, it can still take to the air if it desires. Spell-like abilities: Caster level 15th. At will – magic stone. The Earth Serpent must succeed at a ranged attack to hit its opponent. 3/day – earthquake. WATER SERPENT The Water Serpent is a light blue colour and prefers to stay underwater when it can, only needing to come up to breathe for one round out of every twenty. Spell-like abilities: Caster level 12th. At will – control water. 3/day – ice storm. AIR SERPENT The Air Serpent is light grey in colour and much prefers to fly high in the air than be near the ground, although it will not hesitate to attack earth-bound enemies if it thinks it can overcome them. Spell-like abilities: Caster level 12th. At will – gaseous form. 3/day – chain lightning. SUN SERPENT The Sun Serpent is an almost blindingly bright orange in colour and uses its searing light ability from a distance before closing in on its enemies. At night time, it also uses its daylight special ability in the hope of blinding its opponents. Spell-like abilities: Caster level 10th. At will – daylight. 3/day – searing light (the Serpent must make a ranged touch attack with this ability). MOON SERPENT Although many would think the white Moon Serpent would be nocturnal, it shrouds itself in deeper darkness whilst moving around during the day; it can see through its own deeper darkness normally. Spell-like abilities: Caster level 10th. At will – deeper darkness. 3/day – circle of doom. TIME SERPENT The most feared of the Seven Serpents is the Time Serpent. Its use of spell-like abilities involving slowing or speeding up time makes it a formidable foe. Generally, it uses haste or slow when engaging in combat, relying on time stop or temporal stasis

if the battle turns against it. It freely uses power word, stun against its most dangerous foes. Spell-like abilities: Caster level 15th. At will – haste, slow. 3/day – power word, stun, temporal stasis, time stop. She-satyr Medium Fey Hit Dice: 5d6+5 (22 hp) Initiative: +1 (+1 Dex) Speed: 40 ft. (8 squares) Armour Class: 15 (+1 Dex, +4 natural) Attack/Damage: Shortspear +2 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Qualities: Damage reduction 5/cold iron, low-light vision Saves: Fort +2, Ref +5, Will +5 Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 Skills: Bluff +6, Hide +13, Intimidate +9, Knowledge (nature) +9, Listen +15, Move Silently +13, Spot +15, Survival +3 Feats: Alertness, Dodge, Mobility Environment: Temperate and cold mountains Organization: Solitary, pair, band (3–5), or tribe (11–20) Challenge Rating: 2 Treasure: Standard Alignment: Usually chaotic neutral Advancement: By character class Level Adjustment: +2 Distantly related to the more common satyr, she-satyrs are very wary of outsiders and are not possessed of the cheerful disposition of the male satyr. They are native to the Zanzunu Peaks, where they carve out a precarious life in small tribal groups. COMBAT She-satyrs do not enter combat lightly, preferring to interrogate interlopers in their territory first. However, once a she-satyr decides to enter a fight, it is to the death. Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently and Spot checks. Slime Eater Large monstrous humanoid Hit Dice: 3d8+3 (16hp) Initiative: +1 (Dex) Speed: 30 ft (6 spaces), swim 20 ft Armour Class: 13 (-1 size, +1 Dex, +3 natural) Attack/Damage: 2 slams +6 melee (1d4+4); 1 bite +4 melee (1d6+2) Space/Reach: 5 ft/5 ft Special qualities: Darkvision 60 ft Saves: Fort +4, Ref +1, Will +1 Abilities: Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 12

Skills: Hide +8, Listen +7, Spot +7 Feats: Multiattack Environment: Underground Organization: Group (2-5) Challenge Rating: 2 Treasure: None Alignment: Usually neutral Advancement: 4-16 HD (huge) Slime-eaters feed on sewage and other waste left behind by other creatures. Sewers make a natural habitat for them. They are large blubbery creatures that prefer to stay under the surface of the muck they live in, with a pair of tube-like horns protruding above the surface. Despite their disgusting habitat, they are sociable creatures and group together. Any tasty food is shared between the group. COMBAT A slime-eater will attack with its large hands, bellowing for help from other nearby slime-eaters. Snattacat Medium magical beast Hit Dice: 3d8+6 (19 hp) Initiative: +4 (Dex) Speed: 40 ft Armour Class: 15 (+1 natural, +4 Dex) Attack/Damage: Bite +6 melee (1d6+3), 2 claws +1 melee (1d3+1) Space/Reach: 5 ft/5 ft Special Attacks: Pounce Special Qualities: Invisibility Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6 Skills: Hide +9, Listen +6, Move silently +9, Spot +6 Feats: Weapon finesse (bite) Environment: Temperate forest Organization: Pair or ambush (2-7) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 4-5 HD (medium) Snattacats are about the size of a large dog covered in black fur with yellow stripes. Their heads resemble that of other large cats, but the snout is more flat. They hunt anything, including humans, and have enough cunning to try to flank opponents whenever possible. COMBAT Snattacat’s use their invisibility as much as possible, surrounding their opponents unseen before attacking. Pounce (Ex): If a snattacat charges a foe, it can make a full attack.

Invisibility (Sp): A snattacat can become invisible (as per the greater invisibility spell) at will as a free action.

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