December 7, 2016 | Author: Czarek Siemieniewski | Category: N/A
Download D20 - D&D 3rd - Adventure - Level 10-13 - A Touch of Chaos - Grinning Goblin Adventures...
SUPPLEMENT
Credits
A TOUCH OF CHAOS
Game Mechanics
Grinning Goblin World
The Grinning Goblin World
The Measure Of All Things; Man
to solve. To complete your experience and provide you with surprises (both for the Game Master and for each Player Character) we've included Villains and Heroes to each adventure. As well, there are Mythical and Haunted beings that are used in this adventure - and may be used in other adventures of your making.
Introduction Encounters 1: Encounter with Arcanphilus
Since everyone has different 'styles' of RolePlaying, and because of the many different 'Gaming Systems' that exist, we decided to design a Generic Scoring System. This adventure may be used with any gaming system you wish - and with a little imagination, you can tailor this adventure to fit into your existing campaign.
2: The Gully Labyrinth and Temple Complex 3: The Temple Complex Encounters Summary Cast Of Characters Maps Player Handouts D20 Supplement
Welcome to Grinning Goblin Adventures. We are very happy to share with you our passion and excitement for Role Playing Games. Inside, I am sure you will be entertained, surprised and challenged.
Use this adventure as a single stand-alone adventure for a weekend gaming session or use it as part of a multi-part gaming campaign. Interchange various adventures together. If you have a great idea - send it to us, we always warmly appreciate your input and grow with your feedback.
Each adventure is carefully designed, playtested and checked by a team of role-playing enthusiasts. We are looking for, and wish to create, an adventure that will whisk you away and challenge your sword arm as readily as your mind.
We strongly believe that the objective to Role-Playing is 'Playing' - and we will continue to do our best to bring to you fun, entertaining and playable adventures. Enjoy.
Grinning Goblin Adventures are not simple 'hack and slash' adventures. Each has a theme, a set of goals, puzzles and mysteries
Credits Writers - Mark Butcher and Colin Haslett • Maps - Mark Butcher • Pen & Ink Illustrations - Gary Hudson Colour Illustration - Janice Blaine • Layout - I Need Some Artwork.com All text and graphics belong exclusively to Grinning Goblin Adventures (division of 2-The-Point Consulting Inc.) and is Copyright 1999, 2000 2-The-Point Consulting Inc. (DBA: Grinning Goblin Adventures) and may not be reproduced in whole or in part without the expressed written consent of the company. All rights reserved. Used with permission. No permission is granted to reprint or redistribute this text in any media without the prior written consent of the Copyright Holder. To request such permission, please contact
[email protected] - Attention: Andrew Levine.
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A Touch Of Chaos
Game Mechanics system would assign an average human, and you have the stat of our creature in your gaming system. If an average Human in your system has a strength of 8, and the target creature in our system has a strength of 1.5, that creature in your system would have a strength of 12 (8 x 1.5 = 12). When it comes to Skills, it works a little differently. In most systems Skills are given descriptions or rankings to provide an idea of how capable your character is in a particular skill. For our character and monster Skills we have simply given each Skill possessed a ranking, which can be compared to your system which will provide an idea of that characters proficiency. If one of our characters is described as having the melee skill at a master level, and in your system someone with a melee skill of 87% and up is considered to be a master with that skill, then in your game he has a melee skill of 87% or higher (the exact value is left to the game masters discretion). We have deliberately left the ranking system simple to allow the game master to tailor the opposition to PC’s participating in his adventures.
For those of you who have used pre written adventures before the contents of this introduction will not be new to you, but you may want to peruse the following anyways. For those of you who have never run an adventure before the following will prove most useful. We at Grinning Goblin Adventures have designed a series of adventures that may be played using any existing Role-Playing Game system. To accomplish this we have developed a basic Human template to be used to compare all other systems against. This baseline human can be used in such a way that almost any character in our adventures can be easily converted into any game system. Of course, if any monster that is required in one of our adventures already exists in your gaming system, it would be advisable to use that version.
One of the most difficult aspects of Fantasy Role-playing Games to convert is Magic. What we have done in our system is to provide the Gamemaster with a general indication of the practitioners ability level (similar to skills) and also provid an idea of the types of magic he is capable of performing. An example of an ‘Illusionist’ like David Copperfield might be described in one of our adventures as a wizard who is a novice in the use of magic and is limited to low power spells in the areas of summoning and illusion.
If you do need to use our stats for a monster, the easiest way to think of them is as statistic modifiers. In our system, an average Human has a value of 1 for the three physical statistics and the three mental statistics. Simply multiply the stat modifier of our creature with the corresponding statistic that your gaming
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From this information it should be relatively easy to choose what spells are available to the character and how capable he is at using them in your chosen rule system. make our adventures available to be used with most RPG rule systems.
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Skills Rankings Novice Moderate Skilled Expert Master
1-20% 21-40% 41-70% 71-90% 91-100
Difficulty There are some occasions where it will be necessary to rate the difficulty of something, either removing a trap or making a given saving throw. Grinning Goblin uses the following:
Easy Moderate Average DC 15 Above Average Challenging Difficult Nigh Impossible Impossible
D20 Equivilant DC 10 DC 13
% Equivilant +10% +5% +0%
DC 20 DC 25 DC 30 DC 35 DC 40
-10% -20% -30% -40% -50%
Bonuses and Penalties Sometimes the GM will need to assign PCs bonuses or penalties to their actions due to the effects of certain traps, or conferred upon them by certain items. In order to make the descriptions of these easier to convert, Grinning Goblin uses the following scale:
Minor Small Moderate Substantial Large Great
D20 equivilant +/-1 +/-2 +/-3 +/-4 +/-5 +/-6
% Equivilant +/-5% +/-10% +/-15% +/-20% +/-25% +/-30%
Therefore if the party finds a magical sword, the GM would be able to figure out exactly what the bonus to hit and damage would be with the weapon in his system. Traps and Damage Equivalency Rather than leave judging the damage, difficulty to find and remove, and effects of the traps up to the GM to figure out, with these systems, we can pinpoint exactly how a trap functions, except for damage. To convert this, Grinning Goblin uses damage equivalency. Any fantasy system will have a certain array of weapons. In order to give the GM the appropriate damage for something, the damage will be listed as being equivalent to a certain weapon’s damage. If it does a lot of damage, even more than a weapon could do, it will be listed like triple broadsword damage, ect. So if a broadsword in the given system is a d8 damage, triple broadsword damage would be 3d8. The purpose of this system is that it makes the damage of a given trap proportional to the damage system of a given game system. In some game systems, PCs have a lot of hit points and weapons do lots of damage. In others, weapons do less damage and people have less hit points. By giving the GM an idea of the type of harm that the trap is supposed to inflict on the PCs, traps can be customized to fit into any system. Of course, always assume that the weapon is as if it were wielded by a person of average strength in that game system, in case weapon damage is based on strength in a given system.
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Measure Of All Things; Man The sample character that follows is supplied for two purposes; firstly, it describes the conventions and format used in this adventure to detail any creatures or characters met by the Player Characters, and secondly it illustrates the conversion of a basic human into some of the most prevalent game systems. The "Other" column is supplied to act as a worksheet for your convenience, in case the character attributes used in your game system are not listed.
Typical Man Description: This is the character's physical appearance. History: This will detail any historical information known about the character. Temperament: This describes the base emotional reactions the Player Characters can expect upon encountering the character or creature. Religious Beliefs: This describes a religious affiliation if applicable, or a code of conduct/set of morals. Followers: This will identify if the character has rank in an organization, or if a creature is a pack leader. Skills: These are general skills that don't fit into either combat or defensive categories. KEY STATS Human Warrior Level: 1 HP: 6 AC: 10
GRINNING GOBLIN
318
STRENGTH
1
11
55%
AGILITY
1
11
55%
FITNESS
1
11
55%
KNOWLEDGE
1
11
55%
PERCEPTION
1
11
55%
PERSONALITY
1
11
55%
DEFENDING INFO
ATTACKING INFO
Armor Class: 1
No. Attacks: 1 SKILLS These are skills in combat or a weapon. If the character has any relevant racial abilities they will be listed here as well.
MOVEMENT Walk: 10 Run: 40 Fly: n/a Swim: 5
PERCENTILE OTHER
SPELLS Any attacking spells are listed here.
SKILLS These are skills that aid the character's defence. If the character has any relevant racial abilities they will be listed here as well.
WEAPONS/ARMOR Any weapons or armor carried by the character.
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EQUIPMENT
SPELLS Any defending spells will be listed here.
VALUABLES
General Any valuables or belongings of the magic items carried character. by the character.
A Touch Of Chaos
Introduction this adventure has been described in detail.
A Touch of Chaos is a challenging adventure designed for four PCs of 10th to 13th level. To properly play this adventure, DMs will need the 3rd Edition D&D Players’ Handbook, "Dungeon Masters' Guide and Monster Manual" (hereafter PHB, DMG & MM). It is difficult, if not impossible, to judge with 100% accuracy the measure of success or degree of failure your PCs will experience playing this adventure. If your group experiences difficulty in the wilderness region, namely with wandering monsters, decrease the frequency and base chance of these encounters. However, this should serve as an indicator that your PCs will be unable to survive the temple complex, as all wandering monsters have encounter levels and challenge ratings well below that of four 10th level PCs.
Important note: Common monsters are listed with a page number reference to the MM: statistic blocks have not been provided for them. Uncommon, advanced or named monsters have statistic blocks that can be found in the appendix at the end of the adventure. Background: The Legend of Set and Apep The legend of Set and Apep is a common and oft repeated tale throughout the many nations that surround the desert known as the Thaz. All PCs will have heard it in bits and pieces if not in its entirety, on numerous occasions while traveling. Read the following:
"Many thousands of years ago, in a titanic battle that all but destroyed the once beautiful kingdom of Thaz, the evil god, Set, vanquished the great chaos serpent, Apep, and imprisoned his essence within the fist sized sapphire known as the Heart of Osiris. The gem was then given to a great blue dragon named Arkusdard who was charged with its safekeeping.
To decrease the challenge presented by the encounters within the temple complex, simply remove some, but not all, of the PC levels given to the main villains. For example, Khertoosk is a mummy/14th level cleric with a challenge rating of 13 (Khertoosk casts clerical spells at a decreased level, which will be explained in the body of the adventure), and reducing him to a 10th level cleric will reduce his challenge rating to 11, presenting a significantly lesser threat to PCs. Be sure to lower treasure awards accordingly if this option is used. Conversely, simply add PC levels if your group is meeting all of the challenges too easily.
"Fearing for their lives at the hands of Set's clerics and led by their high priest, Khertoosk, the followers of Apep went into hiding throughout the now ravaged Thaz. Those who managed to survive both the wrath of Set’s minions and the new desert environment eventually became the nomads and barbarians who are known today as the desert tribes."
DMs should feel free to adapt or modify any or all of the elements and locales to better suit their own campaigns. Substitute as required more appropriate cultural aspects, environmental hazards, monsters, and if necessary, deities. However, in doing so, try to maintain the theme of two opposing evil gods, Set (Lawful Evil) and Apep (Chaotic Evil), who once waged a bloody and violent war against one another.
PCs may obtain the following pieces of information related to this legend by making one or more of these successful skill checks; Bardic Knowledge DC20, Gather Information DC25, Knowledge (Arcana, History or Religion as appropriate) DC30. Arkusdard, the blue dragon originally entrusted with guarding Apep’s prison, died long ago and passed on his horde of treasure, including the Heart of Osiris, to an heir. The power of Set's followers on this world has all but vanished in recent centuries as the god has turned his attentions to other realms across the multiverse and all but forgotten this one. Related legends tell that Set also slew other gods while on this world, including his brother Osiris, whose wife placed his body in a great pyramid erected on the site where she found his corpse, somewhere on the north-eastern fringes of Thaz.
Running the Adventure Some additional work will have to be done by DMs to run the adventure hooks and fit them smoothly into an existing campaign, possibly to the extent of running adventures in or around Khardrist and the surrounding oasis settlements to introduce PCs to the setting. These areas and the corresponding hooks have only been described briefly: skeletons to which the DM must add flesh. For the sake of brevity, only material essential to the running of
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Trillabeth, who is indulging herself after being confined to the Abyss, in her opinion, for far too long).
Synopsis Dark powers, covetous of the rewards an imprisoned god would grant his liberators, have commanded a succubus named Trillabeth to find the Heart of Osiris and free Apep on their behalf. To this end she has awakened Khertoosk, now an ancient mummy, and together they have stolen the gem from Arkusdard's heir and are awaiting their dark masters' instructions on how to end Apep's imprisonment. It is around this central theme of a dark god's restoration that A Touch of Chaos has been designed.
The Desert of Thaz Note to DMs: The following information on the city of Khardrist, the outlying oasis settlements and the desert tribes is only a brief description of the setting for this adventure. For DMs interested in running an entire campaign or a significant portion of one in or around these areas, some work will be necessary to add greater depth and detail. As previously suggested, it may be easier for DMs to alter this adventure to fit their campaigns rather than to alter their campaigns to fit this adventure. With a minimal effort, the entire desert region can be transformed and transplanted to fit any type of wilderness area or campaign world.
The adventure begins for the PCs five days journey north of the great desert city of Khardrist. Motivations for making this journey can be found amongst the character hooks after this synopsis or can be supplied by DMs to fit their campaigns. Regardless of the hook used, the PCs will encounter Arcanphilus, a huge adult blue dragon and the grandson of Arkusdard. On this day, Arcanphilus will present the PCs with a simple choice; retrieve the Heart of Osiris or be destroyed. Acting on information provided by the dragon, PCs will travel into the foothills of the Patar Mountains where they will discover an ancient temple of Apep, Trillabeth the succubus, Khertoosk the mummy priest, and the 3000 year old prison of the great chaos serpent.
The City of Khardrist The infamous metropolis of Khardrist is located roughly a day’s march north of the Kadish River, on the southern fringe of the great desert known as the Thaz, which once was a verdant and bountiful seat of a powerful empire millennia long ago. From the Grand Ziggurat, wherein King Nishpander rules with an iron fist, to the teeming bazaars, where merchants from a dozen desert cities buy, sell and trade an innumerable variety of exotic wares, Khardrist is an exotic melting pot overflowing with lasciviousness, mystery and intrigue.
Character Hooks • Acting on rumors and legends heard in Khardrist, PCs venture into the desert of Thaz searching for a mythical hoard of treasure guarded by a young blue dragon. The dragon is the latest descendant in a long line of blues who have called Thaz their own domain (Arcanphilus is actually much older and more powerful than these rumors suggest).
On the northern banks of the Kadish is Randipor, a large port town wholly under the rule of Khardrist, which oversees the bulk of the trade along the entirety of the river's length. Its own wealth and population are included in the statistics for Khardrist. Khardrist (metropolis): Magical; Al LE Assets: 155 million GP; 100,000 GP limit Population: 31,000 (approx.); mixed (79% human, 9% halfling, 5% elf, 3% half-orc, 2% dwarf, 1% gnome, 1% half-elf)
• PCs have been contracted by a local government official to investigate the disappearance of numerous militiamen from Khardrist patrols in the Thaz desert(the soldiers are, in fact, the victims of ambushes set by the desert tribes).
Authority Figure(s): King Nishpander, male human, Ftr 14/Clr 10 (Hextor) Important Figure(s): Xerpeth, female human, Wiz 14, head of the Wizards' Guild; Vergil, male human, Exp 10, head of the Moneychangers' Guild; Mykuldo, male human, Rog 14, head of the Thieves Guild; R'kar, male half-orc, Rog 7/Asn 5, head of the Non, the assassins' guild; Dorillo, female human, Ari 11, head of the
• Acting on rumors heard from merchants traveling through Khardrist, PCs investigate the disappearance of young men from the oasis settlements in the region (this is the work of
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Council of Nobles; Menastacles, male human, Clr 15, head of the Church of Hextor
outlying settlements." • "An ancient mummy wanders the Thaz, snatching up unwary travelers."
Note: Although King Nishpander wields the ultimate tyrannical power in Khardrist, the heads of the various guilds possess notable influence in their own rights and are occasionally granted permission to petition their monarch directly. Only the heads of the most significant guilds have been listed above. There are many others, however, and conflicts between and even within the guilds are common, a situation which the Non exploit with ruthless efficiency.
• "Merchants coming out of the north have brought with them tales of demons." • "Legend says that an ancient pyramid partially submerged in the desert sands, contains the treasures of the old kings of Thaz." • "An unusually large number of clerics of the church of Hextor have been entering the Thaz lately."
Standing Army: 310 full-time professional soldiers; 1300 militia members/conscripts readily mobilized within a few hours; five 20-40 man militia units on rotating patrols of the Thaz
• "Water holes and springs in the Thaz have been turning salty in recent months."
Religion: Khardrist's patron deity is Hextor, and his temples are a common sight throughout the city. Other faiths are discouraged or suppressed by the church and the king, although worshippers of other gods are seldom persecuted to any great degree unless they become outspoken or organized. The obvious exception to this tolerance is the worship of Hextor's hated brother, Heironeous (see PHB, p.91). PCs who worship Heironeous, especially paladins, are cautioned to be extremely careful and as inconspicuous as possible within the city's walls.
Wilderness Areas DMs who decide to forego any game play in Khardrist and opt instead to begin in the Thaz itself should read the following to the PCs
"Leaving the tented bazaars, the spice and silk shops, the belly dancers and the opium emporiums of the decadent walled city of Khardrist some five days past, you've traveled deep into the desert waste known as the Thaz. Rocky bluffs, steep gullies, rolling sand dunes, sparse vegetation and long merchant caravans are common sights on the journey north. Miles to the west are the foothills that mark the beginnings of the mighty Patar Mountains.
Rumors: The following rumors may be heard in Khardrist before the PCs depart the city. DMs may dispense them as they see fit, or with successful Gather Information checks (DC15) PCs may each learn one of the rumors at random (d10). If any of these rumors are being used as character hooks ignore the result and roll again. Numbers 9 and 10 can be used to mislead the party or create new adventures.
"The Thaz is a rugged and inhospitable wilderness, although it is far from uninhabited or featureless. Dozens of nomadic desert tribes wander the shifting dunes, steppes, foothills and mountains. Small oasis settlements, little more than hamlets or thorps, are connected by well-maintained roads and trade ways, offering shelter from the unyielding extremes of the high desert climate. Enforcing King Nishpander's tyrannical rule, Mounted Khardrist patrols are at odds with the ruthless bandits and brigands who ply their bloody trade. And the deadly wildlife that calls the Thaz home hungrily awaits any unwary traveler, unfortunate enough to stumble into its grasp."
• "A fierce blue dragon named Arcanphilus calls the Thaz his own." • "King Nishpander himself is paying a yearly tithe to appease some dragon to the north." • "A mysterious leader is uniting the desert tribes."
Climate
• "Some of the King's patrols in the Thaz have been disappearing."
By day, anyone traveling the Thaz is subject to the unrelenting fury of the desert sun and no sane being wears any armor, save perhaps a shield. Travel by night exposes one to the bone
• "The desert tribesmen have been doing more raiding and less trading with the
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A Touch Of Chaos
numbing cold resulting from the Thaz's high elevation. Refer to the DMG (p.86) for heat and cold dangers, which are in effect throughout the Thaz. Strong winds and dust storms are also common, and are a potentially deadly climate condition. To reflect this, the following wind table has been included.
and NPCs (p.p.47-58). Desert Tribes Distant descendants of the followers and clerics of Apep who fled into the Thaz, the nomads and barbarians collectively known as the desert tribes are the undisputed masters of steppe, hill, dune and mountain. Engaging in profitable trade as often as pillaging, these desert natives are as unpredictable as they are dangerous. Tribes vary greatly in size, but are always led by the strongest individual. Nomadic at heart and knowing the location of even the smallest springs and water holes, the nomads raise tented encampments wherever their chieftain pleases, dwelling there for as long as he desires. Refer to the DMG (p.p.47-58) for random generation of NPCs, treating all tribesmen as barbarians (Alignment chaotic neutral or chaotic evil only).
Wind Table: 1d20, check once per hour 1-12: No Wind 13-16: Moderate Wind 17,18: Strong Wind 19: Severe Wind 20: Windstorm Any time Strong or Severe winds are encountered, there is a 60% chance they are accompanied by a dust storm and a 20% chance of this becoming a greater dust storm. Refer to the DMG (p.p.87-88) for the effects of wind on Search, Listen and Spot checks, the effects of wind on different sized creatures, and the suffocation effects of dust storms.
Wandering Monsters Two wandering monster tables have been included below. These are for the desert wilderness areas only. The first generates common, less powerful encounters. The second generates less frequent, more powerful monsters. Each of these types of monsters should not be encountered more than once.
Oasis Settlements The most critical element for any of the settlements in the Thaz is a readily available source of water, and these communities always center on one of the rare underground springs or water holes found in the wasteland. Even assuming the possibility of a disproportionate number of clerics in a community willing to expend all of their spell energy creating water for the populace, the largest settlements will not exceed hamlet size (Population 81 - 400) and would likely be small ones at that. Exceptions are possible if a settlement has access to a more significant water source, but communities with populations exceeding 400 are generally located near larger sources of water such as lakes or rivers, which are not to be found in the Thaz.
Wandering Monster Table I: Frequency; once per hour, Base Chance; 30%, roll 1d4 1d4+1: large monstrous scorpions (MM p.209) 2d4+4: wild dogs (MM p.196) 1d6+4: bandits, all Fr 1 (see DMG p.p. 47-58 for random generation of NPCs) 1d4+4: desert tribesmen, all BBB 1 (see DMG as for bandits)
Most settlements have a single elder that acts as a figure of central authority and is advised by a small number of the highest-level NPCs within that community. A loosely organized militia is always present in these throes and hamlets. Furthermore, there is a 35% chance that, in addition to such a militia, there may be a patrol from Khardrist in any community, regardless of its size, at any given time. The officer in charge of such a patrol is always an authority figure while in the community. Troop strength will fall between 22 and 40 militiamen (2d10 + 20), with 1 commander (Ftr 4), 2 or 3 sergeants (Ftr 2), and 19-36 soldiers (War 1). Refer to the DMG for generating random communities (p.139)
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Wandering Monster Table II: Frequency; once every 3 hours, Base Chance; 20%, roll 1d4 1 behir (MM p.24) 1 lamia (MM p.p.126-127) 1 manticore (MM p.p. 130-131) 1 hieracosphinx (MM p.p. 170-171)
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Encounter #1: Encounter with Arcanphilus Read this to the Players: (Read the following once Arcanphilus drops his hallucinatory terrain ability:) The air seems to shimmer before you as a large, blue, reptilian head bearing a single massive horn upon its snout rises up from the sand. Cruel, cunning eyes, set slightly forward of dramatic frilled ears, regard you with a leisurely contempt. The beast pulls the remainder of its great body from the sand, revealing a powerfully muscled torso, leathery wings and a long spiny tail. The majority of its bulk is covered in iridescent azure scales, polished to a glossy finish. The beast's hide hums and crackles with static electricity.
Cast Of Characters: • Arcanphilus (Villain)
Multimedia Reference: • Arcanphilus
Game Master Text: This encounter is the main motivating factor for the PCs' travelling to and exploring the temple complex. Read the information below carefully, and be familiar with all of the dragon's abilities, spell-like abilities and feats. Do not simply run this encounter as another wandering monster: strive to add depth to Arcanphilus' personality.
mutters a single arcane word and uses his create/destroy water ability to destroy the party's water supplies (no save) and potions (Will save, DC 24). Arcanphilus can destroy up to 30 gallons of water using this ability. He then casts the following spells upon himself; Enlarge (increasing his size by 50% and his Strength by 2), Mage Armor, Bull Strength and Endurance. He then drops the hallucinatory terrain ruse and reveals himself to the party.
Arcanphilus, the blue dragon, grandson and heir to Arkusdard, has been observing the party for a few days, using his hallucinatory terrain ability at a great enough distance to avoid discovery (see PHB p. 212 for details on the spell Hallucinatory Terrain). Perhaps the dragon has even watched the party fight off some wandering monsters. Once the DM decides that the time is right, Arcanphilus will approach the party and the adventure will begin.
If hostilities erupt, Arcanphilus uses his breath weapon against any cleric present, thereby eliminating any attempts to foil his destroy water tactics. He then takes to the air and fights from awing, using his flyby attack and snatch feats. He will also continue to use his breath weapon to full effect (every 1d4 rounds). Remember that it is not Arcanphilus’ intent to kill the party (yet), and he will use what means he can to subdue the PCs and set them to the task he has for them. If Arcanphilus is reduced to 60 or fewer hit points he will retreat. He will not fight to the death.
Tactics: Maintaining his hallucinatory terrain ability, Arcanphilus burrows beneath the sand to a point directly in front of the PCs. He then allows the PCs to approach to within 35 feet, watching the PCs advance by only slightly exposing his head from the sand. Once the party reaches the 35-foot mark, Arcanphilus Special Notes:
will not outlive its usefulness. The DM should try, however, to make it clear to the party that the dragon intends them no immediate harm.
Arcanphilus: male, adult blue dragon; HD 23, HP 299; see monster appendix. Personality: Arcanphilus is vain and arrogant to the extreme; he does not walk, he swaggers; he does not ask, he demands; and he brooks no insolence from short-lived insects. He will introduce himself with a haughty air, but does not ask the PCs their names. The party is a temporary useful tool to him, nothing more, and a tool which
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Demands: What Arcanphilus desires is for the PCs to retrieve the Heart of Osiris, which was stolen from his lair some days past by Trillabeth and Khertoosk. The dragon is fully aware of what the Heart of Osiris is and what is imprisoned inside of it. Arcanphilus is quite eager to have the gem
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restored to his treasure hoard, as he is not keen on the idea of a chaotic evil deity running rampant through the Thaz, which the dragon considers his personal domain. He will not, however, reveal the true nature of the gem to the PCs. Scrying with a crystal ball from his lair, Arcanphilus has determined who committed the theft and has located their hiding place. As mentioned earlier, Trillabeth and Khertoosk are responsible for the theft, and they are currently to be found in the temple complex. If the party does not press for any details, Arcanphilus will tell the PCs as little as possible about what he has learned, simply giving them directions to the gullies that lead to the complex. The temple complex is some 16 miles west of where the PCs encounter Arcanphilus, in the foothills of the Patar Mountains. The entrance
to the complex is not readily apparent from the ground, as it is located within a labyrinthine network of gullies, which wend their ways through a large rock plateau. What Arcanphilus absolutely will not tell the PCs is the fact that he already tried to retrieve the gem himself but was thwarted by the Guardian Obelisks in Area E. The dragon's terms are simple; recover the gem and be allowed to continue on their way. Fail or refuse and be destroyed. Once Arcanphilus finishes talking to the PCs, he takes to the air and uses his hover feat before flying away to the south, back the way the party came from. This blows up a huge cloud of sand and dust and confuses the party as to which direction his lair might be.
Encounter #2: The Gully Labyrinth and Temple Complex Read this to the Players: Cast Of Characters: • Achaierai (Villain) • Giant Scorpion (Villain)
Travel to the gully labyrinth is considered to be movement across trackless, sandy desert and all movement rates are halved. Once the PCs are in the foothills read the following: The ground begins to grow gradually rockier and the ascent steeper as you approach the foothills of the imposing Patar Mountains.
Multimedia Reference: • Scorpions
Game Master Text:
To find the gully entrance requires a Search check (DC 25). If PCs cooperate, each individual helpers successful Search check (DC 10) gives a +2 circumstance bonus to the leader's main check. Each failed search check by the leader, or by anyone not cooperating in the search, results in one hour being wasted looking for the entrance. Even a successful search requires and hour of effort. Read the following when the PCs locate the gully entrance: Area A:The Gully Entrance
"The entrance to a wide gully looms before you. The sheer walls stretch some 140 feet above you to a rocky plateau, creating a natural corridor that disappears to the north-east." The gully entrance and labyrinth are a natural blemish, scarring a large rock outcropping on the
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easternmost fringes of the Patar Mountains. The walls of the gully rise to an average height of 140 feet. PCs wishing to climb these walls must make successful Climb checks (DC 25). Successfully negotiating the gully wall results in the daring PC reaching the crumbling rock plateau above. Footing atop the plateau is fairly treacherous, and any PC moving faster than half his/her normal movement rate must make a successful Balance check (DC 15) to avoid falling and sustaining 1d6 points of sub dual damage. Moreover, anyone falling near the gully wall must also make a Reflex save (DC 17) to avoid falling into the gully itself, taking 14d6 points of damage as a result. The gully floor is sandy but littered with rocky debris and rubble. Giant scorpions inhabit the gully labyrinth in vast numbers. For every 30 minutes spent in the gully labyrinth consult the table below (see MM p.p.
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205, 208-209) for scorpion statistics. Any time spent on the plateau exempts PCs from any wandering monsters, scorpions or monsters from the wilderness regions. Scorpion Encounters: d81-4: 1d4 monstrous scorpions, small 5: 1d3 monstrous scorpions, medium 6: 1d2 monstrous scorpions, large 7-8: no encounter Area B: Nest of the Achaierai
"A large nest made of small stones and dry vegetation is nestled between a rocky cleft, situated on the far wall of the opening." Many years ago a lawful evil wizard intent on discovering the secrets of Apep's temple summoned this beast from the infernal plane of Acheron. The wizard perished in Area E, a victim of the Guardian Obelisks. For some reason the achaierai was never recalled to its own plane. It leads quite a comfortable existence in the gully labyrinth, feeding on the numerous giant scorpions that abound throughout the area. There is a 1-4 chance on a d6 that the achaierai is present when the PCs arrive in this area. Achaierai: hp 51 (see MM p. 15) Tactics: Utterly sadistic and evil, the achaierai attacks the PCs on sight. It concentrates all of its efforts on the smallest, weakest looking individual. If reduced to less than 20 hp, it will attempt to flee. Treasure: PCs making a successful Search check (DC 15) in or around the nest area will find amongst the bones, scorpion husks and debris, the following; a Wand of Knocking (17 charges), a large yellow topaz (worth 783 gp), and a small, locked (Open Locks [DC 25]), iron bound wooden chest containing 280 gp, 1 potion of Cure Moderate Wounds and 1 potion of Cure Serious Wounds. Area C: Scorpion Colony
"The gully grows suddenly narrower and then comes to an abrupt end. Four small, dark tunnels, the largest of which is 10 feet wide, puncture the living rock. A faint chittering can be heard." There is a 60% chance that for each tunnel the PCs enters; they will attract the attention of the numerous giant scorpions living within (see MM p.p. 205, 208-209 for scorpion statistics). Any PC foolish enough to enter one of the tunnels with a light source notices numerous smaller tunnels branching off from the main "entrance" tunnel before being overwhelmed by scorpions. Scorpion Colony: d8 1-4: 1d6+6 monstrous scorpions, tiny 5,6: 1d4+4 monstrous scorpions, small
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7: 1d4+1 monstrous scorpions, medium 8: 1 monstrous scorpion, large Tactics: There is only a 30% chance that any group of scorpions exiting a tunnel is hungry and actively searching for prey, and will thus attack the party. If the party approaches the tunnels too closely, any group of exiting scorpions will attack en masse to defend their home. Under either circumstance, the scorpions will not pursue the PCs any further than the exit for the corridor located near Area D's quicksand. Area D: Quicksand Any PC making a successful Spot check (DC 20) notices a large pool of quicksand blocking all access through this area. If the party does not notice the pool, the lead PC will blunder directly into it, immediately sinking to his/her chest. Every 1d6 rounds thereafter the PC must make a successful Dexterity check (DC17) to avoid sinking further, first to his/her neck and then to being completely submerged. At this point the PC can hold his/her breath for a number of rounds equal to twice his/her Constitution score. After that time the PC must make successful Constitution checks (DC 10 + 1 per round) to continue holding his/her breath. If the PC fails any Constitution check, drowning begins. PCs not in the quicksand can attempt to pull their fellows out with a successful Strength check (DC 20), although a successful check will only pull a character in up to his/her chest out to his/her waist; a character in up to his/her neck out to his/her chest; and a completely submerged character out to his/her neck. Any characters trying to help the pulling character require a successful Strength check (DC 10) for a +2 circumstance bonus to the main check. The character in the quicksand must continue to make Dexterity checks every 1d6 rounds to avoid sinking back down while this is going on. PCs can circumvent the pool by climbing around it on the gully wall with a successful Climb check (DC 20). Any PC who fails is permitted a Reflex save (DC 20) to avoid falling into the quicksand. Area E; Guardians Against Law and Good
"The corridor opens into a large, dead end canyon. The sheer gully wall encloses this area's entirety. A large oasis, surrounded by a profusion of reeds and rushes, lies placid in the middle of this area. Six slick, black obelisks rise up out of the vegetation. A large opening yawns in the far wall directly across from where the corridor exits into the canyon." The six obelisks are carved and chiseled onyx, stand some 20 feet tall and are the temple
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complex's primary defense against any would be intruders. Any character of a lawful or good alignment approaching to within 30 feet of an obelisk automatically triggers its arcane power. The obelisk discharges a blinding, searing beam of energy at the offending character.
Any PC conducting an extensive Search (DC 20) around the oasis will find the scorched skeleton of the wizard mentioned in Area A, his belongings burned beyond use or repair.
Guardian Obelisk/ Searing Light: Range: 30 feet; Attack: +5 ranged touch attack; Damage: 4d8 no save; Special: any character hit by one of the obelisks' energy beams also runs the risk of catching fire (see DMG p. 86).
PCs inspecting the opening on the far wall find steps carved into the living rock descending into the darkness. These steps lead to Area 1 of the Temple Complex.
The oasis slopes steeply to a depth of 15 feet at its center. The water is fresh and drinkable.
Encounter #3: The Temple Complex preparation for the day when he could help bring about the return of his foul god. The succubus Trillabeth, at the behest of her dark masters, recently awakened this undead cleric so that he could help locate the Heart of Osiris. Now that the gem has been recovered, Khertoosk's only ambition, his obsession, is to free Apep from his crystalline prison. Currently, Khertoosk lacks the means to achieve this end and has only the word of the succubus that such means will be made available to them shortly.
Cast Of Characters: • Flame Snake (Villain) • Parotep (Villain) • Khertoosk (Villain) • Trillobeth (Villain)
Multimedia Reference: • Spoken Riddle • Lightning Game MasterText: Even at the height of Apep's power, the location of this temple remained a well-kept secret. Its location was known only to a select few of the highest-ranking clerics within the Chaos Serpent's order, for it was at this site that some of the most gruesome and unspeakable rites were performed. The temple was hewn from a series of natural caverns. Designed with simplicity and functionality in mind, it served no other purpose than for worship and sacrifice. The desert tribes, distant descendants of Apep's followers, know of the complex's existence only in legend. They believe that the complex is dangerous to even speak of, let alone seek out, and they give that general area of the Thaz a wide berth in their travels across the desert. Except for Area 5, the entire temple complex is dark. The torches in Khertoosk's Burial Chamber are enchanted with Continual Flame. Sand covers the floor of the main passage as well as Areas 1, 2 & 3. Small scattered piles of sand have collected in these areas from the occasional grains which have filtered down through cracks in the complex's ceilings and remained undisturbed for millennia. Khertoosk: Once one of the highest-ranking clerics in the church of Apep, Khertoosk was imbued with the seed of unlife by powerful necromancers in the service of the church, in
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Note: Due to Apep's imprisonment within the Heart of Osiris, all of his clerics cast divine spells at half their level (a 6th level cleric of Apep casts and has access to spells as a 3rd level cleric normally would). Strong, lawful, divine magic seals Apep's essence within the gem and restrains his chaotic powers from touching the Prime Material plane. Challenge ratings for clerics with this restriction are assigned as 3/4 of the clerics' experience level: an 8th level cleric casts as a 4th level cleric, averaging these two levels gives an effective challenge rating of 6. Trillabeth: The succubus-wizard Trillabeth has been bound by mysterious powers to bring them Apep's prison, the Heart of Osiris. With access to a myriad of Abyssal secrets, Trillabeth knew that if she could locate Khertoosk, she could wake him and manipulate his religious fervor and zeal to suit her own schemes. Like all of her kind, Trillabeth is a coward through and through, but she is a meticulous planner and rarely finds herself having to join in battle thanks to her nefarious plots and manipulations. Even Trillabeth is uncertain of the identities of those she serves, but she knows enough to fear them and obey them without thought of double cross. Area 1: Alcoves
"Six alcoves, three to a wall, are recessed at regular intervals. Each contains a large skeleton clad in black scale mail. Every skeleton has a scabbard great sword at its hip."
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These skeletons were the last of an elite squad of Ogre guards who stood vigil whenever the temple was in use. At the time of their deaths, they were placed in these alcoves to keep an eternal watch. No magic animates these skeletons: their presence is merely ceremonial. However, there is another sort of threat present here. PCs who tamper with the skeletons fall victim to 1d4 Burrowing Grubs (see Monster appendix) on a roll of 1 or 2 on 1d6. Treasure: The armor and great swords are all master work items, untarnished in the dry desert air. However, one of the weapons (DMs choice) is a cursed item (Opposite effect curse [-2 to hit, -2 to damage]). Area 2: Pool Chamber
"A small, round, shallow pool is set into the flagstone floor in the middle of this circular chamber.The walls and high ceiling are lined with stone masonry. An arched opening opposite the one you entered through beckons." This pool is filled with a crystal clear liquid. If a Detect Magic spell is used in the room it will reveal a moderate aura on the east and west portion of the chamber's wall. An Illusory Wall spell is in effect at each of these locations to disguise tunnels, which lead to other areas of the complex. If PCs, including Elves, actively search for hidden or secret doors, the DM should roll Will Saves (DC 19 [disbelief]) instead. Trap: Long before his imprisonment in the Heart of Osiris, Apep imbued this pool with a tiny portion of his own essence. The nature of this trap means that Detect Magic will not reveal anything about it, but Detect Evil will reveal a powerful aura. Any individuals drinking or tasting even the smallest amount must make successful Will Saves (DC 20) or be corrupted by this essence and have their alignments instantly changed to chaotic evil. Furthermore, any good or lawful character suffers 1d4 points of Wisdom damage regardless of whether or not their alignment is changed, although another successful Will Save (DC 20) means that the damage is not permanent. Nothing short of a Wish spell can reverse either of these two fates. Any chaotic evil character who drinks from the pool is healed as per the spell Cure Moderate Wounds (2d8+15 hp restored), but this power will only work for a given individual once every 1d6 days. Area 3: Riddle Room
"The hewn tunnel empties into a rectangular chamber, it's ceiling some 25 feet high. Set in the north wall is a closed iron door. In the middle of the room, a jumbled pile of scimitars and falchions lie on the floor." Any PC entering this room triggers a Wall of Stone trap. The trap has a 5 round delay and when activated, bars the entryway to the chamber. The
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trap's creator included the delay in the hope that he would capture more trespassers inside the riddle room. The riddle itself was included to make certain that the searing wind construct would neither waste itself on some wandering animal nor accidentally attack some loyal follower of Apep. It was considered far too difficult to be answered correctly without foreknowledge of the answer. Five days after it is triggered, the Wall of Stone trap will reset on its own and the entrance to the chamber will reappear. Anyone inspecting the pile of weapons will note that there are six scimitars and six falchions. These weapons constitute the entirety of the searing wind construct's attacks when materialized. Delayed Wall of Stone trap: CR 5, Search (DC 35), Disable Device (DC 30), 3 inches thick, Hardness 8, hp 45, Break DC 26. A Dispel Magic spell (DC 28) can dispel the wall. Once this trap is sprung (5 rounds after the first PC enters the chamber) PCs are effectively trapped in this room, although they are unlikely to know at this point that the door in the north wall is a false one. One round after the trap activates, a stone mouth appears and animates on the surface of that portion of the wall that used to be the way out. The mouth speaks the riddle below and disappears immediately after. Note: DMs may allow players time to get pen and paper ready, they may even want to encourage it, but they should only read the riddle to the players one time.
"Three champions enter the Duke's tourney of melee and joust; D'Phar, a knight of Hextor; Lyandragad, a paladin in the service of Heironeous; and Sir Brymwyle, the Duke's own champion. Each favors one particular weapon for each of the day's two events. Sir Brymwyle dislikes spears long and short in the joust, and prefers the bastard sword in the melee. Lyandragad dislikes the longsword in the melee and the Duke's man is the heavy lance in the joust, preferring to ride with a short spear in his hand. D'Phar, unlike clerics of his faith, does not use his god's favored weapon in the melee after seeing it in the hands of his opposite. Those spoken included, which weapons does each man favor for joust and melee." Answer: Brymwyle favors the heavy lance in the joust and the bastard sword in the melee. Lyandragad favors the short spear in the joust and the flail in the melee. D'Phar favors the long spear in the joust and the long sword in the melee. If a character gives any answer other than the correct one, or speaks anything in the common tongue for that matter, they will be attacked by a Searing Wind Construct (hp 91, see Monster appendix). If they answer the riddle correctly or manage to defeat the searing wind construct, the entryway reappears and the trap will reset once all
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characters have left the chamber. The Wall of Stone trap, the mouth and the searing wind construct all operate in concert. Dispelling or otherwise destroying the stone wall either before the mouth appears or before it completes the riddle will prevent the searing wind construct from materializing. Dispelling the wall after the riddle is complete but before it is answered means that the PCs can leave the room, but any words spoken in the common tongue within the confines of the room before giving the correct answer or before 5 days have elapsed and the trap resets will cause the searing wind construct to appear and attack. The construct will pursue any intruders as it is charged with killing any who answer the riddle incorrectly. The iron door in the north wall is a locked and trapped false door. Anyone opening the door will trigger a Poison spell trap. There is a Permanent Image spell cast upon the back of the shallow (6 inch) alcove behind the door that displays a hewn tunnel leading into darkness. Locked andTrapped False Iron Door: 1 inch thick, Hardness 10, hp 30, Break DC 28; Mundane Lock: Open Lock DC 25; Poison Spell Trap: CR 5, 1d10 Con/1d10 Con, Fortitude Save negates (DC 18), Search DC 29, Disable Device DC 29 Area 4:The Altar of the Chaos Serpent
"Two locked ebony doors, each inlaid in jet with hieroglyphs and inverted ankhs, bar the entrance to this chamber." Any PC making a successful Decipher Script check (DC 30) can interpret the hieroglyphs. The writings describe in intricate and gory detail the horrific punishments, which await anyone who dares to trespass before the unholy altar of Apep. Locked Ebony Doors: 2 inches thick, Hardness 6, hp 20, Break DC 18, Amazing lock: Open Locks DC 40 This chamber is constructed of superior onyx masonry. Empty triangular alcoves are recessed into all four corners. A semicircular alcove is recessed into the west wall, within which stands a stone altar so black it appears to soak up the very light of your torches. Any lawful or good aligned character crossing the threshold of this chamber triggers a Summon Monster VI spell trap: CR 6, Save (none), duration 11 rounds, Search DC 31, Disable Device DC 31. 1d4 rounds after the spell is triggered (which time is not deducted from the spell's duration), four Flame Snakes (hp 22, 20, 23, 20; see Monster appendix) are summoned from the Abyss - one in each triangular alcove - and they attack any characters within the chamber. The Flame Snakes will fight until they or the PCs are destroyed, but they will not leave the chamber to pursue. Any PCs who make successful Search checks (DC
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35) around the semicircular alcove find a removable secret compartment in the back of the stone altar. This compartment is lined with a thin layer of lead. Within it, the PCs will find an inverted ankh on a heavily linked iron chain. Inverted Ankh: This magical device was created in the depths of the Abyss at the behest of Apep. It was normally used only by the highest-ranking cleric within his order for the most heinous of rituals and sacrifices. Forged from the screams of damned souls being tortured with their deepest fears, the dull black object writhes and throbs in the grip of any who pick it up, and it requires both a Strength check and a Dexterity check (both DC 15) to hold it. Its presence on the Prime Material plane was meant to counter the presence of the now lost True Ankhs, carried by the long since departed gods who were venerated by the inhabitants of the ancient kingdom of Thaz. The Inverted Ankh will slay any being of lawful or good alignment that touches it. Every time a character handles the object, treat as per the spell like ability Death Touch cast by a 20th level cleric (20d6 hp damage, if the total exceeds the defending PCs total hp she dies, no save, and she takes the damage regardless). Furthermore, the artifact has the following powers, all activated by command words (Knowledge [Arcana] or Bardic Knowledge DCs 35 for each word); grants the wielder the ability to use the spell Cloak of Chaos once per day as though cast by a 20th level cleric with the command word RIXANDER grants the wielder the ability to use the spells Create Undead and Create Greater Undead once per week and once per month respectively as though cast by a 20th level cleric with the command word AXOMANDER grants the wielder the ability to use the spell Disintegrate once per week, Fortitude save (DC 30) partial (10d6 hp damage instead of death), with the command word FEROZANDER Any character with an alignment other than chaotic evil that activates any of these powers, is subject to the same death touch ward described above for lawful or good characters. Area 5: Khertoosk’s Burial Chamber Alarmed Secret Door: Anyone opening this secret door without first disabling the Silent Alarm spell alerts Trillabeth if she is in the chamber. Door Search DC 30, Silent Alarm: CR 1, Search DC 36, Disable Device DC 38. If the party manages to bypass the alarm, they may gain the opportunity to surprise Trillabeth and Khertoosk. If however, the alarm is triggered, the succubus and the mummy will be able to prepare an unpleasant greeting for the adventurers. The chamber is lit by torches enchanted with Continual Flame so some measure of light spills out into the tunnel, and PCs should be made aware of
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this. "The pungent aroma of incense wafts along the corridor from a hexagonal chamber constructed of stone masonry, its floor covered with intricately woven rugs. Four large, smoking braziers surround a mound of thick cushions and pillows in the northern corner of the room. More than a dozen desiccated corpses lie strewn about the room. An open stone sarcophagus stands against the east wall. Before it lies a small marble pedestal on top of which rests a fist sized oval sapphire, bound in fine gold and silver latticework with a multitude of tiny diamonds and rubies." The corpses are all victims of Trillabeth's, having been lured into acts of passion with the comely demon and having paid for the experience with their lives and their souls. If PCs enter the chamber by day there is only a 15% chance that the succubus is present, reclining on the mound of pillows and cushions. If they enter by night, however, there is a 100% chance that she will be present, "entertaining" a new victim (treat as a commoner of any desired level, a young male with a high Charisma). Trillabeth: Succubus/Wizard 5; hp 55; see Monster Appendix Khertoosk is always found in this chamber. He spends every moment in the gem's presence, offering prayers to his imprisoned god. Being in such close proximity to the Heart of Osiris allows the mummy to feel Apep's presence, indeed his impotent rage at being trapped. But Khertoosk is as yet unable to free his deity's essence or provide it with an appropriate corporeal form. If the PCs manage to liberate the gem without slaying Khertoosk, the mummy can intuit the gem's location within 30 miles by sensing Apep's presence. Khertoosk's sarcophagus sits atop a large stone dais, which he uses to accommodate his body when using his Meld Into Stone spell (see Tactics for Khertoosk below). Khertoosk: Mummy/Cleric 14 (casts as Cleric 7); hp 116; see Monster Appendix Tactics: If alerted to the PCs presence at the secret door, Trillabeth will cast Unholy Blight on the PCs from her position at the doorway. If given enough time, she will also cast a Lightning Bolt down the tunnel at the approaching PCs. If attacked, Trillabeth will try to obtain the Heart of Osiris and use her Teleport Without Error ability to flee. A coward, she avoids combat wherever possible, preferring to assault enemies from a distance with her offensive spells before fleeing. Khertoosk's method of fighting is the same, regardless of who surprises whom. (Remember that if Trillabeth is not present, she can not warn Khertoosk if the Alarm spell is triggered). The mummy focuses his efforts on the party's spell caster or cleric, using his Death Touch and Inflict
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Moderate Wounds. Once any spell casters are eliminated, he fights on using his +1 Frosting sickle sword. If Khertoosk is reduced to 30 or fewer hp, he uses his Meld Into Stone spell and merges with the stone dais under his sarcophagus. Treasure: Inside the stone sarcophagus is the following: the key to the doors at Area 4 (which will not disable the trap on the room), 2 potions of Cure Serious Wounds and a Ring of Protection +1 and 835 GPs. Furthermore, if the party manages to slay Khertoosk, they may recover his +1 Frosting sickle sword and his +2 breastplate. If the PCs are somehow able to slay Trillabeth, they will find upon her body a Bag of Holding (Bag I) containing her spell book (in Abyssal) and a scabbard of Keen Edges. If Trillabeth was not present or was slain, or if the PCs were extremely quick on their feet, they will now possess the Heart of Osiris containing the essence of the great chaos serpent, Apep. However, they must decide what to do with it: Arcanphilus is sure to want it back, for one thing. Treat the heart of Osiris as a major artifact. Its properties, powers and methods of destruction shall be presented in a future adventure. Area 6: Burial Chamber
"Although the rocky ground of this cavern has been hewn smooth, the walls and roof retain their natural features. Six stone sarcophagi, covered in hieroglyphs, are placed haphazardly in the northern portion of the cavern. All are sealed save one, its stone lid lying smashed on the ground beside the open tomb." The open sarcophagus belongs to Parotep the Vampire. During the zenith of Apep's power, Parotep was a champion of unequaled skill and savagery within the Chaos Serpent’s church. When he died he was given the gift of vampirism by the clerics of Apep using the Inverted Ankh. Parotep accepted this gift willingly to serve Apep beyond the mortal constraints of his body. Parotep:Vampire/Fighter 12; hp 123; see Monster Appendix There is a 5% cumulative base chance of Parotep being present in this cavern or in any of the other cave areas (Areas 7-15) when they are explored. If Parotep is not in the Burial Chamber when the party enters, the chance of his being encountered in the next cave area increases to 10%, and so on in each subsequent cave area. If Parotep is not encountered in any of the cave areas, he may be assumed to be out hunting in the Underdark where he is greatly feared and where he finds great sport at the expense of Drow, Duergar, Derro and Illithids. Parotep is unaware that Khertoosk has been awakened, as the vampire does not enter the temple complex very often. Should he for any reason meet up with Khertoosk, Parotep will
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immediately offer his loyalties and services. Tactics: Parotep relishes hand to hand combat. After using his Domination supernatural ability on the first notable spell caster, he will close in and use his bastard sword to full effect. Within each of the five sealed sarcophagi is the mummified, but quite dead, remains of Apep's highest-ranking cleric of five dynasties of the ancient kingdom of Thaz. Each of these five burial devices has a powerful divine spell trap in place to prevent the remains within from being disturbed. These traps were placed before Apep's imprisonment and the magic that powers each trap is still fully active. Lifting a lid off of any of the sarcophagi (Strength check DC 20) without first disabling the trap triggers the spell. 1st Trapped Sarcophagus: Destruction spell trap; CR 7; Target/Range: Individual lifting lid or failing Disable Device check; Death, Fortitude save (DC 20) partial (10d6 hp damage instead of death); Search DC 34, Disable Device DC 34. Contents: Within this sarcophagus PCs find mummified remains, a large emerald (903 GP), 297 GP, a divine scroll containing the 5th level spell Flame Strike, and a potion of Flying. 2nd Trapped Sarcophagus: Harm spell trap; CR 6; Target/Range: as 1st trapped sarcophagus; all but 1d4 hp lost, no save, Search DC 33, Disable Device DC 34. Contents: Mummified remains, 430 GP, 4400 SP, and a ring of Climbing. 3rd Trapped Sarcophagus: Greater Glyph of Warding (Blast Glyph [fire]) spell trap; CR 6; Range: 70 square feet; 10d6 hp damage, Reflex save (DC 19) halves, Search DC 33, Disable Device DC 34. Contents: Mummified remains, 91 PP, and a wand containing the 2nd level clerical spell Cure Moderate Wounds with 20 charges 4th Trapped Sarcophagus: Slay Living spell trap; CR 5; Target/Range: as 1st trapped sarcophagus; Death, Fortitude save (DC 17) partial (3d6+14 hp damage instead of death); Search DC 32, Disable Device DC 34. Contents: Mummified remains, 430 GP, 1700 SP, and a periapt of Wisdom (+2). 5th Trapped Sarcophagus: Disintegrate spell trap; CR 7; Target/Range; as 1st trapped sarcophagus, range 10 feet, +10 ranged touch attack; Death, Fortitude save (DC 20) partial (5d6 hp damage instead of death); Search DC 34, Disable Device DC 34 Contents: Mummified remains and 4 fire opals (300 GP each). Area 7: Geyser Cavern
"The walls and roof of this cavern are worn smooth.
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No stalagmites or stalactites are present. An unnatural quiet blankets the entire area." This cave is the site of an extensive geyser network, which pipes scalding hot water up from the hot springs far below. PCs who make a successful Spot check (DC 15) notice dozens of small, smooth holes that puncture the cavern floor. There is a cumulative 1% chance per round PCs spend in this area that an eruption occurs. If this happens, PCs take 3d6 hp damage (Reflex save [DC 20] halves) each round from the scalding water exiting the shafts under high pressure. An eruption lasts 1d6+4 rounds. Areas 8 - 15: Caverns
"These caverns are overflowing with various types of subterranean flora (puffballs, lichen, fungi, moss, etc.). Stalactites and stalagmites are also to be found in abundance" There is a 30% base chance for each cavern that some sort of underground wildlife will also be encountered. Listed below is a table for generating encounters, but DMs should first determine if Parotep will be encountered in a given cavern (see Area 6) and only check for an encounter below if the vampire is not present. Each creature or group of creatures below should only be encountered once: treat a second encounter of the same type as no encounter. Also, each cavern should only have one encounter regardless of how often PCs pass through it. Cavern Encounter Table: Areas 8-15 only, Base Chance 30%, roll 1d12 1: 1d6+4 Darkmantles (MM p 39) 2: Umberhulk (MM p.p. 180 - 181) 3: 1d8+5 Stirges (MM p.p 173 - 174) 4: Basilisk (MM p.p. 23 - 24) 5: 2 Rust Monsters (MM p 157) 6: Troll (MM p 180) 7: Otyugh (MM p.p. 147 - 148) 8: 1d6+5 Shocker Lizards (MM p 164) 9: Roper (MM p.p. 156 - 157) 10: 1d3+1 Violet Fungi & 1d2+3 Shriekers (MM p.p. 93 - 94) 11: Destrachan (MM p 47) 12: Shambling Mound (MM p.p. 162 - 163) Area 16: Underdark Access This tunnel descends steeply for many miles before it eventually enters the realms and kingdoms of the Underdark. It is here that Parotep does most of his hunting amongst the various races that dwell within these hidden domains. Information on the Underdark is not included here, as it would exceed the scope of this adventure. DMs are free to offer the players the opportunity to explore these regions, a deadly challenge in their own right.
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ENCOUNTER SUMMARY Item
Encounters 1
2
3
Cast of Characters ●
Achaierai ●
Arcanphilus
●
Flame Snake ●
Giant Scorpion Khertoosk
●
Parotep
●
Trillobeth
●
Maps ●
Map of Complex ●
Map of Gully
Media Files ●
Arcanphilus
●
Scorpions Spoken Riddle, Lightning
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CAST OF CHARACTERS Arcanphilus Description: A large, blue, reptilian head bearing a single massive horn upon its snout, The majority of its bulk is covered in iridescent azure scales, polished to a glossy finish. History: More than can be written in this tome Temperament: Arcanphilus is vain and arrogant to the extreme. Religious Beliefs: Arcanphilus sees the gods as a threat to his reign Followers: None Skills: Bluff (Expert) Concentration (Expert) Diplomacy (Expert) Knowledge-Arcana (Expert) Knowledge-History (Expert) Knowledge-Religion (Expert) Listen (Expert) Search (Expert) Spellcraft (Expert) Spot (Expert) Special Skills: Dragon Awe- suffer the effects of terror if willpower save is failed KEY STATS Dragon (Male adult) none Level: 13 HP: 130 AC: 20 (equivilent to highly enchanted plate)
GRINNING GOBLIN 3-18 PERCENTILE OTHER 3
26
145%
AGILITY
1.1
11
60%
FITNESS
2.3
20
114%
KNOWLEDGE
1.8
17
91%
PERCEPTION
1.9
17
96%
PERSONALITY
1.8
17
91%
STRENGTH
DEFENDING INFO
ATTACKING INFO
Armor Class: 20 (equivilent to highly enchanted plate)
No. Attacks: 4 SKILLS Flyby Attack (Master) Lightning Breathequivilent to a sever electric shock MOVEMENT Walk: 40 Run: n/a Fly: 150 Swim: 20
SPELLS Various Combat spells at Expert level
SKILLS SPELLS various defensive spells at Expert None level
WEAPONS/ARMOR None
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EQUIPMENT None
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VALUABLES None
A Touch Of Chaos
Khertoosk Description: A crumbling shell of a man held together by dried linen and powerful magic Temperament: Nasty Skills: Concentration (Expert) Listen (Skilled) Observe (Expert) Special Skills: Tough Hide (see armor) KEY STATS Mummy Priest Level: 13 HP: 90 AC: Equivelent to substancially enchanted plate armor
GRINNING GOBLIN 3-18 PERCENTILE OTHER
1.8
17
91%
AGILITY
1
11
55%
FITNESS
0
3
10%
KNOWLEDGE
1.1
11
60%
PERCEPTION
2.2
20
109%
PERSONALITY
1.6
15
82%
STRENGTH
DEFENDING INFO
ATTACKING INFO
Armor Class: Equivelent to substancially enchanted plate armor
No. Attacks: 3 SKILLS Combat Casting (Skilled) Death touch Save against Fitness or die MOVEMENT Walk: 20 Run: n/a Fly: n/a Swim: n/a
SPELLS Spellcraft-Death and Destruction Prayers (Expert)
SKILLS Hide (Skilled) Sneak (Skilled)
WEAPONS/ARMOR
EQUIPMENT
Breast Plate (small bonus) None
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SPELLS None
VALUABLES Unholy Symbol, Obsidian (inverted ankh) Sickle of Frost (minor cold bonus)
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Parotep Description: Desicated and dry, it's been a long time since he fed well. History: See adventure page Temperament: Confident in his dark abilities Religious Beliefs: Fanatical follower of Apep Skills: Bluff (Skilled) Listen (Skilled) Observe (Skilled) Human Perception (Skilled)
KEY STATS Vampire Warrior Level: 12 HP: 111 AC: Equivelent to largely enchanted plate armor
GRINNING GOBLIN 3-18 PERCENTILE OTHER STRENGTH
2.7
23
132%
AGILITY
1.9
17
96%
FITNESS
0
3
10%
KNOWLEDGE
1.3
13
69%
PERCEPTION
1.5
14
78%
PERSONALITY
1.3
13
69%
DEFENDING INFO
ATTACKING INFO No. Attacks: 3 SKILLS SPELLS Parotep is a (Master) Swordsman None He possess all of the typical abilities of an ancient vampire MOVEMENT Walk: 20 Run: n/a Fly: n/a Swim: n/a
Armor Class: Equivelent to largely enchanted plate armor SKILLS Hide (Skilled) Sneak (Skilled)
WEAPONS/ARMOR EQUIPMENT None
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None
20
SPELLS None
VALUABLES Full Plate armor (small bonus) Bastard sword (moderate bonus)
A Touch Of Chaos
Trillobeth Description: Whatever she desires History: See adventure page Temperament: A coward through and through, but she is a meticul Religious Beliefs: Follower of powers darker and more powerful than s Skills: Bluff (Skilled) Concentration (Skilled) Disguise (Skilled or Master when shapeshifting) Escape Artist (Moderate) Hide (Moderate) Knowledge-Religion (Skilled) Listen (Expert) Move Silently (Moderate) Ride (Expert) Observe (Expert) KEY STATS Succubus Sorceress Level: 14 HP: 45 AC: She wears no armor but is supernaturally agile (ch
GRINNING GOBLIN 3-18 PERCENTILE OTHER STRENGTH
1.4
14
73%
AGILITY
1.4
14
73%
FITNESS
1.4
14
73%
KNOWLEDGE
2.3
20
114%
PERCEPTION
1.5
14
78%
PERSONALITY
2.2
20
109%
DEFENDING INFO
ATTACKING INFO No. Attacks: 1 SKILLS See MM, pp 43 & 44 for special racial abilities
MOVEMENT Walk: 30 Run: n/a Fly: 50 Swim: n/a
SPELLS None
Armor Class: She wears no armor but is supernaturally agile (ch SKILLS See MM, pp 43 & 44 for special racial abilities
WEAPONS/ARMOR EQUIPMENT None
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None
21
SPELLS None
VALUABLES Bag of Holding Spellbook and spell components Scabbard of Keen Edges (minor bonus)
A Touch Of Chaos
MAPS Map #1
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Map #2
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PLAYER HANDOUTS Handout #1
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A Touch Of Chaos
Handout #2
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Handout #3
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Handout #4
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Handout #5
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Handout #6
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A Touch Of Chaos
This document has been designed to provide Gamemasters with the statistics for any all Characters, and Enchanted Items presented in the Grinning Goblin Adventure, “A Touch Of Chaos”. “A Touch Of Chaos” is intended for a group of 4 to 6 characters of high (10 to 13) level. Gamemasters should feel free to modify the difficulty level of the adventure to suit his style of play and the experience of the adventuring party. Limits on the availability of race and class should be decided on by the Gamemaster.
This document was written under version 1.0 of the Open Gaming License and the draft version of the D20 System Trademark License, D20 System Trademark Logo Guide and System Reference Document by permission from Wizards of the Coast. Subsequent printings of this document will incorporate final versions of the License, guide and document. All information presented within the shaded boxes in this document are protected under the Open Gaming License found at the end of this document. Parts of these portions of this document originate from the D20 System Reference Document and are ©2000 Wizards of the Coast. The remainder of these portions of this document are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “A Touch Of Chaos” ©2001 by Grinning Goblin Adventures.” All other contents of this book, including the names, all illustrations and graphic design are copyrighted year 2001 by Grinning Goblin Adventures. All rights reserved. These portions of the book are not Open Game Content and reproduction without written permission of the publisher is expressly forbidden, except for the purposes of reviews. The mention of or reference to any company or product in these pages is not a challenge to the tradmark or copyright concerned. Dungeons & Dragons™ and Wizards of the Coast™ are registered trademarks of Wizards of the Coast, and are used with permission. This document contains material based on the D20 System. The D20 System and the D20 System logo are trademarks owned by the Wizards of the Coast and are used under the terms of the D20 Trademark License ( see end of document).
A Touch of Chaos D20 Conversion Supplement by Mark Butcher & Colin Haslett
Monster Appendix Notes: Skills and Feats listed for the named monsters which follow are only the most essential and relevant entries needed to run encounters efficiently. DMs should feel free to make additions and alterations to better suit their campaigns, and are referred to the core rule books to make such changes. Also, only special attacks or qualities unique to the monsters listed below have been included. In most cases these particular special attacks/qualities are a result of common monsters having levels in PC classes. For regular special attacks/qualities possessed by these monsters refer to their entries in the Monster Manual (page numbers are listed).
Arcanphilus: Male Adult Blue Dragon; CR 13; Size Huge; HD 23d12 + 115 (note that Arcanphilus has maximum hit dice for a dragon his age); hp 299; Init +4; Spd 40 ft, fly 150 ft (poor), burrow 20 ft; AC 28 (-2 size, +20 natural); Atk +28 melee (2d8+8, bite), +22 melee (2d6+4, 2 claws), +22 melee (1d8+4, 2 wings), +22 melee (2d6+12, tail slap); Face 10 ft x 20 ft; Reach 10 ft; SA breath weapon, crush, spells, create/destroy water, spell-like abilities; SQ frightful presence, immunities (paralysis, sleep, electricity), sound imitation, damage reduction 5/+1, blindsight 180 ft, darkvision 600 ft; SR 21; Al Lawful Evil; Sv Fort +17, Ref +12, Will +15; Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16 Skills: Bluff +26, Concentration + 28, Diplomacy +26, Knowledge (Arcana) +26, Knowledge (History) +26, Knowledge (Religion) +26, Listen +26, Search +26, Spellcraft +26, Spot +26 Feats: Flyby Attack, Hover, Improved Initiative, Power Attack, Snatch, Weapon Focus (Bite) SA (see also MM p.p. 61 - 62 & 66) Breath Weapon (Su) line of lightning; 100 ft long; 12d8 hp damage, Reflex save (DC 25) halves SQ Frightful Presence, Will save (DC 24) negates; note that Arcanphilus’ frightful presence save DC is higher than normal due to his HD advancement Spells: note Arcanphilus casts clerical spells, including spells from the domains Air, Evil & Law, as arcane spells. Prepared 6/5/3, Save DC 13 + spell level, cast as Sorcerer 5 Arcane Mark, Daze, Detect Magic, Flare, Read Magic, Resistance Ray of Enfeeblement, Enlarge, Mage Armor, Obscuring Mist, Protection from Good Endurance, Mirror Image, Web
Burrowing Grubs: CR 4 (per group) When first encountered, a Spot check (DC 15) can be made to avoid these grubs entirely. If this check fails the grubs have come in contact with the victim and penetrated his skin. Once this occurs the victim can make a Wisdom check (DC 15). If successful he notices strange bumps moving about underneath his skin. Each turn after contact a Fortitude save (DC 17) must be made. If failed, the victim sustains 2d6 Constitution damage. When the victim’s Constitution drops to 0 he dies. The grubs then look for a new host. During the first two rounds after contact the grubs can be killed by applying flame to or cutting open the skin of the affected area, but this cure also does 2d6 hp damage to the victim. A successful Heal check (DC 15) reduced damage by cutting to 1d6. After the second round only a Cure Disease spell will save the victim. Note: The above encounter is presented as created by Sword and Sorcery Studios and Necromancer Games.
Flame Snake: Magical Beast (Abyssal Viper); CR 5; Size Huge; HD 4d8+4; hp 23; Init +4 (Dex +4); Spd 20 ft, climb 20 ft, swim 20 ft; AC 15 (-2 size, +4 Dex, +3 natural); Atk +5 melee (1d4 bite + poison), Face 15 ft x 15 ft (coiled); Reach 10 ft; SA breath weapon, poison, smite good; SQ darkvision 60 ft, cold and fire resistance10, damage reduction 5/+1, scent; SR 8; Al Chaotic Evil; Sv Fort +5, Ref +8, Will +2; Str 10, Dex 19, Con 13, Int 3, Wis 12, Cha 2 Skills: Balance +12, Climb +12, Hide +3, Listen +9, Spot +9 Feats: Weapon Finesse (bite) SA: Breath Weapon (Su); cone of fire; 20 ft long, 3d6 hp damage, Reflex save (DC 17) halves, useable every 1d4 rounds Poison (Ex); 1d6/1d6 Constitution damage, Fort save (DC 15); poison is delivered on any successful bite attack Smite Good (Su); Once per day the flame snake can make a bite attack to deal additional damage equal to its HD total against any good aligned character or creature. SQ: Scent (see MM p 10) Description: When appearing on the Prime Material plane, these creatures of the Abyss take the form of large vipers, their eyes glowing with orange flame.
Khertoosk: Mummy/Cleric 14 (Undead); CR 13; Size Medium; HD 6d12+3+14d8; hp 116; Init +3 (-1 Dex, +4 Improved Initiative); Spd 20 ft; AC 24 (-1 Dex, +7 armor [+2 breastplate], +8 natural); Atk +16/+11/+6 melee (1d6+4+1d8, 18-20 x3 [+1 frosting sickle sword]); SA Death Touch, Despair, Mummy Rot, Smite Good, Spells; SQ Resistance to Blows, Undead Immunities, Vulnerable to Fire; Al Chaotic Evil; Sv Fort +11, Ref +5, Will +19; Str 17, Dex 8, Con -, Int 10, Wis 20, Cha 15 Skills: Concentration +17, Hide +8, Listen +12, Move Silently +8, Spellcraft +17, Spot +12 Feats: Alertness; Combat Casting, Improved Initiative, Toughness SA: (See also MM p 138) Death Touch (Su); Once per day Khertoosk can make a single melee touch attack that, if successful, deals 7d6 points of damage. If the damage total exceeds the victim’s hit points the victim dies, no save (if the damage total does not exceed the victim’s hit points the victim suffers the damage regardless). Smite Good (Su); Once per day Khertoosk can make a single melee attack against any good creature with additional bonuses of +4 to hit and +14 to damage. Spells: 6/6+1/4+1/3+1/2+1, cast as a 7th level cleric, Save DC is 15+Spell level, Domains; Death & Destruction Possessions: Unholy symbol, obsidian (inverted ankh), +2 breast plate, +1 frosting sickle sword
Parotep: Vampire/Fighter 12 (Undead); CR 14; Size Medium; HD 12d12; hp 123; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft; AC 27 (+1 Dex, +10 Armor [+2 Full Plate], +6 natural); Atk +23/+18/+13 melee (1d10+12, 17-20 x 2 [+3 bastard sword]) or +19 melee (1d6+7 and energy drain, slam); SA Domination, Energy Drain, Blood Drain, Children of the Night, Create Spawn; SQ Damage Reduction 15/+1, Resistance, Gaseous Form, Spider Climb, Alternate Form, Fast Healing; Al Chaotic Evil; Sv Fort +8, Ref +7, Will + 6; Str 24, Dex 17, Con -, Int 12, Wis 14, Cha 12 Skills: Bluff +9, Hide +11, Listen +10, Move Silently +11, Search +9, Sense Motive +9, Spot +10 (note: these skills are a Vampire’s base racial skills only) Feats: Alertness, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Improved Critical, Improved Initiative, Lightning Reflexes, Weapon Focus (bastard sword0, Weapon Specialization (bastard sword) SA & SQ: see MM p.p. 221-222 Possessions: +2 full plate armor, +3 bastard sword
Searing Wind Construct: CR 9; Size Huge (12 ft tall); HD 14d10; hp 91; Init +3; Spd fly 50 ft (good); AC 25; Atk +19 melee (2d4+9, 18-20 x2 [x1d6 falchions]), (1d6+9, 18-20 x2 [x1d6 scimitars]); Face 10 ft x 10 ft; Reach 10 ft; SA Barbed Whirl; SQ construct immunities, damage reduction 10/+1, darkvision 60 ft; Al Neutral; Sv Fort +4, Ref +3, Will +4; Str 29, Dex 9, Con -, Int 3, Wis 10, Cha 0 Skills: Listen +12, Spot +12 Feats: Improved Initiative SA: Barbed Whirl (Su); Each round roll 2d6 to determine how many melee attacks the searing wind construct can make with its falchions and scimitars. Divide attacks evenly among all PCs within its reach. SQ: Construct Immunities; immune to mind influencing effects, poison, sleep, paralysis, stunning, disease, death effects and necromantic effects. Constructs are not subject to critical hits, subdual damage, ability damage, ability drain or energy drain. They are immune to anything that requires a Fortitude save, unless that effect also works on objects. Constructs are not at risk of death from massive damage. When reduced to 0 hit points or less they are immediately destroyed. Having never been alive, constructs cannot be raised or resurrected. Description: The searing wind construct takes the form of a 12 foot high, writhing, swirling mass of air and dust. A collection of various melee weapons are used as the searing wind construct’s primary attack form. These weapons, normally the only clue to a dormant searing wind construct’s presence, are snatched up and driven on by the construct’s strong winds upon materialization. Note: The above Searing Wind Construct is a slightly altered version of the monster as created by Sword and Sorcery Studios.
Trillabeth: Succubus/Wizard 5 (Outsider); CR 14; Size Medium; HD 6d8+6+5d4+5; hp 55; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft, fly 50 ft (average); AC 20 (+1 Dex, +9 natural); Atk +7 melee (1d3+1, 2 claws); SA spells, spell-like abilities, energy drain, summon Tanar’ri; SQ damage reduction 20/+2, SR 12, Tanar’ri qualities, alternate form, tongues; Al Chaotic Evil; Sv Fort +7, Ref +7, Will +11; Str 13, Dex 13, Con 13, Int 21, Wis 14, Cha 20 Skills: Bluff +11, Concentration +7, Disguise +11 (+21 when using Alternate Form ability), Escape Artist +7, Hide +7, Knowledge (religion) +11, Listen +16, Move Silently +7, Ride +17, Search +11, Spot +16 Feats: Combat Casting, Dodge, Improved initiative, Mobility SA & SQ: See MM p.p. 43-44 Spells Prepared 4/4/3/2, cast as a 5th level Wizard, Save DC is 15+spell level Detect magic, Mage Hand, Ray of Frost, Read Magic, Resistance Alarm, Enlarge, Mage Armor, Burning Hands Blur, Cat’s Grace, Endurance Fireball, Lightning Bolt Possessions: Bag of Holding (type 1); spell book, material components, scabbard of keen edges
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST! OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and gra phi c, pho tog rap hic and oth er vis ual or aud io representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
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