FIGHTING FANTASY Kharé Cityport of Traps
FIGHTING FANTASY Kharé Cityport of Traps d20 system adventure published by Myriador, conversion by James Wallis. From th...
SORCERY! Kharé - Cityport of Traps Based on the Fighting FantasyTM book by Steve Jackson Credits Author: Jamie Wallis Editors: Geoff Oades and Tim Birkbeck Producer: Mike Dymond Cover Illustration: Mel Grant (represented by Artist Partners) Internal Illustrations: Janine Johnston Additional Illustrations: Iain McCaig and Jamie Wallis Graphic Design: Martin McKenna and Jamie Wallis Cartography: Jamie Wallis Typography: Jamie Wallis Project Manager: Geoff Oades Finance Planning: Nigel Dixon Lead Playtester: Tim Birkbeck Playtesters: Shane Garvey, Craig Freer, Donald Higgins, Adam Sorich, Michael Wilson, Clare Salter, Alastair McLaughlin, Paul Davis, Nick Westwood, Zoe Bates Fighting FantasyTM Consultant: David Holt
TABLE OF CONTENTS Introduction
Adventure Summary Preparation Quick play Campaign Integration How to use this Book Using Maps & Miniatures
2 2 2 2 2 3
New Ability Score Standard Point Buy Method Using Luck Luck Difficulty Class Minimum Luck Score Saving Throws & Luck Skills & Luck Opposed Skill Checks & Luck Checks Without Rolls & Luck Combat & Luck Using Luck to Hit in Combat Using Luck to Increase the Damage Dealt Using Luck to Reduce the Damage Taken
3 3 3 3 3 3 3 4 4 4 4 4 4
Luck and Magic Luck and Turn / Rebuke Undead Stand alone Luck Checks Opposed Luck Checks Optional Luck Rule Restoring Luck Normal Regeneration of Ability Points Magical Means - Spells and Potions Discretionary Awards by the DM. Scenario Awards Monsters and Luck
4 4 4 4 5 5 5 5 5 5 5
SORCERY! - Kharé Cityport of Traps
For the DM For the Characters The Adventure
Appendix 1 - New Monsters Appendix 2 - New Magic Appendix 3 - Campaign Play Appendix 4 - Characters
5 7 7
30 35 36 37
legal notice The d20 conversion of SORCERY! - Kharé Cityport of Traps is © 2004 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of Myriador Ltd. 'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 'd20 System' and the '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 The d20 conversion of SORCERY! - Kharé Cityport of Traps is presented under v1.0a of the Open Game License (OGL) and as required a copy of the OGL can be found at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the System Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the OGL) is also to be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster names, art work, cartography, trade marks, trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product Identity, this includes but is not limited to: Fighting Fantasy™, Myriador, Titan, Kakhabad, Zanzunu Peaks, Crown of Kings, The Seven Serpents, Chalanna the Reformer, Femphrey, Ruddlestone, Lendleland, Gallantria, Brice, Analand, Birdmen, Xamen Peaks, Baklands, The Old World, The Night of the Black Moon, Archmage of Mampang, Kharé - Cityport of Traps, Jabaji River, Elvin, Shamutanti Hills, Cantopani, Sightmaster, Old Schanker Mines, Birritanti, Flanker, Torrepani, Svinn, Bristle Beast, Death Wraith, Flayer, Living Corpse, Mantisman, Redeyes, Slime Eater, Sulphur Ghost, Titan Harpy, Karleth Hawke, Thorgrim Greymantle, Emelni Telia, Kaspar Seltair and Tobin. All original artists have asserted their moral rights as allowed under the Copyright Designs and Patents Act 1988. Printed In Canada
Introduction Kharé - Cityport of Traps was the second adventure in the four-part SORCERY! Series by Steve Jackson. These game books used the Fighting Fantasy™ rules system for combat, luck etc. but it had a difference to the other Fighting Fantasy™ books…. Magic. Fighting Fantasy™ was a revolutionary new idea, part book part game. It gave the reader a unique experience - a fantasy adventure where you are the hero. The Fighting Fantasy™ series has 59 titles to date (63 including the SORCERY! Series) and has sold over 15 million copies world-wide and has been translated into over 20 languages. The Warlock of Firetop Mountain alone sold over 2 million copies. Now the Fighting Fantasy™ books are being rereleased allowing a new generation of players to explore the Citadel of Chaos, confront the Warlock of Firetop Mountain or get lost in the Forest of Doom. This book is a conversion of SORCERY! - Kharé Cityport of Traps into a d20 role-playing game scenario. The original books were a solo experience; this scenario has been written to allow players to challenge the adventure on their own or as part of a small group of adventurers. The inclusion of the new Luck rules give the single player a good chance of success without making groups of players too powerful. The SORCERY! books could be picked up and played with a minimum of preparation, this scenario has been written to reflect this including pregenerated characters, full colour maps and other play aids to get you started quickly. For more information about Role-play games, Fighting Fantasy™ and SORCERY! - Kharé Cityport of Traps visit the Myriador website: www.myriador.com
Adventure Summary You have traversed the Shamutanti Hills and now you stand before the walls of Kharé, Cityport and gateway to the Baklands. Kharé is known by another name though - Cityport of Traps. The City earned this title through its unsavoury populace; rogues, cutthroats and pirates all inhabit the streets and docklands encouraging the few good folks to create traps to protect themselves. In order to continue on your quest to recover the stolen Crown of Kings you must pass through this metropolis of chaos, thievery and murder. The Northgate is the only way into the Baklands but this door holds a secret…
In addition to the books required (as stated on the cover of this product), which will be referred to as the DMG, PHB and MM, a set of polyhedral dice (d4, d6, d8, d10, d12 and d20) is also needed to play. Pull out Character sheets of the four pre-generated characters can be found in Appendix 4 - Characters
Full colour maps and pre-generated character sheets can be downloaded free from www.myriador.com
Quick play One of the great attractions of the Fighting Fantasy™ series of books is that it is very easy to pick up a book and start playing, everything you need is provided in the books, you just need to grab a pencil to get straight into the action. We have tried to write this scenario in the same way, providing you with everything we can so that you can get on and play the game without having to spend ages preparing. Simply hand out the pregenerated characters, get your dice ready and start playing. Detailed dungeon floor plan maps, pregenerated character sheets with rules summaries and character and monster tokens are available free to owners of this book and can be downloaded from www.myriador.com Notes are included in the back of this book to help you integrate this scenario into an ongoing campaign, or visit our website: www.myriador.com where more information can be found about Titan, the Fighting Fantasy™ world.
Campaign Integration Although this scenario is designed to be played as a stand-alone adventure using the pregenerated characters provided or a party of newly created 5th level characters, there is no reason why it couldn't be used as a part of an on-going campaign. Guidelines and advice are included in the appendices to help you integrate this scenario into an on-going campaign and suggestions are included about adjusting difficulty levels (see Appendix 3 - Campaign Play).
How to use this Book The first pages of this scenario contain background information for the DM. Later pages contain the rules for the new (optional) Luck Ability, these rules should be studied by the DM and the players. Towards the rear of the book you will find summaries of new monsters, spells and magic items as well as advice about integrating this adventure into your campaigns. The bulk of the book contains the scenario information divided by location. Each location entry in the scenario is shown on the main map provided, a full colour 1" = 5 feet map of each location can be obtained free from: www.myriador.com A description of each location is provided for the DM detailing its contents and any monsters present. The shaded text boxes contain information that the DM can either read out or paraphrase to the players. Other information should be kept secret from the players until they discover it. Descriptions of how each monster is likely to react are included in the room descriptions The DM controls all the creatures within Firetop Mountain except the player characters and is free to change their behaviour as he / she sees fit.
The DM is advised to read through the scenario at least once before you play.
Using Maps & Miniatures Using maps and miniature figures adds a whole new dimension to playing this game, they help the DM to 'set the scene' and players to see where characters are monsters are, what the dungeon looks like and make combat more exciting and realistic. Full colour maps, pregenerated character sheets and character and monster tokens are all available free to owners of this book from: www.myriador.com (make sure you have your copy of this book available when downloading these free extras)
Luck Luck was a major factor in the Fighting Fantasy™ series of books. The d20 system includes a range of skills that are used where Luck was in the original books. However, we wanted to keep the overall tone & feel of the Fighting Fantasy books™ so we have included Luck as a new Ability score. This scenario is aimed at small parties of players (mini-groups). The inclusion of Luck gives them an edge that makes up for their lack of numbers. Players should be encouraged to use Luck as often as possible - it may make the difference between success and failure! To reflect this, it is easier for characters to recover Luck than it is for other Ability scores. Methods of restoring Luck are given under the heading: Restoring Luck.
New Ability Score Luck is determined in the same way as other Ability scores. There are several options available (see DMG Chapter 2, Ability Scores Generation). The maximum possible starting Luck score is 18 regardless of race. A character's starting Luck score can only be increased by magical means or by spending attribute points gained as the characters becomes more experienced. Luck will be treated as an Ability score in every respect i.e. lost Ability scores are regained at the rate of one per day (see DMG Chapter 3, Running the Game, Ability score loss).
Standard Point Buy Method Because there are now 7 Ability scores instead of the normal 6, the amount of starting points is increased to 30 rather than 25 (See DMG Chapter 2, Ability Scores Generation, Standard Point Buy)
Using Luck A character may use Luck to change or influence events, reducing the damage taken from an enemy's attack for instance, or increasing their chance of picking a lock. Luck can be used to modify a characters skill checks, saving throws, attack rolls, and melee / ranged damage dealt. You can also use your Luck to reduce the damage you take from an enemy's attack.
Luck checks must be resolved BEFORE the action that they are affecting is undertaken (exception: reducing damage taken in melee / ranged). The result of the Luck check is applied as a modifier to the action. You may only check Luck once per action undertaken and the result only affects that action. A characters Luck score is temporarily reduced by 1 every time Luck is checked. Luck cannot be used to give a character feats or special Abilities that she would not normally have. i.e. a fighter cannot use Luck to allow her to turn / rebuke undead.
Luck Difficulty Class Luck is checked against a Difficulty Class (DC). (See PHB Chapter 4, skills, using skills, Difficulty Class) The base DC for Luck is 10. Ability Luck check = d20 + Ability Modifier (Luck) against DC10 A total roll of 10 will give you a +1 bonus. For every 2 points over 10 that you roll you gain +1 to the outcome that Luck was used to affect (i.e. 10 = +1; 12 = +2; 18 = +5 etc…). If the Character fails her Luck check by up to 5, there is no penalty. However, if the character fails by 6 or more, she will suffer a -2 penalty to the outcome that Luck was used to affect. Example: Ellion G'aarak decides to test her Luck to help her fight 2 Orcs by giving a modifier to hit them. She rolls a d20 and adds her Luck Ability modifier getting a total of 13, success! Ellion now adds +2 to her next attack roll against the Orcs and her Luck is temporarily reduced by 1. Later in the same fight Ellion decides to test her Luck to add to her attack roll again, this time she rolls a total of 4. Ellion has failed to make the required DC10 by 6. Ellion now suffers a -2 penalty to her attack roll and her Luck is temporarily reduced by 1. If she had rolled a total of 7, she would still have failed in her Luck check but not suffered a penalty. However, her Luck would still have been temporarily reduced by 1.
Minimum Luck Score When a characters Luck score reaches 0 they can no longer choose to test their Luck. Luck cannot be lowered further than 0, and cannot be used again until it is raised to at least 1.
Saving Throws & Luck Luck can be used to modify the result of saving throw using the same method as described above (under the heading: Luck Difficulty Class). The character makes a Luck check and than applies the result as a modifier to their saving throw.
Skills & Luck Luck can be used to modify the result of skill checks using the same method as described above (under the heading: Luck Difficulty Class). The character makes a Luck check and then applies the result as a modifier to their skill check.
Example: Rhana Quinn wants to jump over a 15ft. pit. She is not very good at Jumping having only 1 rank in the Jump skill. The DM tells her that in order to jump the pit she will need to succeed in a skill (Jump) check (DC15). Rhana is not wearing any armour (being a sorcerer) and has plenty of run up to the pit. However, she is not very strong having a Str of 10 (+0) but she does have a current Luck of 16 (+3). Rhana decides to use her Luck to help her jump the pit because her total skill modifiers for the jump is only +1. She makes an ability (Luck) check (DC10) and scores a 19 on the dice +3 Luck modifier = 22. Rhana has been exceptionally Lucky beating the DC by 12 points. This means she gains a Luck bonus of +7 to her Jump check making the total +8 with her 1 rank in Jump. If Rhana had failed her Luck check, for instance rolling a total score of 4 (1 on the d20 +3 Ability modifier = 4) her Jump check would then have been d20 1 (+1rank -2 Luck penalty because she failed the Luck check by 6 or more = -1)
Opposed Skill Checks & Luck Luck can be used to modify the result of opposed skill checks using the same method as described above (under the heading: Luck Difficulty Class). The character makes a Luck check and then applies the result as a modifier to their opposed skill check, which is then compared to their opponents check as normal.
Checks Without Rolls & Luck You cannot 'take 10' or 'take 20' when testing your Luck.
Combat & Luck Luck can be used in combat in three ways. To increase your chance of hitting an opponent, to increase the damage you deal to an opponent, or to reduce the damage taken from an opponents blow.
Using Luck to Hit in Combat A character may make a Luck check (as described under the heading: Luck Difficulty Class) the result of which is then added or subtracted to her next attack roll to hit an opponent.
Using Luck to Increase the Damage Dealt When a character has successfully hit an opponent, he may make a Luck check (as described under the heading: Luck Difficulty Class) and add or subtract the result to the damage dealt by his attack. The Luck check must be made before damage is rolled. Luck damage is never multiplied by a critical success.
Using Luck to Reduce the Damage Taken When a character has been hit by an opponents attack, she may make a Luck check (as described under the heading: Luck Difficulty Class) and apply the result to reduce or increase the damage she suf-
fers from the attack. Damage reduced by a Luck check can never be reduced to less than 0. She can decide to make the Luck check before or after damage has been rolled.
Luck and Magic Luck cannot be used to increase or decrease the effectiveness of a spell or magical effect. Luck can be used to increase the chance of hitting with a Magical attack, such as a ray, by modifying the to-hit roll or it could be used to modify the result of a Spellcraft check to help identify a spell being cast. Similarly it could be used to increase the chance of making a successful saving throw to counter a spells effect.
Luck and Turn / Rebuke Undead Luck can be used to increase the chance of turning / rebuking undead but cannot increase the effectiveness. i.e. Luck may be applied to the Turning Check Result, but cannot be used to increase the maximum hit dice affected, or the number of HD affected. e.g. Ellion G'aarak is a 4th level Cleric. Entering a room Ellion encounters 4 Zombies, she decides to attempt to turn them and to use Luck in her attempt. Ellion makes a Luck check, the result of which is added to her turning check result which may make her more likely to succeed. However, Luck cannot be used to change the maximum effectiveness of her turning attempt, she can still only possibly affect undead with 8HD or less. Neither does Luck affect the number of such undead she can affect.
Stand alone Luck Checks There will be situations within the adventure when Luck can be used to determine the outcome. Depending on the situation the DM may appoint a higher or lower Luck DC. The DM must never use Luck to replace a saving throw or skill check that already exists. In the example below an unsuccessful Luck check would then require a Reflex save to avoid falling in the water. An example of a stand-alone Luck check: If the characters are walking over a rickety old wooden bridge, does a rotten plank break under the weight of one of the players? The DM decides that the characters will have to be particularly Lucky to avoid all the rotten planks and gives this situation a Luck DC of 15. As with all Luck checks, once a stand-alone Luck check has been made (whether successful or not) the character must temporarily reduce his Luck score by 1.
Opposed Luck Checks Two characters are sitting at the table playing cards. Who will win? The simple solution to this is for the characters to make an opposed Luck check. Both characters roll a d20 and add their Luck modifier. The character with the highest Luck result wins. Each character that made the opposed Luck check must temporarily reduce his Luck score by 1.
Optional Luck Rule If a character rolls a natural 1 on the Luck roll the DM may rule that that character has been so unlucky that he automatically fails whatever he was attempting to use Luck with: If he was using Luck to modify his attack roll then the attack automatically misses; if he was using Luck to modify his chance to Pick a lock the attempt automatically fails; if he was using Luck to modify his melee damage roll, he scores no damage at all. If he was using Luck to modify his opponent's melee damage roll, his opponent does full damage etc…
Restoring Luck Luck can be restored in a number of ways. Luck cannot be increased past its starting value except by magical means (see Appendix 2 - New Magic, New Spells). Any excess Luck points that would take a character's Luck score above the original value are lost.
Normal Regeneration of Ability Points (see DMG Chapter 3, Ability Score Loss)
Magical Means - Spells and Potions Any spell that restores Ability points can be used to restore Luck points. Examples include: Lesser Restoration, Restoration and Fortune (see Appendix 2 - New Magic, New Spells) Any potion that restores Ability points can be used to restore Luck points.
Discretionary Awards by the DM. DMs can choose to award Luck points to characters for particular acts of daring or heroism. It should be remembered that Luck is an extremely powerful Ability that can allow characters to succeed at tasks that they normally wouldn't be able to achieve. Care should be taken when awarding Luck points, don't give the characters too much or you could make any scenario too easy, but don't be too stingy with your Luck awards or the characters will probably fail.
Scenario Awards At various points in this adventure Luck points are awarded to characters. These Luck awards can be increased / decreased at the DM's discretion. Luck awards are to the party as a whole, it is up to the DM to determine how they are divided amongst the characters. E.g. if a party of 3 characters are awarded 2 Luck points the DM can either give 1 point each to 2 of the players or 2 points to one of them. At the DM's discretion - award the points to the characters who played the most significant role in gaining them.
Monsters and Luck Luck is a player character specific Ability score. Monsters and NPCs do not gain the Luck Ability score.
SORCERY! - Kharé Cityport of Traps For the DM Centuries ago, in the time we now call the Dark Ages, whole regions of the world of Titan lie undiscovered. There were pockets of civilisation, each with their own races and cultures. One such region was Kakhabad, a dark land at the ends of the Earth. Although several warlords had tried, Kakhabad had never been ruled. All manner of evil creatures, forced from the more civilised lands beyond the Zanzunu Peaks, had gradually crawled into Kakhabad, which became known as the vermin pit at Earth End. Civilisation and order had spread throughout the rest of the known world ever since the discovery of the Crown of Kings by Chalanna the Reformer of Femphrey. With its help, Chalanna became the Emperor of the largest empire of the eastern world. This magical Crown had mysterious powers, bestowing supernormal qualities of leadership and justice on its owner. But Chalanna's own ambitions were not of conquest. He wished instead to establish peaceful nation-states aligned to Femphrey. Thus in his wisdom, he passed the fabled Crown from ruler to ruler in the neighbouring Kingdoms and, with the help of its magical powers, one by one these lands became peaceful and prosperous. The path was set. Each ruler would own the Crown of Kings for a four-year period in which to establish order within the Kingdom and fall in with the growing Femphrey Alliance. So far, the Kingdoms of Ruddlestone, Lendleland, Gallantria and Brice had taken their turns under the rule of the Crown. The benefits were immediate. War and strife were virtually unknown. The King of Analand duly received the Crown of Kings amid great ceremony and from that day onwards, the development of Analand was ensured. No one quite knew how the Crown of Kings could have such an enormous uplifting effect on a whole nation. Some said it was Divinely inspired; some that its power was merely in the mind. But one thing was certain - its effects were unquestionable. All was well in Analand, until the night of the black Moon. The King was first to discover that the Crown was missing. Carried off on that starless night by Birdmen from Xamen, the Crown was on its way to Mampang in the outlaw territories of Kakhabad. News came from the Baklands that the Crown was being carried to the Archmage of Mampang whose ambitions were to make Kakhabad his Kingdom. Although Kakhabad was a dangerous land, it was in its self little threat to the surrounding kingdoms. The lack of rule meant it had no army and its own internal struggles kept it permanently preoccupied. But with the Crown of Kings to establish rule, Kakhabad could potentially be a deadly enemy to all members of the Femphrey Alliance.
Such was the shame that fell on Analand for the loss of the Crown that all the benefits from two years under its rule soon disappeared. Law, order and moral were breaking down. The King was losing the confidence of his subjects. Neighbouring territories were looking suspiciously across their borders. There were even whisperings of invasions!
For the Characters Read this allowed to the players. For two years now, Analand has prospered under the ruler ship of the Crown of Kings. This fabled Crown was discovered many years ago by Chalanna the Reformer of Femphrey. In his wisdom, he lent the Crown to neighbouring Kingdoms for a four-year period so that they too can be a thriving and successful community. Those Kingdoms that have benefited so far from the fabled Crown include Brice, Ruddlestone, Lendleland and Gallantria, all of which are now part of the Femphrey Alliance. As you are well aware, on the night of the Dark Moon the fabled Crown of Kings that had been leant to the ruler of your home land of Analand was stolen. The Birdmen that stole the Crown, more than likely from the Zanzunu or the higher Xamen Peaks, had been spotted flying towards Mampang. This has caused an outrage in the neighbouring Kingdoms for it can mean only one thing, The Archmage of Mampang is now in possession of the Crown of Kings. Where as with the Femphrey Alliance, the use of the Crown was for prosperity and good. The Archmage will want to use the Crown to become the ruler of Kakhabad or even the entire Old World itself! One hope remains, a small band of fearless adventurers - for a military force would not survive the journey - must travel to Mampang and recover the Crown of Kings. Only on its safe return would the curse that has befallen Analand, since the Crown was stolen, be lifted. You have volunteered for this quest and your mission is clear; to travel across Kakhabad to the Mampang fortress and find the Crown of Kings. Having travelled across the Shamutanti Hills you have now reached the second stage of your quest; to pass through the City of Kharé, the only gateway to the Baklands.
The Adventure The City Kharé (Small City): Non-standard (The Merchants Guild); AL NE; 15,000gp Limit; Assets 8,700,000gp; Population 11,600 Mixed (75% Human, 25% Other: Black Elf, Dwarf, Redeye and Man-Orc)
Authority figure: Garin Alderay (male, Human Rog6, AL NE)- Leader of the Merchants' Guild and newly appointed First Noble and Governor of Kharé. Important Characters: Issrak Kharn (male, Human Rog5, AL NE) - Chief advisor to the First Noble; Shirillah Dankresh (female, Half-Black Elf Rog10, AL CE) - Garin Alderay's personal body guard and a member of the Assassins' Guild. Militia: 600 soldiers now under the command of the Merchants' Guild (see encounter 1 for the City Guards' stats) Temples: Courga's Shrine, God of Grace - No appointed leader, although several Clerics of Courga's faith visit the Shrine on a daily basis to clean the Idol (Clr3, AL N); The Chapel of Slangg, the God of Malice - High Priest Torbain the Malevolent (male, Human Clr 6, AL LE). Kharé, also known as the Cityport of Traps, is a small but thriving Cityport on the Jabaji River. Recent events have seen a change in the City's power centre; The Merchants' Guild has struck gold (metaphorically speaking) in Lake Lumlé. The Lumlé fish is a large (20ft. long) but docile animal, native only to Lake Lumlé. It has a delicate, sweet and very addictive flavour that is now craved through out most of the city. The Merchants' Guild, headed by Garin Alderay, have used this new found and ill gotten wealth to buy the Assassins' Guild and merge the two, very opposite, factions into one. One by one the Governors and Nobles of Kharé disappeared. The only light on the mystery was when Mavic Golverston, the first Noble's personal aid, was found face down in the Northside Sewers with eleven daggers in his back! Garin Alderay was appointed First Noble and Governor of Kharé shortly following these mysterious disappearances. Although it is Galvin who is rightly suspected of being behind the usurping of Kharé, no one will dare challenge him. Those that are overheard talking of such things in the taverns and bath houses are never heard of again. Galvin is never seen in public without his mysterious, hooded bodyguard. This black clad figure is Shirillah Dankresh, one of the most feared Assassins in all of Kakhabad and a member of the now empowered Assassins' Guild. Kharé is indeed a dangerous place to be in at any time of the day or night.
Listen Checks All Listen check DC are calculated for the characters standing in the adjacent square to the door (2½ ft. away) unless stated in the text. If the characters actively listen at a door (presses his ear to the door) then reduce the Listen DC by 2. Encounter Stats: All encounter statistics have been calculated presuming that the creature is using a one-handed weapon with one hand. If the DM decides that the creature will use its one-handed weapon with two hands it will gain 1½ times its Strength bonus to damage (provided it has a bonus).
Luck Awards The DM may award the party Luck Ability points based on how they handled an encounter; 1-3 Luck for defeating a Monster encounter with at least an equal EL rating to the party; 1-3 Luck points for discovering an item or clue vital to the success of the adventure (see Luck, Restoring Luck, Scenario awards for more information); The DM may also award discretionary Luck for acts of bravery / heroism (see Luck, Restoring Luck, Discretionary Awards by the DM)
Doors and Locks All doors are good, wooden doors and are unlocked unless otherwise stated. Any locked doors have average locks unless otherwise stated Doors: Good Wooden; Hardness 5 (hp 15); Break DC18 Locks: Average lock; Open lock DC25
The Jabaji River The first obvious steps for those characters who do not wish to traverse the city is to attempt to cross the Jabaji River. This in its self is a fool hardy option. Not only is the river water rough, fast flowing and deep (210ft. wide at its narrowest point), it is also toxic. Any character wishing to swim the river must make numerous skill (Swim) checks (DC15). Rats Disease (Infecting the Jabaji River): Ingested* (DC18); incubation 1d3 days; 1d6 con and blindness** *while swimming the vast expanse of the river, it is inevitable that the character will swallow some water. **The character must make two successful saves rather than one. If both fail, 1 point of Con is permanently drain. Nomads (EL8): To further the difficulty of crossing the Jabaji, there is a group of Black Elf Nomads camped on the north bank (far enough away to avoid missile fire from the City Guards) who will attack anyone seen crossing the river. It is the religious belief of the Black Elves that the sacred river is holy, and must not be crossed. Nomads (5), male Elves (black) Ftr4 (each): CR 4; Size M; HD 4d10+4 (hp 30 each); Init +4 (+4 Dex); Spd 30 ft. (6 squares); AC 16 (+4 Dex, Leather Armour) touch 14, flat-footed 12; Attack +7 melee (Longsword 1d8+3 19-20/x2) or +9 ranged (Longbow 1d8+2 20/x3); SV Fort +5, Ref +5, Will +3; AL NE; Str 17, Dex 19, Con 13, Int 11, Wis 14, Cha 8. Languages Spoken: Common, Elven; Skills and feats: Hide +4, Jump +7, Listen +4, Move silently +4, Search +2, Spot +4, Survival +2 Swim +4; Point blank shot, Far shot, Rapid shot, Weapon focus (Longbow), Weapon specialisation (Longbow). Equipment: Longbow and 20 arrows, Longsword, Leather Armour.
Laws of Kharé The following laws can be obtained by asking a guard: Killing someone in self defence (or someone trying to steal from you) is permitted; Slander of the Nobles of Kharé is punishable by death; Attempting
to scale the walls is punishable by 3 weeks in the gaol and the severance of both hands at a public event; Fishing in Lake Lumlé is punishable by death; Anyone caught trading without a traders permit (obtained from the Merchants' Guild for 10gp) will be executed on the spot; Attempting to leave the city via the Northgate is punishable by death; Anyone entering the city must spend 12 hours in the Southgate gaol (Lycanthrope prevention).
City Walls The city walls are 40ft. high and will require a number of skill (Climb) checks (DC25) to climb. On the other side of the wall (five feet down from the top) is a walkway for the City Guards. A patrol of six guards will walk backward and forwards between guard towers (see encounter 1, Kharé - The Southgate for the City Guards' stats) and an additional four guards will be resting in the towers. The only way up to the city wall walkways is via the spiral staircases in the guard towers. Anyone caught climbing the walls will be arrested and locked in the Southgate gaol for 3 weeks after which time he will have both of his hands severed in public. Northgate and Northside Walls: In order to prevent Nomads from scaling the outer walls (and indeed to prevent anyone on the inside of the city simply climbing out rather that knowing the incantation to open the Northgate), various obstacles have been put in place: Spanning the entire outer wall of the Northside of the city (and in numerous locations it has actually grown over the top and down the inside of the wall) is a poisonous plant known as Devil's Ivy; Set into the inside wall at varying heights are sharp, rusty blades. Anyone attempting to climb the wall, and trying to avoid the blades, must add +10 to the climb DC. In addition to the climb penalty, the character must make a (Reflex) save (DC15) or suffer 1d10 damage from the blades. Devil's Ivy (Poisonous Plant): Contact (Fort DC20); initial damage: Unconsciousness 2d4 rounds; secondary damage: 1d6 Con (1 point is permanent)
Random Encounters (Southside) Whenever the DM deems fit, while the characters are in the Southside of the City (south of the Harbour Bridge), he should make a secret roll on the Southside Random Encounter Table below. On the roll of a 1 on a d6 the characters will have a random encounter. The DM must roll 1d8 and consult the following table: 1-3 Pickpocket (EL0): A young child (boy or girl aged 8-10 years old) will attempt to pick the pockets of one of the characters. The pickpocket will attempt to steal money or jewellery. Child: CR0; Size S; HD ½ (hp2); Spd 20ft. (4 squares); AC 11 (+1 size) touch 11, flat-footed 11; Atk none; Str 6, Dex 10, Con 7, Int 6, Wis 6, Chr 10. Skills: Sleight of Hand +2. Equipment: none 4-6 City Guards (EL4): A City Guard patrol will be heading down the street towards the characters. If the characters have escaped from the gaol (encounter 2) they will be recognised (unless disguised) and
pursued. If caught, they will be taken back to the gaol (encounter 2). For the City Guards' stats see encounter 1, Kharé - The Southgate. 7-8 Thugs (EL4): A group of male Humans will see the characters as easy pickings and start to follow them. They will attack the characters at the most opportune moment. Thugs (4), male Human Rog2 (each): CR 2; Size M; HD 2d6+2 (hp 8 each); Init +2 (+2 Dex); Spd 30 ft. (6 squares); AC 14 (+2 Dex, Leather Armour) touch 12, flat-footed 12; Attack +1 melee (Club 1d6+0 20 / x2) or +3 melee (Dagger 1d4+0 19-20 / x2) or +3 ranged (Dagger 1d4+0 19-20 / x2); Full attack +1 melee (Club 1d6+0 20 / x2) or +3 melee (Dagger 1d4+0 19-20 / x2) or +3 ranged (Dagger 1d4+0 19-20 / x2); SA Sneak attack +1d6; SV Fort +1, Ref +5, Will +0; AL NE; Str 10, Dex 15, Con 13, Int 10, Wis 11, Cha 8. Languages Spoken: Common. Skills and feats: Bluff +4, Disable device +4, Hide +3, Intimidate +4, Listen +2, Move silently +5, Open lock +5, Sleight of Hand +5, Search +5, Sense motive +5, Spot +2; Alertness, Weapon finesse. Equipment: Dagger, Club, Leather Armour, Leather Pouch with 1d6gp each
Random Encounters (Northside) Whenever the DM deems fit, while the characters are in the Northside of the City (North of the Harbour Bridge), she should make a secret roll on the Northside Random Encounter Table below. On the roll of a 1 on a d6 the characters will have a random encounter. The DM must roll 1d8 and consult the following table: 1-3 1d6 Redeyes: (see Appendix 1 - New Monsters) these creatures will torment and abuse the characters in an attempt to provoke a reaction out of them. If the characters fight, the Redeyes will attempt to subdue them and take them to the Redeye Gaol (see encounter 26 - Gaol of the Redeyes) 4-7 City Guards (EL4): A City Guard patrol (4 Guards) will be heading down the street towards the characters. If the characters have escaped from the gaol (encounter 2) they will be recognised (unless disguised) and pursued. If caught, they will be taken back to the gaol (encounter 2). For the City Guards' stats see encounter 1, Kharé - The Southgate. 8 Heretic (EL5): A lunatic Priest of Slangg will attempt to convert the characters to his faith. If they decline, he will attack them until he is reduced to 50% hit points before fleeing the area. If this random encounter happens again and the Priest has been killed, ignore the encounter. Heretic Priest of Slangg, male Human Clr5: CR 5; Size M (5 ft., 6 in. tall); HD 5d8+5 (hp 36); Init +0; Spd 30 ft. (6 squares); AC 14 (Chain shirt) touch 10, flatfooted 14; Attack +5 melee (Morningstar 1d8+2 20 / x2); Full attack +5 melee (Morningstar 1d8+2 20 / x2); SV Fort +5, Ref +1, Will +6; AL CE; Str 14, Dex 10, Con 12, Int 11, Wis 14, Cha 10. Languages Spoken: Common. Skills and feats: Gather information +2, Hide -2, Intimidate +6, Listen +2, Move silently -2, Spot +2; Extra turning, Skill focus (Intimidate), Weapon focus (Morningstar). Equipment: Chain
shirt, Morningstar, Book titled Slangg's deeds of Malice (from which he is always quoting), Holy symbol of Slangg. Cleric Domains for Slangg: Destruction - Granted Power: You gain the smite power, the supernatural Ability to make a single Melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your Cleric level (if you hit). You must declare the smite before making the attack. This Ability is usable once per day; Evil - Granted Power: You cast Evil spells at +1 caster level. Cleric Spells Per Day: 5 / 4+1 / 3+1 / 1+1 (Base save 12+ spell level) Revised Spells: Orisons- Guidance x2, Virtue x3; Level 1 spells - Inflict Light Wounds (Domain spell), Devine Favour x3, Cure Light Wounds X2; Level 2 spells - Desecrate (Domain spell), Aid, Owl's Wisdom, Zone of truth; level 3 spells - Contagion (Domain spell), Bestow curse
Map 2 - Northside Sewers During the characters adventure within the Cityport of Kharé they may find themselves either teleported to or stumble across the Northside Sewers. If the characters have succumb to one of the teleport circle traps then they will find themselves in location A on Map 2 - Northside Sewers . Location A: If the characters have been teleported here read them the following: Evidently you are in the city sewers deep beneath Kharé. Tunnels disappear in all directions and the stench is almost unbearable. You have landed in the most unbelievable pile of filth, slime, excrement and dung. Location B: The slime and filth seems to be getting less and less as the characters approach this area. The sewers eventually lead out into a graveyard (marked as 27a on Street Map 7). Disease: While moving the sludge and filth in the sewers, the characters may become infected by the following disease: Blinding Sickness Variant: inhaled; Fort save (DC16); 1d3 days; 1d4 Str*
* Each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded. Random Encounters in the Sewers: Whenever the characters turn a corner in the sewers the DM must secretly roll a d6. On the roll of a 1-2 on a d6 the characters have encountered a monster. The DM must roll a d10 and consult the following table: 1-4: Dire Rats (2d10): hp 7 all (see MM for more information on Dire Rats) 5-6: Gelatinous Cube: hp 50 (see MM, Ooze for more information on Gelatinous Cube) 7-10: Slime Eater (1d3): hp 30 each (see Appendix 1 - New Monsters)
1. Kharé - The Southgate (EL3) Southside - Mayne Road (Street Map 1) Read the characters the following: Kharé - A Metropolis of Chaos and Gateway to the Baklands Below you, at the foot of the Shamutanti Hills, sprawls the walled Cityport, slashed viciously by the great Jabaji River. Legend has it that Kharé arose around the only ford across the Jabaji between Lake Lumlé and the sea. But this is an unlikely tale. More probable are the stories of river Pirates camping in the area, waiting to ambush the small vessels which carried their cargoes of fish between Lake Lumlé and the Kakhabad Sea. What ever the reasons, Kharé grew. As the camp became a village, and the village a city, Kharé became a magnet for the ne'er-do-wells of the Baklands and the Shamutantis. A multitude of malevolent creatures who would kill you for the laces in your boots drifted into the city. Their lawlessness gave rise to an elaborate system of traps devised by the inhabitants to protect themselves from the criminals who roamed the streets. This is how the city got its name: Cityport of Traps. Your goal lies well beyond Kharé which, knowing its reputation, is not the kind of place you would want to pass through. Two Gates open Kharé to the rest of the world. Before you is the Southgate, the only way in. And on the far side of the city is the Northgate, leading into the Baklands.
The huge double doors which stand before the characters are always kept locked. There are City Guards positioned on 'gate watch' who frequently check the Southgate for visitors. The city has a strict policy for new comers; they must spend 12 hours in a holding room just inside the city gates. The city was once much more open and less suspicious of visitors and traders but since the increase of Lycanthrope activity in the area, the city leaders do not trust anyone.
Strong Wooden Door: hardness 5; hit points 20; Break (DC23) Good Lock (with Arcane lock cast on it): Skill (Open lock) check (DC40) to unlock this door. There are a couple of options open to the characters with regard to entering the city: The key: If the characters saved the Svinn chief's daughter in the first SORCERY! Adventure, The Shamutanti Hills, they will have been given a key to open this door. If the characters use the key to open the door, read them the following: Inside, the gate way is enclosed by a large stone arch-way. From your position you can see normal city activities, if there is such a thing in Kharé, although you cannot see any guards. Just beyond the arch to your right is a small stone building with metal bars on the window. DMs note: The small stone hut is the Southgate Gaol (encounter 2). Knocking: If the characters knock on the door, read them the following: You have to wait several minutes before the small hatch on one of the huge doors opens. "Wadda ya want?", asks a gruff voice from within. The guard will not be at all interested in why the characters want to enter Kharé, only in them agreeing with the following terms: any one who enters the city must spend 12 hours in the gaol. If this is not agreed, you may not enter the city. If the characters agree to the terms the guard will unlock and open the door. Waiting on the inside will be six City Guards. Four of them will have their Heavy Crossbows readied (in case the characters try to attack). "You must leave your weapons locked in here", says the City Guard pointing to a large chest with a padlock on, "They will be returned to you when you are let out in 12 hours time". Any characters who do not surrender their weapons will be attacked by the guards who will shout for assistance (1d6 City Guards will arrive every 1d3 combat
rounds until the offending characters have been captured and locked in the Southgate Gaol). Scaling the Walls: Any character spotted on the city walls will be attacked to the death by the City Guards (see, The Adventure, The City Walls for more information). Typical City Guard, male Human Ftr2: CR 2; Size M; HD 2d10 (hp 12 each); Init +1 (+1 Dex); Spd 30 ft. (6 squares); AC 16 (+1 Dex, Chain shirt and small Wooden Shield) touch 11, flat-footed 15; Attack +6 melee (Longsword 1d8+3 19-20 / x2) or +4 ranged (Heavy Crossbow 1d10 19-20 / x2); Full attack +6 melee (Longsword 1d8+3 19-20 / x2) or +4 ranged (Heavy Crossbow 1d10 19-20 / x2); SV Fort +3, Ref +1, Will +2; AL N; Str 16, Dex 13, Con 11, Int 14, Wis 10, Cha 10. Languages Spoken: Common, Dwarven and Orc. Skills and feats: Balance -1, Hide +1, Intimidate +2, Listen +3, Move silently -1, Ride +2, Spot +3; Alertness, Dodge, Weapon focus (Crossbow, heavy), Weapon focus (Longsword). Equipment: Chain shirt, Small Wooden Shield, Longsword, Heavy Crossbow and 10 bolts.
2. Southgate Gaol (EL3) Southside - Mayne Road (Street Map 1) DMs note: Gaol is an old English spelling for jail. If the characters look through the barred window of the small stone hut, they will see an old man with
that they will be spotted by the City Guard who do regular checks on the Southgate and the gaol. Make a skill (Spot) check (DC10) for the Guards, unless the characters are hidden. A successful check will mean that the characters have been spotted. A patrol of four City Guards will attempt to subdue the characters and throw them in the gaol (see encounter 1, Kharé - Southgate, for the City Guards' stats). Should the characters decide to free Farric, he will not give up his information unless they do, they will need to make a skill (Open locks) check (DC20) to unlock the gaol door. If successful, Farric will run from the gaol saying follow me quickly, (unless restrained in some way in which case he will insist on being freed; the characters then follow him to safety). Farric will run north up Mayne Road to the crossroads where he will turn right and disappear into a shop door on the left hand side of Chain Street (see encounter 6 - The Chain Makers) If the characters have knocked at the Southgate and decided to obey the City rules and stay in the gaol for 12 hours while their weapons are locked in the safe box, read them the following: The guards lock the door behind you saying that you will be freed in the morning. In the small stone gaol is a single barred window and a little, grotty bench on which sits an old man. The old man stands and extends his left hand to greet you and you notice that his right hand is missing. "Greeting strangers. I am Farric the Sorcerer, or at least I was until a couple of months ago when an Ogre in the Schanker Mines put an end to my career", he holds up his right arm to show you the stump. "Where are you heading?" he asks If the characters mention that they are heading towards the Baklands via the Northgate, read them the following: "Ah", says Farric knowingly, "Then you will be aware of the mystical incantation needed to open the gate."
one arm sat on a bench inside. If they get his attention he will come to the window and say, "Strangers, please help me and open the door?". If the characters ask why they should help him to escape he will ask them where they are heading because he may have some information that could help them. There is a chance, If the characters have engaged Farric in conversation through the barred window,
Should the characters declare that they do not know what Farric is actually talking about, he will explain that the Northgate is always kept locked to protect the city from Bakland raiders. As an additional precaution a Magical spell was cast on the door preventing it from opening unless a specific incantation is recited before it. Only the First Noble of Kharé knows the incantation in its entirety, although its four lines are known to four different leading citizens. This prevents each one from opening the gate alone which ensures the security of Kharé. Farric does not know which citizens have the incantation, but he has heard that one of them is a Scholar. In order for the characters to escape the gaol before morning comes they will have to make either a skill (Open Locks) check (DC20), or an Ability (Strength) check (DC20) to open the door. Any attempts to escape the gaol will be spotted by the City Guards if they make a successful skill (Spot) check (DC15). In addition to this, if the characters force the door they
will be heard by the guards if they make a successful skill (Listen) check (DC18). If the characters are discovered escaping, six City Guards will come to apprehend them. The characters will then be held for an additional three days in the gaol and released without their weapons (see encounter 1, Kharé - The Southgate for the City Guards' stats). If the Characters escape from the gaol unnoticed they will be hunted by the City Guards and chased when ever they are spotted (unless disguised). First light the following morning the characters are allowed to leave the gaol and are handed their own weapons back. Farric the Sorcerer, male Human Sor3: CR 3; Size M (5 ft., 9 in. tall); HD 3d4+6 (hp 12); Init +2 (-2 Dex, +4 Improved initiative); Spd 30 ft. (6 squares); AC 8 (2 Dex) touch 8, flat-footed 8; Attack +1 melee (Unarmed strike 1d3+0 non-lethal damage only); Full attack +1 melee (Unarmed strike 1d3+0 non-lethal damage only); SV Fort +3, Ref -1, Will +3; AL N; Str 10, Dex 7, Con 14, Int 10, Wis 10, Cha 15. Languages Spoken: Common. Skills and feats: Hide -2, Listen +2, Move silently +0, Sense motive +2, Spot +2; Alertness, Improved initiative, Silent spell Sorcerer Spells Known (0 / 0): 0th -- Dancing Lights, Detect Magic, Ghost Sound, Light, Read Magic. 1st -- Mage Armour, Protection from Evil, Ventriloquism. DMs Note: Farric is unable to cast any spells due to missing a hand.
3. The Living Corpse (EL1) Southside - Mayne Street (Street Map 1) DMs Note: While walking up Mayne Road the characters will be able to hear music and frivolities (without a listen check) coming from the east side of the city. If the characters ask a passer by what the noise is, they will be told it is the Street Fair in Rivers Walk (see encounter 18 - The Street Fair). If the characters proceed north up Mayne Road, ask them to make a skill (Spot) check (DC10). If they are successful they can see the body of a man lying face down in the gutter just off to the left. The body is in fact a Living Corpse which will attack the first character to investigate it at the most opportune moment: Living Corpse: hp 8 (see Appendix 1 - New Monsters)
4. Please Help? (EL0)
Southside - Mayne Road (Street Map 1) There are hundreds of families living along Mayne Road. Recently the children of these families have not been allowed to play in the streets because of a terrible undead creature which has been stalking the area near the Sage Street / Chain Street crossroads. Four children, including a young Dwarven boy called Brorin Cobblestone, have gone missing in the last two days. There are two possible reactions from the Dwarven family who are watching the characters from the safety of their home:
If the characters have either not seen (or chosen to ignore) the man lying face down in the gutter (encounter 3 - The Living Corpse) Druin Cobblestone, the father of the Dwarven family, will cautiously walk over to them, read the characters the following: Several faces watch you from behind cracks in doors and windows as you walk along Mayne Road. From the poorer side of the street one of the doors opens and a small, bedraggled Dwarf walks cautiously towards you. "Please help us?" he pleads, "A terrible creature has been stalking this area for awhile", he pauses and you can see tears welling up in his eyes, "My boy is….. missing. I will give you all that I have if you will rid us of this creature". If the characters agree to help the Dwarf he will point south down the road to a body lying in the gutter (see encounter 3 - The Living Corpse). For the characters reward, see the passage below. As soon as the characters have killed the Living Corpse the Dwarven Cobblestone family will rush out of their home and shout for joy. The Dwarves will rush over to the characters saying thank you over and over again. The Cobblestone family will insist on giving the characters a reward for ridding the street of the undead menace and give them 15gp and a Potion of Cure Light Wounds (which will heal 1d8+1 hit points). Should the characters mention the Northgate, Druin will tell them that a special four part incantation is needed to open the Northgate and that the Priest from the Chapel of Slangg just up the road might be able to help (see encounter 17 - the Chapel of Slangg).
5. Poachers (EL5) Southside - Mayne Road (Street Map 1) As the characters approach the small field, ask them to make a skill (Spot) check (DC10). If they are successful they will see a fight going on towards the east side of the field. The fight is between Rayloc, the owner of the field, and two poachers who have killed one of his pigs. If the characters either shout to the group or enter the field to investigate the fight the farmer will shout for help. If the characters help Rayloc to defeat the poachers he will give them 20gp and the dead pig as a reward. Poachers (2), male Human Rog3 (both): CR 3 (each); Size M; HD 3d6 (hp 12, 13); Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft. (6 squares); AC 15 (+3 Dex, Leather Armour) touch 12, flat-footed 13; Attack +5 melee (Dagger 1d4 19-20/x2) or +5 ranged (Dagger 1d4 19-20 / x2); Full attack +5 melee (Dagger 1d4 1920 / x2) or +5 ranged (Dagger 1d4 19-20 / x2); SA Sneak attack +2d6; SV Fort +1, Ref +6, Will +3; AL NE; Str 11, Dex 16, Con 10, Int 10, Wis 14, Cha 11. Languages Spoken: Common. Skills and feats: Balance +6, Bluff +3, Disable device +3, Disguise +5, Hide +3, Intimidate +4, Listen +3, Move silently +10, Sleight of Hand +4, Spot +2, Tumble +7; Improved
initiative, Skill focus (Move silently), Weapon finesse. Equipment: Leather Armour and a Dagger each Rayloc the Pig Farmer, male Dwarf Ftr1: CR 1; Size M (4 ft., 1 in. tall); HD 1d10+4 (hp 4 of 9); Init +0; Spd 20 ft. (4 squares); AC 10, touch 10. flat-footed 10; Attack +5 melee (Handaxe 1d6+3 20/x3); Full attack +5 melee (Handaxe 1d6+3 20 / x3);SV Fort +6, Ref +0, Will +0; AL LN; Str 16, Dex 10, Con 18, Int 13, Wis 10, Cha 12. Languages Spoken: Common, Dwarven, Giant. Skills and feats: Gather information +3, Hide +2, Intimidate +3, Listen +0, Move silently +0, Ride +4, Spot +0; Dodge, Weapon Focus (Hand axe). Equipment: Handaxe and a Pouch with 20gp in.
6. The Chain Maker (EL3) Southside - Chain Street (Street Map 1) As the characters approach the shop, ask them to make a skill (Spot) check (DC10). If they are successful they will see that one of the shop doors on the left hand side of the street is slightly ajar. Should the characters investigate this door they will see a sign on the door reading 'Chain Makers'. If the characters open the door read them the following; Inside the shop are draped hundreds of feet of chain of all strengths. You cannot move any further into the shop without brushing past some of the chains. Towards the rear of the room is an open door from which hammering can be heard. Any character who tries to sneak around this room without alerting the Chain Maker, who is busy in the back room, must make a skill (Move silently) check (DC18). Successful characters can have a look around. A skill (Search) check (DC15) will find 15gp, a Potion of Cure Light Wounds (which heals 1d8+1 hit points) and a gold chain worth 25gp in a box under a bench. If the characters are unsuccessful, the Chain Maker will come out of his room (due to hearing the chains rattling) and ask what they want. The Chain Maker is a grumpy Svinn from the town of Torrepani in the Shamutanti Hills. He knows nothing about the Northgate, and if the characters do not want to buy any chain he will be angry at them for disturbing his work and ask them to leave. If the characters are following Farric (encounter 2 The Southgate Gaol), read them the following: The old man turns right into Chain Street and nips in through an open doorway on the left hand side of the street. A sign on the front of the door reads 'Chain Makers'. Inside the shop are draped hundreds of feet of chain of all strengths. You cannot move any further into the shop without brushing past some of the chains. Towards the rear of the room is an open door from which hammering can be heard. Farric, the old man from the gaol, stands just inside the door and whispers, "I will be quick and quiet my friends as I do not want to disturb the Chain Maker. Thank you for freeing me. I hope what I am about to tell you is of use to you? The Northgate is always kept locked to protect the city from Bakland raiders. As an additional precaution a Magical spell was cast on the door preventing it from opening unless a specific incantation is recited
before it. Only the First Noble of Kharé knows the incantation in its entirety, although four leading citizens each know one of the lines. This prevents any one of the leading citizens from opening the gate alone which ensures the security of Kharé. Farric does not know which citizens have the incantation, but he has heard that one of them is a Scholar. He thanks the characters again for freeing him and leaves the shop heading east along Chain Street. Farric is going to the Street Fair (encounter 18). Lodin the Chain Maker, male Svinn (Man-Orc) Ftr3: CR 3; Size M (6 ft., 2 in. tall); HD 3d10+9 (hp 27); Init +2 (+2 Dex); Spd 30 ft.(6 squares); AC 12 (+2 Dex) touch 12, flat-footed 10; Attack +5 melee (Shortsword 1d6+2 19-20 / x2); Full attack +5 melee (Shortsword 1d6+2 19-20 / x2); SV Fort +6, Ref +3, Will +0; AL NE; Str 15, Dex 15, Con 16, Int 11, Wis 8, Cha 8. Languages Spoken: Common, Orc. Skills and feats: Bluff +2, Hide +2, Listen +1, Move silently +2, Spot +1; Alertness, Dodge, Power attack and Weapon focus (Shortsword). Equipment: Commoners clothes, Apron, Shortsword and Belt Pouch with 22gp in.
7. The Flayer's Kitchen (EL1) Southside - Chain Street (Street Map 1) As the characters pass this building they wont be able to help but notice the wonderful aroma coming from within. This Kitchen belongs to a rather strange creature called a Flayer (see Appendix 1 - New Monsters). The creature does not speak much Common and likes its privacy. The door to this room is unlocked but it is trapped. Trap: Anyone who opens the door without disabling the trap will have a vial of potent acid dropped on their head. Acid Trap: CR 1; mechanical; touch trigger (opening the door); manual reset; Automatic hit (1d6 acid); Search (DC20); Disable device (DC20). If the trap is sprung it will have alerted the cook to the presence of the characters. Read the characters the following if they enter the kitchen: This looks like a kitchen of some kind. Fruits, vegetables and meats line the walls and tables. At the far end of the room is a fire in a chimney with a pot of broth suspended above it (the source of the wonderful smell). Standing in front of the pot is a strange looking creature. It has the body and legs of a Human but its head is a blob of jelly and its eyes seem to float about on the front of the head. Hanging down from its head on all sides are numerous tentacles. As mentioned before, the Flayer speaks little Common and conversation will be almost impossible. If the characters make a successful skill (Spot) check (DC10) they will see a box under the table with a scroll and a silver handled mirror sticking out of it. If any of the characters attempt to touch or remove the items from the box the Flayer will attack. The scroll has the following spells on it: Magic Missile
(5th Level) and Monster Summoning III (8th level) and the mirror is a gold backed mirror worth 120gp. Flayer: hp 8 (see Appendix 1 - New Monsters)
8. Black Elves (EL5) Southside - Scholar's Crescent (Street Map 2) As the characters pass this hut, read the following: Three Black Elves are huddled together in inside a very smoky hut. One of them looks towards you and beckons you to come and sit with them. Inside, the hut is sparsely decorated and there are only three sleeping mattresses and a small table in the entire hut. The three Black Elves are gathered around the small table smoking a hookah. If the characters sit with the Black Elves one of them gathers himself enough to pass the smoking pipe to them. The hookah contains a weed which, when smoked, causes a loss of balance and coordination. Any character who smokes from the pipe must make a (Fort) save (DC20) or lose 1d4 Dex and 1d6 Int. These lost Ability points will return 2 hours after the character has stopped smoking the weed. The Black Elves have been smoking the weed for most of the day and are in no fit state to speak. If the characters ask them a question they will start to giggle inanely. If the characters look around the room and make a successful skill (Search) check (DC15), they will find 37gp and an ebony facemask hidden under one of the mattresses. The Black Elves will attack the characters if they are spotted attempting to steal anything from them. The facemask is dedicated to one of the Black Elf's gods and is in fact a magical item called The Mask of Fear (see Appendix 2 - New Magic) Charvez, Gizzak and Vizzarsh, male Elves (black) Rog3 (all): CR 3 (each); Size M; HD 3d6+6 (hp 21, 17, 20); Init -1 (-1 Dex); Spd 30 ft. (6 squares); AC 9 (-1 Dex) touch 9, flat-footed 9; Attack +5 melee (Shortsword 1d6+2 19-20/x2); Full attack +5 melee (Shortsword 1d6+2 19-20 / x2); SQ Elven traits; SV Fort +3, Ref +3, Will +1; AL NE; Str 14, Dex 9 (from 13), Con 14, Int 4 (from 10), Wis 10, Cha 12. Languages Spoken: Common, Elven, Undercommon. Skills and feats: Bluff +6, Disable device +2, Hide +3, Intimidate +5, Jump +4, Listen +3, Move silently +3, Sleight of Hand +3, Search +2, Sense motive +5, Spot +2 (the weed effects are reflected in these stats); Dodge, Weapon focus (Shortsword). Equipment: Shortsword, one has a hookah pipe.
9. The Pond (EL0)
Southside - Scholar's Crescent (Street Map 2) As the characters approach the pond, read them the following: At the south end of Scholar's Crescent there is a small pond.
If the characters look into the pond they will see a small silver fish swim out from under a rock and swim in circles around a gold coin. The fish will swim to the surface in front of one of the characters and start to make bubbling noises as if speaking. If one of the characters bends down to listen to the fish, it will spit water in their face, appear to giggle and dart back under the rock from whence it came. The characters can take the gold coin.
10. Dwarven Store (EL0) Southside - Scholar's Crescent (Street Map 2) As the characters near the store, read them the following: A sign hanging above the door of a large shop reads 'General Store'. This store is situated in a part of the city known as Dwarf Town. The owner of the shop, Gowdrin Longbeard, has all of the sundry items available from the PHB but at a 10% mark-up (unless the character is a Dwarf). Gowdrin also has some 'other' items for sale. He will see the characters as wealthy adventuring types and offer them the following: 2x Potions of Cure Light Wounds 50gp each Potion of Cure Moderate Wounds 300gp Gauntlets of Ogre Power 4000gp A Ring of Protection +1 2000gp Gowdrin Longbeard, male Dwarf Ftr4: CR 4; Size M (4 ft., 3 in. tall); HD 4d10+4 (hp 34); Init +1 (+1 Dex); Spd 20 ft. (4 squares); AC 18 (+1 Dex, Chain shirt +3) touch 11, flat-footed 17; Attack +8 melee (Dwarven Waraxe 1d10+5 20/x3); Full attack +8 melee (Dwarven Waraxe 1d10+5 20/x3); SQ Dwarven traits; SV Fort +7, Ref +2, Will +3; AL N; Str 15, Dex 12, Con 13, Int 12, Wis 10, Cha 8. Languages Spoken: Common, Dwarven. Skills and feats: Climb +2, Hide +1, Jump +1, Listen +1, Move silently -1, Spot +1; Great fortitude, Iron will, Power attack, Weapon
focus (Dwarven Waraxe), Weapon specialisation (Dwarven Waraxe). Chain shirt +3 (worn under his apron), Dwarven Waraxe +1 (kept under the counter).
11. Lortag the Sage (EL8) Southside - Scholar's Crescent (Street Map 2) As the characters approach this building, read them the following: You are approaching a large, stone building that looks like it could belong to someone important. From your position on the road you can see that the front door is made of solid wood that has been elaborately carved around the edges. This is the home of Lortag the Sage, an aging Human Sorcerer who has long since retired from adventuring and spends most of his free time teaching reading and writing to the less fortunate children of the city. Lortag is a kind and friendly fellow, but having lived in Kharé for so long he is also wary. If the characters knock on the front door read the following: A few moments later the door opens and standing on the other side is an elderly man dressed in a long gown. Nestled next to the man's leg is a strange looking beast resembling a large, spiky lizard. "Greeting to you strangers. I am Lortag, Sage and Scholar. How can I help you?". If the characters mention that they are looking for a way to get to the Baklands and need the incantation to open the Northgate, Lortag will invite them into his house. If the characters are carrying weapons he will ask them to leave them by the front door. If they refuse, Lortag will ask them to leave. The Sage will ask the characters to follow him to the study. If the characters follow Lortag, read them the following: The study is lined from floor to ceiling will shelves and shelves of books. "I am trying to solve a puzzle", says the Sage. "But I am afraid I am stuck. If you can tell me which rune goes with the odd rune to make a pair I will tell you what you want to know". The old man points to nine runes on his large wooden desk in the middle of the study. Four of them are lined up in pairs with an odd one on its own and four others are placed to one side. Lortag knows the answer to the puzzle on the table. He is testing the characters to see if they are worthy of knowing one of the lines to the incantation to open the Northgate. DMs note: Please refer to the illustration. The answer to the question is rune #4. The pairs of runes represent the opposite numbers on a six sided dice, which always add up to seven. The only one missing is the 1 (plus six = seven). If the characters get the answer wrong, Lortag will say, "Goodness me, even my young students would have realised that the rune you have chosen is incorrect. I am afraid that you will require a lot of Luck on your journey ahead. Take this Potion of Fortune
(which will restore 1d4+3 Luck) with my blessings. Now, I am very busy, so if you would not mind leaving because I must get on with preparations for tomorrow's lessons". If the characters return the following day, Lortag will grant the characters one more chance to choose the correct rune in the sequence. Lortag does not know who has the other lines to the incantation to open the door. If the characters choose the correct rune, read them the following: "Well done. The pairs of runes represent the opposite numbers on a dice, which always add up to seven and the number 1 is the only one missing. You are worthy of the information I am about to give you. I only know one of the lines to the incantation to open the Northgate". Lortag starts, "And it reads as follows: So Tumblers Two Sealed Deep Inside". Lortag also gives the characters a gift: A Hat of Disguise (see DMG Chapter 7, Magic Items) to help them on their quest. If the characters attack Lortag, he and his Bristle Beast will fight to the death. Bristle Beast: hp 30 (see Appendix 1 - New Monsters) Lortag the Sage, male Human Sor7: CR 7; Size M (5 ft., 10 in. tall); HD 7d4 (hp 22); Init +0 (+0 Dex); Spd 30 ft. (6 squares); AC 10 (+0 Dex) touch 10, flat-footed 10; Attack +6 melee (Dagger 1d4+3 19-20 / x2) or +6 ranged (Dagger 1d4+3 19-20 / x3); Full attack +6 melee (Dagger 1d4+3 19-20 / x2) or +6 ranged (Dagger 1d4+3 19-20 / x3); SV Fort +2, Ref +2, Will +8; AL LG; Str 10, Dex 10, Con 10, Int 18, Wis 16, Cha 19. Languages Spoken: Common, Dwarven, Elf, Giant, Orc, Undercommon. Skills and feats: Concentration +10, Heal +2, Hide +1, Knowledge (arcana) +14, Listen +2, Move silently +0, Spot +2, Speak Language +1, Spellcraft +10; Craft Wand, Craft Magic arms and armour, Empower spell, Silent spell. Equipment: Dagger +3, Sorcerers Robes Sorcerer Spells Known (6 / 7 / 7 / 5): Base save 14+ spell level - 0th -- Dancing Lights, Detect Magic, Ghost Sound, Light, Ray of Frost, Read Magic, Resistance. 1st -- Burning Hands, Magic Missile,
Protection from Chaos, Shield, Sleep. 2nd -Misdirection, See Invisibility, Summon Monster II. 3rd -- Flame Arrow, Lightning Bolt.
12. Open Air Traders (EL6) Southside - Scholar's Crescent (Street Map 2) As the characters approach this area (opposite Skiver's Alley), read them the following: Outside of the houses and huts that line the northwest side of Scholar's Crescent, tradesman and women show their wares. Potters, Weavers, Street Artists and Corn Dolls makers all sit at makeshift tables trying to sell to you as you walk past. One man in particular stands out from the rest, he is selling different coloured Fire Stones which make fire turn different colours. If the characters wish to purchase any of the open air traders wares, consult the price lists below: Clay Mugs / Cups 5cp Clay Jugs 1sp Clay Bowls, large 2sp Hand Woven Caps 5sp Hand Embroidered Blankets 1gp Corn Dolls, small 2cp Corn Dolls, large 4cp Should the characters pay an interest to the Street Artists please refer to encounter 13 - The Armless Artist. If the characters look at the Fire Master who is selling the different coloured fire stones, read them the following: The Fire Master creates his different coloured fires; blue, black, green, purple and white by placing a corresponding stone into an ordinary fire. "Would you be interested in purchasing one of my coloured stones?" enquires the man. The stones are for sale at 2gp each (the coloured stones play no part in this adventure). If the characters are not interested in the Fire Masters stones, he will ask them if they would be interested in one of his 'special Fire Stones'? If they are, he asks them to follow him into his shop, read the following: In the centre of the shop, under a large open-air chimney burns a huge fire. Although the blaze is considerable, no heat is emanating from it. Resting on the embers in the centre of the flames is a small wooden chest. The Fire Master rushes through the shop and out into the back room saying, "I wont be long. Please wait here".
Trap: The fire around the chest is an illusion and will not cause any damage if entered. The chest is locked, skill (Open lock) check (DC20) to unlock the chest. The chest has a Glyph of Warding (Blast) cast upon it. Anyone who opens the chest without saying the password 'Fire Master' will trigger the fire Blast. Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect - Glyph of Warding (Blast), 5thlevel Cleric, 2d8 fire, (Reflex) save (DC14) for half damage; multiple targets (all targets within 5 ft.); Search (DC28); Disable device (DC28). Cost: 350 gp to hire NPC Spell Caster.
The chest contains 4x blue Fire Stones (see Appendix 2 - New Magic) and 330gp. If the characters set off the trap, the Fire Master will hear the blast and come running back into the shop. He will be outraged that the characters have attempted to steal from him and attack them. Tactic: The Fire Master will throw a red Fire Stone at the characters before spell casting. If the characters do not attempt to steal from the Fire Master, he will come back into the shop and show them some of his Fire Stones (see Appendix 2 - New Magic). He will offer to sell them 2 blue Fire Stones and 2 black Fire Stones for 300gp. Fire Master, male half-Elf Sor5: CR 5; Size M (5 ft., 5 in. tall); HD 5d4 (hp 17); Init +1 (+1 Dex); Spd 30 ft. (6 squares); AC 12 (+1 Dex, Ring of Protection +1) touch 11, flat-footed 11; Attack +4 melee (1d4+2 19-20 / x2) or +4 ranged (Dagger 1d4+2 19-20 / x2); Full attack +4 melee (1d4+2 19-20 / x2) or +4 ranged (Dagger 1d4+2 19-20 / x2); SQ half-Elven traits; SV Fort +1, Ref +2, Will +8; AL NG; Str 13, Dex 13, Con 10, Int 17, Wis 18, Cha 15. Languages Spoken: Aquan, Common, Elven, Gnoll, Ignan, Sylvan. Skills and feats: Bluff +6, Knowledge (Arcana) +11, Concentrate +8, Diplomacy +4, Gather Information +4, Listen +6, Sleight of Hand +8, Search +4, Speak language +1, Spellcraft +11, Spot +5; Craft Wondrous Item, Skill Focus (sleight of hand). Equipment: Dagger +1, Ring of Protection +1, a red Fire Stone (see Appendix 2 New Magic). Sorcerer Spells Known (6 / 7 / 5): Base save = 12+ spell level 0th -- Detect Magic, Ghost Sound, Light, Mage Hand, Ray of Frost, Read Magic. 1st -Identify, Mage Armour, Magic Missile, Sleep. 2nd -Blur, Flaming Sphere.
13. The Armless Artist (EL5) Southside - Scholar's Crescent (Street Map 2) If the characters cross the road to look at the street artists, read them the following: Across the street from the various open-air traders, there are several artists showing off their talents in the shape of landscape pictures and portraits. The most impressive of these artists owns a shop on the corner of Skiver's Alley. His portraits, mainly of nobles, seem almost life-like in appearance, but you notice that the artist himself has no arms.
If the characters engage the artist, Anton, in conversation he will tell them that he is the proud owner of an enchanted paintbrush which paints at his will. He tells the characters that his brush is creating a master piece at this very moment in time and would they like to step into his shop to have a look? Although Anton may look harmless, he is in fact a cruel and evil man. The enchanted paintbrush, Mandrake's Brush of Cloning, with 1 remaining charge (see Appendix 2 - New Magic), was acquired by deceit. Anton uses the brush to lure unsuspecting adventurers into his shop. He then locks the door with a special foot operated switch - skill (Search) check (DC15) to find - and lets the clone, which the magical brush has painted, attack and kill his victim. DMs note: Anton will concentrate on either a Fighter or a Sorcerer for the brush to clone. The lock is a good one and will require a skill (Open locks) check (DC30) to unlock. If the characters manage to stop the brush and break down the door Anton will run away, heading toward the Harbour Bridge via Jabaji Road (north out of Scholar's Crescent). Anton the Armless Artist, male Human Rog4: CR 4; Size M (5 ft., 4 in. tall); HD 4d6 (hp 10); Init -3 (-3 Dex); Spd 30 ft. (6 squares); AC 7 (-3 Dex) touch 7, flat-footed 7; Attack +0 melee (Unarmed attack - kick 1d3-3 non-lethal damage only); SV Fort +1, Ref +1, Will +6; AL CE; Str 5, Dex 5, Con 10, Int 12, Wis 17, Cha 13. Languages Spoken: Common, Orc. Skills and feats: Balance +4, Bluff +9, Hide -1, Listen +8, Move silently +4, Search +8, Spot +5, Tumble +1; Iron will, Persuasive, Run. Equipment: Commoners clothes.
14. The Mantis Man (EL3) Southside - Scholar's Crescent (Street Map 2) As the characters approach this building, read them the following: Outside of a lone, thatched hut stands a rather unusual and almost life-like statue. The statue is of a man (of sorts) with rather long, spindly limbs. Its arms and hands are held before it as if in a praying stance. Hanging around the statues neck is a golden necklace. The statue is in fact one of Kharé's most deadly inhabitants, a Mantis Man. This particular creature dwells in the thatched hut behind it. It stands motionless and almost statue like using its golden necklace to lure an unsuspecting victim into its striking range. The Mantis Man will attack at the most opportune moment. The necklace around the creature's neck is worth 250gp. If the characters examine the hut behind the Mantis Man, they will find it full of rotting human remains (Mantis Men are rather partial to the taste of Human flesh). If the characters make a successful skill (Search) check (DC18), they will find 45 gold pieces in the remnants of clothing scattered about the hut, and a Potion of Cure Moderate Wounds, labelled in
the Common tongue, which will heal 2d8+3 hit points. Mantis Man: hp 30 (see Appendix 1 - New Monsters)
15. Street Fight (EL2) Southside - Scholar's Crescent (Street Map 2) As the characters approach this location, ask them to make a skill (Listen) check (DC10). If they are successful they can hear chanting and shouting coming from a crowd of people who seem to have gathered in a side street just off of Scholar's Crescent. If the characters decide to investigate what the crowd of people are so excited about, read them the following: The small crowd of people have gathered around two small humanoids who are fighting. A closer inspection reveals that the two small humanoids are in fact Pixies. The crowd is chanting and egging on the pair and is pretty much split 50/50 with regards to support. The two male Pixies, Jaagar and Ferrara are arguing over the same woman. They have both been dating her and just found out about each other. If the characters decide to step in and stop the fight the Pixies will not be amused and will both attack the characters (the crowd will also disapprove of this and start to boo). If the characters decide to favour one of the Pixies above the other and step in to aid one of them, a Dwarf will take the side of the other Pixie (to even things up a bit). If the characters aid Ferrara he will be grateful. He doesn't know who has the lines to the incantation to open the Northgate, but he does know of a wise old Sage called Lortag who might be able to help. He will offer to show the character where Lortag lives (see encounter 11). If the characters aid Jaagar he will be grateful. He doesn't know who has the lines to the incantation to open the Northgate, but he does know of a knowledgeable Priest who might be able to help. The Priest is trying to convert followers to his religion in Mayne Road. He offers to show the characters where the Priests Temple is (see encounter 17). If left to their own devices, the Pixies will beat each other black and blue, much to the amusement of the crowd, and knock each other out in the same punch. Once the fight is over the crowd will disperse. Jaagar the Pixie: hp 3 (see MM for information on Pixies) Ferrara the Pixie: hp 3 (see MM for information on Pixies) Ankin, male Dwarf Ftr2: CR 2; Size M (4 ft., 3 in. tall); HD 2d10+6 (hp 26); Init +2 (+2 Dex); Spd 20 ft. (4 squares); AC 12 (+2 Dex) touch 12, flat-footed 10; Attack +5 melee (Unarmed strike 1d3+3 non-lethal damage 20 / x2); Full attack +5 melee (Unarmed strike 1d3+3 non-lethal damage 20 / x2); SQ Dwarven traits; SV Fort +6, Ref +2, Will +2; AL CN; Str 17, Dex 15, Con 17, Int 11, Wis 14, Cha 4. Languages Spoken: Common, Dwarven. Skills and feats: Balance +4,
Hide +2, Listen +4, Move silently +2, Spot +4; Alertness, Dodge, Improved unarmed strike.
16. Vangorn the Murderer (EL5) Southside - Mayne Road (Street Map 3) As the characters are passing this house, read them the following: "Hail friends", shouts an old man sat in a chair outside of his house. "You look new to these parts. Care to join me in an ale? I wish to hear happy stories from afar, not the normal horrible tails of deceit and murder that I hear every day in this city of evil".
If the characters except his offer, Vangorn will invite them into his house which is furnished with a small table and three chairs. Vangorn is a master of disguise and his intentions are purely evil. His appearance is that of an elderly man in his 80's with a stooped back, when in reality he is only in his mid 20's. Should the characters sit at the table, Vangorn will disappear into the kitchen and return with enough mugs of ale for everyone. The ale has been poisoned, and once it is evident that the poison has taken effect, Vangorn will attack. If the characters kill Vangorn and search his house, skill (Search) check (DC20), they will find 214gp and 2 gems worth 100gp hidden under the floorboards. Vangorn the Murderer, male Human Rog5: CR 5; Size M (5 ft., 10 in. tall); HD 5d6+10 (hp 31); Init +7 (+3 Dex, Improved initiative); Spd 30 ft. (6 squares); AC 15 (+3 Dex, Ring of Protection +2) touch 13, flat-footed 12; Attack +7 melee (Shortsword 1d6+3 19-20 / x2); Full attack +7 melee (Shortsword 1d6+3 19-20 / x2); SA Sneak attack +3d6; SV Fort +3, Ref +7, Will +3; AL CE; Str 15, Dex 17, Con 14, Int 13, Wis 15, Cha 17. Languages Spoken: Common, Undercommon. Skills and feats: Climb +9, Disguise +13, Forgery +9, Gather information +9, Hide +7, Listen +10, Move silently +8, Open locks +5, Sleight of Hand +7, Sense motive +3, Spot +4, Tumble +11; Deceitful, Improved initiative, Weapon finesse. Equipment: Ring of Protection +2, Shortsword +1 Lich Dust Poison: Ingested; Fort save (DC17); initial 2d6 Str, secondary 1d6 Str
17. The Chapel of Slangg (EL6) Southside -Slangg Street entrance (Street Map 3) As the characters are approaching the Chapel, read them the following: A mother and her young son pass you as you approach the Chapel of Slangg. "He really is a holy man Mother", the young boy says. " My friend's brother, Salem the Lame, answered the Priest's question yesterday and now he can run for the first time in his life…". The Chapel is not a magnificent building at all. In fact it is quite small and uninspiring, but many people seem to be coming and going from within. If the characters enter the Chapel of Slangg, read them the following: The chapel seems to be one large room. Many children and adults are sitting on the floor listening to a grey haired man in white robes stood at an alter at the far end. "Does anyone else wish to take the test of Slangg?", asks the Priest. If the characters are visible the Priest, High Priest Torbain the Malevolent, he will say, "You there, strangers. Will you take the test of Slangg?". If the characters refuse to take the test they may leave the Chapel whenever they please. The characters may return and choose to and take the test of Slangg at any time. Should one of the characters choose to take the test of Slangg, Torbain the malevolent will ask the character to come upto the front and enquire as to which god the character worships. He will then say, "If you answer my question correctly, Slangg will grant you a desire. If you answer incorrectly, you must renounce your deity and pledge allegiance the Slangg, God of Malice. Do you agree?" If the character has changed his mind about the test, he may disagree with the terms of the test and leave the Chapel. DMs Note: Due to Slangg, the God of Malice, watching over this temple it is by his will that characters will change their faith if they fail to answer the question correctly. Anyone who agrees with the terms laid down by Torbain the Malevolent will become subject to a Geas/Quest spell (cast on them by the God himself) to change their religion to that of Slangg and renounce their old faith. If the character fails to answer the question correctly and refuses to change her religion, she will take 3d6 points of dam-
If the character answered the question correctly the High Priest Torbain the Malevolent, trying hard to hide his disappointment, will grant the characters a desire. The desire can be in the form of a spell (healing, remove disease etc..) or answer a question. If the characters ask Torbain if he knows anything of the incantation to open Northgate, read the following: "I am unable to tell you of the spell in its entirety. The four lines are known to the first Noble of Kharé only. However, I am in possession of one of the lines of the incantation and it reads as follows: I bid you, portals, open wide".
age each day. Additionally, each day she must make a Fortitude saving throw (DC20) or become sickened. Effects end 24 hours after she renounces her faith. If he agrees, read the following: The Priest clears his throat. "Here is your question. Pay attention as I will not repeat it: Bigfoot the Elder walked south for three furlongs sowing oats, then east for two furlongs sowing corn, then north for another five furlongs sowing wheat and finally, southwest for four furlongs sowing hay. Have you got all of that? Are you ready for the question? The question is……", he pauses for effect and the tension mounts within his small audience. "The question is…… What is Bigfoot's favourite colour?" If the character objects to such an impossible question the crowd will burst into laughter. The Priest will apologise for his little prank and call the audience to silence, read the following: "Your question is this: In Bigfoot's family are six sons. Bigfoot is nearing the end of his life and wishes to divide his wealth exactly amongst his sons. He gives five gold pieces to his second youngest son, thirteen gold pieces to his eldest son and nine gold pieces to the fourth youngest. When you have worked out how much the other sons received, you can tell me how many gold pieces Bigfoot possessed in total?" The answer to the question is 48 gold pieces. If you look at the chart below you will see that the eldest son received 13gp and each other son received 2gp less in ascending order: Eldest: 13 gold pieces Second eldest: 11 gold pieces Third eldest (fourth youngest): 9 gold pieces Fourth eldest: 7 gold pieces Second youngest: 5 gold pieces Youngest: 3 gold pieces Total: 48 gold pieces
DMs note: Torbain the Malevolent will only ask one of the characters the question. Whether they answer correctly or not, the priest will end his session for the day and ask everyone in the church to leave. Torbain will not be opening the church for at least a week after it is closed today. He has some important research to do in his private studies (unless killed of course). The question asked by the Priest is difficult if you are not a mathematician. However, If the character makes an Ability (Luck) check (DC20) they will guess the answer correctly. If the character either fails their Luck check or answers the question incorrectly, read the following: The Priest laughs out loud, "Ladies and gentlemen we have a new convert to Slangg, God of Malice". As the character agreed before taking the test of Slangg, he must now renounce his old God and worship Slangg. If the character was a Cleric, they will not be able to cast any more spells from now on. The character must lose 1d6 permanent Luck points for this disaster. High Priest Torbain the Malevolent, male Human Clr6: CR 6; Size M (5 ft., 6 in. tall); HD 6d8 (hp 35); Init +0; Spd 30 ft. (6 squares); AC 16 (Chain shirt +2) touch 10, flat-footed 16; Attack +9 melee (Morningstar 1d8+4 20/x2); Full attack +9 melee (Morningstar 1d8+4 20/x2); SV Fort +7, Ref +2, Will +8; AL NE; Str 15, Dex 10, Con 11, Int 11, Wis 17, Cha 10. Languages Spoken: Common. Skills and feats: Concentrate +5, Diplomacy +6, Hide -1, Knowledge (religion) +9, Listen +3, Move silently -1, Spot +3, Use rope +3; Empower spell, Extra turning, Great fortitude, Weapon focus (Morningstar). Equipment: Chain shirt +2 (Worn under priestly robes) and a Morningstar +2. Cleric Domains for Slangg: Destruction - Granted Power: You gain the smite power, the supernatural Ability to make a single Melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your Cleric level (if you hit). You must declare the smite before making the attack. This Ability is usable once per day; Evil - Granted Power: You cast Evil spells at +1 caster level. Cleric Spells Per Day: 5/ 4+1/ 4+1/ 3+1. Spells Revised: Orisons - Detect magic, Detect Poison x2, Read Magic and Resistance. Level 1 spells - Inflict Light Wounds (Domain spell), Bane, Cause
fear, Cure Light Wounds and Obscuring Mist. Level 2 spells - Desecrate (Domain spell), Aid, Bulls Strength, Hold Person, Lesser Restoration. Level 3 spells Contagion (Domain spell), Animate Dead, Bestow Curse and Cure Serious Wounds
18. The Street Fair (EL4)
Southside - Rivers Walk (Street Map 4) Twice a year (normally during mid-summer and mid-autumn) Kharé hosts a street festival along Rivers Walk. Flags line the streets and houses, tents are erected and market traders and games stalls line the road. On this particular occasion the theme of the fair is animals that, apart from attracting a small circus to the city, has encouraged the city folk to dress in elaborate (and not so elaborate) animal costumes. The Street Fairs always attract a good crowd (and the Thieves' Guild), the noise of which can be heard as far away as Mayne Road without a listen check. Random Encounters: While the characters are at the Street Fair there is an increased chance of encountering a thief. This is due to the Thieves' Guilds increased activities in this area. When the characters move between attractions the DM must roll a d6. If he rolls a 1 or 2 this indicates a random encounter. The DM must them roll a d10 and consult the table: 1. A bumbling thief will attempt to steal money from one of the characters (EL1): Male or female half-Elf Rog1: CR 1; Size M (5 ft., 3 in. tall); HD 1d6 (hp 6); Init -3 (-3 Dex); Spd 30 ft. (6 squares); AC 7 (-3 Dex) touch 7, flat-footed 7; Attack +0 melee (Dagger 1d4 19-20 / x2) or -3 ranged (Dagger 1d4 19-20 / x2); Full attack +0 melee (Dagger 1d4 19-20 / x2) or -3 ranged (Dagger 1d4 19-20 / x2); SQ half-Elven traits SA Sneak attack +1d6; SV Fort +0, Ref -1, Will -1; AL NE; Str 11, Dex 5, Con 10, Int 9, Wis 9, Cha 8. Languages Spoken: Common, Elven. Skills and feats: Balance -1, Bluff +3, Climb +2, Disguise +1, Escape artist -1, Forgery +1, Hide +1, Listen +4, Move silently +0, Sleight of Hand -3, Spot +4, Swim +4.; Athletic, Deceitful. Equipment: Commoners clothes and a Dagger. 2-3. A ruffian will press a blade in the back of one of the characters and demand that they hand over all of their money (EL2): Male or female man-Orc Ftr2: CR 2; Size M; HD 2d10+4 (hp 16); Init +1 (+1 Dex); Spd 30 ft. (6 squares); AC 14 (+1 Dex, Studded Leather Armour) touch 11, flat-footed 13; Attack +7 melee (Shortsword 1d6+4 19-20 / x2); Full attack +7 melee (Shortsword 1d6+4 19-20 / x2); SQ half-Orc (man-Orc) traits; SV Fort +5, Ref +3, Will +1; AL CE; Str 18, Dex 13, Con 15, Int 8, Wis 12, Cha 13. Languages Spoken: Common, Orc. Skills and feats: Climb +6, Hide +1, Listen +1, Move silently +0, Spot +1; Improved unarmed strike, Lightning reflexes, Weapon focus (Shortsword). Equipment: Shortsword, Studded Leather Armour. 4-6. One of the more experienced members of the Thieves Guild will attempt to steal an item of value (which item is at DM's discretion) from one of the characters (EL3):
Male or female Human Rog3: CR 3; Size M; HD 3d6+6 (hp 16); Init +2 (+2 Dex); Spd 30 ft.(6 squares); AC 12 (+2 Dex) touch 12, flat-footed 10; Attack +5 melee (Dagger 1d4+1 19-20 / x2), or +5 ranged (Dagger 1d4+1 19-20 / x2); Full attack +5 melee (Dagger 1d4+1 19-20 / x2), or +5 ranged (Dagger 1d4+1 19-20 / x2); SV Fort +3, Ref +5, Will +3; AL NE; Str 10, Dex 15, Con 14, Int 13, Wis 14, Cha 12. Languages Spoken: Common, Dwarven. Skills and feats: Balance +7, Climb +1, Escape artist +6, Hide +2, Intimidate +6, Listen +8, Move silently +2, Open lock +8, Sleight of Hand +10, Spot +8, Swim +5, Use rope +8; Dodge, Deft hands, Weapon finesse. Equipment: Dagger +1 and Leather Armour +1 7-10. Three members of the Thieves' Guild will follow the characters and attempt to steal money from them. The Thieves will continue to steal from the characters until they are either caught (in which case they will fight to the death) or the characters run out of money (EL4). Male or female Humans (3) Rog2 (each): CR 2 (each); Size M; HD 2d6 (hp 7, 10, 8); Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft. (6 squares); AC 14 (+2 Dex, Leather Armour) touch 12, flat-footed 12; Attack +1 melee (Dagger 1d4 19-20 / x2), or +3 ranged (Dagger 1d4 19-20 / x2); Full attack +1 melee (Dagger 1d4 19-20 / x2), or +3 ranged (Dagger 1d4 19-20 / x2); SV Fort +0, Ref +5, Will +3; AL CE; Str 11, Dex 15, Con 11, Int 13, Wis 16, Cha 12. Languages Spoken: Common, Dwarven. Skills and feats: Balance +4, Climb +5, Diplomacy +4, Disable device +5, Disguise +6, Hide +7, Listen +3, Move silently +7, Open lock +5, Sleight of Hand +9, Spot +3, Swim +2, Use rope +5; Improved initiative, Skill focus (Sleight of Hand). If the characters spared the life of Flanker the assassin from the first SORCERY! Adventure - The Shamutanti Hills, the DM can put this encounter in whenever he sees fit. Read the following: "My friends - and enemies", laughs a familiar face. It is Flanker, the assassin whose life you spared on the road to Torrepani in the Shamutanti Hills. "Like myself, you also enjoy the fun of the fair". Flanker will offer to take the characters for an ale in the nearest Inn and ask them about their adventures since their 'clash' in the Shamutanti Hills. If the characters mention that they wish to travel through the Northgate and into the Baklands, Flanker will tell them that the Northgate is locked and protected by a spell. Only a person who recites the special four line incantation will be able to open the gate. He knows that Lortag the Sage is the keeper of one of the lines, but does not know who has the other three (apart from the untouchable Garin Alderay, the newly appointed First Noble and Governor of Kharé). This years attractions at the Street Fair include: A dancing bear, the Circus, gambling and market stalls, street entertainers and a fighting ring with an Ogre champion. A Dancing Bear (EL6): if the characters stop to look at the Dancing Bear, read them the following:
A large crowd of people has gathered around to see a Dwarf and his pet , a large brown Bear. The Dwarf holds a chain which is attached to the Bear via a ring through its nose. When the Dwarf pulls on the chain he is able to make the Bear stumble around in a sort of dance. In his other hand the Dwarf holds a penny whistle which he plays a tune on while the very ungraceful Bear stumbles about doing his routine. The on-lookers are finding this spectacle very amusing until a shout rings out from the crowd, "Thief! Someone has stolen my money!". In reality, the Dwarf and his dancing pet are an Illusion. Three Leprechauns, who stowed away on a merchant ship from Allansia several years ago, now have a rather lucrative life here in Kharé. Just two days before the Street Fair, one of the mischievous creatures stole a magic scroll from a local Sorcerer which had the spell Major Image on it. The Leprechauns hatched a plan to create an illusion at the Street Fair that would entice a large crowd (a Dwarf and his dancing Bear sounded like a good idea). Then, while the one who cast the spell stayed out of sight to concentrate on the illusion, the other two would sneak Invisibly amongst the crowd stealing money and possessions. Once the Leprechauns have stolen enough, i.e. their backpacks are full, they will make a run for it and return to their home (in the sealed off basement in a house close to the Wayfarers Rest). As soon as the Leprechaun who cast the Major Image spell breaks concentration, the illusion will disappear. Leprechauns (3): hp 20, 22, 18 (see Appendix 1 New Monsters) The Circus (EL0): The largest of the tents that have been erected for the Street Fair belongs to an aging Human, called Harish Brassmeadow and his travelling Circus. The Circus tent, and indeed its animals, have seen better days. Harish just doesn't get the custom that he used to and because he isn't making any profit, some of his star acts have left: Yartor and his Pyramid of Hellhounds, Kastyn the Titan Manticore Trainer and the troupe of acrobatic Elves from Analand. The sign outside the large tent says 'adults 3sp, children 1sp' but despite the tatty tent and lack of star acts, Brassmeadow Circus is an entertaining 2 hour show.
Gambling and Market Stalls (EL1): Most of the market stalls and small traders are selling worthless trinkets and fake jewellery which they say comes from lands newly discovered. The asking prices for these items varies from 2-5 silver pieces for the small, decorated tin rings (which the owner of the stall will say is a rare silver variant from the Mauristatia Mountains); 1-3 gold piece for the more elaborate items like the rare Luck charms from Khul (Gold painted leaves from the common Gisham Tree), Golden charms made from rare sea shells found only on the beaches of The Shining Islands (snail shells which have been, again, painted gold), to the most expensive items like the small statue of a warrior which was carved from the tooth of a Red Dragon (actually carved from the leg bone of local live stock) or the horn of a felled demon from the lower planes of Hell (a horn taken from a goat). These items and many like it will be priced up at around 10gp each. The gambling stalls are mainly small tables run by shifty looking characters. The types of games played are chase the ace - This game is played one on one with the dealer using four cards on a table: three are kings and one is an ace of spades. The cards are placed face down and moved about by the dealer. The player bets money on which card is the ace. If he is right, the dealer equals the money bet by the player. If he is wrong, the dealer keeps the money. The characters may play this game by making an opposed skill (Sleight of Hand / Spot) check with the dealer. The dealer will keep his roll secret until the player has decided how much money he wants to bet (this will typically be between 1 and 10 gp). keeping the rolls secret signifies that if the player has a high Spot check, he will be pretty certain he knows where the ace is and bet more money. Chase the Ace Dealer: Sleight of Hand +7. Equipment: 15gp Example: Kaspar is playing chase the ace. The dealer (DM) secretly makes a skill (Sleight of Hand) check and adds the dealers modifier (+7) for a total of 24. Kaspar makes his skill (Spot) check and adds his modifier (+3) for a total of 23. By rolling a 20 Kaspar thinks he is onto a winner and bets 5gp that he knows where the ace is. When both player and dealer reveal their scores, Kaspar is in fact wrong (failing
to better the dealers Sleight of Hand check) and the dealer takes the money. Street Entertainers: There are a number of different street entertainers along Rivers Walk which include: a fire eater, a man who appears to swallow swords, jugglers, acrobats, clowns, small thespian groups, dancers and musicians. One of the dancing troupes is rather big and has its own musicians to accompany it. As the music starts the dancers begin their routines of twists, turns and fancy foot-work. This draws quite a crowd of onlookers, some of which are taken by the hand and asked to join in by the dancers. If the characters are watching the dancers, they will be asked to join in. Should the characters agree they are led into the middle of the group and told to follow the steps and turns as closely as possible. A successful Ability (Wisdom) check (DC10) will indicate that the characters have managed to learn the routine adequately enough to follow most of the dance and have a good idea of what to do next. A successful skill (Perform) check (DC10) will allow the characters to move gracefully in time with both the dancers and the musicians. Anything other than success in the two Ability checks will result in the characters making a complete arse of themselves in front of a large crowd. The Fighting Ring (EL2): One of the larger tents has a fighting ring marked out within it. From inside the ring a man is calling out for a brave soul to challenge his champion fist fighter, an Ogre who goes by the alias 'Skullsplitter' Cagau of DadduLey! The prize for beating the champion in a one-on-one fist fight is 150gp, but it will cost the challenger 10gp to enter the fight. The conditions for the fight are as follows: No armour to be worn and no spells. Just man to man fist fighting. Ogre: hp 24; AC 13 (-1 size, -1 Dex, +5 natural) touch 8, flat-footed 13; Attack +8 melee (Unarmed strike 1d4+5 non-lethal damage 20 / x2); Full attack +8 melee (Unarmed strike 1d4+5 non-lethal damage 20 / x2). see MM for more information on Ogres.
19. The Wayfarer's Rest (EL6) Southside - Dockland Road (Street Map 5) If the characters enter the Wayfarer's Rest, an Inn located near the dockland area, read the following:
The Inn is a noisy, bustling place full of just about every walk of life from the city. No one seems to pay you any notice as you walk through the taproom. The Inn Keeper, a balding man in his late 40's, certainly appears to have his work cut out for him today as several humanoids are all demanding their ales at the same time. The Inn is evidently a local for the sailors from the docks, as salty types and buxom wenches are laughing together and singing shanties around the tables. The Inn has several rooms available for the night and the charges are as follows: 1 room - 1 bed and floor space for one other 2gp A bath +5sp per person Breakfast and evening meal +1gp per person A mug of ale 5cp The Inn's only beverage is an ale which is brewed on the premises by Jerroc the Innkeeper. The ale is very potent. It is said that one mug is refreshing, two mugs will make you merry and three mugs will put you out for the night. If the characters have a second mug of ale they must make a (Fort) save (DC12). If they fail, they will feel very light headed and merry (the characters will also lose 1d6 temp Int and Dex these lost points will return in 2 hours if no more ale is drunk). If the character drinks a third mug, of the ale, while in the merry state, he must make a (Fort) save (DC18) or fall unconscious for 1d6 hours. DMs note: If the character makes a successful save for his second mug of ale, he must make the same save for his third mug. This means that it may in fact take the character several mugs of ale to feel merry and several more to knock him unconscious (if at all). If the characters decide to pay for a room and stay the night at the Inn they will have an uneventful night and a good nights sleep in a comfortable bed. Taproom Encounters: The taproom of the Wayfarer's Rest is rather a busy place but if the characters wait around at the bar for a while, a table will become empty and they can sit down. Flanker (EL0) - If the characters spared the life of Flanker the Assassin on the road to Torrepani in the
first SORCERY! Adventure, The Shamutanti Hills, read them the following: "Ahoy there fellow travellers", comes a familiar voice. You look around to see Flanker, the Assassin who's life you spared back on the road to Torrepani, linked arm in arm with a couple of other 'shifty' looking fellows and heading towards the door. It is quite evident that Flanker has had a couple of mugs of ale as he is very merry to say the least. Flanker will apologize to the characters for not being able to stay with them, but he has a prior engagement with his other friends. He mentions that he is rather flush this evening due to having rather a good string of lucky rolls over on the Northside at the Vlada Gambling halls. He puts 15gp down on the table and asks the characters to stay here the night on him. He then leaves. If the characters follow Flanker and his friends, they are going to an all night knees-up in a house in Slangg Street (just off Mayne Road). Press Gang (EL6) - If the characters sit at a table in the taproom, one of the sailors who was merrily singing with the barmaids near by will come over and offer to buy them a drink. The sailor, First Officer Ben Charlock of the Merchant ship 'The Pride of Gummport', is not an honourable man. His Captain has asked him to round up a few 'volunteers' while he is on shore leave. Charlock has done this kind of press-gang work before in the Wayfarer's Rest, which is made quite easy by the fact the ale here is quite potent. Any characters who drink with the sailor and become unconscious due to the amount of ale they have drank will wake up in the hold of a ship if there are no other characters around to stop the seven sailors (see encounter 20 - The Docklands). Typical Sailor, male Human (6) Ftr1 (all): CR 1 (each); Size M; HD 1d10-1(hp 6 each); Init +1 (+1 Dex); Spd 30 ft.(6 squares); AC 11 (+1 Dex) touch 11, flat-footed 10; Attack +2 melee (Club 1d6+1 20 / x2); Full attack +2 melee (Club 1d6+1 20 / x2); SV Fort +3, Ref +1, Will +0; AL NE; Str 12, Dex 13, Con 8, Int 10, Wis 10, Cha 7. Languages Spoken: Common. Skills and feats: Balance +1, Climb +5, Hide +1, Listen -2, Move silently +1, Sleight of Hand +2, Spot -2; Dodge, Great fortitude, Weapon focus (Scimitar). Equipment: Sailor's uniform and a club. First Officer Ben Charlock, male Human Ftr3: CR 3; Size M (5 ft., 11 in. tall); HD 3d10+9 (hp 28); Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft. (6 squares); AC 12 (+2 Dex) touch 12, flat-footed 10; Attack +8 melee (Scimitar 1d6+4 18-20 / x2); Full attack +8 melee (Scimitar 1d6+4 18-20 / x2); SV Fort +6, Ref +3, Will +0; AL NE; Str 16, Dex 14, Con 16, Int 11, Wis 8, Cha 15. Languages Spoken: Common. Skills and feats: Climb +10, Hide +2, Listen +1, Move silently +2, Spot +1; Alertness, Dodge, Improved initiative, Power attack, Weapon focus (Scimitar). Equipment: Sailors uniform (officers), Scimitar +1.
20. Docklands (EL 0/7) Southside - Jabaji River (Street Map 5) If the characters walk along the docklands they will see a number of boats and fishing vessels moored to the various jetties and docks. The most impressive of the moored ships is The Pride of Gummport, a merchant vessel from southern Kakhabad, which is here in Kharé picking up Lumlé fish. Dotted all around the docks and harbour area are old sea dogs, fishermen who have lived almost all of their lives on the open sea. They sit alone mending their fishing nets and doing maintenance to their boats. If the characters wake in the cargo hold of a boat, due to being press-ganged (see encounter 19 - The Wayfarer's Rest), read them the following: You wake up expecting to be slumped across the table in the Wayfarer's Rest and are shocked to find yourself in what can best be described as a huge, wooden cell. Once you have fully woken up and your senses return, you realise that you are in the hold of a ship. Several other bodies, some stirring, some still unconscious, line the hold with you. The characters are in the hold of the merchant ship, The Pride of Gummport. The only way in or out of the hold is through a hatch in the ceiling some 20ft. above the characters heads. All of their possessions have been locked in the first officer's cabin up on deck. Viktaare: If the characters returned Glandragor's Axe to him in the first SORCERY! Adventure - The Shamutanti Hills, they may remember the advice that he gave them in his tavern, "If ever you find yourself in trouble within the City of Kharé, ask for Viktaare and tell him that Glandragor sent you". If the characters shout up to the sailors on deck something along the lines of 'we are friends of Viktaare and demand to be released', the captain of the ship will make an appearance at the hatch and have a ladder lowered. He will apologise to the characters for his over zealous crew. He owes Viktaare his life for saving him many years ago from the Shield Maidens of Lumlé. The characters will have all of their possessions returned and allowed to leave the ship. Breaking out: The hull of the ship has a toughness of 10 and 25 hit points. If the characters have a way of causing this much damage to the hull they will make a hole big enough to crawl through. They must then make a skill (Swim) check (DC10) to be able to make it to the docks. If the characters have no means of escape their fate is sealed in the hold of the Pride of Gummport. The ship will sail south for many days before the characters are sold as slaves. DMs note: This section of the characters story is not covered by this adventure. However, you the DM might like to incorporate this story line into the Trial of Champions adventure which can start with the characters in the very same predicament.
21. Monument Square (EL7) Northside - Monument Square (Street Map 6)
This part of the city is known as Red Town. It is mainly inhabited by a miserable race of creatures with glowing, blood red eyes from which they can shoot fire (see Redeyes, Appendix 1 - New Monsters). The Redeyes walk around with their eyes closed and rely on their heightened senses to guide them. They do not like strangers in the slightest. Anyone who causes trouble will be taken to the Redeye Gaol (see encounter 26 - Gaol of the Redeyes). If the characters enter Monument Square, read them the following: In the centre of the square there are lots of strange looking, humanoid creatures hanging around a monument of some kind. If the characters move to get a closer look, read them the following: The Monument is a large arch, which must be housing something important, judging by the way the onlookers are peering into it. The onlookers themselves are a strange looking race of humanoid creatures with spindly limbs and body and long, drawn faces. These creatures' eyes seem to be permanently closed although they walk about avoiding each other and not bumping into things.
If the characters make their way to the monument there is a lot of pushing and shoving going on to get to the front. If the characters persevere, they will eventually get to the front and be able to look down the hole at what appears to be shimmering water. There are quite a few Redeyes here. If the characters ask exactly what is everyone looking at? The Redeyes will be outraged that an outsider has dared to look into the magical shimmering waters and attempt to throw the characters down the hole. Trap: A teleport circle exists just above the shimmering waters. The Redeyes had the trap placed here to stop anyone from jumping into the magical waters. The teleport circle will teleport anyone who enters it to location A in the Northside Sewers (see Map 2 - Northside Sewers) Teleport Circle Trap: CR3; permanent Magic spell; proximity trigger (anyone who enters the circle); automatic reset; spell effect (teleport circle, no save); Search (DC34); Disable device (DC34). Redeyes (14): hp 12 each (see Appendix 1 New Monsters)
22. The Magic Emporium (EL0/12) Northside - Market Street (Street Map 6) As the characters near this shop, read the following: On the north side of Market street is a shop named 'Cirracco's Magic Emporium'. If the characters enter the shop, read the following: The shop inside is covered with trinkets, jewellery, weapons, armour and domestic items, some on shelves, some on the floor, some bulging from cupboards and chests. Sitting behind a desk at the rear of the shop is an elegant looking man with an almost golden hue to his skin and strangely sparkling eyes. If the characters are visible the shop owner, Cirracco, will start to rub his hands together and stand up. "Welcome, welcome, welcome to Cirracco's magic emporium. I am the shop owner and proprietor Cirracco De Angelo. I hope we can do business in the form of monetary exchange for my goods or perhaps we can barter for some items that you may have that I may be interested in? Cirracco De Angelo is not as he appears to be. He is infact a half Celestial Human who delights in selling or bartering magic item to those of a good alignment. He particularly likes to acquire items that have a history or a good story as to how and where they were discovered. He settled in Kharé many years ago and does not see much trouble in his shop anymore. The Redeyes know to steer well clear of him. Cirracco has heard about the incantation to open the Northgate, but does not know any of the lines himself. He knows that one of the lines to the incantation is know to Lord Shivna. Cirracco will not allow Evil aligned creatures into his shop and will ask them to leave or be 'cleansed'. Cleansing will involve Cirracco engaging the evil creature in combat to the death. Cirracco has the following magic items for sale (please note that the prices listed are what Cirracco will offer the items to Good aligned creatures only). The prices are a rough guide as Cirracco will always haggle (sometimes to as much as a 25% reduction): A Bag of 15x Teeth of the Goblin Army* (see Appendix New Magic) 1800gp Talisman brooch (+2 Luck while worn) 350gp 3x +1 Shields, light metal 450gpeach
23. A Huge Bronze Statue (EL5) Northside - Market Street (Street Map 6) As the characters approach the statue, read them the following: A huge bronze statue stands at the corner of Market Street. The statue depicts a well muscled, naked humanoid male holding a large club above his head. The detail on the statue is of the highest quality. Free standing on the floor in-between the statue's legs is a large clay bowl which is full of gold and silver coins.
+2 Shield, heavy wooden 950gp +2 Chainmail shirt 1050gp +1 Dwarven Waraxe 550gp +2 Mace, heavy 1050gp +2 Longbow 1050gp 10x +1 Arrows 300gp 10x +2 Bolts 550gp Bracers of armour +1 850gp Cirracco also has most of the items for sale from the PHB (1 in 6 chance that the item asked for he does not have) at the same listed price. * The bag of teeth also contains a single Tooth of the Hill Giant Army that Cirracco was unaware was in there: 14x Goblin teeth and 1x giant tooth for 15 teeth in total (see Appendix 2 - New Magic) Cirracco De Angelo, male half Celestial Human Ftr10: HD 10d10+50 (hp 122); Initiative +8 (+4 Dex, Improved initiative); Speed 30ft.; AC 18 (+1 natural, +4 Dex, +3 Ring of Protection); Base Attack / Grapple +10 / +15; Attack +19(Longsword 1d8+10); Full attack +19 / +14 (Longsword 1d8+10); Space/reach 5ft / 5ft.; SA Daylight, Smite evil; SQ Darkvision 60 ft., Damage reduction: 5 / magic, Immunity to disease, resistance to acid 10, cold 10, and electricity 10, Spell resistance +20, +4 Racial bonus on Fortitude saves against poison; Spell like Abilities Protection from evil 3 / day, bless, Aid, detect evil, Cure serious wounds, neutralise poison, Holy smite, remove disease and Dispel evil;Saves Fort +12, Ref +7, Will +9; Abilities Str 21, Dex 18,Con 20, Int 16, Wis 22, Cha 22; Skills Climb +13, Hide +6, Listen +8, Move silently +6, Ride +13, Spot +8, Swim +13; Feats Alertness, Cleave, Dodge, Improved bull rush, Improved critical (Longsword), Improved initiative, Great Cleave, Power attack, Weapon focus (Longsword), Weapon specialisation (Longsword); CR 12; Alignment LG. Equipment: Ring Protection +3 and a Longsword +3
If the characters ask one of the passers by who the statue is of they will be told that the statue is of Garamosé, principle deity of Kharé and that the clay bowl is full of offerings from his loyal followers. If the characters steal any or all of the money from the clay bowl the huge statue will animate and attack the characters to the death. The clay bowel has 175gp and 302sp in it. Huge Animated Object (Bronze statue): hp 91; Hardness 15; SA Trample (see MM for more information on Animated Objects, huge) Trample (Ex): An animated object of at least large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1.5 times its Strength bonus (2d6+9). Opponents who do not make attacks of opportunity against the object can attempt (Reflex) saves (DC25) for halve damage.
24. The Gambling Halls of Vlada (EL4) Northside - Market Street (Street Map 6) As the characters approach the Halls, read them the following: A large building on the corner of Market Street bears a sign which reads, 'The Gambling Halls of Vlada'. If the characters enter the Gambling Halls, read them the following: The front door to the halls leads into a small reception room where two large Svinns are standing in front of a pair of double doors. "Five silver pieces each to enter the Gambling Halls", grunts one of the bouncers, "And leave your weapons here". To the right of the hall way is a door labelled, 'Portal Room'. If the characters refuse to leave their weapons the bouncers will attempt to throw the characters out into the street. Should the characters enquire as to what the Portal Room is, one of the Svinns will say, "Have a look". The door leads to what is best described as a small cupboard. Trap: A permanent Teleport Circle spell has been cast on the floor in the small cupboard. Anyone who steps inside the cupboard will be teleported to location A in the Northside Sewers (see Map 2 Northside Sewers). As soon as the characters open the door, the Svinn bouncers will attempt to push them into the room.
Teleport Circle Trap: CR3; permanent Magic spell; proximity trigger (anyone who enters the circle); automatic reset; spell effect (teleport circle, no save); Search (DC34); Disable device (DC34). Read the characters the following if they pay their entrance fee and leave their weapons: The double doors lead into the gambling hall itself. The room is full of people and the only noise to be heard above the hubbub is the clicking of dice and the clatter of the Wheels of Fortune.
There are three games played in the Halls: Chase the ace, The wheel of Fortune and Snake Eyes. Chase the Ace: For the rules to this game see encounter 17 - The Street Fair, Gambling and Market Stalls. Each new croupier for this game will have Sleight of Hand skill of 1d8+2. If the character wins five games on the trot, he will be asked to leave the table and play somewhere else. The Wheel of Fortune: There are several wheels dotted around the room and is the most popular game within the halls. The large wheel is separated into 20 segments each with a unique symbol in it. The symbols (which we will use the numbers 1-20) are repeated on a large table. Each symbol is in a boxed area to separate it from the others. To play the game, the characters bet an amount of money (min 1gp - Max 10gp) on one of the symbols (the numbers 1-20) and do this by placing their money on the table in the box corresponding with the symbol. When all bets are in, the croupier spins the wheel (rolls a d20). If the wheel lands on the characters symbol (the d20 rolls the number the character has chosen) the referee pays him money as listed below plus his stake money: Each character may only make one bet at a time. 1-2 Evil Face None everybody loses 3-11 Half-moon Pays at 2-1 12-16 Full Moon Pays at 3-1 17-19 Lunar Eclipse Pays at 5-1 20 Angelic Face Pays at 10-1 The characters may use their Luck when playing this game. Rather than picking a number from 1-20, he just bets an amount of money on his Luck. The character must make an Ability (Luck) check (DC20). If he is successful he has chosen the number that the croupier rolled on the dice and wins money (whatever he bet times the odds plus his stake back). Example: Karleth wants to use her Luck at the Wheel of Fortune table. She bets 10gp and makes an Ability (Luck) check (DC20). Success! She scores 20. The croupier rolls the Wheel of Fortune dice and gets a 20. The Luck roll that Karleth made indicates that she has bet 10gp on the number 20 and wins 110gp (10x10+ her original stake). If, however, she was unlucky her money is automatically lost. If the character wins five games on the trot, she will be asked to leave the table and play somewhere else. Snake's Eyes: This dice game is also very popular within the halls. This game, like chase the ace, is played one on one with a croupier. The character bets money (min 1gp - max 10gp) that his dice throws
will add up to over 20 before the croupier. The character and croupier take it in turns to throw 2d6 and record the result. If the character is first to score over 20, the croupier will match whatever money was bet. If one of the players adds up to exactly 21, he wins double money from his opponent (the players must be able to prove that they can pay the double money before they start each game). If either of the players throws a Snake's Eyes (double 1 on 2d6) the other player automatically wins. The characters may use their Luck when playing this game. For every 2 points over an Ability (Luck) check (DC10) that the character scores he may add +1 to the Snake's Eyes game dice roll (to a maximum score of 12 on the dice). If the character wins five games on the trot, he will be asked to leave the table and play somewhere else. Bouncers(2) - male Svinn (Man-Orc) Ftr2 (both): CR 2 (each); Size M; HD 2d10+6 (hp 17,19); Init +2 (+2 Dex); Spd 30 ft. (6 squares); AC 16 (+2 Dex, Chain shirt) touch 12, flat-footed 14; Attack +6 melee (Unarmed attack 1d3+4 non-lethal damage 20 / x2) or +6 melee (Club 1d6+4 20 / x2); Full attack +6 melee (Unarmed attack 1d3+4 non-lethal damage 20 / x2) or +6 melee (Club 1d6+4 20 / x2); SV Fort +6, Ref +2, Will -1; AL NE; Str 19, Dex 14, Con 16, Int 11, Wis 9, Cha 5. Languages Spoken: Common, Orc. Skills and feats: Diplomacy -1, Hide +2, Listen -1, Move silently +2, Sleight of Hand +2, Spot -1; Cleave, Dodge, Power attack. Equipment: Chain shirt and a Club.
25. Northside Market (EL0) Northside - Market Place (Street Map 6) Market Street ends at the market place which, funnily enough, houses a large outdoor market. As the characters approach the market, read the following: Ahead you can see a large outdoor market. Scores of stalls and tents are lined up within the grounds selling all manners of different items Weapon and Armour smiths have their anvils and travelling stalls set up to make and repair weapons (prices as the PHB); Blacksmiths are providing their normal services of shoeing horses as well as blade sharpening for 8cp per blade; normal equipment can be purchased (as per the PHB with a 20% discount due to the competition of the stall holders). There are a couple of more interesting stalls within the market: Nazier is a Weapons smith from Birritanti who specialises in producing Silver weapons. He travels here twice a week to set up his stall and has made enough profit over the years to now own a second house within the city. Nazier sells the following weapons: Silver bladed Daggers (10) 10gp each Silver bladed Longsword (Masterwork) 375gp Silver bladed Battleaxe (Masterwork) 345gp Silver bladed Shortswords (5) 25gp each Silver tipped arrows (200) 5gp per 10 Silver tipped Crossbow bolts (150) 7gp per 10 The Potions and antidotes stall is run by a very old alchemist called Ashmyre. By the time the characters get to his stall he will have very little stuff left:
Potions of Cure Light Wounds (4) 40gp each Potion of Cure Moderate Wounds 110gp Snakebite Antidote* 10gp * The Snakebite Antidote will give the recipient a +5 Fortitude save against any snakebite poison if drunk immediately after the snake bite. There is enough antidote in the bottle for 4 doses.
26. Gaol of the Redeyes (EL3) Northside - Northgate Walk (Street Map 7) As the characters walk past this dowdy looking building they will notice that it bares an uncanny resemblance to the Southgate Gaol (see encounter 2 The Southgate Gaol) but this one has a fully armed and armoured Redeye Guard posted outside. Any detected attempts to get a closer look at the Redeye Gaol will result in the guard becoming aggressive and threatening towards the characters. If they persist he will attack. If the characters have been unlucky enough to be captured by the Redeyes, this is where they will be brought. Their weapons and equipment will be stored in a strong box attached to the south wall of the gaol. The strong box will require either an Ability (Strength) check (DC18) to break open or a skill (Open locks) check (DC20). Inside the gaol the characters will have a cellmate, a small Elvin from the Elvin vale in the Shamutanti Hills. The Elvin, Okras, will say that he has been locked in here for over a month and is glad of the company. If the characters wait until dark, the guard will fall asleep on duty. There are a couple of ways in which the characters can escape: If the characters met the blind beggar on the road leading from Kristatanti in the first SORCERY! Adventure, The Shamutanti Hills, they may have been given a key. If so, that key will fit the lock in the door to their cell; the door will open if the characters make either a successful Ability (Strength) check (DC18) or a skill (Open locks) check (DC20). If the characters escape, the Elvin will escape too. He will cast a Dogs Luck spell (see Appendix 2 New Magic, New Spells) on each character before thanking them and running off in the direction of the Harbour Bridge.
Redeye Guard: hp 14 (see Appendix 1 - New Monsters)
27. Lord Shivna's Tomb (EL3) Northside - Northgate Walk (Street Map 7) As the characters approach the graveyard, read them the following: On the east side of Northgate Walk you can see a large graveyard. The entrance to the graveyard is marked by two, large stone Pillars. You can see a stone path that leads through the hundreds of gravestones and ends at a large tomb. The gravestones are mainly uninteresting. If the characters make a successful skill (Search) check (DC20) they will find that one of the gravestones gives way to reveal a passage underneath (indicated as 27a on Street Map 7). The passage leads to section B on Map 2 - Northside Sewers. Trap: If the characters attempt to open the unlocked tomb door without first pressing the secret switch, skill (Search) check (DC25) to locate the switch, a 10ft by 10ft trap door will open beneath their feet. The pit is only 20ft deep but a permanent Teleport Circle spell has been cast at the bottom. Any character that falls into the pit will enter the spell area and be teleported to location A on Map 2 - Northside Sewers. Pit Trap: CR 1; mechanical; location trigger; manual reset; hidden switch bypass (Search) check (DC25); (Reflex) save (DC15) avoids; 20 ft. deep (2d6, fall); multiple targets in 10ft by 10ft area; Search (DC20); Disable device (DC23). Teleport Circle Trap: CR3; permanent Magic spell; proximity trigger (anyone who enters the circle); automatic reset; spell effect (teleport circle, no save); Search (DC34); Disable device (DC34). This is the tomb of Lord Shivna, one of the most respected men ever to live within Kharé but a man who saw an unfortunate and untimely death. Several years before his death, Agar Shivna was the captain of the City Guards. As a reward for his dedication to his job and loyalty to Lord Sansas (Garin Alderay's predecessor as Kharé's First Noble) Shivna was granted land and title. Lord Shivna, as he was now known, was also named by Lord Sansas as one of the keepers of a line to the incantation that opens the Northgate. A duty which he took to the grave. As mentioned before, Shivna's demise was an untimely one. While walking home alone from the Wayfarer's Rest one night, he encountered an undead creature who surprised and slew him. The creature
cursed Shivna's soul to an eternal life as a member of the undead. 10 days after his burial, Shivna rose from his coffin as a Deathwraith. His curse limits him to roam only his small tomb. If the characters enter the tomb, read the following: The door opens to reveal a small empty crypt. It looks as if this tomb has not been entered in along time. At the rear of the room you can see a stone staircase leading to a lower level. If the characters descend the stairs to the lower level of the tomb, read them the following: While descending the stairs, you notice that the walls are damp and there is the awful smell of decay in the air. The only furnishing in the lower level of the tomb is a large stone coffin set against the far wall. The characters will be able to hear the scraping of stone on stone as the lid slowly opens. A Deathwraith will rise from the coffin and attack the characters. If the characters defeat the undead creature, a white wisp of smoke will rise from the corpse and form the image of a middle aged man. "Who are you?" the man will ask, "Who has freed me from my torment as the living dead?" If the characters converse with the spirit of Lord Shiva he will be very grateful to them for freeing him from his tormented after life. If the characters mention that their journey will take them into the Baklands and that they require the incantation to open Northgate, read the following: Only Lord Sansas, First Noble of Kharé knows the incantation in its entirety, I only know the following line: 'One lock made out of Golem's hide'. He has a final piece of information which he hopes will be of use to them: For sleeping of the sleepless ram; Seek out the one they call the sham. He is not sure what the sleepless ram is or what the rhyme means. Lord Shivna will wish the characters Luck on their quest and regrets that he could not be of more help to them. DMs note: The rhyme given to the characters: For sleeping of the sleepless ram; Seek out the one they call the sham - is referring to the human sorceress who roams the Baddu-Bak plains. Her name is Dintainta although she is referred to in the Baklands as 'The Sham'. If during the third part to the SORCERY! Epic, The Seven Serpents, the characters find Dintainta and are deemed worthy in her eyes, she will give the characters a specially concocted vial of gas that will help them defeat the Marble Ram which guards the Archmage's Tower in the final part to this four-part epic, SORCERY! The Crown of Kings. Deathwraith: hp 40 (see Appendix 1 - New Monsters)
28. The Tormented Beggar (EL4)
Northside - Northgate Walk (Street Map 7) As the characters near this location, ask them to make a skill (Listen) check (DC10). If they are successful they can hear an elderly man shouting for help. If the characters investigate read the following:
You follow the pleas for help along Northgate Walk until you see the source of the shouting. Two hideous, winged creatures are tormenting a blind old beggar-man. The old man is franticly waving his stick in the air while shouting, "Why wont you leave me alone? Haven't I been punished enough? Please someone help me!" One of the creatures swoops down and clips the old beggar on the head sending him sprawling to the floor. The old man has black dye painted around his eyes to indicate his blindness. His name is Darius De Longville seventh Noble of Kharé, at least that was his name and title until he was struck down with a disease which caused his blindness. Since that fateful day, three years ago, he has been forced to wander the streets as a beggar. Darius does have some travelling companions in the form of two evil Titan Harpies that have plagued and tormented the poor man for the last year or so. They appear every couple of days and steal any food that he has accumulated. If the characters help Darius and kill the two Titan Harpies he will be over joyed, read the following: "Strangers, how can I ever thank you? I am Darius De Longville, Seventh Noble of Kharé at least that was until I was struck down with the black-eyed disease and cast out into the streets". Should the characters ask Darius if he knows any of the lines to the incantation to open the Northgate, read them the following: "Yes, I know one of the lines to the incantation. If you plan on leaving the Cityport via that route then perhaps this will help you. My memory is fading but I believe the line was: 'By Courga's grace and'…he hesitates, 'and someone's Pride'. Damn! Who's pride was it? It was one of the Gods but I cannot remember which one. 'By Courga's grace and someone's pride'. I am sorry strangers, my memory has failed me. I cannot remember which of the Gods names it was. Perhaps you will be able to find out in the Temple of Courga, the God of Grace, just over there? He points to a building on the east side of Northgate Walk. If the characters do plan on going to Courga's temple Darius will have a word of warning for them. To ask the God a question you must complete the kissing ritual. I do not know the full ritual, only that the left eye leads the way and death befalls those who do it wrong. As a reward to the characters for ridding him of the terrible Titan Harpies, Darius will give the characters a silver ring fashioned in the shape of a coiled serpent. The Ring is magical and is called the Serpents Bane (see Appendix 2 - New Magic). The Ring has no significance to this adventure but is used in the third part of the SORCERY! epic - The Seven Serpents. Titan Harpies (2): hp 16, 17 (see Appendix 1 - New Monsters)
29. Courga's Shrine (EL8) Northside - Northgate Walk (Street Map 7)
The Temple to Courga is located close to the Northgate. It is a large impressive building but it has no windows. There is no high Priest to this Temple, instead several acolytes of Courga's faith visit at varying times of the day to pay their respects to the God of Grace and clean the Idol. If they enter the Temple read the following: The walls are decorated with brightly coloured murals depicting scenes from the religious mythology of Kharé. Fine ornaments made from precious metals sit in alcoves around the pews and rich woven tapestries cover every surface. A cunning trick of architecture catches the wind and an ethereal humming is a constant background noise. Four large stone Gargoyles watch over the Shrine from their mounts high in the eves and at the far end of the room is the focal point of the temple, the Alter. The steps leading upto the Alter seem to have been designed to emphasise the centrepiece of the Shrine, a large golden Idol fashioned in Courga's image. The temple has the following items on display: 25 objects of religious significance; candlesticks, holy symbols etc. each are worth 5d6 gold pieces and weigh 1d6 lbs each. 12 small tapestries worth 5d20+50 gold pieces each and weighing 10lbs each 5 large tapestries worth 5d20+250 gold pieces each and weighing 25lbs each. Should anyone attempt to steal any of the items named above, the Stone Gargoyles will animate and attack them to the death. If the characters approach the Alter read them the following: The Idol has a limerick written on a plaque at its base: 'On Courga's face you kiss four times and finish with the lips; For answers to your questions you must err not or he spits'. Trap: Woven into the carpet which leads to the steps of the Alter is a large black circle. The circle covers a permanent Teleport Circle spell. Any character who steps on the spell area will be teleported to the location A in the Northside Sewers (see Map 2 Northside Sewers) Teleport Circle Trap: CR3; permanent Magic spell; proximity trigger (anyone who enters the circle); automatic reset; spell effect (Teleport Circle, no save); Search (DC34); Disable device (DC34). To be able to summon Courga, the God of Grace and have him answer one question the characters must complete the kissing ritual. The kissing targets are as follows: forehead, chin, left and right cheeks, nose, left and right eyes and the lips. Trap: If the characters do not kiss the Idol in the following order: left eye, right eye, forehead, lips a poison dart will fire from the mouth when the lips are kissed. Poison Dart Trap: CR 5; mechanical; combination trigger; auto reset; Atk +15 ranged (Dart 1d4 plus poison); poison (Death bade poison; injury; (Fort)
save (DC20); initial 1d6 Con; secondary 2d6 con; Search (DC20); Disable device (DC22) If the characters kiss the Idol in the correct order its eyes will flick open and say, "You are not of my faith but you have completed the ritual. Ask me one question and I will answer it. If the characters ask Courga what is the missing name of the God in the line that they received from Darius the answer is Fourga, the God of Pride. The God will answer any other question it is asked. If asked for the full incantation to open the Northgate, Courga will reply, "Lortag the Sage, Darius the Beggar, High Priest Torbain the Malevolent and the deceased Lord Shivna each know a line of the incantation although Darius has forgotten some of it. The first Noble of Kharé, Lord Garin Alderay knows the incantation in its entirety". Gargoyles (4): hp 43, 39, 38, 42 (see MM for information on Gargoyles)
30. The Northgate (EL6) Northside - Northgate Walk (Street Map 7) As the characters approach the Northgate read them the following: There does not seem to be any guards about here. The Northgate looks ordinary enough until you get within about 10 feet of it. A voice speaks which seems to come from the door itself, "No one may pass through this gate without first speaking the words of the incantation". Trap: If the characters do not speak the incantation in its entirety as follows: I bid you portals open wide; So tumblers two sealed deep inside; One lock made out of Golem's hide; By Courga's grace and Fourga's pride, a Sulphur Ghost will appear and attack. Northgate Trap: CR 7; magic device; proximity trigger; auto reset; spell effect (summon Sulphur Ghost), Search (DC31); Disable device (DC40). Sulphur Ghost: hp 31 (see Appendix 1 - New Monsters) If the characters recite the correct incantation read them the following: Slowly the gate opens open in front of you and beyond you can see the Baklands. Your quest to recover the Crown of Kings is half over. The great plains of Baddu-Bak are the next stage of your mission and your experiences so far will be invaluable in guiding you through to Lake Ilklala. You remember the words of the Sightmaster Sergeant as you left the outpost settlement in Analand, "From Kharé you must cross the Baklands, which are unknown. It is said that the day and the night in the Baklands are not controlled by the sun but by supernatural forces… from now on your progress will be watched". The chinking of armour snaps you out of your thoughts; the guards must be returning. Casting a final glance back at the city, you step through the gate. Ahead of you dark clouds are forming in the sky. You are now in the Baklands…
Appendix 1- New Monsters Bristle Beast Medium Animal Hit Dice: Initiative: Speed: AC:
4d8+4 (22 hp) +6 30ft. (6 squares) 16 (+2 dexterity, +4 natural), touch 12, flat-footed 14 Base Attack / Grapple: +3 / +5 Attack: Claw +5 melee (1d4+2) Full Attack: 2 Claws +5 melee (1d4+2) and bite +0 melee (1d4+1) Space / Reach: 5ft./ 5ft. Special Attacks: -Special Qualities: Spike defence Saves: Fort +5, Ref +6, Will +1 Abilities: Str 14, Dex 15, Con 12, Int 2, Wis 11, Cha 10 Skills: Move Silently +6, Hide +5 Feats: Alertness, Improved initiative Environment: Any dry land Organisation: Solitary or family (2-4) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5-6 HD (Medium) Level Adjustment: Indigenous to arid plains, Bristle Beasts are also commonly encountered as the pets of wealthy citizens of such dens of iniquity as Kharé and Port Blacksand. They resemble agile lizards and are the size of a large adult dog, albeit with paws like those of a great cat and hundreds of sharp spines growing through their scaly hides. These spines range in length from a few inches to over a foot and make the creature a very unappealing meal for a potential predator! Bristle Beasts themselves prey on small mammals and unfortunate birds, which they are apt to toy with for some time before consuming them. If captured young, the beasts can be trained as faithful pets. They show great devotion to their owner, and will aggressively attack anyone it considers to be threatening them. They make good guard beasts, and a trained animal is worth at least 500 gold pieces.
The Bristle Beasts will usually circle an enemy, hissing and making a threat display of its bristles. If the enemy does not flee, it will close and rend them with claws and teeth. Once they have begun an attack, they
are notoriously stubborn combatants and rarely break off before the enemy is so much shredded meat.
Spike Defence (Ex) If anything is stupid enough to grapple with a Bristle Beast, they will sustain 3d6 points of damage each round from the spines covering it. In addition, anything attacking the creature with a natural weapon must make a Reflex save with a DC of 14 or sustain 1d6 points of damage from the spines. This save DC is based on Dexterity.
Deathwraith Medium Undead (Incorporeal) Hit Dice: 4d12 (26 hp) Initiative: +5 Speed: Fly 30 ft. (good) (6 squares) AC: 13 (+1 dexterity, +2 deflec tion), touch 13, flat-footed 12 Base Attack / Grapple: +2 / -Attack: MW Sword +3 melee (1d8) Full Attack: MW Sword +3 melee (1d8) Space / Reach: 5ft / 5ft. Special Attacks: -Special Qualities: Darkvision 60 ft., Daylight powerlessness, Incorporeal traits, Undead traits, Unnatural aura, Silver touch, Crypt bound Saves: Fort +1, Ref +2, Will +4 Abilities: Str -, Dex 13, Con -, Int 8, Wis 10, Cha 12 Skills: Hide +6, Listen +7, Sense Motive +6, Spot +7 Feats: Alertness, "Blind-Fight, Combat Reflexes, Improved initiativeB Environment: Any Organisation: Solitary Challenge Rating: 3 Treasure: None Alignment: Always lawful neutral Advancement: 5-8 HD (Medium) Level Adjustment: Deathwraiths are the restless spirits of truly evil men, bound to their dusty crypts in the darkness. They appear as skeletal faces peering with burning red eyes from a funeral shroud, although beneath the shroud is nothingness. They will attack the living with ceremonial swords or knives inlaid with silver, for they cannot bear others to enjoy the world they can no longer be a part of. Deathwraiths can speak Common, but rarely do so.
Combat The Deathwraith will snatch up a silver ceremonial weapon and try to murder any living being it comes across.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Daylight Powerlessness (Ex) Wraiths are utterly powerless in natural sunlight (not merely a Daylight spell) and flee from it.
Silver Touch (Su) Deathwraiths treat silver weapons and objects as though they had the ghost touch Ability. This allows them to wield earthly weapons made of silver, and allows them to be harmed by the same.
Crypt Bound (Ex) Deathwraiths are unable to travel more than 100 feet from their crypt. If they are moved beyond this area by means outside of their control, they will lose 1 hit point each round until they return, or until they are destroyed. A turned Deathwraith will cower within its crypt.
has made them bitter and shy of others. Only t h e i r remarkable talents in the field of cookery has allowed them any access at all to Human culture, where they may be found in the kitchens of the wealthy. Of course, their hideous appearance usually means they are driven out before too long.
Combat Flayers enter combat by simply flailing their heads back and forth, allowing the venomous barbs in their tendrils to deal with their foes. They are quite selfish and cowardly, and are liable to try to escape if victory seems unlikely.
Venomous Barbs (Ex)
Any creature struck by the Tentacle Rake attack of a Flayer is poisoned. The poison has a Fortitude save 2d8 (9 hp) DC of 11 (this is Constitution based) and deals 1d8 +2 points of hit point damage as a primary effect. There 30ft. (6 squares) is no secondary effect. 3 (+1 natural, +2 Dex), touch Flayer Traits (Ex) 12, flat-footed 11 Base Attack / Grapple: +1 / +1 Flayers possess the following Racial traits. Attack: Tentacle rake +5 melee - +4 Dexterity, -4 Charisma. (1d4+poison) - A flayers base land speed is 30 feet. Full Attack: Tentacle rake +5 melee - Darkvision 60 ft. (1d4+poison) - +4 racial bonus on skill (Profession - cook) checks. Space / Reach: 5ft / 5ft. - Automatic Languages: Common, Flayer. Bonus Special Attacks: Venomous barbs Languages: Draconic, Giant, Goblin, Orc. Special Qualities: Darkvision 60 ft., Flayer - Natural weapon as described above. traits - Favoured Class: Rogue. Saves: Fort +0, Ref +2, Will +3 Abilities: Str 11, Dex 14, Con 11, Int 10, Leprechauns Small Fey Wis 11, Cha 6 Hit Dice: 6d6 (hp 21) Skills: Profession (Cook) +9, Spot Initiative: +9 (+5 Dex, +4 improved ini +2, Listen +3 tiative) Feats: Weapon finesse Speed: 20 ft. or Fly 50 ft. (perfect) Environment: Temperate and tropical land AC: 15 (+5 Dex) Organisation: Solitary Attacks: Leprechaun Dust +8 touch Challenge Rating: 1 Damage: None Treasure: Standard Face / Reach: 5 ft. by 5 ft / 5ft. Alignment: Usually chaotic neutral Special Attacks: Leprechaun Dust Advancement: By character class Special Qualities: Invisibility, Spell-like Level Adjustment: +1 Abilities Flayers are repulsive beings, resembling sinewy Saves: Fort +2, Ref +10, Will +5 humanoids as far as their shoulders but with a revoltAbilities: Str 6, Dex 21, Con 10, Int 11, ing octopus-like head, seemingly with greyish jelly Wis 10, Cha 15 instead of flesh. They have no arms, but a cluster of Skills: Bluff +9, Listen +5, Move prehensile tendrils from the lower part of their heads Silently +10, Sleight of Hand serve them equally well. +15, Sense Motive +8, Spot +8 Their resemblance to the dreaded brain-slayer, as Feats: Improved initiative, Weapon well as their general ugliness has led to their persecufinesse tion at the hands of most other races, which in turn Medium Aberration Hit Dice: Initiative: Speed: AC:
Climate / Terrain: Any land Organisation: Solitary or Band (2-3) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic neutral Advancement: None Many an adventurer has come to grief at the hands of a group of mischievous Leprechauns. They are small magical beings, at most a metre tall, which delight in playing tricks on unsuspecting people. They will appear out of nowhere, dressed in baggy clothes (usually coloured a dazzling spring green) and chuckling merrily. They may throw a rotten tomato, or just beckon for their victim to follow them, laughing all the time in their squeaky little voices. They will lead their new acquaintance to where their fellows lie in wait, ready to play more tricks and hopefully steal some treasure or food. On the rare occasions that their victim shows a good sense of humour at being humiliated and robbed, the Leprechauns may become friendly and help them on their way - although they will not return what they have stolen.
Combat Leprechauns faced with violence will throw some Leprechaun Dust in their enemies face, or failing that fly away invisibly. Paralysed foes will be looted for all they are worth. Leprechauns do not kill their victims, unless some of them have been killed first.
Invisibility (Su) Leprechauns can make themselves invisible as a standard action. They may do this as often as they like!
Leprechaun Dust (Su) Leprechauns can throw a handful of Dust as a standard action. This is a melee Touch attack. The Dust is an inhaled poison, Fortitude save DC 18, primary effect paralysis for 1 minute, secondary effect paralysis for 2d4 minutes. The Leprechaun magically produces this Dust, and it loses potency after one round of the Leprechaun throwing it or putting it down.
Spell-like Abilities (Sp) Leprechauns may use the following spell-like Abilities, once per round, as a sorcerer of 6th level. All saving throws are against a DC of 13 + the spell level. Daze, Ghost Sound, Silent Image, Dancing Lights, Random Action, Light, Mage Hand, Open / Close.
(Intact) Medium Undead Hit Dice: 1d12 (6 hp) Initiative: +4 Speed: 30ft. (6 squares) AC: 10, touch 10, flat-footed 10 Base Attack / Grapple: +0 / +1 Attack: Slam +1 melee (1d4+1)
Full Attack: Space / Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organisation: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
Slam +1 melee (1d4+1) 5ft./ 5ft. -Darkvision 60 ft., Undead traits, Separation Fort +0, Ref +0, Will +2 Str 12, Dex 10, Con -, Int -, Wis 10, Cha 1 -Improved initiative Any Solitary 1/4 None Always neutral ---
(Pieces of Living Corpse) Tiny Undead Hit Dice: Initiative: Speed: AC:
1d12 (6 hp) +4 Fly 15 ft. (good) (3 squares) 12 (+2 size), touch 12, flatfooted 12 Base Attack / Grapple: +0 / -8 Attack: Slam +0 melee (1d4-2) Full Attack: Slam +0 melee (1d4-2) Space / Reach: 5ft./ 0ft. Special Attacks: -Special Qualities: Darkvision 60 ft., Undead traits Saves: Fort +0, Ref +0, Will +2 Abilities: Str 6, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills: -Feats: Improved initiative Environment: Any Organisation: Group of 6 Challenge Rating: 1/6 Treasure: None Alignment: Always neutral Advancement: -Level Adjustment: -The result of a g r u e s o m e Necromantic spell, a living corpse is a particularly tenacious form of undead. It appears much like a zombie - a rotting corpse of a humanoid, which yet moves. However, it is more agile than a typical zombie, and has a revolting surprise for anyone who tries to fight it. Should they manage to land a telling blow on the creature, its body separates into six parts, which continue to fight on their own!
Combat The living corpse will attack anyone it can reach.
Separation (Su) When it is destroyed by physical attacks, the living corpse splits into six parts - the head, torso, each arm and each leg. These parts move by levitation, and continue to attack relentlessly until they too are destroyed. The living corpse cannot use this Ability if it is completely destroyed by an attack such as a turn undead Ability or disintegration.
Mantis Man Large Magical Beast Hit Dice: Initiative: Speed: AC:
4d10 (22 hp) +6 30ft. (6 squares) 16 (-1 size, +2 dexterity, +5 natural), touch 11, flat-footed 14 Base Attack / Grapple: +4 / +14 Attack: Claw +6 melee (1d4+2) Full Attack: 2 Claws +6 melee (1d4+2) Space / Reach: 10ft./ 10ft. Special Attacks: Improved Grab, Bite Special Qualities: Darkvision 60 ft, Freeze Saves: Fort +1, Ref +6, Will +1 Abilities: Str 15, Dex 14, Con 11, Int 5, Wis 11, Cha 8 Skills: Spot +5, Listen +6 Feats: Alertness, Improved initia tive Environment: Any land Organisation: Solitary Challenge Rating: 3 Treasure: Standard Alignment: Always neutral Advancement: 5-7 HD (Large) Level Adjustment: A Mantis Man appears to be a g a n g l y humanoid made from stone. They are native to the n o r t h e r n Baklands, and have developed a most insidious means of capturing fresh meat. They will stand perfectly still, with their hands clasped before them as if in prayer, waiting for some overly inquisitive being to come too close… and then they strike with alarming speed! Mantis Men hunt alone, although they can occasionally be found in small family groups - if this is the case, they usually flee from any aggressors. Mantis Men like to acquire bright and shiny objects, as these often help them in luring prey to come near
them. Mantis Men do not appear to have a language beyond simple growls and hisses.
Combat A Mantis Man usually waits perfectly still, emulating a statue, until potential prey comes within its reach. It will then snatch them up in its claws and rip them apart as quickly as possible, dragging any killed victim away into the wilderness to consume. It will prefer to escape with its prey than fight further enemies, but is likely to fight to the death to keep its meal.
Improved Grab (Ex) To use this Ability, a Mantis Man must hit with a Claw attack. It can then attempt to start a Grapple as a free action without provoking an attack of opportunity.
Bite (Ex) A Mantis Man can deliver a Bite attack to any opponent it has successfully grappled. Each round, the jaws of the Mantis Man inflict 2d8+3 points of damage to the held prey, with no attack roll necessary.
Freeze (Ex) A Mantis Man can hold itself so still it appears to be a statue. An observer must succeed on a skill (Spot) check (DC20) check to notice the Mantis Man is really alive.
Skills Mantis Men gain a +4 racial bonus to Grapple checks.
Redeye Medium Humanoid Hit Dice: Initiative: Speed: AC: Base Attack / Grapple: Attack:
3d8-3 (10 hp) +0 30ft. (6 squares) 10, touch 10, flat-footed 10 +2 / +2 Dagger +1 melee (1d4) or heat ray +10 ranged touch (3d6) Full Attack: Dagger +1 melee (1d4) or heat ray +10 ranged touch (3d6) Space / Reach: 5ft./ 5ft. Special Attacks: Fire Eyes Special Qualities: -Saves: Fort +2, Ref +3, Will +1 Abilities: Str 11, Dex 10, Con 9, Int 10, Wis 11, Cha 8 Skills: Spot +0 Listen +4, Search +2, Intimidate +5 Feats: Alertness, Lightning Reflexes Environment: Any land Organisation: Solitary or gang (2-8) Challenge Rating: 3 Treasure: Standard Alignment: Often Chaotic Evil Advancement: by character class Level Adjustment: +4 Redeyes resemble gaunt Humans, possibly with a hint of Elvish features. They are almost always clad in ragged clothes, as they are not usually accepted into
communities and so must wander as vagabonds. As a race, they are arrogant and pushy, often trying to bully other peoples. The reason for their arrogance is their natural weaponry their eyes. The eyes of these creatures continually emit deadly beams of searing heat, burning anything they look upon. For this reason, they usually keep their eyes closed - they can see through their eyelids regardless, although dimly.
Combat A Redeye will resort to the use of its eyes the moment it is injured or if it feels it cannot afford to toy with the enemy. They are cowardly creatures at heart, but most foes fall quickly to their flaming gaze.
Fire Eyes (Su) The Redeyes may open their eyes and burn enemies with red beams of heat. This attack has a range of 60 feet, and deals 3d6 points of fire damage.
Redeye Traits (Ex) Redeyes possess the following Racial traits. - -2 Constitution and Charisma. - A Redeye's base land speed is 30 feet. - -4 Racial penalty on Spot checks. - +8 Racial bonus to attacks with heat ray vision. - -1 Racial penalty to attacks with any weapon, due to poor vision. - Automatic Languages: Common. Bonus Languages: Draconic, Giant, Goblin, Orc, Elven. - Favoured Class: Rogue.
Slime Eater Medium Aberration Hit Dice: Initiative: Speed: AC:
4d8+7 (25 hp) -1 20ft. (4 squares) 17 (-1 Dex, +8 natural), touch 9, flat-footed 17 Base Attack / Grapple: +3 / +6 Attack: Slam +6 melee (1d6+3) Full Attack: 2 Slams +6 melee (1d6+3) and bite +1 melee (2d6+3) Space / Reach: 5ft./ 5ft. Special Attacks: Sulphurous cloud Special Qualities: Slime wading, Darkvision 60 ft. Saves: Fort +5, Ref +5, Will +5 Abilities: Str 17, Dex 8, Con 12, Int 4, Wis 11, Cha 5 Skills: Listen +2, Survival +5 Feats: Power Attack, Toughness
Environment: Organisation: Challenge Rating: Treasure: Alignment: Advancement:
Sewers and other loathsome pits of slime Solitary or pack (2-6) 3 None Always neutral evil 5-6 HD (Medium); 7-8 HD (Large) -
Level Adjustment: Underneath some of the oldest cities on Titan, the foul beings known as 'Slime Eaters' make their lairs in the depths of the sewers. They resemble bloated humanoids with flabby bodies and limbs, and hugely oversized mouths for sifting the bottom of the sewer. Atop their heads are short tube-like horns which emit foul gasses, as if their chosen environment needed additional stench. These creatures sift the waste for tasty morsels, finding sustenance in the filth - however, they are quite likely to savour the taste of fresh meat in the form of any warm-blooded creature they can find in the sewers… Slime Eaters often congregate in groups, bellowing to each other in their own bizarre language.
Combat Slime Eaters will pound fresh meat until it is fit for consumption, and then gorge themselves mightily on it. If seriously harmed, they will usually flee into the deepest recesses of their vile lair to escape death. 6.8.2 Sulphurous Cloud (Ex) The Slime Eater is perpetually surrounded with a foul-smelling cloud of toxic fumes. Anything that needs to breathe (except other Slime Eaters) within 15 feet of a Slime Eater must make a Fortitude save DC 13 (based on Constitution) or suffer the loss of 1d4 points of Strength for 10 minutes.
Slime Wading (Ex) The Slime Eater moves effortlessly through slime, mud, and sewage. It suffers no penalty to cross slippery surfaces, and does not treat these types of terrain as difficult ground.
Sulphur Ghost Small Outsider (Extraplanar, Fire, Incorporeal) Hit Dice: 6d8 (27 hp) Initiative: +10 Speed: Fly 60 ft. (good) (12 squares) AC: 17 (+1 size, +6 dexterity), touch 17, flat-footed 11 Base Attack / Grapple: +6 / -Attack: -Full Attack: -Space / Reach: 10ft./ -Special Attacks: Toxic cloud
Special Qualities: Saves: Abilities:
Incorporeal traits Fort +5, Ref +11, Will +5 Str -, Dex 22, Con 11, Int 4, Wis 11, Cha 8 Skills: Intimidate +8, Hide +15, Spot +9, Listen +9, Tumble +15 Feats: Dodge, Improved initiative, Mobility Environment: Demonic planes Organisation: Solitary Challenge Rating: 6 None Treasure: Alignment: Always Chaotic Evil Advancement: 7-11 HD (Medium) Level Adjustment: The Demonic Planes are home to all manner of vile abominations and horribly poisonous environments. The Sulphur Ghost is a life form that thrives within the toxic, broiling pits of these planes. They spend most of their time idly dancing about in the flames and smog, avoiding being eaten by the more powerful Demons - but sometimes they are summoned by despicable conjurers to deal with troubles on the Earthly Plane. The Sulphur Ghost looks like a mere wisp of reddish fog, trailed by foul-smelling smoke. It darts about through the air, laying a yellow cloud over everything around it. Although it lacks substance, its very presence carries with it the poisonous fumes from whence it came. Sulphur Ghosts understand the Infernal and Abyssal languages, but do not speak themselves.
Combat The malevolent Sulphur Ghost simply flies around its victims, allowing the deadly cloud of toxic gasses it emits to kill them. It likes nothing more than the dying convulsions of mortals. If it is badly threatened, it is likely to retreat to find easier game.
Toxic Cloud (Su) At all times the Sulphur Ghost is surrounded by a reeking cloud of poisonous fumes. Any living thing exposed to these evil vapours suffers 1d10 points of Constitution damage each round, Fortitude save DC 13 negates (this save is Constitution based).
Titan Harpy Medium Monstrous Humanoid Hit Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 20 ft., (4 squares) or Fly 60 ft. (average) (12 squares) AC: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 Base Attack / Grapple: +3 / +4
Attack: Full Attack: Space / Reach: Special Attacks: Special Qualities: Saves: Abilities:
Claw +4 melee (1d6+1) 2 Claws +4 melee (1d6+1) 5ft./ 5ft. -Darkvision 60 ft. Fort +2, Ref +4, Will +3 Str 12, Dex 13, Con 12, Int 7, Wis 10, Cha 6 Skills: Spot +6 Feats: Dodge, Mobility Environment: Dry land Solitary or Flock (2-8) Organisation: Challenge Rating: 2 Treasure: Standard Alignment: Usually Chaotic Evil Advancement: 4-5 HD (Medium) Level Adjustment: Titan Harpies are foul beings that delight in tormenting unfortunate travellers on lonely roads. They are vaguely humanoid in appearance, with massive leathery wings in place of arms. Their dark bodies are leathery and thin, with leering faces and bright orange eyes. Their feet end in sharp talons which they use to rake their enemies. They will often torture their prey for hours, chattering in high-pitched voices, before becoming bored and making the kill - they are feared and hated by all who have to travel alone or in small groups. Titan Harpies speak their own language.
Combat Titan Harpies attack by swooping down and tearing at their prey with their feet. They will often dart in and out of battle, trying to keep their victim alive so they can toy with them - but will quickly resort to lethal measures if they encounter resistance.
Appendix 2- New Magic New Magic Items: Fire Stones These coloured stones burst into flame when thrown. The damage caused is determined by the stones colour: blue 2d6 fire damage, black 3d6 fire damage and red 4d6 fire damage all damage is Reflex save DC15 for half damage. Each of the stones has a blast radius of 5ft. and a range inc. of 20ft. Faint evocation; CL 5th; Craft Wondrous Item, fireball; Price Blue 150gp, Black 300gp, Red 500gp
Mandrake's Brush of Cloning This magical Brush will paint a perfect picture of whom ever it is commanded to (as long as the subject is in view of the owner of the Brush). The Brush will animate and paint by itself at great speed, completing
a picture in just two minutes. Once completed the picture will come to life and climb out of the place from where it was created. The 'clone' will be an exact replica of the subject in every way except that it will not have any magical items nor know any spells. The clone will have just one command and that is to slay its subject. Once this has been done it will disappear and revert to a normal painting. This magical Brush was created by an evil necromancer called Mandrake. His plan, which is almost mimicked by the Armless Artist, was to lure people into his studio, create a clone of them using the Brush and then kill them. The corpses would then be raised as his undead servants. When created, this item has 7 charges only. Strong illusion; CL 15th; Craft Wondrous Item, animate object, simulacrum; Price 16,000 gp.
Mask of Fear, The This ebony mask enhances any Fear-effect spell cast by the wearer. Any save DC against the spell is at +2. Faint necromancy; CL 5th; Craft Wondrous Item, cause fear; Price 1,000 gp.
Serpents Bane This magical Ring was forged by the same evil Sorcerer who created the Seven Serpents, The Archmage of Mampang. The purpose of the Ring was to allow the Archmage to extract information from the Serpents over great distances, but the ritual to create the Ring failed. Instead of working over great distances, it will only work over a very short distance (15ft.) The Archmage considered this creation a failure and the Ring was ordered to be destroyed immediately. En route the mass of Goblins in charge of the Rings destruction were ambushed by a Nomad tribe and slain. The Ring has passed hands many times since then and its location is now unknown. Whenever a character who wears the Serpent's Ring encounters one of the Seven Serpents he may extract a piece of useful information from it. The information will be in the encounter text in the SORCERY! The Seven Serpents adventure. But only if the character remembers. Faint divination, CL 3rd; Forge Ring, detect thoughts; Price 500gp This item is impossible to replicate, it is a unique, flawed item.
Teeth of the Goblin Army
These magical Teeth are typically found in bags containing 3d6 Teeth. When one of the Teeth is thrown to the floor, the Tooth will disappear and a fully Armoured Goblin will appear in its place, which acts immediately on the character's turn. It will attack the character's enemies to the best of its ability. If the character can communicate with the Goblin, the character can direct it not to attack, to attack particular enemies, or to perform other actions. The Goblin will disappear when its task is complete or 1 hour has passed (which ever comes first). Up to six of the Teeth can be thrown to the floor as a standard action.
Goblin (small humanoid): hp 6 each (see MM for more information on Goblins) Caster Level: 8th; Prerequisites: Craft Wondrous Item, Summon Monster; Market Price 250gp each: Weight: neg (25 teeth weigh 1lb)
Teeth of the Hill Giant Army These magical Teeth are typically found in bags containing 1d6 Teeth. When one of the Teeth is thrown to the floor, the Tooth will disappear and a fully Armoured Hill Giant will appear in its place, which acts immediately on the character's turn. It will attack the character's enemies to the best of its ability. If the character can communicate with the Hill Giant, the character can direct it not to attack, to attack particular enemies, or to perform other actions. The Hill Giant will disappear when its task is complete or 1 hour has passed (which ever comes first). Up to six of the Teeth can be thrown to the floor as a standard action. Hill Giant: hp 90 each (see MM for more information on Hill Giants) Caster Level: 8th; Prerequisites: Craft Wondrous Item, Summon Monster; Market Price 5000gp each: Weight: neg (8 teeth weigh 1lb)
New Magic Spells: Dogs Luck Transmutation Level: Brd 2, Clr 2, Sor 2, Wiz 2 Components: V,S,M / DF Casting Time: 1 action Range: Touch Target: Creature Touched Duration: 1 hour / level Saving Throw: Will Negates (harmless) Spell Resistance: Yes (harmless) The subject becomes Luckier. The spell grants an enhancement bonus to Luck of 1d4+1 points, adding the usual benefits to Luck checks. Arcane Material Components: Hair of a dog
Appendix 3- Campaign play
Scaling the Adventure As mentioned before SORCERY! 2 - Kharé Cityport of Traps is designed to be played with a party of 1-4 5th level characters. However, it can be adjusted for lower or higher level characters with a few modifications. Some examples are given below.
Rescaling the Adventure for Party Levels 2-4 Consider allowing the PCs to find some extra healing, maybe potions or scrolls, and make sure they have plenty of opportunities to rest and fully recuperate between encounters. If the party is 3rd level or lower, consider removing all poisons.
Feats: Are features that that give Emelni special capabilities, or improve ones that she already has. Listed below are Emelni's feats and a brief description of each one. Extra Turning: Allows Emelni to turn Undead four more times per day than normal Weapon Focus (Morningstar): +1 Attack bonus when using the Morningstar Turn Undead:-You can turn Undead as a Supernatural ability Spells: Emelni worships the Deity Libra. Her God grants her the use of spells. Spells per day are: 0 level- 5; 1st level- 4+1; 2nd level- 3+1; 3rd Level- 2+1. Her domains are: Good - Granted Power: The character casts good spells at +1 caster level. Knowledge - Granted Power: All Knowledge skills are class skills. The character casts divinations at +1 caster. Protection - Granted Power: The character can generate a protective ward, a spell-like Ability to grant someone the character touches a resistance bonus equal to the character's level on the recipient's next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day. Spontaneous casting:- Emelni can channel any spell revised (not a Domain spell) into a Cure spell
Are features that that give Kaspar special capabilities, or improve ones that he already has. Listed below are Kaspar's feats and a brief description of each one: Dodge: Pick and enemy in combat and gain a +1 AC bonus for that enemy only. Skill Focus (Concentration): +3 bonus when using the Concentration Skill
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal 1D8+1 hit points. Tobin, Kaspar’s Familiar: Kaspar has a magically summoned creature called a Familiar. His name is Tobin and he is a Cat. Tobin and Kaspar can communicate empathically up to a range of one mile. While Tobin is within arms reach, Kaspar gains the Alertness feat (+2 to Listen and Spot checks) At Kaspar's discretion, any spell that he casts on himself (Mage Armour for example) can affect Tobin if he is within 5ft. Tobin can deliver Kaspar's Touch Effect spells Tobin has the feat improved evasion. This means that any attack that would cause Tobin to make a Reflex save, he takes no damage if saved (rather than half). Kaspar gains +2 to move silently when within 1 mile of Tobin.
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal 1D8+1 hit points.
Emelni has a number of skills that she can use during the course of this adventure. In order for Emelni to succeed at a skill, she must roll equal to or greater than the Difficulty Class (DC) number for the skill in question on a d20 while adding the skill modifier. An example of this would be that Emelni is listening at a door. In order to hear the conversation on the other side she must make a skill (Listen) check (DC15). She rolls a d20 and adds her listen modifier (+5). Note that some of Emelni's skills have a slash separating two figures (i.e. Move silently +2 / -2). The first number given is Emelni's modifier without her Armour penalty (3 for her Scale mail +1 and -1 for her Light wooden shield). Balance: Use this skill when you need to keep your balance on a ledge etc Climb: Use this skill to climb the tallest mountain or descend the deepest pit Concentrate: this skill when you need to focus your mind or cast a spell in combat Hide: use this skill to sink into the shadows and remain unseen Jump: Use this skill to leap over pits, vault low fences or leap onto tables Listen: Use this skill to hear approaching enemies or to listen at doors Move silently: You can sneak up on an enemy, or slink away without being heard Search:You can find simple traps, hidden doors, and details not readily apparent Spellcraft: You can identify a spell being cast or a spell effect. Spot: Use this skill to spy a rogue hiding in the shadows or a monster Swim: You can swim
Kaspar has a number of skills that he can use during the course of this adventure. In order for Kaspar to succeed at a skill, he must roll equal to or greater than the Difficulty Class (DC) number for the skill in question on a d20 while adding the skill modifier. An example of this would be that Kaspar is listening at a door. In order to hear the conversation on the other side he must make a skill (Listen) check (DC15). He rolls a d20 and adds the listen modifier (+5). Balance: Use this skill when you need to keep your balance on a ledge etc Climb: Use this skill to climb the tallest mountain or descend the deepest pit Concentrate: Use this skill when you need to focus your mind, cast a spell in combat Hide: Use this skill to sink into the shadows and remain unseen Jump: Use this skill to leap over pits, vault low fences or leap onto tables Listen: Use this skill to hear approaching enemies or to listen at doors * +2 when within one mile of Tobin, his familiar. This is included in Kaspar's stats Move silently:- You can sneak up on an enemy, or slink away without being heard * +2 when within one mile of Tobin, his familiar. This is included in Kaspar's stats. Search: You can find simple traps, hidden doors, other details not readily apparent Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster * +2 when within one mile of Tobin, his familiar. This is included in Kaspar's stats Swim: You can swim
In order for Emelni to hit her opponent, she must do the following; Roll a d20 and add her combat modifier for the weapon she is using (+7 for her Morningstar). If the result is equal to or greater than her opponents Armour Class (AC), then she has hit. Emelni then rolls her damage for the weapon she is using (1d8+3 Morningstar). If a monster's roll to hit is equal to or greater than Emelni's AC, then the monster has scored a hit and Emelni looses hit points (hp). When Emelni's hp's reach 0, she is unconscious. If they reach -10, she is dead.
In order for Kaspar to hit his opponent, he must do the following; Roll a d20 and add his combat modifier for the weapon he is using (+5 for his Quarterstaff). If the result is equal to or greater than his opponents Armour Class (AC), then he has hit. Kaspar then rolls his damage for the weapon he is using (1d6+4 for his Quarterstaff). If a monster's roll to hit is equal to or greater than Kaspar's AC, then the monster has scored a hit and Kaspar looses hit points (hp). When Kaspar's hp reaches 0, he is unconscious. If they reach -10, he is dead.
Medium (5ft. 3in. tall) Half-Elf / Female Cleric / 5 5d8+10 (hp 46) +2 (+2 Dex) 20ft. (Scale mail armour), 30ft. base
Emelni Telia Size: Race/Sex: Class/Level: Hit Dice: Initiative: Speed:
Armour Class: Attacks (Damage): Special Qualities: Saves: Abilities: Skills:
Common and Elven
weight carried 65lbs (Light load)
Feats: Bonus Feats: Spells per day: Equipment:
Good and Protection
16 (Dex, Scale mail). Touch 12, Flatfooted 14 + 5 melee (Morningstar 1D8 +2) Immune to Magical sleep spells and effects Fort +5, Ref +3, Will +5 Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 11, Wis 15 (+2), Cha 12 (+1), Luck 18 (+4) Concentrate +2, Heal +3, Hide +4/ +0, Knowledge (Religion) +5, Listen +4, Move silently +2 / -2, Search +1, Spot +3, Swim +2 / -11 Extra Turning, Weapon focus (Morningstar) Turn undead, Spells and Spontaneous casting 4 / 3+1 / 2+1 Scale mail armour (30lb), Morningstar (8lb), Backpack (2lb), Winter blanket (3lb), Hooded lantern +oil (3lb), Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt pouch with 5gp and 2x 50gp gems (3lb) 5 days trial rations (5lb) Flint and steel (neg), 2 sacks (1lb) Holy symbol of Libra (neg), Potion of Fortune (neg), 2x Potions of Cure Light Wounds (neg)
Name Size Race / Sex Class / Level Hit Dice Initiative Speed Armour Class
Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 11, Cha 16 (+3), Luck 13 (+1)
Fort +2, Ref +4, Will +4
+5 melee (Quarterstaff 1d6+4 20 / x2) or +5 ranged (Dart 1d4 +2 20 / x2)
+5 melee (Quarterstaff 1d6+4 20 / x2) or +5 ranged (Dart 1d4 +2 20 / x2)
Kaspar Seltair Medium (5ft. 8 in. tall) Mountain Elf / male Sorcerer / 5 5d4+5 (hp 20) +3 (+3 Dex) 30ft. base (6 squares) 13 (+3 Dex) Touch 13, Flatfooted 10
Concentration +12, Gather information +3, Hide +3, Knowledge (Arcana) +11, Listen +5*, Move silently +8*, Search +7, Spot +6*, Spellcraft +13, Swim +3
Dodge, Skill focus (Concentration)
6 / 4 / 2 - 0 Level: Detect Poison, Daze, Mage hand, Detect magic, Read magic, Ray of Frost. 1st Level: Disguise self, Mage Armour, Magic mis sile, Ray of enfeeblement. 2nd Level: Invisibility, Mirror Image 6/7/5 Spells per day
Quarterstaff +1 (4lbs), 4 Darts on a belt (3lbs), Sorcerer Robes (3lbs), Backpack (2lb), Winter blanket (3lb), Hooded lantern +oil (3lb), Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt pouch (3lb) 5 days trial rations (5lb) Flint and steel (neg), 2 Sacks (1lb), Potion of Fortune (Neg), Potion of Cure Light Wounds (Neg). 37 lbs (light load)
Common, Elven, Goblin, Orc, Giant.
Tobin (Kaspar’s Familiar)
Race: Cat (tiny animal) HD: 5 (10 hit points) AC: 17 (+2 Dex, +2 Size, +3 natural) Atk: Claws +6 melee (1D2 -4 damage) and +1 melee (Bite 1D3 -4) Saves: Fort +2, Reflex +4, Will +5 Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Chr 7 Special: Improved evasion, Share spells, Empathic link, deliver Touch spells, speak with master, Weapon finesse, Low-light vision, scent.ouch. Skills: Balance +10, Climb +6, Hide +14, Listen +3, Move silently +8, Spot +3, Survival +1 Weapon finesse Feats:
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal 1D8+1 hit points
Exotic Weapon Proficiency (Heavy Repeating Crossbow): You are proficient with the named exotic weapon. Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all Melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your Base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Point Blank Shot: Thorgrim gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet. Weapon Focus (Dwarven Waraxe): You are especially good with the Dwarven Waraxe. You add +1 to your attack roll with this weapon. Weapon Specialisation (Dwarven Waraxe): Your increased skill with this weapon grants you a +2 bonus to damage with this weapon. Racial abilities: Darkvision 60ft.; Stonecunning grants Dwarves a +2 racial bonus on checks to notice unusual stonework; +2 racial bonus on saving throws against poison; +2 racial bonus on saving throws against spells and spell-like effects; +1 racial bonus to attack rolls against Orcs and Goblinoids; +4 dodge bonus against Giants.
Thorgrim has a number of skills that he can use during the course of this adventure. In order for Thorgrim to succeed at a skill, he must roll equal to or greater than the Difficulty Class (DC) number for the skill in question on a d20 while adding the skill modifier. An example of this would be that Thorgrim is listening at a door. In order to hear the conversation on the other side he must make a skill (Listen) check (DC15). He rolls a d20 and adds the listen modifier (+1). Note that some of Thorgrim's skills have a slash separating two figures (i.e. Climb +12 / +7). The first number given is Thorgrim's modifier without his Armour penalty (-4 for his Chainmail and -1 for his shield). Climb: Use this skill to climb the tallest mountain or descend the deepest pit Hide: use this skill to sink into the shadows and remain unseen Jump: Use this skill to leap over pits, vault low fences or leap onto tables Listen: Use this skill to hear approaching enemies or to listen at doors Move silently: You can sneak up on an enemy, or slink away without being heard Search: You can find simple traps, hidden doors, and details not readily apparent Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster Swim: You can swim
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal 1D8+1 hit points.
Dodge: You are adept at dodging blows. Designate an opponent and receive a +1 bonus to AC against attacks from that opponent. Improved Initiative: +4 to initiative roll Sneak Attack If Karleth catches her opponents flatfooted she gains additional damage (+3d6) Evasion: Any attack that would require a save for half damage deals no damage (if the save was successful) Uncanny Dodge: You can never be caught flatfooted Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armour check penalty applies to your attack rolls.
Karleth has a number of skills that she can use during the course of this adventure. In order for Karleth to succeed at a skill she must roll equal to or greater than the Difficulty Class (DC) number for the skill in question on a d20 while adding the skill modifier. An example of this would be that Karleth is listening at a door. In order to hear the conversation on the other side she must make a skill (Listen) check (DC15). She rolls a d20 and adds her listen modifier (+9). Balance: Use this skill when you need to keep your balance on a rocking boat etc Climb: Use this skill to climb the tallest mountain or descend the deepest pit Disable device: Use this skill to disable traps both mechanical and magical Hide: Use this skill to sink into the shadows and remain unseen Jump: Use this skill to leap over pits, vault low fences or leap onto tables Listen: Use this skill to hear approaching enemies or to listen at doors Move silently: You can sneak up on an enemy or slink away without being heard Open lock: Karleth can open locks with the aid of Thieves' tools Pick pockets: Karleth can steal from people without them knowing Search: You can find simple traps, hidden doors, and details not readily apparent Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster Tumble: Karleth can use her acrobatics to avoid combat. Swim: You can swim
In order for Karleth to hit her opponent, she must do the following; Roll a d20 and add her combat modifier for the weapon she is using (+7 for her Rapier). If the result is equal to or greater than her opponents Armour Class (AC), then she has hit. Karleth then rolls her damage for the weapon she is using (Rapier 1d6+3). If a monster's roll to hit is equal to or greater than Karleth's AC, then the monster has scored a hit and Karleth looses hit points (hp). When Karleth's hp reaches 0, she is unconscious. If they reach -10, she is dead.
In order for Thorgrim to hit his opponent, he must do the following; Roll a d20 and add his combat modifier for the weapon he is using (+11 for his Dwarven Waraxe). If the result is equal to or greater than his opponents Armour Class (AC), then he has hit. Thorgrim then rolls his damage for the weapon he is using (1d10+7 for his Dwarven Waraxe). If a monster's roll to hit is equal to or greater than Thorgrim's AC, then the monster has scored a hit and Thorgrim looses hit points (hp). When Thorgrim's hp reaches 0, he is unconscious. If they reach -10, he is dead.
Karleth Hawke Name Size Race / Sex Class / Level Hit Dice Initiative Armour Class Attack
SA Saves Abilities Skills
51 lbs (Light load)
Feats Class Feats Equipment
Karleth Hawke Medium (5ft. 5in. tall) Human / Female Rogue / 5 5d6+5 (hp 27) +7 (+3 Dex, +4 Improved initiative) 16 (+3 Dex, +1 Leather) touch 13, flat-footed 13 + 7 melee (Rapier 1d6+3 18-20 / x3) or +6 melee (Dagger 1d4+2 19-20 / x2) or +6 ranged (Dagger 1d4+2 19-20 / x3) or +6 ranged (Shortbow 1d6 20 / x3) + 7 melee (Rapier 1d6+3 18-20 / x3) or +6 melee (Dagger 1d4+2 19-20 / x2) or +6 ranged (Dagger 1d4+2 19-20 / x3) or +6 ranged (Shortbow 1d6 20 / x3) Sneak attack +3d6 Fort +2, Ref +7, Will +2 Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 13 (+1), Wis 13 (+1), Cha 12 (+1), Luc 17 (+3). Balance +9, Bluff +9, Climb +4, Diplomacy +3, Disable device +7, Escape artist +5, Hide +7, Listen +9, Move silently +11, Open Lock +11, Spot +5, Search +5, Tumble +11, Swim +6, Use magic device +3 Dodge, Improved initiative, Weapon finesse Evasion, Uncanny Dodge Leather Armour +1 (15lb), Rapier +1(2lb), Dagger (1lb), Shortbow and 20 arrows (5lb), Backpack (2lb), Winter blanket (3lb), Hooded lantern +oil (3lb), Thieves tools (neg), Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt pouch with 5gp in (3lb) 5days trial rations (5lb) Flint and steel (neg), 2 sacks (1lb). Potion of Fortune (neg), Potion of Cure Light Wounds (neg).
Name Size Race / Sex Class / Level Hit Dice Initiative Speed Armour Class Attack
SQ Saves Abilities
Thorgrim Greymantle Medium (4ft. 8 in.) Dwarf / Male Fighter / 5 5d10+15 (hp 54) +2 (+2 Dex) 20ft. base (4 squares) 19 (Dex +2, Chainmail +1, Light Steel Shield) touch 12, flat-footed 17
+11 melee (Dwarven Waraxe 1d10+7 20 / x3) or +7 ranged (Repeating Crossbow 1d10 19-20 / x2)
+11 melee (Dwarven Waraxe 1d10+7 20 / x3) or +7 ranged (Repeating Crossbow 1d10 19-20 / x2) Darkvision 60ft. , Dwarven traits Fort +7, Ref +3, Will +1
Str 19 (+4), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 11, Cha 12 (+1), Luc 15 (+2).
Climb +12 / +7, Hide +2 /-3, Listen +1, Move silently +2 / -5, Spot +1, Survival +0, Swim +7 / -3
Chainmail +1 (40lb), Dwarven Waraxe +1(15lb), Heavy Repeating Crossbow and 20 bolts (20lb), backpack (2lb), Winter blanket (3lb), Hooded lantern +oil (3lb), Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt pouch with 5gp in (3lb) 5days trial rations (5lb) Flint and steel (neg), 2 sacks (1lb) Potion of Fortune (neg), Potion of Cure Light Wounds (neg).
Exotic Weapon proficiency (Repeating Crossbow), Point Blank Shot, Power attack, Weapon focus (Dwarven Waraxe), Weapon specialisation (Dwarven Waraxe). Equipment
91lb (Light load) Common, Dwarven, Goblin
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