SORCERY! THE SEVEN SERPENTS 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 Illustration: Jamie Wallis Graphic Design: Martin McKenna and Jaytype.com Cartography: Jaytype.com Typography: Jaytype.com Project Manager: Geoff Oades Finance Planning: Mike Dymond Lead Playtester: Tim Birkbeck Playtesters: Colin Goodman, John Partridge, Darren Mallins, Mark, Jayson Reed, Shane Garvey, Phil Thomas, Adam Sorich, Donald Higgins, Mike Wilson, Alastair McLaughlin, Paul Davis, Clare Salter, Kirk Rockley Fighting FantasyTM Consultant: David Holt
TABLE OF CONTENTS Introduction
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
2 2 2 2 2 2 3
Adventure Summary Preparation Quick play Campaign Integration How to use this Book Using Maps & Miniatures
Luck 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 an Opponent in Combat Using Luck to Increase the Damage Dealt Using Luck to Reduce the Damage Taken
3 3 3 3 3 3 3 3 4 4 4 4 4 4
SORCERY! ‐ The Seven Serpents For the DM For the characters The Adventure
Appendix 1 ‐ New Monsters Appendix 2 ‐ New Magic Appendix 3 ‐ Campaign play Appendix 4 ‐ Characters
4 4 4 4 4 5 5 5 5 5 5 5 5 7 7 23 34 35 37
legal notice The d20 conversion of SORCERY! ‐ The Seven Serpents is © 2004 Myriador Ltd, all rights reserved. ʹMyriadorʹ and the Myriador logo are trademarks of Myriador Ltd. ʹFighting Fantasyʹ 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. ʹd20 Systemʹ and the ʹd20 Systemʹ and the ʹd20 Systemʹ 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, Death Wraith, The Sun Serpent, The Moon Serpent, The Earth Serpent, The Fire Serpent, The Water Serpent, The Air Serpent, The Time Serpent, Snattacats, Baddubak‐Beetle, 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 The Seven Serpents was the third 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 expe‐ rience ‐ 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 re‐released allow‐ ing 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! ‐ The Seven Serpents 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! ‐ The Seven Serpents visit the Myriador website: www.myr‐ iador.com
Adventure Summary Kharé ‐ Cityport of Traps is at last behind you and you stand, staring at the Baddu‐Bak Plains and the third stage of your epic adventure to recover the Crown of Kings. Ahead of you, Seven Serpents with elemental pow‐ ers race towards the Fortress of Mampang to warn the evil Archmage of your quest. Can you slay all seven before they reach their goal?
Preparation 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
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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 hav‐ ing to spend ages preparing. Simply hand out the pre‐ generated 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 charac‐ ters provided or a party of newly created 7th level characters, there is no reason why it couldnʹt 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 mon‐ sters, spells and magic items as well as advice about integrating this adventure into your campaigns. The bulk of the book contains the scenario informa‐ tion 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 con‐ tain 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 ʹset the sceneʹ and players to see where characters are monsters are, what the dungeon looks like and make combat more exiting 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 includ‐ ed 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 fail‐ ure! 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 characterʹs starting Luck score can only be increased by magical means or by spending attribute points gained as the characters becomes more experi‐ enced. 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 enemies attack for instance, or increasing their chance of pick‐ ing 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 enemies attack. Luck checks must be resolved BEFORE the action that they are affecting is undertaken (exception: reduc‐ ing 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 spe‐ cial 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 Gʹaarak 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 get‐ ting a total of 13, success! Ellion now adds +2 to her next attack roll against the Orcs and her Luck is tem‐ porarily 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 low‐ ered 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. e.g. Rhana Quinn has fallen off the side of a ship into a stormy sea. The DM determines that a skill (Swim) check (DC20) is required for Rhana to safely swim to the nearby liferaft. Rhana is not a good swimmer hav‐ ing no skill ranks, and a Strength of 8 which gives her a penalty of 1 to the check. This means that the best
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she can hope to do is 20 ‐ 1 = 19 meaning she canʹt suc‐ ceed! She decides to use her Luck to help her reach the riverbank safely. Rhana rolls a d20 getting 15 and adds her Luck Ability modifier (+2 from an Ability score of 14) for a total of 17. She has succeeded by 7 so she may add +4 to her Swim check. She now makes her Swim skill check d20 ‐1 (Swim skill) +4 (Luck). She rolls a 17 giving her a final result of 21. Rhana just manages to scramble to the riverbank. Rhana reduces her Luck temporarily by 1. If Rhana had failed her Luck check, for instance rolling a 3 on her d20 (+2 Ability modifier) = 5, her Swim check would then have been d20 ‐1 (Swim skill) +0 (Luck check result) giving her a maximum possible result of only 19. She would start to drown. Of course she could use Luck again in the next round to help her survive.
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 char‐ acter 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 ʹtake 10ʹ or ʹtake 20ʹ 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 opponentʹs blow.
Using Luck to Hit an Opponent 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 head‐ ing: 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 suffers 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 effec‐ tiveness 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 effective‐ ness. 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 Gʹaarak 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 char‐ acters 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 charac‐ ter 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 char‐ acters 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
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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 using 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 opponentʹs 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 characters 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 wouldnʹt be able to achieve. Care should be taken when awarding Luck points, donʹt give the characters too much or you could make any scenario too easy, but donʹt 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 DMʹs discretion. Luck awards are to the party as a whole, it is up to the DM to determine how they are divided amongst the char‐ acters. 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 DMʹs dis‐ cretion ‐ 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! - The Seven Serpents For the DM Centuries ago, in the time we now call the Dark Ages, whole regions of the world of Titan layundiscovered. 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, bestow‐ ing supernormal qualities of leadership and justice on its owner. But Chalannaʹs own ambitions were not of conquest. He wished instead to establish peaceful nation‐states aligned to Femphrey. Thus in his wis‐ dom, 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 peace‐ ful 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 ben‐ efits 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!
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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 could be a thriving and suc‐ cessful community. Those Kingdoms that have bene‐ fited 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 its self! One hope remains, a small band of fearless adventur‐ ers ‐ for a military force would not survive the jour‐ ney ‐ 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. The first stage of your journey took you across the Shamutanti Hills and ended at the Cityport of Kharé. The second stage of your journey took you through the City of Kharé. But this was not as easy as it sounded. You first had to find the secret incantation that would allow you to open the Northgate and out into the Baklands to this, the third and most testing stage of your journey. The Baklands are unknown to the mapmakers of Analand…
The Adventure 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 char‐ acters 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 dam‐ age (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 suc‐ cess 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 Random Encounters ‐ Forest of the Snatta While the characters are in the Forest of the Snatta (encounters 16‐20 inclusive) there is a possibility that they will encounter a wandering monster. The DM must make two checks while the characters pass between encounters by rolling a d6. On the roll of a 1‐ 3 the characters have encountered a monster. The DM must roll a d10 and consult the following table: 1 Ankheg 4HD (2‐4): HD4d10+12; hp 35 each (see MM for more information on Ankhegs) 2‐3 Brown Bears (2): hp 52, 48 (see MM, Animals for more information on Brown Bears) 4‐8 Snattacats (2‐7): hp 15 each (see Appendix 1 ‐ New Monsters) 9‐10 Owlbears (2): hp 48, 43 (see MM for more infor mation on Owlbears) Random Encounters ‐ The Vischlami Swamp While the characters are in the Vischlami Swamp (encounters 22‐24 inclusive) there is a possibility that they will encounter a wandering monster. As the char‐ acters pass between encounters, the DM must roll a d6. On the roll of a 1‐4 the characters have encountered a monster. The DM must roll a d10 and consult the fol‐ lowing table: 1 Hydra (6‐headed): hp 59 (see MM, Hydra for information on six‐headed Hydras) 2‐4 Shambling Mound: hp 61 (see MM for more information on Shambling Mounds) 5‐9 Lizardfolk (4‐10 + leader): hp 13 each (see MM for more information on Lizardfolk) Tʹnyasz, male Lizardfolk Ftr5 (leader): CR 6; Size M (6 ft., 5 in. tall); HD 2d8+8 + 5d10+20 (hp 75); Init +0; Spd 30 ft. (6 squares); AC 15 (+5 Natural) touch 10, Flat footed 15; Attack +11 melee (Longspear 1d8+9); Full attack +11 / +6 melee (Longspear 1d8+9); SV Fort +8, Ref +4, Will +3; AL LE; Str 18, Dex 10, Con 18, Int 11, Wis 14, Cha 7. Languages Spoken: Draconic. Skills and feats: Balance +4, Hide +3, Jump +4, Knowledge (nature) +3, Listen +4, Move silently +2, Spot +4, Swim +12; Alertness, Combat reflexes, Power attack, Weapon focus (Longspear), Weapon specialisation (Longspear). Equipment: Longspear+1 10 Green Hag: hp 50 (see MM, Hag for more infor mation on Green Hags)
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1. Help on Golden Wings (EL1) Read the characters the following: Dark storm clouds roll across the sky as you start your journey across the Baklands. This stage of your journey will be the most testing yet. The Plains of Baddu‐Bak are unknown to the map‐ makers of Analand. Although certainly uncivilised, the Baklands are inhabited by nomadic tribes and solitary predators. You will find few friends here. The crunch of your footsteps rudely shatters the silence hanging in the air. Apart from the great North wall of Kharé behind you, the landscape is featureless and devoid of vegetation, creatures or structural punctuation. Two hours later, when the Cityport is little more than a blemish behind you, the faint calling of birds can be heard. The noise gets louder and a black shape can be seen in the sky. The calling noise that the characters can hear is com‐ ing from four Nighthawks. These over‐sized birds have excellent eye‐sight and have spotted the charac‐ ters. The Nighthawks will attack at the most oppor‐ tune moment. DMs note: If the characters attempt to hide from the Nighthawks, they will suffer a ‐10 penalty to their hide rolls due to the barren landscape. After two attack rounds (or immediately if the char‐ acters are hidden), read them the following:
2. A Mysterious Tree (EL0)
The Nighthawks, which are circling high above, sud‐ denly break formation and their cries take on anoth‐ er tone. Something has disturbed them and they seem to be in a state of confusion.
If the characters are following the trail across the Baklands, read them the following:
Suddenly, from out of nowhere, a large shape forms in the air in their midst. The Nighthawks shriek as a Golden Crest Eagle materialises and lashes out at them with its deadly beak. Your spirits are lifted by this sight as Golden Crest Eagles are raised and trained as birds of war back in Analand and have a magical Ability to become invisible at will.
As the characters near the tree, which is just off the trail, read them the following:
The huge Eagle soon despatches the remaining Nighthawks and drops down to land beside you. Tied around its neck is a tube containing a message that bears the royal seal of the King of Analand. DMs note: Please refer to the illustration for the con‐ tents of the letter.
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Nighthawks (4): hp 9, 7, 7, 8 (Use the Eagle stats from the MM for these creatures)
Ahead, in the distance you can see a solitary leafless tree.
The northerly trail forks off to the east at this point. Standing at the intersection is an old leafless tree. The tree stands about 20ft. tall and is quite unre‐ markable. Ask the characters to make a skill (Listen) check (DC10). If they are successful, read them the follow‐ ing: A noise directs your attention to the tree. High in the branches the bare twigs appear to have formed a human face ‐ an old manʹs face. The image seems to be mouthing a message which drifts down to you, "You seek the whereabouts of Shadrack of Baddu‐Bak, that I know. To find him you must detour eastwards to Fishtail Rock. He is expecting you". A breeze catches and disturbs the branches. When they settle, the face has disappeared! If the characters make a successful skill (Search) check (DC15) they will find three Potions of Cure Moderate Wounds (which heals 2d8+3 hit points each) hidden in a hole in the tree. The potions are labeled in the common tongue.
The leader of the Centaurs steps forward, "Greetings strangers. I am Hailarn of the Baklandʹs Horsemen. What is your purpose in Baddu‐Bak?"
3. Centaurs (EL7) If the characters are following the trail across the Bak‐ Lands, ask them to make a skill (Spot) check (DC10). If they are successful, read them the following: You notice movement in the distance to the west. Three shapes are moving rapidly across the plains kicking up a cloud of dust. From this distance, the shapes look like riders on horseback. The fast moving creatures are Centaurs. If the charac‐ ters are visible and make no attempt to hide from the Centaurs they will spot the characters and change course to head in their direction. If the characters are invisible, the Centaurs will veer north and ride out of sight. If the characters act aggressively towards the Centaurs they will attack at the most opportune moment. If the characters give a friendly greeting to the Centaurs, read them the following:
Should the characters explain that they are heading to Mampang the Centaurs will tell them to continue north to the Forest of the Snatta. They also know the where‐ abouts of Shadrack the Hermit. Hailarn, male Centaur Ftr4: CR 7; Size L (8 ft., 9 in. tall); HD 4d8+20 + 4d10+20 (hp 84); Init +8 (+4 Dex, +4 Improved ini‐ tiative); Spd 50 ft. (10 squares); AC 15 (+4 Dex, ‐ 1 Size, +2 Natural) touch 13 Flat footed 11; Attack +14 melee (Longsword 2d6+8 19‐20 / x2), or +13 ranged 14 (Longbow 2d6+4 20 / x3); Full attack +15 / +10 melee (Longsword 2d6+8 19‐20 / x2), or +14 / +9 ranged 14 (Longbow 2d6+4 20 / x3); SQ Darkvision 60 ft.; SV Fort +10, Ref +9, Will +5; AL N; Str 20, Dex 19, Con 20, Int 13, Wis 11, Cha 9. Languages Spoken: Elven, Gnoll, Sylvan. Skills and feats: Hide +1, Listen +3, Move silently +6, Spot +3, Swim +10, Survival +4; Improved initiative, Track, Power attack, Weapon focus (Longsword), Weapon specialisation (Longsword). Equipment: Composite Longbow (large) +1, 15 Arrows (large)+1, Longsword (large) +1. Centaurs (2): hp 30, 33 (see MM for more information on Centaurs).
4. Fishtail Rock (EL6) As the characters approach Fishtail Rock, read them the following: Fishtail Rock has been aptly named. Two peaks pro‐ trude from the plains looking as if a huge stone fish has been buried here. If the characters continue towards Fishtail Rock they will easily spot a small campfire burning outside a cave in the tail of the rock. The cave belongs to Shadrack the Hermit who will either be found inside the cave working some leather or if the characters attract his attention, he will come out to meet them. If
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the characters saw the face in the tree (encounter 2 ‐ A Mysterious Tree) they will recognise Shadrackʹs face as the one that appeared in the tree. If the characters attack Shadrack he will attempt to flee the area. Read the characters the following: The old man welcomes you to Fishtail Rock, "I am Shadrack, I have been expecting you. I know of your journey from Kharé. Be it folly or bravery which takes you across the Bak‐lands, I must warn you that no group from Analand has crossed Kakhabad in so few numbers and survived. Come let us chat by the fire a while. Maybe I can be of some help to you and for my part I wish to know what is happening within the Cityport". Shadrack has some Baddu‐Bak Lizard stew on the boil over the campfire which he will offer to the char‐ acters if they tell him about the goings on in Kharé. If the characters ask about the Seven Serpents, read them the following: "Ah, The Seven Serpents", he starts. "They are indeed in the Bak‐Lands but I did not know it was news of you that they took back to Mampang. Let me tell you what I know of them, for they are no friends of mine." Legend has it that some twelve years ago the Archmage of Mampang fought and slew a mighty seven headed Hydra which dwelt in the caves of the High Xamen. So formidable a foe was this creature that the Archmage took its heads back to his fortress where he used his black arts to resurrect them as Seven Winged Serpents. They became his personal messengers and as an act of faith, the Gods bestowed their own powers on these creatures to aid the Archmage. The power of the Sun was bestowed on the Sun Serpent as was the Moon on the Moon Serpent. Earth, Water, Fire and Air became the pow‐ ers of four more serpents and the last, the Serpent of Time, was given perhaps the greatest power of all. But each has its own weakness. Discover these weaknesses and you may defeat these creatures but otherwise, no mortal stands a chance against their powers. The serpents keep the knowledge of their own personal vulnerability as their closest guarded secrets. I myself know of only one weakness: The Air Serpent can leave its body and travel as a cloud of gas. However, it can only stay in this state for a very limited amount of time and must return to its body. Destroy the creatures body while it is in gaseous form and you will defeat the Air Serpent."
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The characters are welcomed to spend the night in the safety of Shadrackʹs cave. Before they leave, Shadrack will give them a scroll with the following spells on: Bane, Cure Light Wounds (cures 1d8+3 hit points) and Doom, and two Potions of Cure Light Wounds (cures 1d8+3 hit points). Shadrack, male Human Clr6: CR 6; Size M (5 ft., 2 in. tall); HD 6d8+12 (hp 43); Init +0; Spd 30 ft. (6 squares); AC 10 touch 10, Flat footed 10; Attack +6 melee (Quarterstaff 1d6+2 20 / x2); Full attack +6 melee
(Quarterstaff 1d6+2 20 / x2); SV Fort +7, Ref +2, Will +10; AL NG; Str 14, Dex 10, Con 15, Int 13, Wis 17, Cha 16. Languages Spoken: Common, Sylvan. Skills and feats: Concentration +11, Diplomacy +8, Heal +11, Hide +0, Knowledge (religion) +10, Listen +5, Move silently +0, Spot +5; Alertness, Iron will, Skill focus (knowledge ‐ religion), Scribe scroll. Equipment: Loincloth, a Quarterstaff and a holy symbol of Fourga (God of Grace) Cleric Domains: Good, Travel. Cleric Spells Per Day: 5 / 4+1 / 4+1 / 3+1. Typically Revised Spells: Level 0 ‐ Create Water, Detect Poison x2, Light, Purify Food and Water. Level 1 ‐ Longstrider (Domain Spell), Cause Fear, Cure Light Wounds, Detect Evil, Sanctuary. Level 2 ‐ Locate Object (Domain Spell), Delay Poison x2, Summon Monster II, Zone of Truth. Level 3 ‐ Fly (Domain Spell), Bestow Curse, Prayer, Meld into Stone.
5. The Moon Serpent (EL9) DMs note: This encounter will take place in the evening / dusk. If the characters are following the trail, ask them to make a skill (Spot) check (DC13). If they are success‐ ful they can see a small ruined building just off the trail to the east. Should the characters investigate the ruins, they will see that it is a very old and decayed church. Hidden within the ruins, skill (Search) check (DC10), is an entrance to the crypt. Stairs lead down to a single stone room that is cold and dank. Three Deathwraiths inhabit this crypt and will attack at the most opportune moment. If the characters look around the crypt and make a successful skill (Search) check (DC20) they will find a Rapier +2 and a suit of Chainmail +2 hidden in one of the coffins. When the characters leave the crypt and immerge into the open air, read them the following: DMs note: If the characters did not notice the ruins or decided against going into the crypt, this encounter will take place on the trail (or wherever the characters are). It seems to be getting very dark, very quickly. Looking up you can see a large, glowing moon shape appearing in the sky and the sound of hissing fills the air. The round moon suddenly uncoils itself and a great shimmering Serpent hovers in the air above you on its glistening wings. The Moon Serpent will attack the characters to the death. The Moon Serpentʹs weakness is fire. Anything fire related will cause double damage to this creature. If the characters are wearing the magical ring known as Serpents Bane, found within the Cityport of Kharé, and remember to use it to extract an item of informa‐ tion from the Moon Serpent, read them the following: Four guardsssssss protect the entranccccccce to the Fortressssssss of Mampang. Deathwraith (3): hp 40, 31, 28 (see Appendix 1 ‐ New Monsters) Moon Serpent: hp 61 (see Appendix 1 ‐ New Monsters)
6. Surprise Attack (EL5) DMs Note: This encounter can take place anywhere in the area that you see fit. Read the characters the following: In the far distance to the north, you can see the edge of the Forest of the Snatta. It should take you no longer than a dayʹs journey to reach it. Suddenly, without warning, the ground beneath your feet gives way! Ask the characters to make a Reflex save (DC14). If they are unsuccessful they will fall to the ground prone and not be able to attack the creature which emerges from beneath them for this combat round. The crea‐ ture, a Baddu‐Beetle, will attack to the death. Baddu‐Beetle: hp 48 (see Appendix 1 ‐ New Monsters)
7. The Black Elf Caravan (EL10) As the characters approach the Caravan, read them the following: A couple of hundred yards ahead of you, just over a small rise, you can see a group of covered wagons and carts arranged in a circle. A small campfire is burning in the centre and several Humanoids are moving around both inside and outside of the Caravan. This Caravan belongs to a group of Black Elf mer‐ chants. The Elves know the dangers that dwell within the Baklands all too well and have set up their Caravan in a defensive position for the night. The Caravan
guards keep an especially vigilant watch during the evening. Anyone approaching the Caravan will be spotted unless they use magical means to cover their advance. If the characters are visible and approach the Caravan, read them the following: A black shafted arrow thuds into the ground 10 feet to your left quickly followed by another to your right. Several Humanoids stand on the wagons with arrows notched to their bows, all of which are trained in your direction. Should the characters retaliate to the arrows fired upon them the Black Elves will attack mercilessly with missile fire first then if the characters get close enough, with melee weapons. If the characters show that they are peaceful (holding up their hands while they contin‐ ue their approach) read them the following: From this closer distance you can now make out the Humanoids to be Black Elves. "Thatʹs close enough strangers", shouts one of the Elves in the Common tongue. Another Elf, taller than the others, steps up onto one of the wagons to address you. "If its shelter or food you seek, then you waste your time with this Caravan. What purpose have you wandering through the Baklands?" The taller Elf addressing the characters is Cesstar, leader of the Black Elf Caravan. Black Elves are an evil natured race and this Caravan is no exception. The
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Elves are not interested in helping the characters just helping them part with any monies they might have. If the characters ask for the hospitality of their fire and food in exchange for gold, they will be invited into the camp but at the cost of 3gp per character and they will not be allowed to stay overnight. For their 3gp they will each be given a bowel of Baddu‐Beetle stew and Gloister bread that they may eat while warming in front of the fire. All the time the characters are within the confines of the Caravan they will be under the watchful eye of at least four Caravan guards. Once their meal is finished the characters will be asked to leave unless they show an interest in what the Black Elves may be selling, in which case see below. They will also be invited into the campe if the char‐ acters tell the Black Elves that they are traders (or sim‐ ilar) looking to buy merchandise, still under the watchful eye of the guards. Cesstar will lead the char‐ acters to a large covered wagon and knock on the awning. "Oolooh, we have some visitors who wish to see our merchandise". An older, sinewy looking bespectacled Black Elf will appear at the opening and invite the characters in. The Elves have the following items for sale: Magical Items Dwarven Waraxe +2 (9,200gp) Heavy Mace +2 (9,000gp) Shortsword +1 (2,500gp) Chainmail +1 (1,500gp) Wand of Fireballs (6th level; 65d6 damage; 28 charges remaining) (7,500gp) 13 Potions of Cure Light Wounds (1d8+1 hit points cured) (60gp each) Brooch of Shielding (1,650gp) Amulet of Health +2 (4,500gp) Weapons and Armour: Masterwork Longbow (4) (420 gp each) Masterwork Arrows (40) (7gp each) Longbows (12) (85gp each) Shortbows (10) (35gp each) Arrows (120) (1gp for 10) Leather Armour (5) (12 gp each) Studded Leather Armour (3) (30gp each) Sundry Items: As the PHB (all of the items are spread over 4 wag‐ ons) at a 10% markup. If the characters do not buy anything, Oolooh will grow angry and call for Cesstar. When Cesstar arrives read the following: "My time has been wasted by these outlanders, they offered us nothing for our merchandise! See these horn toads off Cesstar".
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The characters will be escorted to the edge of the camp by six armed guards and told not to return. Should the characters mention their mission or the Seven Serpents during their encounter with Black Elves, Cesstar with hatch a plan. He and his Black Elf merchants are in league with the Archmage of Mampang. The Elves will try to lure the characters into the caravan where they will attack them in an
attempt to subdue them. If the Elves are successful in this, they will strip the characters of every item they possess and hang them on crudely made crosses with black flags hanging at the top to inform the Archmage of whom it was stopped the Allansians. The caravan will then pack up and head northwest towards the Klatta‐Bak Steppes. Characters hanging on the crosses will have to make a successful skill (Escape Artist) check (DC25) to undo their bindings or an Ability (Strength) check (DC20) to break the bonds. Cesstar, male Elf (black) Ftr5: CR 5; Size M (5 ft., 5 in. tall); HD 5d10+10 (hp 46); Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft. (6 squares); AC 18 (+3 Dex, Studded Leather +2) touch 13, Flat footed 15; Attack +9 melee (Longsword 1d8+3 19‐20 / x2), or +10 ranged (Longbow 1d8+2 20 / x3); Full attack +9 melee (Longsword 1d8+3 19‐20 / x2), or +10 ranged (Longbow 1d8+3 20 / x3) SQ Low‐light vision, Elven traits; SV Fort +6, Ref +4, Will +3; AL NE; Str 15, Dex 16, Con 14, Int 9, Wis 14, Cha 14. Languages Spoken: Common, Elven. Skills and feats: Hide +3, Listen +4, Move silently +3, Search +1, Spot +4, Swim +10; Alertness, Improved initiative, Weapon focus (Longbow), Weapon focus (Longsword), Weapon spe‐ cialisation (Longbow). Equipment: Longbow +1, 20 Arrows, Longsword +1, Studded Leather +2 Oolooh, male Elf (black) Sor4: CR 4; Size M (4 ft., 11 in. tall); HD 4d4+4 (hp 15); Init +3 (+3 Dex); Spd 30 ft.(6 squares); AC 13 (+3 Dex) touch 13, Flat footed 10; Attack +3 melee (Dagger 1d4+3 19‐20 / x2), or +6 ranged (Dagger 1d4+1 19‐20 / x2); Full attack +3 melee (Dagger 1d4+1 19‐20 / x2), or +6 ranged (Dagger 1d4+1 19‐20 / x2); SQ Low‐light vision, Elven traits; SV Fort +2, Ref +4, Will +3; AL LE; Str 10, Dex 16, Con 12, Int 10, Wis 8, Cha 14. Languages Spoken: Common, Elven. Skills and feats: Craft (Alchemy) +2, Hide +3, Listen +1, Move silently +3, Profession (Merchant) +6, Search +2, Spellcraft +6, Spot +1; Extend spell, Still spell. Equipment: Sorcererʹs Robes, Dagger +1 Sorcerer Spells Known (6 / 7 / 4): 0th ‐‐ Dancing Lights, Daze, Flare, Ghost Sound, Mage Hand, Read Magic. 1st ‐‐ Feather Fall, Mage Armour, Magic Missile. 2nd ‐ Acid Arrow. Typical Caravan Guard, male Elf (black) Ftr3 (12): CR 3; Size M (4 ft., 10 in. tall); HD 3d10 (hp 20 all); Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 15 (+3 Dex, Leather Armour) touch 13, Flat footed 12; Attack +6 melee (Longsword 1d8+2 19‐20 / x2), or +7 ranged (Longbow 1d8 20 / x3); Full attack +6 melee (Longsword 1d8+2 19‐20 / x2), or +7 ranged (Longbow 1d8 20 / x3); SQ Low‐light vision, Elven traits ; SV Fort +3, Ref +4, Will +1; AL NE; Str 14, Dex 16, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken: Common, Elven. Skills and feats: Hide 2, Listen +4, Move silent‐ ly +3, Search +2, Spot +2; Dodge, Power attack, Weapon focus (Longbow), Weapon focus (Longsword). Equipment: Leather Armour, Longsword, Longbow and 20 Arrows.
8. The Snake Charmer (EL7) As the characters approach this area, ask them to make a skill (Listen) check (DC10). If they are successful they can hear a strange wailing sound. If the characters fail to hear the noise there is still a chance of them noticing the natural pit if they make a skill (Spot) check (DC15). If the players investigate the sound they hear, it will lead them to a natural pit located twenty feet away from the path. If the characters discover the pit and look down it, read the characters the following: The pit is about 10ft. deep. At the bottom, a dark skinned man is sitting crossed legged playing a strange looking pipe. In front of him, several snakes are writhing in the air in time to his music. If the characters jump down into the pit without first announcing their presence, the Snake Charmer and the snakes will attack. Tactic: The Snake Charmer will attempt to use his Serpent Pipe (see Appendix 2 ‐ New Magic) to trans‐ form one of the characters into a snake. If the characters shout down to the Snake Charmer, read them the following: The man puts down his pipe, "Sssshhhhh my sssslithery sssisters. It lookssss asss though sss‐ someone isss calling ussss". The man looks up towards you and beckons you down. "A visssitor. Pleassse come down and join ussss?". The man down the pit is named Manata but he is referred to as the Snake Charmer by the Klattamen. The Snake Charmer is an evil human who uses his magical Serpent Pipe (see Appendix 2 ‐ New Magic) to transform his victims into snakes and keep them as his loyal pets. The six snakes that dance to his music were once his sisters! If the characters climb down into the pit the Snake Charmer will ask them to be seated. The six snakes will sit watching the characters at all times but will not move unless instructed to by the Snake Charmer. Judging by their clothes (unless magically altered or disguised) the Snake Charmer will assume the charac‐ ters to be adventurers and ask what items or relics they have collected on their travels. Should the characters refuse to tell him or show him any of their collections he will grow angry and attack (see Tactics above). If the characters have collected a pair of Borrinskin Boots on their journey and show them to Manata, read them the following: "Oh yesssss", cries the Snake Charmer, "Manata likesss bootssss. I wantsss them. Valuable informa‐ tion I can givessss to you about the Serpentsssss in the Baklandsssss". If the characters refuse to hand over the boots (or do not have any boots) Manata will huff, shrug his shoul‐ ders and return to his snakes. If they try to question him any further he will grow angry and attack (see Tactics above). If the characters give the Borrinskin Boots to the Snake Charmer, read them the following: "Give, give, give", he pleads with out stretched hands as you pass him the boots. He looks at you slyly then
thinks better of it and shrugs. "Ssseven winged Sserpentsss passssed this way two daysss ago. My sssissssterssss know the whereabouts of one of them. I will give you directionssss". Manata will tell the characters the location of the Moon Serpent (Encounter 5), then go back to playing his music. He will not converse with the characters any further. Manata the Snake Charmer, male Human Sor6: CR 6; Size M (6 ft., 1 in. tall); HD 6d4+6 (hp 24); Init +1 (+1 Dex); Spd 30 ft. (6 squares); AC 11 (+1 Dex) touch 11, Flat footed 10; Attack +2 melee (unarmed attack 1d3‐1 non‐lethal damage); Full attack +2 melee (unarmed attack 1d3‐1 non‐lethal damage); SV Fort +3, Ref +3, Will +4; AL NE; Str 8, Dex 13, Con 12, Int 10, Wis 9, Cha 15. Languages Spoken: Common. Skills and feats: Concentration +7, Hide +1, Listen +3, Move silently +1, Spellcraft +5, Spot +3; Alertness, Craft wondrous item, Heighten spell, Maximize spell. Equipment: Loincloth, Serpent Pipe (see Appendix 2 ‐ New Magic) Sorcerer Spells Known (6/7/6/3): 0th ‐‐ Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Ray of Frost, Read Magic. 1st ‐ Mage Armour, Magic Missile, Silent Image, Sleep. 2nd ‐‐ Blur, Knock. 3rd ‐ ‐ Slow. Snake, Medium Viper (6): hp 12 each (see MM, Animals for more information on Snakes) Snake Poison: Injury Fort save (DC11); Initial and Secondary damage 1d6 Con.
9. Ruined Temple of Throff (EL6) As the characters approach this area read them the following: The going here is quite tough. You are walking up an incline that forms the natural borders between the Baddu‐Bak Plains and the Klatta‐Bak Steppes. As the ground levels out once more you can make out something in the distance ahead of you. At first it looks like a natural rock formation but as you get nearer you can see that it is actually a large ruined building. If the characters decide to take a closer look at the building read on… The building looks to be an old ruined temple of some description judging by the elaborate carvings on the cracked stone pillars. There are still some walls and parts of the roof that have not collapsed but the tem‐ ple looks to be in a precarious state. A stone well is still standing by the east wall of the temple. Characters with the appropriate skill and who make a successful skill (Knowledge ‐ Architecture and Engineering) check (DC10) can determine that this building has only been ruined recently (within the last fortnight). The characters have a couple of other places to explore should they choose to. The well has long dried up. If the characters look down they will not be able to see the bottom unless they have Darkvision. The rope and bucket are at the bottom and are still tied to the winch at the top of the well. Inside the bucket is a
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snake that will attack the nearest character if the buck‐ et is raised to the surface (see below). There is nothing else to be found here. If the characters venture into the ruined temple and shout to see if anyone is about they will get no reply. However, if they shout a lot some dust will fall from the ceiling. Along one of the walls are some inscrip‐ tions that look like ancient hieroglyphics. A character will be able to understand what is written on the walls if they make a successful skill (Knowledge ‐ Religion) check (DC20) or cast a Read languages spell. Trap: If the characters are not of the Faith of Throff and speak her name out aloud (reading the deci‐ phered ancient hieroglyphics to the other characters for instance), a section of the ceiling directly above their heads will drop on them. Falling Ceiling: CR 6; Magical; Sound; Repair reset; Reflex save (DC20) for Half damage (10d6, large sec‐ tion of ceiling); Multiple targets (all targets in a 15ft. radius centred on the person who spoke the name of Throff); Search (DC25); Disable device (DC25). If the characters decipher the ancient hieroglyphics and decide to read it aloud to the other characters, read them the following: THIS TEMPLE WAS BUILT BY THE PRIESTS OF YADU IN HONOUR OF THROFF, GODDESS OF THE EARTH. THOSE WHO ARE NOT OF THE FAITH ARE FORBIDDEN FROM ENTERING THIS TEMPLE AND SHALL BE PUNISHED ACCORD‐ INGLY IF THEY SPEAK THE NAME OF THROFF OUT LOUD.
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If the characters look around the inside of the ruined Temple of Throff, ask them to make a skill (Search) check (DC15). If successful they will discover a trap door hidden in the floor that has been partly covered by rock. To free the trap door a character must make a successful Ability (Strength) check (DC15). If the char‐ acters open the trap door they will be met by a terrible stench. Below is a single, small room with an elderly man in it who has been chained to the walls. The old man is Shalla, Priest of Throff. Nine days ago Klattamen sacked his temple in the hope of gaining all its treasures. They were successful. Rather than merci‐ lessly killing the priest, they locked him in his cellar (chained to the wall) and set about destroying the building. Shalla will be overjoyed to see the characters. He will plead with them to set him free and tell them how he came to be locked in the cellar. If the characters choose to help Shalla they will need to make a skill (Open Locks) check (DC20) to free him from his chains. Shalla has been unable to perform his ritual to gain spells from Throff and so is in rather a bad way health‐wise (he still will not be able to perform his rit‐ ual because his holy symbol and robes have been stolen). If the characters have freed Shalla and ask him about the Seven Serpents read them the following: "So…. The messengers of the evil Archmage are about once more are they? Those creatures are no
friends of mine. I will tell you what I know but I am afraid it is not much. All of the Seven Serpents have a weakness but I know of only two. The Moon Serpent cannot abide fire and the Earth Serpent is powerless when not in contact with the ground." When the characters decide to leave Shalla will stay in his temple and attempt to rebuild it. Shalla, male Human Clr6: CR 6 (1 in present state); Size M (6 ft., 0 in. tall); HD 6d8‐6 (hp 3 of 21); Init +2 (+2 Dex); Spd 30 ft.(6 squares); AC 12 (+2 Dex) touch 12, Flat footed 10; Attack +4 melee (unarmed attack 1d3 non‐lethal damage); Full attack +4 melee (unarmed attack 1d3 non‐lethal damage); SV Fort +4, Ref +4, Will +7; AL NG; Str 10, Dex 14, Con 8, Int 12, Wis 15, Cha 17. Languages Spoken: Common. Skills and feats: Heal +7, Hide +2, Knowledge (Religion) +12, Listen +4, Move silently +2, Spot +4; Alertness, Martial weapon proficiency (Warhammer), Skill focus (Knowledge ‐ Religion), Weapon focus (Warhammer). Cleric Domains: Earth and Good Cleric Spells per Day: 5 / 4+1 / 4+1 / 2+1. (no spells revised) Snake, Small Viper: hp 4 (see MM, Animals for more information on snakes) Snake Poison: Injury Fort save (DC10); Initial and Secondary damage 1d6 Con.
10. Rocky Outcrop (EL5) As the characters approach the rocky outcrop read them the following: Now that you are traversing the southern regions of the Klatta‐Bak steps, the land is less barren and small rock formations furnish the landscape. One particular rocky outcrop, the one that stands before you, is quite a bit larger than the rest standing some 20 feet high and looks like a good place to rest. If the characters decide to explore this small rock for‐ mation, ask them to make a skill (Listen) check (DC10). If successful they can hear wind blowing which seems to be in an isolated area only. If the char‐ acters do not hear the noise, they may find the hidden cave by making a successful skill (Search) check (DC10). Should the characters investigate this noise, read them the following: The noise appears to be coming from within a six feet high cave that is almost hidden by the surrounding rocks. The cave is home to an Air Elemental that will attack the characters if disturbed. The Air Elemental looks like a miniature tornado within the cave that is creat‐ ing quite a strong wind. If the characters destroy the Air Elemental and search the cave they will find its treasures: a suit of Studded Leather Armour +3 and a Staff of Healing with 9 charges remaining. Air Elemental, Large: hp 62 (see MM, Elementals for more information on Air Elementals, large).
11. Klattamen (EL6) DMs note: This encounter can take place at any time you choose within this area.
A hunting band of three Klattamen are patrolling this area. If they spot the characters they will attack them at the most opportune moment (possibly stalking the characters for a while to gain the best advantage). Klattamen are a race of Humans that have dwelled within these plains for hundreds of years. They have evolved just beyond that of Neanderthal status and communicate via a crude dialect of grunts and arm movements. Klattamen typically wear hide as armour and carry simple weapons like clubs and spears. If the characters kill the Klattamen and search the bodies, they will find the following items: 2gp, a rats skull (highly polished) and one of them wears a neck‐ lace with a jewel in the centre which emits its own light ‐ This Item is a Magical Sun Jewel (see Appendix 2 ‐ New Magic) Klattamen, male Humans Ftr4 (3): CR 4 each; Size M (6 ft., 2 in. tall); HD 4d10+3 (hp 37, 32 42); Init +5 (+2 Dex, +4 Improved initiative); Spd 20ft. ‐ Hide Armour (4 squares) 30 ft. base (6 squares); AC 15 (+2 Dex, Hide Armour) touch 12, Flat footed 13; Attack +8 melee (Club 1d6+5 20/x2); Full attack +8 melee (Club 1d6+5 20 / x2); SV Fort +4, Ref +3, Will +1; AL NE; Str 16, Dex 14, Con 11, Int 12, Wis 10, Cha 9. Languages Spoken: None (Klattamen), Skills and feats: Hide +1, Intimidate +3, Listen +3, Move silently +3, Spot +3, Survival +3, Swim +6; Alertness, Power attack, Toughness, Track, Weapon focus (Club), Weapon specialisation (Club). Equipment: Club, Hide Armour and Small Pouch each.
12. The Sham (EL0/7) As the characters approach this area they will see a small, fast moving creature in the distance to the north. If the characters make no effort to hide their presence on the plains the creature will turn towards them. If the characters allow this creature to get close enough to them, read them the following: As the creature gets closer you can see that it is a small male humanoid, almost Dwarven in appear‐ ance, with a walking stick. The creatureʹs legs are moving incredibly fast allowing it travel well beyond the normal speed of a creature of this size. This creature is not as it would appear. It is in fact the Sorceress Dintainta of the Steppes (known to most as ʹThe Shamʹ). Dintainta often travels under the magical guise of an old male Dwarf. Her unusual speed is due to the magical item worn on her feet called Sandals of the Cheetahʹs Pace (see Appendix 2 ‐ New Magic). The Sham is fully aware of the characters mission to recov‐ er the Crown of Kings from the Archmage of Mampang and is here to aid them in their quest. However, she wants to test the characters goodness before she does help them. If the characters have allowed The Sham to approach them, read them the following: The small humanoid, standing little over four feet tall, stops in front of you. "Are you friend or foe?", the small creature asks in a squeaky voice. "If itʹs friend then show me your friendship and give me a gift of greeting. If itʹs foe, then be gone and get out of my way".
If the characters step out of the way of the creature or answer as ʹfoeʹ, The Sham will be very disappointed in the heroes of Analand. She will reveal her true self to them (a middle aged woman dressed in purple robes) and explain that she was here to help them but they are not worthy of her help and she will leave. If the char‐ acters attack her she will fight to the death. Should the characters act in a friendly way towards the creature and offer it an item from their backpack (no matter how small or insignificant), read them the following: A wide smile spreads across the creatureʹs face, "You are worthy of my help", says the creature. Not in the squeaky voice as before but in the soft tones of a mid‐ dle aged woman. The creature transforms before you into a beautiful Human woman dressed in purple Sorcererʹs Robes. "My name is Dintainta of the Steppes, although most of the inhabitants of the Baklands call me The Sham. I am aware of your mission to recover the Crown of Kings and your wit and courage that has aided you in getting this far is to be commended however, greater dangers lie ahead. At the Fortress of Mampang beware the Sleepless Ram. Your skills are no match for its power. You will over come it by uncorking this vial in its presence". The Sham hands you a small vial full of swirling vapours. "Guard this vial with your life and let no one release the gasses from within!", she warns. The Sham also has some other useful information. If the characters ask about the Seven Serpents she will tell them that if they take the northeast path from here they will encounter the Earth Serpent. This serpent is very powerful but only when it is in contact with the earth. In an exchange for the greeting gift given to her by the characters when they first met, The Sham will give the characters two Potions of Cure Moderate Wounds (which will heal 2d8+3 hit points) and a Wand of Delay Poison with 42 charges remaining. Dintainta ʹThe Shamʹ, female Human Sor7: CR 7; Size M (5 ft., 8 in. tall); HD 7d4 (hp 20); Init +5 (+1 Dex, +4 Improved initiative); Spd 50 ft. (10 squares ‐ Sandals of the Cheetahʹs Pace), base 30ft. (6 squares); AC 13 (+2 Dex, Ring of Protection +1) touch 12, Flat footed 11; Attack +5 melee (Quarterstaff 1d6+2 20/x2); SV Fort +2, Ref +4, Will +5; AL CG; Str 11, Dex 15, Con 11, Int 13, Wis 10, Cha 16. Languages Spoken: Common, Elven. Skills and feats: Concentration +6, Hide +1, Knowledge (arcana) +11, Listen +0, Move silently +1, Spot +0; Craft wondrous items, Enlarge spell, Improved initiative, Quicken spell. Equipment: Purple Sorcererʹs Robes, Sandals of the Cheetahʹs Pace (see Appendix 2 ‐ New Magic), Ring of Protection +1, Wand of Delay Poison (4th level; 28 charges remaining), Vial of Gas*, 2x Potions of Cure Moderate Wounds, Quarterstaff +2 Sorcerer Spells Known (6/7/7/5): 0th ‐‐ Dancing Lights, Detect Magic, Ghost Sound, Light, Mending, Ray of Frost, Read Magic. 1st ‐‐ Charm Person, Disguise Self, Magic Missile, Mage Armour, Ray of
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Enfeeblement. 2nd ‐‐ Alter Self, Catʹs Grace, Spider Climb. 3rd ‐Lightning Bolt, Summon Monster III. DMs note: *This vial of gas is a specific concoction that has been created by The Sham to temporarily incapacitate the Marble Ram which guards the Archmageʹs tower in the final adventure to this four‐ part epic, SORCERY! The Crown of Kings. It has no use in this adventure.
13. Earth Serpent (EL7) This encounter with the Earth Serpent can take place anywhere in the area that the DM chooses. It works best when the characters rest and eat. Read the char‐ acters the following: You have picked a very picturesque and suitable place in which to camp. From this position the south fringes of the Forest of the Snatta can be clearly seen some 8‐10 miles north of you and Lake Ilklala, which you will need to cross, is on the horizon. The Earth Serpent will attack at the most opportune moment. If the characters are wearing the magical ring known as Serpents Bane, found within the Cityport of Kharé, and remember to use it to extract an item of informa‐ tion from the Serpent, read them the following: Offer no gold to Valignya if you value your life. Earth Serpent: hp 75 (see Appendix 1 ‐ New Monsters)
14. Evil Spirits (EL6) As the characters approach this area, read them the following: The Forest of the Snatta is now very close. You can clearly see the path that you are following disap‐ pear into the arboreal mass just a mile or so from where you stand. Suddenly, a voice calls out to you. Looking across to your left you can see several humanoid creatures standing in a circle just 20 feet from the path. You swear these creatures were not there a moment ago! If the characters make a successful skill (Spot) check (DC15) they will notice that they are able to partially see through these creatures. Continue reading the fol‐ lowing:
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of Mampang. The Archmage has a plan to try to destroy all good align humanoids by making them summon a demon to attack themselves. The spirits are incorporeal and cannot be touched in the same way that they cannot touch anything from the material world (in other words, they cannot cause damage nor receive it). If the characters have decided to join the Seven Spirits, read them the following: The spirits rise as you approach. They glide silently through the air passing right through one another as they mingle. The spirits encircle you and join hands. One of the ghostly spirits speaks," Your caution is understandable but do not fear us. These are not our natural bodies but merely the shells through which we communicate to mortals. There are dangers ahead the likes of which you cannot imagine. We know of a magical chant that will protect you from harm. Repeat this short verse after me:" Ethlan Babau frendom traniss, Ethlan frendom grezzick traniss, Babau traniss, Ecorum. This is a trick. The incantation that the Seven Spirits are trying to make the characters repeat will in fact summon a Babau Demon that will attack the charac‐ ters immediately and will fight to the death. If the characters with the appropriate skill make a success‐ ful skill (Spellcraft) check (DC20) they will know that the incantation is one of summoning. If the characters repeat the incantation, the spirits will disappear. Babau Demon: hp 62 (see MM, Demons for more information on the Babau Demon).
15. Klattamen Village (EL9) A small village blocks the path that the characters are following towards the Forest of the Snatta. If the char‐ acters decide to approach this village and they are vis‐ ible, read them the following:
One of the creatures raises its head and turns towards you. Inside the hood, the bony face of a long‐dead skull opens its jaw. Its hollow voice whistles in the wind, "We have awaited your arrival. You have made good time mortals. We are the Seven Spirits. We have been dispatched to warn you of the dangers ahead. Come, Join us."
As you approach the village you are noticed and several of the villagers gather together and watch you approach. They are ugly creatures, humanoid but strong looking and very lanky. Most of the males in the village wear animal skin armour (hide) and carry well crafted wooden clubs or spears. You get the impression from the grunts and vigorous hand movements that they have evolved just beyond that of Neanderthal status.
If the party refuse the invite and continue walking toward the forest, read them the following:
Read the characters the following if they enter the Klattamen Village:
"Halt!" Booms the ghostly voice. "You shall not take another step forwards!"
As you enter the village the locals stare at you with an expression that you cannot read. One of the males motions you to follow him to a large cooking pot in the centre of the village.
This is nothing short of an idle threat. If the charac‐ ters proceed towards the forest and ignore the threats from the Seven Spirits, they will be safe. The Seven Spirits are evil entities which roam the Bak‐Lands looking for poor unsuspecting mortals on whom to inflict the will of their master, the Archmage
Klattamen, as mentioned before in this adventure, are a primitive race of Humans. Their culture and liv‐ ing conditions have evolved to a standard just above that of Neanderthal. The Klattamen do not talk, they
communicate via a crude dialect of grunts and arm movements. Their society is based around strength and combat prowess. Any newcomer to the village must first be shown hospitality but in return the visitor must show their worthiness by choosing one amongst them to fight the village champion. If the characters follow the Klattamen to the cooking pot they will be encouraged to sit and eat. The food is basic (boiled meat with vegetables) but it is tasty and filling. Once the characters have eaten their fill they will notice that several of the males have gathered round a much larger Klattaman. The males are dress‐ ing the larger one in hide armour, boots and a large club. Once dressed, his face and arms are painted in black symbols and lines. When they have finished, the Klattamenʹs champion will approach the characters and point to the character who looks most like a war‐ rior. The champion will show his intensions by thud‐ ding the ground just in front of the chosen character with his club. If the character does not respond, the champion will attack him where he sits. This ritual is supposed to be a one on one fight. If the other charac‐ ters join in each one will be attacked by a Klattaman. When either the champion or the visitor is defeated the fighting will stop and the characters allowed to leave. Klattamen Champion, male Human Ftr6: CR 6; Size M (6 ft., 3 in. tall); HD 6d10+18 (hp 59); Init +6 (+2 Dex, Improved initiative); Spd 20ft. ‐ Hide Armour (4 squares) 30 ft. base (6 squares); AC 15 (+2 Dex, Hide Armour) touch 12, Flat footed 13; Attack +11 melee (Club 1d6+6 20 / x2); Full attack +11 / +6 melee (Club 1d6+6 20 / x2); SV Fort +8, Ref +4, Will +1; AL N; Str 18, Dex 14, Con 16, Int 6, Wis 8, Cha 9. Languages Spoken: None (Klattaman). Skills and feats: Hide +4, Listen +5, Move silently +5, Ride +9, Spot +3, Swim +9, Survival +4; Alertness, Dodge, Improved initiative, Mounted combat, Track, Weapon focus (Club), Weapon focus (Half spear), Weapon specialisation (Club). Equipment: Hide Armour and a Club. Klattaman, male Human Ftr3 (4): CR 3 (each); Size M (5 ft., 9 in. tall); HD 3d10+6 (hp 26 each); Init +0; Spd 20ft. ‐ Hide Armour (4 squares) 30 ft. base (6 squares); AC 13 (Hide Armour) touch 10 Flat footed 13; Attack +7 melee (Club 1d6+3 20 / x2); Full attack +7 melee (Club 1d6+3 20 / x2); SV Fort +4, Ref +1, Will ‐1; AL N; Str 17, Dex 11, Con 12, Int 6, Wis 7, Cha 10. Languages Spoken: None (Klattaman) Skills and feats: Climb +4, Hide +2, Listen +2, Move silently +2, Ride +2, Survival +2; Alertness, Power attack, Toughness, Track, Weapon focus (Club). Equipment: Hide Armour and a Club.
Some 25 feet ahead of you, a strange red snake is crossing the path. It stops to look at you for a brief moment then continues its journey into the forest. The snake is in fact the Fire Serpent. It has spotted the characters and will try to lure them into the forest (away from the path) to attack them. If the characters do follow the Fire Serpent into the forest, read the following: The red snake moves swiftly in‐between the trees within the dense forest. The trees open into a clearing but the snake is no‐where to be seen. The Fire Serpent has climbed up a tree and will attack the characters at the most opportune moment. Tactic: The Fire Serpent will use its fire burst Ability first, hoping to ignite some foliage as well as the char‐ acters. It will then close in to attack. If the characters are wearing the magical ring known as Serpents Bane, found within the Cityport of Kharé, and remember to use it to extract an item of informa‐ tion from the Fire Serpent, read them the following: Do not eat from Throgʹsssssssss larder Fire Serpent: hp 61 (see Appendix 1 ‐ New Monsters).
18. The Killing Trees (EL7) This is a particularly nasty area of the forest. At the intersection, where the path forks west, a patch of four Assassin vines have set up home. These plants are very preditorial and will attack any living creature that comes within reach. Three of the Assassin vines have positioned themselves so that their main branches will reach the centre of the crossroads (see map 1) while the other is along the north road. Assassin Vines (4): hp 30, 28, 31, 35 (see MM for more information on Assassin Vines)
16. Forest of the Snatta (EL0) The characters are now entering the Forest of the Snatta. Please refer to: The Adventure, Random Encounters ‐ Forest of the Snatta for the random encounter table for this area.
17. Fire Serpent (EL7) When the characters are approaching this area, ask the characters to make a skill (Spot) check (DC14). If they are successful read them the following:
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19. Fenestraʹs Cave (EL8) If the characters are following the path they will notice that it circles a small hillock on which the forest continues to grow. On the west side, the path runs up hill slightly and ends at a wooden door built into the hillock. The door is unlocked. If the characters make a successful skill (Listen) check (DC10) they will hear the sound of a single voice coming from within. The voice belongs to the owner of the cave‐house, the Elven Sorceress Fenestra. She is talking in an ancient Elven dialect which the characters can recognise by making a successful skill (Knowledge ‐ History) check (DC20). She says: "You cannot escape, Winged Serpent. Soon your brother will come looking for you and I will have my revenge." The last time the Archmage of Mampang released his Winged Serpents in Kakhabad, Fenestraʹs father was slain by the Water Serpent close to the banks of the Kharabak River. Since that time, Fenestra has plot‐ ted her revenge. She captured the Sun Serpent during a bad rainstorm by offering it shelter (she had learned that the creatures weakness is water). Once inside the cave she cast one of her fatherʹs spells binding the creature within a large glass orb. She is aware of the close relationship of the Seven Serpents and expects the Water Serpent to come looking for itʹs captive sib‐ ling. Fenestraʹs thirst for revenge has uncovered the weaknesses of two of the serpents: The Sun Serpent is explained above and the Water Serpentʹs weakness is oil. The Elven sorceress keeps a large supply of oil for when the Water Serpent finally arrives. Trap: The front door to Fenestraʹs cave‐house is trapped. If it is opened, a permanent Magic Mouth spell will activate in Fenestraʹs study and whisper, "You have company". Magic Mouth Trap: CR4; Magic device; Proximity trigger; Automatic reset; Spell effect (Magic Mouth); Search (DC27); Disable device (DC27). Knocking on the door will not attract the attention of Fenestra. If the characters open the door, read them the following: Beyond the door is a small passageway which leads further into the hillock. A light source is present at the far end of the passage and a single shadow is moving about. Unless the characters have bypassed the door trap, Fenestra will know if someone has entered her cave‐ house. If the characters are in any way threatening towards her, she will attack to the death. If the charac‐ ters move down the passage to the room at the end (Fenestraʹs study), read them the following:
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Standing next to an orb in the centre of the room is a female Elf dressed in Sorcererʹs Robes. Inside the orb is a swirling mist which every now and again solidifies to form the face of a large snake‐like crea‐ ture. The room itself appears to be a study of some description. A desk and several bookshelves line the small walls. A single door, which is closed, appears to be the only other way out of this room.
If the characters failed to notice Fenestraʹs door trap, she will be well aware of their presence (whether hid‐ den or not). Fenestra will ask the characters to show themselves and ask what they want. If the characters are rude or appear to know more than they are letting on, Fenestra will cover the glass orb with a large cloth and ask the characters to leave. She may trade some of her items if asked, but she will not help the characters in any other way. Should the characters mention that the creature within her Orb looks like one of the Seven Serpents, Fenestra will ask the characters what they know of these creatures. If the characters are forthcoming to the Elven sorceress and explain their mission to recov‐ er the Crown of Kings and that slaying these deadly serpents has become crucial to their success. She will tell her story about the death of her father and enlight‐ en the characters as to the weaknesses she has discov‐ ered. She will also give the characters the following information: If it is Mampang that you travel to, you will first need to cross the Kharabak River at the mouth of Lake Ilklala. Fenestra hands you a small silver whistle. "Follow the path to the shore of Lake Ilklala. When you are there, blow this whistle to summon the ferryman. Without his help to cross you will need to find either a boat or to swim across. The only other advice I can give you is regarding the Serpent of Time. This creature is the swiftest of the seven. My father devised a magical incantation to aid in defeating this serpent but he gave it to the Marsh Goblins of Vischlami Swamp many months ago. They wanted to kill the creature as it was ter‐ rorising their homeland. I do not know if they were successful in their attempts or not. As the characters prepare to leave, Fenestra will offer the characters either a Potion of Cure Serious Wounds (which will heal 3d8+5 hit points of damage) or a Talisman of Luck +4 (see Appendix 2 ‐ New Magic). If the characters are wearing the magical ring known as Serpents Bane, found within the Cityport of Kharé, and remember to use it to extract an item of informa‐ tion from the Sun Serpent, read them the following: Beware the breath of the Mucalycticssssssssssss DMs Note: If the characters were not forthcoming with revealing their intensions to destroy the Seven Serpents, Fenestra will offer to trade the above items and not to give them away. The door in Fenestraʹs study leads to her bedroom. The door is kept locked at all times and Fenestra keeps the key on her person. Strong Door: Break (DC23); Hardness 5; hp 20 Good Lock: Open locks (DC30) Fenestra keeps her prized possessions in a wooden chest next to her bed. These items belonged to her father: Helm of Comprehend languages and Read magic, Figurine of Wondrous power (onyx dog) and a Rod of Withering.
Trap: The wooden chest has been Fire Trapped. Fire Trap: CR 3; Spell; Spell trigger; No reset; Spell effect (fire trap, 8th‐level sorcerer, 1d4+8 fire, Reflex save (DC13) for Half damage); Search (DC27); Disable device (DC27). Fenestra, female Elf (mountain) Sor8: CR 8; Size M (4 ft., 11 in. tall); HD 8d4+8 (hp 31); Init +1 (+1 Dex); Spd 30 ft. (6 squares); AC 16 (+4 Dex, Ring of Protection +2) touch 14, Flat footed 12; Attack +9 melee (Dagger 1d4+1 19‐20 / x2) or +9 ranged (Dagger 1d4+1 19‐20 / x2); Full attack +9 melee (Dagger 1d4+1 19‐20 / x2) or +9 ranged (Dagger 1d4+1 19‐20 / x2); SQ Low‐light vision, Elven traits; SV Fort +3, Ref +6, Will +7; AL NG; Str 9, Dex 18, Con 12, Int 15, Wis 12, Cha 17. Languages Spoken: Ancient Elven, Common, Elven, Gnoll. Skills and feats: Concentration +12, Hide +6, Knowledge (arcana) +10, Listen +5, Move silently +5, Search +5,
Spot +5; Craft wand, Scribe scroll, Weapon finesse. Equipment: Sorcererʹs Robes, Dagger +2, Wand of Lightning Bolt (8th level; 8d6 damage; 21 charges remaining), Ring of Protection +2, Silver key to her Bedroom. Sorcerer Spells Known (6 / 7 / 7 / 6 / 3); Spell save = 13+ spell level: 0th ‐‐ Dancing Lights, Detect Magic, Disrupt Undead, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic. 1st ‐‐ Charm Person, Identify, Mage Armour, Magic Missile, Shield. 2nd ‐ Magic Mouth, Misdirection, See Invisibility. 3rd ‐ Displacement, Lightning Bolt. 4th ‐ Stone Skin.
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20. The Riverʹs Edge (EL7) As the characters approach the bank of the river, read them the following; The trees are beginning to thin and within a few moments you find yourselves staring out across a huge expanse of water. This must be where the Kharabak River flows from Lake Ilklala. In the dis‐ tance, some 10 miles or so, you just about make out the next stage of your journey the Vischlami Swamp. The characters have a couple of choices of how to get across the water; they can fly (if they have the means), they can swim (but it is 10 miles to the shore of the Vischlami Swamp) or they can boat across (there is plenty of wood around to construct a raft if need be). The Kharabak River did have its very own ferryman, although he was actually a trapper by trade. He owned the only boat for miles around and charged a nominal fee for passage across the river. He resided within a well hidden dug‐out along the south side of the river bank approximately 100ft. from where the path ends ‐ skill (Search) check (DC20) to locate the dug‐out ‐ …until just yesterday when he met his death at the hands of the Air Serpent. The Air Serpent, knowing that the characters will have to cross the river at some point, has used its Polymorph Ability to impersonate the ferryman. DMs note: The Air Serpent knows that the Water Serpent is waiting for them in the middle of the river. Its plan is to lure them out there so that they can attack the characters together. However, the Air Serpent is very aggressive and short tempered and it will not take much to aggravate it into a fight. If the characters discover the dug‐out they will find the Air Serpent, polymorphed into the guise of the fer‐ ryman, asleep in a boat. It will wake with a start and moan at the characters for disturbing it. However, it will remember what its plan is and offer to take the characters across the river for 2gp each. The Air Serpent is short tempered and aggressive. It will demand that the characters help it to pull the boat into the water. If the characters are threatening towards it, it will lose its temper and poly‐ morph back into its true shape and attack. If the characters have obtained a whistle from the sorceress Fenestra, they can use it to attract the Air Serpentʹs attention. If the characters blow the whistle read the following:
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The whistle emits a loud, shrill noise much louder than you would expect from a small silver whistle. A few moments later, a human head appears from a large
patch of undergrowth. The man pulls himself from his dug‐out, stretches and looks at you. "Wadda ya want?", he says in a grumpy half asleep voice. The man is unwashed and very untidy. He wears animal pelts for clothes and is a little overweight. In the event that no fight takes place, the Air Serpent will start to row the characters across the river. If the characters are wearing the magical ring known as Serpents Bane, found within the Cityport of Kharé, and remember to use it to extract an item of informa‐ tion from the Air Serpent, read them the following: Do not light the blood candle Air Serpent: hp 40 (see Appendix 1 ‐ New Monsters)
21. The Kharabak River DMs note: Please refer to Map 2 ‐ The Crossing Map 2 ‐ Encounter 1. The Air Serpent Attacks (EL7) This encounter will only take place if the characters are being ferried across the river by the Air Serpent (polymorphed to look like the ferryman). Read the characters the following: The waves of the Kharabak River lap gently at the side of the boat. Looking to the west you can see the great Lake Ilklala. A mist has settled across its calm waters giving it an eerie appearance. All of a sudden the ferryman stops rowing. "This is no good", he says to himself, "This cannot wait". A gas starts to leek from the ferrymanʹs eyes. At the same time his body begins to crumple up like a bal‐ loon losing its air. The gas forms the shape of a winged serpent above the boat. The Air Serpent is far too impatient to wait until it meets it brother before attacking the characters. It will attack to the death. Air Serpent: hp 40 (see Appendix 1 ‐ New Monsters)
Map 2 ‐ Encounter 2. Bubbling Water (EL0) As the characters approach this area ask them to make a skill (Spot) check (DC15). If they are successful read them the following: Some 100 feet or so ahead of the boat the water appears to be bubbling! The Bubbling Water covers an area of twenty square feet and is being created by the Water Serpent. Unless the characters take a very wide detour around the bub‐ bling water, the Water Serpent will attack them (see Map 2, encounter 3 ‐ The Water Serpent). Map 2 ‐ Encounter 3. The Water Serpent (EL5) If the characters have either decided to investigate the Bubbling Water (Map 2, encounter 2 ‐ Bubbling Water) or failed to notice it, they are about to encounter the Water Serpent which is swimming around under the water waiting for the boat to arrive. Tactic: The Water Serpent will attempt to tip the boat over and then attack the characters in the water. It will do this by making a successful Ability (Strength) check (DC15). Any characters who fall into the water will have to make a skill (Swim) check (DC10) to swim in the calm waters. If the characters are wearing the magical ring known as Serpents Bane, found within the Cityport of Kharé, and remember to use it to extract an item of informa‐ tion from the Water Serpent, read them the following: Pay resssspect to Naggamanteh Water Serpent: hp 45 (see Appendix 1 ‐ New Monsters) Map 2 ‐ Encounter 4. Flying Fish (EL2) DMs note: This encounter can take place at anytime from where the characters decided to detour right up to the banks of the Vischlami Swamp. If the characters have decided to avoid the Bubbling Water (the Water Serpent) they will have to take a wide detour but will soon find themselves back on course and heading towards the bank of the Vischlami Swamp. A school of carnivorous Flying Fish patrol this area and will attack anything they encounter. Flying Fish (Swarm): hp 20 (see Appendix 1 ‐ New Monsters)
22. Vischlami Swamp (EL5) The characters are now entering the Vischlami Swamp. Please refer to: The Adventure, Random Encounters ‐ The Vischlami Swamp for the random encounter table for this area. Read the characters the following if they boated across the river: Reaching the shore of the Vischlami Swamp your hearts sink. The swamp is a vast combination of intertwined bushes and half sunken trees in soft gooey mud and water. There is no way of using the boat here and your only option is to wade on by foot. DMs note: While the characters are in the swamp they will suffer the following effects due to their lack of manoeuvrability: base movement rate is reduced by 10ft. and a ‐4 penalty to Dex (which will effect AC and all Dex related skills).
After a couple of hours of wading through the swamp, ask the characters to make a skill (Listen) check (DC10). If they are successful they can hear shouting and a group of creatures making their way towards them. If the characters stay where they are (whether hidden or not) read them the following: Not before too long, the creatures making their way through the swamp come into view. Three small humanoid creatures, which you recognise as Marsh Goblins, are moving in your direction. Marsh Goblins are a variant of their land cousins but with webbed hands and feet and a less hostile tempera‐ ment. These creatures look scared and keep glancing back in the direction from which they have just come. The Marsh Goblins are fleeing from the Time Serpent. If the characters show themselves to the Marsh Goblins they will seem very surprised to see them, but they will not attack. If the characters attack the Marsh Goblins they will fight to the death. If the characters try to communicate with the Marsh Goblins they will discover that these creatures speak in a strange language which barely resembles the Goblin tongue. If a character speaks Goblin, they will have to make an Ability (Int) check (DC10) to successfully translate what is being said to them. The Marsh Goblins will tell the characters that they have been given a Spell scroll by a sorcerer from the Forest of the Snatta to help them combat a god‐like serpent which hunts in their swamp. Unfortunately the only member of their clan capable of spell casting was eaten by a Hydra and they are now without hope. If the charac‐ ters offer to help the Marsh Goblins they will hand the characters the scroll (the scroll has the spell Slow on it, cast at 10th level) and tell them that the serpent god hunts to the north. Woshk, Torric and Frissen, male Goblin (marsh) Ftr3 each: CR 3 (each); Size S (3 ft., 6 in. tall); HD 3d10 (hp 22, 16, 17); Init +2 (+2 Dex); Spd 30 ft. (6 squares); AC 15 (+2 Dex, +1 Size, Leather Armour) touch 13, Flat footed 13; Attack +4 melee (Spear 1d6+0 20 / x3) or +6 ranged (Spear 1d6+0 20 / x3); Full attack +4 melee (Spear 1d6+0 20 / x3) or +6 ranged (Spear 1d6+0 20 / x3); SQ Darkvision 60 ft.; SV Fort +3, Ref +3, Will +0; AL N; Str 10, Dex 14, Con 10, Int 8, Wis 8, Cha 6. Languages Spoken: Marsh Goblin. Skills and feats: Hide +6, Jump +1, Listen ‐1, Move silently +6, Open lock +3, Spot ‐1, Swim +7*; Alertness, Skill focus (Swim), Power attack, Weapon focus (Spear). Equipment: Leather Armour and Spear each. One of the Marsh Goblins has a Spell scroll with Slow on it cast at 10th level. *Marsh Goblins have a Racial skill bonus of +5 to Swim
23. The Serpent of Time (EL9) As the characters approach this area, read them the following: The swamp has dried up quite a bit over the last few miles and the going is much better on firmer ground. DMs note: The penalty to Dex for being in the swamp is reduced from ‐4 to ‐2 in this part of the swamp.
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Ask the characters to make a skill (Listen) check (DC10). If they are successful they will hear a rustling noise coming from the bushes ahead. If the characters are visible read them the following:
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From the vegetation just ahead, a snake‐like head rises. Its looks to the left and right as if searching for something. But when its eyes fall on you, steam hisses from between its fangs and it flaps its wings. The creature rises into the air and prepares to attack!
This is the Time Serpent. It will fight to the death. If the characters are wearing the magical ring known as Serpents Bane, found within the Cityport of Kharé, and remember to use it to extract an item of informa‐ tion from the Time Serpent, read them the following: The Archmage may be disssssguisssssed Time Serpent: hp 40 (see Appendix 1 ‐ New Monsters)
24. Onto Mampang (EL0) As the characters leave the Vischlami Swamps read them the following: Your long trek across the Bak‐Lands is almost at an end. Having left the Vischlami Swamps, you now stand at the Zanzunu foothills. From here, you must climb through the Xamen to the Fortress of Mampang, but will your arrival be anticipated? How many of the Seven Serpents did the characters defeat? The following bonuses and penalties apply to each individual character. 0‐2 Serpents ‐ The remaining serpents have sped away to warn the Archmage of your Arrival. The characters must lose 4 permanent Luck points and 2500 Experience points to reflect their failure. 3‐5 Serpents ‐ The remaining serpents have sped their way to warn the Archmage of your Arrival. The characters must lose 2 permanent Luck points and 1500 Experience points to reflect their failure. 6‐7 Serpents ‐ Well done for defeating the six ser pents that roamed the Bak‐Lands. The seventh serpent, the Sun Serpent, was captured by the Sorceress Fenestra in the Forest of the Snatta and poses you no threat. The characters gain 1 per‐ manent Luck point, an Ability point of their choice and a bonus 3000 Experience points to reflect their success. Once these bonuses or penalties have been bestowed, read the characters the following: You are relieved once more to step on to firm ground. Ahead of you lies the final stage of your quest: the climb up the Zanzunus to the Fortress of Mampang. You are now entering what must be the low Xamen. The going is all uphill but the dangers should be mini‐ mal as the rocky crags of Xamen are inhabited only by Birdmen. Soon the Fortress should be coming into view… You continue onwards and upwards for several hours until the light begins to fade. As the sun sinks below the Zanzunu skyline, its dying rays light up a sight which you will remember for the rest of your days. The sunset shadows make your first sightings of the Fortress a fearful one. Its tall spires and sharp angles give it a most intimidating look. One thing is certain: entering the Fortress of Mampang will be the most per‐ ilous stage of your quest to recover the Crown of Kings.
Appendix 1 - New Monsters Air Serpent, The In Air Serpent Form: Large Outsider (Evil, Extraplanar) Hit Dice: 8d8 (36 hp) Initiative: +9 Speed: 30 ft. (6 squares), Fly 90 ft. (18 squares, Good) AC: 19 (‐1 size, +7 Dex, +3 natural), touch 16, Flat footed 12 Base Attack / Grapple: +8 / +13 Attack: Bite +8 melee (1d8+1) Full Attack: Bite +8 / +3 melee (1d8+1) Space / Reach: 10 ft./ 5 ft. Special Attacks: Poison Special Qualities: Change form, Darkvision 60 ft., Gaseous form, Weakness (Skin, Wind) Saves: Fort +6, Ref +13, Will +10 Abilities: Str 13, Dex 23, Con 10, Int 10, Wis 14, Cha 15 Skills: Balance +18, Climb +12, Concentration +11, Hide +15, Listen +13, Move silently +18, Spot +13, Swim +12 Feats: Dodge, Improved initiative, Iron will Environment: Anywhere the Archmage sends it Organisation: Solitary or with the other serpents Challenge Rating: 7 Treasure: none Alignment: Always neutral evil Advancement: ‐‐ Level adjustment: ‐‐
In Snake Form: Small Outsider (Evil, Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 30 ft. (6 squares), Fly 90 ft. (18 squares, Good) AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, Flat footed 14 Base Attack / Grapple: +2 / ‐6 Attack: Bite +5 melee (1d3‐2) Full attack: Bite +5 melee (1d3‐2) Space / Reach: 5 ft./ 5 ft. Special Attacks: Possession Special Qualities: Darkvision 60 ft. Saves: Fort +3, Ref +6, Will +6 Abilities: Str 6, Dex 16, Con 11, Int 15, Wis 16, Cha 17
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Skills:
Balance +8, Climb +3, Concentration +5, Hide +12, Listen +8, Move silently +8, Spot +8 Feats: Iron will, Weapon finesse Environment: Anywhere the Archmage sends it Organisation: Solitary or with the other serpents Challenge Rating: ½ Treasure: none Alignment: Always neutral evil Advancement: ‐‐ Level Adjustment: ‐‐ One of the seven magical serpents allied to the Archmage of Mampang, the Air Serpent delights in tricking enemies into weakening themselves or turn‐ ing their attention away to allow it to strike. The ser‐ pent is actively malicious, and is likely to be distract‐ ed from its assignment to murder innocent bystanders at any opportunity. It will then possess the body of its victim, and use it to draw close to the next enemy. The Air Serpent is unique among the serpents in that it can remain airborne for longer than a few minutes at a time ‐ however, it is loathe to stray far from its skin which can be used to destroy it. The Air Serpent is composed of smoky poisonous gas, shaped like a great winged serpent. Powerful
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winds can disperse its shape and destroy it. The ser‐ pent can also assume the form of a small blue‐green snake ‐ it needs to be in this form to possess a humanoid victim, leaving its skin behind after the fact. When it needs to return to snake form, perhaps to evade the wind, it must slither back into the skin. If any harm befalls the skin, it will be destroyed.
Combat The Air Serpent, once revealed, will fly over its prey and lash into them with its fangs and poisonous body. The Air Serpent becomes quite berserk in battle and cares little for tactics once it begins its attack.
Poison (Ex) Anything struck by the Air Serpentʹs fangs is also poi‐ soned by its body, a Fortitude save against a DC of 14 (Constitution based) is needed. The primary and sec‐ ondary effects are 1d6 Constitution damage.
Change Form (Su) As a standard action, the Air Serpent can shift form into a small blue‐green snake. It appears quite innocu‐ ous in this form but it is also very vulnerable. It may change back as a standard action, leaving behind the skin of the snake.
Gaseous Form (Ex) The body of the Air Serpent is partially insubstantial and as such it can squeeze through tiny gaps as easily
as a cloud of smoke could. In addition, attacks on the Air Serpent suffer a 30% miss chance ‐ even energy attacks like fire or lightning. Wind‐based attacks always strike the Air Serpent, however.
Possession (Su) With a melee touch attack, the snake form of the Air Serpent can try to dominate the will of a humanoid or monstrous humanoid being. The victim must make a Will save against a DC of 16 (Charisma based) or the snake transfers its body into the new host over a full round, leaving a shrivelled snakeskin behind. The pos‐ session process is impossible if the snake is struck dur‐ ing the possession, which provokes an attack of oppor‐ tunity. Should it succeed, the possessed host dies and becomes a shell for the evil intelligence of the serpent. The serpent can abandon a host at any time as a stan‐ dard action, assuming Air Serpent form.
insect that lives off the meat of animals and people unfortunate enough to pass by. The massive, spiked exoskeleton of the beetle is usually concealed beneath the surface of the dry steppe, where it waits patiently for days for a morsel to come within reach. As if their wicked claws were not enough, when injured the beetle responds by spitting a potent acidic solution over the difficult prey. Nomads of the Baddu‐ Bak place some value on the exoskeleton of a Baddu‐ Beetle, as it can be used to make many useful tools ‐ the meat however is particularly bitter and unpleasant.
Combat The beetle lurks just below the ground until a victim is near, and then rises out of the pit and tries to tear the prey apart with long claws. If harmed, the beetle will begin spitting acid at the enemy as well.
Weakness (Skin) (Ex) If the skin left behind by the serpent is torn or other‐ wise destroyed, the Air Serpent too will be destroyed.
Weakness (Wind) (Ex) When in Air Serpent form and subjected to powerful winds, it must make a Fortitude save or be dispersed and destroyed (see the wind effects rules in the DMG). If the wind is caused by a spell, the Air Serpent must save against the difficulty of the spell with an addition‐ al ‐4 Circumstance penalty to the save.
Baddu‐Beetle Large Vermin Hit Dice: Initiative: Speed: AC: Base Attack / Grapple: Attack: Full Attack: Space / Reach: Special Attacks: Special Qualities:
Saves: Abilities: Skills: Feats: Environment: Organisation: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
7d8+21 (52 hp) +0 20 ft. (4 squares), burrowing 15 ft. (3 squares) 19 (‐1 size, +10 natural), touch 9, Flat footed 19 +5 / +15 Claw +10 melee (1d12+6) 2 Claws +10 melee (1d12+6) 10 ft./ 5 ft. Acidic spittle, Bite Burrow ambush, Darkvision 60 ft., Electricity resistance 15, Spikes, Tremorsence 15 ft., Vermin traits Fort +8, Ref +2, Will +2 Str 23, Dex 10, Con 17, Int ‐, Wis 10, Cha 9 ‐‐ ‐‐ Dry wastelands Solitary or cluster (2‐5) 5 none Always neutral 8‐10 HD (Large); 11‐21 HD (Huge) ‐‐
Named for the wastelands where they are thought to originate, the Baddu‐Beetle is an enormous burrowing
Acidic Spittle (Ex) The Baddu‐Beetle can spit acid with a range of 10 feet. It will only do this if it has been injured, and will do so in addition to the normal claw attacks. The beetle can spit acid a maximum number of times per day equal to its Constitution adjustment plus 3. The acid uses a ranged touch attack, and deals 1d6 points of damage.
Bite (Ex) If the beetle hits with both claw attacks on the same opponent, it may also make an immediate bite attack at the same Attack bonus as the claws. The bite deals 1d8+6 damage.
Burrow Ambush (Ex) The beetle constructs a shallow pit which it buries itself in and waits for prey to approach. A wary person may notice the irregularities in the ground that betray the beetle, with a Spot check DC 25. If anyone comes within 15 feet of the beetle, it will attack ‐ this causes the ground to shift unexpectedly beneath the feet of anyone in a 15 foot spread of the beetle. A Reflex save of 19 (DC based on Strength) is necessary or the victim is knocked prone. Creatures may gain a bonus to this save in the same way that they receive a bonus to avoid being tripped in combat.
Spikes (Ex) The beetle is covered in sharp armour plates, which make grappling it very unwise. Anything trying to grapple the beetle takes 1d8 points of damage each round from the spikes.
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Deathwraith Medium Undead (Incorporeal) Hit Dice: 4d12 (26 hp) Initiative: +5 Speed: Fly 30 ft. (good) (6 squares) AC: 13 (+1 dexterity, +2 deflection), 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: AlertnessB, 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: ‐
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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 ceremo‐ nial swords or knives inlaid with silver, for they can‐
not bear others to enjoy the world they are no longer 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.
Earth Serpent, The In Earth Serpent form: Large Outsider (Evil, Extraplanar) Hit Dice: 8d8+32 (68 hp) Initiative: +2 Speed: 30 ft. (6 squares) AC: 22 (‐1 size, +2 Dex, +11 natural), touch 11, Flat footed 20 Base Attack / Grapple: +8 / +16 Attack: Bite +11 melee (2d6+6) Full Attack: Bite +11 / +6 melee (2d6+6) Space / Reach: 10 ft./ 5 ft. Special Attacks: ‐‐ Special Qualities: Change form, Darkvision 60 ft., Spell‐like abilities, Tremorsence 60 ft., Weakness (earthbound) Saves: Fort +10, Ref +8, Will +10 Abilities: Str 19, Dex 15, Con 19, Int 10, Wis 14, Cha 15 Skills: Balance +13, Climb +15, Concentration +15, Hide +13, Listen +13, Move silently +13, Spot +13, Swim +15 Feats: Power attack, Cleave, Iron will Environment: Anywhere the Archmage sends it
Organisation: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
Solitary or with the other serpents 7 None Always neutral evil ‐‐ ‐‐
In Snake form: Diminutive Outsider (Evil, Extraplanar) Hit Dice: 1d8‐2 (2 hp) Initiative: +2 Speed: 15 ft. (3 squares) AC: 15 (+3 size, +2 Dex), touch 15, Flat footed 13 Base Attack / Grapple: +1 / ‐15 Attack: Bite +4 melee (1d3‐4) Full Attack: Bite +4 melee (1d3‐4) Space / Reach: 1 ft. / 0 ft. Special Attacks: ‐‐ Special Qualities: Darkvision 60 ft. Saves: Fort +0, Ref +4, Will +6 Abilities: Str 2, Dex 15, Con 7, Int 10, Wis 14, Cha 15 Skills: Balance +6, Climb +0, Concentration +2, Hide +18, Listen +6, Move silently +6, Spot +6, Swim +0 Feats: Iron will Environment: Anywhere the Archmage sends it Organisation: Solitary or with the other serpents Challenge Rating: 1/10th Treasure: None Alignment: Always neutral evil Advancement: ‐‐ Level Adjustment: ‐‐
One of the seven magical serpents allied to the Archmage of Mampang, the Earth Serpent is an aggressive, vicious being with a host of destructive spell‐like abilities. Appearing as an enormous serpent, seemingly made of pack earth and stone, the Earth Serpent gladly fulfils the Archmageʹs wishes, spying on and slaying enemies. The Earth Serpent is bound to the earth, if it is lifted off the ground somehow then it will immediately revert to the tiny form and be unable to use any abili‐ ties.
Combat The Earth Serpent begins a combat by using spell‐like abilities to try to dispose of adversaries by causing cave‐ins and trapping victims in fissures, etc. Failing this, it will lunge in with its fangs.
Change Form (Su) As a standard action, the Earth Serpent can shift form into a small green snake. It appears quite innocuous in this form, but it is also very vulnerable. It may change back as a standard action, provided it is in contact with the earth.
Spell‐Like Abilities (Sp) The Earth Serpent can use the following abilities as though an 8th level Sorcerer, once per round. Soften Earth and Stone, Move Earth, Spike Stones, See Invisible, Burning Stones (see Appendix 2 ‐ New Magic, New Magic Spells), Rock Burst (see Appendix 2 ‐ New Magic, New Magic Spells).
Weakness (Earthbound) (Ex) The Earth Serpent is flawed and is vulnerable if lifted from the ground somehow. If it cannot touch the ground it immediately reverts to the snake form and cannot change back until it can touch the ground again.
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Fire Serpent, The In Fire Serpent Form: Large Outsider (Evil, Extraplanar, Fire) Hit Dice: 8d8+32 (68 hp) Initiative: +3 Speed: 30 ft. (6 squares), Fly 40 ft. (8 squares, Good) AC: 22 (‐1 size, +3 Dex, +10 natural), touch 12, Flat footed 19 Base Attack / Grapple: +8 / +15 Attack: +10 melee (Bite 2d6+4) Full Attack: +10 / +5 melee ( Bite 2d6+4) Space / Reach: 10ft./ 5ft. Special Attacks: ‐‐ Special Qualities: Change form, Darkvision 60 ft., Flames, Weakness (sand) Saves: Fort +10, Ref +9, Will +10 Abilities: Str 17, Dex 16, Con 19, Int 15, Wis 16, Cha 17 Skills: Balance +14, Climb +14, Concentration +15, Hide +14, Listen +14, Move silently +14, Spot +14 Feats: Dodge, Mobility, Iron will Environment: Anywhere the Archmage sends it Organisation: Solitary or with the other serpents Challenge Rating: 7 Treasure: None Alignment: Always neutral evil Advancement: ‐‐ Level Adjustment: ‐‐
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In Snake Form: Small Outsider (Evil, Extraplanar, Fire) Hit Dice: 2d8+2 (11 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft. AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, Flat footed 14 Base Attack / Grapple: +2 / ‐6 Attack: Bite +5 melee (1d3‐2) Full Attack: Bite +5 melee (1d3‐2) Space / Reach: 5ft./ 5ft. Special Attacks: ‐‐ Special Qualities: Darkvision 60ft. Saves: Fort +4, Ref +6, Will +6 Abilities: Str 6, Dex 16, Con 12, Int 15, Wis 16, Cha 17 Skills: Balance +8, Climb +3, Concentration +6, Hide +12, Listen +8, Move silently +8, Spot +8 Feats: Iron will, Weapon finesse Environment: Anywhere the Archmage sends it Organisation: Solitary or with the other serpents Challenge Rating: ½ Treasure: none Alignment: Always neutral evil Advancement: ‐‐ Level Adjustment: ‐‐ One of the seven magical serpents allied to the Archmage of Mampang, the Fire Serpent is by far the most cunning and intelligent of the serpents. Unlike
the others, it will put its mission before casual acts of violence, making it harder to draw into the open when it is acting as a spy. Of course, like all the serpents it much prefers killing enemies to merely spying on them. The Fire Serpent looks like a giant red winged snake, with flames continually sprouting from its hide. The Fire Serpent can be extinguished by sand, even a handful will force it to revert to a weak snake form, making it vulnerable to attack.
Combat The Fire Serpent will usually try and draw an enemy onto ground that favours the serpent and maximises the use of its flame attacks. Fighting in a dry brush area is ideal, as the Fire Serpent can ignite the battlefield.
Change Form (Su) As a standard action, the Fire Serpent can shift form into a small red‐yellow snake. It appears quite innocu‐ ous in this form but it is also very vulnerable. It may change back as a standard action.
Flames (Su) As a standard action, the Fire Serpent can ignite into a cloud of fire in a 10 ft. radius burst. Anything within this area suffers 3d6 points of Fire damage, a Reflex save of 17 (DC is Charisma based) halves this damage. Alternatively, the Fire Serpent can produce a line of fire 30 ft long and 5 ft wide for the same effect.
Weakness (Sand) (Ex) The Fire Serpent is flawed and is vulnerable if it comes into contact with sand. A handful of sand flung over the serpent forces it to revert to snake form and ren‐ ders it unable to change back for at least 10 minutes.
Flying Fish Tiny Animal (Swarm) Hit Dice: 5d8 (22 hp) Initiative: +2 Speed: Swim 40 ft. (8 squares), Fly 30 ft. (good) AC: 14 (+2 size, +2 Dex), touch 14, Flat footed 12 Base Attack / Grapple: +3 / ‐‐ Attack: Swarm (1d6) Full Attack: Swarm (1d6) Space/ Reach: 10 ft./ 0 ft. Special Attacks: Distraction Special Qualities: Half damage from slashing and piercing, Swarm traits Saves: Fort +4, Ref +8, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 10, Cha 4 Skills: Listen +10, Spot +10 Feats: Alertness, Lightning reflexes Environment: Aquatic Organisation: Solitary, or school (2‐4 swarms) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: ‐‐ Carnivorous Flying Fish are the nightmare of any hon‐ est fisherman. They congregate in hungry swarms and fling themselves out of the water, relentlessly attacking potential prey with needle‐like teeth. While some
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adventurers disregard tales of these creatures, regard‐ ing them as ʹridiculousʹ or the product of an addled mind, the sad fact of the matter is that carnivorous Flying Fish are a grim reality.
Combat A Flying Fish swarm seeks to surround and attack any warm‐blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex) Any living creature that begins its turn with a swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution‐based.
Moon Serpent, The Large Outsider (Evil, Extraplanar) Hit Dice: 8d8+24 (60 hp) Initiative: +9 Speed: 30 ft. (6 squares), Fly 60 ft. (12 squares, Good) AC: 21 (‐1 size, +5 Dex, +7 natural), touch 14, Flat footed 16 Base Attack / Grapple: +8 / +16
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Attack: Full Attack: Space / Reach: Special Attacks: Special Qualities:
Saves: Abilities: Skills:
Feats: Environment: Organisation: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
+11 melee (Bite 1d10+6) +11/+6 melee (Bite 1d10+6) 10ft./ 5ft. ‐‐ Dark aura, Darkvision 60 ft., Spell‐like abilities, Weakness (fire) Fort +9, Ref +11, Will +10 Str 19, Dex 21, Con 17, Int 10, Wis 14, Cha 15 Balance +16, Climb +15, Concentration +14, Hide +13, Listen +13, Move silently +16, Spot +13, Swim +15 Dodge, Improved initiative, Iron will Anywhere the Archmage sends it Solitary or with the other serpents 7 None Always neutral evil ‐‐ ‐‐
One of the seven magical serpents allied to the Archmage of Mampang, the Moon Serpent is a cruel being with a coldly sadistic personality. It relies heavily on magical abilities to bolster itself to slay enemies of the Archmage with its fangs and it enjoys nothing more than sinking those fangs into something warm and screaming. It resembles a massive, smooth‐skinned snake with luminous white scales that glow like a full moon, although it may suppress this glow if it wishes to be stealthy. Like all the serpents, the Moon Serpent cannot remain airborne for longer than a few min‐ utes at a time. The Moon Serpent is afraid of fire, when con‐ fronted with fire of any kind it becomes wary and skit‐ tish.
Combat The Moon Serpent begins a combat by flying up above the enemy with its spell‐like abilities and drenching the area in its dark aura. It will usually coldly mock the victim before swiftly pressing an assault with its fangs. The Moon Serpent will not hesitate to improve the nat‐ ural attacks it has with spell‐like abilities if it is not going well.
Dark Aura (Su) As a free action, the Moon Serpent can generate a field of darkness in a 60 foot spread centred on itself. Everything within this field is considered to be in total darkness, light sources will illuminate only a 5 ft. radius regardless of their power. The Moon Serpent is still fully visible, however and the darkness in no way affects the Moon Serpentʹs vision.
Spell‐Like Abilities (Sp) The Moon Serpent can use the following abilities as though an 8th level Sorcerer, once per round. Chill Touch, Slow, Cause Fear, Faerie Fire, Dancing Lights, See Invisible and Levitate.
Weakness (Fire) (Ex) The Moon Serpent is flawed and is vulnerable to fire attacks; any fire attack will inflict double the damage. After suffering any Fire damage, it will be unable to use any spell‐like abilities and would suffer a ‐6 Circumstance penalty to Strength and Dexterity for 1d6 rounds.
Snattacat Small Magical Beast Hit Dice: Initiative: Speed: AC:
Base Attack / Grapple: Attack: Full Attack: Space / Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organisation: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
2d10+2 (13 hp) +5 40 ft. (8 squares) 20 (+1 size, +5 dexterity, +4 natural), touch 16, Flat footed 15 +2 / ‐3 Bite +7 melee (1d4) Bite +7 melee (1d4) and 2 claws +2 melee (1d4) 10 ft./ 5 ft. ‐‐ Darkvision 60 ft., invisibility, see invisibility Fort +3, Ref +8, Will +0 Str 11, Dex 20, Con 13, Int 2, Wis 10, Cha 11 Climb +5, Move silently +10 Weapon finesse Warm forest Solitary or pride (2‐12) 2 None Always neutral 8‐10 HD (Large); 11‐21 HD (Huge) ‐‐
The Snattacat is a unique magical feline that inhabits the Forest of Snatta in northern Kakhabad. They are rarely seen, for they are naturally able to make them‐ selves invisible ‐ but should they be revealed some‐
31
how, they resemble small tiger‐like cats, the size of a mastiff. They have forest‐green fur with beige or yel‐ low tiger stripes and oversized claws and teeth. Snattacats are aggressive predators and will readily bring down humans and strip their flesh to the bone within a few minutes ‐ a gruesome spectacle, all the more so because they are all completely invisible while they eat!
Combat Snattacats generally attack without warning, tearing at their prey until it is unmoving and then they pro‐ ceed to eat it where it falls.
Invisibility (Su) As a free action, a Snattacat can become invisible. This invisibility is not broken when the Snattacat makes an attack but if it is injured it must make a Concentration check of 10 + damage dealt, or it becomes visible (until it can take another action).
See Invisibility (Su) Snattacats can see invisible creatures and objects at all times, as though under the effects of a see invisible spell cast by a 4th level Sorcerer.
Skills Snattacats receive a +4 Racial bonus to Climb and Move silently.
32
Time Serpent, The Large Outsider (Evil, Extraplanar) Hit Dice: 8d8+8 (44 hp) Initiative: +8 Speed: 30 ft. (6 squares), Fly 30 ft. (6 squares, Good) AC: 21 (‐1 size, +5 Dex, +7 natural), touch 14, Flat foot ed 16 Base Attack / Grapple: +8 / +15 Attack: +10 melee (Bite 1d10+4) Full Attack: +10 / +5 melee (Bite 1d10+4) Space / Reach: 10ft./ 5ft. Special Attacks: Time manipulation Special Qualities: Darkvision 60 ft., Weakness (slow) Saves: Fort +7, Ref +10, Will +10 Abilities: Str 17, Dex 18, Con 12, Int 10, Wis 14, Cha 15 Skills: Balance +15, Climb +14, Concentration +14, Hide +12, Listen +13, Move silently +15, Spot +13 Feats: Dodge, Improved initiative, Iron will Environment: Anywhere the Archmage sends it Organisation: Solitary or with the other
Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
serpents 9 None Always neutral evil ‐‐ ‐‐
One of the seven magical serpents allied to the Archmage of Mampang, the Time Serpent is a hideous brown‐green serpent with powerful wings and mas‐ sive fangs. The Time Serpent is rightly considered the most deadly of all of the Seven Serpents, for it is capa‐ ble of freezing its enemies in place and killing them at leisure. The Time Serpent is constantly animated and notably impatient ‐ it considers everything to be occur‐ ring too slowly. The Time Serpent is vulnerable to magic that slows it down, which will kill it.
Combat The Time Serpent will initiate a fight by using time manipulation on enemies to render them impotent, then striking repeatedly with its fangs. It is liable to become quite confused and demoralised if the enemy are somehow able to fight back.
Time Manipulation (Su) The Time Serpent can manipulate time in a 60 ft. ema‐ nation centred on itself. All beings in the emanation must make a Will save against a DC of 16 (Charisma based) or be unable to take any actions on that round and be considered a helpless defender. A new saving throw is required each round the victim is inside the
emanation. The time manipulation Ability also neu‐ tralises any haste effects on characters inside it. The Time Serpent may exclude any beings it wishes from the emanation as a free action ‐ typically, it will do this only for itself and any other servants of the Archmage.
Weakness (Slow) (Ex) A slow spell or similar effect will kill the Time Serpent if it fails the saving throw. The specific spell, Slow imposes a ‐4 Circumstance penalty on the saving throw.
Water Serpent, The Large Outsider (Evil, Extraplanar) Hit Dice: 8d8+8 (44 hp) Initiative: +8 Speed: 20 ft. (4 squares), Fly 30 ft. (6 squares, Good), Swim 40 ft. AC: 21 (‐1 size, +5 Dex, +7 natural), touch 14, Flat footed 16 Base Attack / Grapple: +8 / +15 Attack: +10 melee (Bite 1d10+4) Full Attack: +10 / +5 melee (Bite 1d10+4) Space / Reach: 10ft./ 5ft. Special Attacks: ‐‐ Special Qualities: Darkvision 60 ft., Fire resistance 15, Weakness (oil) Saves: Fort +7, Ref +10, Will +10 Abilities: Str 17, Dex 18, Con 12, Int 10, Wis 14, Cha 15
33
Skills:
Feats: Environment: Organisation: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
Balance +15, Climb +14, Concentration +14, Hide +12, Listen +13, Move silently +15, Spot +13 Dodge, Improved initiative, Iron will Anywhere the Archmage sends it Solitary or with the other serpents 5 None Always neutral evil ‐‐ ‐‐
One of the seven magical serpents allied to the Archmage of Mampang, the Water Serpent, is com‐ posed of animated water and as such is ideally suited to water travel. Lacking any significant magical pow‐ ers, the Water Serpent is nonetheless a dangerous opponent, particularly when one is stranded in a small boat over a body of water. The Water Serpent is vulnerable to oil, which will disperse its form quickly.
Combat The Water Serpent begins a combat by attempting to capsize any vessel in the water above it, and then striking at survivors on the surface.
Weakness (Oil) (Ex) Ordinary oil acts as a deadly contact poison to the Water Serpent, a splash of oil is one dose and an entire flask counts as three doses. The Fortitude save diffi‐ culty is 25 and the primary and Secondary damage is 2d6 Constitution. Should the Water Serpent succumb to the oil, it dissolves into inert water.
Skills The Water Serpent has a +12 Circumstance bonus to Hide checks in the water.
Appendix 2- New Magic New Magic Items: Sandals of the Cheetahʹs Pace These sandals were crafted by the mages of Lendleland to help their hunters kill the swift Deer that frequently outrun them on the plains near Cannuie. When worn, these sandals will emanate the spell expeditious retreat allowing the wearer to increase his base land speed by 30 feet. Caster Level: 3rd Prerequisites: Craft Wondrous Item, expeditious retreat, Price: 5,000 gp
Serpent Pipe This unique item was created for an oddly disturbed man called Manata. Manata was fascinated by snakes as a child. As he aged, his fascination became an obsession that warped him to the very core. While journeying through some of the more uninhabited areas of Kakhabad, Manata met an evil sorcerer who offered to create him an item to further his obsession: a magical pipe that will turn humans into loyal snakes! Any Human who hears the tunes played on the Serpent Pipe must make a (Will) saving throw (DC11) or fall under the effects of a Charm Person spell. The charmed Human will be compelled to sit and listen to the music while swaying from side to side as a Viper would while listening to a snake charmer. Humans who are charmed by the Serpent Pipe must then make a Fort save (DC15) or become the subject of a Baleful Polymorph spell which will change the Human into a medium sized Viper (snake). This effect will be undone if the Serpent Pipe is destroyed. Caster Level: 9th, Prerequisites: Craft Wondrous Item, Charm Person, Baleful Polymorph, Price: 54,000 gp
Sun Jewel These small gemstones were created to aid the Human miners of Gallantaria. These poor workers sometimes spend many days below the surface of the hills mining silver and gold. The sorcerers of the land would wait at the mine entrance and exchange Sun Jewels for some of the riches the miners brought to the surface. A Sun Jewel is able to cast the Daylight spell three times per day. Caster Level: 5th, Prerequisites: Craft Wondrous Item, Daylight, Price: 16,200 gp
Talisman of Luck
34
A Talisman of Luck increases the possessorʹs Luck score in the form of an Enhancement bonus of +2, +4, or +6 (depending on the individual item) while the Talisman is worn. The Talisman of Luck is normally found in the shape of a four‐leaved clover supported by a heavy golden chain although some differing designs have been recorded. Caster Level: 8th; Prerequisites: Craft Wondrous Item, Dogʹs Luck; Market Price: 4,000 gp (+2), 16,000 gp (+4), or 36,000 gp (+6); Weight: 1lb
New Magic Spells: Burning Stones Conjuration Level: Components: Casting Time: Range: Area:
Duration: Saving Throw: Spell Resistance:
Sor / Wiz 2 V, S, M 1 standard action Medium (100 ft. + 10 ft. level) One 5 ft. square per 3 caster levels, up to a maximum of 4 squares. 1 round / level. Fortitude negates Yes
points of damage from the flying stones, a Reflex save (DC18) halves this damage. The formation of rock is not actually damaged, the stones are brought from the elemental plane of Earth. The stones then fade away within one round. Material Component: A piece of volcanic rock.
This spell only functions on natural surfaces, or hard artificial surfaces. The targeted area rumbles ominous‐ ly as glowing hot stones push themselves from the ground and steam on the surface. The area becomes intolerably hot very quickly, living creatures within the area of effect must make a Fortitude save each round or suffer 1d4 points of Heat damage. Anyone moving into the area of the spell must make a Balance check against a DC of 5 or they will burn themselves for 1d4 points of damage. The formation of rock is not actually damaged, the stones are brought from the elemental plane of Earth. The stones then fade away within one round. Material Component: A piece of coal.
Dogʹs Luck Transmutation Level: Components: Casting Time: Range: Target: Duration: Saving Throw: Spell Resistance:
Brd 2, Clr 2,Sor 2, Wiz 2 V,S,M / DF 1 action Touch Creature Touched 1 hour / level Will Negates (harmless) 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
Rock Burst Conjuration Level: Components: Casting Time: Range: Targets:
Duration: Saving Throw: Spell Resistance:
Appendix 3- Campaign play This section has been added to SORCERY! ‐ The Seven Serpents for those DMs amongst you that wish to incorporate this scenario into your ongoing campaign.
Character level SORCERY! ‐ The Seven Serpents is a wilderness adven‐ ture that has been designed for 1‐4 characters of 7th level. The adventure is set on the Titan continent known as Kakhabad ‐ The Old World but could easily be relocated in a campaign setting of the DMʹs choice.
Scaling the Adventure Sor / Wiz 4 V, S, M 1 standard action Medium (100 ft. + 10 ft. level) Any non‐magical formation of rock at least 27 cubic feet in volume. Instant. Reflex half. Yes.
The targeted formation of rock explodes violently, showering the area with sharp pieces of stone. Anything inside a 20 foot radius burst suffers 5d6
As mentioned before, SORCERY! The Seven Serpents is designed to be played with a party of 1‐4, 7th level characters. However, It can easily be adjusted for lower or higher level characters with a few modifications. Some examples are given below
Party Levels 4‐6 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. Encounters with an EL of 6 or higher may have to be tweaked to increase the parties chances of survival. The following recommendations are advised:
35
have the opportunity to rest and recuperate lost hit points and spells. The following recommendations are also advised: Random Encounters ‐ Forest of the Snatta 1 Ankheg 9HD large (2‐4): HD 9d10+12, 60 hp each (see MM for more information on Ankhegs) 2‐3 Brown Bears (2‐6): hp 52 (see MM, Animals for more information on Brown Bears) 4‐9 Snatta Cats 10HD large (1‐6): hp 45 each (see Appendix 1 ‐ New Monsters) 9‐11 Owl Bears (2‐6): hp 48 each (see MM for more information on Owl Bears) Random Encounters ‐ Forest of the Snatta 1 Ankheg 4HD: HD 4d10+12, 35 hp (see MM for more information on Ankhegs) 2‐3 Black Bear: hp 19 (see MM, Animals for more information on Black Bears) 4‐8 Snatta Cats (1‐4): hp 15 each (see Appendix 1 ‐ New Monsters) 9‐10 Owl Bear: hp 30 (see MM for more information on Owl Bears) Random Encounters ‐ Vischlami Swamp 1‐4 Swamp Goblins (2‐12): hp 4 each .Use the stats for normal goblins (see MM, for more information on goblins) 5‐9 Lizard Folk (2‐8): hp 12 each (see MM for more information on Lizard Folk) 10 Hydra (5‐Headed): hp 45 (see MM for more information on Hydras) Encounter 3: Remove Hailarn the Centaur (leaving just 2 normal centaurs). Encounter 5: Reduce the amount of Death Wraiths to 1 and lower The Moon Serpent to 4HD. Encounter 6: Lower the Baddu‐Beetle to 4HD and reduce its damage to 1d6+6. Encounter 7: Lower Cesstar to a 2nd level fighter; lower Oolooh to a 3rd level sorcerer and lower the caravan guards to 1st level fighters. Encounter 8: Lower the snake charmer to a 3rd level sorcerer. Encounter 10: Reduce the Air Elemental to Medium sized. Encounter 11: Lower the Klattamen to 2nd level fighters. Encounter 13: Reduce The Earth Serpent to 4HD. Encounter 15: lower the Klattamen champion to a 4th level fighter; lower the Klattamen villagers to 1st level fighters. Encounter 17: Reduce The Fire Serpent to 4HD. Encounter 18: reduce the amount of Assassin Vines to 1. Encounter 20: Reduce The Air Serpent to 3HD. MAP 2 ‐ THE CROSSING. Encounter 1: Reduce The Air Serpent to 3HD. Encounter 3: Reduce The Water Serpent to 4HD. Encounter 23: Reduce The Time Serpent to 5HD (you donʹt want to make it too easy).
Party Levels 8‐10
36
In order to make this adventure more challenging for a higher level party: remove most of the healing potions that the characters can find and keep the ran‐ dom monsters coming. That way the characters wont
Random Encounters ‐ Vischlami Swamp 1 Hydra (12‐Headed): hp 122 (see MM for more information on Hydras) 2‐4 Shambling Mound (1‐4): hp 64 each (see MM for more information on Shambling Mounds) 5‐9 Lizardfolk (4‐10 + leader): hp 13 each (see MM for more information on Lizardfolk) Tʹnyasz, male Lizardfolk Ftr5 (leader): CR 6; Size M (6 ft., 5 in. tall); HD 2d8+8 + 5d10+20 (hp 75); Init +0; Spd 30 ft. (6 squares); AC 15 (+5 Natural) touch 10, Flat footed 15; Attack +11 melee (Longspear 1d8+9); Full attack +11 / +6 melee (Longspear 1d8+9); SV Fort +8, Ref +4, Will +3; AL LE; Str 18, Dex 10, Con 18, Int 11, Wis 14, Cha 7. Languages Spoken: Draconic. Skills and feats: Balance +4, Hide +3, Jump +4, Knowledge (nature) +3, Listen +4, Move silent ly +2, Spot +4, Swim +12; Alertness, Combat reflexes, Power attack, Weapon focus (Longspear), Weapon specialisation (Longspear). Equipment: Longspear+1 10 Green Hags (2): hp 50 each (see MM, Hag for more information on Green Hags) Encounter 3: Increase Hailarn the Centaur to a 6th level fighter and increase the amount of normal cen‐ taurs to 4. Encounter 5: Increase the amount of Death Wraiths to 6 and raise The Moon Serpent to 9HD. Encounter 6: Increase the amount of Baddu‐Beetles to 2‐5 and increase them to 9HD. Encounter 7: Raise Cesstar to a 9th level fighter; raise Oolooh to an 8th level sorcerer and make the caravan guards 5th level fighters. Encounter 8: Raise the snake charmer to a 9th level sorcerer. Encounter 10: Increase the Air Elemental to a Greater Air Elemental. Encounter 11: Raise the Klattamen to 6th level fighters. Encounter 13: Increase The Earth Serpent to 10HD. Encounter 15: Raise the Klattamen champion to a 9th level fighter; Raise the Klattamen villagers to 5th level fighters. Encounter 17: Increase The Fire Serpent to 10HD. Encounter 18: Increase the amount of Assassin Vines to 5. Encounter 20: Increase The Air Serpent to 10HD. MAP 2 ‐ THE CROSSING. Encounter 1: Increase The Air Serpent to 10HD. Encounter 3: Increase The Water Serpent to 10HD. Encounter 23: Increase The Time Serpent to 12HD
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 Kasparʹs discretion, any spell that he casts on himself (Mage Armour for example) can affect Tobin if he is within 5ft. Tobin can deliver Kasparʹs 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). Even if he fails the save, he takes half damage anyway. Kaspar gains +3 to move silently when within 1 mile of Tobin.
Tobin, Kaspar’s Familiar:
Potion of Fortune will restore 1d4+3 Luck; Potions of Cure Light Wounds will heal 1d8+1 hit points.
Potions:
Feats are features that that give Kaspar special capabilities, or improve ones that he already has. Listed below are Kasparʹs 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 Empower Spell: All variable, numeric effects of an empowered spell are increased by one‐half. Saving throws and opposed rolls are not affected, nor are spells without ran‐ dom variables. An empowered spell uses up a spell slot two levels higher than the spellʹs actual level.
Feats:
Skills:
Potion of Fortune will restore 1d4+3 Luck; Potions of Cure Light Wounds will heal 1d8+1 hit points.
Potions:
Are features that that give Emelni special capabilities, or improve ones that she already has. Listed below are Emelniʹs feats and a brief description of each one. Extra Turning: Allows a character to turn undead four more times per day than normal Weapon focus (Morningstar): +1 Attack bonus when using the Morningstar Silent spell: A silent spell can be cast with no verbal components. A silent spell uses up a spell slot one level higher than the spellʹs actual level. Spells: Emelni worships the Deity Libra. Her God grants her the use of spells. Spells per day are: 0 level‐ 6; 1st level‐ 5+1; 2nd level‐ 4+1; 3rd Level‐ 3+1; 4th Level 1+1. Her domains are: Good ‐ Granted Power: The character casts good spells at +1 caster level. 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 characterʹs level on the recipientʹs next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a dura‐ tion 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
Feats:
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 Emelniʹs skills have a slash separating two figures (i.e. Move silent‐ ly +2 / ‐2). The first number given is Emelniʹs modifier without her Armour penalty (‐ 3 for her Scalemail +1, +0 for her Light wooden shield +1). 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 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 other 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 Camouflaged monster Swim: You can swim
Skills:
Emelni Telia
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 conver‐ sation on the other side he must make a skill (Listen) check (DC15). He rolls a d20 and adds his listen modifier (+6). 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 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 * +2 when within one mile of Tobin, his familiar. This is included in Kasparʹs stats Move silently:‐ You can sneak up on an enemy, or slink away without being heard * +3 when within one mile of Tobin, his familiar. This is included in Kasparʹs stats. Search: You can find simple traps, hidden doors, and 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 Kasparʹs stats Swim: You can swim
Combat: 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 (+9 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 monsterʹs roll to hit is equal to or greater than Emelniʹs AC, then the monster has scored a hit and Emelni loses hit points (hp). When Emelniʹs hpʹs reach 0, she is unconscious. If they reach ‐10, she is dead.
Kaspar Seltair
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 (+7 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+5 for his Quarterstaff). If a monsterʹs roll to hit is equal to or greater than Kasparʹs AC, then the monster has scored a hit and Kaspar loses hit points (hp). When Kasparʹs hp reaches 0, he is unconscious. If they reach ‐10, he is dead.
Combat:
Emelni Telia Hit Points
54
Luck
18
+9 melee (Morningstar 1d8+3 20 / x2) +9 melee (Morningstar 1d8+3 20 / x2)
Size Medium (5ft. 3in. tall) Race / Sex Half‐Elf / Female Class / Level Cleric / 7 Hit Dice 7d8+14 (hp 54) Initiative +2 (+2 Dex) Speed Scalemail 20ft. (4 squares) ‐ 30ft. base (6 squares) Armour Class 19 (+2 Dex, Scale mail +1, Light wooden shield +1) touch 12, Flat footed 17 Attack Full Attack
Extra turning, Weapon focus (Morningstar), Silent spell. Turn / Rebuke Undead
Saves Abilities
Feats Class Feats 6 / 5+1 / 4+1 / 3+1 / 1+1
Fort +7, Ref +4, Will +8 Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 11, Wis 16 (+3), Cha 12 (+1) Luc 18 (+4).
Spells Good and Protection
Concentrate +10, Heal +5, Hide +2 / ‐1, Knowledge (Religion) +2, Listen +5, Move silently +2 / ‐1, Search +1, Spot +4, Swim +2 / ‐4
Domains
Skills
Equipment
Scalemail Armour +1 (30lb), Morningstar +1 (8lb), Light Wooden Shield +1, Backpack (2lb), Winter Blanket (3lb), Hooded Lantern +oil (3lb), Bedroll (5lb), Rope, Silk ‐ 50ft. (5lb), Belt Pouch with 50gp in and 4 gems worth 100gp each, 5days Trial Rations (5lb) Flint and Steel (neg), 2 Sacks (1lb) Holy Symbol of Libra (neg).
Encumbrance 65 lbs (Light Load) Languages Common and Elven
Notes
Kaspar Seltair Medium (5ft. 8 in. tall) Mountain Elf / male Sorcerer / 7 7d4+7 (hp 27) +3 (+3 Dex) 30ft. base (6 squares) 13 (+3 Dex) Touch 13, Flatfooted 10
13
Name Size Race / Sex Class / Level Hit Dice Initiative Speed Armour Class
+7 melee (Quarterstaff 1d6+5 20 / x2) or +6 ranged (Dart 1d4+2 20 / x2) +7 melee (Quarterstaff 1d6+5 20 / x2) or +6 ranged (Dart 1d4+2 20 / x2)
Luck
Attack Full attack
Low‐light vision., Elven traits
27
SQ
Fort +3, Ref +5, Will +5 Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 11, Cha 16 (+3), Luck 13 (+1)
Hit Points
Saves Abilities
Kaspar Seltair
Skills
Concentration +14, Gather information +3, Hide +4, Knowledge (Arcana) +13, Listen +6*, Move silently +8*, Search +7, Spot +6*, Spellcraft +13, Swim +3 Dodge, Empower spell, Skill focus (Concentration) Spells
Spells per day
Spells Known
6/7/7/5
0 Level: Detect Poison, Daze, Mage Hand, Detect Magic, Ghost Sound, Read Magic, Ray of Frost. 1st Level: Comprehend Languages, Disguise Self, Mage Armour, Magic Missile, Ray of Enfeeblement. 2nd Level: Invisibility, Mirror Image, Spider Climb. 3rd Level: Lightning Bolt, Monster Summoning III.
Feats Class Feats
Equipment
Quarterstaff +2 (4lbs), 4 Darts on a Belt (3lbs), Sorcererʹs Robes (3lbs), Backpack (2lb), Winter Blanket (3lb), Hooded Lantern +oil (3lb), Bedroll (5lb), Rope, Silk ‐ 50ft. (5lb), Belt Pouch with 50gp in and 4 gems worth 100gp each, 5 days Trial Rations (5lb) Flint and Steel (neg), 2 Sacks (1lb), Potion of Fortune (Neg), Potion of Cure Light Wounds (Neg).
10
37 lbs (light load) Common, Elven, Goblin, Orc, Giant.
hit points
Encumbrance Languages
Tobin (Kaspar’s Familiar)
Race: Cat (tiny animal) HD: 7 (13 hit points) Init +2 (+2Dex) AC: 18 (+2 Dex, +2 Size, +4 natural) touch 14, Flat footed 16 Attack: +7 melee (2x Claws 1d2 ‐4 damage) Full Attack: +7 melee (2x Claws 1d2 ‐4 damage) and +2 melee (Bite 1d3 ‐4) Saves: Fort +2, Reflex +4, Will +6 Abilities: Str 3 (‐4), Dex 15 (+2), Con 10, Int 9 (‐1), Wis 12 (+1), Chr 7 (‐2) Special: Improved evasion, Share spells, Empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind, Low‐ light vision, Weapon finesse, Scent. Balance +10, Climb +6, Hide +14, Listen +3, Move silently +8, Spot +3, Survival +1 Skills:
Potion of Fortune will restore 1d4+3 Luck; Potions of Cure Light Wounds will heal 1d8+1 hit points
Potions:
Exotic Weapon Proficiency (Heavy Repeating Crossbow) ‐ You are proficient with the named exotic weapon. Cleave ‐ If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5‐foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. Great cleave ‐ This feat works like Cleave, except that there is no limit to the number of times you can use it per round. 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.
Feats:
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 (+3). Note that some of Thorgrimʹs skills have a slash separating two figures (i.e. Climb +12 / +8). The first number given is Thorgrimʹs modifier without his Armour penalty (‐4 for his Chainmail armour). 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 Moderate Wounds will heal 2d8+3 hit points.
Potions:
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 his opponents flatfooted or flanked she gains Additional damage (+4d6) Evasion:Any attack that would require a Reflex save for Half damage deals no dam‐ age (if the save was successful) Uncanny dodge:You can never be caught flatfooted Trap Sense: Karleth has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. Weapon finesse ‐ With a light weapon, rapier, whip, or spiked chain made for a crea‐ ture 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. Weapon focus (Rapier) ‐ You gain a +1 bonus on all attack rolls you make using the selected weapon.
Feats:
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 Thievesʹ 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
Skills:
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 (+11 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+4). If a monsterʹs roll to hit is equal to or greater than Karlethʹs AC, then the monster has scored a hit and Karleth loses hit points (hp). When Karlethʹs hp reaches 0, she is unconscious. If they reach ‐10, she is dead.
Skills:
Combat:
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 (+13 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 monsterʹs roll to hit is equal to or greater than Thorgrimʹs AC, then the monster has scored a hit and Thorgrim looses hit points (hp). When Thorgrimʹs hp reaches 0, he is unconscious. If they reach ‐10, he is dead.
Karleth Hawke
Combat:
Thorgrim Greymantle
Karleth Hawke Hit Points
39
Name Karleth Hawke Size Medium (5ft. 5in. tall) Race / Sex Human / Female Class / Level Rogue / 7 Hit Dice 7d6+7 (hp 39) Initiative +7 (+3 Dex, +4 Improved initiative) 30ft. base (6 Squares) 17 (+3 Dex, +2 Leather) touch 13, Flat footed 14 Speed Armour Class Attack
Luck
17
Sneak attack +4d6
Full Attack
SA
+ 11 melee (Rapier 1d6+4 18‐20 / x2) or +9 melee (Dagger 1d4+3 19‐20 / x2) or +9 ranged (Dagger 1d4+3 19‐20 / x2) or +9 ranged (Shortbow 1d8+1 20 / x3) + 11 melee (Rapier 1d6+4 18‐20 / x2) or +9 melee (Dagger 1d4+3 19‐20 / x2) or +9 ranged (Dagger 1d4+3 19‐20 / x2) or +9 ranged (Shortbow 1d6+1 20 / x3)
Saves Abilities
Equipment
Feats Class Feats
51 lbs (Light load) Common
Leather Armour +2 (15lb), Rapier +2(3lb), Dagger +1(1lb), Shortbow and 20 Arrows +1(5lb), Backpack (2lb), Winter Blanket (3lb), Hooded Lantern +oil (3lb), Masterwork Thieves Tools (neg), Bedroll (5lb), Rope, Silk ‐ 50ft. (5lb), Belt Pouch with 50gp in and 4 gems worth 100gp each, 5days Trial Rations (5lb) Flint and Steel (neg), 2 sacks (1lb). Potion of Fortune (neg), Potion of Moderate Wounds (neg).
Dodge, Improved initiative, Weapon finesse, Weapon focus (Rapier) Evasion, Uncanny dodge, Trap sense +2, Sneak attack +4d6
Skills
Fort +3, Ref +8, Will +3 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 +13, Escape artist +9, Hide +12, Listen +9, Move silently +13, Open lock +14, Search +11, Spot +5, Tumble +13, Swim +6, Use magic device +3
Encumbrance Languages
Notes
78
Luck
15
Thorgrim Greymantle Medium (4ft. 8 in.) Dwarf / Male Fighter / 7 7d10 +21 (hp 78) +2 (+2 Dex) 20ft. base (4 squares) 21 (Dex +2, Chainmail +2, light steel shield +1) touch 12, Flat footed 19
Hit Points
Name Size Race / Sex Class / Level Hit Dice Initiative Speed Armour Class
Thorgrim Greymantle
Attack
+13 melee (Dwarven Waraxe 1d10+7 20 / x3) or +9 ranged (Repeating Crossbow 1d10 19‐20 / x2) +13 / +8 melee (Dwarven Waraxe 1d10+7 20 / x3) or +9 / +4 ranged (Heavy Repeating Crossbow 1d10 19‐20 / x2)
Equipment
Feats
Skills
Abilities
Saves
SQ
91lb (Light load) Common, Dwarven, Goblin
Chainmail +2 (40lb), Light Steel Shield +1, 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 50gp in and 4 gems worth 100gp each, 5days Trial Rations (5lb) Flint and Steel (neg), 2 sacks (1lb) Potion of Fortune (neg), Potion of Cure Light Wounds (neg).
Cleave, Great cleave, Exotic weapon proficiency (Heavy Repeating Crossbow), Point blank shot, Power attack, Weapon focus (Dwarven Waraxe), Weapon specialisation (Dwarven Waraxe).
Climb +12 / +8, Hide +2 / ‐2, Jump +10 / +6, Listen +3, Move silently +2 / ‐2, Spot +3, Survival +0, Swim +8 / +0
Str 19 (+4), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 11, Cha 12 (+1), Luc 15 (+2).
Fort +8, Ref +4, Will +2
Darkvision 60ft. , Dwarven traits
Full Attack
Encumbrance Languages
Notes
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