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SORCERY!

The Shamutanti hills


Based on the Fighting FantasyTM book by
Steve Jackson

Credits
Author: Jamie Wallis
Editor: Sean Borthwick
Producer: Mike Dymond
Art Director: Martin McKenna

Cover Illustration: Mel Grant (represented by Artist Partners)


Internal Illustrations: Janine Johnston
Additional Illustration : Martin McKenna
Graphic Design: Martin McKenna
Cartography: Martin McKenna and Jamie Wallis
Typography: Jamie Wallis

Project Manager: Geoff Oades


Finance Planning: Nigel Dixon

Lead Playtester: Tim Birkbeck


Playtesters: Julian Turner, Chris Gooch, Karen McDonald, Mike Wilson, Alastair
McLaughlin, Clare Salter, Paul Davis

FF Consultant: David Holt

TABLE OF CONTENTS
Introduction 2 Luck and Magic 4
Adventure Summary 2 Luck and Turn / Rebuke Undead 4
Preparation 2 Stand alone Luck Checks 4
Quick Play 2 Opposed Luck Checks 4
Campaign Integration 2 Optional Luck rule 4
How to use this Book 2 Restoring Luck 5
Using Maps & Miniatures 3 Normal regeneration of ability points 5
Magical means - spells and potions 5
Luck 3 Discretionary Awards by the DM. 5
New Ability Score 3 Scenario Awards 5
Standard Point Buy Method 3 Monsters and Luck 5
Using Luck 3
Luck Difficulty Class 3 SORCERY! - The Shamutanti Hills 5
Minimum Luck Score 3 For the DM 5
Saving Throws & Luck 3 For the Characters 7
Skills & Luck 3 The Adventure 7
Opposed Skill Checks & Luck 4
Checks Without Rolls & Luck 4 Appendix 1 - New Monsters 22
Combat & Luck 4 Appendix 2 - New Magic 27
Using Luck to hit an opponent 4 Appendix 3 - Campaign Play 27
Using Luck to increase the damage dealt 4
Appendix 4 - Characters 37
Using Luck to reduce the damage taken 4

legal notice
The d20 conversion of SORCERY! 1 - The Shamutanti Hills is © 2003 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of Myriador Ltd.
'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons® and Wizards
of the Coast® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 'd20 System' and the 'd20 System' logo
are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License
can be found at www.wizards.com / d20. The d20 conversion of SORCERY! 1 - The Shamutanti Hills 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, cartogra-
phy, 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, 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, Skunkbear, Two-tailed
Serpent, Titan Cavetroll, Titan Hilltroll, Titan Manticore, Shamutanti Hills, Cantopani, Sightmaster, Sindla, Ferrell, Old Schanker Mines, Grungore, Waarg, Pilfer Grass,
Kristatanti, Lea-Ki, Alianna, Wooden Golem, Dhumpus, Taddapani, Minimite, Birritanti, Flanker, Gaza Moon, Torrepani, Svinn, Karleth Hawke, Thorgrim Greymantle,
Emelni Telia, Kaspar Seltair and Tobin.

Printed in Canada
Introduction Quick play
One of the great attractions of the Fighting Fantasy™
The Shamutanti Hills was the first adventure in the series of books is that it is very easy to pick up a book
four-part SORCERY! series by Steve Jackson. These and start playing, everything you need is provided in
game books used the Fighting Fantasy™ rules system the books, you just need to grab a pencil to get straight
for combat, luck etc. but they had a difference to the into the action. We have tried to write this scenario in
other Fighting Fantasy™ books…. Magic. the same way, providing you with everything we can
Fighting Fantasy™ was a revolutionary new idea, so that you can get on and play the game without hav-
part book, part game. It gave the reader a unique ing to spend ages preparing. Simply hand out the pre-
experience - a fantasy adventure where you are the generated characters, get your dice ready and start
hero. playing.
The Fighting Fantasy™ series has 59 titles to date (63 Detailed dungeon floor plans, pre-generated charac-
including the SORCERY! Series) and has sold over 15 ter sheets with rules summaries and character and
million copies worldwide and has been translated into monster tokens are available free to owners of this
over 20 languages. The Warlock of Firetop Mountain book and can be downloaded from
alone sold over 2 million copies. Now the Fighting www.myriador.com
Fantasy™ books are being re-released allowing a new Notes are included in the back of this book to help
generation of players to explore the Citadel of Chaos, you integrate this scenario into an ongoing campaign,
confront the Warlock of Firetop Mountain or get lost or visit our website: www.myriador.com where more
in the Forest of Doom. information can be found about Titan, the Fighting
This book is a conversion of SORCERY! 1 - The Fantasy™ world.
Shamutanti Hills - into a d20 role-playing game sce-
nario. The original books were a solo experience; we Campaign Integration
have written this scenario to allow players to chal- SORCERY! - The Shamutanti Hills is the first of four
lenge the adventure on their own or as part of a small scenarios in the SORCERY! campaign; the other three
group of adventurers. The inclusion of the new Luck scenarios will follow directly on from this one forming
rules give the single player a good chance of success a campaign that will take either a single character or a
without making groups of players too powerful. party of third level characters through to 10th level.
The SORCERY! books could be picked up and However, there is no reason why this adventure
played with a minimum of preparation, we have writ- couldn't be used as part of an on-going campaign
ten this scenario to reflect this including pre-generat- where a party of characters need to travel across the
ed characters, full colour maps and other play aids to wilderness. Guidelines and advice are available free
get you started quickly. For more information about from www.myriador.com to help you integrate this
Roleplay games, Fighting Fantasy™ and SORCERY! - scenario into your campaign and suggestions are
The Shamutanti Hills - visit the Myriador website: included about adjusting difficulty levels.
www.myriador.com
How to use this book
Adventure Summary The first pages of this scenario contain background
It was a night that many people will never forget, the information for the DM. Later pages contain the rules
night of the Black Moon, the night that the Crown of for the new (optional) Luck ability, these rules should
Kings was stolen from the quiet and peaceful province be studied by the DM and the players. Towards the
known as Analand… your homeland. rear of the book you will find summaries of new mon-
You have been given the task of returning the Crown sters, spells and magic items as well as advice about
of Kings, stolen by Xamen Birdmen and taken to the integrating this adventure into your campaigns.
Archmage of Mampang. This is the first part of your The bulk of the book contains the scenario informa-
epic adventure which will take you across the perilous tion divided by location. Each location entry in the
Shamutanti Hills of Kakhabad. Will you avoid the scenario is shown on the main map provided, a full
deadly Headhunters, Elvins and Hill Giants and make colour 1" = 5 feet map of each location can be obtained
it safely to Kharé - The City Port of Traps. free from: www.myriador.com. A description of each
location is provided for the DM detailing its contents
Preparation and any monsters present. The shaded text boxes con-
In addition to the books required (as stated on the tain information that the DM can either read out or
cover of this product), which are referred to as the paraphrase to the players. Other information should
DMG, PHB and MM, a set of polyhedral dice (D4, D6, be kept secret from the players until they discover it.
D8, D10, D12 and D20) is also needed to play. Pull out Descriptions of how each monster is likely to react are
Character sheets of the four pre-generated characters included in the room descriptions. The DM controls
can be found in Appendix 4 - Characters all the creatures within The Shamutanti Hills except
2 Full colour maps and pre-generated character sheets
can be downloaded free from www.myriador.com
the player characters and is free to change their behav-
iour as he / she sees fit.
The DM is advised to read through the scenario at
least once before you play.
Using Maps & Miniatures of the Luck check is applied as a modifier to the
Using maps and miniature figures adds a whole new action. You may only check Luck once per action
dimension to playing this game. They help the DM to undertaken and the result only affects that action.
'set the scene' and players to see where characters and A character's Luck score is temporarily reduced by 1
monsters are, what the dungeon looks like and make every time Luck is checked.
combat more exciting and realistic. Luck cannot be used to give a character feats or spe-
Full colour maps, pre-generated character sheets, cial abilities that she would not normally have. i.e. a
character and monster tokens are all available free to fighter cannot use Luck to allow her to turn / rebuke
owners of this book from: www.myriador.com (make undead.
sure you have your copy of this book available when Luck Difficulty Class
downloading these free extras).
Luck is checked against a Difficulty Class (DC). (See

Luck
PHB Chapter 4, Skills, Using Skills, Difficulty Class)
The base DC for Luck is 10.
Luck was a major factor in the Fighting Fantasy™ Ability Luck check = D20 + Ability Modifier (Luck)
series of books. The d20 system includes a range of against DC10
skills that are used where Luck was in the original A total roll of 10 will give you a +1 bonus. For every
books. However, we wanted to keep the overall tone & 2 points over 10 that you roll you gain +1 to the out-
feel of the Fighting Fantasy™ books so we have come that Luck was used to affect (i.e. 10 = +1; 12 = +2;
included Luck as a new Ability score. 18 = +5 etc…).
This scenario is aimed at small parties of players If the Character fails her Luck check by up to 5, there
(mini-groups). The inclusion of Luck gives them an is no penalty. However, if the character fails by 6 or
edge that makes up for their lack of numbers. Players more, she will suffer a -2 penalty to the outcome that
should be encouraged to use Luck as often as possible Luck was used to affect.
- it may make the difference between success and fail- Example: Ellion G'aarak decides to test her Luck to
ure! help her fight 2 Orcs by giving a modifier to hit them.
To reflect this, it is easier for characters to recover She rolls a D20 and adds her Luck ability modifier get-
Luck than it is for other Ability scores, methods of ting a total of 13, success! Ellion now adds +2 to her
restoring Luck are given under the heading: Restoring next attack roll against the Orcs and her Luck is tem-
Luck. porarily reduced by 1.
Later in the same fight Ellion decides to test her Luck
New Ability Score to add to her attack roll again, this time she rolls a total
Luck is determined in the same way as other Ability of 4. Ellion has failed to make the required DC10 by 6.
scores. There are several options available (see DMG Ellion now suffers a -2 penalty to her attack roll and
Chapter 2, Ability Scores Generation). The maximum her Luck is temporarily reduced by 1. If she had rolled
possible starting Luck score is 18 regardless of race. a total of 7, she would still have failed in her Luck
A character's starting Luck score can only be check but not suffered a penalty. However, her Luck
increased by magical means or by spending attribute would still have been temporarily reduced by 1.
points gained as the character becomes more experi-
enced. Minimum Luck Score
Luck will be treated as an Ability score in every When a character's Luck score reaches 0 they can no
respect i.e. lost Ability scores are regained at the rate longer choose to test their Luck. Luck cannot be low-
of one per day (see DMG Chapter 3, Running the ered further than 0, and cannot be used again until it
Game, Ability Score Loss). is raised to at least 1.

Standard Point Buy Method Saving Throws & Luck


Because there are now 7 Ability scores instead of the Luck can be used to modify the result of saving throw
normal 6, the amount of starting points is increased to using the same method as described above (under the
30 rather than 25 (See DMG Chapter 2, Ability Scores heading: Luck Difficulty Class). The character makes a
Generation, Standard Point Buy) Luck check and than applies the result as a modifier to
their saving throw.
Using Luck
A character may use Luck to change or influence Skills & Luck
events, reducing the damage taken from an enemies Luck can be used to modify the result of skill checks
attack for instance, or increasing their chance of pick- using the same method as described above (under the
ing a lock. Luck can be used to modify a character's heading: Luck Difficulty Class). The character makes a
skill checks, saving throws, attack rolls, and melee / Luck check and then applies the result as a modifier to

3
ranged damage dealt. You can also use your Luck to their skill check.
reduce the damage you take from an enemies attack. e.g. Rhana Quinn has fallen off a rickety bridge into
Luck checks must be resolved BEFORE the action a fast flowing river. The DM determines that a skill
that they are affecting is undertaken (exception: (Swim) check (DC15) is required for Rhana to safely
reducing damage taken in melee / ranged). The result swim to the nearby riverbank. Rhana is not a good
swimmer having only a skill of 1, which is reduced by Luck and Magic
-7 because of her equipment (-1 per 5lbs carried). This Luck cannot be used to increase or decrease the effec-
means that the best she can hope to do is 20 + 1 - 7 = 14 tiveness of a spell or magical effect.
meaning she can't succeed! She decides to use her Luck can be used to increase the chance of hitting
Luck to help her reach the riverbank safely. Rhana with a magical attack, such as a ray, by modifying the
rolls a D20 getting 15 and adds her Luck ability mod- to-hit roll or it could be used to modify the result of a
ifier (+2 from an Ability score of 14) for a total of 17. Spellcraft check to help identify a spell being cast.
She has succeeded by 7 so she may add +4 to her Swim Similarly it could be used to increase the chance of
check. She now makes her Swim skill check D20 + 1 making a successful saving throw to counter a spells
(Swim skill) -7 (equipment carried) +4 (Luck). She rolls effect.
a 17 giving her a final result of 15. Rhana just manages
to scramble to the riverbank. Rhana reduces her Luck Luck and Turn / Rebuke Undead
temporarily by 1. Luck can be used to increase the chance of turning /
If Rhana had failed her Luck check, for instance rebuking undead but cannot increase the effective-
rolling a 3 on her D20 (+2 Ability modifier) = 5, her ness. i.e. Luck may be applied to the Turning Check
Swim check would then have been D20 +1 (Swim skill) Result, but cannot be used to increase the maximum
-7 (equipment carried) +0 (Luck check result) giving hit dice affected, or the number of HD affected.
her a maximum possible result of only 14. She would e.g. Ellion G'aarak is a 4th level Cleric. Entering a
start to drown. Of course she could use Luck again in room Ellion encounters 4 zombies, she decides to
the next round to help her survive. attempt to turn them and to use Luck in her attempt.
Ellion makes a Luck check, the result of which is
Opposed Skill Checks & Luck added to her Turning check result which may make
Luck can be used to modify the result of opposed skill her more likely to succeed. However, Luck cannot be
checks using the same method as described above used to change the maximum effectiveness of her
(under the heading: Luck Difficulty Class). The char- turning attempt, she can still only possibly affect
acter makes a Luck check and than applies the result undead with 8HD or less. Neither does Luck alter the
as a modifier to their opposed skill check, which is number of such undead she can affect.
then compared to their opponents check as normal.
Stand alone Luck Checks
Checks Without Rolls & Luck There will be situations within the adventure when
You cannot 'take 10' or 'take 20' when testing your Luck can be used to determine the outcome.
Luck. Depending on the situation the DM may appoint a
Combat & Luck higher or lower Luck DC. The DM must never use
Luck to replace a saving throw or Skill check that
Luck can be used in combat in three ways. To increase
already exists. In the example below an unsuccessful
your chance of hitting an opponent, to increase the
Luck check would then require a Reflex save to avoid
damage you deal to an opponent, or to reduce the
falling in the water.
damage taken from an opponent's blow.
An example of a stand alone Luck check: If the char-
Using Luck to Hit an Opponent acters are walking over a rickety old wooden bridge,
A character may make a Luck check (as described does a rotten plank break under the weight of one of
under the heading: Luck Difficulty Class) the result of the players? The DM decides that the characters will
which is then added or subtracted to her next attack have to be particularly Lucky to avoid all the rotten
roll to hit an opponent. planks and gives this situation a Luck DC of 15. As
with all Luck checks, once a stand-alone Luck check
Using Luck to Increase Damage Dealt has been made (whether successful or not) the charac-
When a character has successfully hit an opponent, he ter must temporarily reduce his Luck score by 1.
may make a Luck check (as described under the head-
ing: Luck Difficulty Class) and add or subtract the
Opposed Luck Checks
result to the damage dealt by his attack. The Luck Two characters are sitting at the table playing cards.
check must be made before damage is rolled. Luck Who will win? The simple solution to this is for the
damage is never multiplied by a critical success. characters to make an opposed Luck check. Both char-
acters roll a D20 and add their Luck modifier. The
Using Luck to Reduce Damage Taken character with the highest Luck result wins. Each
When a character has been hit by an opponent's character that made the opposed Luck check must
attack, she may make a Luck check (as described temporarily reduce his Luck score by 1.
under the heading: Luck Difficulty Class) and apply
the result to reduce or increase the damage she suffers
Optional Luck Rule
4 from the attack. Damage reduced by a Luck check can
never be reduced to less than 0. She can decide to
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
make the Luck check before or after damage has been
rolled. use Luck for: If he was using Luck to modify his attack
roll then the attack automatically misses; if he was
using Luck to modify his chance to Pick a lock the
attempt automatically fails; if he was using Luck to SORCERY! - The
modify his melee damage roll, he scores no damage at
all; If he was using Luck to modify his opponents
Shamutanti Hills (Map 1)
melee damage roll, his opponent does full damage etc.
For the DM
Restoring Luck Centuries ago, in the time now called the Dark Ages,
Luck can be restored in a number of ways. Luck can- whole regions of the world of Titan lay undiscovered.
not be increased past its starting value except by mag- There were pockets of civilisation, each with their own
ical means (see Appendix 2 - New Magic, New races and cultures. One such region was Kakhabad, a
Spells). Any excess Luck points that would take a dark land at the ends of the Earth.
character's Luck score above the original value are Although several warlords had tried, Kakhabad had
lost. never been ruled by one man. All manner of evil crea-
tures, forced from the more civilised lands beyond the
Normal Regeneration of Ability Points Zanzunu Peaks, had gradually crawled into
(see DMG Chapter 3, Ability Score Loss) Kakhabad, which became known as the vermin pit at
Earth's End.
Magical Means - Spells and Potions Civilisation and order had spread throughout the
Any spell that restores Ability points can be used to rest of the known world aided by the discovery of the
restore Luck points. Examples include: Lesser Crown of Kings by Chalanna, the Reformer of
Restoration, Restoration and Fortune (see Appendix 2 Femphrey. With its help, Chalanna became the
- New Magic, New Spells) Emperor of the largest empire of the eastern world.
Any potion that restores Ability points can be used This magical Crown had mysterious powers, bestow-
to restore Luck points. ing supernatural qualities of leadership and justice
upon its owner. But Chalanna's own ambitions were
Discretionary Awards by the DM. not of conquest. He wished instead to establish peace-
DMs can choose to award Luck points to characters ful nation-states aligned to Femphrey. Thus in his wis-
for particular acts of daring or heroism. It should be dom, he passed the fabled Crown from ruler to ruler
remembered that Luck is an extremely powerful abil- in the neighbouring Kingdoms and thus, with the help
ity that can allow characters to succeed at tasks that of its magical powers, these lands became peaceful
they normally wouldn't be able to achieve. Care and prosperous.
should be taken when awarding Luck points, don't The path was set. Each ruler would own the Crown
give the characters too much or you could make any of Kings for a four-year period in which to establish
scenario too easy, but don't be too stingy with your order within their Kingdom and fall in with the grow-
Luck awards or the characters will probably fail. ing Femphrey Alliance. So far, the Kingdoms of
Scenario Awards Ruddlestone, Lendleland, Gallantria and Brice have
taken their turns under the rule of the Crown. The
At various points in this adventure Luck points are
benefits were immediate. War and strife were virtual-
awarded to characters. These Luck awards can be
ly unknown in those lands.
increased / decreased at the DM's discretion. Luck
The King of Analand duly received the Crown of
awards are to the party as a whole, it is up to the DM
Kings amid great ceremony and from that day
to determine how they are divided amongst the char-
onwards, the future of Analand was ensured. No one
acters. E.g. if a party of 3 characters are awarded 2
quite knew how the Crown of Kings could have such
Luck points the DM can give 1 point each to 2 of the
an enormous uplifting effect on a whole nation. Some
players or 2 points to one of them. At the DM's discre-
said it was Divinely inspired; some that its power was
tion - award the points to the characters who played
merely in the mind. But one thing was certain - its
the most significant role in gaining them.
effects were unquestionable. All was well in Analand,
Monsters and Luck until the night of the black Moon.
Luck is a player character specific Ability score. The King was first to discover that the Crown was
missing. Carried off on that starless night by Birdmen
Monsters and NPCs do not gain the Luck ability score.
from Xamen, the Crown was on its way to Mampang
in the outlaw territories of Kakhabad. News came
from the Baklands that the Crown had been carried to
the Archmage of Mampang who had ambitions to
make Kakhabad a Kingdom united under his rule.
Although Kakhabad was a dangerous land, it was in
its self little threat to the surrounding kingdoms. The
lack of a single ruler meant it had no army and its own
internal struggles kept it permanently preoccupied. 5
But with the Crown of Kings to establish rule,
Kakhabad could potentially be a deadly enemy to all
members of the Femphrey Alliance.
The shame of losing the Crown was great, but that 1-3 1D6 Elvins: hp 4 each (see Appendix 1 - New
paled beside the other effects; the kingdom of Monsters)
Analand had been thrown into turmoil, all the bene- 4-6 1D4 Wolves: hp 10 each (see MM, Animals for
fits gained from 2 years under the Crown were rapid- more information on Wolves)
ly disappearing, crime and lawlessness were rampant. 7 A Skunkbear: hp 27 (see Appendix 1 - New
Even worse, the neighbouring kingdoms now looked Monsters)
upon Analand with fear and suspicion; it couldn't be 8-9 A Serpent, Two-tailed: hp 30 (see Appendix 1
long before war once again stalked across the land. - New Monsters )
10+ A Titan Cavetroll: hp 18 (see Appendix 1 -
For the characters New Monsters)
Read this aloud to the players:
2 - Night Time Wilderness
For two years now Analand has prospered under the The DM must make a secret roll on this table while the
influence of the Crown of Kings. The fabled Crown characters are camped for the night. On the roll of a 1
was first discovered by Chalanna the Reformer of on a D8 the characters have encountered a wandering
Femphrey, its mystical abilities to help rulers run monster. The DM must roll a D10 and consult the fol-
their kingdoms wisely and well prompted Chalanna lowing:
to lend his Crown to neighbouring kingdoms. Now DM's note: if the characters are within wooded areas
the Crown is passed among the kingdoms of the the DM must add 3 to the dice roll to see what mon-
Alliance of Femphrey, each kingdom keeping the ster has been encountered.
crown for 4 years and using its powers to make their 1-3 1D4 Wolves: hp 10 each (see MM, Animals for
kingdom happy and prosperous. The kingdoms of more information on Wolves)
Brice, Ruddlestone, Lendleland and Gallantria have 4-6 1D4+1 Goblins: hp 4 each (see MM for more
all benefited from the Crown's influence, and for the information on Goblins)
last two years so has Analand. 7-9 1D6 Elvins: hp 5 each (see Appendix 1 - New
Now however, the Crown had been stolen. On the Monsters)
night of the Dark Moon Birdmen from Zanzunu or 10+ A Serpent, Two-tailed: hp 30 (see Appendix 1
the higher Xamen peaks seized the Crown and have - New Monsters)
carried it off towards Mampang. This can only mean
that the Archmage of Mampang seeks the Crown's
The Shamutanti River
The Shamutanti River features in the lower half of the
power to help him unite the land of Kakhabab under
his rule, a rule that will threaten all the nations of Wilderness map (map 1). The river is 20ft.- 30ft. wide
on average and 20ft. deep in the middle. The river is
the Femphrey Alliance.
fairly calm. Any character who wants to swim the
The shame of losing the Crown is great, and the peo- river must make a skill (Swim) check (DC10).
ple of Analand have sunk into despair or lawless-
ness. But greater still is the threat posed by the The Adventure
Archmage. The Crown of Kings must be recovered. Encounter stats: All encounter statistics have been cal-
You and your companions have been chosen from culated presuming that the creature is using a one-
many volunteers to undertake this perilous quest; handed weapon with one hand. If the DM decides that
travel across Kakhabad to the Mampang fortress the creature will use its one-handed weapon with two
and find the Crown of Kings or Analand and the hands it will gain 1½ times its Strength bonus to dam-
Alliance are doomed! age (provided it has a bonus).
The first stage of your journey will take you across 1. The Cantopani Gate (EL 0)
the Shamutanti Hills to Kharé - a Cityport on the Read this aloud to the players:
river Jabaji. You are advised by the King's guards to You awake at sunrise. After dressing, you breakfast
stick to the paths and not to wander into uncharted on bread and goat's milk and collect your belong-
woods and hills. ings. Outside, the outpost settlement is stirring: the
Now go to encounter 1 women-folk emerge to wash and prepare their meals
as the day's guard takes over.
Wandering Monster Tables
Eyes follow you as you leave your hut and walk
1 - Daytime Wilderness towards the Shamutanti wall. The frontier people
The DM must make one secret roll on this table while are well aware of your mission and a small crowd of
the characters are moving between encounters on the well-wishers follow some distance behind you.
Overlay map 1. On the roll of a 1 on a D6 the charac-
Before you stand the Cantopani Gates. Guarded
ters have encountered a wandering monster. The DM
must roll a D10 and consult the following table: constantly by Sightmaster Warriors, chosen for their
DM's note: if the characters are within wooded areas
the DM should add 3 to the dice roll to determine
powers of telescopic vision, the gate is the final
doorway between Analand and Kakhabad. Once
more you check your packs.
7
which monster has been encountered.
Satisfied that your preparations are complete, one of If the characters enter the trading village via the
you nods to the Sightmaster Sergeant. For the last main path, read them the following:
time he glances at the lookout atop the gate, who The round huts are made of a hard-baked, bright
signals the all clear. The Sergeant orders the bolt to clay with thatched roofs. As you pass, eyes appear
be withdrawn. A doorway opens up in front of you at dark doorways watching your every movement.
and you get your first glance of the Shamutanti
If the characters proceed through the village, one of
foothills, the first stage of your journey.
the locals will appear from a hut. The man stands 5ft.
The Sightmaster Sergeant strides over and grasps tall with thickset arms and thighs half clothed in tat-
each of you in turn by the hand. "I will not wish you tered breeches. His eyes are wild and his long red hair
a safe journey, for the way ahead will NOT be safe. and beard stand out on his face in a wiry tangle. "Halt
Kakhabad is a treacherous land inhabited by Devils. strangers", he commands. "What business have you in
But this I am sure you already know. Take the path Cantopani?". This man is Farrell the village Overseer.
ahead to Cantopani, a small settlement of traders - If the characters ask Ferrell what is in the village he
although most are Rogues and Thieves - which you will point out to them huts of interest: If the characters
should reach within the hour. From there onwards would like to do some trading he will direct them to:
there are three routes through Birritanti to Kharé on map location 2 -Tharis's trading post. If the characters
the Jabaji river. From Kharé you must cross the are hungry or in need of additional provisions he will
Baklands, which are unknown. It is said that day send them to: map location 3 - The Cantopani Inn; if
and night, the Baklands are controlled not by the the players ask for directions to Kharé, read them the
sun but by supernatural forces; and bear in mind following:
also that from Kharé onwards your progress will be "I myself have never left this village" says Farrell.
watched!" "However, I do know that there are two paths
His warnings do little to inspire confidence in you ahead. My advice does not come for free though. Pay
all. He continues: "I have observed your training and me two gold pieces and I will advise you on your
you are all worthy of the task ahead of you. I wish journey".
you luck and success with your quest. My thoughts If one of the party pays Ferrell the two gold pieces,
and the good wishes of the people of Analand will be read them the following:
with you. With Libra on your side may you lift the He places the coins in a pouch around his waist.
curse and depression which rack our Kingdom." "The low way leads through the Vale of the Elvin",
You shake him by his hand; thank him for his good he says, "and unless you are prepared for the Elvin
wishes and step up to the gate. Resolutely, you pass ways you had better avoid this path for they are
through the doorway. The faces of the folk watching mischievous and magical. The highway takes you up
your departure reveal the hopes that rest with you into the hills past the old Schanker Mines". He
and with the success of your quest. laughs, and adds: "but you must keep your head if
you take this path! Head onwards to Kristatanti,
With a wave, you turn and face the hills. The early which you will reach in a day or two. Few villages
morning air is crisp and the rising sun paints the in the Shamutanti Hills welcome strangers but you
hills in colours of natural beauty that conceal the will find food and shelter at Kristatanti. And
devilry ahead. beware the Black Lotus on your travels - its sweet
2. Cantopani - Traders Village (Map 2) aroma is deadly."
DM's note: please refer to Appendix 3 - Campaign This is all the advice that Ferrell will offer. If the
Play for the map of Cantopani and the map key. characters persist in their questioning he will walk
The characters journey to the trading village of away, laughing and muttering about keeping your
Cantopani is an uneventful one. It will take the char- head.
acters about an hour to get there. Read them the fol- 3. Thieves! (EL 5)
lowing: This encounter takes place just outside of Cantopani
The path winds through fields of wild scrubland. The on the north road. Two of the locals are hiding in wait-
countryside is deserted and only the cawing of an ing behind some bushes for the characters to pass. In
occasional crow breaks the eerie silence. The birds order to see the hiding Rogues the characters must
appear to pause in the air to examine you as they make opposed skill (Hide / Spot) checks. The Rogues
pass. You pass over a small hillock, from the top of Hide skill is listed in their stats below. The Rogues will
which you can see the path continuing downwards attack the characters at the most opportune moment.
into a small settlement of huts at the base of the Male Human Rog3 (2): CR 3 (each); Size M (5 ft., 10 in.
Shamutanti Hills. and 5ft., 11in. tall); HD 3D6+3; hp 16; Init +3 (+3 Dex);
Spd 30 ft.; AC 15 (+3 Dex, Leather Armour); Attack +3

8
If the characters continue down the path towards
Cantopani Village, read them the following: melee (Shortsword 1D6), or +6 ranged (Light
The path from Cantopani Gate leads through the Crossbow 1D8); SA Sneak attack +2D6; SV Fort +2, Ref
small settlement. As you approach, noises and activi- +6, Will +2; AL LE; Str 11, Dex 17, Con 13, Int 13, Wis
ty indicate that the village is populated. 13, Cha 11. Languages Spoken: Common, Goblin.
Skills and feats: Balance +9, Craft +6, Disable device
+7, Disguise +6, Hide +9, Listen +6, Move silently +6, signifies but he knows that the Elvins are particularly
Sense motive +7, Spot +5; Dodge, Weapon focus (Light keen on finding the key in question:
Crossbow), Weapon focus (Shortsword). Equipment: See him though he sees you not;
Each man has a Shortsword and a Light Crossbow The black-eyed creature creeps.
with 10 bolts. Both men wear Leather Armour. A guardian once but now his lot:
4. The Crossroads (EL 0) The key to freedom keeps.
As the characters approach the crossroads, read the This rhyme is referring to the Blind Beggar in
following: encounter 15 who has the key to the gaol in Kharé.
Alias also gives the characters his only remaining pos-
The path you are following ends at a T-junction. The session: a page from a spell book (page 102). The spell
new paths lead either north-west following a river is incomplete but it is used later in this adventure in
into the valley or north-east up into the hills. encounter 24 - The Witches Hut..
Sitting in the lower branches of a tree by the junc- Alias thanks the characters for their help and walks
tion you can see an old man. "Would you be so kind south towards The Cantopani Gate.
as to help an old man down from this tree?" he If the characters make a successful skill (Listen)
inquires. check (DC10) they can hear a faint buzzing coming
The man is Alias Gumar of Kharé. He is actually a from around the tree that Alias was in. If the charac-
young Sorcerer who is travelling from Kharé to ters investigate they will find a bees nest high in the
Analand. He encountered the Old Witch (location 24) tree. If a character climbs the tree (DC5) and knocks
and tried to steal one of her spells but he was caught. down the bees nest he will suffer 1D3 hit points dam-
The Witch cast an aging spell on him. He is hoping to age from multiple bee stings but he will be able to
get to Analand to have the spell removed very soon. gather a days rations worth of honey and some bees
While in the body of an old man, Alias has lost his wax. The wax has no use in this adventure.
spell casting ability and is rather vulnerable. He was 5. Warning Sign (EL 0)
attacked by Elvins not long ago, who stole what pos- If the characters are following the path into the hills,
sessions he had and left him in the tree. Alias will not read them the following:
divulge the information about being young and being You reach the brow of a hill and stop in your tracks.
caught stealing.

9
To your left is a clearing in the trees in which sever-
If the characters help Alias to get down from the tree al poles are firmly planted in the ground. Atop the
he is very grateful. In return for their kindness, Alias poles are heads! - Human heads, Goblin heads and
recites a rhyme that he heard that he feels might help some that are so decayed and rotted that it is hard
the characters. He is not sure exactly what the rhyme to recognise who or what they once were. All of the
eyes and mouths of the decapitated heads have been Map 3 - 1. Mining Operation (EL 2)
sewn-up. If the characters move closer to get a better look, read
them the following:
In front of you, painted in blood on the side of a
large tree, is an X. Ahead the path forks to the left In a clearing ahead you can see a number of Goblins
and right. It is difficult to make out which way you in front of a cave entrance. It appears that the
are being warned not to take! Goblins are mining in the cave as they are trudging
in and out of the opening carrying large bowels full
6. The Old Schanker Mines (Map 3) of glistening rocks and dull metallic nuggets.
When the characters reach this location they can hear There are eight Goblins working here (there are
the sounds of activity; talking in the Goblin tongue additional Goblins asleep in location 4- The Goblins
and the clanking of metal against rock. In order to Sleeping Quarters). The Goblins walk into the
investigate this noise, the characters will have to stray Schanker Mine entrance and go to see Grungore the
from the path. Please refer to MAP 3 - The Old Ogre in room 3. From here, they take the newly
Schanker Mines. crushed rocks and bring them out side for sieving.
All rooms and corridors have 10ft. ceilings. Any gemstones are taken to Waarg the Goblin Captain
Corridors are rough-cut stonework either 5ft. or 10ft. in room 5.
wide (please refer to the overlay map for details). If the Goblins spot the characters, they will send one
Doors are wooden (good), unless otherwise stated in of their number to inform both Grungore and Waarg;
the text. All doors are unlocked unless otherwise stat- the remainder will prepare to defend the mine. They
ed. Any locked doors have average locks unless other- will not let anyone into the Mines and will attack at
wise stated. The Mine is unlit unless otherwise stated. the most opportune moment.
Doors: Good Wooden; 1½ inches thick; Hardness 5; Goblin, small humanoid (8): CR ¼ each; Size S (3 ft.,
Hit points 20; Break DC25 6 in. tall); HD 1D8; hp 4 each; Init +1 (+1 Dex); Spd 30
Locks: Average lock; Open lock DC25 ft.; AC 14 (+1 Dex, +1 Size, Leather Armour); Attack +2
Listen checks: All Listen check DC are calculated melee (Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0;
assuming the character is standing in the adjacent AL NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
square to the door (2½ ft. away). If a player actively Languages Spoken: Goblin. Skills and feats: Hide +6,
listens at a door (presses his ear to the door) then Listen +3, Move silently +4 and Spot +3; Weapon focus
10 reduce the Listen DC by 2 or increase the Listen check
by +1 for every 10 feet that the character is from the
(Shortsword). Equipment: Leather Armour and a
Shortsword each (see MM for more information on
noise (+5 if it passes through a door). Goblins).
Map 3 - 2. Grungores Room (EL 0) Map 3 - 4. Goblin Sleeping Quarters (EL 1)
This is where Grungore the Ogre sleeps. If the charac- This room is the sleeping area for the Goblins. Several
ters enter this room, read them the following: crude, straw mattress beds are laid out on the floor.
This natural cavern is empty except for a crude There will always be 1D3 sleeping Goblins in this
straw bed in an alcove in the south wall. room.
If the characters look around and make a skill
If the characters make a skill (Search) check (DC10)
(Search) check (DC15) they will find one of the
they will find 3 small gems hidden in the straw bed.
Goblins prize possessions - A Dagger +1 wrapped in
The gems are worth 15gp each.
cloth and hidden under some stones under his mat-
Map 3 - 3. The Mining Ogre (EL 2) tress.
The door to this room is locked. Goblin, small humanoid (1-3): CR ¼ each; Size S (3 ft.,
Standing in front of the door is another Goblin. This 6 in. tall); HD 1D8; hp 4 each; Init +1 (+1 Dex); Spd 30
Goblin has the job of unlocking the door to let his fel- ft.; AC 14 (+1 Dex, +1 Size, Leather Armour); Attack +2
low Goblins in and out with the crushed rocks (and melee (Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0;
also to stop the Ogre from leaving). This guard knows AL NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
that there shouldn't be anyone other than his fellow Languages Spoken: Goblin. Skills and feats: Hide +6,
Goblins and the Ogre in the mine. If he spots the char- Listen +3, Move silently +4 and Spot +3; Weapon focus
acters he will attempt to unlock the door and call to (Shortsword). Equipment: Studded Leather,
the Ogre for help. Shortsword. (see MM for more information on
If the characters enter the room, read the following: Goblins).
In the centre of this room is a strange-shaped Map 3 - 5. The Goblin Captain's Chambers (EL 3)
mechanical apparatus. It looks like it could be used This door is locked.
as a stone press or cutter of some sort. An Ogre is This is Waarg the Goblin Captain's Quarters. He
operating the machine. He is dropping stones in at keeps the door locked and has the only key to the door
one end and turning a large handle which crushes the with him at all times. The room has a straw mattress
rock. in the north-west corner and a desk in the centre.
All around the room are large piles of unprocessed Positioned behind the desk is a small 2ft. by 1ft. chest
rock. that has all 8 of the gemstones that the Goblins have
mined so far. The gemstones have a value of 50gp
This is Grungore the Ogre. The machine he is oper-
each.
ating makes quite a bit of noise, coupled with the fact
Waarg has been sent to these old abandoned Mines
that he is used to people coming in and out of this
by his Clan Leader Y'eergrag of the Black Skulls.
room and ignoring him. He will not take much notice
Y'eergrag had heard a rumour that the Mines could
of the door being opened (-3 to Spot and Listen checks
still be worked for their valuable gemstones and that
- these are incorporated in Grungore's stats).
they were only abandoned due to the dangerous
However, if he spots the characters he will attack.
working conditions and threat of monster attacks. He
If the characters look around this room and make a
was correct. The Dwarfs and Human miners fled the
skill (Search) check (DC15), they will find 2 large gems
Mines many years ago. Various portions of the main
that Grungore has hidden under the machine. Both
mining sections collapsed killing scores of workers.
gems are worth 150gp each.
Skunkbears, Headhunters and Elvins caused no end
Goblin, small humanoid (1): CR ¼ ; Size S (3 ft., 6 in.
of problems for the miners, and so they abandoned
tall); HD 1D8; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 15
the Mine. Since then there have been many collapses
(+1 Dex, +1 Size, Studded leather); Attack +2 melee
leaving only small section still workable. This is
(Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0; AL
where the Goblins of the Black Skull and their Ogre
NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
have been for the last few weeks. Their mining
Languages Spoken: Goblin. Skills and feats: Hide +6,
knowledge and skills are not great though, they have
Listen +3, Move silently +4 and Spot +3; Weapon focus
crushed more gems into worthless powder than they
(Shortsword). Equipment: Studded Leather,
have collected!
Shortsword. A Silver Key which is to open the door to
If the characters either attempt to force the door or
room 3. (see MM for more information on Goblins).
pick the lock Waarg, who is in a constant state of
Grungore the Ogre, large giant: CR 2 ; Size L (8 ft., 10
readiness, will hear them and prepare. He will lock
in. tall); HD 4D8 +8; hp 36; Init -1 (-1 Dex); Spd 30 ft.;
the chest with the few gemstones in it and hide behind
AC 16 (-1 Dex, -1 Size, +5 natural, Hide Armour);
the door. He will attack the first person to enter the
Attack +9 melee (Huge Great Club 2D6 +8); Face /
room at the most opportune moment.
Reach: 5ft. by 5ft ./ 10ft. SV Fort +6, Ref +0, Will +1; AL
Waarg, male goblin Ftr3: CR 3; Size S (3 ft., 5 in. tall);
CE; Str 22, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
HD 3D10+3; hp 31; Init +3 (+3 Dex); Spd 30 ft.; AC 20
Languages Spoken: Giant. Skills and feats: Climb +5,

11
(+3 Dex, +1 Size, Leather Armour and Small Wooden
Listen +0, and Spot -1; Weapon focus (Great Club).
Shield); Attack +6 melee (Shortsword 1D6 +2); SV Fort
Equipment; Hide Armour and Great Club (see MM for
+4, Ref +4, Will +2; AL LE; Str 13, Dex 16, Con 13, Int
more information on Ogres).
15, Wis 12, Cha 8. Languages Spoken: Giant, Goblin,
Undercommon. Skills and feats: Hide +7, Jump +4,
Listen +5, Move silently +4, Spot +5; Alertness, Dodge, If the characters do stop and have something to eat,
Expertise, Weapon focus (Shortsword). Equipment: ask them to make a skill (Listen) check (DC10). If they
Leather Armour +2, Shortsword +1 and a Small are successful they hear a small flock of birds all take
Wooden Shield +1. He also has the key to the door, the flight at the same time from a tree not too far from
small chest key and an ornate silver key with the num- where the characters are camped.
ber 111 inscribed on it in his pocket. A party of Headhunters are moving towards the
The ornate silver key with the number 111 inscribed characters and have startled the birds in the tree. One
on it has no use in this adventure. of the Headhunters will move silently towards the
Map 3 - 6. The Old Mine (EL 0) characters to get a better look. If he is not spotted, he
This tunnel is all that remains of the original mine. It will attempt to incapacitate them with his poison
continues on for about 150ft. before it ends at the huge darts.
cave-in that killed 40 or so miners. If all of the characters are hit by the poison darts and
If the characters proceed into this tunnel, read them are unconscious. Their heads will appear on fresh
the following: poles at encounter 5 as a warning to others not to wan-
der into Headhunter territory.
This corridor is a much older part of the mine, rot-
Headhunters (4): hp 6 each (see Appendix 3 -
ting wooden struts and supports line the short (5ft.
Campaign Play, The Headhunters' Village)
tall by 5ft. wide) corridor walls and ceiling.
8. Covered Pit (EL 3)
Map 3 - 7. Cave-in! (EL 4) If the characters continue to follow the trail, read them
When the characters reach this point, they can hear the following:
creaking and cracking coming from the wooden sup-
ports above their heads. The roof is about to cave in The undergrowth on the trail you are following is
and the characters must act fast. becoming much thicker. It appears as though this
The cave-in has a 15ft. bury zone and a 5ft. slide zone path is seldom trodden.
at either end. This is Headhunter country! Several Headhunters
The characters can either return to Waarg's quarters are hiding in the undergrowth waiting for an unsus-
or run further into the old mine. Whatever the charac- pecting soul to fall into their trap. In order for any of
ters decide to do they must make a successful skill the characters to see the Headhunters, they must
(Balance) check (DC5) to move along the short, rough make opposed skill (Hide / Spot) checks - The
cut tunnel at speed and avoid the cave-in. If any char- Headhunters gain a bonus of +5 to their Hide skill due
acters are unsuccessful they take 8D6 damage, Reflex to the long grass. If any characters fall into the pit, the
save (DC15) for half damage, and are pinned (see Headhunters will attack any remaining characters by
DMG, Chapter 4 Cave-ins and Collapses). firing their poison darts at them in an attempt to ren-
Map 3 - 8. A Shallow Pit (EL 0) der them unconscious. They will then do the same to
any who remain alive at the bottom of the pit.
If the characters go further into the old tunnel they
will find a Shallow Pit (5ft. deep). Looking into the Pit If all of the characters are rendered unconscious by
the Headhunters' poison darts, they will be taken to
characters will see faint rays of light coming from a
small tunnel at the bottom. The tunnel is only 3ft. high the Headhunter Village (see encounter 12).
and the characters will have to crawl along it if they Trap: Headhunters have dug a 10ft. deep pit along
want to proceed. the trail and covered it with foliage etc. Any character
The first person into the tunnel will find a pair of ani- who makes a successful skill (Spot) check (DC15) will
mal skin boots. If they are dusted off they look in very see the pit coverings. Any character who falls into the
good condition. The boots are Borrinskin Boots and pit will have to make a skill (Climb) check (DC15) to
can be sold for 2gp and have no other use. get out.
Covered Pit Trap: CR 1; no attack roll (1D6 falling
Map 3 - 9. Crack in the Hillside (EL 0) damage); Reflex save (DC14) avoids; Search DC10;
The tunnel ends at a large crack in the hillside which Disable DC15.
is covered and almost totally concealed by bushes. Headhunters (4): hp 6 each (see Appendix 3 -
Anyone looking for this concealed entrance from the Campaign Play, The Headhunters' Village)
outside must make a skill (Search) check (DC30).
9. The Elvin Village (EL 2)
7. Beautiful Flowers (EL 3) If the characters are following the path, read them the
This encounter will take place when the characters following:
stop to rest on the path anywhere between the bridge
and encounter 5 on the Wilderness map. The path you are on continues to bend north, still
following the west bank of the Shamutanti River.
The path you are following through the woods con-
tinues up and over a hill. At the top you can see some Ahead, you can see smoke rising in the distance. As
you get nearer you can see a cluster of huts made out

12
of the most beautiful flowers that you have ever seen
growing in a nearby clearing. It seems so quiet and of thatched twigs and branches. The smoke is rising
peaceful here and looks like a nice place to stop for from a small fire in the centre of the huts.
some lunch. There are no signs of movement or noise coming
from the village, it seems to be deserted. If the charac-
Curse: Every time you take damage: combat, falling,
spell etc., you take an additional 1D4 points of dam-
age. The curse cannot be dispelled, but it can be
removed with a break enchantment, limited wish,
miracle, remove curse, or wish spell.
If the characters open the box on the right, read them
the following:
Inside the box is a small cloth bag and an old rusty
key. Guarding both these items, with its tail poised
and ready to strike, is a scorpion.
If a character reaches into the box the vicious
Scorpion will attack him. The Scorpion is too small to
climb out of the box.
The cloth bag contains 20 gold pieces.
The old rusty key is used to open the cage in
encounter 17 - Alianna's House.
Monstrous Scorpion, tiny. tiny vermin: CR ¼ ; Size T
(1ft. long); HD ½ D8+2; hp 4; Init +0; Spd 20 ft.; AC 14
(+2 Size, +2 natural); Attack +2 melee (2 Claws 1D2 -4)
and -3 melee (Sting 1D2 -4 and poison); Face / reach:
2½ ft. by 2½ ft. / 0 ft.; SA Improved grab, poison; SQ
Vermin; SV Fort +4, Ref +0, Will +0; AL N; Str 3, Dex
10, Con 14, Int -, Wis 10, Cha 2. Languages Spoken:
None. Skills and feats: Climb +4, Hide +15, Spot +7.
Vermin: Immune to mind-influencing effects.
ters decide that they want to give the village a wide Improved Grab (Ex): To use this ability, the
birth (without swimming the river) and head west Monstrous Scorpion must hit with its claw attack. If it
into the hills they will soon pick up the path that leads gets a hold, it hangs on and stings automatically.
through the hills. Poison: Tiny Monstrous Scorpion Poison; Fort save
If the characters proceed into the village, read them (DC11); Initial and Secondary damage 1D2 Str.
the following: The Green Draped Hut
The village seems to be completely empty. In the cen- If the characters go into the hut with the green drape,
tre of the huts is a small fire that has been built into read them the following:
a shallow recess. The huts in this village are quite Cushions ring the inside of this small hut. As you
small with doorways about 2ft high. Three of the enter strange pipe music begins to play but you can-
doorways have brightly coloured drapes hanging not see from where the music is emanating.
from them: red, green and brown If any of the characters brought a Small Bamboo Pipe
If the characters look in to any of the other huts they from the merchant - Ryan of Brice - at the Cantopani
will find little of interest: straw beds, animal skins, Village, ask them to make a skill (Listen) check (DC5).
food in the form of berries, nuts etc. If they are successful they will hear their Small
The Red Draped Hut Bamboo Pipe joining in with the music being played
If the characters look in to the hut with the red drape, in the hut. The owner of the Small Bamboo Pipe will
read them the following: have the equivalent of a Cure Moderate Wounds spell
bestowed upon him which cures 2D8 +2 hit points
There is a low table and three stools in the middle of
(this will happen once per day).
the hut. On the table are two uninteresting boxes,
If the characters do not possess the Small Bamboo
both fastened with a catch.
Pipe, nothing untoward will happen. The music will
Neither of the boxes are locked or trapped. continue as long as someone remains within the hut.
If the characters open the box on the left, read them A faint aura of magic can be detected in the hut.
the following:
The Brown Draped Hut
The box is empty. However, smoke begins to swell A Riding Dog guards this hut. If a character enters the
up from within its depths. The smoke rises out of the hut without the Dog's owner, it will attack. There is
box and forms a face in the air; a thin, Elf-like face. nothing of value or interest in this hut.
The eyes on the strange face flick open suddenly. Dog, small animal: CR 1; Size M (5ft. long); HD
"Strangers", booms the smoky vision, " you tamper 2D8+4; hp 12; Init +2 (+2 Dex); Spd 40 ft.; AC 16 (+2

13
with forces you know nothing of. I am aware of your Dex, +4 natural); Attack +3 melee (Bite 1D6 +3); Face /
quest and you cannot succeed. I am the Spirit of reach: 5 ft. by 5 ft. / 5 ft.; SA None; SQ Scent; SV Fort
Mananka and I curse your quest". +5, Ref +5, Will +1; AL N; Str 15, Dex 15, Con 15, Int 2,
A random character is touched by the smoke and Wis 12, Cha 6. Languages Spoken: None. Skills and
must make a Will save (DC16) or suffer the following feats: Listen +5, Spot +5, Swim +5, Wilderness lore +1*.
Equipment: The Dog is wearing a collar studded with When you regain consciousness, you find that your
small green gems (value 80gp). possessions are missing and you have been bound
Skills: *Dogs receive a +8 racial bonus to Wilderness hand and foot and taken through the woods to the
lore checks when tracking by Scent. Headhunters' Village. There, you have each been
10. Pilfer Grass (EL 0) placed in a sturdy bamboo cage and a warrior
Read the following to the players: Headhunter is standing guard over you. From this
unfortunate position you can also see in the centre of
The grass here is growing quite high (about waist the village a huge pot on a roaring fire being filled
height). The trail you are following seems to have with water.
been trodden down by someone who has passed
before you and seems to be continuing in the direc- If a character wants to try and escape, he must make
tion that you want to be heading. an opposed skill (Escape Artist / Rope Use +10) check
to escape his bindings, then make a Strength check
The long grass that the characters are walking (DC10) to beak the bamboo cage. The warrior
through is called Pilfer Grass. The long blades of grass Headhunter on guard will notice the characters trying
will attempt to steal an item from each of the charac- to escape his / her bonds by making a successful skill
ters (+15 Pickpockets) as they pass through. The grass (Spot) check (DC20) and hear the bamboo cage break-
will make two such attempts per character and will ing by making a skill (Listen) check (DC10). If the
not steal any item heavier than 4lbs. The items stolen character is spotted trying to escape, the Headhunters
will be dropped on the floor at the point at which they will attack. If the character falls unconscious (due to
were taken. the poison) their freshly decapitated head will appear
If any of the characters have the Tracking feat and on a new pole at location 5 as a warning to others not
make a successful skill (Wilderness lore) check to wander into Headhunter territory.
(DC10), they can determine that the trail is quite old, Any captured characters will be kept in the cages
at least a day, and was made by tiny feet - several (location 1 on the map)
Elvins passed this way yesterday. The characters' belongings (weapons, back packs
If the characters decide not to follow this trail and etc.) are being kept in a hut (location 2 on the map).
wade through the grass creating a new trail, ask them If the characters escape (and are spotted leaving the
to make two skill (Spot) checks (DC10) at staggered village) they will be pursued by a war party of 4
intervals. If they are successful on the first check they Headhunters for a maximum distance of 2 miles
find a small bag of 20 gold coins. If they are successful before the war party give up and return home.
on the second check they find a small locket contain- If the characters stumble upon this village by mis-
ing the portrait of a woman valued at 10gp (this item take, please refer to Appendix 3 - Campaign Play for
has no relevance to the adventure). more information.
11. Elvins! (EL 7) 13. The Skunkbear (EL 2)
The path that the characters are following winds If the characters are following the path towards
through the hills for quite some distance and steadily Kristatanti, ask them to make a skill (Listen) check
climbs higher . Hiding in the trees alongside the path (DC10). If successful they can hear some twigs and
are a group of Elvins (see Appendix 1 - New undergrowth rustling, this noise is being made by an
Monsters). These small mischievous creatures will approaching Skunkbear. If the characters are aggres-
attack the characters as they pass by throwing a mix- sive or act in a hostile manner, the Skunkbear will
ture of normal and special magically enhanced acorns attack at the most opportune moment. If the charac-
at them. The magic enhanced acorns have had a vari- ters decide not to attack this creature and try to calm-
ant of the 'Magic Stone' spell cast on them by the Elvin ly move around it, ask them to make a skill (Animal
Cleric and will cause 1D6 damage on a successful hit Empathy) check (DC19). If successful the Skunkbear
(treat these acorns as the Magic Stone spell except for will snarl and growl but let them leave, if not it will
the damage dealt). The Elvins have 3 magic acorns attack until it has driven the characters away.
and hundreds of normal ones (which cause no dam- Skunkbear: hp 28 (see Appendix 1 - New Monsters)
age). The Elvins will find this highly amusing, laugh-
ing and giggling as they rain acorns on the characters. 14. Kristatanti (map 5)
If the characters attack the Elvins they will retaliate DM's note: please refer to Appendix 3 - Campaign
with their tiny bows and swords for 2 rounds before Play for the map of Kristatanti and the map key.
fleeing into the woods. If the characters are approaching Kristatanti via the
Elvins (20): hp 7 each (see Appendix 1 - New path, read them the following:
Monsters) Further along the hill path you can see a small set-
12. The Headhunters' Village (Map 4) tlement. As you get nearer you can see that most of
DM's note: please refer to Appendix 3 - Campaign this village is set into the steep side of a hill. A

14 Play for the map of The Headhunters' Village and small, hand-painted sign resting on a rock reads
map key. 'Kristatanti Village'.
If the characters have been captured by the If the characters proceed into Kristatanti, read them
Headhunters and brought here, read the following: the following:
The couple of hill dwellers that you pass seem to an evil place, inhabited by all manner of creatures.
stare at your clothes. Their own attire is rough by Beware the Red-Eyes in Kharé or my fate will befall
comparison and everyone seems to wear their hair you too, and a Beggar's life is not a happy one.
long, but piled up on their heads. Kharé is also wary of strangers but this key will
If the characters decide to look around the settlement help you, should you be captured by the city guards".
or decide to stop for the night, please refer to With that the old man stands, waves farewell and
Appendix 3 - Campaign Play for more information on starts walking towards Kristatanti.
Kristatanti. If the characters do not wish to tell the old man
15. The Beggar (EL0) where they are going, he thanks them again for their
If the characters are leaving Kristatanti via the path, generosity and starts to make his way to the
read them the following: Kristatanti ale house.
You reach a T-junction. The path now continues in 16. Lea-Ki. Realm of the Hill Giants (EL7)
two directions; north and north-west. Sitting on a If the characters are following the path, read them the
rock, close to the junction, is a blind Beggar-man. following:
"Alms for the infirmed?" he inquires with an out Ahead of you, standing almost 15ft. tall, is a large
stretched hand. The man looks a sorry sight: skinny gate across the path. The gate is slightly ajar. To the
and sparsely clothed. His eyes have been painted left and right of the gate is a high, thick bramble
with a dark dye to indicate his blindness. hedge that continues on as far as you can see in both
If the characters give the Beggar a silver or copper directions.
coin, he thanks them for their generosity and wishes If the characters attempt to climb over the hedge,
them good health on their travels. If the characters they must make a skill (Climb) check (DC10) but they
give the Beggar a gold coin, read them the following: will take 1D4 points of damage per action due to the
The blind man rubs the coin in his fingers and trem- razor sharp thorns. It takes 3 rounds to climb over the
bles excitedly. "Why, this is a golden coin my lord. hedge.
You are too generous to a poor sightless Beggar such If the characters proceed through the gate (or over
as myself. Where are you heading for?" the hedge), read them the following:
If the characters tell the Beggar that they are travel- To the right, the hill rises sharply upward and you
ling to Kharé, read them the following text. can see two caves. The path passes 30ft. in front of
the caves before continuing down toward the valley.
"Your generosity cannot go unrewarded", he reaches
into his pocket, produces a copper key and insists This is Lea-Ki, home of the Hill Giants. The left cave
that you take it. "Years ago I lived in Kharé", he tells is not very deep and appears to be a storage area or
you. "Kharé was my home and in the Cityport I rubbish tip of some description. The only items of
watched over the prisoners in the gaol. But Kharé is interest in this cave are: a large, oversized humanoid
skull (this is a Hill Giant's skull), a large broken stool
and a fishing net with huge mesh. None of the items
in this room are relevant to the adventure.
The right hand cave is home to 3 Hill Giants. Two of
the Hill Giants are currently away hunting. These
creatures are aware of the nearby human settlements
but do not want any trouble. They know that if they
attack the settlements, humans will track them down
in great numbers and kill them. However, they are
also very protective of their lands. Buurk, the remain-
ing Hill Giant, keeps a close vigil over the surround-
ing lands from the comfort of his stone chair about
20ft. inside the cave entrance. Next to his chair are
always kept at least 10 large, throwing stones. If the
characters attempt to get past the caves without being
seen, they will have to make opposed skill (Hide /
Spot) checks with the Giant. If the Hill Giant spots the
characters he will throw a stone at them and stand in
the cave entrance waving his club to ward them off. If
the characters remain, he will attack until they are
driven off.
Inside the right hand cave are the Hill Giants' pos-
sessions: 3 straw mattresses, various animal skins and
dried meats, 800gp and 3 gems worth 50gp each.
Buurk, Hill Giant: CR 7; Size L (15 ft., 7 in. tall); HD
15
12D8+48; hp 75; Init -1 (-1 Dex); Spd 40 ft.; AC 20 (-1
Dex, -1 size, +9 natural); Attack +16 / +11 melee (Huge
Great Club 2D6 +10), or +8 / +3 ranged (Rock 2D6 +7); will eventually pretend to agree with them until she is
Face / Reach: 5ft. by 5ft./ 10ft.; SA Rock Throwing; SQ released from the cage, at which point she will order
Rock catching; SV Fort +12, Ref +3, Will +4; AL CE; Str her Wooden Golem to attack.
25, Dex 8, Con 19, Int 6, Wis 10, Cha 17. Languages If the characters refuse to release her, Alianna will
Spoken: Giant. Skills and feats: Climb +9, Jump +9, order her Wooden Golem to attack.
Spot +4; Cleve, Power attack and Weapon focus (Great Characters looking around the house must make a
Club). Equipment: Huge Great Club skill (Search) check (DC35). If they are successful they
17. Alianna's House (EL 4) will find Alianna's secret hiding place under a floor-
If the characters are following the road from board. The secret compartment has in it: An Armband,
Kristatanti, they will find a sign post next to a track 2 Scrolls and a small bag with 43gp in it. The Armband
that leads south-west. The sign points down the track is magical and is called Ragnar's Armband of Sword
and reads 'Alianna's House'. It also points north-west, Mastery (see Appendix 2 - New Magic). The Scrolls
along the path that the characters were originally fol- have the following spells on them - Scroll 1: Cure
lowing, the sign pointing in this direction reads Serious Wounds and Lesser Restoration. Scroll 2:
'Dhumpus'. Mirror Image, Bulls Strength and Dogs Luck (see
If the characters follow the track south-west towards Appendix 2 - New Magic, New Spells)
Alianna's House, read the following: Wooden Golem: hp 30 (see Appendix 1 - New
Monsters)
Some way down the track you come to a hut in a Alianna, female human Clr4: CR 4; Size M (5 ft., 6 in.
rather picturesque setting, among trees with leaves tall); HD 4D8+4; hp 26; Init +1 (+1 Dex); Spd 30 ft.; AC
of contrasting shades of green. Flowers decorate the 11 (+1 Dex); Attack +4 melee ( Unarmed attack 1D3 +1
walls of the hut and the door is painted in bright subdual damage); SV Fort +5, Ref +2, Will +7; AL CN;
colours. Str 13, Dex 13, Con 13, Int 10, Wis 17, Cha 14.
The door to the house is unlocked. Languages Spoken: Common. Skills and feats:
Alianna, the owner of the house, has been locked in Concentration +6, Heal +8, Hide +1, Listen +5, Move
a cage in the kitchen by mischievous Elvins. She has silently +1, Spellcraft +8, Spot +8; Alertness, Brew
been there now for over 2 days! If the characters knock potion, Skill focus (spellcraft). Equipment: A beautiful
at the door, Alianna will hear them and shout for help. white dress and a holy symbol.
The characters must succeed at a skill (Listen) check Cleric Domains: Protection - The character can gen-
(DC7) in order to hear the cries for help. erate a protective ward, a spell-like ability to grant
If the characters enter the house, read them the fol- someone the character touches a resistance bonus
lowing: equal to the character's level on the recipient's next
The house is neatly laid out inside; obviously the saving throw; Luck - Granted Power: The character
touch of a fastidious woman. Chairs are round a gains the power of good fortune, which is usable once
table, one of the chairs is of a very odd design. It per day. This extraordinary ability allows the charac-
looks like it has been carved from a tree stump with ter to re-roll one roll that the character has just made.
arms and legs! A mattress lies in one corner and a The character must take the result of the re-roll, even
large kitchen area indicates that whoever lives here if it's worse than the original roll.
is fond of cooking. You can hear a cry for help from a Cleric Spells Revised (5 / 4+1 / 3+1): Level 0: Create
corner of the kitchen that is obstructed by a large water, Cure minor wounds x2, Guidance and Virtue.
cupboard. Level 1: Bane, Command, Doom and Sanctuary. Level
The strangely designed chair is in fact a Wooden 2: Darkness, Hold Person and Summon Monster II.
Golem (see Appendix 1 - New Monsters). The crea- 18. Dhumpus (Map 6)
ture will only obey commands from its creator DM's note: please refer to Appendix 3 - Campaign
Alianna. Play for the map of Dhumpus and map key.
If the characters investigate the cries for help, they If the characters are following the path they will find
will discover a young and rather beautiful woman in a sign that says 'Welcome to Dhumpus'. The path
a small cage behind the cupboard. "Good strangers", leads into a small hamlet made up of stone and clay
she pleads, "Please help me? I have been locked in this huts and houses.
cage for 2 days now by Elvins". 19 Taddapani - Plague Village (EL 4)
The cage has a lock on it. A character must make If the characters are following the path toward
either a skill (Open Locks) check (DC20) or an ability Taddapani, read them the following:
(Strength) check (DC15) to open the cage.
If the characters do not look like they will release her As you approach the village you can see that it looks
quite run down. The thatching on most of the huts is
or if they bargain for a reward, Alianna will grudg-
ingly offer to reward them once she is free. Offering in disrepair and the fields are overgrown with
weeds, which have strangled the now dead crops.

16
either a magical Armband that is of benefit to those
who wield a sword or 2 Scrolls (see below). She will The villagers are a sorry looking bunch, most are
hunched over or walk with sticks, some have miss-
not reveal the location of these items until freed.
If the characters' demands are excessive (they ing limbs and are only able to drag themselves along
the muddy floor.
demand both the Armband and the Scrolls), Alianna
Ahead, in a clearing, you can see a small wooden
hut. A large humanoid creature stands in front of the
hut with his back to you. The creature is brandishing
a large Halberd and seems to be on lookout.
This creature is a Hill Troll. It killed the occupant of
this hut many months ago and now spends its time
patrolling its ill-gotten lands. If the creature spots the
characters it will attack at the most opportune
moment.
In the hut are the Hill Troll's possessions: a feather
mattress and blanket, 3 short spears and some dead
rabbits hanging on a hook. If the characters make a
successful skill (Search) check (DC10) they will find
the Hill Troll's prized possessions hidden in his mat-
tress: 52gp, a gem worth 30gp and a potion of Cure
Moderate Wounds that will heal 2D8+3 hit points.
Titan Hilltroll: hp 30; AC 17 (-1 size, +5 natural,
Leather Armour); Attack +9 melee (Halberd 1D10+5)
Equipment: Leather Armour, Halberd and a Talisman
of Luck +2 (see Appendix 2 - New Magic) hanging
around its neck. (See Appendix 1 - New Monsters for
more information on Titan Trolls).
21. Jann the Minimite (EL 0)
If the characters are following the path to Birritanti,
read them the following:
This is the hamlet of Taddapani. Three months ago
The path ahead leads down into a vale. Nestled
the village was infected by a terrible plague, which
between three steep hills lies a town, and rather a
has now affected the entire population. 170 of the 210
large one at that.
people that lived there have been killed by the deadly
disease so far. It won't be much longer before Jann the Minimite (see Appendix 2 - New Monsters)
Taddapani is little more than a deserted ghost town. will be around this location and will adopt one of the
As the characters approach, the people of the hamlet characters to annoy (if one of the party is obviously a
will make their way back to their huts as quickly as Sorceror or Cleric, Jann will choose to 'adopt' them).
they can. The people of Taddapani think that the dis- Jann has a permanent anti-magic field 15ft. radius
ease is passed on by touch and will try to avoid the around him. Anyone within the field has 100% arcane
strangers. and divine magic failure chance. Read the following
If the characters proceed into the hamlet they will be passage to the character who Jann had adopted:
approached by a young woman, read them the fol- You hear a lively chirping sound very close to your
lowing: head. Hovering by your shoulder is a small,
The little woman can be not much older than 20 humanoid creature no bigger than the size of your
years of age. Her back is crooked and she has blisters thumb. It is child-like in appearance but very thin,
all over her skin. She looks at you with sad eyes. with green skin, and it flits around you on transpar-
"Please strangers, tell me you are here to cure us of ent wings.
this terrible plague?" Jann will introduce himself and engage the character
The woman, Bronnie, will start to cough uncontrol- in conversation. He knows the area quite well and
lably and collapse in front of the characters. Any char- points out that the large town ahead is called Birritanti
acter that touches Bronnie will have to make a and that it is the largest town in the Shamutanti Hills.
Fortitude save or be infected by the plague. Bronnie is Jann will stay with his 'new friend' until he is ban-
beyond curing and will die at the characters feet. ished by a ritual in either of locations 24 or 26. He can-
Plague: Touch; Fortitude save (DC20); Incubation 1 not be persuaded to leave and is very difficult to hit in
day: Damage - permanent 1D4 Str and 1D4 Con per combat. However, if attacked by a missile weapon he
day. will fly out of sight and return later at the DM's dis-
If a character is infected with the Taddapani plague cretion.
he must make a Fortitude save each day until cured or DM's note: If Jann flees due to being attacked with
dead. On the second day of infection small blisters missile fire he will not return to the characters after
will appear on the infected characters skin. the Svinn village (encounter 26).
20. Troll Patrol (EL 3)
If the characters are following the path, read them the
22. Birritanti (Map 7)
DM's note: please refer to Appendix 3 - Campaign 17
following: Play for the map of Birritanti and the map key.
If the characters are following the path to Birritanti, The Assassin's name is Flanker. He often hides on
read them the following: these roads and attacks wayfarers for combat practice.
As you approach the small town of Birritanti, you He will not talk to the characters and will attack at the
can see flags flying from two huge guard towers most opportune moment. Flanker will attempt to sur-
positioned either side of the road. There appears to render if he is seriously injured.
be a good deal of merriment coming from within the If the characters spare Flanker's life he will be very
town. grateful. He tells his story about using the characters
for combat practice but adds that he has seriously
If Jann the Minimite is with the characters he will
underestimated them and never intended to kill them.
point out that today is Birritanti's festival of the
Flanker promises that he will not attack the characters
young. Once a year the children are given the freedom
again and states that he will travel to Kharé and stop
of the town. It is a time of great fun and pranks. If the
ambushing travellers. Flanker will give the characters
characters proceed into Birritanti, read the following:
all the money he is carrying if they threaten to kill
A number of children can be seen sitting in the him, he will not give up his equipment if he can avoid
streets drinking ale and smoking pipes. One of the it, pointing out that this is a dangerous area and he
children, a young boy of about 12 years of age, has won't survive without it. When the characters reach
had far too much to drink and sways on the step on Kharé and are in either the Wayfarers' Inn ale house or
which he sits. The other boys and girls are very loud the town's street fair, there is a chance that they will
and seem to be running around in a lawless manner. meet Flanker and receive some help (see the adven-
A signpost points north through the town to 'The ture SORCERY! Kharé - Cityport of Traps).
Crystal Waterfalls'. Flanker, male human Rog5: CR 5; Size M (6ft. 3in.
tall); HD 5D6+10; hp 35; Init +8 (+4 Dex, +4 Improved
23. The Assassin (EL 5) initiative); Spd 30 ft.; AC 19 (+4 Dex, Leather Armour,
The path that heads towards Torrepani passes Ring of Protection); Attack +8 melee (Scimitar 1D8 +4);
through a small wooded area. If the characters follow SA +3D6 Sneak attack. SV Fort +3, Ref +8, Will +2; AL
this path an Assassin who is hiding in the under- NE; Str 16, Dex 19, Con 15, Int 17, Wis 12, Cha 10.
growth will attack them. The characters can spot the Languages Spoken: Common, Dwarven, Gnoll, Orc.
lurking assassin by making an opposed skill (Hide / Skills and feats: Balance +5, Disable device +10, Hide
Spot) check. The Assassin will gain a +4 roll to hide +10, Intimidate +8, Listen +6, Move silently +10, Pick
due to cover (which is not incorporated in his stats). pocket +10, Ride +4, Spot +5, Swim +6, Use magic
DM's note: If Jann the Minimite is still with the char- device +6, Wilderness lore +5; Dodge, Improved initia-
acters, he will have a chance to Spot the Assassin too tive, Weapon focus (Scimitar). Equipment: Black
and will warn his new friend if he succeeds. Leather Armour +2, Scimitar +1, Ring of Protection +1,
If the characters fail to spot the Assassin, read the fol- 50 gp
lowing:
24. The Witches House (EL 7)
Just ahead of you the bushes part, and a man dressed If the characters are following the path to Torrepani,
from head to toe in black and holding a Scimitar read them the following:
steps onto the path and blocks your advance.
Ahead, on the left of the path, you can see a small
wooden hut. An old woman sits on the front step.
The old woman is a Sorcerer by the name of Gaza
Moon. If the characters are visible she stands up,
waves them over and asks them to come in for some
tea.
Gaza has two pet hates; people who are suspicious of
her and people who ignore her. If the characters walk
past her and ignore her invitation she will become
angry and shout out to them. If the characters still
ignore her invitation, she will attack the characters
with magic.
If the characters accept Gaza's offer of tea she
leads them into her house, read the following:
The old lady's house is very neat and tidy on the
inside. Vases full of beautiful flowers can be seen
on the windowsills. A large wooden table with 4
chairs stands in the centre of the room.

18
Gaza will ask the characters to have a seat while she
fetches the tea. As mentioned before, Gaza has a
hatred of suspicious people so she has a little test to
see what the characters will do. Gaza will bring in
some cookies on a plate. She will set a plate for each
character and put a cookie on each plate including one Sorcerer Spells Known (6 / 7 / 6 / 4): 0th -- Dancing
for her, making sure there are enough cookies left on Lights, Detect Magic, Flare, Ghost Sound, Light, Mage
the plate in the middle of the table for the characters Hand, Read Magic. 1st -- Burning Hands, Charm
to have one more each. Example: If there are 3 charac- Person, Mage Armour, Magic Missile, Summon
ters she will put 1 cookie on each of the characters Monster I. 2nd -- Ghoul Touch, Invisibility, Acid
plates, 1 for herself and leave 3 on the plate in the mid- Arrow. 3rd - Hold Person, Lightning Bolt.
dle of the table. She will then make an excuse to return Ghoul Blood Poison: ingested, Fort save (DC25), ini-
to the kitchen saying that she forgot the tea. tial and secondary - Paralysis for 1D4 hours
Here is the test of suspicion: The cookies left on the 25. Black Lotus Field (EL 5)
plate in the middle of the table have all been poisoned. If the characters are following the path, read them the
If the characters suspect that Gaza Moon is foul of following:
mind, they will swap their normal cookies (suspecting
them to be poisoned) for the poisoned ones (suspect- The path you are following passes through a small
ing them to be normal). wood and out into a huge field full of black coloured
If the characters fall afoul of the poisoned cookie flowers. The smell of the field is very sweet. The path
scam, Gaza will scorn them for being untrusting and continues through the field of flowers and down
suspicious of an old lady. She will then look through towards the valley.
their belongings and take two items (of the DM's If Jann the Minimite is still with the characters he
choosing). She will then club the characters uncon- will mention that the path is the quickest route to
scious (reducing them to hp 0 subdual damage). The Torrepani.
characters will wake by the path, ½ a mile from Growing in the field is the deadly Black Lotus
Torrepani 1 hour later. flower. The plant gives off a poisonous vapour that
If the characters have found the spell page (given by will incapacitate even the strongest of characters. It
the old man in the tree in encounter 4 - The will take the characters 20 minutes to cross the field
Crossroads) she is overjoyed and gives each character and they must make 4 saving throws at five minute
the antidote to the poison. Read the section below. intervals while they are within the field:
If the characters eat their normal cookies, Gaza Black Lotus Vapour: 1st Save: Fort (DC10); Initial -
Moon is pleased that they do not suspect her of being 1D4 Dex, Secondary - 1 Con; 2nd save: Fort (DC15);
evil (she will not let the characters eat any more cook- initial - 2D4 Dex, secondary -1D4 Con; 3rd save: Fort
ies though), and asks them about their journey. In par- (DC18); initial - 3D4 Dex, secondary - 1D6 Con; 4th
ticular she asks if they have seen an old man who is save: Fort (DC22) initial - 4D4 Dex, secondary - 2D4
travelling to Allansia (Gaza Moon is referring to the Con.
old man in the tree in encounter 4 - The Crossroads). If the characters enter the field of Black Lotus flow-
If they reply that they have seen him she asks if they ers, ask them to make a skill (Spot) check (DC20) after
were given a page from a spell book? If they say yes 5 minutes. If they are successful, they will see a human
she is overjoyed. Read them the following: skeleton lying amongst the flowers. The skeleton is
"Four days ago I was visited by a traveller such as wearing commoner's cloths and has no possessions.
your selves", She explains. "The rogue was leafing This should give them a clue about the nature of the
his way through one of my books when I caught him flowers.
and as I challenged him he raced off, ripping the page 26. Torrepani (Map 8)
and taking it with him. He must have been a magic DM's note: please refer to Appendix 3 - Campaign
user of some power considering the speed at which Play for the map of Torrepani and the map key.
he vanished. I cast one of my aging spells at him, but If the characters follow the path into Torrepani, read
it seemed to do no good". them the following:
She thanks you for returning the page. As you approach the small hamlet of Torrepani you
If the characters still have the annoying Minimite can see that there are several small crowds of
with them, Gaza will offer to banish it for them as a humanoids. An air of depression seems to be hanging
reward for returning the page, she will also give them over the entire community.
a gemstone worth 50gp, and 2 potions of Cure Light If the characters walk into the hamlet and approach
Wounds one of the groups of people they will see that they
Gaza Moon, female human Sor7: CR 7; Size M (5 ft., resemble Man-Orcs. These humanoids are in fact
11 in. tall); HD 7D4 -7; hp 20; Init +0; Spd 30 ft.; AC 15 Svinns (see Appendix 3 - Campaign Play, Torrepani),
(Ring of Natural Armour +3, Ring of Protection +2); an aggressive looking race, but looks can be deceiving.
Attack +3 melee (Club 1D6); SV Fort +1, Ref +2, Will As the characters enter the village one of the Svinns
+4; AL CN; Str 10, Dex 11, Con 8, Int 13, Wis 9, Cha 13. will run off to get their chief, Proseus.
Languages Spoken: Common, Orc. Skills and feats: The villagers are talking about one of their friends

19
Concentration +8, Hide +0, Knowledge (arcana) +11, who was killed by an Assassin on the road to Birritanti
Listen -1, Move silently +1, Scry +10, Spot -1; Brew last night. His travelling companion was lucky to get
potion, Maximize spell, Quicken spell, Scribe scroll. away with his life. If the characters introduce them-
Equipment: Sorcerers robes, Ring of Natural Armour selves to the Svinns and are non-aggressive towards
+3, Ring of Protection +2, walking stick them, the Svinns will explain the reason behind the
depression within the hamlet. Marauders have kid- Doors: Good Wooden; 1½ inches thick; Hardness 5;
napped the chief's daughter, Areon, several days ago Hit points 20; Break DC25
and taken her to the hills to be offered as a sacrifice to Locks: Average lock; Open lock DC25
a terrible Hill Demon. An ancient Svinn prophecy Listen checks: All Listen check DC are calculated
states that once a chief is declared, one of his siblings assuming the character is standing in the adjacent
must take his place when he or she passes on or a ter- square to the door (2½ ft. away). If a player actively
rible scourge will befall the community. listens at a door (presses his ear to the door) then
The Svinn Chief, Proseus, will arrive with a large reduce the Listen DC by 2 or increase the Listen check
crowd of his fellow Svinns before the characters have by +1 for every 10 feet that the character is from the
a chance to leave the village. Read the following: noise (+5 if it passes through a door).
"Fearless adventurers, I am Proseus, Svinn Chief Map 9 - 1. The Well (EL 0)
and leader of Torrepani. I am sorry if the gathering Read the characters the following:
of my people in mass is making you feel uncomfort- Ahead you can see an old disused well which is
able but we are experiencing troubled times. As I am located on the top of a small hillock. The stonewall
sure you have been informed, my daughter and heir which surrounds the well is in a terrible state of dis-
to Torrepani is being offered as a sacrifice to a terri- repair.
ble monster whose lair is within the hills several
If the characters have volunteered to save the Svinn
miles north-east of here. My bravest warriors have
Chief's daughter, they will have been brought to this
tried and failed in a rescue attempt and now we are
location. The Svinns lower a rope into the disused
desperate. If you will be our champions and rescue
well, telling the characters that the main cave entrance
Areon the reward will be substantial."
is just over the brow of the hillock, but the bottom of
If the characters accept the desperate pleas of the this well is the start of a small underground labyrinth
Svinns, they will be hailed as heroes. Proseus will that leads to the rear of the monster's cave via a secret
explain that they have discovered a secret entrance door. The Svinns will lower the characters down one
that leads into the monster's cave which would be bet- at a time and wait for them until nightfall. If the char-
ter than taking the 'front door' approach (see acters do not reappear by then the Svinns will pre-
encounter 27 - The Titan Manticore's Lair). Twenty- sume the worst and head back to the village to tell the
five members of the Svinn community will lead the others.
characters to the well several miles outside of If the characters have been forced to save the chief's
Torrepani. daughter, they will be brought here. The characters
If the characters refuse to help the Svinns, Proseus equipment will be thrown into the well (minus any
will look sad and ask them for help for a last time. If rope they may have) and they are told that the main
again the character refuse he will say, "Then you leave cave entrance is just over the brow of the hillock, but
me no choice". He waves his hand and the Svinns start the bottom of this well is the start of a small under-
to hit and punch the characters. The idea is to knock ground labyrinth that leads to the rear of the mon-
them unconscious (reduce them to 0 hit points with ster's cave via a secret door. The Svinns will lower the
subdual damage) or get them to surrender. characters down one at a time and tell them that they
If the characters either surrender or are knocked will wait here for them. If the characters do not reap-
unconscious, they will be stripped of all their equip- pear within 24 hours the Svinns will presume the
ment (except clothing) and locked in a hut on the out- worst and head back to the village to tell the others.
skirts of the hamlet - Ability (Strength) check (DC15) The well is 50 feet deep and its walls are covered
to force the door open or a skill (Open Locks) check with slimy mould and moss. Skill check (Climb) DC30
(DC20) to unlock the door. Two Svinns will guard the to climb up it. Any character that successfully climbs
door. After a couple of hours Proseus and the hamlet's out of the well will be attacked by the Svinn waiting at
Shaman, Faroneus, will appear with 20 male Svinns. the top and lowered back in if captured.
Proseus will apologise to the characters for their
Map 9 - 2. Rolling Ball Trap (EL 4)
behaviour, but as he mentioned before they are a des-
Trap: There is a pressure plate located at position 2a
perate community. Proseus will order the Shaman to
on the map. If a character steps on the pressure plate
heal the characters and they are given food and drink.
it will release a huge 5ft. diameter steel ball from loca-
They are then taken to the well that leads to the Titan
tion 2 on the map. The ball is located in an alcove in
Manticore's cave (see encounter 27 - The Titan
the top of the south wall and will roll down at 45
Manticore's Lair).
degrees on metal runners until it reaches the floor. The
27. The Titan Manticore's Lair (Map 9) passage way slopes to the north and the steel ball will
All rooms and corridors have 15ft. ceilings. Corridors gather speed very quickly. If the players do not run the
are rough-cut stonework either 5ft. or 10ft. wide steel ball will run over them causing 8D6 damage. If
(please refer to the overlay map for details). Doors are the characters run, they must make a Reflex save
20 wooden (good), unless otherwise stated in the text. All
doors are unlocked unless otherwise stated. Any
(DC18) in order to reach the intersection before the
steel ball. The ball will stop blocking the passageway
locked doors have average locks unless otherwise stat- leading to room 3. Characters attempting to move the
ed. The Manticore's Lair is unlit unless stated.
steel ball will need to make an ability (Strength) check Map 9 - 4. Water Trap (EL 7)
(DC30). Trap: The door to room 4 is closed but not locked. If
Steel Ball Trap: CR 5; no attack roll (8D6 damage); any one opens the door beyond half way it will trigger
Reflex save (DC18) avoids; Search (DC18); Disable a switch that has 2 effects: a stone wall will rise from
device (DC20). the floor in location 4a sealing off the passageway -
Map 9 - 3. The Snake Pit (EL 7) Characters who try to get past the stone wall before it
Trap: In the centre of this cavern is a huge 20ft. long by seals the passageway must make a Reflex save (DC18).
15ft. wide covered pit that is 30ft deep. If any weight Water will pour into the room via 6 holes in the ceiling
is applied to the covering it will give way causing the which will flood the room (to the ceiling in) in 2 min-
characters to fall. The pit is filled with magically sus- utes. Characters caught in the room will drown. The
tained venomous snakes. Every character that falls trap will reset in 5 minutes. The water will drain off
into the pit will be attacked by 15 vipers each round down the corridor.
until they escape from the pit. There are hundreds of Flooded room trap: CR 6; no attack roll (drown);
snakes in the pit, far too many to kill. The pit requires Reflex save (DC18) avoids; Search (DC15); Disable
a skill (Climb) check (DC15) to climb out. device (DC20).
Covered Snake Pit Trap: CR 8; 3D6 damage from the Map 9 - 5. The Titan Manticore's Lair (EL 4)
fall + snake attacks; Reflex save (DC20) avoids; Search The characters must make a skill (Search) check
(DC20); Disable device (DC20). (DC15) to find the concealed door to this room.
Snake (small viper), small animal (100): CR 1 / 2; Size As soon as the door is opened, read the following:
S (3ft. long); HD 1D8; hp 4 (each); Init +3 (+3 Dex); Spd The floors and walls of the tunnel begin to shake; it's
20 ft., Climb 20ft., Swim 20ft.; AC 17 (+3 Dex, +1 Size, an earth tremor! Dust falls from the ceiling and small
+3 natural); Attack +4 melee (Bite 1D2 - 2 +poison); rocks begin to tumble down the walls. Behind you
Face / Reach 5ft. by 5ft./ 5ft.; SA: Poison; SQ: Scent; SV: there is an almighty crash as the tunnel collapses at
Fort +2, Ref +5, Will +1; AL N; Str 6, Dex 17, Con 11, Int the junction.
1, Wis 12, Cha 2. Languages Spoken: none. Skills and A cave-in has occurred at location 5a on the map. The
feats: Balance +11, Climb +12, Hide +15, Listen +9 and cave-in has a 15ft. bury zone and a 5ft. slide zone at
Spot +9; Weapon finesse (bite). Equipment: None (see either end. Any character stood at that location will
MM Appendix 1 for more information on snakes). take 8D6 damage, Reflex save (DC15) for half damage,
Snake Poison: Bite; Fortitude save (DC11); initial
and secondary damage 1D6 temporary Con.
and are pinned down (see DMG, Chapter 4 Cave-ins
and Collapses).
If the characters proceed into the cave, read them the
21
following:
The rear of the cave is littered with animal and Attacks: +7 melee (Elvin Shortsword) or +7
humanoid remains. Just inside the door is a small ranged (Elvin Shortbow)
Svinn girl curled up in a ball and shivering with Damage: Elvin Shortsword 1D4-2, Elvin
fright. Shortbow 1D6
This is Areon the Svinn Chief's daughter. The poor Face / Reach: ½ ft. by ½ ft. / 0ft.
girl looks scared out of her wits and is curled up in a SA: Nimble Attack
small ball. If she spots the characters she will run to SQ: Faerie Light
them and cling to them for safety. Saves: Fort +0, Ref +8, Will +3
The Titan Manticore has heard the cave-in at the rear Abilities: Str 7, Dex 20, Con 11, Int 12, Wis 11,
of his cave and moves to investigate. If the creature Cha 12
spots the characters it will attack. Skills: Hide +19, Listen +6, Move Silently
Titan Manticore: hp 35 (see Appendix 1 - New +11, Pick Pocket +11, Spellcraft +7,
Monsters) Spot +6
If the characters kill the Manticore they can look Feats: Fly-by Attack, Weapon Finesse (Elvin
around its lair. Littered amongst the animal and Shortsword)
humanoid remains the characters will find: Climate / Terrain: The Shamutanti Hills
120gp Organisation: Solitary or Gang (2-4)
4 gems worth 50gp each Challenge Rating: 1
3 potions: Bull's Strength and 2 potions of Cure Treasure: None
Serious Wounds Alignment: Always chaotic neutral
A wand of Acid Arrow (3rd level) 35 charges remain- Advancement: 3-6 HD (small)
ing
An Amulet of Health +2 Small Fey beings are
A Rapier +1 native to the
If the characters take Areon back to the Torrepani, Shamutanti Hills, the
read them the following: Elvins are seen only
rarely. Indeed, the only
As you enter Torrepani, the entire hamlet erupts into
hint of their existence is
celebration. Proseus greets his daughter with open
often a mysterious glow
arms. "I cannot thank you enough for saving my
floating in the distance
daughter and lifting the curse on our community. I
or an echo of laughter in
have a reward for you from all of us here and our
the hills at night. They
blessings". Proseus hands you a small bag with 4
resemble small Elves,
gems in it and a ring. "The ring has magical proper-
no larger than 2 feet tall. They glow during the hours
ties but I do not know what they are", he says rather
of night with a soft, faerie light - although they may
sheepishly. "Here is a gate key to Kharé. With it you
suppress this at will. When they encounter strangers,
will be able to slip into the city unnoticed. A trav-
they frequently subject them to pranks and mischief,
eller gave me the key 2 years ago when passing
tripping them in the dark and stealing their posses-
through. He told me he was never going to return to
sions. Should the stranger accept this with good
the evil, god-forsaken city ever again! I pray that
humour, they may well then leave him alone, but if
you take care on your travels."
not they may be inclined to give him a good thrashing.
The ring is a magical Ring of Protection +1. Obviously, most humanoids treat Elvins as dangerous
The characters may now leave Torrepani and contin- bandits!
ue on their journey. Read them the following: Elvins are fascinated by sorcery, and can be persuad-
Soon the path leads you from the Shamutanti Hills ed to stop their trickery in exchange for a display of
and down across the fields towards a Great Walled true magical power.
City - The Cityport of Kharé - and on to the next Combat
stage of your quest… Elvins like to dart about their enemy, slashing at them
THE END and ducking away again. If injured, the Elvin is likely
to try to retreat however! Elvins use there own tiny
Appendix 1- New weapons; Elvin Shortsword (1D4 damage) which can
be used as a Dagger by creatures sized small and
Monsters medium, and Elvin Shortbow (1D6 damage); range
inc. 30ft. These weapons are too small to be used by
Elvins creatures sized small and bigger.
Tiny Fey Nimble Attack (Ex)

22 Hit Dice:
Initiative:
2D6 (hp 7)
+5 (+5 Dex)
Despite their lack of reach, Elvins are exceptionally
nimble in their attacks and do not draw an attack of
opportunity from their enemy when entering their
Speed: 30 ft. or Fly 60 ft (perfect)
AC: 17 (+2 size, +5 Dex) space to perform a fly-by attack.
Faerie Light (Sp) Antimagic Field (Su)
Elvins can surround themselves with a glow equiva- Minimites constantly emit an Antimagic field in a 15
lent to that of a continual flame spell. They may sup- ft. radius. All magical spells, items and effects are sup-
press or resume this ability as a free action. pressed while within this area. The Minimite cannot
voluntarily lower this field.
Minimite Serpent, Two-tailed
Fine Fey
Large Beast
Hit Dice: 1D6-1 (hp 2)
Hit Dice: 4D10 (hp 22)
Initiative: +8 (+8 Dex)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: 10 ft. or Fly 60 ft. (perfect)
Speed: 30ft.
AC: 27 (+8 size, +8 dexterity, +1 natural)
AC: 14 (-1 size, +2 Dex, +3 natural)
Attacks: +16 melee (Bite)
Attacks: +6 melee (Bite) and +1 melee (2 slams)
Damage: Bite 1 point
Damage: Bite 1D8+3, Slams 1D6+1
Face / Reach: ½ ft. by ½ ft. / 0ft.
Face / Reach: 5 ft. by 10 ft. / 5ft.
SA: None
SA: Venom
SQ: Anti-Magic Field
SQ: Scent
Saves: Fort -1, Ref +10, Will +2
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 2, Dex 27, Con 8, Int 13, Wis 10,
Abilities: Str 17, Dex 14, Con 11, Int 2, Wis 11,
Cha 11
Cha 10
Skills: Hide +24, Knowledge (Arcana) +11,
Skills: Climb +6, Hide +5, Listen +3, Move
Listen +5, Move Silently +13,
Silently +5, Spot +3
Spellcraft +11, Spot +8
Feats: Improved Initiative
Feats: Weapon Finesse (bite)
Climate / Terrain: Any temperate or warm land
Climate / Terrain: Any land
Organisation: Solitary
Organisation: Solitary
Challenge Rating: 2
Challenge Rating: ½
Treasure: None
Treasure: None
Alignment: Always neutral
Alignment: Usually chaotic neutral
Advancement: 5-8 HD (large), 9-12 HD
Advancement: 2-3 HD (fine)
(huge)
Throughout the warmer climes of Titan, there are
Minimites are tiny
many strange beasts. The Two-tailed Serpent is one of
fey creatures no
the less friendly examples. They are dark-scaled
larger than a man's
snakes of enormous size with large venomous fangs
thumb. They are
the size of daggers. The body splits about two-thirds
universally
down the length of the monster into two muscular
despised by spell-
tails, which it uses to beat potential prey into uncon-
casters because a
sciousness prior to injecting them with venom. Two-
Minimite drains all
tailed Serpents are aggressive and territorial, and do
magic from the area
not perceive man-sized creatures as a threat, but
around it. These lit-
rather as prey.
tle creatures are
well aware of the havoc they can play on powerful Combat
magicians and find the entire situation highly amus- A Two-tailed
ing! Mischievous and insatiably curious, they will Serpent will
often accompany a heroic adventurer type on their slither as close to
quest (regardless of the adventurers wishes) - and a potential meal
make such a nuisance of themselves as to drive their as possible
new 'friend' to madness. Minimites seem totally before striking,
unfazed by threats, insults, or attempts to swat or preferring sleep-
drive them away. In short, they cannot be encouraged ing or otherwise
to leave you alone! Fortunately, they are not murder- unaware prey. If
ous beings and sometimes develop genuine affection disturbed, how-
for their new 'friends' - although the affection of a ever, they will
Minimite is obviously a double-edged sword. hiss and flail their tails around them, making them-
selves appear as menacing as possible. They rarely
Combat
break off from an attack once it has begun.
Minimites make very poor warriors due to their
abysmal strength. Therefore, they will avoid combat
altogether, hovering just out of reach of an enemy,
Venom (Ex)
The bite attack of a Two-tailed Serpent carries venom. 23
usually hurling abuse at them. They can deliver a fair- The Fortitude save DC is 15, and the primary and sec-
ly painful nip with their teeth, however. ondary damage is 1D4 Dexterity.
Skunkbear Stench (Ex)
Large Beast When excited or angry, Skunkbears produce a horrible
Hit Dice: 4D10+4 (hp 26) smell, the potency of which makes it debilitating for
Initiative: +0 anyone within 20 feet of them. Anyone in this area
Speed: 30ft. with a sense of smell (other than more Skunkbears
AC: 15 (-1 size, +6 natural) and Dwarves) must make a Fortitude save, DC 15. If
Attacks: +6 melee (Bite) and +1 melee (2 Claws) they fail, they suffer a circumstance penalty of 1D4
Damage: Bite 1D6+3, Claw 1D4+1 Strength until they have left the area for at least 10
Face / Reach: 5 ft. by 5 ft. / 10ft. minutes. This save need only be made once in any
SA: None given hour. Creatures with the Scent ability save with
SQ: Fearless, Scent, Stench a -4 circumstance penalty and suffer an additional
Saves: Fort +5, Ref +4, Will +1 penalty of 1 to Strength if they fail. The foul musk of
Abilities: Str 17, Dex 10, Con 13, Int 2, Wis 11, the Skunkbear loses potency 10 minutes after being
Cha 10 produced.
Skills: Climb +8, Listen +5, Spot +5 Titan Manticore
Feats: None
Climate / Terrain: Any temperate hills or
Large Magical Beast
mountains Hit Dice: 4D10+8 (hp 30)
Organisation: Solitary, pair or family (pair Initiative: +2 (Dex)
and 1D4 cubs) Speed: 30 ft., fly 50 ft. (clumsy)
Challenge Rating: 2 AC: 17 (-1 size, +2 Dex, +6 natural)
Treasure: None Attacks: +7 melee (2 claws) and +5 melee (Bite)
Alignment: Always neutral and +5 melee (Sting)
Advancement: 5-6 HD (large) Damage: Claw 1D6+4, bite 1D6+2, sting 1D6+2
Face / Reach: 5 ft. by 10 ft. / 5 ft.
Natives of the hilly and SA: Venom
mountainous parts of SQ: Scent
Kakhabad; Skunkbears Saves: Fort +6, Ref +6, Will +2
are much maligned ani- Abilities: Str 18, Dex 15, Con 14, Int 7, Wis 12,
mals not so much Cha 9
because they will attack Skills: Listen +7, Spot +7, Wilderness lore +5
people as readily as Feat: Multiattack
game but because of Climate / Terrain: Warm and temperate land
their legendary smell! and underground
They resemble bears Organization: Solitary, pair, or pride (3-6)
with extraordinarily Challenge Rating: 4
large ears somewhat like those of a cat. They have Treasure: Standard
black and white fur, much like that of a common Alignment: Usually lawful evil
skunk. The territory of a Skunkbear is easy enough to Advancement: 5-10 HD (Large); 11-16 HD
recognise, because of the utterly foul musk that it (Huge)
seems so fond of spraying over everything. The The result of a
Skunkbear is a dangerous predator, particularly as it malevolent experi-
has no fear of men - or indeed anything else. ment conducted by
Curiously enough, Dwarves are completely immune a sorcerer dabbling
to the Stench ability of the Skunkbear. In fact, they with the powers of
can't see what all the fuss is about! Chaos, the
Manticore is a
Combat deadly hybrid of
Skunkbears rear up on their hind legs to fight, tower- man, scorpion, lion,
ing over most prey. As if the claws and teeth weren't and bat. These crea-
enough, they also exude an utterly putrid stench - tures are filled with
which often makes even the mightiest warrior weak a thirst for the
with nausea. They are fierce and never flee from bat- blood of humans
tle no matter what. and similar beings and possess savage natural
Fearless (Ex) weapons to help them quench their thirst often. They
Skunkbears are not afraid of anything at all. Even are very intelligent beasts, they can recognise when
they are being baited or lured into traps - and can set
24
magical fear seems to be less effective against them -
they make all saving throws against fear with a +4 their own ambushes with great cunning. Some fearful
racial bonus. creatures treat a Manticore like a god, and make living
sacrifices to appease the monster - which it is smart
enough to accept and encourage!
Combat cular with long arms that
A Manticore begins most attacks by charging into bat- end in sharpened claws.
tle and tearing its prey apart, repeatedly stinging it They are uglier, if that is
with its paralysing venom. Once into the fray, they possible, than Common
only rarely break off again. Due to their clumsy flying Trolls and their teeth are far
abilities, they prefer to fight enemies from the ground. larger, sticking out more like
tusks from their drooling
Venom (Ex)
mouths. They are solitary,
The sting of the Manticore carries a paralytic poison.
unsociable creatures, usual-
Anyone stung must make a Fortitude save DC 15 or
ly found hiding from day-
suffer 1D6 points of temporary Dexterity damage. The
light in a dark cave or pas-
secondary effect of the poison is another 1D6 points of
sage deep underground.
temporary Dexterity damage.
They are exclusively carniv-
Titan Trolls orous and delight in the ten-
Trolls are large, ugly humanoids related to Ogres, der flesh of humans but more often have to settle for
Orcs, Goblins and a variety of lesser crossbreeds. They stringy rat meat. Their favourite weapons are clubs
may be found in many lands but always doing what and long knives, though their claws are just as effec-
they most enjoy - being thoroughly evil! From the tive. They hoard shiny items, attracted by their glitter
civilised Troll mercenaries of Port Blacks to the savage and their lairs maybe crammed with all manner of
Hill Trolls of the Moonstone Hills and beyond, these glinting things - some valuable.
creatures delight in torture, death and worse. There Combat
are a number of different types of Troll found in dif- Trolls tend to enter combat with gleeful abandon,
ferent areas of the world. hewing and clawing at foes left, right and centre. Of
all Trolls, only Sea Trolls tend to bother with ambush
Titan Cavetroll tactics, pouncing on unsuspecting victims who stray
Medium Humanoid too close to the water's edge and dragging them to
Hit Dice: 3D8+6 (hp 19) their doom.
Initiative: +1 (Dex)
Speed: 30 ft. Titan Hilltroll
AC: 15 (+1 Dex, +4 natural) Large Humanoid
Attacks: +5 Melee (2 Claws) and +0 melee (Bite) Hit Dice: 6D8+18 (hp 46)
or +5 melee (Greatclub) Initiative: +0 (Dex)
Damage: Claw 1D4+3, Bite 1D4+1, Greatclub Speed: 30 ft
1D10+4 AC: 18 (-1 size, +5 natural, Leather Armour
Face / Reach: 5ft. by 5ft. / 5ft. and Shield)
SA: None Attacks: +9 melee (Short spear) or +9 melee
SQ: None (Greataxe) or +9 melee (Slam)
Saves: Fort +5, Ref +2, Will +1 Damage: Short spear 1D8+5, Greataxe 1D12+5,
Abilities: Str 17, Dex 12, Con 15, Int 6, Wis 11, Slam 1D4+5
Cha 6 Face / Reach: 5 ft. by 5 ft. / 10ft..
Skills: Climb +6, Jump +6 SA: None
Feats: Power Attack SQ: None
Climate / Terrain: Underground Saves: Fort +8, Ref +2, Will +2
Organisation: Solitary Abilities: Str 21, Dex 10, Con 17, Int 8, Wis 11,
Challenge Rating: 1 Cha 8
Treasure: Standard Skills: Climb +10, Jump +7, Wilderness lore
Alignment: Always chaotic evil +3
Advancement: 4 HD (Medium), 5-6 HD Feats: Cleave, Power Attack
(Large) Climate / Terrain: Temperate hills, mountains
Trolls are large, ugly humanoids related to Ogres, Organisation: Solitary, pair, war band (3-8)
Orcs, Goblins and a variety of lesser crossbreeds. They or tribe (10-30)
may be found in many lands but always doing what Challenge Rating: 3
they most enjoy - being thoroughly evil! From the Treasure: Standard
civilised Troll mercenaries of Port Blacks to the savage Alignment: Usually chaotic evil
Hill Trolls of the Moonstone Hills and beyond, these Advancement: By character class
creatures delight in torture, death and worse. There

25
are a number of different types of Troll found in dif- The interminable wars between the Dwarfs and the
ferent areas of the world. Hill Trolls have continued since before history was
Violent, stupid and thus very dangerous, Cave Trolls recorded, for the two races loathe each other. Hill
are the most primitive of all Troll races. They tend to Trolls are warlike beings who provide endless hazards
be leaner than other Trolls, their bodies lithe and mus- to travellers and settlers in the higher regions. They
Combat
Wood Golems do whatever they are directed to do by
their master - in combat, they simply club their enemy
to death with their blunt fists.
Construct
Immune to mind-influencing effects, poison, disease,
and similar effects. Not subject to critical hits, subdual
damage, ability damage, energy drain, or death from
massive damage.
Construction
The cost listed for the Golem includes that of the phys-
ical body and all the materials and spell components
that are consumed or become a permanent part of it.
are the largest of all Trolls, usually dressed in furs and Understanding the rituals requires a character of the
leathers, their long hair braided with bones and jew-
required level with the Craft Magic Arms and Armour
ellery. Their favourite weapons are spears and axes and Craft Wondrous Item feats. The creator must
and they also use shields and odd scraps of armour to
labour for at least 8 hours each day in a specially pre-
protect themselves. They dwell in tribal villages high pared laboratory or workroom. The chamber is simi-
in the hills from where they can sweep down into the
lar to an alchemist's laboratory and costs 500 gp to
valleys to attack the settlements of Dwarfs and establish.
humans alike.
When not working on the rituals, the creator must
Troll Characters rest and can perform no other activities except eating,
Those Trolls that rise above the general thuggish rab- sleeping, or talking. If personally preparing the object
ble of their fellows usually aspire to become Fighters. that will become the Golem's body, the creator can
perform the building and rituals together. If the cre-
Wooden Golem ator misses a day of rituals, the process fails and must
Medium Construct be started again. Money spent is lost, but XP spent are
Hit Dice: 5D10 (hp 27) not. The Golem's body can be reused, as can the labo-
Initiative: -1 (-1 Dex) ratory.
Speed: 20ft. Completing the ritual drains the appropriate XP
AC: 15 (-1 Dex, +6 natural) from the creator and requires casting any spells on the
Attacks: +5 melee (Slam) final day. The creator must cast the spells personally
Damage: Slam 1D8+2 but they can come from outside sources, such as
Face / Reach: 5 ft. by 5 ft. / 5ft. Scrolls. The Golem costs 250 gp to create. The creator
SA: None must be 10th level and able to cast arcane spells.
SQ: Construct, Damage Reduction 5 /+1 Completing the ritual drains 125 XP from the creator
Saves: Fort +1, Ref +0, Will +1 and requires Mage Armour, Magic Weapon,
Abilities: Str 15, Dex 8, Con -, Int -, Wis 11, Cha Polymorph Other and Summon Monster V.
1 The entire process is performed over a simple wood-
Skills: None en object, such as a table, chair or cart. The object will
Feats: None then become magical and the transformation can be
Climate / Terrain: Any completed any time thereafter with but a few magic
Organisation: Any words. Once triggered, the object will transform over
Challenge Rating: 2 1 round and then be ready to do its master's bidding -
Treasure: None however,
Alignment: Always neutral the ani-
Advancement: 5-6 HD (medium), 7-12 HD mation
(large) spell is
Magicians have a long history of using enchanted ser- tempo-
vants to defend them and to attack their enemies. The rary and
Wood Golem is one of the easiest to create servants a after 7
sorcerer can call upon, albeit a temporary one. These days the
constructs are much weaker than other types of Golem
Golem but they can still be more than a match for the w i l l
unprepared. A Wood Golem, when animated, warps revert to
from its base form into a misshapen humanoid - its lifeless

26 movements are somewhat clumsy and stiff. wood.


Appendix 2- New Magic Caster Level: 8th; Prerequisites: Craft Wondrous
Item, Commune or Legend Lore; Market Price: 4,000
gp (+2), 16,000 gp (+4), or 36,000 gp (+6); Weight: 1lb
New Spells
Teeth of the Goblin Army
Dogs Luck These magical Teeth are typically found in bags con-
Transmutation taining 3D6 Teeth. When one of the Teeth is thrown to
Level: Brd 2, Clr 2,Sor 2, Wiz 2 the floor, the Tooth will disappear and a fully
Components: V,S,M / DF Armoured Goblin will appear in its place, which acts
Casting Time: 1 action immediately on the character's turn. It will attack the
Range: Touch character's enemies to the best of its ability. If the
Target: Creature Touched character can communicate with the Goblin, the char-
Duration: 1 hour / level acter can direct it not to attack, to attack particular
Saving Throw: Will Negates (harmless) enemies, or to perform other actions. The Goblin will
Spell Resistance: Yes (harmless) disappear when its task is complete or 1 hour has
The subject becomes Luckier. The spell grants an passed (which ever comes first).
enhancement bonus to Luck of 1D4+1 points, adding Up to six of the Teeth can be thrown to the floor as a
the usual benefits to Luck checks. standard action.
Arcane Material Components: Hair of a dog Goblin, small humanoid: CR ¼ ; Size S (3 ft., 6 in.
tall); HD 1D8; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 15
New Magic Items (+1 Dex, +1 Size, Studded Leather); Attack +1 melee
Ragnar's Armband of Sword Mastery (Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0; AL
This item is usable by characters of the Fighter Class NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
only. Languages Spoken: Goblin. Skills and feats: Hide +6,
This armband is made of ornately inscribed steel and Listen +3, Move silently +4 and Spot +3; Alertness.
fits onto the users forearm. If the wearer of the arm- Equipment: Studded Leather and a Shortsword (see
band is using any form of Sword in combat, he will MM for information on Goblins).
gain: a +2 enhancement bonus to Strength; the Feats: Caster Level: 8th; Prerequisites: Craft Wondrous
Weapon focus with the Sword he is using, Weapon Item, Summon Monster; Market Price 250gp each:
specialisation with the Sword he is using and Weight: neg (25 teeth weigh 1lb)
Improved Critical with the Sword he is using (this
Feat is gained magically even if the character does not
have the +8 base attack bonus required).
Appendix 3- Campaign
If the character already has the named feats with the
Sword he picks up he does not receives the feat again.
play
The character gains the Feats only when he is using This section has been added to SORCERY! 1 - The
the Sword in Combat (unless he already has it). Shamutanti Hills for those DMs amongst you that
All Feats and Strength bonuses are bestowed ONLY wish to incorporate this scenario into your ongoing
when the character is using a Sword. campaign.
If two of these magical Armbands are worn at the Character level
same time an addition bonus is bestowed. The charac-
SORCERY! - The Shamutanti Hills is a wilderness
ter is able to use two Swords, one in each hand, with
adventure that has been designed for 1-4 characters of
no penalty as long as both Swords are small sized or
3rd level. The adventure is set on the Titan continent
one of the Swords is small sized and the other is medi-
known as the Old World but could easily be relocated
um sized. The bonus to Strength and the additional
in a campaign setting of the DM's choice.
Feats are not gained twice due to wearing two of
Ragnar's Armbands of Sword Mastery. If the character Cantopani (Hamlet) - Map 2
is using two different Swords he must decide which Non-standard; AL CN; 100gp Limit (with an excep-
weapon to gain the Feats with. tion to the merchants and traders who use Cantopani
Caster Level: 15th; Prerequisites: Greater Magic to sell their goods); Assets 800gp; Population 160 (all
Weapon, Keen Edge, Bull's Strength; Market Price human)
36,000gp: Weight: 2lb Authority figure: Farrell the Overseer
Talisman of Luck Others: Aldrich (keeper of peace)
A Talisman of Luck increases the possessor's Luck Cantopani is an unwelcoming place. The locals will
score in the form of an enhancement bonus of +2, +4, hiss and sneer at people who pass through. Thieves,
or +6 (depending on the individual item) while the brigands and cut throats all use Cantopani as a hiding
Talisman is worn. The Talisman of Luck is normally place.
found in the shape of a four-leaved clover supported
by a heavy golden chain although some differing
Hamlet of Cantopani Map Key:
1. Farrell The Overseer's House
27
designs have been recorded.
This is where Farrell, his wife Kamala and their four
children live. Farrell has lived in the village of
A fine-edged Longsword - Cost 315gp -
This weapon is a masterwork Longsword
A musical Pipe - Cost 10gp - The musical
Pipe is made of bamboo and is relevant to
encounter 9 - The Elvin Village - within the
hut with the green drapes.
An Axe with strange carvings - Cost
120gp - This Axe was crafted for
Glandragor the Protector. Any character
that makes a skill (Spot) check (DC12), will
see the following inscription on the Axe
hilt: 'This was crafted in the year of the Ox
for Glandragor the Protector. Its powers
may only be realised by it owner'. Any
character that uses this weapon in combat
will suffer a -3 to hit and damage. The Axe
can be used later in the adventure in
encounter 22 - Glandragor's Tavern.
A bag containing Teeth - Cost 50gp - The
Cantopani all of his life. He is only 45 years of age, but bag is full of Goblin Teeth. There are 20 in
he looks older. His eldest boy, Aldrich, acts as the local all. The Teeth are magical, and are called Teeth of the
keeper of peace although he is a troublemaker him- Goblin Army (See Appendix 2 - New Magic)
self. A fine, glittering jewel - Cost 60gp - The gem is an Ice
Farrell the Overseer, male human Ftr1: CR 1; Size M Jewel. The Ice Jewel is very cold to the touch. If the Ice
(5 ft., 0 in. tall); HD 1D10+3; hp 8; Init +0; Spd 30 ft.; AC Jewell is not kept at below freezing for a minimum
10; Attack +3 melee (Unarmed strike 1D3 +1 subdual period of 1 hour per day, it will melt and become
damage); SV Fort +5, Ref +0, Will +0; AL CN; Str 12, worthless.
Dex 11, Con 17, Int 10, Wis 11, Cha 15. Languages Ryan of Brice, male human Rog2: CR 2; Size M (6 ft.,
Spoken: Common. Skills and feats: Climb +5, Hide +0, 0 in. tall); HD 2D6+2; hp 11; Init +2 (+2 Dex); Spd 30 ft.;
Listen +0, Move silently +0, Ride +4, Spot +0, Swim +5; AC 16 (+2 Dex, +2 Leather Armour); Attack +4 melee
Toughness, Weapon focus (Strike, unarmed), Weapon (Dagger 1D4 +2) or +4 ranged (Dagger 1D4 +2); SV
focus (Morningstar). Equipment: a pouch with 4 gp in. Fort +1, Ref +5, Will +3; AL LE; Str 13, Dex 15, Con 12,
Aldrich, male human Ftr3: CR 3; Size M (6 ft., 0 in. Int 16, Wis 17, Cha 15. Languages Spoken: Common,
tall); HD 3D10+3; hp 24; Init +2 (+2 Dex); Spd 30 ft.; AC Dwarven, Goblin, Orc. Skills and feats: Bluff +3,
14 (+2 Dex, Leather Armour); Attack +7 melee Decipher script +5, Diplomacy +7, Escape artist +7,
(Longsword 1D8 +3); SV Fort +4, Ref +5, Will +3; AL Hide +2, Listen +5, Move silently +2, Open lock +7 Pick
CN; Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 9. pocket +7, Sense motive +8, Speak language +2, Spot
Languages Spoken: Common, Goblin. Skills and feats: +9; Alertness, Weapon finesse (Dagger). Equipment:
Climb +9, Hide +2, Listen +3, Move silently +2, Sense Dagger +1, Merchant robes worn over +2 Leather
motive +4, Spot +2; Alertness, Combat reflexes, 3. The Cantopani Inn
Lightning reflexes, Quick draw, Weapon focus Jethis Ransaur owns and runs the Cantopani Inn.
(Longsword). Equipment: Leather Armour and a The Inn only has 2 rooms and traders have taken
Longsword. both of those.
2. Tharis's Trading Post The Inn sells food and provisions at the cost of:
Tharis, like Farrell, was born and bred in Cantopani. 5 sp per simple meal or pack - this will consist of
He acquired the Trading Post from his father when he bread and local cheese with pickles (this counts as 1
died 10 year ago. Tharis is not married and has no days ration if brought to travel).
children. His worst fear is that he will die childless 10 sp per Standard meal per person - This meal will
and the Trading Post will not carry on his family consist of cold meats served with 2 vegetables and
name. bread (this meal will serve as 2 days rations if brought
Tharis allows merchants to use his Trading Post to to travel).
sell their merchandise (at a small cost). At the time the The Inn has a limited choice of Beverage, both of
characters arrive a fat merchant who trades by the which are brewed on the premises:
name of Ryan of Brice is offering some items to those Ale - 1 sp per Mug
who are passing through. Ryan of Brice will not let Cider - 2 sp per Mug
anyone touch any of his items. All are to be brought as The Headhunter Village - Map 4
28
seen only. He has:
This small village is home to a small population of 35
A healing juice - Cost 30gp - This concoction is made
cannibal Headhunters (6 of these are children and 9
from Blimberry juice. It is not as potent as a Potion of
are women none of which will fight). The village is
Cure Light Wounds, it will heal 1D6 hit points (non-
run by Wattoo Gootoo, the Medicine Man.
magical).
Headhunters are known as such because of their (Please refer to Encounter 12 The Headhunters'
grisly habit of boiling and curing the heads of their Village (Map 4).
victims until they have shrunk down to a quarter of If the characters flee, they will be pursued by a war
their normal size. These are then either worn as a dec- party of 10 Headhunters for a maximum distance of 5
oration on the loincloth of the Headhunters or stuck miles before the war party give up and return home.
on a pole as a warning to others. The amount of heads Wattoo Gootoo, male human (Headhunter -
a Headhunter has on his loincloth is an indication of Medicine man) Clr4: CR 4; Size M (5 ft., 2 in. tall); HD
his prowess as a warrior. 4D8; hp 25; Init +3(+3Dex); Spd 30 ft.; AC 13 (+3 Dex);
Headhunters dress only in a loincloth and war paint Attack +6 melee (Shortspear 1D8 + 3), or +5 ranged
with feathers and bone decorations. Their favourite (Blowpipe 1+ Poison) or +5 ranged (Shortspear 1D8 +
weapons are Clubs, Spears and their poisoned darts 3); SV Fort +4, Ref +3, Will +6; AL CE; Str 16, Dex 17,
which are fired from a blowpipe. Headhunters dwell Con 11, Int 11, Wis 15, Cha 12. Languages Spoken:
in small villages consisting of 10-50 of their kind. The Common. Skills and feats: Concentration +6, Heal +8,
village will be ruled by a powerful Medicine Man Hide +5, Jump +4, Knowledge (nature) +3, Listen +2,
(Cleric / Shaman). The Medicine man wears a large Move silently +4, Spot +2, Wilderness lore +2; Brew
elaborate mask in addition to his war paint and loin- Potion, Point blank shot, Track. Equipment: Medicine
cloth. Man's Tribal Mask, Loincloth, Shortspear, Blowpipe
Blowpipe and Blow-Dart; Simple Weapon - Ranged; and 2 Poisoned Blow-darts (10 normal blow-darts).
Cost - -; Damage 1; Critical x2; range inc. 10ft.; Weight Cleric Domains: Trickery, Death.
- -; Type Piercing. Cleric Spells Per Day: 5 / 4+1 / 3+1.
Headhunter Blow-dart Poison: Fortitude save Typical Headhunter, male human Ftr1: CR 1; Size M
(DC10); initial unconscious (1D6 hours), secondary (5 ft., 5 in. tall); HD 1D10; hp 5; Init +5 (+1 Dex, +4
1D6 damage Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack
A Hunting party of 4 Headhunters will patrol the out +2 melee (Shortspear 1D8+1), or +3 ranged (Blowpipe
skirts of the village to a maximum distance of 3 miles. 1+ poison) or +2 ranged (Shortspear 1D8+1); SV Fort
This Hunting party will be encountered on the roll of +2, Ref +1, Will +0; AL CE; Str 13, Dex 13, Con 10, Int
a 1 on a D4. The DM must make a check every hour 11, Wis 10, Cha 8. Languages Spoken: Common. Skills
that the characters are within a 3-mile radius of the and feats: Balance +2, Hide +2, Intimidate +1, Listen
Headhunter village. +2, Move silently +3, Search +2, Spot +2; Dodge,
If any characters are spotted by the Headhunters, Improved initiative, Weapon focus (Blowpipe).
they will attack at the most opportune moment, using Equipment: Shortspear, Blowpipe and 2 Poisoned
their poison darts to render the characters uncon- Blow-darts (10 normal blow-darts), Loincloth.
scious. Any captured characters will be taken back to Headhunter Village Map Key
the Headhunter Village to be eaten! (Please refer to Inside the huts (apart from the ones mentioned below)
Encounter 12 - The Headhunters' Village). there are leaf mattresses, animal skins and dried
If the characters make it to the Headhunters' Village meats (both humanoid and animal) and a collection of
and are spotted by a Headhunter, a warning shout simple weapons: a Bamboo Blowpipe and 10 Darts, a
will bring 10 Headhunters running to the distress call. Shortbow and 10 Arrows.
The Headhunters will attack at the most opportune
moment, using their poison darts to render the char- 1. The Cages
acters unconscious. Any captured characters will be This is where the characters will wake if they are cap-
taken back to the Headhunter Village to be eaten! tured. These Cages are made of a strong bamboo. Any
character who wishes to break their way out must
make a successful Strength check (DC10).
If the characters discover the location of
this village they will find the Bamboo
Cages empty.
2. Storage Hut
If the Headhunters have captured the
characters , their equipment will be stored
in here. The Headhunters have not had
time to sort through the characters'
belongings yet and so nothing is missing.
In the Hut, as well as the characters'
belongings if they were captured, are 2
barrels of fruits (apples, plums etc.), four
boxes of Darts for use in the Bamboo
Pipes (300), Several clumps of dried twigs
which are used for repairing the thatched 29
roofs on the huts, 2 boxes of Feathers, 4
Deer Legs hang from hooks in the roof
and lots of scattered bones.
3. The Dinner Pot The settlement is home to 40 hill dwellers that are of
In the centre of the village burns a huge fire that is a peaceful disposition. Kristat looks after the village,
sunk into a 5ft recess in the floor. Atop the fire is a although he does not declare himself a leader or ruler.
huge, blackened cooking pot that measures over 5ft. in Kristatanti Settlement Map Key
diameter. The Headhunters use this pot to cook their
captured 'dinner guests' alive! 1. The Settlement
Kristatanti settlement has mainly been built into the
4. Wattoo Gootoo's Hut side of a tall hill with a steep, almost sheer, side. When
This is where the Headhunters' Village elder lives. His the characters first arrive at the settlement they will
hut is very similar to the other huts in the village with see that the hillside, from which two buildings pro-
the following exception; Whenever 'dinner guests' are trude, has been painted in elaborate murals and
brought back to the village, Wattoo Gootoo roots designs.
through their belongings and keeps what he considers Typical Hill Dweller, male human Ftr1: CR 1; Size
valuable (or just decorative). He has collected: 1005 M (5 ft., 9 in. tall); HD 1D10+1; hp 5; Init +2 (+2 Dex);
GP, 401 SP, 3 gems worth 30gp each, a Dagger +2 and Spd 30 ft.; AC 12 (+2 Dex); Attack +3 melee (Unarmed
an Amulet of Natural Armour +2. strike 1D3 subdual damage); SV Fort +3, Ref +2, Will -
Kristatanti Settlement (Thorp) - Map 5 1; AL N; Str 15, Dex 14, Con 13, Int 12, Wis 8, Cha 12.
Languages Spoken: Common. Skills and feats: Climb
Non-standard; AL N; 40gp Limit (with an exception
+6, Hide +2, Listen +2, Move silently +2, Spot +1;
to the merchants and traders who use Kristatanti to
Alertness, Endurance, Improved unarmed strike.
sell their goods); Assets 80gp; Population 40 (all
Equipment: Rough, tattered clothes, hair piled up on
human)
head (normally held up with a small bone).
Authority figure: Kristat (Ftr4)
Others: Braden Torrick (Ftr2) 2. The Kristatanti Ale House
Kristat, a miner by trade, discovered a vein of silver If the characters enter this ale house, read them the fol-
in a hill cavern while trekking the long road between lowing:
Analand and Dhumpus (his home town). Kristat hid The ale house is quite busy with several locals
the cavern and returned to Dhumpus and called upon enjoying a pint. The talking ceases when you enter
his family and friends to help him mine the silver. the room and all heads turn to view the strangers. To
News of the silver vein spread fast and attracted sev- your right, a huge open fire provides adequate
eral mining families to the area, they formed a small warmth and light in the room. The bar, which is sit-
but peaceful community. The miners had the idea of uated at the rear of the ale house, has a middle-aged,
carving their homes out of a steep, almost sheer, side plump man behind it.
of a large hill close to the mine and as a tribute to the The ale house is run by Braden Torrick. Braden is a
man who formed the community, called the settle- retired miner and one of the original settlers of
ment Kristatanti. Kristatanti. Braden is very loyal to the rest of the set-
The silver vein has long since been exhausted but the tlement's community and charges them much less for
small community remains. Traders and merchants his home brewed ale. The ale house boasts a large
alike travel the path on which Kristatanti was found- open fire next to the entrance and several tables with
ed on a fairly regular basis and so both the small tav- chairs. Beyond the bar at the end of the room is a door
ern and guesthouse see a regular trade. The miners that leads to Braden's small brewery and storage
have recently discovered a coal pit that has brought room. Braden's home is in one of the rooms in location
another income to the settlement. 4 - The Chalets.
Ale prices: Braden will charge 4sp for a pint of ale
(2sp to the locals). He does not serve food of any
description, nor does he provide room for
the night.
There are no spare tables in the ale house,
so if the characters want to sit down they
will have to choose either a table with an old
man sitting at it on his own or one with a
young man sitting by himself. Or the char-
acters can stand at the bar.
The old man is Vaughn. He moved from
Dhumpus to Kristatanti to mine silver many
years ago. He lives with his large family in
the Chalets (location 4) and comes here

30
every day for a bit of peace and quiet.
Vaughn likes to talk of strangers. He has
heard of the Crown of Kings being stolen
but does not know any details. If the charac-
ters befriend Vaughn and tell him where
they are heading he will inform them that when they er, father, one or more children and one or more
leave Kristatanti, the path goes north or north-west. grandparents.
North will take you to Lea-Ki, domain of the tall ones. Several new Chalets are under construction.
The other path will take you past Alianna's home; you 5. External Buildings.
will need your wits about you if she is home. Not all of Kristatanti has been built into rock. Two
Award the party 1 Luck point for the old man's dwellings have been built externally; one belongs to
directions. Kristat -founder of the settlement. The other is a small
If the characters choose to sit next to the young man, store, owned and run by Thorma Angimar , which
then they have chosen to sit next to the village idiot sells small sundry items:
who is also hopelessly drunk. The idiot will shout the Note: All prices listed are the cost to travellers.
answer 'Snattercats are everywhere' to most questions Locals will pay half these prices.
or just ramble on about his grandmother. Backpacks (5) 4gp - 2lb each
Braden Torrick, male human Ftr2: CR 2; Size M (5 ft., Bedrolls (8) 5sp - 5lb each
10 in. tall); HD 2D10+4; hp 15; Init +2 (+2 Dex); Spd 30 Blanket (10) 1gp - 3lb each
ft.; AC 12 (+2 Dex); Attack +6 melee (Dagger 1D4 +3), Candles (30) 1sp - neg.
or +4 ranged (Dagger 1D4 +3); SV Fort +5, Ref +2, Will Firewood (25) 1sp - 10lb per bundle
+0; AL N; Str 16, Dex 14, Con 15, Int 13, Wis 10, Cha 10. Flint and Steel (5) 2gp - neg.
Languages Spoken: Common, Svinn. Skills and feats: Jug, Clay (5) 3sp - 5lb each
Climb +10, Hide +2, Knowledge (nature) +3, Lamp, Common (9) 1gp - 1lb each
Knowledge (religion) +1, Listen +1, Move silently +2, Rope, Hemp (200ft) 2gp per 50ft. - 10lb per 50ft.
Spot +1, Wilderness lore +7; Skill focus (Climb), Skill Sack, Empty (10) 4sp - ½ lb each
focus (Wilderness lore), Track, Weapon focus Kristat, male human Ftr3: CR 3; Size M (5 ft., 7 in. tall);
(Dagger). Equipment: Commoners Clothes, Dagger. HD 3D10+12; hp 35; Init +0; Spd 30 ft.; AC 12 (Leather
3. Travellers' Inn Armour); Attack +5 melee (Longsword 1D8 +2); SV
If the characters enter the Inn, read the following: Fort +7, Ref +1, Will +3; AL NG; Str 13, Dex 11, Con 18,
The door opens to reveal a small, well-decorated Int 8, Wis 15, Cha 8. Languages Spoken: Common.
lobby. A man is sitting behind a desk in the centre of Skills and feats: Climb +4, Hide +0, Listen +4, Move
the room that is lit by torchlight. "Sindla smiles on silently +0, Spot +4, Swim +2, Wilderness lore +7;
you this evening travellers, for I have a couple of Alertness, Dodge, Skill Focus (Wilderness lore),Track,
rooms spare, cleaned and ready for your weary Weapon focus (Longsword). Equipment: Longsword
selves". +1, Leather Armour.
This is Damian Trudge, owner of the
Travellers' Inn. Damian will charge 2gp
per person per night to sleep in his Inn but
this also includes the use of the washroom
and breakfast, which is served in the room.
The bedrooms have been carved from
stone and are lit by torches. The beds are
very comfy to sleep on and the floors have
Skunkbear skin carpets. All of the rooms
are ventilated by a small chimney.
Damian Trudge, male human Ftr1: CR 1;
Size M (5 ft., 4 in. tall); HD 1D10+1; hp 6;
Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex);
Attack +3 melee (Dagger 1D4 +2); SV Fort
+3, Ref +2, Will +1; AL N; Str 15, Dex 15,
Con 13, Int 10, Wis 12, Cha 9. Languages
Spoken: Common. Skills and feats: Hide
+4, Listen +3, Move silently +2, Spot +3;
Alertness, Dodge, Weapon focus
(Shortbow, composite). Equipment:
Clothes and a Dagger. Dhumpus (Thorp) - Map 6
4. The Settlers Chalets Non-standard; AL NG; 40gp Limit (with an exception
This is where most of the settlement's community live. to the merchants and traders who use Dhumpus to
The tunnel has been reinforced with sturdy wooden sell their goods); Assets 140gp; Population 70 (all
slats to prevent cave-ins and is lit by torches at regular human).
20ft. intervals. The rooms are very similar to those in
the Inn; Fur carpets, ventilated etc.
Authority figure: Vern Kimble (Ftr2).
Others: Jerroc Dale (Ftr2), Aliane Fergos (Rog1) and
31
Each of the rooms is home to a small family of Aliane's husband Derk (Ftr4).
between 4-8 hill dwellers. These will consist of moth-
Dhumpus is a small thorp that is used by traders and pots for sale, priced at 1sp for the smallest to 8sp for
merchants alike as a stopping point between Birritanti the larger ones and ornate clay drinking cups - 3sp
and Kristatanti. The community is generally good each
natured and welcoming to strangers although the Harrek also has other 'items of interest' for sale that
older members of Dhumpus are wary of strangers he keeps under the table. He will only offer these
bearing weapons. Dhumpus is a farming thorp by items to the wealthier looking adventurers: A
trade. Several fields close-by are farmed for wheat and Dwarven Waraxe +1 - Harrek found this item many
barley. Vern Kimble's herd of cows serve both milk years ago when he was an adventurer. He is aware of
and meat to the small community. its value but will accept the first offer over 500gp. A
Although small, Dhumpus does have a council (of magical Skullcap which gives the wearer a +2
sorts); 4 members of the community serve as decision enhancement bonus to Wisdom - this item was origi-
makers and planners for the thorp's expansion. The nally stolen from the Priest of Dadduley and found its
members are: Vern Kimble (Ftr2), Jerroc Dale (Ftr2), way into Harrek's possession as part payment on a
Aliane Fergos (Rog1) and Aliane's husband Derk suit of magical armour. Harrek will accept an offer of
(Ftr4). around 2000gp for this item.
Dhumpus Map Key Harrek Longbow, male human Ftr4: CR 4; Size M (5
ft., 10 in. tall); HD 4D10+8; hp 40; Init +0; Spd 30 ft.; AC
1. Small Community Gathering 14 (Leather Armour +2); Attack +9 melee (Longsword
If the characters are following the path through 1D8 +6); SV Fort +6, Ref +1, Will +3; AL NG; Str 17, Dex
Dhumpus, read the following: 11, Con 15, Int 13, Wis 15, Cha 13. Languages Spoken:
Gathered out side of this hut, sitting on chairs Common, Svinn. Skills and feats: Climb +10, Heal +4,
around a small table are several members of the Hide +0, Listen +4, Move silently +0, Spot +4, Tumble
community. They seem to be discussing something +2, Wilderness lore +5; Alertness, Dodge, Track,
but it is difficult to hear what they are saying from Weapon focus (Shortbow), Weapon focus
here. (Longsword), Weapon specialisation (Longsword).
This is a meeting of the farmers to decide when and Equipment: Merchants robes worn over Leather
where to plant next year's harvest. The thorp's figure Armour +2, A Longsword +1 and a purse with 50gp in
of authority, Vern Kimble, is present at the meeting. 3. The Wayfarer's Inn
Food is about to be eaten (provided by Vern's wife If the characters are following the path through
Nadia). Dhumpus they will pass the Wayfarer's Inn. The Inn is
If the characters stop and introduce themselves, they rather small and only has two rooms to rent (both are
will be greeted warmly and asked to sit and have currently empty). The tavern area is also small and
some food, provided they unbelt their weapons and can only seat 15 people maximum. This isn't normally
leave them by the path. Out of politeness, the charac- a problem for the locals who like to sit and drink their
ters will be asked their opinion on the farming dis- ale outside on pleasant days.
pute. Do they plant the cheaper wheat in the larger The Wayfarer's owners are Trithalis and Abini
field or the more expensive barley? But as not enough Gannoria. They will charge 2gp per person for the
can be purchased to fill the whole field, the remainder night and up to 3 people will fit in a room.
of the field can be used for potatoes. Abini does all of the cooking in the Inn and although
Vern Kimble, male human Ftr2: CR 2; Size M (6 ft., 2 the menu is not substantial, she is quite renowned for
in. tall); HD 2D10+8; hp 21; Init +3 (+3 Dex); Spd 30 ft.; her Skunkbear Stew and Hillfox Broth. Both are priced
AC 15 (+3 Dex, Leather Armour); Attack +5 melee 3sp per person per bowl (and the bowls are large).
(Shortsword 1D6 +2); SV Fort +7, Ref +5, Will +1; AL
LN; Str 15, Dex 17, Con 18, Int 13, Wis 12, Cha 11. Birritanti (Small Town) - Map 7
Languages Spoken: Common, Orc. Skills and feats: Conventional (Mayor); AL NG; 800gp Limit (with an
Balance +2, Hide +3, Listen +1, Move silently +3, Spot exception to the merchants and traders who use
+1, Wilderness lore +3; Lightning reflexes, Power Birritanti to sell their goods); Assets 38000gp;
attack, Weapon finesse (Shortsword). Equipment:: Population 950; Mixed (85% human, 10% Dwarf, 3%
Leather Armour, Shortsword and a pouch with 12gp Elf and 2% Svinn)
The Merchant's Tent Authority figure: Aylden Thornwood (Male,
If the characters are walking along the path through Human Ftr3) - Mayor
Dhumpus they will see the tent. Read the following: Important Characters: Samadra Tarris (Female,
Elven Sor5) - Head of Sorcery
The tent is fashioned from brightly coloured materi-
Elduath Viron (Male, Human Ftr6) - Captain of the
als. Underneath the open awning can be seen a large
Militia
table covered in various items for sale. Behind the
Denasser F'erray (Male Human Ftr 2) - Town Sheriff
tent is the merchant's cart and two horses.
Lorana The Justifier (Female, Human Clr8) - Head
32 This Tent belongs to the merchant Harrek Longbow
of Birritanti and his two sons Ferris and Troy. Harrek
Priestess of the Temple of Libra
Militia: 50 regular militiamen are available immedi-
is on his way to Analand but has decided to stop here ately (Ftr1) and an additional 75 can be called upon in
for a couple of days to try and sell his ornate clay pots an emergency.
and drinking mugs. He has various sized ornate clay
2. Glandragor's Tavern
This large tavern is always busy. The pro-
prietor, Glandragor, is working today. He
is giving the children watered down ale
(it is the festival of the children) and they
don't seem to know the difference.
Glandragor himself is getting on in years.
Once he was a well-known adventurer in
these parts and would roam the lands
killing foul monsters wherever he found
them. His deeds were very much appreci-
ated by the local towns and he was given
a special magical axe and the title
'Glandragor the Protector'. The axe was
crafted so that its powers would be
known only by Glandragor himself, a
secret that he guards very closely indeed.
As the years went on Glandragor retired
from his role as protector and brought the
Temples: The Hall of Justice - Temple of Libra: tavern in Birritanti. His axe was hung
Lorana The Justifier, Head Priestess. 3 Clerics (Clr4) over the fireplace as a reminder of his deeds and as a
and 8 Acolytes (Clr1). conversation piece to all who entered. One night, 7
Birritanti Map Key years ago, a thief broke into the tavern and stole the
axe hoping to sell it for a vast quantity of money.
1. Barracks / Look-out Towers Unfortunately for the thief, the axe acts as a cursed
These two buildings are where the town militia are weapon in anyone else,s hands and fetched only a few
stationed. There are always at least 30 militiamen in measly coins in Kharé. The axe has changed hands
the buildings at any given time. In addition to this, 5 many times and is at present the property of a mer-
teams each consisting of 3 men patrol the borders of chant named Ryan of Bryce (see encounter 2 -
the town and 5 militiamen (who are under the super- Cantopani).
vision of the town sheriff) patrol the Birritanti streets If the characters engage Glandragor in conversation
looking for wrong doers. he will tell them of his past deeds. When he mentions
The Look-out Towers will always be manned by two his axe he will motion to the hooks on the wall over
militia armed with Longbows. the fireplace where the axe once hung.
The militia dress in Chainmail Armour, Shield and If the characters have the axe in their possession and
Coif and wear a blue and white chequered Tabard give it back to Glandragor, read the following:
over the top with the Crest of Birritanti in the centre.
Elduath is the captain of the town militia. Elduath is The old mans eyes light up as you produce the axe.
a seasoned veteran who has seen many battles. "Where did you get that?" he exclaims
Elduath Viron, male human Ftr6: CR 6; Size M (5 ft., If the characters give the old man his axe back and
11 in. tall); HD 6D10+12; hp 66; Init +5 (+1 Dex, +4 explain where they found it he will be overjoyed and
Improved initiative); Spd 20 ft., (30ft. base); AC 20 (+1 a little tearful. He will reward the characters by offer-
Dex, Chainmail and Small Steel Shield); Attack +10 / ing them free ale for the rest of the day, a replacement
+5 melee (Longsword 1D8 +5); SV Fort +7, Ref +3, Will magical weapon; A Shortsword +2 and the following
+3; AL LG; Str 14, Dex 13, Con 14, Int 12, Wis 13, Cha information: 'First of all you must visit the crystal
10. Languages Spoken: Common and Svinn. Skills and waterfall at the north end of the town. It has great
feats: Diplomacy +3, Gather information +3, Listen +2, powers of healing and soothing' he hands the charac-
Move silently -5, Ride +9, Spot +1; Combat reflexes, ters a pass which will allow them to get to the crystal
Dodge, Improved initiative, Mounted combat, falls without paying. 'When you leave Birritanti you
Toughness, Weapon focus (Longsword), Weapon spe- will reach Kharé through Torrepani, a village populat-
cialisation (Longsword). Equipment: Chainmail +2, ed by Svinns. No doubt the Svinn Chief will try to per-
Longsword +1, masterwork Small Steel Shield. suade you to help find his daughter. She was carried
Typical Birritanti Militia, male human Ftr1: CR 1; off by marauders and left in a dark cave guarded by a
Size M (6 ft. tall); HD 1D10+2; hp 8; Init +1 (+1 Dex); deadly Manticore. Once you have passed Torrepani,
Spd 20 ft. (30ft base); AC 17 (+1 Dex, Chainmail and you should reach Kharé within a day. A friend of mine
Small Steel Shield); Attack +3 melee (Longsword 1D8 has both power and Influence in the city. If ever you
+1) or +2 ranged (Longbow 1D8); SV Fort +4, Ref +1, find yourself in trouble within the city, ask for

33
Will +1; AL NG; Str 13, Dex 13, Con 14, Int 10, Wis 12, Viktaare and tell him that Glandragor sent you', He
Cha 12. Languages Spoken: Common. Skills and feats: winks and smiles.
Climb -3, Diplomacy +1, Listen +3, Spot +3; Alertness, 3. The Halls of Justice - Temple of Libra
Dodge, Weapon focus (Longsword). Equipment: This grand building is the Temple to Libra - Goddess
Chainmail, Small Steel Shield and a Longsword of Justice.
The Temple has stood for many years and some say 4. The Weapon Smith
that Birritanti was actually built around it. The Halls Owned by Cormin Smith who has recently taken over
of Justice are run by The Priestess Lorana the Justifier. from his father Azrid, who has now retired.
Lorna was born and bred in Birritanti and always had Cormin is kept busy repairing and maintaining all of
a fascination for the Titan Gods. She joined the priest- the militia's weaponry as well as providing services to
hood when she was only aged 10 and by the time she the town's inhabitants.
reached 15 years of age she was a fully fledged Cormin himself is a jolly fellow who likes to hear
Acolyte of Libra. As time passed she advanced beyond tales, poems and songs from faraway lands. He stands
the other priests in both ability and faith. At the age of about 6ft. tall and is muscular in build, which is not
24 she is considered very young to be a high Priestess surprising considering his line of work.
but she is worthy of the title. Cormin can provide any Simple or Martial weapon
Libra: Libra is the goddess of justice and truth, one (as listed in the PHB Chapter 7) at a 10% mark-up to
of the young gods of the Hall of Mind, and a god of the prices listed. He also has the following
Good. She is said to understand all aspects of good Masterwork Weapons for sale:
and evil, law and chaos, and is able to see the reality Longsword (2) 345gp
behind any conflict. She is a favourite goddess of pro- Scimitar (1) 345gp
tection to the common folk of Titan. Her Clerics can Dagger (4) 330gp
choose from the domains of Good, Knowledge and Throwing Axe (2) 335gp
Protection. Greataxe (1) 355gp
Scrolls / services: Lorna creates Scrolls and will give Cormin Smith, male human Ftr2: CR 2; Size M (6ft.
them to those who donate to the Temple tall); HD 2D10+6; hp 20; Init +5 (+1 Dex, +4 Improved
Bless 30gp initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +5 melee
Cure Light Wounds 35gp (Unarmed attack 1D3 +3 subdual damage); SV Fort +6,
Detect Evil 35gp Ref +1, Will +0; AL NG; Str 17, Dex 12, Con 16, Int 11,
Aid 160gp Wis 11, Cha 15. Languages Spoken: Common. Skills
Bulls Strength 160gp and feats: Climb +5, Hide +1, Listen +2, Move silently
Cure Moderate Wounds 160gp +1, Spot +2, Swim +4; Alertness, Dodge, Improved ini-
Neutralise Poison 375gp tiative, Weapon focus (Longsword). Equipment:
Remove Curse 375gp Leather Trousers and Apron, Weapon Smith's Tools.
Remove Disease 375gp 5. Armour Smiths - Yoin's Armour
Restoration 800gp Birin Hammersong the Dwarf and his two brothers
If a Cleric of Libra comes to Lorna for help, she will Gailin and Vemli, have been Birritanti's armour smiths
provide Scrolls for free (as long as the cause is wor- for many, many years. The three Dwarfs came to the
thy). Birritanti when travelling with their uncle from whom
Lorna will also cast spells for a small fee: 50gp for 1st they learned their trade of selling and repairing
level spells, 100gp for 2nd level spells and 150gp for armour. The town council, who had just commis-
3rd level spells. sioned a militia, were very impressed with the
Lorna the Justifier, female human Clr8: CR 8; Size M Hammersongs' craftsmanship and asked them to stay,
(5 ft., 8 in. tall); HD 8D8+8; hp 50; Init +0; Spd 20 ft. promising them plenty of work. Their Uncle, Yoin,
(Breastplate, 20ft. base); AC 17 (Breastplate); Attack passed away over 20 years ago now but the three
+11 / +6 melee (Morningstar 1D8 +4); SV Fort +7, Ref brothers still trade under the name 'Yoin's Armour'.
+2, Will +10; AL LG; Str 15, Dex 10, Con 13, Int 13, Wis Like the weapon smiths, the armour smith provides
19, Cha 16. Languages Spoken: Common, Dwarf. all of the armour and shields for the towns militia.
Skills and feats: Climb +6, Concentration +14, Heal Any type of metal armour can be bought from the
+12, Knowledge (Religion) +12, Listen +4, Spot +4; armour smiths at a 10% mark-up to the prices listed in
Combat casting, Scribe Scroll, Skill focus the PHB. They also have the following masterwork
(Concentration), Weapon focus (Morningstar). armour for sale:
Equipment: Breastplate +2, white Tabard with symbol Med sized Chainmail Shirt (2) 265gp
of Libra on front and back, Morningstar +2 Med sized Breastplate (1) 365gp
Cleric Domains: Good - Granted Power: The charac- Med sized Half-plate (1) 825gp
ter casts good spells at +1 caster level. Knowledge - Birin, Gailin and Vemli Hammersong, male dwarfs
Granted Power: All Knowledge skills are Class skills. Ftr4 (each): CR 4 (each); Size M (4 ft., 5 in. tall); HD
The character casts divinations at +1 caster. 4D10+8; hp 38, 44 and 41; Init +1 (+1 Dex); Spd 20 ft.;
Cleric Spells revised (6 / 5+1 / 4+1 / 4+1 / 3+1): 0 AC 11 (+1 Dex); Attack +6 melee, (Unarmed strike 1D3
Level: Create water, Detect Poison x2, Guidance, Light +2 subdual damage); SV Fort +6, Ref +2, Will +1; AL
and Purify food and drink. Level 1: Bane, Bless, LN; Str 15, Dex 12, Con 15, Int 14, Wis 10, Cha 4.
Command, Cure Light Wounds x2. level 2: Bull's

34
Languages Spoken: Common, Dwarven, Giant. Skills
Strength, Consecrate, Lesser Restoration x2. Level 3: and feats: Climb +3, Hide +1, Knowledge (nature) +2,
Create Food and Water, Cure Serious Wounds, Knowledge (religion) +1, Listen +2, Move silently +4,
Remove Curse, Remove Disease. Level 4: Neutralise Spot +2, Wilderness lore +5; Combat reflexes, Quick
Poison, Restoration and Summon Monster IV. draw, Track, Weapon focus (Dwarven Waraxe),
Weapon specialisation (Dwarven Waraxe). The view of the falls is breath taking. Crystal stalac-
Equipment: Leather Trousers and Apron, Various tites hang from the rocks over which the cascade of
weapon smithy tools. water falls creating vibrant colours. The waterfall cre-
6. The Pleasant Dream Inn ates a mist, where it crashes to the rocks below, from
This is the only Inn in Birritanti, the owner, Tenry which a small rainbow protrudes.
Gwinn, is well aware of this fact and charges higher Any money collected goes to the town hall eventual-
than normal prices (as do most businesses in the ly being used for town improvements. Any character
town). that pays 3gp to bathe in the falls is given a small cloth
A room for 1 night: rag to use as a towel. Bathing in the waters of the
1 single bed and floor space for 2 - 3gp per room Crystal falls will have the following effects: Remove
A room for 1 night: Disease (as 3rd level Cleric spell) and Cure Critical
3 single beds and floor space for 2 - 5gp per room Wounds 4D8 +20 points healed. Both effects are once
All prices are inclusive of breakfast and an evening per person per day.
snack. These effects are only felt by those who bathe in the
Menu Waterfalls, it is not possible to transport these curative
Breakfast: powers by any means.
Smoked sausage, Duck eggs, Melon, Millet 8. The Town Hall
- 6sp per person Birritanti's Town Hall has several uses; the upper lev-
Lunch: els are home to the current Town Mayor Aylden
Leg of mutton, Sharp cheese, Corn, Currants Thornwood, parts of the ground floor and the
- 8sp per person Dungeon are used by Denasser F'erray the local
Supper: Magistrate and Sheriff. The Grand Hall is used to
Mixed grill, Yams, Collard greens, Flatbread, chair town council meetings.
- 1gp per person A new Mayor is elected into power every 5 years.
Snack: The current Mayor, Aylden Thornwood, has stood in
Chicken eggs, Pear, Flatbread - 4sp per person office for 13 years and is the most popular Mayor
Tenry Gwinn, male human Rog3: CR 3; Size M (5 ft., Birritanti has ever had. Already it seems very likely
11 in. tall); HD 3D6+6; hp 21; Init +7 (+3 Dex, +4 that he will be serving his 4th term as Mayor.
Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack Aylden's duties include: setting the towns taxation
+5 melee (Dagger 1D4 +1); SV Fort +3, Ref +6, Will +0; level, maintaining the local militia, town improve-
AL CN; Str 12, Dex 16, Con 15, Int 12, Wis 9, Cha 14. ments and keeping up relations with neighbouring
Languages Spoken: Common, Svinn. Skills and feats: villages, towns and cities. Aylden also serves as the
Balance +7, Decipher script +7, Diplomacy +8, Hide +3, Court Judge, should someone need to be tried for a
Intimidate +7, Listen +5, Move silently +9, Open lock serious crime.
+9, Search +7, Spot -1, Use rope +5; Improved initia- The local Magistrate (Sheriff) also operates from
tive, Point blank shot, Weapon finesse (Dagger). within the Town Hall. It is his duty to police the town
Equipment: Smart Commoners Clothes, Dagger in and apprehend any wrong doers. Denasser F'erray
Scabbard at waist. has the co-operation of the town militia when per-
7. The Crystal Waterfalls forming his duties and always has 5 town guards
Throughout Birritanti are signposts that point to the working with him. Criminals are placed in the cells
Crystal Waterfalls at the north end of town. within the dungeons under the Town Hall to either
The Waterfall has mystical healing powers. Some say await trial or sentencing (both of these duties are per-
that its powers come from the strange crystalline sta- formed by the town Mayor).
lactites hanging from the rocks; others say it is a gift Mayor Aylden Thornwood, male human Ftr3: CR 3;
from the Gods. Whatever the rumours may say, no- Size M (5 ft., 10 in. tall); HD 3D10+6; hp 23; Init +2 (+2
one has managed to figure out where the healing Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +8 melee
power comes from nor how to harness it. Many curi- (Longsword 1D8 +3),; SV Fort +5, Ref +5, Will +0; AL
ous locals have tried to find out the source of the mys- LG; Str 16, Dex 15, Con 15, Int 12, Wis 9, Cha 16.
terious healing powers; experimenters have tried bot- Languages Spoken: Common. Skills and feats:
tling the water, bathing with a stalactite taken from Diplomacy +11, Gather Information +3, Hide +2,
the falls and various other things, none of them are Listen +2, Spot +1; Dodge, Lightning reflexes, Power
effective. The only way to gain benefit from the attack, Skill focus (Diplomacy), Weapon focus
Crystal Waterfalls' powers is to bathe in the Waterfall (Longsword). Equipment: Elaborate Mayoral Robes,
itself. Fine Shoes and Longsword +1
If the characters approach the Crystal Waterfalls, Sheriff Denasser F'erray male human Ftr2: CR 2; Size
read them the following: M (5 ft., 5 in. tall); HD 2D10+6; hp 25; Init +6 (+2 Dex,

35
+4 Improved initiative); Spd 20 ft. (Chainmail) 30ft.
The only path that leads to the falls passes a small base; AC 18 (+2 Dex, Chainmail); Attack +7 melee
hut where a townsman is collecting a donation of (Longsword 1D8 +4); SV Fort +6, Ref +2, Will +4; AL
3gp per person to bathe in the waters. LG; Str 17, Dex 15, Con 16, Int 15, Wis 14, Cha 15.
Languages Spoken: Common, Dwarven, Elven. Skills
and feats: Climb +8, Craft +6, Handle animal +7, Hide Search +0, Spot +1; Dodge, Weapon focus (Dagger).
+2, Listen +2, Move silently +2, Profession +4, Ride +7, Equipment: Leather Armour and a Dagger
Sense motive +3, Spot +2; Dodge, Improved initiative, 2. Proseus's House
Iron will, Weapon focus (Longsword). Equipment: Proseus is the Svinn Chief by birthright. An ancient
Chainmail +1, Longsword +1 Svinn prophecy states that once a chief is declared one
of his family must take his place when he passes on or
Torrepani (Hamlet) - Map 8
a terrible scourge will destroy the community.
Non-standard; AL CN; 100gp Limit ; Assets 500gp; Proseus only has one daughter, Areon, whom he has
Population 100 (all Svinn)
been grooming since birth to take over as chief of
Authority figure: Proseus (Ftr4) Torrepani. Unfortunately, marauders kidnapped her
Others: Faroneus - Shaman (Clr4)
several days ago and have taken her to the hills to be
Torrepani is populated by Svinns, a race of beings offered as a sacrifice to the Hill Demon, a terrifying
that is ever increasing in numbers. Svinns are related
Titan Manticore. Several Svinns have attempted to
to and are indeed descended from, Man-Orcs. rescue Areon and all have failed. Proseus is becoming
Several hundred years ago a group of Man-Orcs
very desperate, if he cannot rescue his daughter then
banded together. These poor wretches had been cast he will have no heir to take over his post when he dies.
out from their towns and villages for being half-
Proseus, male Svinn (Ftr4): CR 4; Size M (5 ft., 10 in.
breeds. They formed a small community that quickly tall); HD 4D10+8; hp 35; Init +4 (+4 Dex); Spd 30 ft.; AC
grew in number. The successive breeding of genera-
16 (+4 Dex, Leather Armour); Attack +10 melee
tions of Man-Orcs produced the Svinns as they are (Longsword 1D8 +7), or +9 ranged (Dagger 1D4 +4) or
today. The Svinns tend to look like their Man-Orc rel-
+9 melee (Dagger 1D4 +4); SV Fort +6, Ref +5, Will +3;
atives but with the more passive temperament of their AL N; Str 18, Dex 18, Con 15, Int 9, Wis 14, Cha 8.
human ones.
Languages Spoken: Common, Svinn. Skills and feats:
Although Svinns tend to look aggressive, by nature Climb +4, Hide +4, Listen +7, Move silently +4, Spot
they are a friendly race.
+4, Wilderness lore +4; Dodge, Point blank shot, Track,
The inhabitants of Torrepani are very distressed. The Weapon focus (Longsword), Weapon specialisation
chief's daughter has been kidnapped by marauders to
(Longsword): Equipment: Longsword +1, Leather
be used as a sacrifice to a Titan Manticore who dwells Armour, Dagger +1
in the hills not far from Torrepani.
Faroneus. Male Svinn - Shaman (Clr4): CR 4; Size M
DM's note: Svinns are to be treated as Man-Orcs for (5 ft., 6 in. tall); HD 4D8; hp 22; Init -2 (-2 Dex); Spd 30
the purpose of statistics etc, but with the following
ft.; AC 8 (-2 Dex); Attack +6 melee (Unarmed strike
exception; Svinns speak their own Language (Svinn) 1D3 +3 subdual damage); SV Fort +4, Ref -1, Will +7;
as well as Common.
AL NG; Str 16, Dex 7, Con 11, Int 13, Wis 16, Cha 11.
Torrepani Map Key Languages Spoken: Common, Orc, Svinn Skills and
1. Svinn Tavern and Inn feats: Concentration +4, Diplomacy +4, Hide -2, Listen
The Inn is run by a Svinn by the name of Torripar. He +3, Spellcraft +7, Spot +3, Swim +3; Brew Potion, Extra
has not seen much trade from his fellow Svinns since Turning. Equipment: Priestly Robes
the kidnapping of Areon, the chief's daughter. Cleric Domains: Plant, Strength.
The tavern has 4 rooms available to rent for the night Cleric Spells Per Day: 5 / 4+1 / 3+1.
at the price of 2gp per room.
The rooms are quite spacious
with 2 beds in each room and
floor space for another 3.
The Tavern is not providing
food at the moment due to the
fact that Torripar's wife, who
normally does the cooking, is
away visiting her relatives.
Torripar, male Svinn Ftr1: CR
1; Size M (5 ft., 9 in. tall); HD
1D10+1; hp 11; Init +1 (+1 Dex);
Spd 30 ft.; AC 13 (+1 Dex,
Leather Armour); Attack +6
melee (Dagger 1D4 +4) or +2
ranged (Dagger 1D4 +4); SV
Fort +3, Ref +1, Will +1; AL N;

36
Str 18, Dex 12, Con 13, Int 6,
Wis 12, Cha 10. Languages
Spoken: Common, Svinn.
Skills and feats: Hide +1,
Listen +1, Move silently +1,
Kaspar Seltair Emelni Telia
Combat: Combat:
In order for Kaspar to hit his opponent, he must do the following; Roll a D20 and add In order for Emelni to hit her opponent, she must do the following; Roll a D20 and
his combat modifier for the weapon he is using (+3 for his Quarterstaff). If the result add her combat modifier for the weapon she is using (+5 for her Morningstar). If the
is equal to or greater than his opponents Armour Class (AC), then he has hit. Kaspar result is equal to or greater than her opponents Armour Class (AC), then she has hit.
then rolls his damage for the weapon he is using (1D6 +2 for her Quarterstaff). Emelni then rolls her damage for the weapon she is using (1D8+2 Morningstar).
If a monster's roll to hit is equal to or greater than Kaspar's AC, then the monster has If a monster's roll to hit is equal to or greater than Emelni's AC, then the monster has
scored a hit and Kaspar looses hit points (hp). scored a hit and Emelni looses hit points (hp).
When Kaspar's hp reaches 0, he is unconscious. If they reach -10, he is dead. When Emelni's hp's reach 0, she is unconscious. If they reach -10, she is dead.
Skills: Skills:
Kaspar has a number of skills that he can use during the course of this adventure. In Emelni has a number of skills that she 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 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 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 modifier. An example of this would be that Emelni is listening at a door. In order to
hear the conversation on the other side he must make a skill (Listen) check (DC15). hear the conversation on the other side she must make a skill (Listen) check (DC15).
He rolls a D20 and adds the listen modifier (+3). She rolls a D20 and adds her listen modifier (+3).
Kaspar's Swim skill, which is separated by the slash, (+2 / -5) is his modifier to swim Note that some of Emelni's skills have a slash separating two figures (i.e. Move silent-
with all of his equipment on (-1 to Swim checks for every 5lbs carried). ly +2 / -2). The first number given is Emelni's modifier without her Armour penalty (-
Balance:- Use this skill when you need to keep your balance on a ledge etc 4 for her Scale mail). Emelni's Swim skill, which is separated by the slash, (+2 / -11) is
Concentrate:- Use this skill when you need to focus your mind, cast a spell in combat her modifier to swim with all of her equipment on (-1 to Swim checks for every 5lbs
Hide:- Use this skill to sink into the shadows and remain unseen carried).
Jump:- Use this skill to leap over pits, vault low fences or leap onto tables Balance:- Use this skill when you need to keep your balance on a ledge etc
Listen:- Use this skill to hear approaching enemies or to listen at doors * +2 when Concentrate:- Use this skill when you need to focus your mind or cast a spell in com-
within one mile of Tobin, his familiar. This is included in Kaspar's stats bat
Move silently:- You can sneak up on an enemy, or slink away without being heard * Hide:- use this skill to sink into the shadows and remain unseen
+2 when within one mile of Tobin, his familiar. This is included in Kaspar's stats. Jump:- Use this skill to leap over pits, vault low fences or leap onto tables
Search:- You can find simple traps, hidden doors, other details not readily apparent Listen:- Use this skill to hear approaching enemies or to listen at doors
Spot:- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster Move silently:- You can sneak up on an enemy, or slink away without being heard
* +2 when within one mile of Tobin, his familiar. This is included in Kaspar's stats Search:- You can find simple traps, hidden doors, and other details not readily appar-
Swim:- You can swim ent
Feats: Spellcraft:- You can identify a spell being cast or a spell effect.
These are features that that give Kaspar special capabilities, or improve ones that he Spot:- Use this skill to spy a rogue hiding in the shadows or a monster
already has. Listed below are Kaspar's feats and a brief description of each one: Swim:- You can swim
Dodge: Pick and enemy in combat and gain a +1 AC bonus for that enemy only. Feats:
Skill Focus (Concentration): +2 bonus when using the Concentration Skill Are features that that give Emelni special capabilities, or improve ones that she
Tobin, Kaspar’s Familiar: already has. Listed below are Emelni's feats and a brief description of each one.
Kaspar has a magically summoned creature called a Familiar. His name is Tobin and Extra Turning: Allows a character to turn Undead 4 more times per day than normal
he is a Cat. Tobin and Kaspar can communicate empathically up to a range of 1 mile. Weapon Focus (Morningstar): +1 Attack bonus when using the Morningstar
While Tobin is within arms reach, Kaspar gains the Alertness feat (+2 to Listen and Turn Undead: - You can turn Undead as a Supernatural ability
Spot checks) Spells: - Emelni worships the Deity Libra. Her God grants her the use of spells.
At Kaspar's discretion, any spell that he casts on himself (mage Armour for example) Spells per day are: 0 level- 4; 1st level- 3 +1 and 2nd level- 2 +1. Her domains are:
can affect Tobin if he is within 5ft. Good - Granted Power: The character casts good spells at +1 caster level. Protection -
Tobin can deliver Kaspar's touch effect spells Granted Power: The character can generate a protective ward.
Tobin has the feat improved evasion. This means that any attack that would cause Spontaneous casting:- Emelni can channel any spell revised (not Domain spells) into
Tobin to make a Reflex save, he takes no damage. a cure spell
Kaspar gains +2 to move silently when within 1 mile of Tobin. Potions:
Potions: Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal 1D8+1 hit points.
1D8+1 hit points.
Emelni Telia Hit Points
28 Luck
18 Kaspar Seltair Hit Points
14 Luck
13
Size: Medium (5ft. 8 in. tall)
Size: Medium (5ft. 3in. tall) Race/Sex: Mountain Elf / male
Race/Sex: Half-Elf / Female Class/Level: Sorcerer / 3
Class/Level: Cleric / 3 Hit Dice: 3D4+3 (hp 14)
Initiative: +3 (+3 Dex)
Hit Dice: 3D8 +6 (hp 28)
Speed: 30ft.(6 squares)
Initiative: +2 (+2 Dex)
Armour Class: 13 (+3 Dex) touch 13,
Speed: 20ft. (Scale mail flat-footed 10
armour), 30ft. base
Attacks (Damage): +3 melee (Quarterstaff 1D6 +2) or +4 ranged (Dart 1D4 +2)
Armour Class: 16 (Dex, Scale mail). Touch 12, Flatfooted 14
Attacks (Damage): + 5 melee (Morningstar 1D8 +2) Special Qualities: Low light vision, Immune to magical sleep, +2 saves
Special Qualities: Immune to Magical sleep spells and effects against enchantment spells and effects, +2 racial bonus on
Saves: Fort +5, Ref +3, Will +5 Listen, Search, and Spot checks*
Abilities: Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 11, Wis 15 (+2), Cha
12 (+1), Luck 18 (+4) Saves: Fort +2, Ref +4, Will +3
Skills: Concentrate +2, Heal +3, Hide +4/ +0, Knowledge
(Religion) +5, Listen +4, Move silently +2 / -2, Search +1, Abilities: Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 11, Cha 16
Spot +3, Swim +2 / -11 (+3), Luck 13 (+1)
Feats: Extra Turning, Weapon focus (Morningstar)
Bonus Feats: Turn undead, Spells and Spontaneous casting Skills: Alchemy +5, Concentration +9, Gather information +4, Hide
Spells per day: 4 / 3+1 / 2+1 +3, Knowledge (Arcana) +9, Listen +7*, Move silently +3*, Scry
+8, Search +5, Spot +4*, Spellcraft +6, Swim +2 / -5
Equipment: Scale mail armour (30lb), Morningstar (8lb), Backpack
Feats: Dodge, Skill focus (Concentration)
(2lb), Winter blanket (3lb), Hooded lantern +oil (3lb),
Spells: Spells Per Day (6/6; base DC=13+ spell level): 0 level-
Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt pouch with 5gp Detect Poison, Daze, Mage hand, Detect magic, Read magic.
and 2x 50gp gems (3lb) 5 days trial rations (5lb) Flint and 1st Level: Mage Armour, Magic missile, Ray of enfeeblement
steel (neg), 2 sacks (1lb) Holy symbol of Libra (neg), Potion Equipment: Wand of magic missiles (5th level, 40 charges),
of Fortune (neg), 2x Potions of Cure Light Wounds (neg) Quarterstaff (4lbs), 4 Darts on a belt (3lbs), Sorcerer Robes
Encumbrance: weight carried 65 lbs (Light load carried) (3lbs), Backpack (2lb), Winter blanket (3lb), Hooded lantern
Languages: Common and Elven +oil (3lb), Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt pouch with
Deity: Libra 5gp and 2x 50gp gems in (3lb) 5 days trial rations (5lb) Flint
Domains: Good and Protection and steel (neg), 2 Sacks (1lb), Potion of Fortune (Neg), 2x
Potions of Cure Light Wounds (Neg).
Encumbrance: Light load carried (weight carried 37lbs)
Languages: Common, Elven, Goblin, Orc, Giant.

Notes Tobin (Kaspar’s Familiar) hit points


7
Race: Cat (tiny animal)
HD: 3 (7 hit points)
AC: 16 (+2 Dex, +2 Size, +2 natural)
Atk: Claws +4 melee (1D2 -4 damage) and -
-1 melee (Bite 1D3 -4)
Saves: Fort +2, Reflex +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Chr 7
Special: Alertness, improved evasion, share spells, empathic link,
touch.
Skills: Balance +10, Climb +5, Hide +17, Listen +6, Move silently +9,
Spot +6
Feats: Weapon finesse (Claws)
Thorgrim Greymantle Karleth Hawke
Combat: Combat:
In order for Thorgrim to hit his opponent, he must do the following; Roll a D20 and In order for Karleth to hit her opponent, she must do the following; Roll a D20 and
add his combat modifier for the weapon he is using (+8 for his Dwarven Waraxe). If add her combat modifier for the weapon she is using (+5 for her Rapier). If the result
the result is equal to or greater than his opponent's Armour Class (AC), then he has is equal to or greater than her opponents Armour Class (AC), then she has hit.
hit. Thorgrim then rolls his damage for the weapon he is using (1D10 +4 for his Karleth then rolls her damage for the weapon she is using (Rapier 1D6 +2).
Dwarven Waraxe). If a monster's roll to hit is equal to or greater than Karleth's AC, then the monster has
If a monster's roll to hit is equal to or greater than Thorgrim's AC, then the monster scored a hit and Karleth looses hit points (hp).
has scored a hit and Thorgrim looses hit points (hp). When Karleth's hp reaches 0, she is unconscious. If they reach -10, she is dead.
When Thorgrim's hp reaches 0, he is unconscious. If they reach -10, he is dead. Skills:
Skills: Karleth has a number of skills that she can use during the course of this adventure. In
Thorgrim has a number of skills that he can use during the course of this adventure. order for Karleth to succeed at a skill she must roll equal to or greater than the
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
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
modifier. An example of this would be that Thorgrim is listening at a door. In order hear the conversation on the other side she must make a skill (Listen) check (DC15).
to hear the conversation on the other side he must make a skill (Listen) check (DC15). She rolls a D20 and adds her listen modifier (+4).
He rolls a D20 and adds the listen modifier (+2). Karleth's Swim skill, which is separated by the slash, (+2 / -8) is her modifier to swim
Note that some of Thorgrim's skills have a slash separating two figures (i.e. Climb +8 with all of her equipment on (-1 to Swim checks for every 5lbs carried).
/ +6). The first number given is Thorgrim's modifier without his Armour penalty (-2 Balance:- Use this skill when you need to keep your balance on a rocking boat etc
for his Chain shirt). Thorgrim's Swim skill, which is separated by the slash, (+6 / -11) Climb:- Use this skill to climb the tallest mountain or descend the deepest pit
is his modifier to swim with all of his equipment on (-1 to Swim checks for every 5lbs Disable device:- Use this skill to disable traps both mechanical and magical
carried). Hide:- Use this skill to sink into the shadows and remain unseen
Climb:- Use this skill to climb the tallest mountain or descend the deepest pit Jump:- Use this skill to leap over pits, vault low fences or leap onto tables
Hide:- Use this skill to sink into the shadows and remain unseen Listen:- Use this skill to hear approaching enemies or to listen at doors
Jump:- Use this skill to leap over pits, vault low fences or leap onto tables Move silently:- You can sneak up on an enemy or slink away without being heard
Listen:- Use this skill to hear approaching enemies or to listen at doors Open lock:- Karleth can open locks with the aid of Thieves' tools
Move silently:- You can sneak up on an enemy, or slink away without being heard Pick pockets:- Karleth can steal from people without them knowing
Search:- You can find traps, hidden doors, and other details not readily apparent Search:- You can find 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 Spot:- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim:- You can swim Tumble:- Karleth can use her acrobatics to avoid combat.
Feats:- Swim:- You can swim
These are features that that give Thorgrim special capabilities, or improve ones that Feats:
he already has. Listed below are Thorgrim's feats and a brief description of each one. Are features that give Karleth special capabilities or improve ones that she already
Exotic Weapon Proficiency (Dwarven Waraxe and Repeating Crossbow): - You are has. Listed below are Karleth's feats and a brief description of each one.
proficient with the following exotic weapons: Dwarven Waraxe and Repeating Dodge:- You are adept at dodging blows. Designate an opponent and receive a +1
Crossbow bonus to AC against attacks from that opponent.
Point blank shot: Thorgrim gets a +1 bonus to attack and damage rolls with ranged Improved initiative:- +4 to initiative roll
weapons at ranges of up to 30 feet. Sneak attack:- If Karleth catches his opponents flatfooted she gains additional dam-
Weapon focus (Dwarven Waraxe):- You are especially good with the Dwarven age (+2D6)
Waraxe. You add +1 to your attack roll with this weapon. Evasion:- Any attack that would require a save for half damage deals no damage (if
Racial abilities: the save was successful)
Darkvision 60ft.; Stonecunning grants Dwarves a +2 racial bonus on checks to notice Uncanny dodge:- You can never be caught flatfooted
unusual stonework; +2 racial bonus on saving throws against poison; +2 racial bonus Weapon finesse (Rapier): - Choose one light weapon. With the selected weapon, the
on saving throws against spells and spell-like effects; +1 racial bonus to attack rolls character may use a Dexterity modifier instead of a Strength modifier on attack rolls.
against Orcs and Goblinoids; +4 dodge bonus against Giants. Since the character needs the second hand for balance, apply the Armour check
Potions: penalty of any shield worn to attack rolls.
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal Potions:
1D8+1 hit points Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
1D8+1 hit points.
Karleth Hawke Hit Points
20 Luck
17 Thorgrim Greymantle Hit Points
36 Luck
15
Size: Medium (4ft. 8 in.)
Size: Medium (5ft. 5in. tall)
Race/Sex: Dwarf / Male
Race/Sex: Human / Female
Class/Level: Fighter / 3
Class/Level: Rogue / 3
Hit Dice: 3D10 +9 (hp 36)
Hit Dice: 3D6 +3 (hp 20)
Initiative: +2 (+2 Dex)
Initiative: +7 (+3 Dex, Improved
Speed: 20ft. base (4 squares)
initiative)
Speed: 30ft. (6 squares)
AC: 16 (Dex +2, Chain shirt)
AC: 15 (+3 Dex, Leather Armour), Touch 13, Flatfooted 12
Attacks (Damage): + 8 melee (Dwarven Waraxe 1D10 +4) or + 5 ranged
Attacks (Damage): + 5 melee (Rapier 1D6 +2) or +4 melee (Dagger 1D4 +2) or +5
(Repeating Crossbow 1D8)
ranged (Dagger 1D4 +2) or +5 ranged (Shortbow 1D6)
Special Attack: Sneak Attack + 2D6 damage
Saves: Fort +6, Reflex +3, Will +1
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 11, Cha 12
(+1), Luck 15 (+2)
Abilities: Str 14 (+2), Dex 16 (+3), Con 13 (+1), Int 13 (+1), Wis 13 (+1),
Cha 12 (+1), Luck 17 (+3)
Skills: Climb +8 / +6, Hide +2, Jump +4/ +2, Listen +2, Move silently
+2 / +0, Spot +2, Swim +6 / -11
Skills: Balance +7, Bluff +5, Climb +6, Diplomacy +3, Disable Device
+7, Escape artist +9, Hide +8, Listen +4, Move silently +8, Open
Feats: Exotic Weapon proficiency (Dwarven Waraxe), Exotic Weapon
Lock +8, Spot +4, Tumble +9, Swim +2 / -8, Use magic device
proficiency (Repeating Crossbow), Point Blank Shot, Weapon
+7
focus (Dwarven Waraxe)
Feats: Dodge, Improved initiative, Weapon Finesse (Rapier)
Bonus Feats: Evasion, Uncanny dodge
Equipment: Chain Shirt (25lb), Dwarven Waraxe (15lb), Repeating
Crossbow and 20 bolts (20lb), Backpack (2lb), Winter blanket
Equipment: Leather Armour (15lb), Rapier (3lb), Dagger (1lb), Shortbow
(3lb), Hooded lantern +oil (3lb), Bedroll (5lb), Rope, Silk - 50ft.
and 20 arrows (5lb), Backpack (2lb), Winter blanket (3lb),
(5lb), Belt pouch with 5gp and 2x 50gp gems in (3lb) 5 days
Hooded lantern +oil (3lb), Thieves tools (neg), Bedroll (5lb),
trial rations (5lb) Flint and steel (neg), 2 Sacks (1lb) Potion of
Rope, Silk - 50ft. (5lb), Belt pouch with 5gp and 2x 50gp gems
Fortune (neg), 2x Potion of Cure Light Wounds (neg).
in (3lb) 5 days trial rations (5lb) Flint and steel (neg), 2 sacks
(1lb). Potion of Fortune (neg), 2x Potion of Cure Light
Encumbrance: Light load carried (weight carried 87 lbs)
Wounds (neg).
Encumbrance: Total weight 51lbs (light encumbrance)
Languages: Common, Dwarven, Goblin
Languages: Common and Goblin

Notes Notes
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