You are on page 1of 44

SORCERY!

Khar - Cityport of Traps


Based on the Fighting FantasyTM book by
Steve Jackson
Credits
Author: Jamie Wallis
Editors: Geoff Oades and Tim Birkbeck
Producer: Mike Dymond
Cover Illustration: Mel Grant (represented by Artist Partners)
Internal Illustrations: Janine Johnston
Additional Illustrations: Iain McCaig and Jamie Wallis
Graphic Design: Martin McKenna and Jamie Wallis
Cartography: Jamie Wallis
Typography: Jamie Wallis
Project Manager: Geoff Oades
Finance Planning: Nigel Dixon
Lead Playtester: Tim Birkbeck
Playtesters: Shane Garvey, Craig Freer, Donald Higgins, Adam Sorich, Michael Wilson, Clare Salter,
Alastair McLaughlin, Paul Davis, Nick Westwood, Zoe Bates
Fighting FantasyTM Consultant: David Holt

TABLE OF CONTENTS
Introduction

Adventure Summary
Preparation
Quick play
Campaign Integration
How to use this Book
Using Maps & Miniatures

2
2
2
2
2
3

Luck

New Ability Score


Standard Point Buy Method
Using Luck
Luck Difficulty Class
Minimum Luck Score
Saving Throws & Luck
Skills & Luck
Opposed Skill Checks & Luck
Checks Without Rolls & Luck
Combat & Luck
Using Luck to Hit in Combat
Using Luck to Increase the Damage Dealt
Using Luck to Reduce the Damage Taken

3
3
3
3
3
3
3
4
4
4
4
4
4

Luck and Magic


Luck and Turn / Rebuke Undead
Stand alone Luck Checks
Opposed Luck Checks
Optional Luck Rule
Restoring Luck
Normal Regeneration of Ability Points
Magical Means - Spells and Potions
Discretionary Awards by the DM.
Scenario Awards
Monsters and Luck

4
4
4
4
5
5
5
5
5
5
5

SORCERY! - Khar Cityport of Traps

For the DM
For the Characters
The Adventure

Appendix 1 - New Monsters


Appendix 2 - New Magic
Appendix 3 - Campaign Play
Appendix 4 - Characters

5
7
7

30
35
36
37

legal notice
The d20 conversion of SORCERY! - Khar Cityport of Traps is 2004 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of Myriador Ltd.
'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons and Wizards
of the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 'd20 System' and the 'd20 System' and the
'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be
found at www.wizards.com/d20 The d20 conversion of SORCERY! - Khar Cityport of Traps is presented under v1.0a of the Open Game License (OGL) and as required a
copy of the OGL can be found at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the
System Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the OGL) is also to
be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster names, art work, cartography, trade marks,
trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product Identity, this includes but is not limited to: Fighting Fantasy, Myriador,
Titan, Kakhabad, Zanzunu Peaks, Crown of Kings, The Seven Serpents, Chalanna the Reformer, Femphrey, Ruddlestone, Lendleland, Gallantria, Brice, Analand, Birdmen,
Xamen Peaks, Baklands, The Old World, The Night of the Black Moon, Archmage of Mampang, Khar - Cityport of Traps, Jabaji River, Elvin, Shamutanti Hills, Cantopani,
Sightmaster, Old Schanker Mines, Birritanti, Flanker, Torrepani, Svinn, Bristle Beast, Death Wraith, Flayer, Living Corpse, Mantisman, Redeyes, Slime Eater, Sulphur Ghost,
Titan Harpy, Karleth Hawke, Thorgrim Greymantle, Emelni Telia, Kaspar Seltair and Tobin.
All original artists have asserted their moral rights as allowed under the Copyright Designs and Patents Act 1988.
Printed In Canada

Introduction
Khar - Cityport of Traps was the second adventure
in the four-part SORCERY! Series by Steve Jackson.
These game books used the Fighting Fantasy rules
system for combat, luck etc. but it had a difference
to the other Fighting Fantasy books. Magic.
Fighting Fantasy was a revolutionary new idea,
part book part game. It gave the reader a unique
experience - a fantasy adventure where you are the
hero.
The Fighting Fantasy series has 59 titles to date
(63 including the SORCERY! Series) and has sold
over 15 million copies world-wide and has been
translated into over 20 languages. The Warlock of
Firetop Mountain alone sold over 2 million copies.
Now the Fighting Fantasy books are being rereleased allowing a new generation of players to
explore the Citadel of Chaos, confront the Warlock of
Firetop Mountain or get lost in the Forest of Doom.
This book is a conversion of SORCERY! - Khar
Cityport of Traps into a d20 role-playing game scenario. The original books were a solo experience; this
scenario has been written to allow players to challenge the adventure on their own or as part of a
small group of adventurers. The inclusion of the new
Luck rules give the single player a good chance of
success without making groups of players too powerful.
The SORCERY! books could be picked up and
played with a minimum of preparation, this scenario
has been written to reflect this including pregenerated characters, full colour maps and other play aids to
get you started quickly. For more information about
Role-play games, Fighting Fantasy and SORCERY!
- Khar Cityport of Traps visit the Myriador website:
www.myriador.com

Adventure Summary
You have traversed the Shamutanti Hills and now
you stand before the walls of Khar, Cityport and
gateway to the Baklands. Khar is known by another
name though - Cityport of Traps. The City earned
this title through its unsavoury populace; rogues,
cutthroats and pirates all inhabit the streets and
docklands encouraging the few good folks to create
traps to protect themselves.
In order to continue on your quest to recover the
stolen Crown of Kings you must pass through this
metropolis of chaos, thievery and murder. The
Northgate is the only way into the Baklands but this
door holds a secret

Preparation

In addition to the books required (as stated on the


cover of this product), which will be referred to as
the DMG, PHB and MM, a set of polyhedral dice (d4,
d6, d8, d10, d12 and d20) is also needed to play. Pull
out Character sheets of the four pre-generated characters can be found in Appendix 4 - Characters

Full colour maps and pre-generated character


sheets can be downloaded free from
www.myriador.com

Quick play
One of the great attractions of the Fighting Fantasy
series of books is that it is very easy to pick up a
book and start playing, everything you need is provided in the books, you just need to grab a pencil to
get straight into the action. We have tried to write
this scenario in the same way, providing you with
everything we can so that you can get on and play
the game without having to spend ages preparing.
Simply hand out the pregenerated characters, get
your dice ready and start playing.
Detailed dungeon floor plan maps, pregenerated
character sheets with rules summaries and character
and monster tokens are available free to owners of
this book and can be downloaded from www.myriador.com
Notes are included in the back of this book to help
you integrate this scenario into an ongoing campaign, or visit our website: www.myriador.com
where more information can be found about Titan,
the Fighting Fantasy world.

Campaign Integration
Although this scenario is designed to be played as a
stand-alone adventure using the pregenerated characters provided or a party of newly created 5th level
characters, there is no reason why it couldn't be used
as a part of an on-going campaign. Guidelines and
advice are included in the appendices to help you
integrate this scenario into an on-going campaign
and suggestions are included about adjusting difficulty levels (see Appendix 3 - Campaign Play).

How to use this Book


The first pages of this scenario contain background
information for the DM. Later pages contain the rules
for the new (optional) Luck Ability, these rules
should be studied by the DM and the players.
Towards the rear of the book you will find summaries of new monsters, spells and magic items as
well as advice about integrating this adventure into
your campaigns.
The bulk of the book contains the scenario information divided by location. Each location entry in the
scenario is shown on the main map provided, a full
colour 1" = 5 feet map of each location can be
obtained free from: www.myriador.com A description of each location is provided for the DM detailing
its contents and any monsters present. The shaded
text boxes contain information that the DM can
either read out or paraphrase to the players. Other
information should be kept secret from the players
until they discover it. Descriptions of how each monster is likely to react are included in the room
descriptions The DM controls all the creatures within
Firetop Mountain except the player characters and is
free to change their behaviour as he / she sees fit.

The DM is advised to read through the scenario at


least once before you play.

Using Maps & Miniatures


Using maps and miniature figures adds a whole new
dimension to playing this game, they help the DM to
'set the scene' and players to see where characters are
monsters are, what the dungeon looks like and make
combat more exciting and realistic.
Full colour maps, pregenerated character sheets
and character and monster tokens are all available
free to owners of this book from: www.myriador.com
(make sure you have your copy of this book available
when downloading these free extras)

Luck
Luck was a major factor in the Fighting Fantasy
series of books. The d20 system includes a range of
skills that are used where Luck was in the original
books. However, we wanted to keep the overall tone
& feel of the Fighting Fantasy books so we have
included Luck as a new Ability score.
This scenario is aimed at small parties of players
(mini-groups). The inclusion of Luck gives them an
edge that makes up for their lack of numbers. Players
should be encouraged to use Luck as often as possible - it may make the difference between success and
failure!
To reflect this, it is easier for characters to recover
Luck than it is for other Ability scores. Methods of
restoring Luck are given under the heading:
Restoring Luck.

New Ability Score


Luck is determined in the same way as other Ability
scores. There are several options available (see DMG
Chapter 2, Ability Scores Generation). The maximum
possible starting Luck score is 18 regardless of race.
A character's starting Luck score can only be
increased by magical means or by spending attribute
points gained as the characters becomes more experienced.
Luck will be treated as an Ability score in every
respect i.e. lost Ability scores are regained at the rate
of one per day (see DMG Chapter 3, Running the
Game, Ability score loss).

Standard Point Buy Method


Because there are now 7 Ability scores instead of the
normal 6, the amount of starting points is increased
to 30 rather than 25 (See DMG Chapter 2, Ability
Scores Generation, Standard Point Buy)

Using Luck
A character may use Luck to change or influence
events, reducing the damage taken from an enemy's
attack for instance, or increasing their chance of picking a lock. Luck can be used to modify a characters
skill checks, saving throws, attack rolls, and melee /
ranged damage dealt. You can also use your Luck to
reduce the damage you take from an enemy's attack.

Luck checks must be resolved BEFORE the action


that they are affecting is undertaken (exception:
reducing damage taken in melee / ranged). The result
of the Luck check is applied as a modifier to the
action. You may only check Luck once per action
undertaken and the result only affects that action.
A characters Luck score is temporarily reduced by 1
every time Luck is checked.
Luck cannot be used to give a character feats or
special Abilities that she would not normally have.
i.e. a fighter cannot use Luck to allow her to turn /
rebuke undead.

Luck Difficulty Class


Luck is checked against a Difficulty Class (DC). (See
PHB Chapter 4, skills, using skills, Difficulty Class)
The base DC for Luck is 10.
Ability Luck check = d20 + Ability Modifier (Luck)
against DC10
A total roll of 10 will give you a +1 bonus. For every
2 points over 10 that you roll you gain +1 to the outcome that Luck was used to affect (i.e. 10 = +1; 12 =
+2; 18 = +5 etc).
If the Character fails her Luck check by up to 5,
there is no penalty. However, if the character fails by
6 or more, she will suffer a -2 penalty to the outcome
that Luck was used to affect.
Example: Ellion G'aarak decides to test her Luck to
help her fight 2 Orcs by giving a modifier to hit
them. She rolls a d20 and adds her Luck Ability modifier getting a total of 13, success! Ellion now adds +2
to her next attack roll against the Orcs and her Luck
is temporarily reduced by 1.
Later in the same fight Ellion decides to test her
Luck to add to her attack roll again, this time she
rolls a total of 4. Ellion has failed to make the
required DC10 by 6. Ellion now suffers a -2 penalty
to her attack roll and her Luck is temporarily
reduced by 1. If she had rolled a total of 7, she would
still have failed in her Luck check but not suffered a
penalty. However, her Luck would still have been
temporarily reduced by 1.

Minimum Luck Score


When a characters Luck score reaches 0 they can no
longer choose to test their Luck. Luck cannot be lowered further than 0, and cannot be used again until it
is raised to at least 1.

Saving Throws & Luck


Luck can be used to modify the result of saving
throw using the same method as described above
(under the heading: Luck Difficulty Class). The character makes a Luck check and than applies the result
as a modifier to their saving throw.

Skills & Luck


Luck can be used to modify the result of skill checks
using the same method as described above (under
the heading: Luck Difficulty Class). The character
makes a Luck check and then applies the result as a
modifier to their skill check.

Example: Rhana Quinn wants to jump over a 15ft.


pit. She is not very good at Jumping having only 1
rank in the Jump skill. The DM tells her that in order
to jump the pit she will need to succeed in a skill
(Jump) check (DC15). Rhana is not wearing any
armour (being a sorcerer) and has plenty of run up to
the pit. However, she is not very strong having a Str
of 10 (+0) but she does have a current Luck of 16 (+3).
Rhana decides to use her Luck to help her jump the
pit because her total skill modifiers for the jump is
only +1. She makes an ability (Luck) check (DC10)
and scores a 19 on the dice +3 Luck modifier = 22.
Rhana has been exceptionally Lucky beating the DC
by 12 points. This means she gains a Luck bonus of
+7 to her Jump check making the total +8 with her 1
rank in Jump.
If Rhana had failed her Luck check, for instance
rolling a total score of 4 (1 on the d20 +3 Ability modifier = 4) her Jump check would then have been d20 1 (+1rank -2 Luck penalty because she failed the
Luck check by 6 or more = -1)

Opposed Skill Checks & Luck


Luck can be used to modify the result of opposed
skill checks using the same method as described
above (under the heading: Luck Difficulty Class). The
character makes a Luck check and then applies the
result as a modifier to their opposed skill check,
which is then compared to their opponents check as
normal.

Checks Without Rolls & Luck


You cannot 'take 10' or 'take 20' when testing your
Luck.

Combat & Luck


Luck can be used in combat in three ways. To
increase your chance of hitting an opponent, to
increase the damage you deal to an opponent, or to
reduce the damage taken from an opponents blow.

Using Luck to Hit in Combat


A character may make a Luck check (as described
under the heading: Luck Difficulty Class) the result
of which is then added or subtracted to her next
attack roll to hit an opponent.

Using Luck to Increase the Damage


Dealt
When a character has successfully hit an opponent,
he may make a Luck check (as described under the
heading: Luck Difficulty Class) and add or subtract
the result to the damage dealt by his attack. The Luck
check must be made before damage is rolled. Luck
damage is never multiplied by a critical success.

Using Luck to Reduce the Damage


Taken
When a character has been hit by an opponents
attack, she may make a Luck check (as described
under the heading: Luck Difficulty Class) and apply
the result to reduce or increase the damage she suf-

fers from the attack. Damage reduced by a Luck


check can never be reduced to less than 0. She can
decide to make the Luck check before or after damage has been rolled.

Luck and Magic


Luck cannot be used to increase or decrease the effectiveness of a spell or magical effect.
Luck can be used to increase the chance of hitting
with a Magical attack, such as a ray, by modifying
the to-hit roll or it could be used to modify the result
of a Spellcraft check to help identify a spell being
cast. Similarly it could be used to increase the chance
of making a successful saving throw to counter a
spells effect.

Luck and Turn / Rebuke Undead


Luck can be used to increase the chance of turning /
rebuking undead but cannot increase the effectiveness. i.e. Luck may be applied to the Turning Check
Result, but cannot be used to increase the maximum
hit dice affected, or the number of HD affected.
e.g. Ellion G'aarak is a 4th level Cleric. Entering a
room Ellion encounters 4 Zombies, she decides to
attempt to turn them and to use Luck in her attempt.
Ellion makes a Luck check, the result of which is
added to her turning check result which may make
her more likely to succeed. However, Luck cannot be
used to change the maximum effectiveness of her
turning attempt, she can still only possibly affect
undead with 8HD or less. Neither does Luck affect
the number of such undead she can affect.

Stand alone Luck Checks


There will be situations within the adventure when
Luck can be used to determine the outcome.
Depending on the situation the DM may appoint a
higher or lower Luck DC. The DM must never use
Luck to replace a saving throw or skill check that
already exists. In the example below an unsuccessful
Luck check would then require a Reflex save to avoid
falling in the water.
An example of a stand-alone Luck check: If the
characters are walking over a rickety old wooden
bridge, does a rotten plank break under the weight of
one of the players? The DM decides that the characters will have to be particularly Lucky to avoid all
the rotten planks and gives this situation a Luck DC
of 15. As with all Luck checks, once a stand-alone
Luck check has been made (whether successful or
not) the character must temporarily reduce his Luck
score by 1.

Opposed Luck Checks


Two characters are sitting at the table playing cards.
Who will win? The simple solution to this is for the
characters to make an opposed Luck check. Both characters roll a d20 and add their Luck modifier. The
character with the highest Luck result wins. Each
character that made the opposed Luck check must
temporarily reduce his Luck score by 1.

Optional Luck Rule


If a character rolls a natural 1 on the Luck roll the
DM may rule that that character has been so unlucky
that he automatically fails whatever he was attempting to use Luck with: If he was using Luck to modify
his attack roll then the attack automatically misses; if
he was using Luck to modify his chance to Pick a
lock the attempt automatically fails; if he was using
Luck to modify his melee damage roll, he scores no
damage at all. If he was using Luck to modify his
opponent's melee damage roll, his opponent does
full damage etc

Restoring Luck
Luck can be restored in a number of ways. Luck cannot be increased past its starting value except by
magical means (see Appendix 2 - New Magic, New
Spells). Any excess Luck points that would take a
character's Luck score above the original value are
lost.

Normal Regeneration of Ability Points


(see DMG Chapter 3, Ability Score Loss)

Magical Means - Spells and Potions


Any spell that restores Ability points can be used to
restore Luck points. Examples include: Lesser
Restoration, Restoration and Fortune (see Appendix
2 - New Magic, New Spells)
Any potion that restores Ability points can be used
to restore Luck points.

Discretionary Awards by the DM.


DMs can choose to award Luck points to characters
for particular acts of daring or heroism. It should be
remembered that Luck is an extremely powerful
Ability that can allow characters to succeed at tasks
that they normally wouldn't be able to achieve. Care
should be taken when awarding Luck points, don't
give the characters too much or you could make any
scenario too easy, but don't be too stingy with your
Luck awards or the characters will probably fail.

Scenario Awards
At various points in this adventure Luck points are
awarded to characters. These Luck awards can be
increased / decreased at the DM's discretion. Luck
awards are to the party as a whole, it is up to the DM
to determine how they are divided amongst the characters. E.g. if a party of 3 characters are awarded 2
Luck points the DM can either give 1 point each to 2
of the players or 2 points to one of them. At the DM's
discretion - award the points to the characters who
played the most significant role in gaining them.

Monsters and Luck


Luck is a player character specific Ability score.
Monsters and NPCs do not gain the Luck Ability
score.

SORCERY! - Khar
Cityport of Traps
For the DM
Centuries ago, in the time we now call the Dark
Ages, whole regions of the world of Titan lie undiscovered. There were pockets of civilisation, each with
their own races and cultures. One such region was
Kakhabad, a dark land at the ends of the Earth.
Although several warlords had tried, Kakhabad
had never been ruled. All manner of evil creatures,
forced from the more civilised lands beyond the
Zanzunu Peaks, had gradually crawled into
Kakhabad, which became known as the vermin pit at
Earth End.
Civilisation and order had spread throughout the
rest of the known world ever since the discovery of
the Crown of Kings by Chalanna the Reformer of
Femphrey. With its help, Chalanna became the
Emperor of the largest empire of the eastern world.
This magical Crown had mysterious powers, bestowing supernormal qualities of leadership and justice
on its owner. But Chalanna's own ambitions were not
of conquest. He wished instead to establish peaceful
nation-states aligned to Femphrey. Thus in his wisdom, he passed the fabled Crown from ruler to ruler
in the neighbouring Kingdoms and, with the help of
its magical powers, one by one these lands became
peaceful and prosperous.
The path was set. Each ruler would own the Crown
of Kings for a four-year period in which to establish
order within the Kingdom and fall in with the growing Femphrey Alliance. So far, the Kingdoms of
Ruddlestone, Lendleland, Gallantria and Brice had
taken their turns under the rule of the Crown. The
benefits were immediate. War and strife were virtually unknown.
The King of Analand duly received the Crown of
Kings amid great ceremony and from that day
onwards, the development of Analand was ensured.
No one quite knew how the Crown of Kings could
have such an enormous uplifting effect on a whole
nation. Some said it was Divinely inspired; some that
its power was merely in the mind. But one thing was
certain - its effects were unquestionable. All was well
in Analand, until the night of the black Moon.
The King was first to discover that the Crown was
missing. Carried off on that starless night by
Birdmen from Xamen, the Crown was on its way to
Mampang in the outlaw territories of Kakhabad.
News came from the Baklands that the Crown was
being carried to the Archmage of Mampang whose
ambitions were to make Kakhabad his Kingdom.
Although Kakhabad was a dangerous land, it was
in its self little threat to the surrounding kingdoms.
The lack of rule meant it had no army and its own
internal struggles kept it permanently preoccupied.
But with the Crown of Kings to establish rule,
Kakhabad could potentially be a deadly enemy to all
members of the Femphrey Alliance.

Such was the shame that fell on Analand for the


loss of the Crown that all the benefits from two years
under its rule soon disappeared. Law, order and
moral were breaking down. The King was losing the
confidence of his subjects. Neighbouring territories
were looking suspiciously across their borders. There
were even whisperings of invasions!

For the Characters


Read this allowed to the players.
For two years now, Analand has prospered under
the ruler ship of the Crown of Kings. This fabled
Crown was discovered many years ago by
Chalanna the Reformer of Femphrey. In his wisdom, he lent the Crown to neighbouring Kingdoms
for a four-year period so that they too can be a
thriving and successful community. Those
Kingdoms that have benefited so far from the
fabled Crown include Brice, Ruddlestone,
Lendleland and Gallantria, all of which are now
part of the Femphrey Alliance.
As you are well aware, on the night of the Dark
Moon the fabled Crown of Kings that had been
leant to the ruler of your home land of Analand
was stolen.
The Birdmen that stole the Crown, more than likely
from the Zanzunu or the higher Xamen Peaks, had
been spotted flying towards Mampang. This has
caused an outrage in the neighbouring Kingdoms
for it can mean only one thing, The Archmage of
Mampang is now in possession of the Crown of
Kings. Where as with the Femphrey Alliance, the
use of the Crown was for prosperity and good. The
Archmage will want to use the Crown to become
the ruler of Kakhabad or even the entire Old World
itself!
One hope remains, a small band of fearless adventurers - for a military force would not survive the
journey - must travel to Mampang and recover the
Crown of Kings. Only on its safe return would the
curse that has befallen Analand, since the Crown
was stolen, be lifted.
You have volunteered for this quest and your mission is clear; to travel across Kakhabad to the
Mampang fortress and find the Crown of Kings.
Having travelled across the Shamutanti Hills you
have now reached the second stage of your quest; to
pass through the City of Khar, the only gateway
to the Baklands.

The Adventure
The City
Khar (Small City): Non-standard (The Merchants
Guild); AL NE; 15,000gp Limit; Assets 8,700,000gp;
Population 11,600 Mixed (75% Human, 25% Other:
Black Elf, Dwarf, Redeye and Man-Orc)

Authority figure: Garin Alderay (male, Human


Rog6, AL NE)- Leader of the Merchants' Guild and
newly appointed First Noble and Governor of Khar.
Important Characters: Issrak Kharn (male, Human
Rog5, AL NE) - Chief advisor to the First Noble;
Shirillah Dankresh (female, Half-Black Elf Rog10, AL
CE) - Garin Alderay's personal body guard and a
member of the Assassins' Guild.
Militia: 600 soldiers now under the command of
the Merchants' Guild (see encounter 1 for the City
Guards' stats)
Temples: Courga's Shrine, God of Grace - No
appointed leader, although several Clerics of
Courga's faith visit the Shrine on a daily basis to
clean the Idol (Clr3, AL N); The Chapel of Slangg, the
God of Malice - High Priest Torbain the Malevolent
(male, Human Clr 6, AL LE).
Khar, also known as the Cityport of Traps, is a small
but thriving Cityport on the Jabaji River. Recent
events have seen a change in the City's power centre;
The Merchants' Guild has struck gold (metaphorically speaking) in Lake Luml. The Luml fish is a large
(20ft. long) but docile animal, native only to Lake
Luml. It has a delicate, sweet and very addictive
flavour that is now craved through out most of the
city. The Merchants' Guild, headed by Garin Alderay,
have used this new found and ill gotten wealth to
buy the Assassins' Guild and merge the two, very
opposite, factions into one. One by one the
Governors and Nobles of Khar disappeared. The
only light on the mystery was when Mavic
Golverston, the first Noble's personal aid, was found
face down in the Northside Sewers with eleven daggers in his back! Garin Alderay was appointed First
Noble and Governor of Khar shortly following these
mysterious disappearances. Although it is Galvin
who is rightly suspected of being behind the usurping of Khar, no one will dare challenge him. Those
that are overheard talking of such things in the taverns and bath houses are never heard of again.
Galvin is never seen in public without his mysterious, hooded bodyguard. This black clad figure is
Shirillah Dankresh, one of the most feared Assassins
in all of Kakhabad and a member of the now
empowered Assassins' Guild.
Khar is indeed a dangerous place to be in at any
time of the day or night.

Listen Checks
All Listen check DC are calculated for the characters
standing in the adjacent square to the door (2 ft.
away) unless stated in the text. If the characters
actively listen at a door (presses his ear to the door)
then reduce the Listen DC by 2.
Encounter Stats: All encounter statistics have been
calculated presuming that the creature is using a
one-handed weapon with one hand. If the DM
decides that the creature will use its one-handed
weapon with two hands it will gain 1 times its
Strength bonus to damage (provided it has a bonus).

Luck Awards
The DM may award the party Luck Ability points
based on how they handled an encounter; 1-3 Luck
for defeating a Monster encounter with at least an
equal EL rating to the party; 1-3 Luck points for discovering an item or clue vital to the success of the
adventure (see Luck, Restoring Luck, Scenario
awards for more information); The DM may also
award discretionary Luck for acts of bravery / heroism (see Luck, Restoring Luck, Discretionary Awards
by the DM)

Doors and Locks


All doors are good, wooden doors and are unlocked
unless otherwise stated. Any locked doors have average locks unless otherwise stated
Doors: Good Wooden; Hardness 5 (hp 15); Break
DC18
Locks: Average lock; Open lock DC25

The Jabaji River


The first obvious steps for those characters who do
not wish to traverse the city is to attempt to cross the
Jabaji River. This in its self is a fool hardy option. Not
only is the river water rough, fast flowing and deep
(210ft. wide at its narrowest point), it is also toxic.
Any character wishing to swim the river must make
numerous skill (Swim) checks (DC15).
Rats Disease (Infecting the Jabaji River): Ingested*
(DC18); incubation 1d3 days; 1d6 con and blindness**
*while swimming the vast expanse of the river, it is
inevitable that the character will swallow some
water.
**The character must make two successful saves
rather than one. If both fail, 1 point of Con is permanently drain.
Nomads (EL8): To further the difficulty of crossing
the Jabaji, there is a group of Black Elf Nomads
camped on the north bank (far enough away to avoid
missile fire from the City Guards) who will attack
anyone seen crossing the river. It is the religious
belief of the Black Elves that the sacred river is holy,
and must not be crossed.
Nomads (5), male Elves (black) Ftr4 (each): CR 4;
Size M; HD 4d10+4 (hp 30 each); Init +4 (+4 Dex); Spd
30 ft. (6 squares); AC 16 (+4 Dex, Leather Armour)
touch 14, flat-footed 12; Attack +7 melee (Longsword
1d8+3 19-20/x2) or +9 ranged (Longbow 1d8+2 20/x3);
SV Fort +5, Ref +5, Will +3; AL NE; Str 17, Dex 19,
Con 13, Int 11, Wis 14, Cha 8. Languages Spoken:
Common, Elven; Skills and feats: Hide +4, Jump +7,
Listen +4, Move silently +4, Search +2, Spot +4,
Survival +2 Swim +4; Point blank shot, Far shot,
Rapid shot, Weapon focus (Longbow), Weapon specialisation (Longbow). Equipment: Longbow and 20
arrows, Longsword, Leather Armour.

Laws of Khar
The following laws can be obtained by asking a
guard: Killing someone in self defence (or someone
trying to steal from you) is permitted; Slander of the
Nobles of Khar is punishable by death; Attempting

to scale the walls is punishable by 3 weeks in the


gaol and the severance of both hands at a public
event; Fishing in Lake Luml is punishable by death;
Anyone caught trading without a traders permit
(obtained from the Merchants' Guild for 10gp) will
be executed on the spot; Attempting to leave the city
via the Northgate is punishable by death; Anyone
entering the city must spend 12 hours in the
Southgate gaol (Lycanthrope prevention).

City Walls
The city walls are 40ft. high and will require a number of skill (Climb) checks (DC25) to climb. On the
other side of the wall (five feet down from the top) is
a walkway for the City Guards. A patrol of six
guards will walk backward and forwards between
guard towers (see encounter 1, Khar - The
Southgate for the City Guards' stats) and an additional four guards will be resting in the towers. The
only way up to the city wall walkways is via the spiral staircases in the guard towers. Anyone caught
climbing the walls will be arrested and locked in the
Southgate gaol for 3 weeks after which time he will
have both of his hands severed in public.
Northgate and Northside Walls: In order to prevent Nomads from scaling the outer walls (and
indeed to prevent anyone on the inside of the city
simply climbing out rather that knowing the incantation to open the Northgate), various obstacles have
been put in place: Spanning the entire outer wall of
the Northside of the city (and in numerous locations
it has actually grown over the top and down the
inside of the wall) is a poisonous plant known as
Devil's Ivy; Set into the inside wall at varying heights
are sharp, rusty blades. Anyone attempting to climb
the wall, and trying to avoid the blades, must add
+10 to the climb DC. In addition to the climb penalty,
the character must make a (Reflex) save (DC15) or
suffer 1d10 damage from the blades.
Devil's Ivy (Poisonous Plant): Contact (Fort DC20);
initial damage: Unconsciousness 2d4 rounds; secondary damage: 1d6 Con (1 point is permanent)

Random Encounters (Southside)


Whenever the DM deems fit, while the characters are
in the Southside of the City (south of the Harbour
Bridge), he should make a secret roll on the
Southside Random Encounter Table below. On the
roll of a 1 on a d6 the characters will have a random
encounter. The DM must roll 1d8 and consult the following table:
1-3 Pickpocket (EL0): A young child (boy or girl
aged 8-10 years old) will attempt to pick the pockets
of one of the characters. The pickpocket will attempt
to steal money or jewellery.
Child: CR0; Size S; HD (hp2); Spd 20ft. (4
squares); AC 11 (+1 size) touch 11, flat-footed 11; Atk
none; Str 6, Dex 10, Con 7, Int 6, Wis 6, Chr 10. Skills:
Sleight of Hand +2. Equipment: none
4-6 City Guards (EL4): A City Guard patrol will
be heading down the street towards the characters. If
the characters have escaped from the gaol (encounter
2) they will be recognised (unless disguised) and

pursued. If caught, they will be taken back to the


gaol (encounter 2). For the City Guards' stats see
encounter 1, Khar - The Southgate.
7-8 Thugs (EL4): A group of male Humans will
see the characters as easy pickings and start to follow
them. They will attack the characters at the most
opportune moment.
Thugs (4), male
Human Rog2 (each): CR 2; Size M; HD 2d6+2 (hp 8
each); Init +2 (+2 Dex); Spd 30 ft. (6 squares); AC 14
(+2 Dex, Leather Armour) touch 12, flat-footed 12;
Attack +1 melee (Club 1d6+0 20 / x2) or +3 melee
(Dagger 1d4+0 19-20 / x2) or +3 ranged (Dagger
1d4+0 19-20 / x2); Full attack +1 melee (Club 1d6+0 20
/ x2) or +3 melee (Dagger 1d4+0 19-20 / x2) or +3
ranged (Dagger 1d4+0 19-20 / x2); SA Sneak attack
+1d6; SV Fort +1, Ref +5, Will +0; AL NE; Str 10, Dex
15, Con 13, Int 10, Wis 11, Cha 8. Languages Spoken:
Common. Skills and feats: Bluff +4, Disable device +4,
Hide +3, Intimidate +4, Listen +2, Move silently +5,
Open lock +5, Sleight of Hand +5, Search +5, Sense
motive +5, Spot +2; Alertness, Weapon finesse.
Equipment: Dagger, Club, Leather Armour, Leather
Pouch with 1d6gp each

Random Encounters (Northside)


Whenever the DM deems fit, while the characters are
in the Northside of the City (North of the Harbour
Bridge), she should make a secret roll on the
Northside Random Encounter Table below. On the
roll of a 1 on a d6 the characters will have a random
encounter. The DM must roll 1d8 and consult the following table:
1-3 1d6 Redeyes: (see Appendix 1 - New
Monsters) these creatures will torment and abuse the
characters in an attempt to provoke a reaction out of
them. If the characters fight, the Redeyes will attempt
to subdue them and take them to the Redeye Gaol
(see encounter 26 - Gaol of the Redeyes)
4-7 City Guards (EL4): A City Guard patrol (4
Guards) will be heading down the street towards the
characters. If the characters have escaped from the
gaol (encounter 2) they will be recognised (unless
disguised) and pursued. If caught, they will be taken
back to the gaol (encounter 2). For the City Guards'
stats see encounter 1, Khar - The Southgate.
8
Heretic (EL5): A lunatic Priest of Slangg will
attempt to convert the characters to his faith. If they
decline, he will attack them until he is reduced to
50% hit points before fleeing the area. If this random
encounter happens again and the Priest has been
killed, ignore the encounter.
Heretic Priest of Slangg, male Human Clr5: CR 5;
Size M (5 ft., 6 in. tall); HD 5d8+5 (hp 36); Init +0; Spd
30 ft. (6 squares); AC 14 (Chain shirt) touch 10, flatfooted 14; Attack +5 melee (Morningstar 1d8+2 20 /
x2); Full attack +5 melee (Morningstar 1d8+2 20 / x2);
SV Fort +5, Ref +1, Will +6; AL CE; Str 14, Dex 10,
Con 12, Int 11, Wis 14, Cha 10. Languages Spoken:
Common. Skills and feats: Gather information +2,
Hide -2, Intimidate +6, Listen +2, Move silently -2,
Spot +2; Extra turning, Skill focus (Intimidate),
Weapon focus (Morningstar). Equipment: Chain

shirt, Morningstar, Book titled Slangg's deeds of


Malice (from which he is always quoting), Holy symbol of Slangg.
Cleric Domains for Slangg: Destruction - Granted
Power: You gain the smite power, the supernatural
Ability to make a single Melee attack with a +4 bonus
on attack rolls and a bonus on damage rolls equal to
your Cleric level (if you hit). You must declare the
smite before making the attack. This Ability is usable
once per day; Evil - Granted Power: You cast Evil
spells at +1 caster level.
Cleric Spells Per Day: 5 / 4+1 / 3+1 / 1+1 (Base save
12+ spell level)
Revised Spells: Orisons- Guidance x2, Virtue x3;
Level 1 spells - Inflict Light Wounds (Domain spell),
Devine Favour x3, Cure Light Wounds X2; Level 2
spells - Desecrate (Domain spell), Aid, Owl's
Wisdom, Zone of truth; level 3 spells - Contagion
(Domain spell), Bestow curse

Map 2 - Northside Sewers


During the characters adventure within the Cityport
of Khar they may find themselves either teleported
to or stumble across the Northside Sewers. If the
characters have succumb to one of the teleport circle
traps then they will find themselves in location A on
Map 2 - Northside Sewers .
Location A: If the characters have been teleported
here read them the following:
Evidently you are in the city sewers deep beneath
Khar. Tunnels disappear in all directions and the
stench is almost unbearable. You have landed in the
most unbelievable pile of filth, slime, excrement and
dung.
Location B: The slime and filth seems to be getting
less and less as the characters approach this area. The
sewers eventually lead out into a graveyard (marked
as 27a on Street Map 7).
Disease: While moving the sludge and filth in the
sewers, the characters may become infected by the
following disease:
Blinding Sickness Variant: inhaled; Fort save
(DC16); 1d3 days; 1d4 Str*

* Each time the victim takes 2 or more


damage from the disease, he must make
another Fortitude save or be permanently blinded.
Random Encounters in the Sewers:
Whenever the characters turn a corner in
the sewers the DM must secretly roll a
d6. On the roll of a 1-2 on a d6 the characters have encountered a monster. The
DM must roll a d10 and consult the following table:
1-4: Dire Rats (2d10): hp 7 all (see MM
for more information on Dire Rats)
5-6: Gelatinous Cube: hp 50 (see MM,
Ooze for more information on
Gelatinous Cube)
7-10: Slime Eater (1d3): hp 30 each (see
Appendix 1 - New Monsters)

1. Khar - The Southgate (EL3)


Southside - Mayne Road (Street Map 1)
Read the characters the following:
Khar - A Metropolis of Chaos and Gateway to the
Baklands
Below you, at the foot of the Shamutanti Hills,
sprawls the walled Cityport, slashed viciously by
the great Jabaji River. Legend has it that Khar
arose around the only ford across the Jabaji
between Lake Luml and the sea. But this is an
unlikely tale. More probable are the stories of river
Pirates camping in the area, waiting to ambush the
small vessels which carried their cargoes of fish
between Lake Luml and the Kakhabad Sea. What
ever the reasons, Khar grew.
As the camp became a village, and the village a
city, Khar became a magnet for the ne'er-do-wells
of the Baklands and the Shamutantis. A multitude
of malevolent creatures who would kill you for the
laces in your boots drifted into the city. Their lawlessness gave rise to an elaborate system of traps
devised by the inhabitants to protect themselves
from the criminals who roamed the streets. This is
how the city got its name: Cityport of Traps.
Your goal lies well beyond Khar which, knowing
its reputation, is not the kind of place you would
want to pass through. Two Gates open Khar to the
rest of the world. Before you is the Southgate, the
only way in. And on the far side of the city is the
Northgate, leading into the Baklands.

10

The huge double doors which stand before the


characters are always kept locked. There are City
Guards positioned on 'gate watch' who frequently
check the Southgate for visitors. The city has a strict
policy for new comers; they must spend 12 hours in
a holding room just inside the city gates. The city
was once much more open and less suspicious of visitors and traders but since the increase of
Lycanthrope activity in the area, the city leaders do
not trust anyone.

Strong Wooden Door: hardness 5; hit points 20;


Break (DC23)
Good Lock (with Arcane lock cast on it): Skill
(Open lock) check (DC40) to unlock this door.
There are a couple of options open to the characters
with regard to entering the city:
The key: If the characters saved the Svinn chief's
daughter in the first SORCERY! Adventure, The
Shamutanti Hills, they will have been given a key to
open this door. If the characters use the key to open
the door, read them the following:
Inside, the gate way is enclosed by a large stone
arch-way. From your position you can see normal
city activities, if there is such a thing in Khar,
although you cannot see any guards. Just beyond the
arch to your right is a small stone building with
metal bars on the window.
DMs note: The small stone hut is the Southgate
Gaol (encounter 2).
Knocking: If the characters knock on the door, read
them the following:
You have to wait several minutes before the small
hatch on one of the huge doors opens. "Wadda ya
want?", asks a gruff voice from within.
The guard will not be at all interested in why the
characters want to enter Khar, only in them agreeing with the following terms: any one who enters the
city must spend 12 hours in the gaol. If this is not
agreed, you may not enter the city.
If the characters agree to the terms the guard will
unlock and open the door. Waiting on the inside will
be six City Guards. Four of them will have their
Heavy Crossbows readied (in case the characters try
to attack). "You must leave your weapons locked in
here", says the City Guard pointing to a large chest
with a padlock on, "They will be returned to you
when you are let out in 12 hours time". Any characters who do not surrender their weapons will be
attacked by the guards who will shout for assistance
(1d6 City Guards will arrive every 1d3 combat

rounds until the offending characters have been captured and locked in the Southgate Gaol).
Scaling the Walls: Any character spotted on the
city walls will be attacked to the death by the City
Guards (see, The Adventure, The City Walls for more
information).
Typical City Guard, male Human Ftr2: CR 2; Size
M; HD 2d10 (hp 12 each); Init +1 (+1 Dex); Spd 30 ft.
(6 squares); AC 16 (+1 Dex, Chain shirt and small
Wooden Shield) touch 11, flat-footed 15; Attack +6
melee (Longsword 1d8+3 19-20 / x2) or +4 ranged
(Heavy Crossbow 1d10 19-20 / x2); Full attack +6
melee (Longsword 1d8+3 19-20 / x2) or +4 ranged
(Heavy Crossbow 1d10 19-20 / x2); SV Fort +3, Ref
+1, Will +2; AL N; Str 16, Dex 13, Con 11, Int 14, Wis
10, Cha 10. Languages Spoken: Common, Dwarven
and Orc. Skills and feats: Balance -1, Hide +1,
Intimidate +2, Listen +3, Move silently -1, Ride +2,
Spot +3; Alertness, Dodge, Weapon focus (Crossbow,
heavy), Weapon focus (Longsword). Equipment:
Chain shirt, Small Wooden Shield, Longsword,
Heavy Crossbow and 10 bolts.

2. Southgate Gaol (EL3)


Southside - Mayne Road (Street Map 1)
DMs note: Gaol is an old English spelling for jail.
If the characters look through the barred window of
the small stone hut, they will see an old man with

that they will be spotted by the City Guard who do


regular checks on the Southgate and the gaol. Make a
skill (Spot) check (DC10) for the Guards, unless the
characters are hidden. A successful check will mean
that the characters have been spotted. A patrol of
four City Guards will attempt to subdue the characters and throw them in the gaol (see encounter 1,
Khar - Southgate, for the City Guards' stats).
Should the characters decide to free Farric, he will
not give up his information unless they do, they will
need to make a skill (Open locks) check (DC20) to
unlock the gaol door. If successful, Farric will run
from the gaol saying follow me quickly, (unless
restrained in some way in which case he will insist
on being freed; the characters then follow him to
safety). Farric will run north up Mayne Road to the
crossroads where he will turn right and disappear
into a shop door on the left hand side of Chain Street
(see encounter 6 - The Chain Makers)
If the characters have knocked at the Southgate and
decided to obey the City rules and stay in the gaol
for 12 hours while their weapons are locked in the
safe box, read them the following:
The guards lock the door behind you saying that
you will be freed in the morning. In the small stone
gaol is a single barred window and a little, grotty
bench on which sits an old man. The old man
stands and extends his left hand to greet you and
you notice that his right hand is missing. "Greeting
strangers. I am Farric the Sorcerer, or at least I was
until a couple of months ago when an Ogre in the
Schanker Mines put an end to my career", he holds
up his right arm to show you the stump. "Where
are you heading?" he asks
If the characters mention that they are heading
towards the Baklands via the Northgate, read them
the following:
"Ah", says Farric knowingly, "Then you will be
aware of the mystical incantation needed to open
the gate."

one arm sat on a bench inside. If they get his attention he will come to the window and say, "Strangers,
please help me and open the door?". If the characters
ask why they should help him to escape he will ask
them where they are heading because he may have
some information that could help them.
There is a chance, If the characters have engaged
Farric in conversation through the barred window,

Should the characters declare that they do not


know what Farric is actually talking about, he will
explain that the Northgate is always kept locked to
protect the city from Bakland raiders. As an additional precaution a Magical spell was cast on the door
preventing it from opening unless a specific incantation is recited before it. Only the First Noble of Khar
knows the incantation in its entirety, although its
four lines are known to four different leading citizens. This prevents each one from opening the gate
alone which ensures the security of Khar.
Farric does not know which citizens have the incantation, but he has heard that one of them is a Scholar.
In order for the characters to escape the gaol before
morning comes they will have to make either a skill
(Open Locks) check (DC20), or an Ability (Strength)
check (DC20) to open the door. Any attempts to
escape the gaol will be spotted by the City Guards if
they make a successful skill (Spot) check (DC15). In
addition to this, if the characters force the door they

11

will be heard by the guards if they make a successful


skill (Listen) check (DC18). If the characters are discovered escaping, six City Guards will come to
apprehend them. The characters will then be held for
an additional three days in the gaol and released
without their weapons (see encounter 1, Khar - The
Southgate for the City Guards' stats).
If the Characters escape from the gaol unnoticed
they will be hunted by the City Guards and chased
when ever they are spotted (unless disguised).
First light the following morning the characters are
allowed to leave the gaol and are handed their own
weapons back.
Farric the Sorcerer, male Human Sor3: CR 3; Size
M (5 ft., 9 in. tall); HD 3d4+6 (hp 12); Init +2 (-2 Dex,
+4 Improved initiative); Spd 30 ft. (6 squares); AC 8 (2 Dex) touch 8, flat-footed 8; Attack +1 melee
(Unarmed strike 1d3+0 non-lethal damage only); Full
attack +1 melee (Unarmed strike 1d3+0 non-lethal
damage only); SV Fort +3, Ref -1, Will +3; AL N; Str
10, Dex 7, Con 14, Int 10, Wis 10, Cha 15. Languages
Spoken: Common. Skills and feats: Hide -2, Listen +2,
Move silently +0, Sense motive +2, Spot +2; Alertness,
Improved initiative, Silent spell
Sorcerer Spells Known (0 / 0): 0th -- Dancing
Lights, Detect Magic, Ghost Sound, Light, Read
Magic. 1st -- Mage Armour, Protection from Evil,
Ventriloquism.
DMs Note: Farric is unable to cast any spells due to
missing a hand.

3. The Living Corpse (EL1)


Southside - Mayne Street (Street Map 1)
DMs Note: While walking up Mayne Road the characters will be able to hear music and frivolities (without a listen check) coming from the east side of the
city. If the characters ask a passer by what the noise
is, they will be told it is the Street Fair in Rivers Walk
(see encounter 18 - The Street Fair).
If the characters proceed north up Mayne Road, ask
them to make a skill (Spot) check (DC10). If they are
successful they can see the body of a man lying face
down in the gutter just off to the left.
The body is in fact a Living Corpse which will
attack the first character to investigate it at the most
opportune moment:
Living Corpse: hp 8 (see Appendix 1 - New
Monsters)

4. Please Help? (EL0)

12

Southside - Mayne Road (Street Map 1)


There are hundreds of families living along Mayne
Road. Recently the children of these families have
not been allowed to play in the streets because of a
terrible undead creature which has been stalking the
area near the Sage Street / Chain Street crossroads.
Four children, including a young Dwarven boy
called Brorin Cobblestone, have gone missing in the
last two days.
There are two possible reactions from the Dwarven
family who are watching the characters from the
safety of their home:

If the characters have either not seen (or chosen to


ignore) the man lying face down in the gutter
(encounter 3 - The Living Corpse) Druin
Cobblestone, the father of the Dwarven family, will
cautiously walk over to them, read the characters the
following:
Several faces watch you from behind cracks in
doors and windows as you walk along Mayne
Road. From the poorer side of the street one of the
doors opens and a small, bedraggled Dwarf walks
cautiously towards you. "Please help us?" he
pleads, "A terrible creature has been stalking this
area for awhile", he pauses and you can see tears
welling up in his eyes, "My boy is.. missing. I
will give you all that I have if you will rid us of
this creature".
If the characters agree to help the Dwarf he will
point south down the road to a body lying in the
gutter (see encounter 3 - The Living Corpse). For the
characters reward, see the passage below.
As soon as the characters have killed the Living
Corpse the Dwarven Cobblestone family will rush
out of their home and shout for joy. The Dwarves
will rush over to the characters saying thank you
over and over again. The Cobblestone family will
insist on giving the characters a reward for ridding
the street of the undead menace and give them 15gp
and a Potion of Cure Light Wounds (which will heal
1d8+1 hit points). Should the characters mention the
Northgate, Druin will tell them that a special four
part incantation is needed to open the Northgate and
that the Priest from the Chapel of Slangg just up the
road might be able to help (see encounter 17 - the
Chapel of Slangg).

5. Poachers (EL5)
Southside - Mayne Road (Street Map 1)
As the characters approach the small field, ask
them to make a skill (Spot) check (DC10). If they are
successful they will see a fight going on towards the
east side of the field.
The fight is between Rayloc, the owner of the field,
and two poachers who have killed one of his pigs. If
the characters either shout to the group or enter the
field to investigate the fight the farmer will shout for
help.
If the characters help Rayloc to defeat the poachers
he will give them 20gp and the dead pig as a reward.
Poachers (2), male Human Rog3 (both): CR 3
(each); Size M; HD 3d6 (hp 12, 13); Init +7 (+3 Dex, +4
Improved initiative); Spd 30 ft. (6 squares); AC 15 (+3
Dex, Leather Armour) touch 12, flat-footed 13; Attack
+5 melee (Dagger 1d4 19-20/x2) or +5 ranged (Dagger
1d4 19-20 / x2); Full attack +5 melee (Dagger 1d4 1920 / x2) or +5 ranged (Dagger 1d4 19-20 / x2); SA
Sneak attack +2d6; SV Fort +1, Ref +6, Will +3; AL NE;
Str 11, Dex 16, Con 10, Int 10, Wis 14, Cha 11.
Languages Spoken: Common. Skills and feats:
Balance +6, Bluff +3, Disable device +3, Disguise +5,
Hide +3, Intimidate +4, Listen +3, Move silently +10,
Sleight of Hand +4, Spot +2, Tumble +7; Improved

initiative, Skill focus (Move silently), Weapon finesse.


Equipment: Leather Armour and a Dagger each
Rayloc the Pig Farmer, male Dwarf Ftr1: CR 1; Size
M (4 ft., 1 in. tall); HD 1d10+4 (hp 4 of 9); Init +0; Spd
20 ft. (4 squares); AC 10, touch 10. flat-footed 10;
Attack +5 melee (Handaxe 1d6+3 20/x3); Full attack
+5 melee (Handaxe 1d6+3 20 / x3);SV Fort +6, Ref +0,
Will +0; AL LN; Str 16, Dex 10, Con 18, Int 13, Wis 10,
Cha 12. Languages Spoken: Common, Dwarven,
Giant. Skills and feats: Gather information +3, Hide
+2, Intimidate +3, Listen +0, Move silently +0, Ride
+4, Spot +0; Dodge, Weapon Focus (Hand axe).
Equipment: Handaxe and a Pouch with 20gp in.

6. The Chain Maker (EL3)


Southside - Chain Street (Street Map 1)
As the characters approach the shop, ask them to
make a skill (Spot) check (DC10). If they are successful they will see that one of the shop doors on the left
hand side of the street is slightly ajar. Should the
characters investigate this door they will see a sign
on the door reading 'Chain Makers'. If the characters
open the door read them the following;
Inside the shop are draped hundreds of feet of
chain of all strengths. You cannot move any further
into the shop without brushing past some of the
chains. Towards the rear of the room is an open door
from which hammering can be heard.
Any character who tries to sneak around this room
without alerting the Chain Maker, who is busy in the
back room, must make a skill (Move silently) check
(DC18). Successful characters can have a look
around. A skill (Search) check (DC15) will find 15gp,
a Potion of Cure Light Wounds (which heals 1d8+1
hit points) and a gold chain worth 25gp in a box
under a bench. If the characters are unsuccessful, the
Chain Maker will come out of his room (due to hearing the chains rattling) and ask what they want. The
Chain Maker is a grumpy Svinn from the town of
Torrepani in the Shamutanti Hills. He knows nothing
about the Northgate, and if the characters do not
want to buy any chain he will be angry at them for
disturbing his work and ask them to leave.
If the characters are following Farric (encounter 2 The Southgate Gaol), read them the following:
The old man turns right into Chain Street and nips
in through an open doorway on the left hand side
of the street. A sign on the front of the door reads
'Chain Makers'. Inside the shop are draped hundreds of feet of chain of all strengths. You cannot
move any further into the shop without brushing
past some of the chains. Towards the rear of the
room is an open door from which hammering can
be heard. Farric, the old man from the gaol, stands
just inside the door and whispers, "I will be quick
and quiet my friends as I do not want to disturb
the Chain Maker. Thank you for freeing me. I hope
what I am about to tell you is of use to you? The
Northgate is always kept locked to protect the city
from Bakland raiders. As an additional precaution
a Magical spell was cast on the door preventing it
from opening unless a specific incantation is recited

before it. Only the First Noble of Khar knows the


incantation in its entirety, although four leading
citizens each know one of the lines. This prevents
any one of the leading citizens from opening the
gate alone which ensures the security of Khar.
Farric does not know which citizens have the incantation, but he has heard that one of them is a Scholar.
He thanks the characters again for freeing him and
leaves the shop heading east along Chain Street.
Farric is going to the Street Fair (encounter 18).
Lodin the Chain Maker, male Svinn (Man-Orc)
Ftr3: CR 3; Size M (6 ft., 2 in. tall); HD 3d10+9 (hp
27); Init +2 (+2 Dex); Spd 30 ft.(6 squares); AC 12 (+2
Dex) touch 12, flat-footed 10; Attack +5 melee
(Shortsword 1d6+2 19-20 / x2); Full attack +5 melee
(Shortsword 1d6+2 19-20 / x2); SV Fort +6, Ref +3,
Will +0; AL NE; Str 15, Dex 15, Con 16, Int 11, Wis 8,
Cha 8. Languages Spoken: Common, Orc. Skills and
feats: Bluff +2, Hide +2, Listen +1, Move silently +2,
Spot +1; Alertness, Dodge, Power attack and Weapon
focus (Shortsword). Equipment: Commoners clothes,
Apron, Shortsword and Belt Pouch with 22gp in.

7. The Flayer's Kitchen (EL1)


Southside - Chain Street (Street Map 1)
As the characters pass this building they wont be
able to help but notice the wonderful aroma coming
from within.
This Kitchen belongs to a rather strange creature
called a Flayer (see Appendix 1 - New Monsters).
The creature does not speak much Common and
likes its privacy. The door to this room is unlocked
but it is trapped.
Trap: Anyone who opens the door without disabling the trap will have a vial of potent acid
dropped on their head.
Acid Trap: CR 1; mechanical; touch trigger (opening the door); manual reset; Automatic hit (1d6 acid);
Search (DC20); Disable device (DC20).
If the trap is sprung it will have alerted the cook to
the presence of the characters. Read the characters
the following if they enter the kitchen:
This looks like a kitchen of some kind. Fruits, vegetables and meats line the walls and tables. At the
far end of the room is a fire in a chimney with a pot
of broth suspended above it (the source of the wonderful smell). Standing in front of the pot is a
strange looking creature. It has the body and legs of
a Human but its head is a blob of jelly and its eyes
seem to float about on the front of the head.
Hanging down from its head on all sides are
numerous tentacles.
As mentioned before, the Flayer speaks little
Common and conversation will be almost impossible. If the characters make a successful skill (Spot)
check (DC10) they will see a box under the table with
a scroll and a silver handled mirror sticking out of it.
If any of the characters attempt to touch or remove
the items from the box the Flayer will attack. The
scroll has the following spells on it: Magic Missile

13

(5th Level) and Monster Summoning III (8th level)


and the mirror is a gold backed mirror worth 120gp.
Flayer: hp 8 (see Appendix 1 - New Monsters)

8. Black Elves (EL5)


Southside - Scholar's Crescent (Street Map 2)
As the characters pass this hut, read the following:
Three Black Elves are huddled together in inside a
very smoky hut. One of them looks towards you
and beckons you to come and sit with them.
Inside, the hut is sparsely decorated
and there are only three sleeping mattresses and a small table in the entire
hut. The three Black Elves are gathered
around the small table smoking a
hookah. If the characters sit with the
Black Elves one of them gathers himself
enough to pass the smoking pipe to
them. The hookah contains a weed
which, when smoked, causes a loss of
balance and coordination. Any character who smokes from the pipe must
make a (Fort) save (DC20) or lose 1d4
Dex and 1d6 Int. These lost Ability
points will return 2 hours after the character has stopped smoking the weed.
The Black Elves have been smoking
the weed for most of the day and are in
no fit state to speak. If the characters
ask them a question they will start to
giggle inanely.
If the characters look around the room
and make a successful skill (Search) check (DC15),
they will find 37gp and an ebony facemask hidden
under one of the mattresses. The Black Elves will
attack the characters if they are spotted attempting to
steal anything from them. The facemask is dedicated
to one of the Black Elf's gods and is in fact a magical
item called The Mask of Fear (see Appendix 2 - New
Magic)
Charvez, Gizzak and Vizzarsh, male Elves (black)
Rog3 (all): CR 3 (each); Size M; HD 3d6+6 (hp 21, 17,
20); Init -1 (-1 Dex); Spd 30 ft. (6 squares); AC 9 (-1
Dex) touch 9, flat-footed 9; Attack +5 melee
(Shortsword 1d6+2 19-20/x2); Full attack +5 melee
(Shortsword 1d6+2 19-20 / x2); SQ Elven traits; SV
Fort +3, Ref +3, Will +1; AL NE; Str 14, Dex 9 (from
13), Con 14, Int 4 (from 10), Wis 10, Cha 12.
Languages Spoken: Common, Elven, Undercommon.
Skills and feats: Bluff +6, Disable device +2, Hide +3,
Intimidate +5, Jump +4, Listen +3, Move silently +3,
Sleight of Hand +3, Search +2, Sense motive +5, Spot
+2 (the weed effects are reflected in these stats);
Dodge, Weapon focus (Shortsword). Equipment:
Shortsword, one has a hookah pipe.

9. The Pond (EL0)

14

Southside - Scholar's Crescent (Street Map 2)


As the characters approach the pond, read them the
following:
At the south end of Scholar's Crescent there is a
small pond.

If the characters look into the pond they will see a


small silver fish swim out from under a rock and
swim in circles around a gold coin. The fish will
swim to the surface in front of one of the characters
and start to make bubbling noises as if speaking. If
one of the characters bends down to listen to the fish,
it will spit water in their face, appear to giggle and
dart back under the rock from whence it came. The
characters can take the gold coin.

10. Dwarven Store (EL0)


Southside - Scholar's Crescent (Street Map 2)
As the characters near the store, read them the following:
A sign hanging above the door of a large shop reads
'General Store'.
This store is situated in a part of the city known as
Dwarf Town. The owner of the shop, Gowdrin
Longbeard, has all of the sundry items available from
the PHB but at a 10% mark-up (unless the character
is a Dwarf).
Gowdrin also has some 'other' items for sale. He
will see the characters as wealthy adventuring types
and offer them the following:
2x Potions of Cure Light Wounds
50gp each
Potion of Cure Moderate Wounds
300gp
Gauntlets of Ogre Power
4000gp
A Ring of Protection +1
2000gp
Gowdrin Longbeard, male Dwarf Ftr4: CR 4; Size
M (4 ft., 3 in. tall); HD 4d10+4 (hp 34); Init +1 (+1
Dex); Spd 20 ft. (4 squares); AC 18 (+1 Dex, Chain
shirt +3) touch 11, flat-footed 17; Attack +8 melee
(Dwarven Waraxe 1d10+5 20/x3); Full attack +8 melee
(Dwarven Waraxe 1d10+5 20/x3); SQ Dwarven traits;
SV Fort +7, Ref +2, Will +3; AL N; Str 15, Dex 12, Con
13, Int 12, Wis 10, Cha 8. Languages Spoken:
Common, Dwarven. Skills and feats: Climb +2, Hide
+1, Jump +1, Listen +1, Move silently -1, Spot +1;
Great fortitude, Iron will, Power attack, Weapon

focus (Dwarven Waraxe), Weapon specialisation


(Dwarven Waraxe). Chain shirt +3 (worn under his
apron), Dwarven Waraxe +1 (kept under the counter).

11. Lortag the Sage (EL8)


Southside - Scholar's Crescent (Street Map 2)
As the characters approach this building, read them
the following:
You are approaching a large, stone building that
looks like it could belong to someone important.
From your position on the road you can see that
the front door is made of solid wood that has been
elaborately carved around the edges.
This is the home of Lortag the Sage, an aging
Human Sorcerer who has long since retired from
adventuring and spends most of his free time teaching reading and writing to the less fortunate children
of the city.
Lortag is a kind and friendly fellow, but having
lived in Khar for so long he is also wary. If the characters knock on the front door read the following:
A few moments later the door opens and standing
on the other side is an elderly man dressed in a long
gown. Nestled next to the man's leg is a strange looking beast resembling a large, spiky lizard. "Greeting
to you strangers. I am Lortag, Sage and Scholar. How
can I help you?".
If the characters mention that they are looking for a
way to get to the Baklands and need the incantation
to open the Northgate, Lortag will invite them into
his house. If the characters are carrying weapons he
will ask them to leave them by the front door. If they
refuse, Lortag will ask them to leave.
The Sage will ask the characters to follow him to
the study. If the characters follow Lortag, read them
the following:
The study is lined from floor to ceiling will shelves
and shelves of books. "I am trying to solve a puzzle", says the Sage. "But I am afraid I am stuck. If
you can tell me which rune goes with the odd rune
to make a pair I will tell you what you want to
know". The old man points to nine runes on his
large wooden desk in the middle of the study. Four
of them are lined up in pairs with an odd one on its
own and four others are placed to one side.
Lortag knows the answer to the puzzle on
the table. He is testing the characters to see if
they are worthy of knowing one of the lines
to the incantation to open the Northgate.
DMs note: Please refer to the illustration.
The answer to the question is rune #4. The
pairs of runes represent the opposite numbers
on a six sided dice, which always add up to
seven. The only one missing is the 1 (plus six
= seven).
If the characters get the answer wrong,
Lortag will say, "Goodness me, even my
young students would have realised that the
rune you have chosen is incorrect. I am afraid
that you will require a lot of Luck on your
journey ahead. Take this Potion of Fortune

(which will restore 1d4+3 Luck) with my blessings.


Now, I am very busy, so if you would not mind leaving because I must get on with preparations for
tomorrow's lessons".
If the characters return the following day, Lortag
will grant the characters one more chance to choose
the correct rune in the sequence. Lortag does not
know who has the other lines to the incantation to
open the door.
If the characters choose the correct rune, read them
the following:
"Well done. The pairs of runes represent the opposite numbers on a dice, which always add up to
seven and the number 1 is the only one missing. You
are worthy of the information I am about to give
you. I only know one of the lines to the incantation
to open the Northgate". Lortag starts, "And it
reads as follows: So Tumblers Two Sealed Deep
Inside".
Lortag also gives the characters a gift: A Hat of
Disguise (see DMG Chapter 7, Magic Items) to help
them on their quest.
If the characters attack Lortag, he and his Bristle
Beast will fight to the death.
Bristle Beast: hp 30 (see Appendix 1 - New
Monsters)
Lortag the Sage, male Human Sor7: CR 7; Size M (5
ft., 10 in. tall); HD 7d4 (hp 22); Init +0 (+0 Dex); Spd
30 ft. (6 squares); AC 10 (+0 Dex) touch 10, flat-footed
10; Attack +6 melee (Dagger 1d4+3 19-20 / x2) or +6
ranged (Dagger 1d4+3 19-20 / x3); Full attack +6
melee (Dagger 1d4+3 19-20 / x2) or +6 ranged
(Dagger 1d4+3 19-20 / x3); SV Fort +2, Ref +2, Will +8;
AL LG; Str 10, Dex 10, Con 10, Int 18, Wis 16, Cha 19.
Languages Spoken: Common, Dwarven, Elf, Giant,
Orc, Undercommon. Skills and feats: Concentration
+10, Heal +2, Hide +1, Knowledge (arcana) +14,
Listen +2, Move silently +0, Spot +2, Speak Language
+1, Spellcraft +10; Craft Wand, Craft Magic arms and
armour, Empower spell, Silent spell. Equipment:
Dagger +3, Sorcerers Robes
Sorcerer Spells Known (6 / 7 / 7 / 5): Base save 14+
spell level - 0th -- Dancing Lights, Detect Magic,
Ghost Sound, Light, Ray of Frost, Read Magic,
Resistance. 1st -- Burning Hands, Magic Missile,

15

Protection from Chaos, Shield, Sleep. 2nd -Misdirection, See Invisibility, Summon Monster II.
3rd -- Flame Arrow, Lightning Bolt.

12. Open Air Traders (EL6)


Southside - Scholar's Crescent (Street Map 2)
As the characters approach this area (opposite
Skiver's Alley), read them the following:
Outside of the houses and huts that line the northwest side of Scholar's Crescent, tradesman and
women show their wares. Potters, Weavers, Street
Artists and Corn Dolls makers all sit at makeshift
tables trying to sell to you as you walk past. One
man in particular stands out from the rest, he is
selling different coloured Fire Stones which make
fire turn different colours.
If the characters wish to purchase any of the open
air traders wares, consult the price lists below:
Clay Mugs / Cups
5cp
Clay Jugs
1sp
Clay Bowls, large
2sp
Hand Woven Caps
5sp
Hand Embroidered Blankets
1gp
Corn Dolls, small
2cp
Corn Dolls, large
4cp
Should the characters pay an interest to the Street
Artists please refer to encounter 13 - The Armless
Artist.
If the characters look at the Fire Master who is selling the different coloured fire stones, read them the
following:
The Fire Master creates his different coloured fires;
blue, black, green, purple and white by placing a
corresponding stone into an ordinary fire. "Would
you be interested in purchasing one of my coloured
stones?" enquires the man.
The stones are for sale at 2gp each (the coloured
stones play no part in this adventure). If the characters are not interested in the Fire Masters stones, he
will ask them if they would be interested in one of
his 'special Fire Stones'? If they are, he asks them to
follow him into his shop, read the following:
In the centre of the shop, under a large open-air
chimney burns a huge fire. Although the blaze is
considerable, no heat is emanating from it. Resting
on the embers in the centre of the flames is a small
wooden chest. The Fire Master rushes through the
shop and out into the back room saying, "I wont be
long. Please wait here".

16

Trap: The fire around the chest is an illusion and


will not cause any damage if entered. The chest is
locked, skill (Open lock) check (DC20) to unlock the
chest. The chest has a Glyph of Warding (Blast) cast
upon it. Anyone who opens the chest without saying
the password 'Fire Master' will trigger the fire Blast.
Glyph of Warding (Blast): CR 4; spell; spell trigger;
no reset; spell effect - Glyph of Warding (Blast), 5thlevel Cleric, 2d8 fire, (Reflex) save (DC14) for half
damage; multiple targets (all targets within 5 ft.);
Search (DC28); Disable device (DC28). Cost: 350 gp
to hire NPC Spell Caster.

The chest contains 4x blue Fire Stones (see


Appendix 2 - New Magic) and 330gp.
If the characters set off the trap, the Fire Master will
hear the blast and come running back into the shop.
He will be outraged that the characters have attempted to steal from him and attack them.
Tactic: The
Fire Master
will throw a
red Fire
Stone at the
characters
before spell
casting.
If the characters do not
attempt to
steal from
the Fire
Master, he
will come
back into the
shop and
show them
some of his
Fire Stones (see Appendix 2 - New Magic). He will
offer to sell them 2 blue Fire Stones and 2 black Fire
Stones for 300gp.
Fire Master, male half-Elf Sor5: CR 5; Size M (5 ft.,
5 in. tall); HD 5d4 (hp 17); Init +1 (+1 Dex); Spd 30 ft.
(6 squares); AC 12 (+1 Dex, Ring of Protection +1)
touch 11, flat-footed 11; Attack +4 melee (1d4+2 19-20
/ x2) or +4 ranged (Dagger 1d4+2 19-20 / x2); Full
attack +4 melee (1d4+2 19-20 / x2) or +4 ranged
(Dagger 1d4+2 19-20 / x2); SQ half-Elven traits; SV
Fort +1, Ref +2, Will +8; AL NG; Str 13, Dex 13, Con
10, Int 17, Wis 18, Cha 15. Languages Spoken: Aquan,
Common, Elven, Gnoll, Ignan, Sylvan. Skills and
feats: Bluff +6, Knowledge (Arcana) +11, Concentrate
+8, Diplomacy +4, Gather Information +4, Listen +6,
Sleight of Hand +8, Search +4, Speak language +1,
Spellcraft +11, Spot +5; Craft Wondrous Item, Skill
Focus (sleight of hand). Equipment: Dagger +1, Ring
of Protection +1, a red Fire Stone (see Appendix 2 New Magic).
Sorcerer Spells Known (6 / 7 / 5): Base save = 12+
spell level 0th -- Detect Magic, Ghost Sound, Light,
Mage Hand, Ray of Frost, Read Magic. 1st -Identify, Mage Armour, Magic Missile, Sleep. 2nd -Blur, Flaming Sphere.

13. The Armless Artist (EL5)


Southside - Scholar's Crescent (Street Map 2)
If the characters cross the road to look at the street
artists, read them the following:
Across the street from the various open-air traders,
there are several artists showing off their talents in
the shape of landscape pictures and portraits. The
most impressive of these artists owns a shop on the
corner of Skiver's Alley. His portraits, mainly of
nobles, seem almost life-like in appearance, but you
notice that the artist himself has no arms.

If the characters engage the artist, Anton, in conversation he will tell them that he is the proud owner of
an enchanted paintbrush which paints at his will. He
tells the characters that his brush is creating a master
piece at this very moment in time and would they
like to step into his shop to have a look?
Although Anton may look harmless, he is in fact a
cruel and evil man. The enchanted paintbrush,
Mandrake's Brush of Cloning, with 1 remaining
charge (see Appendix 2 - New Magic), was acquired
by deceit. Anton uses the brush to lure unsuspecting
adventurers into his shop. He then locks the door
with a special foot operated switch - skill (Search)
check (DC15) to find - and lets the clone, which the
magical brush has painted, attack and kill his victim.
DMs note: Anton will concentrate on either a
Fighter or a Sorcerer for the brush to clone.
The lock is a good one and will require a skill
(Open locks) check (DC30) to unlock.
If the characters manage to stop the brush and
break down the door Anton will run away, heading
toward the Harbour Bridge via Jabaji Road (north
out of Scholar's Crescent).
Anton the Armless Artist, male Human Rog4: CR
4; Size M (5 ft., 4 in. tall); HD 4d6 (hp 10); Init -3 (-3
Dex); Spd 30 ft. (6 squares); AC 7 (-3 Dex) touch 7,
flat-footed 7; Attack +0 melee (Unarmed attack - kick
1d3-3 non-lethal damage only); SV Fort +1, Ref +1,
Will +6; AL CE; Str 5, Dex 5, Con 10, Int 12, Wis 17,
Cha 13. Languages Spoken: Common, Orc. Skills and
feats: Balance +4, Bluff +9, Hide -1, Listen +8, Move
silently +4, Search +8, Spot +5, Tumble +1; Iron will,
Persuasive, Run. Equipment: Commoners clothes.

14. The Mantis Man (EL3)


Southside - Scholar's Crescent (Street Map 2)
As the characters approach this building, read them
the following:
Outside of a lone, thatched hut stands a rather
unusual and almost life-like statue. The statue is of
a man (of sorts) with rather long, spindly limbs. Its
arms and hands are held before it as if in a praying
stance. Hanging around the statues neck is a golden
necklace.
The statue is in fact one of Khar's most deadly
inhabitants, a Mantis Man. This particular creature
dwells in the thatched hut behind it. It stands
motionless and almost statue like using its golden
necklace to lure an unsuspecting victim into its striking range.
The Mantis Man will attack at the most opportune
moment.
The necklace around the creature's neck is worth
250gp.
If the characters examine the hut behind the Mantis
Man, they will find it full of rotting human remains
(Mantis Men are rather partial to the taste of Human
flesh). If the characters make a successful skill
(Search) check (DC18), they will find 45 gold pieces
in the remnants of clothing scattered about the hut,
and a Potion of Cure Moderate Wounds, labelled in

the Common tongue, which will heal 2d8+3 hit


points.
Mantis Man: hp 30 (see Appendix 1 - New
Monsters)

15. Street Fight (EL2)


Southside - Scholar's Crescent (Street Map 2)
As the characters approach this location, ask them
to make a skill (Listen) check (DC10). If they are successful they can hear chanting and shouting coming
from a crowd of people who seem to have gathered
in a side street just off of Scholar's Crescent.
If the characters decide to investigate what the
crowd of people are so excited about, read them the
following:
The small crowd of people have gathered around
two small humanoids who are fighting. A closer
inspection reveals that the two small humanoids
are in fact Pixies. The crowd is chanting and egging
on the pair and is pretty much split 50/50 with
regards to support.
The two male Pixies, Jaagar and Ferrara are arguing
over the same woman. They have both been dating
her and just found out about each other.
If the characters decide to step in and stop the fight
the Pixies will not be amused and will both attack
the characters (the crowd will also disapprove of this
and start to boo).
If the characters decide to favour one of the Pixies
above the other and step in to aid one of them, a
Dwarf will take the side of the other Pixie (to even
things up a bit).
If the characters aid Ferrara he will be grateful. He
doesn't know who has the lines to the incantation to
open the Northgate, but he does know of a wise old
Sage called Lortag who might be able to help. He
will offer to show the character where Lortag lives
(see encounter 11).
If the characters aid Jaagar he will be grateful. He
doesn't know who has the lines to the incantation to
open the Northgate, but he does know of a knowledgeable Priest who might be able to help. The Priest
is trying to convert followers to his religion in Mayne
Road. He offers to show the characters where the
Priests Temple is (see encounter 17).
If left to their own devices, the Pixies will beat each
other black and blue, much to the amusement of the
crowd, and knock each other out in the same punch.
Once the fight is over the crowd will disperse.
Jaagar the Pixie: hp 3 (see MM for information on
Pixies)
Ferrara the Pixie: hp 3 (see MM for information on
Pixies)
Ankin, male Dwarf Ftr2: CR 2; Size M (4 ft., 3 in.
tall); HD 2d10+6 (hp 26); Init +2 (+2 Dex); Spd 20 ft. (4
squares); AC 12 (+2 Dex) touch 12, flat-footed 10;
Attack +5 melee (Unarmed strike 1d3+3 non-lethal
damage 20 / x2); Full attack +5 melee (Unarmed
strike 1d3+3 non-lethal damage 20 / x2); SQ Dwarven
traits; SV Fort +6, Ref +2, Will +2; AL CN; Str 17, Dex
15, Con 17, Int 11, Wis 14, Cha 4. Languages Spoken:
Common, Dwarven. Skills and feats: Balance +4,

17

Hide +2, Listen +4, Move silently +2, Spot +4;


Alertness, Dodge, Improved unarmed strike.

16. Vangorn the Murderer (EL5)


Southside - Mayne Road (Street Map 3)
As the characters are passing this house, read them
the following:
"Hail friends", shouts an old man sat in a chair
outside of his house. "You look new to these parts.
Care to join me in an ale? I wish to hear happy stories from afar, not the normal horrible tails of
deceit and murder that I hear every day in this city
of evil".

18

If the characters except his offer, Vangorn will


invite them into his house which is furnished with a
small table and three chairs.
Vangorn is a master of disguise and his intentions
are purely evil. His appearance is that of an elderly
man in his 80's with a stooped back, when in reality
he is only in his mid 20's. Should the characters sit at
the table, Vangorn will disappear into the kitchen
and return with enough mugs of ale for everyone.
The ale has been poisoned, and once it is evident that
the poison has taken effect, Vangorn will attack.
If the characters kill Vangorn
and search his
house, skill
(Search) check
(DC20), they will
find 214gp and 2
gems worth
100gp hidden
under the floorboards.
Vangorn the
Murderer, male
Human Rog5:
CR 5; Size M (5
ft., 10 in. tall);
HD 5d6+10 (hp
31); Init +7 (+3
Dex, Improved
initiative); Spd
30 ft. (6 squares);
AC 15 (+3 Dex,
Ring of Protection +2) touch 13, flat-footed 12; Attack
+7 melee (Shortsword 1d6+3 19-20 / x2); Full attack +7
melee (Shortsword 1d6+3 19-20 / x2); SA Sneak attack
+3d6; SV Fort +3, Ref +7, Will +3; AL CE; Str 15, Dex
17, Con 14, Int 13, Wis 15, Cha 17. Languages
Spoken: Common, Undercommon. Skills and feats:
Climb +9, Disguise +13, Forgery +9, Gather information +9, Hide +7, Listen +10, Move silently +8, Open
locks +5, Sleight of Hand +7, Sense motive +3, Spot
+4, Tumble +11; Deceitful, Improved initiative,
Weapon finesse. Equipment: Ring of Protection +2,
Shortsword +1
Lich Dust Poison: Ingested; Fort save (DC17); initial 2d6 Str, secondary 1d6 Str

17. The Chapel of Slangg (EL6)


Southside -Slangg Street entrance (Street Map 3)
As the characters are approaching the Chapel, read
them the following:
A mother and her young son pass you as you
approach the Chapel of Slangg. "He really is a holy
man Mother", the young boy says. " My friend's
brother, Salem the Lame, answered the Priest's
question yesterday and now he can run for the first
time in his life".
The Chapel is not a magnificent building at all. In
fact it is quite small and uninspiring, but many people seem to be coming and going from within.
If the characters enter the Chapel of Slangg, read
them the following:
The chapel seems to be one large room. Many children and adults are sitting on the floor listening to
a grey haired man in white robes stood at an alter
at the far end. "Does anyone else wish to take the
test of Slangg?", asks the Priest.
If the characters are visible the Priest, High Priest
Torbain the Malevolent, he will say, "You there,
strangers. Will you take the test of Slangg?".
If the characters
refuse to take the test
they may leave the
Chapel whenever
they please. The characters may return and
choose to and take the
test of Slangg at any
time.
Should one of the
characters choose to
take the test of
Slangg, Torbain the
malevolent will ask
the character to come
upto the front and
enquire as to which
god the character
worships. He will
then say, "If you
answer my question
correctly, Slangg will
grant you a desire. If you answer incorrectly, you
must renounce your deity and pledge allegiance the
Slangg, God of Malice. Do you agree?" If the character has changed his mind about the test, he may disagree with the terms of the test and leave the Chapel.
DMs Note: Due to Slangg, the God of Malice,
watching over this temple it is by his will that characters will change their faith if they fail to answer the
question correctly. Anyone who agrees with the
terms laid down by Torbain the Malevolent will
become subject to a Geas/Quest spell (cast on them
by the God himself) to change their religion to that of
Slangg and renounce their old faith. If the character
fails to answer the question correctly and refuses to
change her religion, she will take 3d6 points of dam-

If the character answered the question correctly the


High Priest Torbain the Malevolent, trying hard to
hide his disappointment, will grant the characters a
desire. The desire can be in the form of a spell (healing, remove disease etc..) or answer a question. If the
characters ask Torbain if he knows anything of the
incantation to open Northgate, read the following:
"I am unable to tell you of the spell in its entirety.
The four lines are known to the first Noble of Khar
only. However, I am in possession of one of the
lines of the incantation and it reads as follows: I
bid you, portals, open wide".

age each day. Additionally, each day she must make


a Fortitude saving throw (DC20) or become sickened.
Effects end 24 hours after she renounces her faith.
If he agrees, read the following:
The Priest clears his throat. "Here is your question.
Pay attention as I will not repeat it: Bigfoot the
Elder walked south for three furlongs sowing oats,
then east for two furlongs sowing corn, then north
for another five furlongs sowing wheat and finally,
southwest for four furlongs sowing hay. Have you
got all of that? Are you ready for the question? The
question is", he pauses for effect and the tension mounts within his small audience. "The question is What is Bigfoot's favourite colour?"
If the character objects to such an impossible question the crowd will burst into laughter. The Priest
will apologise for his little prank and call the audience to silence, read the following:
"Your question is this: In Bigfoot's family are six
sons. Bigfoot is nearing the end of his life and
wishes to divide his wealth exactly amongst his
sons. He gives five gold pieces to his second
youngest son, thirteen gold pieces to his eldest son
and nine gold pieces to the fourth youngest. When
you have worked out how much the other sons
received, you can tell me how many gold pieces
Bigfoot possessed in total?"
The answer to the question is 48 gold pieces. If you
look at the chart below you will see that the eldest
son received 13gp and each other son received 2gp
less in ascending order:
Eldest:
13 gold pieces
Second eldest:
11 gold pieces
Third eldest (fourth youngest): 9 gold pieces
Fourth eldest:
7 gold pieces
Second youngest:
5 gold pieces
Youngest:
3 gold pieces
Total:
48 gold pieces

DMs note: Torbain the Malevolent will only ask


one of the characters the question. Whether they
answer correctly or not, the priest will end his session for the day and ask everyone in the church to
leave. Torbain will not be opening the church for at
least a week after it is closed today. He has some
important research to do in his private studies
(unless killed of course).
The question asked by the Priest is difficult if you
are not a mathematician. However, If the character
makes an Ability (Luck) check (DC20) they will guess
the answer correctly.
If the character either fails their Luck check or
answers the question incorrectly, read the following:
The Priest laughs out loud, "Ladies and gentlemen
we have a new convert to Slangg, God of Malice".
As the character agreed before taking the test of
Slangg, he must now renounce his old God and worship Slangg. If the character was a Cleric, they will
not be able to cast any more spells from now on. The
character must lose 1d6 permanent Luck points for
this disaster.
High Priest Torbain the Malevolent, male Human
Clr6: CR 6; Size M (5 ft., 6 in. tall); HD 6d8 (hp 35);
Init +0; Spd 30 ft. (6 squares); AC 16 (Chain shirt +2)
touch 10, flat-footed 16; Attack +9 melee
(Morningstar 1d8+4 20/x2); Full attack +9 melee
(Morningstar 1d8+4 20/x2); SV Fort +7, Ref +2, Will
+8; AL NE; Str 15, Dex 10, Con 11, Int 11, Wis 17, Cha
10. Languages Spoken: Common. Skills and feats:
Concentrate +5, Diplomacy +6, Hide -1, Knowledge
(religion) +9, Listen +3, Move silently -1, Spot +3, Use
rope +3; Empower spell, Extra turning, Great fortitude, Weapon focus (Morningstar). Equipment:
Chain shirt +2 (Worn under priestly robes) and a
Morningstar +2.
Cleric Domains for Slangg: Destruction - Granted
Power: You gain the smite power, the supernatural
Ability to make a single Melee attack with a +4 bonus
on attack rolls and a bonus on damage rolls equal to
your Cleric level (if you hit). You must declare the
smite before making the attack. This Ability is usable
once per day; Evil - Granted Power: You cast Evil
spells at +1 caster level.
Cleric Spells Per Day: 5/ 4+1/ 4+1/ 3+1.
Spells Revised: Orisons - Detect magic, Detect
Poison x2, Read Magic and Resistance. Level 1 spells
- Inflict Light Wounds (Domain spell), Bane, Cause

19

fear, Cure Light Wounds and Obscuring Mist. Level 2


spells - Desecrate (Domain spell), Aid, Bulls Strength,
Hold Person, Lesser Restoration. Level 3 spells Contagion (Domain spell), Animate Dead, Bestow
Curse and Cure Serious Wounds

18. The Street Fair (EL4)

20

Southside - Rivers Walk (Street Map 4)


Twice a year (normally during mid-summer and
mid-autumn) Khar hosts a street festival along
Rivers Walk. Flags line the streets and houses, tents
are erected and market traders and games stalls line
the road. On this particular occasion the theme of the
fair is animals that, apart from attracting a small circus to the city, has encouraged the city folk to dress
in elaborate (and not so elaborate) animal costumes.
The Street Fairs always attract a good crowd (and
the Thieves' Guild), the noise of which can be heard
as far away as Mayne Road without a listen check.
Random Encounters: While the characters are at the
Street Fair there is an increased chance of encountering a thief. This is due to the Thieves' Guilds
increased activities in this area. When the characters
move between attractions the DM must roll a d6. If
he rolls a 1 or 2 this indicates a random encounter.
The DM must them roll a d10 and consult the table:
1. A bumbling thief will attempt to steal money
from one of the characters (EL1):
Male or female half-Elf Rog1: CR 1; Size M (5 ft., 3
in. tall); HD 1d6 (hp 6); Init -3 (-3 Dex); Spd 30 ft. (6
squares); AC 7 (-3 Dex) touch 7, flat-footed 7; Attack
+0 melee (Dagger 1d4 19-20 / x2) or -3 ranged
(Dagger 1d4 19-20 / x2); Full attack +0 melee (Dagger
1d4 19-20 / x2) or -3 ranged (Dagger 1d4 19-20 / x2);
SQ half-Elven traits SA Sneak attack +1d6; SV Fort +0,
Ref -1, Will -1; AL NE; Str 11, Dex 5, Con 10, Int 9,
Wis 9, Cha 8. Languages Spoken: Common, Elven.
Skills and feats: Balance -1, Bluff +3, Climb +2,
Disguise +1, Escape artist -1, Forgery +1, Hide +1,
Listen +4, Move silently +0, Sleight of Hand -3, Spot
+4, Swim +4.; Athletic, Deceitful. Equipment:
Commoners clothes and a Dagger.
2-3. A ruffian will press a blade in the back of one
of the characters and demand that they hand over all
of their money (EL2):
Male or female man-Orc Ftr2: CR 2; Size M; HD
2d10+4 (hp 16); Init +1 (+1 Dex); Spd 30 ft. (6
squares); AC 14 (+1 Dex, Studded Leather Armour)
touch 11, flat-footed 13; Attack +7 melee (Shortsword
1d6+4 19-20 / x2); Full attack +7 melee (Shortsword
1d6+4 19-20 / x2); SQ half-Orc (man-Orc) traits; SV
Fort +5, Ref +3, Will +1; AL CE; Str 18, Dex 13, Con
15, Int 8, Wis 12, Cha 13. Languages Spoken:
Common, Orc. Skills and feats: Climb +6, Hide +1,
Listen +1, Move silently +0, Spot +1; Improved
unarmed strike, Lightning reflexes, Weapon focus
(Shortsword). Equipment: Shortsword, Studded
Leather Armour.
4-6. One of the more experienced members of the
Thieves Guild will attempt to steal an item of value
(which item is at DM's discretion) from one of the
characters (EL3):

Male or female Human Rog3: CR 3; Size M; HD


3d6+6 (hp 16); Init +2 (+2 Dex); Spd 30 ft.(6 squares);
AC 12 (+2 Dex) touch 12, flat-footed 10; Attack +5
melee (Dagger 1d4+1 19-20 / x2), or +5 ranged
(Dagger 1d4+1 19-20 / x2); Full attack +5 melee
(Dagger 1d4+1 19-20 / x2), or +5 ranged (Dagger
1d4+1 19-20 / x2); SV Fort +3, Ref +5, Will +3; AL NE;
Str 10, Dex 15, Con 14, Int 13, Wis 14, Cha 12.
Languages Spoken: Common, Dwarven. Skills and
feats: Balance +7, Climb +1, Escape artist +6, Hide +2,
Intimidate +6, Listen +8, Move silently +2, Open lock
+8, Sleight of Hand +10, Spot +8, Swim +5, Use rope
+8; Dodge, Deft hands, Weapon finesse. Equipment:
Dagger +1 and Leather Armour +1
7-10. Three members of the Thieves' Guild will follow the characters and attempt to steal money from
them. The Thieves will continue to steal from the
characters until they are either caught (in which case
they will fight to the death) or the characters run out
of money (EL4).
Male or female Humans (3) Rog2 (each): CR 2
(each); Size M; HD 2d6 (hp 7, 10, 8); Init +6 (+2 Dex,
+4 Improved initiative); Spd 30 ft. (6 squares); AC 14
(+2 Dex, Leather Armour) touch 12, flat-footed 12;
Attack +1 melee (Dagger 1d4 19-20 / x2), or +3 ranged
(Dagger 1d4 19-20 / x2); Full attack +1 melee (Dagger
1d4 19-20 / x2), or +3 ranged (Dagger 1d4 19-20 / x2);
SV Fort +0, Ref +5, Will +3; AL CE; Str 11, Dex 15,
Con 11, Int 13, Wis 16, Cha 12. Languages Spoken:
Common, Dwarven. Skills and feats: Balance +4,
Climb +5, Diplomacy +4, Disable device +5, Disguise
+6, Hide +7, Listen +3, Move silently +7, Open lock
+5, Sleight of Hand +9, Spot +3, Swim +2, Use rope
+5; Improved initiative, Skill focus (Sleight of Hand).
If the characters spared the life of Flanker the assassin from the first SORCERY! Adventure - The
Shamutanti Hills, the DM can put this encounter in
whenever he sees fit. Read the following:
"My friends - and enemies", laughs a familiar face.
It is Flanker, the assassin whose life you spared on
the road to Torrepani in the Shamutanti Hills.
"Like myself, you also enjoy the fun of the fair".
Flanker will offer to take the characters for an ale in
the nearest Inn and ask them about their adventures
since their 'clash' in the Shamutanti Hills. If the characters mention that they wish to travel through the
Northgate and into the Baklands, Flanker will tell
them that the Northgate is locked and protected by a
spell. Only a person who recites the special four line
incantation will be able to open the gate. He knows
that Lortag the Sage is the keeper of one of the lines,
but does not know who has the other three (apart
from the untouchable Garin Alderay, the newly
appointed First Noble and Governor of Khar).
This years attractions at the Street Fair include: A
dancing bear, the Circus, gambling and market stalls,
street entertainers and a fighting ring with an Ogre
champion.
A Dancing Bear (EL6): if the characters stop to look
at the Dancing Bear, read them the following:

A large crowd of people has gathered around to see


a Dwarf and his pet , a large brown Bear. The Dwarf
holds a chain which is attached to the Bear via a ring
through its nose. When the Dwarf pulls on the chain
he is able to make the Bear stumble around in a sort
of dance. In his other hand the Dwarf holds a penny
whistle which he plays a tune on while the very
ungraceful Bear stumbles about doing his routine.
The on-lookers are finding this spectacle very amusing until a shout rings out from the crowd, "Thief!
Someone has stolen my money!".
In reality, the Dwarf and his dancing pet are an
Illusion. Three Leprechauns, who stowed away on a
merchant ship from Allansia several years ago, now
have a rather lucrative life here in Khar. Just two
days before the Street Fair, one of the mischievous
creatures stole a
magic scroll from a
local Sorcerer
which had the spell
Major Image on it.
The Leprechauns
hatched a plan to
create an illusion at
the Street Fair that
would entice a
large crowd (a
Dwarf and his
dancing Bear
sounded like a
good idea). Then,
while the one who
cast the spell stayed
out of sight to concentrate on the illusion, the other two
would sneak
Invisibly amongst
the crowd stealing money and possessions.
Once the Leprechauns have stolen enough, i.e. their
backpacks are full, they will make a run for it and
return to their home (in the sealed off basement in a
house close to the Wayfarers Rest). As soon as the
Leprechaun who cast the Major Image spell breaks
concentration, the illusion will disappear.
Leprechauns (3): hp 20, 22, 18 (see Appendix 1 New Monsters)
The Circus (EL0): The largest of the tents that have
been erected for the Street Fair belongs to an aging
Human, called Harish Brassmeadow and his travelling Circus. The Circus tent, and indeed its animals,
have seen better days. Harish just doesn't get the custom that he used to and because he isn't making any
profit, some of his star acts have left: Yartor and his
Pyramid of Hellhounds, Kastyn the Titan Manticore
Trainer and the troupe of acrobatic Elves from
Analand.
The sign outside the large tent says 'adults 3sp, children 1sp' but despite the tatty tent and lack of star
acts, Brassmeadow Circus is an entertaining 2 hour
show.

Gambling and Market Stalls (EL1): Most of the


market stalls and small traders are selling worthless
trinkets and fake jewellery which they say comes
from lands newly discovered. The asking prices for
these items varies from 2-5 silver pieces for the small,
decorated tin rings (which the owner of the stall will
say is a rare silver variant from the Mauristatia
Mountains); 1-3 gold piece for the more elaborate
items like the rare Luck charms from Khul (Gold
painted leaves from the common Gisham Tree),
Golden charms made from rare sea shells found only
on the beaches of The Shining Islands (snail shells
which have been, again, painted gold), to the most
expensive items like the small statue of a warrior
which was carved from the tooth of a Red Dragon
(actually carved from the leg bone of local live stock)
or the horn of a
felled demon from
the lower planes of
Hell (a horn taken
from a goat). These
items and many
like it will be
priced up at
around 10gp each.
The gambling
stalls are mainly
small tables run by
shifty looking characters. The types of
games played are
chase the ace - This
game is played one
on one with the
dealer using four
cards on a table:
three are kings and
one is an ace of
spades. The cards are placed face down and moved
about by the dealer. The player bets money on which
card is the ace. If he is right, the dealer equals the
money bet by the player. If he is wrong, the dealer
keeps the money. The characters may play this game
by making an opposed skill (Sleight of Hand / Spot)
check with the dealer. The dealer will keep his roll
secret until the player has decided how much money
he wants to bet (this will typically be between 1 and
10 gp). keeping the rolls secret signifies that if the
player has a high Spot check, he will be pretty certain
he knows where the ace is and bet more money.
Chase the Ace Dealer: Sleight of Hand +7.
Equipment: 15gp
Example: Kaspar is playing chase the ace. The dealer (DM) secretly makes a skill (Sleight of Hand)
check and adds the dealers modifier (+7) for a total of
24. Kaspar makes his skill (Spot) check and adds his
modifier (+3) for a total of 23. By rolling a 20 Kaspar
thinks he is onto a winner and bets 5gp that he
knows where the ace is. When both player and dealer reveal their scores, Kaspar is in fact wrong (failing

21

to better the dealers Sleight of Hand check) and the


dealer takes the money.
Street Entertainers: There are a number of different
street entertainers along Rivers Walk which include:
a fire eater, a man who appears to swallow swords,
jugglers, acrobats, clowns, small thespian groups,
dancers and musicians.
One of the dancing troupes is rather big and has its
own musicians to accompany it. As the music starts
the dancers begin their routines of twists, turns and
fancy foot-work. This draws quite a crowd of onlookers, some of which are taken by the hand and
asked to join in by the dancers.
If the characters are watching the dancers, they will
be asked to join in. Should the characters agree they
are led into the middle of the group and told to follow the steps and turns as closely as possible. A successful Ability (Wisdom) check (DC10) will indicate
that the characters have managed to learn the routine
adequately enough to follow most of the dance and
have a good idea of what to do next. A successful
skill (Perform) check (DC10) will allow the characters
to move gracefully in time with both the dancers and
the musicians. Anything other than success in the
two Ability checks will result in the characters making a complete arse of themselves in front of a large
crowd.
The Fighting Ring (EL2): One of the larger tents
has a fighting ring marked out within it. From inside
the ring a man is
calling out for a
brave soul to challenge his champion
fist fighter, an Ogre
who goes by the
alias 'Skullsplitter' Cagau of DadduLey! The prize for
beating the champion in a one-on-one
fist fight is 150gp,
but it will cost the
challenger 10gp to
enter the fight.
The conditions for
the fight are as follows: No armour to
be worn and no
spells. Just man to
man fist fighting.
Ogre: hp 24; AC
13 (-1 size, -1 Dex, +5 natural) touch 8, flat-footed 13;
Attack +8 melee (Unarmed strike 1d4+5 non-lethal
damage 20 / x2); Full attack +8 melee (Unarmed
strike 1d4+5 non-lethal damage 20 / x2). see MM for
more information on Ogres.

22

19. The Wayfarer's Rest (EL6)


Southside - Dockland Road (Street Map 5)
If the characters enter the Wayfarer's Rest, an Inn
located near the dockland area, read the following:

The Inn is a noisy, bustling place full of just about


every walk of life from the city. No one seems to
pay you any notice as you walk through the taproom.
The Inn Keeper, a balding man in his late 40's, certainly appears to have his work cut out for him
today as several humanoids are all demanding
their ales at the same time.
The Inn is evidently a local for the sailors from the
docks, as salty types and buxom wenches are
laughing together and singing shanties around the
tables.
The Inn has several rooms available for the night
and the charges are as follows:
1 room - 1 bed and floor space for one other 2gp
A bath
+5sp per person
Breakfast and evening meal
+1gp per person
A mug of ale
5cp
The Inn's only beverage is an ale which is brewed
on the premises by Jerroc the Innkeeper. The ale is
very potent. It is said that one mug is refreshing, two
mugs will make you merry and three mugs will put
you out for the night. If the characters have a second
mug of ale they must make a (Fort) save (DC12). If
they fail, they will feel very light headed and merry
(the characters will also lose 1d6 temp Int and Dex these lost points will return in 2 hours if no more ale
is drunk). If the character drinks a third mug, of the
ale, while in the
merry state, he
must make a (Fort)
save (DC18) or fall
unconscious for
1d6 hours.
DMs note: If the
character makes a
successful save for
his second mug of
ale, he must make
the same save for
his third mug. This
means that it may
in fact take the
character several
mugs of ale to feel
merry and several
more to knock him
unconscious (if at
all).
If the characters
decide to pay for a room and stay the night at the Inn
they will have an uneventful night and a good nights
sleep in a comfortable bed.
Taproom Encounters: The taproom of the
Wayfarer's Rest is rather a busy place but if the characters wait around at the bar for a while, a table will
become empty and they can sit down.
Flanker (EL0) - If the characters spared the life of
Flanker the Assassin on the road to Torrepani in the

first SORCERY! Adventure, The Shamutanti Hills,


read them the following:
"Ahoy there fellow travellers", comes a familiar
voice. You look around to see Flanker, the Assassin
who's life you spared back on the road to
Torrepani, linked arm in arm with a couple of other
'shifty' looking fellows and heading towards the
door.
It is quite evident that Flanker has had a couple of
mugs of ale as he is very merry to say the least.
Flanker will apologize to the characters for not being
able to stay with them, but he has a prior engagement with his other friends. He mentions that he is
rather flush this evening due to having rather a good
string of lucky rolls over on the Northside at the
Vlada Gambling halls. He puts 15gp down on the
table and asks the characters to stay here the night on
him. He then leaves.
If the characters follow Flanker and his friends,
they are going to an all night knees-up in a house in
Slangg Street (just off Mayne Road).
Press Gang (EL6) - If the characters sit at a table in
the taproom, one of the sailors who was merrily
singing with the barmaids near by will come over
and offer to buy them a drink. The sailor, First
Officer Ben Charlock of the Merchant ship 'The Pride
of Gummport', is not an honourable man. His
Captain has asked him to round up a few 'volunteers' while he is on shore leave. Charlock has done
this kind of press-gang work before in the Wayfarer's
Rest, which is made quite easy by the fact the ale
here is quite potent. Any characters who drink with
the sailor and become unconscious due to the
amount of ale they have drank will wake up in the
hold of a ship if there are no other characters around
to stop the seven sailors (see encounter 20 - The
Docklands).
Typical Sailor, male Human (6) Ftr1 (all): CR 1
(each); Size M; HD 1d10-1(hp 6 each); Init +1 (+1
Dex); Spd 30 ft.(6 squares); AC 11 (+1 Dex) touch 11,
flat-footed 10; Attack +2 melee (Club 1d6+1 20 / x2);
Full attack +2 melee (Club 1d6+1 20 / x2); SV Fort +3,
Ref +1, Will +0; AL NE; Str 12, Dex 13, Con 8, Int 10,
Wis 10, Cha 7. Languages Spoken: Common. Skills
and feats: Balance +1, Climb +5, Hide +1, Listen -2,
Move silently +1, Sleight of Hand +2, Spot -2; Dodge,
Great fortitude, Weapon focus (Scimitar). Equipment:
Sailor's uniform and a club.
First Officer Ben Charlock, male Human Ftr3: CR
3; Size M (5 ft., 11 in. tall); HD 3d10+9 (hp 28); Init +6
(+2 Dex, +4 Improved initiative); Spd 30 ft. (6
squares); AC 12 (+2 Dex) touch 12, flat-footed 10;
Attack +8 melee (Scimitar 1d6+4 18-20 / x2); Full
attack +8 melee (Scimitar 1d6+4 18-20 / x2); SV Fort
+6, Ref +3, Will +0; AL NE; Str 16, Dex 14, Con 16, Int
11, Wis 8, Cha 15. Languages Spoken: Common.
Skills and feats: Climb +10, Hide +2, Listen +1, Move
silently +2, Spot +1; Alertness, Dodge, Improved initiative, Power attack, Weapon focus (Scimitar).
Equipment: Sailors uniform (officers), Scimitar +1.

20. Docklands (EL 0/7)


Southside - Jabaji River (Street Map 5)
If the characters walk along the docklands they will
see a number of boats and fishing vessels moored to
the various jetties and docks. The most impressive of
the moored ships is The Pride of Gummport, a merchant vessel from southern Kakhabad, which is here
in Khar picking up Luml fish. Dotted all around
the docks and harbour area are old sea dogs, fishermen who have lived almost all of their lives on the
open sea. They sit alone mending their fishing nets
and doing maintenance to their boats.
If the characters wake in the cargo hold of a boat,
due to being press-ganged (see encounter 19 - The
Wayfarer's Rest), read them the following:
You wake up expecting to be slumped across the
table in the Wayfarer's Rest and are shocked to find
yourself in what can best be described as a huge,
wooden cell. Once you have fully woken up and
your senses return, you realise that you are in the
hold of a ship. Several other bodies, some stirring,
some still unconscious, line the hold with you.
The characters are in the hold of the merchant ship,
The Pride of Gummport. The only way in or out of
the hold is through a hatch in the ceiling some 20ft.
above the characters heads. All of their possessions
have been locked in the first officer's cabin up on
deck.
Viktaare: If the characters returned Glandragor's
Axe to him in the first SORCERY! Adventure - The
Shamutanti Hills, they may remember the advice
that he gave them in his tavern, "If ever you find
yourself in trouble within the City of Khar, ask for
Viktaare and tell him that Glandragor sent you". If
the characters shout up to the sailors on deck something along the lines of 'we are friends of Viktaare
and demand to be released', the captain of the ship
will make an appearance at the hatch and have a ladder lowered. He will apologise to the characters for
his over zealous crew. He owes Viktaare his life for
saving him many years ago from the Shield Maidens
of Luml. The characters will have all of their possessions returned and allowed to leave the ship.
Breaking out: The hull of the ship has a toughness
of 10 and 25 hit points. If the characters have a way
of causing this much damage to the hull they will
make a hole big enough to crawl through. They must
then make a skill (Swim) check (DC10) to be able to
make it to the docks.
If the characters have no means of escape their fate
is sealed in the hold of the Pride of Gummport. The
ship will sail south for many days before the characters are sold as slaves.
DMs note: This section of the characters story is not
covered by this adventure. However, you the DM
might like to incorporate this story line into the Trial
of Champions adventure which can start with the
characters in the very same predicament.

21. Monument Square (EL7)


Northside - Monument Square (Street Map 6)

23

This part of the city is known as Red Town. It is


mainly inhabited by a miserable race of creatures
with glowing, blood red eyes from which they can
shoot fire (see Redeyes, Appendix 1 - New
Monsters). The Redeyes walk around with their eyes
closed and rely on their heightened senses to guide
them. They do not like strangers in the slightest.
Anyone who causes trouble will be taken to the
Redeye Gaol (see encounter 26 - Gaol of the
Redeyes).
If the characters enter Monument Square, read
them the following:
In the centre of the square there are lots of strange
looking, humanoid creatures hanging around a
monument of some kind.
If the characters move to get a closer look, read
them the following:
The Monument is a large arch, which must be housing something important, judging by the way the
onlookers are peering into it. The onlookers themselves are a strange looking race of humanoid creatures with spindly limbs and body and long, drawn
faces. These creatures' eyes seem to be permanently
closed although they walk about avoiding each
other and not bumping into things.

24

If the characters make their way to the monument


there is a lot of pushing and shoving going on to get
to the front. If the characters persevere, they will
eventually get to the front and be able to look down
the hole at what appears to be shimmering water.
There are quite a few Redeyes here. If the characters
ask exactly what is everyone looking at? The Redeyes
will be outraged that an outsider has dared to look
into the magical shimmering waters and attempt to
throw the characters down the hole.
Trap: A teleport circle exists just above the shimmering waters. The Redeyes had the trap placed here
to stop anyone from jumping into the magical
waters. The teleport circle will teleport anyone who
enters it to location A in the Northside Sewers (see
Map 2 - Northside
Sewers)
Teleport Circle
Trap: CR3; permanent Magic spell;
proximity trigger
(anyone who
enters the circle);
automatic reset;
spell effect (teleport circle, no
save); Search
(DC34); Disable
device (DC34).
Redeyes (14): hp
12 each (see
Appendix 1 New Monsters)

22. The Magic Emporium (EL0/12)


Northside - Market Street (Street Map 6)
As the characters near this shop, read the following:
On the north side of Market street is a shop named
'Cirracco's Magic Emporium'.
If the characters enter the shop, read the following:
The shop inside is covered with trinkets, jewellery,
weapons, armour and domestic items, some on
shelves, some on the floor, some bulging from cupboards and chests.
Sitting behind a desk at the rear of the shop is an
elegant looking man with an almost golden hue to
his skin and strangely sparkling eyes.
If the characters are visible the shop owner,
Cirracco, will start to rub his hands together and
stand up. "Welcome, welcome, welcome to Cirracco's
magic emporium. I am the shop owner and proprietor Cirracco De Angelo. I hope we can do business
in the form of monetary exchange for my goods or
perhaps we can barter for some items that you may
have that I may be interested in?
Cirracco De Angelo is not as he appears to be. He is
infact a half Celestial Human who delights in selling
or bartering magic item to those of a good alignment.
He particularly likes to acquire items that have a history or a good story as to how and where they were
discovered. He settled in Khar many years ago and
does not see much trouble in his shop anymore. The
Redeyes know to steer well clear of him. Cirracco has
heard about the incantation to open the Northgate,
but does not know any of the lines himself. He
knows that one of the lines to the incantation is know
to Lord Shivna.
Cirracco will not allow Evil aligned creatures into
his shop and will ask them to leave or be 'cleansed'.
Cleansing will involve Cirracco engaging the evil
creature in combat to the death.
Cirracco has the following magic items for sale
(please note that the prices listed are what Cirracco
will offer the items
to Good aligned
creatures only). The
prices are a rough
guide as Cirracco
will always haggle
(sometimes to as
much as a 25%
reduction):
A Bag of 15x Teeth
of the Goblin Army*
(see Appendix New Magic)
1800gp
Talisman brooch
(+2 Luck while
worn)
350gp
3x +1 Shields, light
metal
450gpeach

23. A Huge Bronze Statue (EL5)


Northside - Market Street (Street Map 6)
As the characters approach the statue, read them
the following:
A huge bronze statue stands at the corner of
Market Street. The statue depicts a well muscled,
naked humanoid male holding a large club above
his head. The detail on the statue is of the highest
quality. Free standing on the floor in-between the
statue's legs is a large clay bowl which is full of
gold and silver coins.

+2 Shield, heavy wooden


950gp
+2 Chainmail shirt
1050gp
+1 Dwarven Waraxe
550gp
+2 Mace, heavy
1050gp
+2 Longbow
1050gp
10x +1 Arrows
300gp
10x +2 Bolts
550gp
Bracers of armour +1
850gp
Cirracco also has most of the items for sale from the
PHB (1 in 6 chance that the item asked for he does
not have) at the same listed price.
* The bag of teeth also contains a single Tooth of the
Hill Giant Army that Cirracco was unaware was in
there: 14x Goblin teeth and 1x giant tooth for 15 teeth
in total (see Appendix 2 - New Magic)
Cirracco De Angelo, male half Celestial Human
Ftr10: HD 10d10+50 (hp 122); Initiative +8 (+4 Dex,
Improved initiative); Speed 30ft.; AC 18 (+1 natural,
+4 Dex, +3 Ring of Protection); Base Attack / Grapple
+10 / +15; Attack +19(Longsword 1d8+10); Full attack
+19 / +14 (Longsword 1d8+10); Space/reach 5ft / 5ft.;
SA Daylight, Smite evil; SQ Darkvision 60 ft.,
Damage reduction: 5 / magic, Immunity to disease,
resistance to acid 10, cold 10, and electricity 10, Spell
resistance +20, +4 Racial bonus on Fortitude saves
against poison; Spell like Abilities Protection from
evil 3 / day, bless, Aid, detect evil, Cure serious
wounds, neutralise poison, Holy smite, remove disease and Dispel evil;Saves Fort +12, Ref +7, Will +9;
Abilities Str 21, Dex 18,Con 20, Int 16, Wis 22, Cha 22;
Skills Climb +13, Hide +6, Listen +8, Move silently +6,
Ride +13, Spot +8, Swim +13; Feats Alertness, Cleave,
Dodge, Improved bull rush, Improved critical
(Longsword), Improved initiative, Great Cleave,
Power attack, Weapon focus (Longsword), Weapon
specialisation (Longsword); CR 12; Alignment LG.
Equipment: Ring Protection +3 and a Longsword +3

If the characters ask one of the passers by who the


statue is of they will be told that the statue is of
Garamos, principle deity of Khar and that the clay
bowl is full of offerings from his loyal followers.
If the characters steal any or all of the money from
the clay bowl the huge statue will animate and attack
the characters to the death.
The clay bowel has 175gp and 302sp in it.
Huge Animated Object (Bronze statue): hp 91;
Hardness 15; SA Trample (see MM for more information on Animated Objects, huge)
Trample (Ex): An animated object of at least large
size and with a hardness of at least 10 can trample
creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1.5
times its Strength bonus (2d6+9). Opponents who do
not make attacks of opportunity against the object
can attempt (Reflex) saves (DC25) for halve damage.

24. The Gambling Halls of Vlada (EL4)


Northside - Market Street (Street Map 6)
As the characters approach the Halls, read them the
following:
A large building on the corner of Market Street
bears a sign which reads, 'The Gambling Halls of
Vlada'.
If the characters enter the Gambling Halls, read
them the following:
The front door to the halls leads into a small reception room where two large Svinns are standing in
front of a pair of double doors. "Five silver pieces
each to enter the Gambling Halls", grunts one of
the bouncers, "And leave your weapons here". To
the right of the hall way is a door labelled, 'Portal
Room'.
If the characters refuse to leave their weapons the
bouncers will attempt to throw the characters out
into the street.
Should the characters enquire as to what the Portal
Room is, one of the Svinns will say, "Have a look".
The door leads to what is best described as a small
cupboard.
Trap: A permanent Teleport Circle spell has been
cast on the floor in the small cupboard. Anyone who
steps inside the cupboard will be teleported to location A in the Northside Sewers (see Map 2 Northside Sewers). As soon as the characters open
the door, the Svinn bouncers will attempt to push
them into the room.

25

Teleport Circle Trap: CR3; permanent Magic spell;


proximity trigger (anyone who enters the circle);
automatic reset; spell effect (teleport circle, no save);
Search (DC34); Disable device (DC34).
Read the characters the following if they pay their
entrance fee and leave their weapons:
The double doors lead into the gambling hall itself.
The room is full of people and the only noise to be
heard above the hubbub is the clicking of dice and
the clatter of the Wheels of Fortune.

26

There are three games played in the Halls: Chase


the ace, The wheel of Fortune and Snake Eyes.
Chase the Ace: For the rules to this game see
encounter 17 - The Street Fair, Gambling and Market
Stalls. Each new croupier for this game will have
Sleight of Hand skill of 1d8+2. If the character wins
five games on the trot, he will be asked to leave the
table and play somewhere else.
The Wheel of Fortune: There are several wheels
dotted around the room and is the most popular
game within the halls. The large wheel is separated
into 20 segments each with a unique symbol in it.
The symbols (which we will use the numbers 1-20)
are repeated on a large table. Each symbol is in a
boxed area to separate it from the others.
To play the game, the characters bet an amount of
money (min 1gp - Max 10gp) on one of the symbols
(the numbers 1-20) and do this by placing their
money on the table in the box corresponding with
the symbol. When all bets are in, the croupier spins
the wheel (rolls a d20). If the wheel lands on the
characters symbol (the d20 rolls the number the character has chosen) the referee pays him money as listed below plus his stake money: Each character may
only make one bet at a time.
1-2
Evil Face None everybody loses
3-11
Half-moon
Pays at 2-1
12-16
Full Moon
Pays at 3-1
17-19
Lunar Eclipse
Pays at 5-1
20
Angelic Face
Pays at 10-1
The characters may use their Luck when playing
this game. Rather than picking a number from 1-20,
he just bets an amount of money on his Luck. The
character must make an Ability (Luck) check (DC20).
If he is successful he has chosen the number that the
croupier rolled on the dice and wins money (whatever he bet times the odds plus his stake back).
Example: Karleth wants to use her Luck at the
Wheel of Fortune table. She bets 10gp and makes an
Ability (Luck) check (DC20). Success! She scores 20.
The croupier rolls the Wheel of Fortune dice and gets
a 20. The Luck roll that Karleth made indicates that
she has bet 10gp on the number 20 and wins 110gp
(10x10+ her original stake). If, however, she was
unlucky her money is automatically lost.
If the character wins five games on the trot, she will
be asked to leave the table and play somewhere else.
Snake's Eyes: This dice game is also very popular
within the halls. This game, like chase the ace, is
played one on one with a croupier. The character bets
money (min 1gp - max 10gp) that his dice throws

will add up to over 20 before the croupier. The character and croupier take it in turns to throw 2d6 and
record the result. If the character is first to score over
20, the croupier will match whatever money was bet.
If one of the players adds up to exactly 21, he wins
double money from his opponent (the players must
be able to prove that they can pay the double money
before they start each game). If either of the players
throws a Snake's Eyes (double 1 on 2d6) the other
player automatically wins.
The characters may use their Luck when playing
this game. For every 2 points over an Ability (Luck)
check (DC10) that the character scores he may add +1
to the Snake's Eyes game dice roll (to a maximum
score of 12 on the dice).
If the character wins five games on the trot, he will
be asked to leave the table and play somewhere else.
Bouncers(2) - male Svinn (Man-Orc) Ftr2 (both):
CR 2 (each); Size M; HD 2d10+6 (hp 17,19); Init +2 (+2
Dex); Spd 30 ft. (6 squares); AC 16 (+2 Dex, Chain
shirt) touch 12, flat-footed 14; Attack +6 melee
(Unarmed attack 1d3+4 non-lethal damage 20 / x2) or
+6 melee (Club 1d6+4 20 / x2); Full attack +6 melee
(Unarmed attack 1d3+4 non-lethal damage 20 / x2) or
+6 melee (Club 1d6+4 20 / x2); SV Fort +6, Ref +2, Will
-1; AL NE; Str 19, Dex 14, Con 16, Int 11, Wis 9, Cha
5. Languages Spoken: Common, Orc. Skills and feats:
Diplomacy -1, Hide +2, Listen -1, Move silently +2,
Sleight of Hand +2, Spot -1; Cleave, Dodge, Power
attack. Equipment: Chain shirt and a Club.

25. Northside Market (EL0)


Northside - Market Place (Street Map 6)
Market Street ends at the market place which, funnily enough, houses a large outdoor market. As the
characters approach the market, read the following:
Ahead you can see a large outdoor market. Scores
of stalls and tents are lined up within the grounds
selling all manners of different items
Weapon and Armour smiths have their anvils and
travelling stalls set up to make and repair weapons
(prices as the PHB); Blacksmiths are providing their
normal services of shoeing horses as well as blade
sharpening for 8cp per blade; normal equipment can
be purchased (as per the PHB with a 20% discount
due to the competition of the stall holders).
There are a couple of more interesting stalls within
the market: Nazier is a Weapons smith from
Birritanti who specialises in producing Silver
weapons. He travels here twice a week to set up his
stall and has made enough profit over the years to
now own a second house within the city. Nazier sells
the following weapons:
Silver bladed Daggers (10)
10gp each
Silver bladed Longsword (Masterwork) 375gp
Silver bladed Battleaxe (Masterwork)
345gp
Silver bladed Shortswords (5)
25gp each
Silver tipped arrows (200)
5gp per 10
Silver tipped Crossbow bolts (150)
7gp per 10
The Potions and antidotes stall is run by a very old
alchemist called Ashmyre. By the time the characters
get to his stall he will have very little stuff left:

Potions of Cure Light Wounds (4)


40gp each
Potion of Cure Moderate Wounds
110gp
Snakebite Antidote*
10gp
* The Snakebite Antidote will give the recipient a +5
Fortitude save against any snakebite poison if drunk
immediately after the snake bite. There is enough
antidote in the bottle for 4 doses.

26. Gaol of the Redeyes (EL3)


Northside - Northgate Walk (Street Map 7)
As the characters walk past this dowdy looking
building they will notice that it bares an uncanny
resemblance to the Southgate Gaol (see encounter 2 The Southgate Gaol) but this one has a fully armed
and armoured Redeye Guard posted outside. Any
detected attempts to get a closer look at the Redeye
Gaol will result in the guard becoming aggressive
and threatening towards the characters. If they persist he will attack.
If the characters have been unlucky enough to be
captured by the Redeyes, this is where they will be
brought. Their
weapons and
equipment will
be stored in a
strong box
attached to the
south wall of
the gaol. The
strong box will
require either
an Ability
(Strength)
check (DC18)
to break open
or a skill (Open
locks) check
(DC20).
Inside the
gaol the characters will have
a cellmate, a
small Elvin from the Elvin vale in the Shamutanti
Hills. The Elvin, Okras, will say that he has been
locked in here for over a month and is glad of the
company.
If the characters wait until dark, the guard will fall
asleep on duty. There are a couple of ways in which
the characters can escape: If the characters met the
blind beggar on the road leading from Kristatanti in
the first SORCERY! Adventure, The Shamutanti
Hills, they may have been given a key. If so, that key
will fit the lock in the door to their cell; the door will
open if the characters make either a successful
Ability (Strength) check (DC18) or a skill (Open
locks) check (DC20).
If the characters escape, the Elvin will escape too.
He will cast a Dogs Luck spell (see Appendix 2 New Magic, New Spells) on each character before
thanking them and running off in the direction of the
Harbour Bridge.

Redeye Guard: hp 14 (see Appendix 1 - New


Monsters)

27. Lord Shivna's Tomb (EL3)


Northside - Northgate Walk (Street Map 7)
As the characters approach the graveyard, read
them the following:
On the east side of Northgate Walk you can see a
large graveyard. The entrance to the graveyard is
marked by two, large stone Pillars. You can see a
stone path that leads through the hundreds of
gravestones and ends at a large tomb.
The gravestones are mainly uninteresting. If the
characters make a successful skill (Search) check
(DC20) they will find that one of the gravestones
gives way to reveal a passage underneath (indicated
as 27a on Street Map 7). The passage leads to section
B on Map 2 - Northside Sewers.
Trap: If the characters attempt to open the unlocked
tomb door without first pressing the secret switch,
skill (Search) check (DC25) to locate the switch, a 10ft
by 10ft trap door will
open beneath their feet.
The pit is only 20ft deep
but a permanent
Teleport Circle spell has
been cast at the bottom.
Any character that falls
into the pit will enter the
spell area and be teleported to location A on
Map 2 - Northside
Sewers.
Pit Trap: CR 1;
mechanical; location
trigger; manual reset;
hidden switch bypass
(Search) check (DC25);
(Reflex) save (DC15)
avoids; 20 ft. deep (2d6,
fall); multiple targets in
10ft by 10ft area; Search
(DC20); Disable device (DC23).
Teleport Circle Trap: CR3; permanent Magic spell;
proximity trigger (anyone who enters the circle);
automatic reset; spell effect (teleport circle, no save);
Search (DC34); Disable device (DC34).
This is the tomb of Lord Shivna, one of the most
respected men ever to live within Khar but a man
who saw an unfortunate and untimely death. Several
years before his death, Agar Shivna was the captain
of the City Guards. As a reward for his dedication to
his job and loyalty to Lord Sansas (Garin Alderay's
predecessor as Khar's First Noble) Shivna was
granted land and title. Lord Shivna, as he was now
known, was also named by Lord Sansas as one of the
keepers of a line to the incantation that opens the
Northgate. A duty which he took to the grave.
As mentioned before, Shivna's demise was an
untimely one. While walking home alone from the
Wayfarer's Rest one night, he encountered an undead
creature who surprised and slew him. The creature

27

cursed Shivna's soul to an eternal life as a member of


the undead. 10 days after his burial, Shivna rose from
his coffin as a Deathwraith. His curse limits him to
roam only his small tomb.
If the characters enter the tomb, read the following:
The door opens to reveal a small empty crypt. It
looks as if this tomb has not been entered in along
time. At the rear of the room you can see a stone
staircase leading to a lower level.
If the characters descend the stairs to the lower
level of the tomb, read them the following:
While descending the stairs, you notice that the
walls are damp and there is the awful smell of
decay in the air.
The only furnishing in the lower level of the tomb is
a large stone coffin set against the far wall. The characters will be able to hear the scraping of stone on
stone as the lid slowly opens. A Deathwraith will rise
from the coffin and attack the characters.
If the characters defeat the undead creature, a white
wisp of smoke will rise from the corpse and form the
image of a middle aged man. "Who are you?" the
man will ask, "Who has freed me from my torment
as the living dead?" If the characters converse with
the spirit of Lord Shiva he will be very grateful to
them for freeing him from his tormented after life. If
the characters mention that their journey will take
them into the Baklands and that they require the
incantation to open Northgate, read the following:
Only Lord Sansas, First Noble of Khar knows the
incantation in its entirety, I only know the following line: 'One lock made out of Golem's hide'.
He has a final piece of information which he hopes
will be of use to them: For sleeping of the sleepless
ram; Seek out the one they call the sham. He is not
sure what the sleepless ram is or what the rhyme
means. Lord Shivna will wish the characters Luck on
their quest and regrets that he could not be of more
help to them.
DMs note: The rhyme given to the characters: For
sleeping of the sleepless ram; Seek out the one they
call the sham - is referring to the human sorceress
who roams the Baddu-Bak plains. Her name is
Dintainta although she is referred to in the Baklands
as 'The Sham'. If during the third part to the SORCERY! Epic, The Seven Serpents, the characters find
Dintainta and are deemed worthy in her eyes, she
will give the characters a specially concocted vial of
gas that will help them defeat the Marble Ram which
guards the Archmage's Tower in the final part to this
four-part epic, SORCERY! The Crown of Kings.
Deathwraith: hp 40 (see Appendix 1 - New
Monsters)

28. The Tormented Beggar (EL4)

28

Northside - Northgate Walk (Street Map 7)


As the characters near this location, ask them to
make a skill (Listen) check (DC10). If they are successful they can hear an elderly man shouting for
help. If the characters investigate read the following:

You follow the pleas for help along Northgate Walk


until you see the source of the shouting. Two
hideous, winged creatures are tormenting a blind
old beggar-man. The old man is franticly waving
his stick in the air while shouting, "Why wont you
leave me alone? Haven't I been punished enough?
Please someone help me!" One of the creatures
swoops down and clips the old beggar on the head
sending him sprawling to the floor.
The old man has black dye painted around his eyes
to indicate his blindness. His name is Darius De
Longville seventh Noble of Khar, at least that was
his name and title until he was struck down with a
disease which caused his blindness. Since that fateful
day, three years ago, he has been forced to wander
the streets as a beggar. Darius does have some travelling companions in the form of two evil Titan
Harpies that have plagued and tormented the poor
man for the last year or so. They appear every couple
of days and steal any food that he has accumulated.
If the characters help Darius and kill the two Titan
Harpies he will be over joyed, read the following:
"Strangers, how can I ever thank you? I am Darius
De Longville, Seventh Noble of Khar at least that
was until I was struck down with the black-eyed
disease and cast out into the streets".
Should the characters ask Darius if he knows any of
the lines to the incantation to open the Northgate,
read them the following:
"Yes, I know one of the lines to the incantation. If
you plan on leaving the Cityport via that route
then perhaps this will help you. My memory is fading but I believe the line was: 'By Courga's grace
and'he hesitates, 'and someone's Pride'. Damn!
Who's pride was it? It was one of the Gods but I
cannot remember which one. 'By Courga's grace
and someone's pride'. I am sorry strangers, my
memory has failed me. I cannot remember which of
the Gods names it was. Perhaps you will be able to
find out in the Temple of Courga, the God of Grace,
just over there? He points to a building on the east
side of Northgate Walk.
If the characters do plan on going to Courga's temple Darius will have a word of warning for them. To
ask the God a question you must complete the kissing ritual. I do not know the full ritual, only that the
left eye leads the way and death befalls those who do
it wrong. As a reward to the characters for ridding
him of the terrible Titan Harpies, Darius will give the
characters a silver ring fashioned in the shape of a
coiled serpent. The Ring is magical and is called the
Serpents Bane (see Appendix 2 - New Magic). The
Ring has no significance to this adventure but is used
in the third part of the SORCERY! epic - The Seven
Serpents.
Titan Harpies (2): hp 16, 17 (see Appendix 1 - New
Monsters)

29. Courga's Shrine (EL8)


Northside - Northgate Walk (Street Map 7)

The Temple to Courga is located close to the


Northgate. It is a large impressive building but it has
no windows. There is no high Priest to this Temple,
instead several acolytes of Courga's faith visit at
varying times of the day to pay their respects to the
God of Grace and clean the Idol.
If they enter the Temple read the following:
The walls are decorated with brightly coloured
murals depicting scenes from the religious mythology of Khar. Fine ornaments made from precious
metals sit in alcoves around the pews and rich
woven tapestries cover every surface. A cunning
trick of architecture catches the wind and an ethereal humming is a constant background noise. Four
large stone Gargoyles watch over the Shrine from
their mounts high in the eves and at the far end of
the room is the focal point of the temple, the Alter.
The steps leading upto the Alter seem to have been
designed to emphasise the centrepiece of the Shrine,
a large golden Idol fashioned in Courga's image.
The temple has the following items on display:
25 objects of religious significance; candlesticks,
holy symbols etc. each are worth 5d6 gold pieces and
weigh 1d6 lbs each.
12 small tapestries worth 5d20+50 gold pieces each
and weighing 10lbs each
5 large tapestries worth 5d20+250 gold pieces each
and weighing 25lbs each.
Should anyone attempt to steal any of the items
named above, the Stone Gargoyles will animate and
attack them to the death.
If the characters approach the Alter read them the
following:
The Idol has a limerick written on a plaque at its
base: 'On Courga's face you kiss four times and finish with the lips; For answers to your questions
you must err not or he spits'.
Trap: Woven into the carpet which leads to the
steps of the Alter is a large black circle. The circle
covers a permanent Teleport Circle spell. Any character who steps on the spell area will be teleported to
the location A in the Northside Sewers (see Map 2 Northside Sewers)
Teleport Circle Trap: CR3; permanent Magic spell;
proximity trigger (anyone who enters the circle);
automatic reset; spell effect (Teleport Circle, no save);
Search (DC34); Disable device (DC34).
To be able to summon Courga, the God of Grace
and have him answer one question the characters
must complete the kissing ritual. The kissing targets
are as follows: forehead, chin, left and right cheeks,
nose, left and right eyes and the lips.
Trap: If the characters do not kiss the Idol in the following order: left eye, right eye, forehead, lips a poison dart will fire from the mouth when the lips are
kissed.
Poison Dart Trap: CR 5; mechanical; combination
trigger; auto reset; Atk +15 ranged (Dart 1d4 plus
poison); poison (Death bade poison; injury; (Fort)

save (DC20); initial 1d6 Con; secondary 2d6 con;


Search (DC20); Disable device (DC22)
If the characters kiss the Idol in the correct order its
eyes will flick open and say, "You are not of my faith
but you have completed the ritual. Ask me one question and I will answer it.
If the characters ask Courga what is the missing
name of the God in the line that they received from
Darius the answer is Fourga, the God of Pride. The
God will answer any other question it is asked. If
asked for the full incantation to open the Northgate,
Courga will reply, "Lortag the Sage, Darius the
Beggar, High Priest Torbain the Malevolent and the
deceased Lord Shivna each know a line of the incantation although Darius has forgotten some of it. The
first Noble of Khar, Lord Garin Alderay knows the
incantation in its entirety".
Gargoyles (4): hp 43, 39, 38, 42 (see MM for information on Gargoyles)

30. The Northgate (EL6)


Northside - Northgate Walk (Street Map 7)
As the characters approach the Northgate read
them the following:
There does not seem to be any guards about here.
The Northgate looks ordinary enough until you get
within about 10 feet of it. A voice speaks which
seems to come from the door itself, "No one may
pass through this gate without first speaking the
words of the incantation".
Trap: If the characters do not speak the incantation
in its entirety as follows: I bid you portals open wide;
So tumblers two sealed deep inside; One lock made
out of Golem's hide; By Courga's grace and Fourga's
pride, a Sulphur Ghost will appear and attack.
Northgate Trap: CR 7; magic device; proximity trigger; auto reset; spell effect (summon Sulphur Ghost),
Search (DC31); Disable device (DC40).
Sulphur Ghost: hp 31 (see Appendix 1 - New
Monsters)
If the characters recite the correct incantation read
them the following:
Slowly the gate opens open in front of you and
beyond you can see the Baklands. Your quest to
recover the Crown of Kings is half over.
The great plains of Baddu-Bak are the next stage of
your mission and your experiences so far will be
invaluable in guiding you through to Lake Ilklala.
You remember the words of the Sightmaster
Sergeant as you left the outpost settlement in
Analand, "From Khar you must cross the
Baklands, which are unknown. It is said that the
day and the night in the Baklands are not controlled by the sun but by supernatural forces
from now on your progress will be watched".
The chinking of armour snaps you out of your
thoughts; the guards must be returning. Casting a
final glance back at the city, you step through the
gate. Ahead of you dark clouds are forming in the
sky. You are now in the Baklands

29

Appendix 1- New
Monsters
Bristle Beast
Medium Animal
Hit Dice:
Initiative:
Speed:
AC:

4d8+4 (22 hp)


+6
30ft. (6 squares)
16 (+2 dexterity, +4 natural),
touch 12, flat-footed 14
Base Attack / Grapple: +3 / +5
Attack:
Claw +5 melee (1d4+2)
Full Attack:
2 Claws +5 melee (1d4+2)
and bite +0 melee (1d4+1)
Space / Reach:
5ft./ 5ft.
Special Attacks:
-Special Qualities:
Spike defence
Saves:
Fort +5, Ref +6, Will +1
Abilities:
Str 14, Dex 15, Con 12, Int 2,
Wis 11, Cha 10
Skills:
Move Silently +6, Hide +5
Feats:
Alertness, Improved
initiative
Environment:
Any dry land
Organisation:
Solitary or family (2-4)
Challenge Rating:
2
Treasure:
None
Alignment:
Always neutral
Advancement:
5-6 HD (Medium)
Level Adjustment:
Indigenous to arid
plains, Bristle Beasts
are also commonly
encountered as the pets
of wealthy citizens of
such dens of iniquity as
Khar
and
Port
Blacksand. They resemble agile lizards and are
the size of a large adult
dog, albeit with paws
like those of a great cat and hundreds of sharp spines
growing through their scaly hides. These spines range
in length from a few inches to over a foot and make
the creature a very unappealing meal for a potential
predator! Bristle Beasts themselves prey on small
mammals and unfortunate birds, which they are apt
to toy with for some time before consuming them.
If captured young, the beasts can be trained as faithful pets. They show great devotion to their owner, and
will aggressively attack anyone it considers to be
threatening them. They make good guard beasts, and
a trained animal is worth at least 500 gold pieces.

Combat

30

The Bristle Beasts will usually circle an enemy, hissing


and making a threat display of its bristles. If the
enemy does not flee, it will close and rend them with
claws and teeth. Once they have begun an attack, they

are notoriously stubborn combatants and rarely break


off before the enemy is so much shredded meat.

Spike Defence (Ex)


If anything is stupid enough to grapple with a Bristle
Beast, they will sustain 3d6 points of damage each
round from the spines covering it. In addition, anything attacking the creature with a natural weapon
must make a Reflex save with a DC of 14 or sustain
1d6 points of damage from the spines. This save DC is
based on Dexterity.

Deathwraith
Medium Undead (Incorporeal)
Hit Dice:
4d12 (26 hp)
Initiative:
+5
Speed:
Fly 30 ft. (good) (6 squares)
AC:
13 (+1 dexterity, +2 deflec
tion), touch 13, flat-footed 12
Base Attack / Grapple: +2 / -Attack:
MW Sword +3 melee (1d8)
Full Attack:
MW Sword +3 melee (1d8)
Space / Reach:
5ft / 5ft.
Special Attacks:
-Special Qualities:
Darkvision 60 ft., Daylight
powerlessness, Incorporeal
traits, Undead traits,
Unnatural aura, Silver touch,
Crypt bound
Saves:
Fort +1, Ref +2, Will +4
Abilities:
Str -, Dex 13, Con -, Int 8, Wis
10, Cha 12
Skills:
Hide +6, Listen +7, Sense
Motive +6, Spot +7
Feats:
Alertness, "Blind-Fight,
Combat Reflexes, Improved
initiativeB
Environment:
Any
Organisation:
Solitary
Challenge Rating:
3
Treasure:
None
Alignment:
Always lawful neutral
Advancement:
5-8 HD (Medium)
Level Adjustment:
Deathwraiths are the restless spirits of truly evil men,
bound to their dusty crypts in the darkness. They
appear as skeletal faces peering with burning red eyes
from a funeral shroud, although beneath the shroud is
nothingness. They will attack the living with ceremonial swords or knives inlaid with silver, for they cannot bear others to enjoy the world they can no longer
be a part of. Deathwraiths can speak Common, but
rarely do so.

Combat
The
Deathwraith
will snatch up a silver
ceremonial
weapon and try to
murder any living
being
it
comes
across.

Unnatural Aura (Su)


Animals, whether wild or domesticated, can sense the
unnatural presence of a wraith at a distance of 30 feet.
They will not willingly approach nearer than that and
panic if forced to do so; they remain panicked as long
as they are within that range.

Daylight Powerlessness (Ex)


Wraiths are utterly powerless in natural sunlight (not
merely a Daylight spell) and flee from it.

Silver Touch (Su)


Deathwraiths treat silver weapons and objects as
though they had the ghost touch Ability. This allows
them to wield earthly weapons made of silver, and
allows them to be harmed by the same.

Crypt Bound (Ex)


Deathwraiths are unable to travel more than 100 feet
from their crypt. If they are moved beyond this area
by means outside of their control, they will lose 1 hit
point each round until they return, or until they are
destroyed. A turned Deathwraith will cower within its
crypt.

Flayer

has
made
them bitter
and shy of
others. Only
t h e i r
remarkable
talents in the
field
of
cookery has
allowed
them
any
access at all
to Human
culture, where they may be found in the kitchens of
the wealthy. Of course, their hideous appearance usually means they are driven out before too long.

Combat
Flayers enter combat by simply flailing their heads
back and forth, allowing the venomous barbs in their
tendrils to deal with their foes. They are quite selfish
and cowardly, and are liable to try to escape if victory
seems unlikely.

Venomous Barbs (Ex)

Any creature struck by the Tentacle Rake attack of a


Flayer is poisoned. The poison has a Fortitude save
2d8 (9 hp)
DC of 11 (this is Constitution based) and deals 1d8
+2
points of hit point damage as a primary effect. There
30ft. (6 squares)
is no secondary effect.
3 (+1 natural, +2 Dex), touch
Flayer Traits (Ex)
12, flat-footed 11
Base Attack / Grapple: +1 / +1
Flayers possess the following Racial traits.
Attack:
Tentacle rake +5 melee
- +4 Dexterity, -4 Charisma.
(1d4+poison)
- A flayers base land speed is 30 feet.
Full Attack:
Tentacle rake +5 melee
- Darkvision 60 ft.
(1d4+poison)
- +4 racial bonus on skill (Profession - cook) checks.
Space / Reach:
5ft / 5ft.
- Automatic Languages: Common, Flayer. Bonus
Special Attacks:
Venomous barbs
Languages: Draconic, Giant, Goblin, Orc.
Special Qualities:
Darkvision 60 ft., Flayer
- Natural weapon as described above.
traits
- Favoured Class: Rogue.
Saves:
Fort +0, Ref +2, Will +3
Abilities:
Str 11, Dex 14, Con 11, Int 10, Leprechauns
Small Fey
Wis 11, Cha 6
Hit Dice:
6d6 (hp 21)
Skills:
Profession (Cook) +9, Spot
Initiative:
+9 (+5 Dex, +4 improved ini
+2, Listen +3
tiative)
Feats:
Weapon finesse
Speed:
20 ft. or Fly 50 ft. (perfect)
Environment:
Temperate and tropical land
AC:
15 (+5 Dex)
Organisation:
Solitary
Attacks:
Leprechaun Dust +8 touch
Challenge Rating:
1
Damage:
None
Treasure:
Standard
Face / Reach:
5 ft. by 5 ft / 5ft.
Alignment:
Usually chaotic neutral
Special Attacks:
Leprechaun Dust
Advancement:
By character class
Special Qualities:
Invisibility, Spell-like
Level Adjustment:
+1
Abilities
Flayers are repulsive beings, resembling sinewy
Saves:
Fort +2, Ref +10, Will +5
humanoids as far as their shoulders but with a revoltAbilities:
Str 6, Dex 21, Con 10, Int 11,
ing octopus-like head, seemingly with greyish jelly
Wis 10, Cha 15
instead of flesh. They have no arms, but a cluster of
Skills:
Bluff +9, Listen +5, Move
prehensile tendrils from the lower part of their heads
Silently +10, Sleight of Hand
serve them equally well.
+15, Sense Motive +8, Spot +8
Their resemblance to the dreaded brain-slayer, as
Feats:
Improved initiative, Weapon
well as their general ugliness has led to their persecufinesse
tion at the hands of most other races, which in turn
Medium Aberration
Hit Dice:
Initiative:
Speed:
AC:

31

Climate / Terrain:
Any land
Organisation:
Solitary or Band (2-3)
Challenge Rating:
4
Treasure:
Standard
Alignment:
Usually chaotic neutral
Advancement:
None
Many an adventurer has come to
grief at the hands of a group of
mischievous Leprechauns. They
are small magical beings, at most a
metre tall, which delight in playing
tricks on unsuspecting people.
They will appear out of nowhere,
dressed in baggy clothes (usually
coloured a dazzling spring green)
and chuckling merrily. They may
throw a rotten tomato, or just beckon for their victim to follow them,
laughing all the time in their
squeaky little voices. They will
lead their new acquaintance to where their fellows lie
in wait, ready to play more tricks and hopefully steal
some treasure or food.
On the rare occasions that their victim shows a good
sense of humour at being humiliated and robbed, the
Leprechauns may become friendly and help them on
their way - although they will not return what they
have stolen.

Combat
Leprechauns faced with violence will throw some
Leprechaun Dust in their enemies face, or failing that
fly away invisibly. Paralysed foes will be looted for all
they are worth. Leprechauns do not kill their victims,
unless some of them have been killed first.

Invisibility (Su)
Leprechauns can make themselves invisible as a standard action. They may do this as often as they like!

Leprechaun Dust (Su)


Leprechauns can throw a handful of Dust as a standard action. This is a melee Touch attack. The Dust is
an inhaled poison, Fortitude save DC 18, primary
effect paralysis for 1 minute, secondary effect paralysis for 2d4 minutes. The Leprechaun magically produces this Dust, and it loses potency after one round
of the Leprechaun throwing it or putting it down.

Spell-like Abilities (Sp)


Leprechauns may use the following spell-like
Abilities, once per round, as a sorcerer of 6th level. All
saving throws are against a DC of 13 + the spell level.
Daze, Ghost Sound, Silent Image, Dancing Lights,
Random Action, Light, Mage Hand, Open / Close.

Living Corpse

32

(Intact) Medium Undead


Hit Dice:
1d12 (6 hp)
Initiative:
+4
Speed:
30ft. (6 squares)
AC:
10, touch 10, flat-footed 10
Base Attack / Grapple: +0 / +1
Attack:
Slam +1 melee (1d4+1)

Full Attack:
Space / Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Slam +1 melee (1d4+1)


5ft./ 5ft.
-Darkvision 60 ft., Undead
traits, Separation
Fort +0, Ref +0, Will +2
Str 12, Dex 10, Con -, Int -,
Wis 10, Cha 1
-Improved initiative
Any
Solitary
1/4
None
Always neutral
---

(Pieces of Living Corpse) Tiny Undead


Hit Dice:
Initiative:
Speed:
AC:

1d12 (6 hp)
+4
Fly 15 ft. (good) (3 squares)
12 (+2 size), touch 12, flatfooted 12
Base Attack / Grapple: +0 / -8
Attack:
Slam +0 melee (1d4-2)
Full Attack:
Slam +0 melee (1d4-2)
Space / Reach:
5ft./ 0ft.
Special Attacks:
-Special Qualities:
Darkvision 60 ft., Undead
traits
Saves:
Fort +0, Ref +0, Will +2
Abilities:
Str 6, Dex 10, Con -, Int -, Wis
10, Cha 1
Skills:
-Feats:
Improved initiative
Environment:
Any
Organisation:
Group of 6
Challenge Rating:
1/6
Treasure:
None
Alignment:
Always neutral
Advancement:
-Level Adjustment:
-The result of a
g r u e s o m e
Necromantic
spell, a living
corpse is a particularly tenacious
form of undead. It
appears much like
a zombie - a rotting corpse of a
humanoid, which
yet
moves.
However, it is more agile than a typical zombie, and
has a revolting surprise for anyone who tries to fight
it. Should they manage to land a telling blow on the
creature, its body separates into six parts, which continue to fight on their own!

Combat
The living corpse will attack anyone it can reach.

Separation (Su)
When it is destroyed by physical attacks, the living
corpse splits into six parts - the head, torso, each arm
and each leg. These parts move by levitation, and continue to attack relentlessly until they too are
destroyed. The living corpse cannot use this Ability if
it is completely destroyed by an attack such as a turn
undead Ability or disintegration.

Mantis Man
Large Magical Beast
Hit Dice:
Initiative:
Speed:
AC:

4d10 (22 hp)


+6
30ft. (6 squares)
16 (-1 size, +2 dexterity, +5
natural), touch 11, flat-footed
14
Base Attack / Grapple: +4 / +14
Attack:
Claw +6 melee (1d4+2)
Full Attack:
2 Claws +6 melee (1d4+2)
Space / Reach:
10ft./ 10ft.
Special Attacks:
Improved Grab, Bite
Special Qualities:
Darkvision 60 ft, Freeze
Saves:
Fort +1, Ref +6, Will +1
Abilities:
Str 15, Dex 14, Con 11, Int 5,
Wis 11, Cha 8
Skills:
Spot +5, Listen +6
Feats:
Alertness, Improved initia
tive
Environment:
Any land
Organisation:
Solitary
Challenge Rating:
3
Treasure:
Standard
Alignment:
Always neutral
Advancement:
5-7 HD (Large)
Level Adjustment:
A Mantis Man
appears to be a
g a n g l y
humanoid
made
from
stone. They are
native to the
n o r t h e r n
Baklands, and
have developed
a most insidious
means of capturing
fresh
meat. They will
stand perfectly still, with their hands clasped before
them as if in prayer, waiting for some overly inquisitive being to come too close and then they strike
with alarming speed! Mantis Men hunt alone,
although they can occasionally be found in small family groups - if this is the case, they usually flee from
any aggressors.
Mantis Men like to acquire bright and shiny objects,
as these often help them in luring prey to come near

them. Mantis Men do not appear to have a language


beyond simple growls and hisses.

Combat
A Mantis Man usually waits perfectly still, emulating
a statue, until potential prey comes within its reach. It
will then snatch them up in its claws and rip them
apart as quickly as possible, dragging any killed victim away into the wilderness to consume. It will prefer to escape with its prey than fight further enemies,
but is likely to fight to the death to keep its meal.

Improved Grab (Ex)


To use this Ability, a Mantis Man must hit with a Claw
attack. It can then attempt to start a Grapple as a free
action without provoking an attack of opportunity.

Bite (Ex)
A Mantis Man can deliver a Bite attack to any opponent it has successfully grappled. Each round, the
jaws of the Mantis Man inflict 2d8+3 points of damage
to the held prey, with no attack roll necessary.

Freeze (Ex)
A Mantis Man can hold itself so still it appears to be a
statue. An observer must succeed on a skill (Spot)
check (DC20) check to notice the Mantis Man is really
alive.

Skills
Mantis Men gain a +4 racial bonus to Grapple checks.

Redeye
Medium Humanoid
Hit Dice:
Initiative:
Speed:
AC:
Base Attack / Grapple:
Attack:

3d8-3 (10 hp)


+0
30ft. (6 squares)
10, touch 10, flat-footed 10
+2 / +2
Dagger +1 melee (1d4) or
heat ray +10 ranged touch
(3d6)
Full Attack:
Dagger +1 melee (1d4) or
heat ray +10 ranged touch
(3d6)
Space / Reach:
5ft./ 5ft.
Special Attacks:
Fire Eyes
Special Qualities:
-Saves:
Fort +2, Ref +3, Will +1
Abilities:
Str 11, Dex 10, Con 9, Int 10,
Wis 11, Cha 8
Skills:
Spot +0 Listen +4, Search +2,
Intimidate +5
Feats:
Alertness, Lightning
Reflexes
Environment:
Any land
Organisation:
Solitary or gang (2-8)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Often Chaotic Evil
Advancement:
by character class
Level Adjustment:
+4
Redeyes resemble gaunt Humans, possibly with a hint
of Elvish features. They are almost always clad in
ragged clothes, as they are not usually accepted into

33

communities and so
must wander
as
vagabonds.
As a race,
they
are
arrogant and
pushy, often
trying
to
bully other
peoples. The
reason for their arrogance is their natural weaponry their eyes.
The eyes of these creatures continually emit deadly
beams of searing heat, burning anything they look
upon. For this reason, they usually keep their eyes
closed - they can see through their eyelids regardless,
although dimly.

Combat
A Redeye will resort to the use of its eyes the moment
it is injured or if it feels it cannot afford to toy with the
enemy. They are cowardly creatures at heart, but most
foes fall quickly to their flaming gaze.

Fire Eyes (Su)


The Redeyes may open their eyes and burn enemies
with red beams of heat. This attack has a range of 60
feet, and deals 3d6 points of fire damage.

Redeye Traits (Ex)


Redeyes possess the following Racial traits.
- -2 Constitution and Charisma.
- A Redeye's base land speed is 30 feet.
- -4 Racial penalty on Spot checks.
- +8 Racial bonus to attacks with heat ray vision.
- -1 Racial penalty to attacks with any weapon, due
to poor vision.
- Automatic Languages: Common. Bonus
Languages: Draconic, Giant, Goblin, Orc, Elven.
- Favoured Class: Rogue.

Slime Eater
Medium Aberration
Hit Dice:
Initiative:
Speed:
AC:

34

4d8+7 (25 hp)


-1
20ft. (4 squares)
17 (-1 Dex, +8 natural), touch
9, flat-footed 17
Base Attack / Grapple: +3 / +6
Attack:
Slam +6 melee (1d6+3)
Full Attack:
2 Slams +6 melee (1d6+3) and
bite +1 melee (2d6+3)
Space / Reach:
5ft./ 5ft.
Special Attacks:
Sulphurous cloud
Special Qualities:
Slime wading, Darkvision 60
ft.
Saves:
Fort +5, Ref +5, Will +5
Abilities:
Str 17, Dex 8, Con 12, Int 4,
Wis 11, Cha 5
Skills:
Listen +2, Survival +5
Feats:
Power Attack, Toughness

Environment:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Sewers and other loathsome


pits of slime
Solitary or pack (2-6)
3
None
Always neutral evil
5-6 HD (Medium); 7-8 HD
(Large)
-

Level Adjustment:
Underneath some
of the oldest cities
on Titan, the foul
beings known as
'Slime
Eaters'
make their lairs in
the depths of the
sewers.
They
resemble bloated
humanoids with
flabby bodies and
limbs, and hugely
oversized mouths for sifting the bottom of the sewer.
Atop their heads are short tube-like horns which emit
foul gasses, as if their chosen environment needed
additional stench. These creatures sift the waste for
tasty morsels, finding sustenance in the filth - however, they are quite likely to savour the taste of fresh
meat in the form of any warm-blooded creature they
can find in the sewers
Slime Eaters often congregate in groups, bellowing
to each other in their own bizarre language.

Combat
Slime Eaters will pound fresh meat until it is fit for
consumption, and then gorge themselves mightily on
it. If seriously harmed, they will usually flee into the
deepest recesses of their vile lair to escape death.
6.8.2 Sulphurous Cloud (Ex)
The Slime Eater is perpetually surrounded with a
foul-smelling cloud of toxic fumes. Anything that
needs to breathe (except other Slime Eaters) within 15
feet of a Slime Eater must make a Fortitude save DC 13
(based on Constitution) or suffer the loss of 1d4 points
of Strength for 10 minutes.

Slime Wading (Ex)


The Slime Eater moves effortlessly through slime,
mud, and sewage. It suffers no penalty to cross slippery surfaces, and does not treat these types of terrain
as difficult ground.

Sulphur Ghost
Small Outsider (Extraplanar, Fire, Incorporeal)
Hit Dice:
6d8 (27 hp)
Initiative:
+10
Speed:
Fly 60 ft. (good) (12 squares)
AC:
17 (+1 size, +6 dexterity),
touch 17, flat-footed 11
Base Attack / Grapple: +6 / -Attack:
-Full Attack:
-Space / Reach:
10ft./ -Special Attacks:
Toxic cloud

Special Qualities:
Saves:
Abilities:

Incorporeal traits
Fort +5, Ref +11, Will +5
Str -, Dex 22, Con 11, Int 4,
Wis 11, Cha 8
Skills:
Intimidate +8, Hide +15, Spot
+9, Listen +9, Tumble +15
Feats:
Dodge, Improved initiative,
Mobility
Environment:
Demonic planes
Organisation:
Solitary
Challenge Rating:
6
None
Treasure:
Alignment:
Always Chaotic Evil
Advancement:
7-11 HD (Medium)
Level Adjustment:
The Demonic Planes are home to all manner of vile
abominations and horribly poisonous environments.
The Sulphur Ghost is a life form that thrives within
the toxic, broiling pits of these planes. They spend
most of their time idly dancing about in the flames
and smog, avoiding being eaten by the more powerful
Demons - but sometimes they are summoned by despicable conjurers to deal with troubles on the Earthly
Plane. The Sulphur Ghost looks like a mere wisp of
reddish fog, trailed by foul-smelling smoke. It darts
about through the air, laying a yellow cloud over
everything around it. Although it lacks substance, its
very
presence
carries with it the
poisonous fumes
from whence it
came.
Sulphur Ghosts
understand the
Infernal
and
Abyssal
languages, but do
not speak themselves.

Combat
The malevolent Sulphur Ghost simply flies around its
victims, allowing the deadly cloud of toxic gasses it
emits to kill them. It likes nothing more than the dying
convulsions of mortals. If it is badly threatened, it is
likely to retreat to find easier game.

Toxic Cloud (Su)


At all times the Sulphur Ghost is surrounded by a
reeking cloud of poisonous fumes. Any living thing
exposed to these evil vapours suffers 1d10 points of
Constitution damage each round, Fortitude save DC
13 negates (this save is Constitution based).

Titan Harpy
Medium Monstrous Humanoid
Hit Dice:
3d8+3 (16 hp)
Initiative:
+1
Speed:
20 ft., (4 squares) or Fly 60 ft.
(average) (12 squares)
AC:
14 (+1 Dex, +3 natural), touch
11, flat-footed 13
Base Attack / Grapple: +3 / +4

Attack:
Full Attack:
Space / Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Claw +4 melee (1d6+1)


2 Claws +4 melee (1d6+1)
5ft./ 5ft.
-Darkvision 60 ft.
Fort +2, Ref +4, Will +3
Str 12, Dex 13, Con 12, Int 7,
Wis 10, Cha 6
Skills:
Spot +6
Feats:
Dodge, Mobility
Environment:
Dry land
Solitary or Flock (2-8)
Organisation:
Challenge Rating:
2
Treasure:
Standard
Alignment:
Usually Chaotic Evil
Advancement:
4-5 HD (Medium)
Level Adjustment:
Titan Harpies are foul beings that delight in tormenting unfortunate travellers on lonely roads. They are
vaguely humanoid in appearance, with massive leathery wings in place of
arms. Their dark bodies are leathery and
thin, with leering
faces and bright
orange eyes. Their
feet end in sharp
talons which they use
to rake their enemies.
They will often torture their prey for
hours, chattering in
high-pitched voices, before becoming bored and making the kill - they are feared and hated by all who have
to travel alone or in small groups. Titan Harpies speak
their own language.

Combat
Titan Harpies attack by swooping down and tearing
at their prey with their feet. They will often dart in and
out of battle, trying to keep their victim alive so they
can toy with them - but will quickly resort to lethal
measures if they encounter resistance.

Appendix 2- New Magic


New Magic Items:
Fire Stones
These coloured stones burst into flame when thrown.
The damage caused is determined by the stones
colour: blue 2d6 fire damage, black 3d6 fire damage
and red 4d6 fire damage all damage is Reflex save
DC15 for half damage. Each of the stones has a blast
radius of 5ft. and a range inc. of 20ft.
Faint evocation; CL 5th; Craft Wondrous Item, fireball; Price Blue 150gp, Black 300gp, Red 500gp

Mandrake's Brush of Cloning


This magical Brush will paint a perfect picture of
whom ever it is commanded to (as long as the subject
is in view of the owner of the Brush). The Brush will
animate and paint by itself at great speed, completing

35

a picture in just two minutes. Once completed the picture will come to life and climb out of the place from
where it was created. The 'clone' will be an exact replica of the subject in every way except that it will not
have any magical items nor know any spells. The
clone will have just one command and that is to slay
its subject. Once this has been done it will disappear
and revert to a normal painting.
This magical Brush was created by an evil necromancer called Mandrake. His plan, which is almost
mimicked by the Armless Artist, was to lure people
into his studio, create a clone of them using the Brush
and then kill them. The corpses would then be raised
as his undead servants.
When created, this item has 7 charges only.
Strong illusion; CL 15th; Craft Wondrous Item, animate object, simulacrum; Price 16,000 gp.

Mask of Fear, The


This ebony mask enhances any Fear-effect spell cast
by the wearer. Any save DC against the spell is at +2.
Faint necromancy; CL 5th; Craft Wondrous Item,
cause fear; Price 1,000 gp.

Serpents Bane
This magical Ring was forged by the same evil
Sorcerer who created the Seven Serpents, The
Archmage of Mampang. The purpose of the Ring was
to allow the Archmage to extract information from the
Serpents over great distances, but the ritual to create
the Ring failed. Instead of working over great distances, it will only work over a very short distance
(15ft.) The Archmage considered this creation a failure
and the Ring was ordered to be destroyed immediately. En route the mass of Goblins in charge of the Rings
destruction were ambushed by a Nomad tribe and
slain. The Ring has passed hands many times since
then and its location is now unknown.
Whenever a character who wears the Serpent's Ring
encounters one of the Seven Serpents he may extract a
piece of useful information from it. The information
will be in the encounter text in the SORCERY! The
Seven Serpents adventure. But only if the character
remembers.
Faint divination, CL 3rd; Forge Ring, detect
thoughts; Price 500gp
This item is impossible to replicate, it is a unique,
flawed item.

Teeth of the Goblin Army

36

These magical Teeth are typically found in bags containing 3d6 Teeth. When one of the Teeth is thrown to
the floor, the Tooth will disappear and a fully
Armoured Goblin will appear in its place, which acts
immediately on the character's turn. It will attack the
character's enemies to the best of its ability. If the
character can communicate with the Goblin, the character can direct it not to attack, to attack particular
enemies, or to perform other actions. The Goblin will
disappear when its task is complete or 1 hour has
passed (which ever comes first).
Up to six of the Teeth can be thrown to the floor as a
standard action.

Goblin (small humanoid): hp 6 each (see MM for


more information on Goblins)
Caster Level: 8th; Prerequisites: Craft Wondrous
Item, Summon Monster; Market Price 250gp each:
Weight: neg (25 teeth weigh 1lb)

Teeth of the Hill Giant Army


These magical Teeth are typically found in bags containing 1d6 Teeth. When one of the Teeth is thrown to
the floor, the Tooth will disappear and a fully
Armoured Hill Giant will appear in its place, which
acts immediately on the character's turn. It will attack
the character's enemies to the best of its ability. If the
character can communicate with the Hill Giant, the
character can direct it not to attack, to attack particular enemies, or to perform other actions. The Hill
Giant will disappear when its task is complete or 1
hour has passed (which ever comes first).
Up to six of the Teeth can be thrown to the floor as a
standard action.
Hill Giant: hp 90 each (see MM for more information on Hill Giants)
Caster Level: 8th; Prerequisites: Craft Wondrous
Item, Summon Monster; Market Price 5000gp each:
Weight: neg (8 teeth weigh 1lb)

New Magic Spells:


Dogs Luck
Transmutation
Level: Brd 2, Clr 2, Sor 2, Wiz 2
Components: V,S,M / DF
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 1 hour / level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes Luckier. The spell grants an
enhancement bonus to Luck of 1d4+1 points, adding
the usual benefits to Luck checks.
Arcane Material Components: Hair of a dog

Appendix 3- Campaign
play

Scaling the Adventure


As mentioned before SORCERY! 2 - Khar Cityport of
Traps is designed to be played with a party of 1-4 5th
level characters. However, it can be adjusted for lower
or higher level characters with a few modifications.
Some examples are given below.

Rescaling the Adventure for Party Levels 2-4


Consider allowing the PCs to find some extra healing,
maybe potions or scrolls, and make sure they have
plenty of opportunities to rest and fully recuperate
between encounters. If the party is 3rd level or lower,
consider removing all poisons.

Emelni Telia

Feats:
Are features that that give Emelni special capabilities, or improve ones that she
already has. Listed below are Emelni's feats and a brief description of each one.
Extra Turning: Allows Emelni to turn Undead four more times per day than normal
Weapon Focus (Morningstar): +1 Attack bonus when using the Morningstar
Turn Undead:-You can turn Undead as a Supernatural ability
Spells: Emelni worships the Deity Libra. Her God grants her the use of spells.
Spells per day are: 0 level- 5; 1st level- 4+1; 2nd level- 3+1; 3rd Level- 2+1. Her
domains are: Good - Granted Power: The character casts good spells at +1 caster level.
Knowledge - Granted Power: All Knowledge skills are class skills. The character
casts divinations at +1 caster. Protection - Granted Power: The character can generate
a protective ward, a spell-like Ability to grant someone the character touches a resistance bonus equal to the character's level on the recipient's next saving throw.
Activating this power is a standard action. The protective ward is an abjuration effect
with a duration of 1 hour that is usable once per day.
Spontaneous casting:- Emelni can channel any spell revised (not a Domain spell) into
a Cure spell

Feats:

Are features that that give Kaspar special capabilities, or improve ones that he
already has. Listed below are Kaspar's feats and a brief description of each one:
Dodge: Pick and enemy in combat and gain a +1 AC bonus for that enemy only.
Skill Focus (Concentration): +3 bonus when using the Concentration Skill

Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
1D8+1 hit points.
Tobin, Kaspars Familiar:
Kaspar has a magically summoned creature called a Familiar. His name is Tobin and
he is a Cat. Tobin and Kaspar can communicate empathically up to a range of one
mile.
While Tobin is within arms reach, Kaspar gains the Alertness feat (+2 to Listen and
Spot checks)
At Kaspar's discretion, any spell that he casts on himself (Mage Armour for example)
can affect Tobin if he is within 5ft.
Tobin can deliver Kaspar's Touch Effect spells
Tobin has the feat improved evasion. This means that any attack that would cause
Tobin to make a Reflex save, he takes no damage if saved (rather than half).
Kaspar gains +2 to move silently when within 1 mile of Tobin.

Potions:

Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
1D8+1 hit points.

Potions:

Emelni has a number of skills that she can use during the course of this adventure. In
order for Emelni to succeed at a skill, she must roll equal to or greater than the
Difficulty Class (DC) number for the skill in question on a d20 while adding the skill
modifier. An example of this would be that Emelni is listening at a door. In order to
hear the conversation on the other side she must make a skill (Listen) check (DC15).
She rolls a d20 and adds her listen modifier (+5).
Note that some of Emelni's skills have a slash separating two figures (i.e. Move silently +2 / -2). The first number given is Emelni's modifier without her Armour penalty (3 for her Scale mail +1 and -1 for her Light wooden shield).
Balance: Use this skill when you need to keep your balance on a ledge etc
Climb: Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate: this skill when you need to focus your mind or cast a spell in combat
Hide: use this skill to sink into the shadows and remain unseen
Jump: Use this skill to leap over pits, vault low fences or leap onto tables
Listen: Use this skill to hear approaching enemies or to listen at doors
Move silently: You can sneak up on an enemy, or slink away without being heard
Search:You can find simple traps, hidden doors, and details not readily apparent
Spellcraft: You can identify a spell being cast or a spell effect.
Spot: Use this skill to spy a rogue hiding in the shadows or a monster
Swim: You can swim

Kaspar has a number of skills that he can use during the course of this adventure. In
order for Kaspar to succeed at a skill, he must roll equal to or greater than the
Difficulty Class (DC) number for the skill in question on a d20 while adding the skill
modifier. An example of this would be that Kaspar is listening at a door. In order to
hear the conversation on the other side he must make a skill (Listen) check (DC15).
He rolls a d20 and adds the listen modifier (+5).
Balance: Use this skill when you need to keep your balance on a ledge etc
Climb: Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate: Use this skill when you need to focus your mind, cast a spell in combat
Hide: Use this skill to sink into the shadows and remain unseen
Jump: Use this skill to leap over pits, vault low fences or leap onto tables
Listen: Use this skill to hear approaching enemies or to listen at doors * +2 when
within one mile of Tobin, his familiar. This is included in Kaspar's stats
Move silently:- You can sneak up on an enemy, or slink away without being heard *
+2 when within one mile of Tobin, his familiar. This is included in Kaspar's stats.
Search: You can find simple traps, hidden doors, other details not readily apparent
Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster *
+2 when within one mile of Tobin, his familiar. This is included in Kaspar's stats
Swim: You can swim

Skills:

Skills:

In order for Emelni to hit her opponent, she must do the following; Roll a d20 and
add her combat modifier for the weapon she is using (+7 for her Morningstar). If the
result is equal to or greater than her opponents Armour Class (AC), then she has hit.
Emelni then rolls her damage for the weapon she is using (1d8+3 Morningstar).
If a monster's roll to hit is equal to or greater than Emelni's AC, then the monster has
scored a hit and Emelni looses hit points (hp).
When Emelni's hp's reach 0, she is unconscious. If they reach -10, she is dead.

Combat:

In order for Kaspar to hit his opponent, he must do the following; Roll a d20 and add
his combat modifier for the weapon he is using (+5 for his Quarterstaff). If the result
is equal to or greater than his opponents Armour Class (AC), then he has hit. Kaspar
then rolls his damage for the weapon he is using (1d6+4 for his Quarterstaff).
If a monster's roll to hit is equal to or greater than Kaspar's AC, then the monster has
scored a hit and Kaspar looses hit points (hp).
When Kaspar's hp reaches 0, he is unconscious. If they reach -10, he is dead.

Combat:

Kaspar Seltair

Medium (5ft. 3in. tall)


Half-Elf / Female
Cleric / 5
5d8+10 (hp 46)
+2 (+2 Dex)
20ft. (Scale mail
armour), 30ft. base

Emelni Telia
Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:

Armour Class:
Attacks (Damage):
Special Qualities:
Saves:
Abilities:
Skills:

Hit Points

46

Languages:

Encumbrance:

Libra

Common and Elven

weight carried 65lbs (Light load)

Feats:
Bonus Feats:
Spells per day:
Equipment:

Deity:

Good and Protection

Luck

18

16 (Dex, Scale mail). Touch 12, Flatfooted 14


+ 5 melee (Morningstar 1D8 +2)
Immune to Magical sleep spells and effects
Fort +5, Ref +3, Will +5
Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 11, Wis 15 (+2), Cha
12 (+1), Luck 18 (+4)
Concentrate +2, Heal +3, Hide +4/ +0, Knowledge
(Religion) +5, Listen +4, Move silently +2 / -2, Search +1,
Spot +3, Swim +2 / -11
Extra Turning, Weapon focus (Morningstar)
Turn undead, Spells and Spontaneous casting
4 / 3+1 / 2+1
Scale mail armour (30lb), Morningstar (8lb), Backpack
(2lb), Winter blanket (3lb), Hooded lantern +oil (3lb),
Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt pouch with 5gp
and 2x 50gp gems (3lb) 5 days trial rations (5lb) Flint and
steel (neg), 2 sacks (1lb) Holy symbol of Libra (neg), Potion
of Fortune (neg), 2x Potions of Cure Light Wounds (neg)

Domains:

Notes

Saves

Full Attack

Attack

Name
Size
Race / Sex
Class / Level
Hit Dice
Initiative
Speed
Armour Class

Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 11, Cha 16 (+3),
Luck 13 (+1)

Fort +2, Ref +4, Will +4

+5 melee (Quarterstaff 1d6+4 20 / x2) or +5 ranged (Dart 1d4 +2 20 / x2)

+5 melee (Quarterstaff 1d6+4 20 / x2) or +5 ranged (Dart 1d4 +2 20 / x2)

Kaspar Seltair
Medium (5ft. 8 in. tall)
Mountain Elf / male
Sorcerer / 5
5d4+5 (hp 20)
+3 (+3 Dex)
30ft. base (6 squares)
13 (+3 Dex) Touch 13,
Flatfooted 10

13

Abilities

Concentration +12, Gather information +3, Hide +3, Knowledge (Arcana)


+11, Listen +5*, Move silently +8*, Search +7, Spot +6*, Spellcraft +13,
Swim +3

Luck

Skills

Dodge, Skill focus (Concentration)

20

Feats

Spells

Hit Points

Class Feats

Kaspar Seltair

Spells Known

6 / 4 / 2 - 0 Level: Detect Poison, Daze, Mage hand, Detect magic, Read


magic, Ray of Frost. 1st Level: Disguise self, Mage Armour, Magic mis
sile, Ray of enfeeblement. 2nd Level: Invisibility, Mirror Image
6/7/5
Spells per day

Quarterstaff +1 (4lbs), 4 Darts on a belt (3lbs), Sorcerer Robes (3lbs),


Backpack (2lb), Winter blanket (3lb), Hooded lantern +oil (3lb), Bedroll
(5lb), Rope, Silk - 50ft. (5lb), Belt pouch (3lb) 5 days trial rations (5lb)
Flint and steel (neg), 2 Sacks (1lb), Potion of Fortune (Neg), Potion of
Cure Light Wounds (Neg).
37 lbs (light load)

Equipment

Encumbrance

10

Common, Elven, Goblin, Orc, Giant.

hit points

Languages

Tobin (Kaspars Familiar)

Race:
Cat (tiny animal)
HD:
5 (10 hit points)
AC:
17 (+2 Dex, +2 Size, +3 natural)
Atk:
Claws +6 melee (1D2 -4 damage) and +1 melee (Bite 1D3 -4)
Saves:
Fort +2, Reflex +4, Will +5
Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Chr 7
Special:
Improved evasion, Share spells, Empathic link, deliver Touch
spells, speak with master, Weapon finesse, Low-light vision,
scent.ouch.
Skills:
Balance +10, Climb +6, Hide +14, Listen +3, Move silently +8, Spot
+3, Survival +1
Weapon finesse
Feats:

Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
1D8+1 hit points

Potions:

Exotic Weapon Proficiency (Heavy Repeating Crossbow): You are proficient with
the named exotic weapon.
Power Attack: On your action, before making attack rolls for a round, you may
choose to subtract a number from all Melee attack rolls and add the same number to
all melee damage rolls. This number may not exceed your Base attack bonus. The
penalty on attacks and bonus on damage apply until your next turn.
Point Blank Shot: Thorgrim gets a +1 bonus to attack and damage rolls with ranged
weapons at ranges of up to 30 feet.
Weapon Focus (Dwarven Waraxe): You are especially good with the Dwarven
Waraxe. You add +1 to your attack roll with this weapon.
Weapon Specialisation (Dwarven Waraxe): Your increased skill with this weapon
grants you a +2 bonus to damage with this weapon.
Racial abilities:
Darkvision 60ft.; Stonecunning grants Dwarves a +2 racial bonus on checks to notice
unusual stonework; +2 racial bonus on saving throws against poison; +2 racial bonus
on saving throws against spells and spell-like effects; +1 racial bonus to attack rolls
against Orcs and Goblinoids; +4 dodge bonus against Giants.

Feats:

Thorgrim has a number of skills that he can use during the course of this adventure.
In order for Thorgrim to succeed at a skill, he must roll equal to or greater than the
Difficulty Class (DC) number for the skill in question on a d20 while adding the skill
modifier. An example of this would be that Thorgrim is listening at a door. In order
to hear the conversation on the other side he must make a skill (Listen) check (DC15).
He rolls a d20 and adds the listen modifier (+1).
Note that some of Thorgrim's skills have a slash separating two figures (i.e. Climb
+12 / +7). The first number given is Thorgrim's modifier without his Armour penalty
(-4 for his Chainmail and -1 for his shield).
Climb: Use this skill to climb the tallest mountain or descend the deepest pit
Hide: use this skill to sink into the shadows and remain unseen
Jump: Use this skill to leap over pits, vault low fences or leap onto tables
Listen: Use this skill to hear approaching enemies or to listen at doors
Move silently: You can sneak up on an enemy, or slink away without being heard
Search: You can find simple traps, hidden doors, and details not readily apparent
Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim: You can swim

Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
1D8+1 hit points.

Potions:

Dodge: You are adept at dodging blows. Designate an opponent and receive a +1
bonus to AC against attacks from that opponent.
Improved Initiative: +4 to initiative roll
Sneak Attack If Karleth catches her opponents flatfooted she gains additional damage (+3d6)
Evasion: Any attack that would require a save for half damage deals no damage (if
the save was successful)
Uncanny Dodge: You can never be caught flatfooted
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your
Strength modifier on attack rolls. If you carry a shield, its armour check penalty
applies to your attack rolls.

Feats:

Karleth has a number of skills that she can use during the course of this adventure. In
order for Karleth to succeed at a skill she must roll equal to or greater than the
Difficulty Class (DC) number for the skill in question on a d20 while adding the skill
modifier. An example of this would be that Karleth is listening at a door. In order to
hear the conversation on the other side she must make a skill (Listen) check (DC15).
She rolls a d20 and adds her listen modifier (+9).
Balance: Use this skill when you need to keep your balance on a rocking boat etc
Climb: Use this skill to climb the tallest mountain or descend the deepest pit
Disable device: Use this skill to disable traps both mechanical and magical
Hide: Use this skill to sink into the shadows and remain unseen
Jump: Use this skill to leap over pits, vault low fences or leap onto tables
Listen: Use this skill to hear approaching enemies or to listen at doors
Move silently: You can sneak up on an enemy or slink away without being heard
Open lock: Karleth can open locks with the aid of Thieves' tools
Pick pockets: Karleth can steal from people without them knowing
Search: You can find simple traps, hidden doors, and details not readily apparent
Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Tumble: Karleth can use her acrobatics to avoid combat.
Swim: You can swim

Skills:

In order for Karleth to hit her opponent, she must do the following; Roll a d20 and
add her combat modifier for the weapon she is using (+7 for her Rapier). If the result
is equal to or greater than her opponents Armour Class (AC), then she has hit.
Karleth then rolls her damage for the weapon she is using (Rapier 1d6+3).
If a monster's roll to hit is equal to or greater than Karleth's AC, then the monster has
scored a hit and Karleth looses hit points (hp).
When Karleth's hp reaches 0, she is unconscious. If they reach -10, she is dead.

Skills:

Combat:

In order for Thorgrim to hit his opponent, he must do the following; Roll a d20 and
add his combat modifier for the weapon he is using (+11 for his Dwarven Waraxe). If
the result is equal to or greater than his opponents Armour Class (AC), then he has
hit. Thorgrim then rolls his damage for the weapon he is using (1d10+7 for his
Dwarven Waraxe).
If a monster's roll to hit is equal to or greater than Thorgrim's AC, then the monster
has scored a hit and Thorgrim looses hit points (hp).
When Thorgrim's hp reaches 0, he is unconscious. If they reach -10, he is dead.

Karleth Hawke

Combat:

Thorgrim Greymantle

Karleth Hawke
Name
Size
Race / Sex
Class / Level
Hit Dice
Initiative
Armour Class
Attack

Full Attack

SA
Saves
Abilities
Skills

51 lbs (Light load)

Feats
Class Feats
Equipment

Encumbrance
Common

Hit Points

27

Luck

17

Karleth Hawke
Medium (5ft. 5in. tall)
Human / Female
Rogue / 5
5d6+5 (hp 27)
+7 (+3 Dex, +4 Improved
initiative)
16 (+3 Dex, +1 Leather) touch 13, flat-footed 13
+ 7 melee (Rapier 1d6+3 18-20 / x3) or +6 melee (Dagger 1d4+2 19-20 /
x2) or +6 ranged (Dagger 1d4+2 19-20 / x3) or +6 ranged (Shortbow 1d6
20 / x3)
+ 7 melee (Rapier 1d6+3 18-20 / x3) or +6 melee (Dagger 1d4+2 19-20 /
x2) or +6 ranged (Dagger 1d4+2 19-20 / x3) or +6 ranged (Shortbow 1d6
20 / x3)
Sneak attack +3d6
Fort +2, Ref +7, Will +2
Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 13 (+1), Wis 13 (+1), Cha 12
(+1), Luc 17 (+3).
Balance +9, Bluff +9, Climb +4, Diplomacy +3, Disable device +7,
Escape artist +5, Hide +7, Listen +9, Move silently +11, Open Lock +11,
Spot +5, Search +5, Tumble +11, Swim +6, Use magic device +3
Dodge, Improved initiative, Weapon finesse
Evasion, Uncanny Dodge
Leather Armour +1 (15lb), Rapier +1(2lb), Dagger (1lb), Shortbow and
20 arrows (5lb), Backpack (2lb), Winter blanket (3lb), Hooded lantern
+oil (3lb), Thieves tools (neg), Bedroll (5lb), Rope, Silk - 50ft. (5lb),
Belt pouch with 5gp in (3lb) 5days trial rations (5lb) Flint and steel
(neg), 2 sacks (1lb). Potion of Fortune (neg), Potion of Cure Light
Wounds (neg).

Languages

Notes

Name
Size
Race / Sex
Class / Level
Hit Dice
Initiative
Speed
Armour Class
Attack

Full Attack

SQ
Saves
Abilities

Skills

54

Luck

15

Thorgrim Greymantle
Medium (4ft. 8 in.)
Dwarf / Male
Fighter / 5
5d10+15 (hp 54)
+2 (+2 Dex)
20ft. base (4 squares)
19 (Dex +2, Chainmail +1, Light Steel Shield) touch 12, flat-footed 17

+11 melee (Dwarven Waraxe 1d10+7 20 / x3) or +7 ranged (Repeating


Crossbow 1d10 19-20 / x2)

+11 melee (Dwarven Waraxe 1d10+7 20 / x3) or +7 ranged (Repeating


Crossbow 1d10 19-20 / x2)
Darkvision 60ft. , Dwarven traits
Fort +7, Ref +3, Will +1

Str 19 (+4), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 11, Cha 12 (+1), Luc
15 (+2).

Climb +12 / +7, Hide +2 /-3, Listen +1, Move silently +2 / -5, Spot +1,
Survival +0, Swim +7 / -3

Chainmail +1 (40lb), Dwarven Waraxe +1(15lb), Heavy Repeating


Crossbow and 20 bolts (20lb), backpack (2lb), Winter blanket (3lb),
Hooded lantern +oil (3lb), Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt
pouch with 5gp in (3lb) 5days trial rations (5lb) Flint and steel (neg), 2
sacks (1lb) Potion of Fortune (neg), Potion of Cure Light Wounds (neg).

Exotic Weapon proficiency (Repeating Crossbow), Point Blank Shot,


Power attack, Weapon focus (Dwarven Waraxe), Weapon specialisation
(Dwarven Waraxe).
Equipment

91lb (Light load)


Common, Dwarven, Goblin

Notes

Encumbrance
Languages

Feats

Hit Points

The
Coa
1. D
trib
ativ
rect
wh
lice
Con
to t
prio
and
cop
pro
ters
des
oth
per
ture
and
of t
mea
or i
(g)
wis
term
2. T
the
a no
this
to a
3.O
term
4. G
You
to U
5.R
Con
righ

Thorgrim Greymantle

OPE

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce,
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game
Content" means the game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works under
copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and
product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by the owner
of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark"
means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must affix such
a notice to any Open Game Content that you Use. No terms may be added to or subtracted from
this License except as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License
to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date, and the copyright holder's
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent Agreement with the owner of such
Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and
Dave Arneson.
The d20 conversion of SORCERY! - Khar Cityport of Traps Copyright 2004, Myriador Ltd; Author
Jamie Wallis, based on original material by Steve Jackson.

You might also like