Professional Documents
Culture Documents
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
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
For the DM
For the Characters
The Adventure
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
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).
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.
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.
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.
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.
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.
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)
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)
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
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)
10
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.
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,
11
12
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
13
14
15
Protection from Chaos, Shield, Sleep. 2nd -Misdirection, See Invisibility, Summon Monster II.
3rd -- Flame Arrow, Lightning Bolt.
16
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.
17
18
19
20
21
22
23
24
25
26
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.
27
28
29
Appendix 1- New
Monsters
Bristle Beast
Medium Animal
Hit Dice:
Initiative:
Speed:
AC:
Combat
30
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.
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.
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!
Living Corpse
32
Full Attack:
Space / Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
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:
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.
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:
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.
Slime Eater
Medium Aberration
Hit Dice:
Initiative:
Speed:
AC:
34
Environment:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
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.
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.
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:
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.
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.
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.
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.
Appendix 3- Campaign
play
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
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
Feats:
Bonus Feats:
Spells per day:
Equipment:
Deity:
Luck
18
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)
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
Luck
Skills
20
Feats
Spells
Hit Points
Class Feats
Kaspar Seltair
Spells Known
Equipment
Encumbrance
10
hit points
Languages
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
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
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
Notes
Encumbrance
Languages
Feats
Hit Points
The
Coa
1. D
trib
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wh
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Con
to t
prio
and
cop
pro
ters
des
oth
per
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OPE
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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.