Professional Documents
Culture Documents
Credits
Author: Jamie Wallis
Editor: Sean Borthwick
Producer: Mike Dymond
Art Director: Martin McKenna
Cover Illustration: Mel Grant (represented by Artist Partners)
Internal Illustrations: Janine Johnston
Additional Illustration : Martin McKenna
Graphic Design: Martin McKenna
Cartography: Martin McKenna and Jamie Wallis
Typography: Jamie Wallis
Project Manager: Geoff Oades
Finance Planning: Nigel Dixon
Lead Playtester: Tim Birkbeck
Playtesters: Julian Turner, Chris Gooch, Karen McDonald, Mike Wilson, Alastair
McLaughlin, Clare Salter, Paul Davis
FF Consultant: David Holt
TABLE OF CONTENTS
Introduction
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
4
5
5
5
5
5
5
5
5
7
7
22
27
27
37
legal notice
The d20 conversion of SORCERY! 1 - The Shamutanti Hills is 2003 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of Myriador Ltd.
'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons and Wizards
of the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 'd20 System' and the 'd20 System' logo
are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License
can be found at www.wizards.com / d20. The d20 conversion of SORCERY! 1 - The Shamutanti Hills is presented under v1.0a of the Open Game License (OGL) and as
required a copy of the OGL can be found at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the
OGL) and the System Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the
OGL) is also to be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster names, art work, 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, 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, Skunkbear, Two-tailed
Serpent, Titan Cavetroll, Titan Hilltroll, Titan Manticore, Shamutanti Hills, Cantopani, Sightmaster, Sindla, Ferrell, Old Schanker Mines, Grungore, Waarg, Pilfer Grass,
Kristatanti, Lea-Ki, Alianna, Wooden Golem, Dhumpus, Taddapani, Minimite, Birritanti, Flanker, Gaza Moon, Torrepani, Svinn, Karleth Hawke, Thorgrim Greymantle,
Emelni Telia, Kaspar Seltair and Tobin.
Printed in Canada
Introduction
The Shamutanti Hills was the first adventure in the
four-part SORCERY! series by Steve Jackson. These
game books used the Fighting Fantasy rules system
for combat, luck etc. but they 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 worldwide and has been translated into
over 20 languages. The Warlock of Firetop Mountain
alone sold over 2 million copies. Now the Fighting
Fantasy books are being re-released 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! 1 - The
Shamutanti Hills - into a d20 role-playing game scenario. The original books were a solo experience; we
have written this scenario 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, we have written this scenario to reflect this including pre-generated characters, full colour maps and other play aids to
get you started quickly. For more information about
Roleplay games, Fighting Fantasy and SORCERY! The Shamutanti Hills - visit the Myriador website:
www.myriador.com
Adventure Summary
It was a night that many people will never forget, the
night of the Black Moon, the night that the Crown of
Kings was stolen from the quiet and peaceful province
known as Analand your homeland.
You have been given the task of returning the Crown
of Kings, stolen by Xamen Birdmen and taken to the
Archmage of Mampang. This is the first part of your
epic adventure which will take you across the perilous
Shamutanti Hills of Kakhabad. Will you avoid the
deadly Headhunters, Elvins and Hill Giants and make
it safely to Khar - The City Port of Traps.
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 plans, pre-generated 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
SORCERY! - The Shamutanti Hills is the first of four
scenarios in the SORCERY! campaign; the other three
scenarios will follow directly on from this one forming
a campaign that will take either a single character or a
party of third level characters through to 10th level.
However, there is no reason why this adventure
couldn't be used as part of an on-going campaign
where a party of characters need to travel across the
wilderness. Guidelines and advice are available free
from www.myriador.com to help you integrate this
scenario into your campaign and suggestions are
included about adjusting difficulty levels.
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 enemies
attack for instance, or increasing their chance of picking a lock. Luck can be used to modify a character's
skill checks, saving throws, attack rolls, and melee /
ranged damage dealt. You can also use your Luck to
reduce the damage you take from an enemies attack.
Luck checks must be resolved BEFORE the action
that they are affecting is undertaken (exception:
reducing damage taken in melee / ranged). The result
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 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! - The
Shamutanti Hills (Map 1)
For the DM
Centuries ago, in the time now called the Dark Ages,
whole regions of the world of Titan lay 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 by one man. 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's End.
Civilisation and order had spread throughout the
rest of the known world aided by 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 supernatural qualities of leadership and justice
upon 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 thus, with the help
of its magical powers, 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 their Kingdom and fall in with the growing Femphrey Alliance. So far, the Kingdoms of
Ruddlestone, Lendleland, Gallantria and Brice have
taken their turns under the rule of the Crown. The
benefits were immediate. War and strife were virtually unknown in those lands.
The King of Analand duly received the Crown of
Kings amid great ceremony and from that day
onwards, the future 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 had been carried to
the Archmage of Mampang who had ambitions to
make Kakhabad a Kingdom united under his rule.
Although Kakhabad was a dangerous land, it was in
its self little threat to the surrounding kingdoms. The
lack of a single ruler meant it had no army and its own
internal struggles kept it permanently preoccupied.
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
Encounter stats: All encounter statistics have been calculated presuming that the creature is using a onehanded 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).
3. Thieves! (EL 5)
This encounter takes place just outside of Cantopani
on the north road. Two of the locals are hiding in waiting behind some bushes for the characters to pass. In
order to see the hiding Rogues the characters must
make opposed skill (Hide / Spot) checks. The Rogues
Hide skill is listed in their stats below. The Rogues will
attack the characters at the most opportune moment.
Male Human Rog3 (2): CR 3 (each); Size M (5 ft., 10 in.
and 5ft., 11in. tall); HD 3D6+3; hp 16; Init +3 (+3 Dex);
Spd 30 ft.; AC 15 (+3 Dex, Leather Armour); Attack +3
melee (Shortsword 1D6), or +6 ranged (Light
Crossbow 1D8); SA Sneak attack +2D6; SV Fort +2, Ref
+6, Will +2; AL LE; Str 11, Dex 17, Con 13, Int 13, Wis
13, Cha 11. Languages Spoken: Common, Goblin.
Skills and feats: Balance +9, Craft +6, Disable device
+7, Disguise +6, Hide +9, Listen +6, Move silently +6,
Sense motive +7, Spot +5; Dodge, Weapon focus (Light
Crossbow), Weapon focus (Shortsword). Equipment:
Each man has a Shortsword and a Light Crossbow
with 10 bolts. Both men wear Leather Armour.
10
11
12
The path you are following through the woods continues up and over a hill. At the top you can see some
of the most beautiful flowers that you have ever seen
growing in a nearby clearing. It seems so quiet and
peaceful here and looks like a nice place to stop for
some lunch.
13
14
15
16
17
18
19
depression within the hamlet. Marauders have kidnapped the chief's daughter, Areon, several days ago
and taken her to the hills to be offered as a sacrifice to
a terrible Hill Demon. An ancient Svinn prophecy
states that once a chief is declared, one of his siblings
must take his place when he or she passes on or a terrible scourge will befall the community.
The Svinn Chief, Proseus, will arrive with a large
crowd of his fellow Svinns before the characters have
a chance to leave the village. Read the following:
"Fearless adventurers, I am Proseus, Svinn Chief
and leader of Torrepani. I am sorry if the gathering
of my people in mass is making you feel uncomfortable but we are experiencing troubled times. As I am
sure you have been informed, my daughter and heir
to Torrepani is being offered as a sacrifice to a terrible monster whose lair is within the hills several
miles north-east of here. My bravest warriors have
tried and failed in a rescue attempt and now we are
desperate. If you will be our champions and rescue
Areon the reward will be substantial."
If the characters accept the desperate pleas of the
Svinns, they will be hailed as heroes. Proseus will
explain that they have discovered a secret entrance
that leads into the monster's cave which would be better than taking the 'front door' approach (see
encounter 27 - The Titan Manticore's Lair). Twentyfive members of the Svinn community will lead the
characters to the well several miles outside of
Torrepani.
If the characters refuse to help the Svinns, Proseus
will look sad and ask them for help for a last time. If
again the character refuse he will say, "Then you leave
me no choice". He waves his hand and the Svinns start
to hit and punch the characters. The idea is to knock
them unconscious (reduce them to 0 hit points with
subdual damage) or get them to surrender.
If the characters either surrender or are knocked
unconscious, they will be stripped of all their equipment (except clothing) and locked in a hut on the outskirts of the hamlet - Ability (Strength) check (DC15)
to force the door open or a skill (Open Locks) check
(DC20) to unlock the door. Two Svinns will guard the
door. After a couple of hours Proseus and the hamlet's
Shaman, Faroneus, will appear with 20 male Svinns.
Proseus will apologise to the characters for their
behaviour, but as he mentioned before they are a desperate community. Proseus will order the Shaman to
heal the characters and they are given food and drink.
They are then taken to the well that leads to the Titan
Manticore's cave (see encounter 27 - The Titan
Manticore's Lair).
20
21
Appendix 1- New
Monsters
Elvins
22
Combat
Elvins like to dart about their enemy, slashing at them
and ducking away again. If injured, the Elvin is likely
to try to retreat however! Elvins use there own tiny
weapons; Elvin Shortsword (1D4 damage) which can
be used as a Dagger by creatures sized small and
medium, and Elvin Shortbow (1D6 damage); range
inc. 30ft. These weapons are too small to be used by
creatures sized small and bigger.
Tiny Fey
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
2D6 (hp 7)
+5 (+5 Dex)
30 ft. or Fly 60 ft (perfect)
17 (+2 size, +5 Dex)
Minimite
Fine Fey
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face / Reach:
SA:
SQ:
Saves:
Abilities:
1D6-1 (hp 2)
+8 (+8 Dex)
10 ft. or Fly 60 ft. (perfect)
27 (+8 size, +8 dexterity, +1 natural)
+16 melee (Bite)
Bite 1 point
ft. by ft. / 0ft.
None
Anti-Magic Field
Fort -1, Ref +10, Will +2
Str 2, Dex 27, Con 8, Int 13, Wis 10,
Cha 11
Skills:
Hide +24, Knowledge (Arcana) +11,
Listen +5, Move Silently +13,
Spellcraft +11, Spot +8
Feats:
Weapon Finesse (bite)
Climate / Terrain:
Any land
Organisation:
Solitary
Challenge Rating:
Treasure:
None
Alignment:
Usually chaotic neutral
Advancement:
2-3 HD (fine)
Minimites are tiny
fey creatures no
larger than a man's
thumb. They are
universally
despised by spellcasters because a
Minimite drains all
magic from the area
around it. These little creatures are
well aware of the havoc they can play on powerful
magicians and find the entire situation highly amusing! Mischievous and insatiably curious, they will
often accompany a heroic adventurer type on their
quest (regardless of the adventurers wishes) - and
make such a nuisance of themselves as to drive their
new 'friend' to madness. Minimites seem totally
unfazed by threats, insults, or attempts to swat or
drive them away. In short, they cannot be encouraged
to leave you alone! Fortunately, they are not murderous beings and sometimes develop genuine affection
for their new 'friends' - although the affection of a
Minimite is obviously a double-edged sword.
Combat
Minimites make very poor warriors due to their
abysmal strength. Therefore, they will avoid combat
altogether, hovering just out of reach of an enemy,
usually hurling abuse at them. They can deliver a fairly painful nip with their teeth, however.
Serpent, Two-tailed
Large Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face / Reach:
SA:
SQ:
Saves:
Abilities:
Combat
A Two-tailed
Serpent
will
slither as close to
a potential meal
as
possible
before striking,
preferring sleeping or otherwise
unaware prey. If
disturbed, however, they will
hiss and flail their tails around them, making themselves appear as menacing as possible. They rarely
break off from an attack once it has begun.
Venom (Ex)
The bite attack of a Two-tailed Serpent carries venom.
The Fortitude save DC is 15, and the primary and secondary damage is 1D4 Dexterity.
23
Skunkbear
Large Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face / Reach:
SA:
SQ:
Saves:
Abilities:
Combat
Skunkbears rear up on their hind legs to fight, towering over most prey. As if the claws and teeth weren't
enough, they also exude an utterly putrid stench which often makes even the mightiest warrior weak
with nausea. They are fierce and never flee from battle no matter what.
Fearless (Ex)
24
Stench (Ex)
When excited or angry, Skunkbears produce a horrible
smell, the potency of which makes it debilitating for
anyone within 20 feet of them. Anyone in this area
with a sense of smell (other than more Skunkbears
and Dwarves) must make a Fortitude save, DC 15. If
they fail, they suffer a circumstance penalty of 1D4
Strength until they have left the area for at least 10
minutes. This save need only be made once in any
given hour. Creatures with the Scent ability save with
a -4 circumstance penalty and suffer an additional
penalty of 1 to Strength if they fail. The foul musk of
the Skunkbear loses potency 10 minutes after being
produced.
Titan Manticore
Large Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Combat
A Manticore begins most attacks by charging into battle and tearing its prey apart, repeatedly stinging it
with its paralysing venom. Once into the fray, they
only rarely break off again. Due to their clumsy flying
abilities, they prefer to fight enemies from the ground.
Venom (Ex)
The sting of the Manticore carries a paralytic poison.
Anyone stung must make a Fortitude save DC 15 or
suffer 1D6 points of temporary Dexterity damage. The
secondary effect of the poison is another 1D6 points of
temporary Dexterity damage.
Titan Trolls
Trolls are large, ugly humanoids related to Ogres,
Orcs, Goblins and a variety of lesser crossbreeds. They
may be found in many lands but always doing what
they most enjoy - being thoroughly evil! From the
civilised Troll mercenaries of Port Blacks to the savage
Hill Trolls of the Moonstone Hills and beyond, these
creatures delight in torture, death and worse. There
are a number of different types of Troll found in different areas of the world.
Titan Cavetroll
Medium Humanoid
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Combat
Trolls tend to enter combat with gleeful abandon,
hewing and clawing at foes left, right and centre. Of
all Trolls, only Sea Trolls tend to bother with ambush
tactics, pouncing on unsuspecting victims who stray
too close to the water's edge and dragging them to
their doom.
Titan Hilltroll
Large Humanoid
Hit Dice:
Initiative:
Speed:
AC:
25
Combat
Wood Golems do whatever they are directed to do by
their master - in combat, they simply club their enemy
to death with their blunt fists.
Construct
Immune to mind-influencing effects, poison, disease,
and similar effects. Not subject to critical hits, subdual
damage, ability damage, energy drain, or death from
massive damage.
Construction
Troll Characters
Those Trolls that rise above the general thuggish rabble of their fellows usually aspire to become Fighters.
Wooden Golem
Medium Construct
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face / Reach:
SA:
SQ:
Saves:
Abilities:
26
The cost listed for the Golem includes that of the physical body and all the materials and spell components
that are consumed or become a permanent part of it.
Understanding the rituals requires a character of the
required level with the Craft Magic Arms and Armour
and Craft Wondrous Item feats. The creator must
labour for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to
establish.
When not working on the rituals, the creator must
rest and can perform no other activities except eating,
sleeping, or talking. If personally preparing the object
that will become the Golem's body, the creator can
perform the building and rituals together. If the creator misses a day of rituals, the process fails and must
be started again. Money spent is lost, but XP spent are
not. The Golem's body can be reused, as can the laboratory.
Completing the ritual drains the appropriate XP
from the creator and requires casting any spells on the
final day. The creator must cast the spells personally
but they can come from outside sources, such as
Scrolls. The Golem costs 250 gp to create. The creator
must be 10th level and able to cast arcane spells.
Completing the ritual drains 125 XP from the creator
and requires Mage Armour, Magic Weapon,
Polymorph Other and Summon Monster V.
The entire process is performed over a simple wooden object, such as a table, chair or cart. The object will
then become magical and the transformation can be
completed any time thereafter with but a few magic
words. Once triggered, the object will transform over
1 round and then be ready to do its master's bidding however,
the animation
spell
is
temporary and
after
7
days the
Golem
w i l l
revert to
lifeless
wood.
Talisman of Luck
A Talisman of Luck increases the possessor's Luck
score in the form of an enhancement bonus of +2, +4,
or +6 (depending on the individual item) while the
Talisman is worn. The Talisman of Luck is normally
found in the shape of a four-leaved clover supported
by a heavy golden chain although some differing
designs have been recorded.
Appendix 3- Campaign
play
This section has been added to SORCERY! 1 - The
Shamutanti Hills for those DMs amongst you that
wish to incorporate this scenario into your ongoing
campaign.
Character level
SORCERY! - The Shamutanti Hills is a wilderness
adventure that has been designed for 1-4 characters of
3rd level. The adventure is set on the Titan continent
known as the Old World but could easily be relocated
in a campaign setting of the DM's choice.
27
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29
30
31
32
The tent is fashioned from brightly coloured materials. Underneath the open awning can be seen a large
table covered in various items for sale. Behind the
tent is the merchant's cart and two horses.
This Tent belongs to the merchant Harrek Longbow
of Birritanti and his two sons Ferris and Troy. Harrek
is on his way to Analand but has decided to stop here
for a couple of days to try and sell his ornate clay pots
and drinking mugs. He has various sized ornate clay
pots for sale, priced at 1sp for the smallest to 8sp for
the larger ones and ornate clay drinking cups - 3sp
each
Harrek also has other 'items of interest' for sale that
he keeps under the table. He will only offer these
items to the wealthier looking adventurers: A
Dwarven Waraxe +1 - Harrek found this item many
years ago when he was an adventurer. He is aware of
its value but will accept the first offer over 500gp. A
magical Skullcap which gives the wearer a +2
enhancement bonus to Wisdom - this item was originally stolen from the Priest of Dadduley and found its
way into Harrek's possession as part payment on a
suit of magical armour. Harrek will accept an offer of
around 2000gp for this item.
Harrek Longbow, male human Ftr4: CR 4; Size M (5
ft., 10 in. tall); HD 4D10+8; hp 40; Init +0; Spd 30 ft.; AC
14 (Leather Armour +2); Attack +9 melee (Longsword
1D8 +6); SV Fort +6, Ref +1, Will +3; AL NG; Str 17, Dex
11, Con 15, Int 13, Wis 15, Cha 13. Languages Spoken:
Common, Svinn. Skills and feats: Climb +10, Heal +4,
Hide +0, Listen +4, Move silently +0, Spot +4, Tumble
+2, Wilderness lore +5; Alertness, Dodge, Track,
Weapon
focus
(Shortbow),
Weapon
focus
(Longsword), Weapon specialisation (Longsword).
Equipment: Merchants robes worn over Leather
Armour +2, A Longsword +1 and a purse with 50gp in
3. The Wayfarer's Inn
If the characters are following the path through
Dhumpus they will pass the Wayfarer's Inn. The Inn is
rather small and only has two rooms to rent (both are
currently empty). The tavern area is also small and
can only seat 15 people maximum. This isn't normally
a problem for the locals who like to sit and drink their
ale outside on pleasant days.
The Wayfarer's owners are Trithalis and Abini
Gannoria. They will charge 2gp per person for the
night and up to 3 people will fit in a room.
Abini does all of the cooking in the Inn and although
the menu is not substantial, she is quite renowned for
her Skunkbear Stew and Hillfox Broth. Both are priced
3sp per person per bowl (and the bowls are large).
2. Glandragor's Tavern
This large tavern is always busy. The proprietor, Glandragor, is working today. He
is giving the children watered down ale
(it is the festival of the children) and they
don't seem to know the difference.
Glandragor himself is getting on in years.
Once he was a well-known adventurer in
these parts and would roam the lands
killing foul monsters wherever he found
them. His deeds were very much appreciated by the local towns and he was given
a special magical axe and the title
'Glandragor the Protector'. The axe was
crafted so that its powers would be
known only by Glandragor himself, a
secret that he guards very closely indeed.
As the years went on Glandragor retired
from his role as protector and brought the
tavern in Birritanti. His axe was hung
over the fireplace as a reminder of his deeds and as a
conversation piece to all who entered. One night, 7
years ago, a thief broke into the tavern and stole the
axe hoping to sell it for a vast quantity of money.
Unfortunately for the thief, the axe acts as a cursed
weapon in anyone else,s hands and fetched only a few
measly coins in Khar. The axe has changed hands
many times and is at present the property of a merchant named Ryan of Bryce (see encounter 2 Cantopani).
If the characters engage Glandragor in conversation
he will tell them of his past deeds. When he mentions
his axe he will motion to the hooks on the wall over
the fireplace where the axe once hung.
If the characters have the axe in their possession and
give it back to Glandragor, read the following:
The old mans eyes light up as you produce the axe.
"Where did you get that?" he exclaims
If the characters give the old man his axe back and
explain where they found it he will be overjoyed and
a little tearful. He will reward the characters by offering them free ale for the rest of the day, a replacement
magical weapon; A Shortsword +2 and the following
information: 'First of all you must visit the crystal
waterfall at the north end of the town. It has great
powers of healing and soothing' he hands the characters a pass which will allow them to get to the crystal
falls without paying. 'When you leave Birritanti you
will reach Khar through Torrepani, a village populated by Svinns. No doubt the Svinn Chief will try to persuade you to help find his daughter. She was carried
off by marauders and left in a dark cave guarded by a
deadly Manticore. Once you have passed Torrepani,
you should reach Khar within a day. A friend of mine
has both power and Influence in the city. If ever you
find yourself in trouble within the city, ask for
Viktaare and tell him that Glandragor sent you', He
winks and smiles.
3. The Halls of Justice - Temple of Libra
This grand building is the Temple to Libra - Goddess
of Justice.
33
34
The Temple has stood for many years and some say
that Birritanti was actually built around it. The Halls
of Justice are run by The Priestess Lorana the Justifier.
Lorna was born and bred in Birritanti and always had
a fascination for the Titan Gods. She joined the priesthood when she was only aged 10 and by the time she
reached 15 years of age she was a fully fledged
Acolyte of Libra. As time passed she advanced beyond
the other priests in both ability and faith. At the age of
24 she is considered very young to be a high Priestess
but she is worthy of the title.
Libra: Libra is the goddess of justice and truth, one
of the young gods of the Hall of Mind, and a god of
Good. She is said to understand all aspects of good
and evil, law and chaos, and is able to see the reality
behind any conflict. She is a favourite goddess of protection to the common folk of Titan. Her Clerics can
choose from the domains of Good, Knowledge and
Protection.
Scrolls / services: Lorna creates Scrolls and will give
them to those who donate to the Temple
Bless
30gp
Cure Light Wounds
35gp
Detect Evil
35gp
Aid
160gp
Bulls Strength
160gp
Cure Moderate Wounds
160gp
Neutralise Poison
375gp
Remove Curse
375gp
Remove Disease
375gp
Restoration
800gp
If a Cleric of Libra comes to Lorna for help, she will
provide Scrolls for free (as long as the cause is worthy).
Lorna will also cast spells for a small fee: 50gp for 1st
level spells, 100gp for 2nd level spells and 150gp for
3rd level spells.
Lorna the Justifier, female human Clr8: CR 8; Size M
(5 ft., 8 in. tall); HD 8D8+8; hp 50; Init +0; Spd 20 ft.
(Breastplate, 20ft. base); AC 17 (Breastplate); Attack
+11 / +6 melee (Morningstar 1D8 +4); SV Fort +7, Ref
+2, Will +10; AL LG; Str 15, Dex 10, Con 13, Int 13, Wis
19, Cha 16. Languages Spoken: Common, Dwarf.
Skills and feats: Climb +6, Concentration +14, Heal
+12, Knowledge (Religion) +12, Listen +4, Spot +4;
Combat casting, Scribe Scroll, Skill focus
(Concentration), Weapon focus (Morningstar).
Equipment: Breastplate +2, white Tabard with symbol
of Libra on front and back, Morningstar +2
Cleric Domains: 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.
Cleric Spells revised (6 / 5+1 / 4+1 / 4+1 / 3+1): 0
Level: Create water, Detect Poison x2, Guidance, Light
and Purify food and drink. Level 1: Bane, Bless,
Command, Cure Light Wounds x2. level 2: Bull's
Strength, Consecrate, Lesser Restoration x2. Level 3:
Create Food and Water, Cure Serious Wounds,
Remove Curse, Remove Disease. Level 4: Neutralise
Poison, Restoration and Summon Monster IV.
Weapon
specialisation
(Dwarven
Waraxe).
Equipment: Leather Trousers and Apron, Various
weapon smithy tools.
6. The Pleasant Dream Inn
This is the only Inn in Birritanti, the owner, Tenry
Gwinn, is well aware of this fact and charges higher
than normal prices (as do most businesses in the
town).
A room for 1 night:
1 single bed and floor space for 2 3gp per room
A room for 1 night:
3 single beds and floor space for 2 5gp per room
All prices are inclusive of breakfast and an evening
snack.
Menu
Breakfast:
Smoked sausage, Duck eggs, Melon, Millet
- 6sp per person
Lunch:
Leg of mutton, Sharp cheese, Corn, Currants
- 8sp per person
Supper:
Mixed grill, Yams, Collard greens, Flatbread,
- 1gp per person
Snack:
Chicken eggs, Pear, Flatbread
- 4sp per person
Tenry Gwinn, male human Rog3: CR 3; Size M (5 ft.,
11 in. tall); HD 3D6+6; hp 21; Init +7 (+3 Dex, +4
Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack
+5 melee (Dagger 1D4 +1); SV Fort +3, Ref +6, Will +0;
AL CN; Str 12, Dex 16, Con 15, Int 12, Wis 9, Cha 14.
Languages Spoken: Common, Svinn. Skills and feats:
Balance +7, Decipher script +7, Diplomacy +8, Hide +3,
Intimidate +7, Listen +5, Move silently +9, Open lock
+9, Search +7, Spot -1, Use rope +5; Improved initiative, Point blank shot, Weapon finesse (Dagger).
Equipment: Smart Commoners Clothes, Dagger in
Scabbard at waist.
7. The Crystal Waterfalls
Throughout Birritanti are signposts that point to the
Crystal Waterfalls at the north end of town.
The Waterfall has mystical healing powers. Some say
that its powers come from the strange crystalline stalactites hanging from the rocks; others say it is a gift
from the Gods. Whatever the rumours may say, noone has managed to figure out where the healing
power comes from nor how to harness it. Many curious locals have tried to find out the source of the mysterious healing powers; experimenters have tried bottling the water, bathing with a stalactite taken from
the falls and various other things, none of them are
effective. The only way to gain benefit from the
Crystal Waterfalls' powers is to bathe in the Waterfall
itself.
If the characters approach the Crystal Waterfalls,
read them the following:
The only path that leads to the falls passes a small
hut where a townsman is collecting a donation of
3gp per person to bathe in the waters.
The view of the falls is breath taking. Crystal stalactites hang from the rocks over which the cascade of
water falls creating vibrant colours. The waterfall creates a mist, where it crashes to the rocks below, from
which a small rainbow protrudes.
Any money collected goes to the town hall eventually being used for town improvements. Any character
that pays 3gp to bathe in the falls is given a small cloth
rag to use as a towel. Bathing in the waters of the
Crystal falls will have the following effects: Remove
Disease (as 3rd level Cleric spell) and Cure Critical
Wounds 4D8 +20 points healed. Both effects are once
per person per day.
These effects are only felt by those who bathe in the
Waterfalls, it is not possible to transport these curative
powers by any means.
8. The Town Hall
Birritanti's Town Hall has several uses; the upper levels are home to the current Town Mayor Aylden
Thornwood, parts of the ground floor and the
Dungeon are used by Denasser F'erray the local
Magistrate and Sheriff. The Grand Hall is used to
chair town council meetings.
A new Mayor is elected into power every 5 years.
The current Mayor, Aylden Thornwood, has stood in
office for 13 years and is the most popular Mayor
Birritanti has ever had. Already it seems very likely
that he will be serving his 4th term as Mayor.
Aylden's duties include: setting the towns taxation
level, maintaining the local militia, town improvements and keeping up relations with neighbouring
villages, towns and cities. Aylden also serves as the
Court Judge, should someone need to be tried for a
serious crime.
The local Magistrate (Sheriff) also operates from
within the Town Hall. It is his duty to police the town
and apprehend any wrong doers. Denasser F'erray
has the co-operation of the town militia when performing his duties and always has 5 town guards
working with him. Criminals are placed in the cells
within the dungeons under the Town Hall to either
await trial or sentencing (both of these duties are performed by the town Mayor).
Mayor Aylden Thornwood, male human Ftr3: CR 3;
Size M (5 ft., 10 in. tall); HD 3D10+6; hp 23; Init +2 (+2
Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +8 melee
(Longsword 1D8 +3),; SV Fort +5, Ref +5, Will +0; AL
LG; Str 16, Dex 15, Con 15, Int 12, Wis 9, Cha 16.
Languages Spoken: Common. Skills and feats:
Diplomacy +11, Gather Information +3, Hide +2,
Listen +2, Spot +1; Dodge, Lightning reflexes, Power
attack, Skill focus (Diplomacy), Weapon focus
(Longsword). Equipment: Elaborate Mayoral Robes,
Fine Shoes and Longsword +1
Sheriff Denasser F'erray male human Ftr2: CR 2; Size
M (5 ft., 5 in. tall); HD 2D10+6; hp 25; Init +6 (+2 Dex,
+4 Improved initiative); Spd 20 ft. (Chainmail) 30ft.
base; AC 18 (+2 Dex, Chainmail); Attack +7 melee
(Longsword 1D8 +4); SV Fort +6, Ref +2, Will +4; AL
LG; Str 17, Dex 15, Con 16, Int 15, Wis 14, Cha 15.
Languages Spoken: Common, Dwarven, Elven. Skills
35
and feats: Climb +8, Craft +6, Handle animal +7, Hide
+2, Listen +2, Move silently +2, Profession +4, Ride +7,
Sense motive +3, Spot +2; Dodge, Improved initiative,
Iron will, Weapon focus (Longsword). Equipment:
Chainmail +1, Longsword +1
36
Kaspar Seltair
Emelni Telia
Combat:
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 (+3 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 +2 for her 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.
Skills:
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 (+3).
Kaspar's Swim skill, which is separated by the slash, (+2 / -5) is his modifier to swim
with all of his equipment on (-1 to Swim checks for every 5lbs carried).
Balance:- Use this skill when you need to keep your balance on a ledge etc
Concentrate:- Use this skill when you need to focus your mind, cast a spell in combat
Hide:- Use this skill to sink into the shadows and remain unseen
Jump:- Use this skill to leap over pits, vault low fences or leap onto tables
Listen:- Use this skill to hear approaching enemies or to listen at doors * +2 when
within one mile of Tobin, his familiar. This is included in Kaspar's stats
Move silently:- You can sneak up on an enemy, or slink away without being heard *
+2 when within one mile of Tobin, his familiar. This is included in Kaspar's stats.
Search:- You can find simple traps, hidden doors, other details not readily apparent
Spot:- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
* +2 when within one mile of Tobin, his familiar. This is included in Kaspar's stats
Swim:- You can swim
In order for Emelni to hit her opponent, she must do the following; Roll a D20 and
add her combat modifier for the weapon she is using (+5 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+2 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.
Feats:
These 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): +2 bonus when using the Concentration Skill
Potions:
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
1D8+1 hit points.
Skills:
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 (+3).
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 (4 for her Scale mail). Emelni's Swim skill, which is separated by the slash, (+2 / -11) is
her modifier to swim with all of her equipment on (-1 to Swim checks for every 5lbs
carried).
Balance:- Use this skill when you need to keep your balance on a ledge etc
Concentrate:- Use this skill when you need to focus your mind or cast a spell in combat
Hide:- use this skill to sink into the shadows and remain unseen
Jump:- Use this skill to leap over pits, vault low fences or leap onto tables
Listen:- Use this skill to hear approaching enemies or to listen at doors
Move silently:- You can sneak up on an enemy, or slink away without being heard
Search:- You can find simple traps, hidden doors, and other details not readily apparent
Spellcraft:- You can identify a spell being cast or a spell effect.
Spot:- Use this skill to spy a rogue hiding in the shadows or a monster
Swim:- You can swim
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 a character to turn Undead 4 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- 4; 1st level- 3 +1 and 2nd level- 2 +1. Her domains are:
Good - Granted Power: The character casts good spells at +1 caster level. Protection Granted Power: The character can generate a protective ward.
Spontaneous casting:- Emelni can channel any spell revised (not Domain spells) into
a cure spell
Potions:
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
1D8+1 hit points.
Emelni Telia
Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:
Feats:
Bonus Feats:
Spells per day:
Equipment:
Encumbrance:
Languages:
Deity:
Domains:
28
Luck
18
Kaspar Seltair
Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:
Armour Class:
Armour Class:
Attacks (Damage):
Special Qualities:
Saves:
Abilities:
Skills:
Hit Points
14
Luck
13
Attacks (Damage):
Special Qualities:
Saves:
Abilities:
Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 11, Cha 16
(+3), Luck 13 (+1)
Skills:
Feats:
Spells:
Equipment:
Encumbrance:
Languages:
Notes
Hit Points
hit points
Thorgrim Greymantle
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 (+8 for his Dwarven Waraxe). If
the result is equal to or greater than his opponent's Armour Class (AC), then he has
hit. Thorgrim then rolls his damage for the weapon he is using (1D10 +4 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.
Skills:
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 (+2).
Note that some of Thorgrim's skills have a slash separating two figures (i.e. Climb +8
/ +6). The first number given is Thorgrim's modifier without his Armour penalty (-2
for his Chain shirt). Thorgrim's Swim skill, which is separated by the slash, (+6 / -11)
is his modifier to swim with all of his equipment on (-1 to Swim checks for every 5lbs
carried).
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 traps, hidden doors, and other details not readily apparent
Spot:- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim:- You can swim
Feats:These are features that that give Thorgrim special capabilities, or improve ones that
he already has. Listed below are Thorgrim's feats and a brief description of each one.
Exotic Weapon Proficiency (Dwarven Waraxe and Repeating Crossbow): - You are
proficient with the following exotic weapons: Dwarven Waraxe and Repeating
Crossbow
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.
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.
Potions:
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
1D8+1 hit points
Karleth Hawke
Combat:
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 (+5 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 +2).
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:
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 (+4).
Karleth's Swim skill, which is separated by the slash, (+2 / -8) is her modifier to swim
with all of her equipment on (-1 to Swim checks for every 5lbs carried).
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 traps, hidden doors, and other details not readily apparent
Spot:- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Tumble:- Karleth can use her acrobatics to avoid combat.
Swim:- You can swim
Feats:
Are features that give Karleth special capabilities or improve ones that she already
has. Listed below are Karleth's feats and a brief description of each one.
Dodge:- You are adept at dodging blows. Designate an opponent and receive a +1
bonus to AC against attacks from that opponent.
Improved initiative:- +4 to initiative roll
Sneak attack:- If Karleth catches his opponents flatfooted she gains additional damage (+2D6)
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 (Rapier): - Choose one light weapon. With the selected weapon, the
character may use a Dexterity modifier instead of a Strength modifier on attack rolls.
Since the character needs the second hand for balance, apply the Armour check
penalty of any shield worn to attack rolls.
Potions:
Potion of Fortune will restore 1D4+3 Luck; Potions of Cure Light Wounds will heal
1D8+1 hit points.
Karleth Hawke
Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:
AC:
Hit Points
20
Luck
17
Attacks (Damage):
Special Attack:
Saves:
Abilities:
Str 14 (+2), Dex 16 (+3), Con 13 (+1), Int 13 (+1), Wis 13 (+1),
Cha 12 (+1), Luck 17 (+3)
Skills:
Feats:
Bonus Feats:
Equipment:
Balance +7, Bluff +5, Climb +6, Diplomacy +3, Disable Device
+7, Escape artist +9, Hide +8, Listen +4, Move silently +8, Open
Lock +8, Spot +4, Tumble +9, Swim +2 / -8, Use magic device
+7
Dodge, Improved initiative, Weapon Finesse (Rapier)
Evasion, Uncanny dodge
Encumbrance:
Languages:
Notes
Thorgrim Greymantle
Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:
Hit Points
36
Luck
15
AC:
Attacks (Damage):
Saves:
Abilities:
Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 11, Cha 12
(+1), Luck 15 (+2)
Skills:
+2 /
Climb +8 / +6, Hide +2, Jump +4/ +2, Listen +2, Move silently
+0, Spot +2, Swim +6 / -11
Feats:
Equipment:
Encumbrance:
Languages:
Notes
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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! - The Shamutanti Hills Copyright 2003, Myriador Ltd;
Author Jamie Wallis, based on original material by Steve Jackson.