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SORCERY!

The Shamutanti hills


Based on the Fighting FantasyTM book by
Steve Jackson

Credits
Author: Jamie Wallis
Editor: Sean Borthwick
Producer: Mike Dymond
Art Director: Martin McKenna
Cover Illustration: Mel Grant (represented by Artist Partners)
Internal Illustrations: Janine Johnston
Additional Illustration : Martin McKenna
Graphic Design: Martin McKenna
Cartography: Martin McKenna and Jamie Wallis
Typography: Jamie Wallis
Project Manager: Geoff Oades
Finance Planning: Nigel Dixon
Lead Playtester: Tim Birkbeck
Playtesters: Julian Turner, Chris Gooch, Karen McDonald, Mike Wilson, Alastair
McLaughlin, Clare Salter, Paul Davis
FF Consultant: David Holt

TABLE OF CONTENTS
Introduction

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

Luck and Magic


Luck and Turn / Rebuke Undead
Stand alone Luck Checks
Opposed Luck Checks
Optional Luck rule
Restoring Luck
Normal regeneration of ability points
Magical means - spells and potions
Discretionary Awards by the DM.
Scenario Awards
Monsters and Luck

2
2
2
2
2
3

Luck

New Ability Score


Standard Point Buy Method
Using Luck
Luck Difficulty Class
Minimum Luck Score
Saving Throws & Luck
Skills & Luck
Opposed Skill Checks & Luck
Checks Without Rolls & Luck
Combat & Luck
Using Luck to hit an opponent
Using Luck to increase the damage dealt
Using Luck to reduce the damage taken

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

SORCERY! - The Shamutanti Hills


For the DM
For the Characters
The Adventure

Appendix 1 - New Monsters


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

4
4
4
4
4
5
5
5
5
5
5

5
5
7
7

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

In addition to the books required (as stated on the


cover of this product), which are referred to as the
DMG, PHB and MM, a set of polyhedral dice (D4, D6,
D8, D10, D12 and D20) is also needed to play. Pull out
Character sheets of the four pre-generated characters
can be found in Appendix 4 - Characters
Full colour maps and pre-generated character sheets
can be downloaded free from www.myriador.com

Quick play
One of the great attractions of the Fighting Fantasy
series of books is that it is very easy to pick up a book
and start playing, everything you need is provided in
the books, you just need to grab a pencil to get straight
into the action. We have tried to write this scenario in
the same way, providing you with everything we can
so that you can get on and play the game without having to spend ages preparing. Simply hand out the pregenerated characters, get your dice ready and start
playing.
Detailed dungeon floor 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.

How to use this book


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

Using Maps & Miniatures


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

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

New Ability Score


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

Standard Point Buy Method


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

Using Luck
A character may use Luck to change or influence
events, reducing the damage taken from an 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

of the Luck check is applied as a modifier to the


action. You may only check Luck once per action
undertaken and the result only affects that action.
A character's Luck score is temporarily reduced by 1
every time Luck is checked.
Luck cannot be used to give a character feats or special abilities that she would not normally have. i.e. a
fighter cannot use Luck to allow her to turn / rebuke
undead.

Luck Difficulty Class


Luck is checked against a Difficulty Class (DC). (See
PHB Chapter 4, Skills, Using Skills, Difficulty Class)
The base DC for Luck is 10.
Ability Luck check = D20 + Ability Modifier (Luck)
against DC10
A total roll of 10 will give you a +1 bonus. For every
2 points over 10 that you roll you gain +1 to the outcome that Luck was used to affect (i.e. 10 = +1; 12 = +2;
18 = +5 etc).
If the Character fails her Luck check by up to 5, there
is no penalty. However, if the character fails by 6 or
more, she will suffer a -2 penalty to the outcome that
Luck was used to affect.
Example: Ellion G'aarak decides to test her Luck to
help her fight 2 Orcs by giving a modifier to hit them.
She rolls a D20 and adds her Luck ability modifier getting a total of 13, success! Ellion now adds +2 to her
next attack roll against the Orcs and her Luck is temporarily reduced by 1.
Later in the same fight Ellion decides to test her Luck
to add to her attack roll again, this time she rolls a total
of 4. Ellion has failed to make the required DC10 by 6.
Ellion now suffers a -2 penalty to her attack roll and
her Luck is temporarily reduced by 1. If she had rolled
a total of 7, she would still have failed in her Luck
check but not suffered a penalty. However, her Luck
would still have been temporarily reduced by 1.

Minimum Luck Score


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

Saving Throws & Luck


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

Skills & Luck


Luck can be used to modify the result of skill checks
using the same method as described above (under the
heading: Luck Difficulty Class). The character makes a
Luck check and then applies the result as a modifier to
their skill check.
e.g. Rhana Quinn has fallen off a rickety bridge into
a fast flowing river. The DM determines that a skill
(Swim) check (DC15) is required for Rhana to safely
swim to the nearby riverbank. Rhana is not a good

swimmer having only a skill of 1, which is reduced by


-7 because of her equipment (-1 per 5lbs carried). This
means that the best she can hope to do is 20 + 1 - 7 = 14
meaning she can't succeed! She decides to use her
Luck to help her reach the riverbank safely. Rhana
rolls a D20 getting 15 and adds her Luck ability modifier (+2 from an Ability score of 14) for a total of 17.
She has succeeded by 7 so she may add +4 to her Swim
check. She now makes her Swim skill check D20 + 1
(Swim skill) -7 (equipment carried) +4 (Luck). She rolls
a 17 giving her a final result of 15. Rhana just manages
to scramble to the riverbank. Rhana reduces her Luck
temporarily by 1.
If Rhana had failed her Luck check, for instance
rolling a 3 on her D20 (+2 Ability modifier) = 5, her
Swim check would then have been D20 +1 (Swim skill)
-7 (equipment carried) +0 (Luck check result) giving
her a maximum possible result of only 14. She would
start to drown. Of course she could use Luck again in
the next round to help her survive.

Opposed Skill Checks & Luck


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

Checks Without Rolls & Luck


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

Combat & Luck


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

Using Luck to Hit an Opponent


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

Using Luck to Increase Damage Dealt


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

Using Luck to Reduce Damage Taken

When a character has been hit by an opponent's


attack, she may make a Luck check (as described
under the heading: Luck Difficulty Class) and apply
the result to reduce or increase the damage she suffers
from the attack. Damage reduced by a Luck check can
never be reduced to less than 0. She can decide to
make the Luck check before or after damage has been
rolled.

Luck and Magic


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

Luck and Turn / Rebuke Undead


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

Stand alone Luck Checks


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

Opposed Luck Checks


Two characters are sitting at the table playing cards.
Who will win? The simple solution to this is for the
characters to make an opposed Luck check. Both characters roll a D20 and add their Luck modifier. The
character with the highest Luck result wins. Each
character that made the opposed Luck check must
temporarily reduce his Luck score by 1.

Optional Luck Rule


If a character rolls a natural 1 on the Luck roll the DM
may rule that that character has been so unlucky that
he automatically fails whatever he was attempting to
use Luck for: If he was using Luck to modify his attack
roll then the attack automatically misses; if he was

using Luck to modify his chance to Pick a lock the


attempt automatically fails; if he was using Luck to
modify his melee damage roll, he scores no damage at
all; If he was using Luck to modify his opponents
melee damage roll, his opponent does full damage etc.

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

Normal Regeneration of Ability Points


(see DMG Chapter 3, Ability Score Loss)

Magical Means - Spells and Potions


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

Discretionary Awards by the DM.


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

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

Monsters and Luck


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

SORCERY! - 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 shame of losing the Crown was great, but that


paled beside the other effects; the kingdom of
Analand had been thrown into turmoil, all the benefits gained from 2 years under the Crown were rapidly disappearing, crime and lawlessness were rampant.
Even worse, the neighbouring kingdoms now looked
upon Analand with fear and suspicion; it couldn't be
long before war once again stalked across the land.

For the characters


Read this aloud to the players:
For two years now Analand has prospered under the
influence of the Crown of Kings. The fabled Crown
was first discovered by Chalanna the Reformer of
Femphrey, its mystical abilities to help rulers run
their kingdoms wisely and well prompted Chalanna
to lend his Crown to neighbouring kingdoms. Now
the Crown is passed among the kingdoms of the
Alliance of Femphrey, each kingdom keeping the
crown for 4 years and using its powers to make their
kingdom happy and prosperous. The kingdoms of
Brice, Ruddlestone, Lendleland and Gallantria have
all benefited from the Crown's influence, and for the
last two years so has Analand.
Now however, the Crown had been stolen. On the
night of the Dark Moon Birdmen from Zanzunu or
the higher Xamen peaks seized the Crown and have
carried it off towards Mampang. This can only mean
that the Archmage of Mampang seeks the Crown's
power to help him unite the land of Kakhabab under
his rule, a rule that will threaten all the nations of
the Femphrey Alliance.
The shame of losing the Crown is great, and the people of Analand have sunk into despair or lawlessness. But greater still is the threat posed by the
Archmage. The Crown of Kings must be recovered.
You and your companions have been chosen from
many volunteers to undertake this perilous quest;
travel across Kakhabad to the Mampang fortress
and find the Crown of Kings or Analand and the
Alliance are doomed!
The first stage of your journey will take you across
the Shamutanti Hills to Khar - a Cityport on the
river Jabaji. You are advised by the King's guards to
stick to the paths and not to wander into uncharted
woods and hills.
Now go to encounter 1

Wandering Monster Tables


1 - Daytime Wilderness
The DM must make one secret roll on this table while
the characters are moving between encounters on the
Overlay map 1. On the roll of a 1 on a D6 the characters have encountered a wandering monster. The DM
must roll a D10 and consult the following table:
DM's note: if the characters are within wooded areas
the DM should add 3 to the dice roll to determine
which monster has been encountered.

1-3 1D6 Elvins: hp 4 each (see Appendix 1 - New


Monsters)
4-6 1D4 Wolves: hp 10 each (see MM, Animals for
more information on Wolves)
7
A Skunkbear: hp 27 (see Appendix 1 - New
Monsters)
8-9 A Serpent, Two-tailed: hp 30 (see Appendix 1
- New Monsters )
10+ A Titan Cavetroll: hp 18 (see Appendix 1 New Monsters)

2 - Night Time Wilderness


The DM must make a secret roll on this table while the
characters are camped for the night. On the roll of a 1
on a D8 the characters have encountered a wandering
monster. The DM must roll a D10 and consult the following:
DM's note: if the characters are within wooded areas
the DM must add 3 to the dice roll to see what monster has been encountered.
1-3 1D4 Wolves: hp 10 each (see MM, Animals for
more information on Wolves)
4-6 1D4+1 Goblins: hp 4 each (see MM for more
information on Goblins)
7-9 1D6 Elvins: hp 5 each (see Appendix 1 - New
Monsters)
10+ A Serpent, Two-tailed: hp 30 (see Appendix 1
- New Monsters)

The Shamutanti River


The Shamutanti River features in the lower half of the
Wilderness map (map 1). The river is 20ft.- 30ft. wide
on average and 20ft. deep in the middle. The river is
fairly calm. Any character who wants to swim the
river must make a skill (Swim) check (DC10).

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).

1. The Cantopani Gate (EL 0)


Read this aloud to the players:
You awake at sunrise. After dressing, you breakfast
on bread and goat's milk and collect your belongings. Outside, the outpost settlement is stirring: the
women-folk emerge to wash and prepare their meals
as the day's guard takes over.
Eyes follow you as you leave your hut and walk
towards the Shamutanti wall. The frontier people
are well aware of your mission and a small crowd of
well-wishers follow some distance behind you.
Before you stand the Cantopani Gates. Guarded
constantly by Sightmaster Warriors, chosen for their
powers of telescopic vision, the gate is the final
doorway between Analand and Kakhabad. Once
more you check your packs.

Satisfied that your preparations are complete, one of


you nods to the Sightmaster Sergeant. For the last
time he glances at the lookout atop the gate, who
signals the all clear. The Sergeant orders the bolt to
be withdrawn. A doorway opens up in front of you
and you get your first glance of the Shamutanti
foothills, the first stage of your journey.
The Sightmaster Sergeant strides over and grasps
each of you in turn by the hand. "I will not wish you
a safe journey, for the way ahead will NOT be safe.
Kakhabad is a treacherous land inhabited by Devils.
But this I am sure you already know. Take the path
ahead to Cantopani, a small settlement of traders although most are Rogues and Thieves - which you
should reach within the hour. From there onwards
there are three routes through Birritanti to Khar on
the Jabaji river. From Khar you must cross the
Baklands, which are unknown. It is said that day
and night, the Baklands are controlled not by the
sun but by supernatural forces; and bear in mind
also that from Khar onwards your progress will be
watched!"
His warnings do little to inspire confidence in you
all. He continues: "I have observed your training and
you are all worthy of the task ahead of you. I wish
you luck and success with your quest. My thoughts
and the good wishes of the people of Analand will be
with you. With Libra on your side may you lift the
curse and depression which rack our Kingdom."
You shake him by his hand; thank him for his good
wishes and step up to the gate. Resolutely, you pass
through the doorway. The faces of the folk watching
your departure reveal the hopes that rest with you
and with the success of your quest.
With a wave, you turn and face the hills. The early
morning air is crisp and the rising sun paints the
hills in colours of natural beauty that conceal the
devilry ahead.

2. Cantopani - Traders Village (Map 2)


DM's note: please refer to Appendix 3 - Campaign
Play for the map of Cantopani and the map key.
The characters journey to the trading village of
Cantopani is an uneventful one. It will take the characters about an hour to get there. Read them the following:
The path winds through fields of wild scrubland. The
countryside is deserted and only the cawing of an
occasional crow breaks the eerie silence. The birds
appear to pause in the air to examine you as they
pass. You pass over a small hillock, from the top of
which you can see the path continuing downwards
into a small settlement of huts at the base of the
Shamutanti Hills.

If the characters continue down the path towards


Cantopani Village, read them the following:
The path from Cantopani Gate leads through the
small settlement. As you approach, noises and activity indicate that the village is populated.

If the characters enter the trading village via the


main path, read them the following:
The round huts are made of a hard-baked, bright
clay with thatched roofs. As you pass, eyes appear
at dark doorways watching your every movement.
If the characters proceed through the village, one of
the locals will appear from a hut. The man stands 5ft.
tall with thickset arms and thighs half clothed in tattered breeches. His eyes are wild and his long red hair
and beard stand out on his face in a wiry tangle. "Halt
strangers", he commands. "What business have you in
Cantopani?". This man is Farrell the village Overseer.
If the characters ask Ferrell what is in the village he
will point out to them huts of interest: If the characters
would like to do some trading he will direct them to:
map location 2 -Tharis's trading post. If the characters
are hungry or in need of additional provisions he will
send them to: map location 3 - The Cantopani Inn; if
the players ask for directions to Khar, read them the
following:
"I myself have never left this village" says Farrell.
"However, I do know that there are two paths
ahead. My advice does not come for free though. Pay
me two gold pieces and I will advise you on your
journey".
If one of the party pays Ferrell the two gold pieces,
read them the following:
He places the coins in a pouch around his waist.
"The low way leads through the Vale of the Elvin",
he says, "and unless you are prepared for the Elvin
ways you had better avoid this path for they are
mischievous and magical. The highway takes you up
into the hills past the old Schanker Mines". He
laughs, and adds: "but you must keep your head if
you take this path! Head onwards to Kristatanti,
which you will reach in a day or two. Few villages
in the Shamutanti Hills welcome strangers but you
will find food and shelter at Kristatanti. And
beware the Black Lotus on your travels - its sweet
aroma is deadly."
This is all the advice that Ferrell will offer. If the
characters persist in their questioning he will walk
away, laughing and muttering about keeping your
head.

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.

4. The Crossroads (EL 0)


As the characters approach the crossroads, read the
following:
The path you are following ends at a T-junction. The
new paths lead either north-west following a river
into the valley or north-east up into the hills.
Sitting in the lower branches of a tree by the junction you can see an old man. "Would you be so kind
as to help an old man down from this tree?" he
inquires.
The man is Alias Gumar of Khar. He is actually a
young Sorcerer who is travelling from Khar to
Analand. He encountered the Old Witch (location 24)
and tried to steal one of her spells but he was caught.
The Witch cast an aging spell on him. He is hoping to
get to Analand to have the spell removed very soon.
While in the body of an old man, Alias has lost his
spell casting ability and is rather vulnerable. He was
attacked by Elvins not long ago, who stole what possessions he had and left him in the tree. Alias will not
divulge the information about being young and being
caught stealing.
If the characters help Alias to get down from the tree
he is very grateful. In return for their kindness, Alias
recites a rhyme that he heard that he feels might help
the characters. He is not sure exactly what the rhyme

signifies but he knows that the Elvins are particularly


keen on finding the key in question:
See him though he sees you not;
The black-eyed creature creeps.
A guardian once but now his lot:
The key to freedom keeps.
This rhyme is referring to the Blind Beggar in
encounter 15 who has the key to the gaol in Khar.
Alias also gives the characters his only remaining possession: a page from a spell book (page 102). The spell
is incomplete but it is used later in this adventure in
encounter 24 - The Witches Hut..
Alias thanks the characters for their help and walks
south towards The Cantopani Gate.
If the characters make a successful skill (Listen)
check (DC10) they can hear a faint buzzing coming
from around the tree that Alias was in. If the characters investigate they will find a bees nest high in the
tree. If a character climbs the tree (DC5) and knocks
down the bees nest he will suffer 1D3 hit points damage from multiple bee stings but he will be able to
gather a days rations worth of honey and some bees
wax. The wax has no use in this adventure.

5. Warning Sign (EL 0)


If the characters are following the path into the hills,
read them the following:
You reach the brow of a hill and stop in your tracks.
To your left is a clearing in the trees in which several poles are firmly planted in the ground. Atop the
poles are heads! - Human heads, Goblin heads and
some that are so decayed and rotted that it is hard
to recognise who or what they once were. All of the

eyes and mouths of the decapitated heads have been


sewn-up.
In front of you, painted in blood on the side of a
large tree, is an X. Ahead the path forks to the left
and right. It is difficult to make out which way you
are being warned not to take!

6. The Old Schanker Mines (Map 3)

10

When the characters reach this location they can hear


the sounds of activity; talking in the Goblin tongue
and the clanking of metal against rock. In order to
investigate this noise, the characters will have to stray
from the path. Please refer to MAP 3 - The Old
Schanker Mines.
All rooms and corridors have 10ft. ceilings.
Corridors are rough-cut stonework either 5ft. or 10ft.
wide (please refer to the overlay map for details).
Doors are wooden (good), unless otherwise stated in
the text. All doors are unlocked unless otherwise stated. Any locked doors have average locks unless otherwise stated. The Mine is unlit unless otherwise stated.
Doors: Good Wooden; 1 inches thick; Hardness 5;
Hit points 20; Break DC25
Locks: Average lock; Open lock DC25
Listen checks: All Listen check DC are calculated
assuming the character is standing in the adjacent
square to the door (2 ft. away). If a player actively
listens at a door (presses his ear to the door) then
reduce the Listen DC by 2 or increase the Listen check
by +1 for every 10 feet that the character is from the
noise (+5 if it passes through a door).

Map 3 - 1. Mining Operation (EL 2)


If the characters move closer to get a better look, read
them the following:
In a clearing ahead you can see a number of Goblins
in front of a cave entrance. It appears that the
Goblins are mining in the cave as they are trudging
in and out of the opening carrying large bowels full
of glistening rocks and dull metallic nuggets.
There are eight Goblins working here (there are
additional Goblins asleep in location 4- The Goblins
Sleeping Quarters). The Goblins walk into the
Schanker Mine entrance and go to see Grungore the
Ogre in room 3. From here, they take the newly
crushed rocks and bring them out side for sieving.
Any gemstones are taken to Waarg the Goblin Captain
in room 5.
If the Goblins spot the characters, they will send one
of their number to inform both Grungore and Waarg;
the remainder will prepare to defend the mine. They
will not let anyone into the Mines and will attack at
the most opportune moment.
Goblin, small humanoid (8): CR each; Size S (3 ft.,
6 in. tall); HD 1D8; hp 4 each; Init +1 (+1 Dex); Spd 30
ft.; AC 14 (+1 Dex, +1 Size, Leather Armour); Attack +2
melee (Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0;
AL NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Languages Spoken: Goblin. Skills and feats: Hide +6,
Listen +3, Move silently +4 and Spot +3; Weapon focus
(Shortsword). Equipment: Leather Armour and a
Shortsword each (see MM for more information on
Goblins).

Map 3 - 2. Grungores Room (EL 0)


This is where Grungore the Ogre sleeps. If the characters enter this room, read them the following:
This natural cavern is empty except for a crude
straw bed in an alcove in the south wall.
If the characters make a skill (Search) check (DC10)
they will find 3 small gems hidden in the straw bed.
The gems are worth 15gp each.
Map 3 - 3. The Mining Ogre (EL 2)
The door to this room is locked.
Standing in front of the door is another Goblin. This
Goblin has the job of unlocking the door to let his fellow Goblins in and out with the crushed rocks (and
also to stop the Ogre from leaving). This guard knows
that there shouldn't be anyone other than his fellow
Goblins and the Ogre in the mine. If he spots the characters he will attempt to unlock the door and call to
the Ogre for help.
If the characters enter the room, read the following:
In the centre of this room is a strange-shaped
mechanical apparatus. It looks like it could be used
as a stone press or cutter of some sort. An Ogre is
operating the machine. He is dropping stones in at
one end and turning a large handle which crushes the
rock.
All around the room are large piles of unprocessed
rock.
This is Grungore the Ogre. The machine he is operating makes quite a bit of noise, coupled with the fact
that he is used to people coming in and out of this
room and ignoring him. He will not take much notice
of the door being opened (-3 to Spot and Listen checks
- these are incorporated in Grungore's stats).
However, if he spots the characters he will attack.
If the characters look around this room and make a
skill (Search) check (DC15), they will find 2 large gems
that Grungore has hidden under the machine. Both
gems are worth 150gp each.
Goblin, small humanoid (1): CR ; Size S (3 ft., 6 in.
tall); HD 1D8; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 15
(+1 Dex, +1 Size, Studded leather); Attack +2 melee
(Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0; AL
NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Languages Spoken: Goblin. Skills and feats: Hide +6,
Listen +3, Move silently +4 and Spot +3; Weapon focus
(Shortsword).
Equipment:
Studded
Leather,
Shortsword. A Silver Key which is to open the door to
room 3. (see MM for more information on Goblins).
Grungore the Ogre, large giant: CR 2 ; Size L (8 ft., 10
in. tall); HD 4D8 +8; hp 36; Init -1 (-1 Dex); Spd 30 ft.;
AC 16 (-1 Dex, -1 Size, +5 natural, Hide Armour);
Attack +9 melee (Huge Great Club 2D6 +8); Face /
Reach: 5ft. by 5ft ./ 10ft. SV Fort +6, Ref +0, Will +1; AL
CE; Str 22, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Languages Spoken: Giant. Skills and feats: Climb +5,
Listen +0, and Spot -1; Weapon focus (Great Club).
Equipment; Hide Armour and Great Club (see MM for
more information on Ogres).

Map 3 - 4. Goblin Sleeping Quarters (EL 1)


This room is the sleeping area for the Goblins. Several
crude, straw mattress beds are laid out on the floor.
There will always be 1D3 sleeping Goblins in this
room.
If the characters look around and make a skill
(Search) check (DC15) they will find one of the
Goblins prize possessions - A Dagger +1 wrapped in
cloth and hidden under some stones under his mattress.
Goblin, small humanoid (1-3): CR each; Size S (3 ft.,
6 in. tall); HD 1D8; hp 4 each; Init +1 (+1 Dex); Spd 30
ft.; AC 14 (+1 Dex, +1 Size, Leather Armour); Attack +2
melee (Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0;
AL NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Languages Spoken: Goblin. Skills and feats: Hide +6,
Listen +3, Move silently +4 and Spot +3; Weapon focus
(Shortsword).
Equipment:
Studded
Leather,
Shortsword. (see MM for more information on
Goblins).
Map 3 - 5. The Goblin Captain's Chambers (EL 3)
This door is locked.
This is Waarg the Goblin Captain's Quarters. He
keeps the door locked and has the only key to the door
with him at all times. The room has a straw mattress
in the north-west corner and a desk in the centre.
Positioned behind the desk is a small 2ft. by 1ft. chest
that has all 8 of the gemstones that the Goblins have
mined so far. The gemstones have a value of 50gp
each.
Waarg has been sent to these old abandoned Mines
by his Clan Leader Y'eergrag of the Black Skulls.
Y'eergrag had heard a rumour that the Mines could
still be worked for their valuable gemstones and that
they were only abandoned due to the dangerous
working conditions and threat of monster attacks. He
was correct. The Dwarfs and Human miners fled the
Mines many years ago. Various portions of the main
mining sections collapsed killing scores of workers.
Skunkbears, Headhunters and Elvins caused no end
of problems for the miners, and so they abandoned
the Mine. Since then there have been many collapses
leaving only small section still workable. This is
where the Goblins of the Black Skull and their Ogre
have been for the last few weeks. Their mining
knowledge and skills are not great though, they have
crushed more gems into worthless powder than they
have collected!
If the characters either attempt to force the door or
pick the lock Waarg, who is in a constant state of
readiness, will hear them and prepare. He will lock
the chest with the few gemstones in it and hide behind
the door. He will attack the first person to enter the
room at the most opportune moment.
Waarg, male goblin Ftr3: CR 3; Size S (3 ft., 5 in. tall);
HD 3D10+3; hp 31; Init +3 (+3 Dex); Spd 30 ft.; AC 20
(+3 Dex, +1 Size, Leather Armour and Small Wooden
Shield); Attack +6 melee (Shortsword 1D6 +2); SV Fort
+4, Ref +4, Will +2; AL LE; Str 13, Dex 16, Con 13, Int
15, Wis 12, Cha 8. Languages Spoken: Giant, Goblin,
Undercommon. Skills and feats: Hide +7, Jump +4,

11

Listen +5, Move silently +4, Spot +5; Alertness, Dodge,


Expertise, Weapon focus (Shortsword). Equipment:
Leather Armour +2, Shortsword +1 and a Small
Wooden Shield +1. He also has the key to the door, the
small chest key and an ornate silver key with the number 111 inscribed on it in his pocket.
The ornate silver key with the number 111 inscribed
on it has no use in this adventure.
Map 3 - 6. The Old Mine (EL 0)
This tunnel is all that remains of the original mine. It
continues on for about 150ft. before it ends at the huge
cave-in that killed 40 or so miners.
If the characters proceed into this tunnel, read them
the following:
This corridor is a much older part of the mine, rotting wooden struts and supports line the short (5ft.
tall by 5ft. wide) corridor walls and ceiling.
Map 3 - 7. Cave-in! (EL 4)
When the characters reach this point, they can hear
creaking and cracking coming from the wooden supports above their heads. The roof is about to cave in
and the characters must act fast.
The cave-in has a 15ft. bury zone and a 5ft. slide zone
at either end.
The characters can either return to Waarg's quarters
or run further into the old mine. Whatever the characters decide to do they must make a successful skill
(Balance) check (DC5) to move along the short, rough
cut tunnel at speed and avoid the cave-in. If any characters are unsuccessful they take 8D6 damage, Reflex
save (DC15) for half damage, and are pinned (see
DMG, Chapter 4 Cave-ins and Collapses).
Map 3 - 8. A Shallow Pit (EL 0)
If the characters go further into the old tunnel they
will find a Shallow Pit (5ft. deep). Looking into the Pit
characters will see faint rays of light coming from a
small tunnel at the bottom. The tunnel is only 3ft. high
and the characters will have to crawl along it if they
want to proceed.
The first person into the tunnel will find a pair of animal skin boots. If they are dusted off they look in very
good condition. The boots are Borrinskin Boots and
can be sold for 2gp and have no other use.
Map 3 - 9. Crack in the Hillside (EL 0)
The tunnel ends at a large crack in the hillside which
is covered and almost totally concealed by bushes.
Anyone looking for this concealed entrance from the
outside must make a skill (Search) check (DC30).

7. Beautiful Flowers (EL 3)


This encounter will take place when the characters
stop to rest on the path anywhere between the bridge
and encounter 5 on the Wilderness map.

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.

If the characters do stop and have something to eat,


ask them to make a skill (Listen) check (DC10). If they
are successful they hear a small flock of birds all take
flight at the same time from a tree not too far from
where the characters are camped.
A party of Headhunters are moving towards the
characters and have startled the birds in the tree. One
of the Headhunters will move silently towards the
characters to get a better look. If he is not spotted, he
will attempt to incapacitate them with his poison
darts.
If all of the characters are hit by the poison darts and
are unconscious. Their heads will appear on fresh
poles at encounter 5 as a warning to others not to wander into Headhunter territory.
Headhunters (4): hp 6 each (see Appendix 3 Campaign Play, The Headhunters' Village)

8. Covered Pit (EL 3)


If the characters continue to follow the trail, read them
the following:
The undergrowth on the trail you are following is
becoming much thicker. It appears as though this
path is seldom trodden.
This is Headhunter country! Several Headhunters
are hiding in the undergrowth waiting for an unsuspecting soul to fall into their trap. In order for any of
the characters to see the Headhunters, they must
make opposed skill (Hide / Spot) checks - The
Headhunters gain a bonus of +5 to their Hide skill due
to the long grass. If any characters fall into the pit, the
Headhunters will attack any remaining characters by
firing their poison darts at them in an attempt to render them unconscious. They will then do the same to
any who remain alive at the bottom of the pit.
If all of the characters are rendered unconscious by
the Headhunters' poison darts, they will be taken to
the Headhunter Village (see encounter 12).
Trap: Headhunters have dug a 10ft. deep pit along
the trail and covered it with foliage etc. Any character
who makes a successful skill (Spot) check (DC15) will
see the pit coverings. Any character who falls into the
pit will have to make a skill (Climb) check (DC15) to
get out.
Covered Pit Trap: CR 1; no attack roll (1D6 falling
damage); Reflex save (DC14) avoids; Search DC10;
Disable DC15.
Headhunters (4): hp 6 each (see Appendix 3 Campaign Play, The Headhunters' Village)

9. The Elvin Village (EL 2)


If the characters are following the path, read them the
following:
The path you are on continues to bend north, still
following the west bank of the Shamutanti River.
Ahead, you can see smoke rising in the distance. As
you get nearer you can see a cluster of huts made out
of thatched twigs and branches. The smoke is rising
from a small fire in the centre of the huts.
There are no signs of movement or noise coming
from the village, it seems to be deserted. If the charac-

Curse: Every time you take damage: combat, falling,


spell etc., you take an additional 1D4 points of damage. The curse cannot be dispelled, but it can be
removed with a break enchantment, limited wish,
miracle, remove curse, or wish spell.
If the characters open the box on the right, read them
the following:
Inside the box is a small cloth bag and an old rusty
key. Guarding both these items, with its tail poised
and ready to strike, is a scorpion.

ters decide that they want to give the village a wide


birth (without swimming the river) and head west
into the hills they will soon pick up the path that leads
through the hills.
If the characters proceed into the village, read them
the following:
The village seems to be completely empty. In the centre of the huts is a small fire that has been built into
a shallow recess. The huts in this village are quite
small with doorways about 2ft high. Three of the
doorways have brightly coloured drapes hanging
from them: red, green and brown
If the characters look in to any of the other huts they
will find little of interest: straw beds, animal skins,
food in the form of berries, nuts etc.
The Red Draped Hut
If the characters look in to the hut with the red drape,
read them the following:
There is a low table and three stools in the middle of
the hut. On the table are two uninteresting boxes,
both fastened with a catch.
Neither of the boxes are locked or trapped.
If the characters open the box on the left, read them
the following:
The box is empty. However, smoke begins to swell
up from within its depths. The smoke rises out of the
box and forms a face in the air; a thin, Elf-like face.
The eyes on the strange face flick open suddenly.
"Strangers", booms the smoky vision, " you tamper
with forces you know nothing of. I am aware of your
quest and you cannot succeed. I am the Spirit of
Mananka and I curse your quest".
A random character is touched by the smoke and
must make a Will save (DC16) or suffer the following

If a character reaches into the box the vicious


Scorpion will attack him. The Scorpion is too small to
climb out of the box.
The cloth bag contains 20 gold pieces.
The old rusty key is used to open the cage in
encounter 17 - Alianna's House.
Monstrous Scorpion, tiny. tiny vermin: CR ; Size T
(1ft. long); HD D8+2; hp 4; Init +0; Spd 20 ft.; AC 14
(+2 Size, +2 natural); Attack +2 melee (2 Claws 1D2 -4)
and -3 melee (Sting 1D2 -4 and poison); Face / reach:
2 ft. by 2 ft. / 0 ft.; SA Improved grab, poison; SQ
Vermin; SV Fort +4, Ref +0, Will +0; AL N; Str 3, Dex
10, Con 14, Int -, Wis 10, Cha 2. Languages Spoken:
None. Skills and feats: Climb +4, Hide +15, Spot +7.
Vermin: Immune to mind-influencing effects.
Improved Grab (Ex): To use this ability, the
Monstrous Scorpion must hit with its claw attack. If it
gets a hold, it hangs on and stings automatically.
Poison: Tiny Monstrous Scorpion Poison; Fort save
(DC11); Initial and Secondary damage 1D2 Str.
The Green Draped Hut
If the characters go into the hut with the green drape,
read them the following:
Cushions ring the inside of this small hut. As you
enter strange pipe music begins to play but you cannot see from where the music is emanating.
If any of the characters brought a Small Bamboo Pipe
from the merchant - Ryan of Brice - at the Cantopani
Village, ask them to make a skill (Listen) check (DC5).
If they are successful they will hear their Small
Bamboo Pipe joining in with the music being played
in the hut. The owner of the Small Bamboo Pipe will
have the equivalent of a Cure Moderate Wounds spell
bestowed upon him which cures 2D8 +2 hit points
(this will happen once per day).
If the characters do not possess the Small Bamboo
Pipe, nothing untoward will happen. The music will
continue as long as someone remains within the hut.
A faint aura of magic can be detected in the hut.
The Brown Draped Hut
A Riding Dog guards this hut. If a character enters the
hut without the Dog's owner, it will attack. There is
nothing of value or interest in this hut.
Dog, small animal: CR 1; Size M (5ft. long); HD
2D8+4; hp 12; Init +2 (+2 Dex); Spd 40 ft.; AC 16 (+2
Dex, +4 natural); Attack +3 melee (Bite 1D6 +3); Face /
reach: 5 ft. by 5 ft. / 5 ft.; SA None; SQ Scent; SV Fort
+5, Ref +5, Will +1; AL N; Str 15, Dex 15, Con 15, Int 2,
Wis 12, Cha 6. Languages Spoken: None. Skills and
feats: Listen +5, Spot +5, Swim +5, Wilderness lore +1*.

13

Equipment: The Dog is wearing a collar studded with


small green gems (value 80gp).
Skills: *Dogs receive a +8 racial bonus to Wilderness
lore checks when tracking by Scent.

10. Pilfer Grass (EL 0)


Read the following to the players:
The grass here is growing quite high (about waist
height). The trail you are following seems to have
been trodden down by someone who has passed
before you and seems to be continuing in the direction that you want to be heading.
The long grass that the characters are walking
through is called Pilfer Grass. The long blades of grass
will attempt to steal an item from each of the characters (+15 Pickpockets) as they pass through. The grass
will make two such attempts per character and will
not steal any item heavier than 4lbs. The items stolen
will be dropped on the floor at the point at which they
were taken.
If any of the characters have the Tracking feat and
make a successful skill (Wilderness lore) check
(DC10), they can determine that the trail is quite old,
at least a day, and was made by tiny feet - several
Elvins passed this way yesterday.
If the characters decide not to follow this trail and
wade through the grass creating a new trail, ask them
to make two skill (Spot) checks (DC10) at staggered
intervals. If they are successful on the first check they
find a small bag of 20 gold coins. If they are successful
on the second check they find a small locket containing the portrait of a woman valued at 10gp (this item
has no relevance to the adventure).

11. Elvins! (EL 7)


The path that the characters are following winds
through the hills for quite some distance and steadily
climbs higher . Hiding in the trees alongside the path
are a group of Elvins (see Appendix 1 - New
Monsters). These small mischievous creatures will
attack the characters as they pass by throwing a mixture of normal and special magically enhanced acorns
at them. The magic enhanced acorns have had a variant of the 'Magic Stone' spell cast on them by the Elvin
Cleric and will cause 1D6 damage on a successful hit
(treat these acorns as the Magic Stone spell except for
the damage dealt). The Elvins have 3 magic acorns
and hundreds of normal ones (which cause no damage). The Elvins will find this highly amusing, laughing and giggling as they rain acorns on the characters.
If the characters attack the Elvins they will retaliate
with their tiny bows and swords for 2 rounds before
fleeing into the woods.
Elvins (20): hp 7 each (see Appendix 1 - New
Monsters)

12. The Headhunters' Village (Map 4)

14

DM's note: please refer to Appendix 3 - Campaign


Play for the map of The Headhunters' Village and
map key.
If the characters have been captured by the
Headhunters and brought here, read the following:

When you regain consciousness, you find that your


possessions are missing and you have been bound
hand and foot and taken through the woods to the
Headhunters' Village. There, you have each been
placed in a sturdy bamboo cage and a warrior
Headhunter is standing guard over you. From this
unfortunate position you can also see in the centre of
the village a huge pot on a roaring fire being filled
with water.
If a character wants to try and escape, he must make
an opposed skill (Escape Artist / Rope Use +10) check
to escape his bindings, then make a Strength check
(DC10) to beak the bamboo cage. The warrior
Headhunter on guard will notice the characters trying
to escape his / her bonds by making a successful skill
(Spot) check (DC20) and hear the bamboo cage breaking by making a skill (Listen) check (DC10). If the
character is spotted trying to escape, the Headhunters
will attack. If the character falls unconscious (due to
the poison) their freshly decapitated head will appear
on a new pole at location 5 as a warning to others not
to wander into Headhunter territory.
Any captured characters will be kept in the cages
(location 1 on the map)
The characters' belongings (weapons, back packs
etc.) are being kept in a hut (location 2 on the map).
If the characters escape (and are spotted leaving the
village) they will be pursued by a war party of 4
Headhunters for a maximum distance of 2 miles
before the war party give up and return home.
If the characters stumble upon this village by mistake, please refer to Appendix 3 - Campaign Play for
more information.

13. The Skunkbear (EL 2)


If the characters are following the path towards
Kristatanti, ask them to make a skill (Listen) check
(DC10). If successful they can hear some twigs and
undergrowth rustling, this noise is being made by an
approaching Skunkbear. If the characters are aggressive or act in a hostile manner, the Skunkbear will
attack at the most opportune moment. If the characters decide not to attack this creature and try to calmly move around it, ask them to make a skill (Animal
Empathy) check (DC19). If successful the Skunkbear
will snarl and growl but let them leave, if not it will
attack until it has driven the characters away.
Skunkbear: hp 28 (see Appendix 1 - New Monsters)

14. Kristatanti (map 5)


DM's note: please refer to Appendix 3 - Campaign
Play for the map of Kristatanti and the map key.
If the characters are approaching Kristatanti via the
path, read them the following:
Further along the hill path you can see a small settlement. As you get nearer you can see that most of
this village is set into the steep side of a hill. A
small, hand-painted sign resting on a rock reads
'Kristatanti Village'.
If the characters proceed into Kristatanti, read them
the following:

The couple of hill dwellers that you pass seem to


stare at your clothes. Their own attire is rough by
comparison and everyone seems to wear their hair
long, but piled up on their heads.
If the characters decide to look around the settlement
or decide to stop for the night, please refer to
Appendix 3 - Campaign Play for more information on
Kristatanti.

15. The Beggar (EL0)


If the characters are leaving Kristatanti via the path,
read them the following:
You reach a T-junction. The path now continues in
two directions; north and north-west. Sitting on a
rock, close to the junction, is a blind Beggar-man.
"Alms for the infirmed?" he inquires with an out
stretched hand. The man looks a sorry sight: skinny
and sparsely clothed. His eyes have been painted
with a dark dye to indicate his blindness.
If the characters give the Beggar a silver or copper
coin, he thanks them for their generosity and wishes
them good health on their travels. If the characters
give the Beggar a gold coin, read them the following:
The blind man rubs the coin in his fingers and trembles excitedly. "Why, this is a golden coin my lord.
You are too generous to a poor sightless Beggar such
as myself. Where are you heading for?"
If the characters tell the Beggar that they are travelling to Khar, read them the following text.
"Your generosity cannot go unrewarded", he reaches
into his pocket, produces a copper key and insists
that you take it. "Years ago I lived in Khar", he tells
you. "Khar was my home and in the Cityport I
watched over the prisoners in the gaol. But Khar is

an evil place, inhabited by all manner of creatures.


Beware the Red-Eyes in Khar or my fate will befall
you too, and a Beggar's life is not a happy one.
Khar is also wary of strangers but this key will
help you, should you be captured by the city guards".
With that the old man stands, waves farewell and
starts walking towards Kristatanti.
If the characters do not wish to tell the old man
where they are going, he thanks them again for their
generosity and starts to make his way to the
Kristatanti ale house.

16. Lea-Ki. Realm of the Hill Giants (EL7)


If the characters are following the path, read them the
following:
Ahead of you, standing almost 15ft. tall, is a large
gate across the path. The gate is slightly ajar. To the
left and right of the gate is a high, thick bramble
hedge that continues on as far as you can see in both
directions.
If the characters attempt to climb over the hedge,
they must make a skill (Climb) check (DC10) but they
will take 1D4 points of damage per action due to the
razor sharp thorns. It takes 3 rounds to climb over the
hedge.
If the characters proceed through the gate (or over
the hedge), read them the following:
To the right, the hill rises sharply upward and you
can see two caves. The path passes 30ft. in front of
the caves before continuing down toward the valley.
This is Lea-Ki, home of the Hill Giants. The left cave
is not very deep and appears to be a storage area or
rubbish tip of some description. The only items of
interest in this cave are: a large, oversized humanoid
skull (this is a Hill Giant's skull), a large broken stool
and a fishing net with huge mesh. None of the items
in this room are relevant to the adventure.
The right hand cave is home to 3 Hill Giants. Two of
the Hill Giants are currently away hunting. These
creatures are aware of the nearby human settlements
but do not want any trouble. They know that if they
attack the settlements, humans will track them down
in great numbers and kill them. However, they are
also very protective of their lands. Buurk, the remaining Hill Giant, keeps a close vigil over the surrounding lands from the comfort of his stone chair about
20ft. inside the cave entrance. Next to his chair are
always kept at least 10 large, throwing stones. If the
characters attempt to get past the caves without being
seen, they will have to make opposed skill (Hide /
Spot) checks with the Giant. If the Hill Giant spots the
characters he will throw a stone at them and stand in
the cave entrance waving his club to ward them off. If
the characters remain, he will attack until they are
driven off.
Inside the right hand cave are the Hill Giants' possessions: 3 straw mattresses, various animal skins and
dried meats, 800gp and 3 gems worth 50gp each.
Buurk, Hill Giant: CR 7; Size L (15 ft., 7 in. tall); HD
12D8+48; hp 75; Init -1 (-1 Dex); Spd 40 ft.; AC 20 (-1
Dex, -1 size, +9 natural); Attack +16 / +11 melee (Huge

15

Great Club 2D6 +10), or +8 / +3 ranged (Rock 2D6 +7);


Face / Reach: 5ft. by 5ft./ 10ft.; SA Rock Throwing; SQ
Rock catching; SV Fort +12, Ref +3, Will +4; AL CE; Str
25, Dex 8, Con 19, Int 6, Wis 10, Cha 17. Languages
Spoken: Giant. Skills and feats: Climb +9, Jump +9,
Spot +4; Cleve, Power attack and Weapon focus (Great
Club). Equipment: Huge Great Club

17. Alianna's House (EL 4)


If the characters are following the road from
Kristatanti, they will find a sign post next to a track
that leads south-west. The sign points down the track
and reads 'Alianna's House'. It also points north-west,
along the path that the characters were originally following, the sign pointing in this direction reads
'Dhumpus'.
If the characters follow the track south-west towards
Alianna's House, read the following:
Some way down the track you come to a hut in a
rather picturesque setting, among trees with leaves
of contrasting shades of green. Flowers decorate the
walls of the hut and the door is painted in bright
colours.
The door to the house is unlocked.
Alianna, the owner of the house, has been locked in
a cage in the kitchen by mischievous Elvins. She has
been there now for over 2 days! If the characters knock
at the door, Alianna will hear them and shout for help.
The characters must succeed at a skill (Listen) check
(DC7) in order to hear the cries for help.
If the characters enter the house, read them the following:
The house is neatly laid out inside; obviously the
touch of a fastidious woman. Chairs are round a
table, one of the chairs is of a very odd design. It
looks like it has been carved from a tree stump with
arms and legs! A mattress lies in one corner and a
large kitchen area indicates that whoever lives here
is fond of cooking. You can hear a cry for help from a
corner of the kitchen that is obstructed by a large
cupboard.

16

The strangely designed chair is in fact a Wooden


Golem (see Appendix 1 - New Monsters). The creature will only obey commands from its creator
Alianna.
If the characters investigate the cries for help, they
will discover a young and rather beautiful woman in
a small cage behind the cupboard. "Good strangers",
she pleads, "Please help me? I have been locked in this
cage for 2 days now by Elvins".
The cage has a lock on it. A character must make
either a skill (Open Locks) check (DC20) or an ability
(Strength) check (DC15) to open the cage.
If the characters do not look like they will release her
or if they bargain for a reward, Alianna will grudgingly offer to reward them once she is free. Offering
either a magical Armband that is of benefit to those
who wield a sword or 2 Scrolls (see below). She will
not reveal the location of these items until freed.
If the characters' demands are excessive (they
demand both the Armband and the Scrolls), Alianna

will eventually pretend to agree with them until she is


released from the cage, at which point she will order
her Wooden Golem to attack.
If the characters refuse to release her, Alianna will
order her Wooden Golem to attack.
Characters looking around the house must make a
skill (Search) check (DC35). If they are successful they
will find Alianna's secret hiding place under a floorboard. The secret compartment has in it: An Armband,
2 Scrolls and a small bag with 43gp in it. The Armband
is magical and is called Ragnar's Armband of Sword
Mastery (see Appendix 2 - New Magic). The Scrolls
have the following spells on them - Scroll 1: Cure
Serious Wounds and Lesser Restoration. Scroll 2:
Mirror Image, Bulls Strength and Dogs Luck (see
Appendix 2 - New Magic, New Spells)
Wooden Golem: hp 30 (see Appendix 1 - New
Monsters)
Alianna, female human Clr4: CR 4; Size M (5 ft., 6 in.
tall); HD 4D8+4; hp 26; Init +1 (+1 Dex); Spd 30 ft.; AC
11 (+1 Dex); Attack +4 melee ( Unarmed attack 1D3 +1
subdual damage); SV Fort +5, Ref +2, Will +7; AL CN;
Str 13, Dex 13, Con 13, Int 10, Wis 17, Cha 14.
Languages Spoken: Common. Skills and feats:
Concentration +6, Heal +8, Hide +1, Listen +5, Move
silently +1, Spellcraft +8, Spot +8; Alertness, Brew
potion, Skill focus (spellcraft). Equipment: A beautiful
white dress and a holy symbol.
Cleric Domains: Protection - 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; Luck - Granted Power: The character
gains the power of good fortune, which is usable once
per day. This extraordinary ability allows the character to re-roll one roll that the character has just made.
The character must take the result of the re-roll, even
if it's worse than the original roll.
Cleric Spells Revised (5 / 4+1 / 3+1): Level 0: Create
water, Cure minor wounds x2, Guidance and Virtue.
Level 1: Bane, Command, Doom and Sanctuary. Level
2: Darkness, Hold Person and Summon Monster II.

18. Dhumpus (Map 6)


DM's note: please refer to Appendix 3 - Campaign
Play for the map of Dhumpus and map key.
If the characters are following the path they will find
a sign that says 'Welcome to Dhumpus'. The path
leads into a small hamlet made up of stone and clay
huts and houses.

19 Taddapani - Plague Village (EL 4)


If the characters are following the path toward
Taddapani, read them the following:
As you approach the village you can see that it looks
quite run down. The thatching on most of the huts is
in disrepair and the fields are overgrown with
weeds, which have strangled the now dead crops.
The villagers are a sorry looking bunch, most are
hunched over or walk with sticks, some have missing limbs and are only able to drag themselves along
the muddy floor.

Ahead, in a clearing, you can see a small wooden


hut. A large humanoid creature stands in front of the
hut with his back to you. The creature is brandishing
a large Halberd and seems to be on lookout.
This creature is a Hill Troll. It killed the occupant of
this hut many months ago and now spends its time
patrolling its ill-gotten lands. If the creature spots the
characters it will attack at the most opportune
moment.
In the hut are the Hill Troll's possessions: a feather
mattress and blanket, 3 short spears and some dead
rabbits hanging on a hook. If the characters make a
successful skill (Search) check (DC10) they will find
the Hill Troll's prized possessions hidden in his mattress: 52gp, a gem worth 30gp and a potion of Cure
Moderate Wounds that will heal 2D8+3 hit points.
Titan Hilltroll: hp 30; AC 17 (-1 size, +5 natural,
Leather Armour); Attack +9 melee (Halberd 1D10+5)
Equipment: Leather Armour, Halberd and a Talisman
of Luck +2 (see Appendix 2 - New Magic) hanging
around its neck. (See Appendix 1 - New Monsters for
more information on Titan Trolls).

21. Jann the Minimite (EL 0)


This is the hamlet of Taddapani. Three months ago
the village was infected by a terrible plague, which
has now affected the entire population. 170 of the 210
people that lived there have been killed by the deadly
disease so far. It won't be much longer before
Taddapani is little more than a deserted ghost town.
As the characters approach, the people of the hamlet
will make their way back to their huts as quickly as
they can. The people of Taddapani think that the disease is passed on by touch and will try to avoid the
strangers.
If the characters proceed into the hamlet they will be
approached by a young woman, read them the following:
The little woman can be not much older than 20
years of age. Her back is crooked and she has blisters
all over her skin. She looks at you with sad eyes.
"Please strangers, tell me you are here to cure us of
this terrible plague?"
The woman, Bronnie, will start to cough uncontrollably and collapse in front of the characters. Any character that touches Bronnie will have to make a
Fortitude save or be infected by the plague. Bronnie is
beyond curing and will die at the characters feet.
Plague: Touch; Fortitude save (DC20); Incubation 1
day: Damage - permanent 1D4 Str and 1D4 Con per
day.
If a character is infected with the Taddapani plague
he must make a Fortitude save each day until cured or
dead. On the second day of infection small blisters
will appear on the infected characters skin.

20. Troll Patrol (EL 3)


If the characters are following the path, read them the
following:

If the characters are following the path to Birritanti,


read them the following:
The path ahead leads down into a vale. Nestled
between three steep hills lies a town, and rather a
large one at that.
Jann the Minimite (see Appendix 2 - New Monsters)
will be around this location and will adopt one of the
characters to annoy (if one of the party is obviously a
Sorceror or Cleric, Jann will choose to 'adopt' them).
Jann has a permanent anti-magic field 15ft. radius
around him. Anyone within the field has 100% arcane
and divine magic failure chance. Read the following
passage to the character who Jann had adopted:
You hear a lively chirping sound very close to your
head. Hovering by your shoulder is a small,
humanoid creature no bigger than the size of your
thumb. It is child-like in appearance but very thin,
with green skin, and it flits around you on transparent wings.
Jann will introduce himself and engage the character
in conversation. He knows the area quite well and
points out that the large town ahead is called Birritanti
and that it is the largest town in the Shamutanti Hills.
Jann will stay with his 'new friend' until he is banished by a ritual in either of locations 24 or 26. He cannot be persuaded to leave and is very difficult to hit in
combat. However, if attacked by a missile weapon he
will fly out of sight and return later at the DM's discretion.
DM's note: If Jann flees due to being attacked with
missile fire he will not return to the characters after
the Svinn village (encounter 26).

22. Birritanti (Map 7)


DM's note: please refer to Appendix 3 - Campaign
Play for the map of Birritanti and the map key.

17

If the characters are following the path to Birritanti,


read them the following:
As you approach the small town of Birritanti, you
can see flags flying from two huge guard towers
positioned either side of the road. There appears to
be a good deal of merriment coming from within the
town.
If Jann the Minimite is with the characters he will
point out that today is Birritanti's festival of the
young. Once a year the children are given the freedom
of the town. It is a time of great fun and pranks. If the
characters proceed into Birritanti, read the following:
A number of children can be seen sitting in the
streets drinking ale and smoking pipes. One of the
children, a young boy of about 12 years of age, has
had far too much to drink and sways on the step on
which he sits. The other boys and girls are very loud
and seem to be running around in a lawless manner.
A signpost points north through the town to 'The
Crystal Waterfalls'.

23. The Assassin (EL 5)


The path that heads towards Torrepani passes
through a small wooded area. If the characters follow
this path an Assassin who is hiding in the undergrowth will attack them. The characters can spot the
lurking assassin by making an opposed skill (Hide /
Spot) check. The Assassin will gain a +4 roll to hide
due to cover (which is not incorporated in his stats).
DM's note: If Jann the Minimite is still with the characters, he will have a chance to Spot the Assassin too
and will warn his new friend if he succeeds.
If the characters fail to spot the Assassin, read the following:
Just ahead of you the bushes part, and a man dressed
from head to toe in black and holding a Scimitar
steps onto the path and blocks your advance.

The Assassin's name is Flanker. He often hides on


these roads and attacks wayfarers for combat practice.
He will not talk to the characters and will attack at the
most opportune moment. Flanker will attempt to surrender if he is seriously injured.
If the characters spare Flanker's life he will be very
grateful. He tells his story about using the characters
for combat practice but adds that he has seriously
underestimated them and never intended to kill them.
Flanker promises that he will not attack the characters
again and states that he will travel to Khar and stop
ambushing travellers. Flanker will give the characters
all the money he is carrying if they threaten to kill
him, he will not give up his equipment if he can avoid
it, pointing out that this is a dangerous area and he
won't survive without it. When the characters reach
Khar and are in either the Wayfarers' Inn ale house or
the town's street fair, there is a chance that they will
meet Flanker and receive some help (see the adventure SORCERY! Khar - Cityport of Traps).
Flanker, male human Rog5: CR 5; Size M (6ft. 3in.
tall); HD 5D6+10; hp 35; Init +8 (+4 Dex, +4 Improved
initiative); Spd 30 ft.; AC 19 (+4 Dex, Leather Armour,
Ring of Protection); Attack +8 melee (Scimitar 1D8 +4);
SA +3D6 Sneak attack. SV Fort +3, Ref +8, Will +2; AL
NE; Str 16, Dex 19, Con 15, Int 17, Wis 12, Cha 10.
Languages Spoken: Common, Dwarven, Gnoll, Orc.
Skills and feats: Balance +5, Disable device +10, Hide
+10, Intimidate +8, Listen +6, Move silently +10, Pick
pocket +10, Ride +4, Spot +5, Swim +6, Use magic
device +6, Wilderness lore +5; Dodge, Improved initiative, Weapon focus (Scimitar). Equipment: Black
Leather Armour +2, Scimitar +1, Ring of Protection +1,
50 gp

24. The Witches House (EL 7)


If the characters are following the path to Torrepani,
read them the following:
Ahead, on the left of the path, you can see a small
wooden hut. An old woman sits on the front step.
The old woman is a Sorcerer by the name of Gaza
Moon. If the characters are visible she stands up,
waves them over and asks them to come in for some
tea.
Gaza has two pet hates; people who are suspicious of
her and people who ignore her. If the characters walk
past her and ignore her invitation she will become
angry and shout out to them. If the characters still
ignore her invitation, she will attack the characters
with magic.
If the characters accept Gaza's offer of tea she
leads them into her house, read the following:
The old lady's house is very neat and tidy on the
inside. Vases full of beautiful flowers can be seen
on the windowsills. A large wooden table with 4
chairs stands in the centre of the room.

18

Gaza will ask the characters to have a seat while she


fetches the tea. As mentioned before, Gaza has a
hatred of suspicious people so she has a little test to
see what the characters will do. Gaza will bring in
some cookies on a plate. She will set a plate for each

character and put a cookie on each plate including one


for her, making sure there are enough cookies left on
the plate in the middle of the table for the characters
to have one more each. Example: If there are 3 characters she will put 1 cookie on each of the characters
plates, 1 for herself and leave 3 on the plate in the middle of the table. She will then make an excuse to return
to the kitchen saying that she forgot the tea.
Here is the test of suspicion: The cookies left on the
plate in the middle of the table have all been poisoned.
If the characters suspect that Gaza Moon is foul of
mind, they will swap their normal cookies (suspecting
them to be poisoned) for the poisoned ones (suspecting them to be normal).
If the characters fall afoul of the poisoned cookie
scam, Gaza will scorn them for being untrusting and
suspicious of an old lady. She will then look through
their belongings and take two items (of the DM's
choosing). She will then club the characters unconscious (reducing them to hp 0 subdual damage). The
characters will wake by the path, a mile from
Torrepani 1 hour later.
If the characters have found the spell page (given by
the old man in the tree in encounter 4 - The
Crossroads) she is overjoyed and gives each character
the antidote to the poison. Read the section below.
If the characters eat their normal cookies, Gaza
Moon is pleased that they do not suspect her of being
evil (she will not let the characters eat any more cookies though), and asks them about their journey. In particular she asks if they have seen an old man who is
travelling to Allansia (Gaza Moon is referring to the
old man in the tree in encounter 4 - The Crossroads).
If they reply that they have seen him she asks if they
were given a page from a spell book? If they say yes
she is overjoyed. Read them the following:
"Four days ago I was visited by a traveller such as
your selves", She explains. "The rogue was leafing
his way through one of my books when I caught him
and as I challenged him he raced off, ripping the page
and taking it with him. He must have been a magic
user of some power considering the speed at which
he vanished. I cast one of my aging spells at him, but
it seemed to do no good".
She thanks you for returning the page.
If the characters still have the annoying Minimite
with them, Gaza will offer to banish it for them as a
reward for returning the page, she will also give them
a gemstone worth 50gp, and 2 potions of Cure Light
Wounds
Gaza Moon, female human Sor7: CR 7; Size M (5 ft.,
11 in. tall); HD 7D4 -7; hp 20; Init +0; Spd 30 ft.; AC 15
(Ring of Natural Armour +3, Ring of Protection +2);
Attack +3 melee (Club 1D6); SV Fort +1, Ref +2, Will
+4; AL CN; Str 10, Dex 11, Con 8, Int 13, Wis 9, Cha 13.
Languages Spoken: Common, Orc. Skills and feats:
Concentration +8, Hide +0, Knowledge (arcana) +11,
Listen -1, Move silently +1, Scry +10, Spot -1; Brew
potion, Maximize spell, Quicken spell, Scribe scroll.
Equipment: Sorcerers robes, Ring of Natural Armour
+3, Ring of Protection +2, walking stick

Sorcerer Spells Known (6 / 7 / 6 / 4): 0th -- Dancing


Lights, Detect Magic, Flare, Ghost Sound, Light, Mage
Hand, Read Magic. 1st -- Burning Hands, Charm
Person, Mage Armour, Magic Missile, Summon
Monster I. 2nd -- Ghoul Touch, Invisibility, Acid
Arrow. 3rd - Hold Person, Lightning Bolt.
Ghoul Blood Poison: ingested, Fort save (DC25), initial and secondary - Paralysis for 1D4 hours

25. Black Lotus Field (EL 5)


If the characters are following the path, read them the
following:
The path you are following passes through a small
wood and out into a huge field full of black coloured
flowers. The smell of the field is very sweet. The path
continues through the field of flowers and down
towards the valley.
If Jann the Minimite is still with the characters he
will mention that the path is the quickest route to
Torrepani.
Growing in the field is the deadly Black Lotus
flower. The plant gives off a poisonous vapour that
will incapacitate even the strongest of characters. It
will take the characters 20 minutes to cross the field
and they must make 4 saving throws at five minute
intervals while they are within the field:
Black Lotus Vapour: 1st Save: Fort (DC10); Initial 1D4 Dex, Secondary - 1 Con; 2nd save: Fort (DC15);
initial - 2D4 Dex, secondary -1D4 Con; 3rd save: Fort
(DC18); initial - 3D4 Dex, secondary - 1D6 Con; 4th
save: Fort (DC22) initial - 4D4 Dex, secondary - 2D4
Con.
If the characters enter the field of Black Lotus flowers, ask them to make a skill (Spot) check (DC20) after
5 minutes. If they are successful, they will see a human
skeleton lying amongst the flowers. The skeleton is
wearing commoner's cloths and has no possessions.
This should give them a clue about the nature of the
flowers.

26. Torrepani (Map 8)


DM's note: please refer to Appendix 3 - Campaign
Play for the map of Torrepani and the map key.
If the characters follow the path into Torrepani, read
them the following:
As you approach the small hamlet of Torrepani you
can see that there are several small crowds of
humanoids. An air of depression seems to be hanging
over the entire community.
If the characters walk into the hamlet and approach
one of the groups of people they will see that they
resemble Man-Orcs. These humanoids are in fact
Svinns (see Appendix 3 - Campaign Play, Torrepani),
an aggressive looking race, but looks can be deceiving.
As the characters enter the village one of the Svinns
will run off to get their chief, Proseus.
The villagers are talking about one of their friends
who was killed by an Assassin on the road to Birritanti
last night. His travelling companion was lucky to get
away with his life. If the characters introduce themselves to the Svinns and are non-aggressive towards
them, the Svinns will explain the reason behind the

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).

27. The Titan Manticore's Lair (Map 9)

20

All rooms and corridors have 15ft. ceilings. Corridors


are rough-cut stonework either 5ft. or 10ft. wide
(please refer to the overlay map for details). Doors are
wooden (good), unless otherwise stated in the text. All
doors are unlocked unless otherwise stated. Any
locked doors have average locks unless otherwise stated. The Manticore's Lair is unlit unless stated.

Doors: Good Wooden; 1 inches thick; Hardness 5;


Hit points 20; Break DC25
Locks: Average lock; Open lock DC25
Listen checks: All Listen check DC are calculated
assuming the character is standing in the adjacent
square to the door (2 ft. away). If a player actively
listens at a door (presses his ear to the door) then
reduce the Listen DC by 2 or increase the Listen check
by +1 for every 10 feet that the character is from the
noise (+5 if it passes through a door).
Map 9 - 1. The Well (EL 0)
Read the characters the following:
Ahead you can see an old disused well which is
located on the top of a small hillock. The stonewall
which surrounds the well is in a terrible state of disrepair.
If the characters have volunteered to save the Svinn
Chief's daughter, they will have been brought to this
location. The Svinns lower a rope into the disused
well, telling the characters that the main cave entrance
is just over the brow of the hillock, but the bottom of
this well is the start of a small underground labyrinth
that leads to the rear of the monster's cave via a secret
door. The Svinns will lower the characters down one
at a time and wait for them until nightfall. If the characters do not reappear by then the Svinns will presume the worst and head back to the village to tell the
others.
If the characters have been forced to save the chief's
daughter, they will be brought here. The characters
equipment will be thrown into the well (minus any
rope they may have) and they are told that the main
cave entrance is just over the brow of the hillock, but
the bottom of this well is the start of a small underground labyrinth that leads to the rear of the monster's cave via a secret door. The Svinns will lower the
characters down one at a time and tell them that they
will wait here for them. If the characters do not reappear within 24 hours the Svinns will presume the
worst and head back to the village to tell the others.
The well is 50 feet deep and its walls are covered
with slimy mould and moss. Skill check (Climb) DC30
to climb up it. Any character that successfully climbs
out of the well will be attacked by the Svinn waiting at
the top and lowered back in if captured.
Map 9 - 2. Rolling Ball Trap (EL 4)
Trap: There is a pressure plate located at position 2a
on the map. If a character steps on the pressure plate
it will release a huge 5ft. diameter steel ball from location 2 on the map. The ball is located in an alcove in
the top of the south wall and will roll down at 45
degrees on metal runners until it reaches the floor. The
passage way slopes to the north and the steel ball will
gather speed very quickly. If the players do not run the
steel ball will run over them causing 8D6 damage. If
the characters run, they must make a Reflex save
(DC18) in order to reach the intersection before the
steel ball. The ball will stop blocking the passageway
leading to room 3. Characters attempting to move the

steel ball will need to make an ability (Strength) check


(DC30).
Steel Ball Trap: CR 5; no attack roll (8D6 damage);
Reflex save (DC18) avoids; Search (DC18); Disable
device (DC20).
Map 9 - 3. The Snake Pit (EL 7)
Trap: In the centre of this cavern is a huge 20ft. long by
15ft. wide covered pit that is 30ft deep. If any weight
is applied to the covering it will give way causing the
characters to fall. The pit is filled with magically sustained venomous snakes. Every character that falls
into the pit will be attacked by 15 vipers each round
until they escape from the pit. There are hundreds of
snakes in the pit, far too many to kill. The pit requires
a skill (Climb) check (DC15) to climb out.
Covered Snake Pit Trap: CR 8; 3D6 damage from the
fall + snake attacks; Reflex save (DC20) avoids; Search
(DC20); Disable device (DC20).
Snake (small viper), small animal (100): CR 1 / 2; Size
S (3ft. long); HD 1D8; hp 4 (each); Init +3 (+3 Dex); Spd
20 ft., Climb 20ft., Swim 20ft.; AC 17 (+3 Dex, +1 Size,
+3 natural); Attack +4 melee (Bite 1D2 - 2 +poison);
Face / Reach 5ft. by 5ft./ 5ft.; SA: Poison; SQ: Scent; SV:
Fort +2, Ref +5, Will +1; AL N; Str 6, Dex 17, Con 11, Int
1, Wis 12, Cha 2. Languages Spoken: none. Skills and
feats: Balance +11, Climb +12, Hide +15, Listen +9 and
Spot +9; Weapon finesse (bite). Equipment: None (see
MM Appendix 1 for more information on snakes).
Snake Poison: Bite; Fortitude save (DC11); initial
and secondary damage 1D6 temporary Con.

Map 9 - 4. Water Trap (EL 7)


Trap: The door to room 4 is closed but not locked. If
any one opens the door beyond half way it will trigger
a switch that has 2 effects: a stone wall will rise from
the floor in location 4a sealing off the passageway Characters who try to get past the stone wall before it
seals the passageway must make a Reflex save (DC18).
Water will pour into the room via 6 holes in the ceiling
which will flood the room (to the ceiling in) in 2 minutes. Characters caught in the room will drown. The
trap will reset in 5 minutes. The water will drain off
down the corridor.
Flooded room trap: CR 6; no attack roll (drown);
Reflex save (DC18) avoids; Search (DC15); Disable
device (DC20).
Map 9 - 5. The Titan Manticore's Lair (EL 4)
The characters must make a skill (Search) check
(DC15) to find the concealed door to this room.
As soon as the door is opened, read the following:
The floors and walls of the tunnel begin to shake; it's
an earth tremor! Dust falls from the ceiling and small
rocks begin to tumble down the walls. Behind you
there is an almighty crash as the tunnel collapses at
the junction.
A cave-in has occurred at location 5a on the map. The
cave-in has a 15ft. bury zone and a 5ft. slide zone at
either end. Any character stood at that location will
take 8D6 damage, Reflex save (DC15) for half damage,
and are pinned down (see DMG, Chapter 4 Cave-ins
and Collapses).
If the characters proceed into the cave, read them the
following:

21

The rear of the cave is littered with animal and


humanoid remains. Just inside the door is a small
Svinn girl curled up in a ball and shivering with
fright.
This is Areon the Svinn Chief's daughter. The poor
girl looks scared out of her wits and is curled up in a
small ball. If she spots the characters she will run to
them and cling to them for safety.
The Titan Manticore has heard the cave-in at the rear
of his cave and moves to investigate. If the creature
spots the characters it will attack.
Titan Manticore: hp 35 (see Appendix 1 - New
Monsters)
If the characters kill the Manticore they can look
around its lair. Littered amongst the animal and
humanoid remains the characters will find:
120gp
4 gems worth 50gp each
3 potions: Bull's Strength and 2 potions of Cure
Serious Wounds
A wand of Acid Arrow (3rd level) 35 charges remaining
An Amulet of Health +2
A Rapier +1
If the characters take Areon back to the Torrepani,
read them the following:
As you enter Torrepani, the entire hamlet erupts into
celebration. Proseus greets his daughter with open
arms. "I cannot thank you enough for saving my
daughter and lifting the curse on our community. I
have a reward for you from all of us here and our
blessings". Proseus hands you a small bag with 4
gems in it and a ring. "The ring has magical properties but I do not know what they are", he says rather
sheepishly. "Here is a gate key to Khar. With it you
will be able to slip into the city unnoticed. A traveller gave me the key 2 years ago when passing
through. He told me he was never going to return to
the evil, god-forsaken city ever again! I pray that
you take care on your travels."
The ring is a magical Ring of Protection +1.
The characters may now leave Torrepani and continue on their journey. Read them the following:
Soon the path leads you from the Shamutanti Hills
and down across the fields towards a Great Walled
City - The Cityport of Khar - and on to the next
stage of your quest
THE END

Appendix 1- New
Monsters
Elvins

22

+7 melee (Elvin Shortsword) or +7


ranged (Elvin Shortbow)
Elvin Shortsword 1D4-2, Elvin
Damage:
Shortbow 1D6
Face / Reach: ft. by ft. / 0ft.
SA:
Nimble Attack
SQ:
Faerie Light
Fort +0, Ref +8, Will +3
Saves:
Abilities:
Str 7, Dex 20, Con 11, Int 12, Wis 11,
Cha 12
Skills:
Hide +19, Listen +6, Move Silently
+11, Pick Pocket +11, Spellcraft +7,
Spot +6
Feats:
Fly-by Attack, Weapon Finesse (Elvin
Shortsword)
Climate / Terrain:
The Shamutanti Hills
Organisation:
Solitary or Gang (2-4)
Challenge Rating:
1
Treasure:
None
Alignment:
Always chaotic neutral
Advancement:
3-6 HD (small)
Small Fey beings are
native
to
the
Shamutanti Hills, the
Elvins are seen only
rarely. Indeed, the only
hint of their existence is
often a mysterious glow
floating in the distance
or an echo of laughter in
the hills at night. They
resemble small Elves,
no larger than 2 feet tall. They glow during the hours
of night with a soft, faerie light - although they may
suppress this at will. When they encounter strangers,
they frequently subject them to pranks and mischief,
tripping them in the dark and stealing their possessions. Should the stranger accept this with good
humour, they may well then leave him alone, but if
not they may be inclined to give him a good thrashing.
Obviously, most humanoids treat Elvins as dangerous
bandits!
Elvins are fascinated by sorcery, and can be persuaded to stop their trickery in exchange for a display of
true magical power.

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.

Nimble Attack (Ex)

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)

Despite their lack of reach, Elvins are exceptionally


nimble in their attacks and do not draw an attack of
opportunity from their enemy when entering their
space to perform a fly-by attack.

Faerie Light (Sp)


Elvins can surround themselves with a glow equivalent to that of a continual flame spell. They may suppress or resume this ability as a free action.

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.

Antimagic Field (Su)


Minimites constantly emit an Antimagic field in a 15
ft. radius. All magical spells, items and effects are suppressed while within this area. The Minimite cannot
voluntarily lower this field.

Serpent, Two-tailed
Large Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face / Reach:
SA:
SQ:
Saves:
Abilities:

4D10 (hp 22)


+6 (+2 Dex, +4 improved initiative)
30ft.
14 (-1 size, +2 Dex, +3 natural)
+6 melee (Bite) and +1 melee (2 slams)
Bite 1D8+3, Slams 1D6+1
5 ft. by 10 ft. / 5ft.
Venom
Scent
Fort +4, Ref +6, Will +1
Str 17, Dex 14, Con 11, Int 2, Wis 11,
Cha 10
Skills:
Climb +6, Hide +5, Listen +3, Move
Silently +5, Spot +3
Feats:
Improved Initiative
Climate / Terrain:
Any temperate or warm land
Organisation:
Solitary
Challenge Rating:
2
Treasure:
None
Alignment:
Always neutral
Advancement:
5-8 HD (large), 9-12 HD
(huge)
Throughout the warmer climes of Titan, there are
many strange beasts. The Two-tailed Serpent is one of
the less friendly examples. They are dark-scaled
snakes of enormous size with large venomous fangs
the size of daggers. The body splits about two-thirds
down the length of the monster into two muscular
tails, which it uses to beat potential prey into unconsciousness prior to injecting them with venom. Twotailed Serpents are aggressive and territorial, and do
not perceive man-sized creatures as a threat, but
rather as prey.

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:

4D10+4 (hp 26)


+0
30ft.
15 (-1 size, +6 natural)
+6 melee (Bite) and +1 melee (2 Claws)
Bite 1D6+3, Claw 1D4+1
5 ft. by 5 ft. / 10ft.
None
Fearless, Scent, Stench
Fort +5, Ref +4, Will +1
Str 17, Dex 10, Con 13, Int 2, Wis 11,
Cha 10
Skills:
Climb +8, Listen +5, Spot +5
Feats:
None
Climate / Terrain:
Any temperate hills or
mountains
Organisation:
Solitary, pair or family (pair
and 1D4 cubs)
Challenge Rating:
2
Treasure:
None
Alignment:
Always neutral
Advancement:
5-6 HD (large)
Natives of the hilly and
mountainous parts of
Kakhabad; Skunkbears
are much maligned animals not so much
because they will attack
people as readily as
game but because of
their legendary smell!
They resemble bears
with
extraordinarily
large ears somewhat like those of a cat. They have
black and white fur, much like that of a common
skunk. The territory of a Skunkbear is easy enough to
recognise, because of the utterly foul musk that it
seems so fond of spraying over everything. The
Skunkbear is a dangerous predator, particularly as it
has no fear of men - or indeed anything else.
Curiously enough, Dwarves are completely immune
to the Stench ability of the Skunkbear. In fact, they
can't see what all the fuss is about!

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

Skunkbears are not afraid of anything at all. Even


magical fear seems to be less effective against them they make all saving throws against fear with a +4
racial bonus.

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:

4D10+8 (hp 30)


+2 (Dex)
30 ft., fly 50 ft. (clumsy)
17 (-1 size, +2 Dex, +6 natural)
+7 melee (2 claws) and +5 melee (Bite)
and +5 melee (Sting)
Damage:
Claw 1D6+4, bite 1D6+2, sting 1D6+2
Face / Reach: 5 ft. by 10 ft. / 5 ft.
SA:
Venom
SQ:
Scent
Saves:
Fort +6, Ref +6, Will +2
Abilities:
Str 18, Dex 15, Con 14, Int 7, Wis 12,
Cha 9
Skills:
Listen +7, Spot +7, Wilderness lore +5
Feat:
Multiattack
Climate / Terrain:
Warm and temperate land
and underground
Organization:
Solitary, pair, or pride (3-6)
Challenge Rating:
4
Treasure:
Standard
Alignment:
Usually lawful evil
Advancement:
5-10 HD (Large); 11-16 HD
(Huge)
The result of a
malevolent experiment conducted by
a sorcerer dabbling
with the powers of
Chaos,
the
Manticore is a
deadly hybrid of
man, scorpion, lion,
and bat. These creatures are filled with
a thirst for the
blood of humans
and similar beings and possess savage natural
weapons to help them quench their thirst often. They
are very intelligent beasts, they can recognise when
they are being baited or lured into traps - and can set
their own ambushes with great cunning. Some fearful
creatures treat a Manticore like a god, and make living
sacrifices to appease the monster - which it is smart
enough to accept and encourage!

Combat
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:

3D8+6 (hp 19)


+1 (Dex)
30 ft.
15 (+1 Dex, +4 natural)
+5 Melee (2 Claws) and +0 melee (Bite)
or +5 melee (Greatclub)
Damage:
Claw 1D4+3, Bite 1D4+1, Greatclub
1D10+4
Face / Reach: 5ft. by 5ft. / 5ft.
SA:
None
SQ:
None
Saves:
Fort +5, Ref +2, Will +1
Abilities:
Str 17, Dex 12, Con 15, Int 6, Wis 11,
Cha 6
Skills:
Climb +6, Jump +6
Feats:
Power Attack
Climate / Terrain:
Underground
Organisation:
Solitary
Challenge Rating:
1
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
4 HD (Medium), 5-6 HD
(Large)
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.
Violent, stupid and thus very dangerous, Cave Trolls
are the most primitive of all Troll races. They tend to
be leaner than other Trolls, their bodies lithe and mus-

cular with long arms that


end in sharpened claws.
They are uglier, if that is
possible, than Common
Trolls and their teeth are far
larger, sticking out more like
tusks from their drooling
mouths. They are solitary,
unsociable creatures, usually found hiding from daylight in a dark cave or passage deep underground.
They are exclusively carnivorous and delight in the tender flesh of humans but more often have to settle for
stringy rat meat. Their favourite weapons are clubs
and long knives, though their claws are just as effective. They hoard shiny items, attracted by their glitter
and their lairs maybe crammed with all manner of
glinting things - some valuable.

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:

6D8+18 (hp 46)


+0 (Dex)
30 ft
18 (-1 size, +5 natural, Leather Armour
and Shield)
Attacks:
+9 melee (Short spear) or +9 melee
(Greataxe) or +9 melee (Slam)
Damage:
Short spear 1D8+5, Greataxe 1D12+5,
Slam 1D4+5
Face / Reach: 5 ft. by 5 ft. / 10ft..
SA:
None
SQ:
None
Saves:
Fort +8, Ref +2, Will +2
Abilities:
Str 21, Dex 10, Con 17, Int 8, Wis 11,
Cha 8
Skills:
Climb +10, Jump +7, Wilderness lore
+3
Feats:
Cleave, Power Attack
Climate / Terrain:
Temperate hills, mountains
Organisation:
Solitary, pair, war band (3-8)
or tribe (10-30)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually chaotic evil
Advancement:
By character class
The interminable wars between the Dwarfs and the
Hill Trolls have continued since before history was
recorded, for the two races loathe each other. Hill
Trolls are warlike beings who provide endless hazards
to travellers and settlers in the higher regions. They

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

are the largest of all Trolls, usually dressed in furs and


leathers, their long hair braided with bones and jewellery. Their favourite weapons are spears and axes
and they also use shields and odd scraps of armour to
protect themselves. They dwell in tribal villages high
in the hills from where they can sweep down into the
valleys to attack the settlements of Dwarfs and
humans alike.

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

5D10 (hp 27)


-1 (-1 Dex)
20ft.
15 (-1 Dex, +6 natural)
+5 melee (Slam)
Slam 1D8+2
5 ft. by 5 ft. / 5ft.
None
Construct, Damage Reduction 5 /+1
Fort +1, Ref +0, Will +1
Str 15, Dex 8, Con -, Int -, Wis 11, Cha
1
Skills:
None
Feats:
None
Climate / Terrain:
Any
Organisation:
Any
Challenge Rating:
2
Treasure:
None
Alignment:
Always neutral
Advancement:
5-6 HD (medium), 7-12 HD
(large)
Magicians have a long history of using enchanted servants to defend them and to attack their enemies. The
Wood Golem is one of the easiest to create servants a
sorcerer can call upon, albeit a temporary one. These
constructs are much weaker than other types of
Golem but they can still be more than a match for the
unprepared. A Wood Golem, when animated, warps
from its base form into a misshapen humanoid - its
movements are somewhat clumsy and stiff.

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.

Appendix 2- New Magic


New Spells
Dogs Luck
Transmutation
Level: Brd 2, Clr 2,Sor 2, Wiz 2
Components: V,S,M / DF
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 1 hour / level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes Luckier. The spell grants an
enhancement bonus to Luck of 1D4+1 points, adding
the usual benefits to Luck checks.
Arcane Material Components: Hair of a dog

New Magic Items


Ragnar's Armband of Sword Mastery
This item is usable by characters of the Fighter Class
only.
This armband is made of ornately inscribed steel and
fits onto the users forearm. If the wearer of the armband is using any form of Sword in combat, he will
gain: a +2 enhancement bonus to Strength; the Feats:
Weapon focus with the Sword he is using, Weapon
specialisation with the Sword he is using and
Improved Critical with the Sword he is using (this
Feat is gained magically even if the character does not
have the +8 base attack bonus required).
If the character already has the named feats with the
Sword he picks up he does not receives the feat again.
The character gains the Feats only when he is using
the Sword in Combat (unless he already has it).
All Feats and Strength bonuses are bestowed ONLY
when the character is using a Sword.
If two of these magical Armbands are worn at the
same time an addition bonus is bestowed. The character is able to use two Swords, one in each hand, with
no penalty as long as both Swords are small sized or
one of the Swords is small sized and the other is medium sized. The bonus to Strength and the additional
Feats are not gained twice due to wearing two of
Ragnar's Armbands of Sword Mastery. If the character
is using two different Swords he must decide which
weapon to gain the Feats with.
Caster Level: 15th; Prerequisites: Greater Magic
Weapon, Keen Edge, Bull's Strength; Market Price
36,000gp: Weight: 2lb

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.

Caster Level: 8th; Prerequisites: Craft Wondrous


Item, Commune or Legend Lore; Market Price: 4,000
gp (+2), 16,000 gp (+4), or 36,000 gp (+6); Weight: 1lb

Teeth of the Goblin Army


These magical Teeth are typically found in bags containing 3D6 Teeth. When one of the Teeth is thrown to
the floor, the Tooth will disappear and a fully
Armoured Goblin will appear in its place, which acts
immediately on the character's turn. It will attack the
character's enemies to the best of its ability. If the
character can communicate with the Goblin, the character can direct it not to attack, to attack particular
enemies, or to perform other actions. The Goblin will
disappear when its task is complete or 1 hour has
passed (which ever comes first).
Up to six of the Teeth can be thrown to the floor as a
standard action.
Goblin, small humanoid: CR ; Size S (3 ft., 6 in.
tall); HD 1D8; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 15
(+1 Dex, +1 Size, Studded Leather); Attack +1 melee
(Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0; AL
NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Languages Spoken: Goblin. Skills and feats: Hide +6,
Listen +3, Move silently +4 and Spot +3; Alertness.
Equipment: Studded Leather and a Shortsword (see
MM for information on Goblins).
Caster Level: 8th; Prerequisites: Craft Wondrous
Item, Summon Monster; Market Price 250gp each:
Weight: neg (25 teeth weigh 1lb)

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.

Cantopani (Hamlet) - Map 2


Non-standard; AL CN; 100gp Limit (with an exception to the merchants and traders who use Cantopani
to sell their goods); Assets 800gp; Population 160 (all
human)
Authority figure: Farrell the Overseer
Others: Aldrich (keeper of peace)
Cantopani is an unwelcoming place. The locals will
hiss and sneer at people who pass through. Thieves,
brigands and cut throats all use Cantopani as a hiding
place.

Hamlet of Cantopani Map Key:


1. Farrell The Overseer's House
This is where Farrell, his wife Kamala and their four
children live. Farrell has lived in the village of

27

Cantopani all of his life. He is only 45 years of age, but


he looks older. His eldest boy, Aldrich, acts as the local
keeper of peace although he is a troublemaker himself.
Farrell the Overseer, male human Ftr1: CR 1; Size M
(5 ft., 0 in. tall); HD 1D10+3; hp 8; Init +0; Spd 30 ft.; AC
10; Attack +3 melee (Unarmed strike 1D3 +1 subdual
damage); SV Fort +5, Ref +0, Will +0; AL CN; Str 12,
Dex 11, Con 17, Int 10, Wis 11, Cha 15. Languages
Spoken: Common. Skills and feats: Climb +5, Hide +0,
Listen +0, Move silently +0, Ride +4, Spot +0, Swim +5;
Toughness, Weapon focus (Strike, unarmed), Weapon
focus (Morningstar). Equipment: a pouch with 4 gp in.
Aldrich, male human Ftr3: CR 3; Size M (6 ft., 0 in.
tall); HD 3D10+3; hp 24; Init +2 (+2 Dex); Spd 30 ft.; AC
14 (+2 Dex, Leather Armour); Attack +7 melee
(Longsword 1D8 +3); SV Fort +4, Ref +5, Will +3; AL
CN; Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 9.
Languages Spoken: Common, Goblin. Skills and feats:
Climb +9, Hide +2, Listen +3, Move silently +2, Sense
motive +4, Spot +2; Alertness, Combat reflexes,
Lightning reflexes, Quick draw, Weapon focus
(Longsword). Equipment: Leather Armour and a
Longsword.

28

2. Tharis's Trading Post


Tharis, like Farrell, was born and bred in Cantopani.
He acquired the Trading Post from his father when he
died 10 year ago. Tharis is not married and has no
children. His worst fear is that he will die childless
and the Trading Post will not carry on his family
name.
Tharis allows merchants to use his Trading Post to
sell their merchandise (at a small cost). At the time the
characters arrive a fat merchant who trades by the
name of Ryan of Brice is offering some items to those
who are passing through. Ryan of Brice will not let
anyone touch any of his items. All are to be brought as
seen only. He has:
A healing juice - Cost 30gp - This concoction is made
from Blimberry juice. It is not as potent as a Potion of
Cure Light Wounds, it will heal 1D6 hit points (nonmagical).

A fine-edged Longsword - Cost 315gp This weapon is a masterwork Longsword


A musical Pipe - Cost 10gp - The musical
Pipe is made of bamboo and is relevant to
encounter 9 - The Elvin Village - within the
hut with the green drapes.
An Axe with strange carvings - Cost
120gp - This Axe was crafted for
Glandragor the Protector. Any character
that makes a skill (Spot) check (DC12), will
see the following inscription on the Axe
hilt: 'This was crafted in the year of the Ox
for Glandragor the Protector. Its powers
may only be realised by it owner'. Any
character that uses this weapon in combat
will suffer a -3 to hit and damage. The Axe
can be used later in the adventure in
encounter 22 - Glandragor's Tavern.
A bag containing Teeth - Cost 50gp - The
bag is full of Goblin Teeth. There are 20 in
all. The Teeth are magical, and are called Teeth of the
Goblin Army (See Appendix 2 - New Magic)
A fine, glittering jewel - Cost 60gp - The gem is an Ice
Jewel. The Ice Jewel is very cold to the touch. If the Ice
Jewell is not kept at below freezing for a minimum
period of 1 hour per day, it will melt and become
worthless.
Ryan of Brice, male human Rog2: CR 2; Size M (6 ft.,
0 in. tall); HD 2D6+2; hp 11; Init +2 (+2 Dex); Spd 30 ft.;
AC 16 (+2 Dex, +2 Leather Armour); Attack +4 melee
(Dagger 1D4 +2) or +4 ranged (Dagger 1D4 +2); SV
Fort +1, Ref +5, Will +3; AL LE; Str 13, Dex 15, Con 12,
Int 16, Wis 17, Cha 15. Languages Spoken: Common,
Dwarven, Goblin, Orc. Skills and feats: Bluff +3,
Decipher script +5, Diplomacy +7, Escape artist +7,
Hide +2, Listen +5, Move silently +2, Open lock +7 Pick
pocket +7, Sense motive +8, Speak language +2, Spot
+9; Alertness, Weapon finesse (Dagger). Equipment:
Dagger +1, Merchant robes worn over +2 Leather
3. The Cantopani Inn
Jethis Ransaur owns and runs the Cantopani Inn.
The Inn only has 2 rooms and traders have taken
both of those.
The Inn sells food and provisions at the cost of:
5 sp per simple meal or pack - this will consist of
bread and local cheese with pickles (this counts as 1
days ration if brought to travel).
10 sp per Standard meal per person - This meal will
consist of cold meats served with 2 vegetables and
bread (this meal will serve as 2 days rations if brought
to travel).
The Inn has a limited choice of Beverage, both of
which are brewed on the premises:
Ale - 1 sp per Mug
Cider - 2 sp per Mug

The Headhunter Village - Map 4


This small village is home to a small population of 35
cannibal Headhunters (6 of these are children and 9
are women none of which will fight). The village is
run by Wattoo Gootoo, the Medicine Man.

Headhunters are known as such because of their


grisly habit of boiling and curing the heads of their
victims until they have shrunk down to a quarter of
their normal size. These are then either worn as a decoration on the loincloth of the Headhunters or stuck
on a pole as a warning to others. The amount of heads
a Headhunter has on his loincloth is an indication of
his prowess as a warrior.
Headhunters dress only in a loincloth and war paint
with feathers and bone decorations. Their favourite
weapons are Clubs, Spears and their poisoned darts
which are fired from a blowpipe. Headhunters dwell
in small villages consisting of 10-50 of their kind. The
village will be ruled by a powerful Medicine Man
(Cleric / Shaman). The Medicine man wears a large
elaborate mask in addition to his war paint and loincloth.
Blowpipe and Blow-Dart; Simple Weapon - Ranged;
Cost - -; Damage 1; Critical x2; range inc. 10ft.; Weight
- -; Type Piercing.
Headhunter Blow-dart Poison: Fortitude save
(DC10); initial unconscious (1D6 hours), secondary
1D6 damage
A Hunting party of 4 Headhunters will patrol the out
skirts of the village to a maximum distance of 3 miles.
This Hunting party will be encountered on the roll of
a 1 on a D4. The DM must make a check every hour
that the characters are within a 3-mile radius of the
Headhunter village.
If any characters are spotted by the Headhunters,
they will attack at the most opportune moment, using
their poison darts to render the characters unconscious. Any captured characters will be taken back to
the Headhunter Village to be eaten! (Please refer to
Encounter 12 - The Headhunters' Village).
If the characters make it to the Headhunters' Village
and are spotted by a Headhunter, a warning shout
will bring 10 Headhunters running to the distress call.
The Headhunters will attack at the most opportune
moment, using their poison darts to render the characters unconscious. Any captured characters will be
taken back to the Headhunter Village to be eaten!

(Please refer to Encounter 12 The Headhunters'


Village (Map 4).
If the characters flee, they will be pursued by a war
party of 10 Headhunters for a maximum distance of 5
miles before the war party give up and return home.
Wattoo Gootoo, male human (Headhunter Medicine man) Clr4: CR 4; Size M (5 ft., 2 in. tall); HD
4D8; hp 25; Init +3(+3Dex); Spd 30 ft.; AC 13 (+3 Dex);
Attack +6 melee (Shortspear 1D8 + 3), or +5 ranged
(Blowpipe 1+ Poison) or +5 ranged (Shortspear 1D8 +
3); SV Fort +4, Ref +3, Will +6; AL CE; Str 16, Dex 17,
Con 11, Int 11, Wis 15, Cha 12. Languages Spoken:
Common. Skills and feats: Concentration +6, Heal +8,
Hide +5, Jump +4, Knowledge (nature) +3, Listen +2,
Move silently +4, Spot +2, Wilderness lore +2; Brew
Potion, Point blank shot, Track. Equipment: Medicine
Man's Tribal Mask, Loincloth, Shortspear, Blowpipe
and 2 Poisoned Blow-darts (10 normal blow-darts).
Cleric Domains: Trickery, Death.
Cleric Spells Per Day: 5 / 4+1 / 3+1.
Typical Headhunter, male human Ftr1: CR 1; Size M
(5 ft., 5 in. tall); HD 1D10; hp 5; Init +5 (+1 Dex, +4
Improved initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack
+2 melee (Shortspear 1D8+1), or +3 ranged (Blowpipe
1+ poison) or +2 ranged (Shortspear 1D8+1); SV Fort
+2, Ref +1, Will +0; AL CE; Str 13, Dex 13, Con 10, Int
11, Wis 10, Cha 8. Languages Spoken: Common. Skills
and feats: Balance +2, Hide +2, Intimidate +1, Listen
+2, Move silently +3, Search +2, Spot +2; Dodge,
Improved initiative, Weapon focus (Blowpipe).
Equipment: Shortspear, Blowpipe and 2 Poisoned
Blow-darts (10 normal blow-darts), Loincloth.

Headhunter Village Map Key


Inside the huts (apart from the ones mentioned below)
there are leaf mattresses, animal skins and dried
meats (both humanoid and animal) and a collection of
simple weapons: a Bamboo Blowpipe and 10 Darts, a
Shortbow and 10 Arrows.
1. The Cages
This is where the characters will wake if they are captured. These Cages are made of a strong bamboo. Any
character who wishes to break their way out must
make a successful Strength check (DC10).
If the characters discover the location of
this village they will find the Bamboo
Cages empty.
2. Storage Hut
If the Headhunters have captured the
characters , their equipment will be stored
in here. The Headhunters have not had
time to sort through the characters'
belongings yet and so nothing is missing.
In the Hut, as well as the characters'
belongings if they were captured, are 2
barrels of fruits (apples, plums etc.), four
boxes of Darts for use in the Bamboo
Pipes (300), Several clumps of dried twigs
which are used for repairing the thatched
roofs on the huts, 2 boxes of Feathers, 4
Deer Legs hang from hooks in the roof
and lots of scattered bones.

29

3. The Dinner Pot


In the centre of the village burns a huge fire that is
sunk into a 5ft recess in the floor. Atop the fire is a
huge, blackened cooking pot that measures over 5ft. in
diameter. The Headhunters use this pot to cook their
captured 'dinner guests' alive!
4. Wattoo Gootoo's Hut
This is where the Headhunters' Village elder lives. His
hut is very similar to the other huts in the village with
the following exception; Whenever 'dinner guests' are
brought back to the village, Wattoo Gootoo roots
through their belongings and keeps what he considers
valuable (or just decorative). He has collected: 1005
GP, 401 SP, 3 gems worth 30gp each, a Dagger +2 and
an Amulet of Natural Armour +2.

Kristatanti Settlement (Thorp) - Map 5


Non-standard; AL N; 40gp Limit (with an exception
to the merchants and traders who use Kristatanti to
sell their goods); Assets 80gp; Population 40 (all
human)
Authority figure: Kristat (Ftr4)
Others: Braden Torrick (Ftr2)
Kristat, a miner by trade, discovered a vein of silver
in a hill cavern while trekking the long road between
Analand and Dhumpus (his home town). Kristat hid
the cavern and returned to Dhumpus and called upon
his family and friends to help him mine the silver.
News of the silver vein spread fast and attracted several mining families to the area, they formed a small
but peaceful community. The miners had the idea of
carving their homes out of a steep, almost sheer, side
of a large hill close to the mine and as a tribute to the
man who formed the community, called the settlement Kristatanti.
The silver vein has long since been exhausted but the
small community remains. Traders and merchants
alike travel the path on which Kristatanti was founded on a fairly regular basis and so both the small tavern and guesthouse see a regular trade. The miners
have recently discovered a coal pit that has brought
another income to the settlement.

30

The settlement is home to 40 hill dwellers that are of


a peaceful disposition. Kristat looks after the village,
although he does not declare himself a leader or ruler.

Kristatanti Settlement Map Key


1. The Settlement
Kristatanti settlement has mainly been built into the
side of a tall hill with a steep, almost sheer, side. When
the characters first arrive at the settlement they will
see that the hillside, from which two buildings protrude, has been painted in elaborate murals and
designs.
Typical Hill Dweller, male human Ftr1: CR 1; Size
M (5 ft., 9 in. tall); HD 1D10+1; hp 5; Init +2 (+2 Dex);
Spd 30 ft.; AC 12 (+2 Dex); Attack +3 melee (Unarmed
strike 1D3 subdual damage); SV Fort +3, Ref +2, Will 1; AL N; Str 15, Dex 14, Con 13, Int 12, Wis 8, Cha 12.
Languages Spoken: Common. Skills and feats: Climb
+6, Hide +2, Listen +2, Move silently +2, Spot +1;
Alertness, Endurance, Improved unarmed strike.
Equipment: Rough, tattered clothes, hair piled up on
head (normally held up with a small bone).
2. The Kristatanti Ale House
If the characters enter this ale house, read them the following:
The ale house is quite busy with several locals
enjoying a pint. The talking ceases when you enter
the room and all heads turn to view the strangers. To
your right, a huge open fire provides adequate
warmth and light in the room. The bar, which is situated at the rear of the ale house, has a middle-aged,
plump man behind it.
The ale house is run by Braden Torrick. Braden is a
retired miner and one of the original settlers of
Kristatanti. Braden is very loyal to the rest of the settlement's community and charges them much less for
his home brewed ale. The ale house boasts a large
open fire next to the entrance and several tables with
chairs. Beyond the bar at the end of the room is a door
that leads to Braden's small brewery and storage
room. Braden's home is in one of the rooms in location
4 - The Chalets.
Ale prices: Braden will charge 4sp for a pint of ale
(2sp to the locals). He does not serve food of any
description, nor does he provide room for
the night.
There are no spare tables in the ale house,
so if the characters want to sit down they
will have to choose either a table with an old
man sitting at it on his own or one with a
young man sitting by himself. Or the characters can stand at the bar.
The old man is Vaughn. He moved from
Dhumpus to Kristatanti to mine silver many
years ago. He lives with his large family in
the Chalets (location 4) and comes here
every day for a bit of peace and quiet.
Vaughn likes to talk of strangers. He has
heard of the Crown of Kings being stolen
but does not know any details. If the characters befriend Vaughn and tell him where

they are heading he will inform them that when they


leave Kristatanti, the path goes north or north-west.
North will take you to Lea-Ki, domain of the tall ones.
The other path will take you past Alianna's home; you
will need your wits about you if she is home.
Award the party 1 Luck point for the old man's
directions.
If the characters choose to sit next to the young man,
then they have chosen to sit next to the village idiot
who is also hopelessly drunk. The idiot will shout the
answer 'Snattercats are everywhere' to most questions
or just ramble on about his grandmother.
Braden Torrick, male human Ftr2: CR 2; Size M (5 ft.,
10 in. tall); HD 2D10+4; hp 15; Init +2 (+2 Dex); Spd 30
ft.; AC 12 (+2 Dex); Attack +6 melee (Dagger 1D4 +3),
or +4 ranged (Dagger 1D4 +3); SV Fort +5, Ref +2, Will
+0; AL N; Str 16, Dex 14, Con 15, Int 13, Wis 10, Cha 10.
Languages Spoken: Common, Svinn. Skills and feats:
Climb +10, Hide +2, Knowledge (nature) +3,
Knowledge (religion) +1, Listen +1, Move silently +2,
Spot +1, Wilderness lore +7; Skill focus (Climb), Skill
focus (Wilderness lore), Track, Weapon focus
(Dagger). Equipment: Commoners Clothes, Dagger.
3. Travellers' Inn
If the characters enter the Inn, read the following:
The door opens to reveal a small, well-decorated
lobby. A man is sitting behind a desk in the centre of
the room that is lit by torchlight. "Sindla smiles on
you this evening travellers, for I have a couple of
rooms spare, cleaned and ready for your weary
selves".
This is Damian Trudge, owner of the
Travellers' Inn. Damian will charge 2gp
per person per night to sleep in his Inn but
this also includes the use of the washroom
and breakfast, which is served in the room.
The bedrooms have been carved from
stone and are lit by torches. The beds are
very comfy to sleep on and the floors have
Skunkbear skin carpets. All of the rooms
are ventilated by a small chimney.
Damian Trudge, male human Ftr1: CR 1;
Size M (5 ft., 4 in. tall); HD 1D10+1; hp 6;
Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex);
Attack +3 melee (Dagger 1D4 +2); SV Fort
+3, Ref +2, Will +1; AL N; Str 15, Dex 15,
Con 13, Int 10, Wis 12, Cha 9. Languages
Spoken: Common. Skills and feats: Hide
+4, Listen +3, Move silently +2, Spot +3;
Alertness,
Dodge,
Weapon
focus
(Shortbow,
composite).
Equipment:
Clothes and a Dagger.
4. The Settlers Chalets
This is where most of the settlement's community live.
The tunnel has been reinforced with sturdy wooden
slats to prevent cave-ins and is lit by torches at regular
20ft. intervals. The rooms are very similar to those in
the Inn; Fur carpets, ventilated etc.
Each of the rooms is home to a small family of
between 4-8 hill dwellers. These will consist of moth-

er, father, one or more children and one or more


grandparents.
Several new Chalets are under construction.
5. External Buildings.
Not all of Kristatanti has been built into rock. Two
dwellings have been built externally; one belongs to
Kristat -founder of the settlement. The other is a small
store, owned and run by Thorma Angimar , which
sells small sundry items:
Note: All prices listed are the cost to travellers.
Locals will pay half these prices.
Backpacks (5)
4gp - 2lb each
Bedrolls (8)
5sp - 5lb each
Blanket (10)
1gp - 3lb each
Candles (30)
1sp - neg.
Firewood (25)
1sp - 10lb per bundle
Flint and Steel (5)
2gp - neg.
Jug, Clay (5)
3sp - 5lb each
Lamp, Common (9)
1gp - 1lb each
Rope, Hemp (200ft)
2gp per 50ft. - 10lb per 50ft.
Sack, Empty (10)
4sp - lb each
Kristat, male human Ftr3: CR 3; Size M (5 ft., 7 in. tall);
HD 3D10+12; hp 35; Init +0; Spd 30 ft.; AC 12 (Leather
Armour); Attack +5 melee (Longsword 1D8 +2); SV
Fort +7, Ref +1, Will +3; AL NG; Str 13, Dex 11, Con 18,
Int 8, Wis 15, Cha 8. Languages Spoken: Common.
Skills and feats: Climb +4, Hide +0, Listen +4, Move
silently +0, Spot +4, Swim +2, Wilderness lore +7;
Alertness, Dodge, Skill Focus (Wilderness lore),Track,
Weapon focus (Longsword). Equipment: Longsword
+1, Leather Armour.

Dhumpus (Thorp) - Map 6


Non-standard; AL NG; 40gp Limit (with an exception
to the merchants and traders who use Dhumpus to
sell their goods); Assets 140gp; Population 70 (all
human).
Authority figure: Vern Kimble (Ftr2).
Others: Jerroc Dale (Ftr2), Aliane Fergos (Rog1) and
Aliane's husband Derk (Ftr4).

31

Dhumpus is a small thorp that is used by traders and


merchants alike as a stopping point between Birritanti
and Kristatanti. The community is generally good
natured and welcoming to strangers although the
older members of Dhumpus are wary of strangers
bearing weapons. Dhumpus is a farming thorp by
trade. Several fields close-by are farmed for wheat and
barley. Vern Kimble's herd of cows serve both milk
and meat to the small community.
Although small, Dhumpus does have a council (of
sorts); 4 members of the community serve as decision
makers and planners for the thorp's expansion. The
members are: Vern Kimble (Ftr2), Jerroc Dale (Ftr2),
Aliane Fergos (Rog1) and Aliane's husband Derk
(Ftr4).

Dhumpus Map Key


1. Small Community Gathering
If the characters are following the path through
Dhumpus, read the following:
Gathered out side of this hut, sitting on chairs
around a small table are several members of the
community. They seem to be discussing something
but it is difficult to hear what they are saying from
here.
This is a meeting of the farmers to decide when and
where to plant next year's harvest. The thorp's figure
of authority, Vern Kimble, is present at the meeting.
Food is about to be eaten (provided by Vern's wife
Nadia).
If the characters stop and introduce themselves, they
will be greeted warmly and asked to sit and have
some food, provided they unbelt their weapons and
leave them by the path. Out of politeness, the characters will be asked their opinion on the farming dispute. Do they plant the cheaper wheat in the larger
field or the more expensive barley? But as not enough
can be purchased to fill the whole field, the remainder
of the field can be used for potatoes.
Vern Kimble, male human Ftr2: CR 2; Size M (6 ft., 2
in. tall); HD 2D10+8; hp 21; Init +3 (+3 Dex); Spd 30 ft.;
AC 15 (+3 Dex, Leather Armour); Attack +5 melee
(Shortsword 1D6 +2); SV Fort +7, Ref +5, Will +1; AL
LN; Str 15, Dex 17, Con 18, Int 13, Wis 12, Cha 11.
Languages Spoken: Common, Orc. Skills and feats:
Balance +2, Hide +3, Listen +1, Move silently +3, Spot
+1, Wilderness lore +3; Lightning reflexes, Power
attack, Weapon finesse (Shortsword). Equipment::
Leather Armour, Shortsword and a pouch with 12gp
The Merchant's Tent
If the characters are walking along the path through
Dhumpus they will see the tent. Read the following:

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).

Birritanti (Small Town) - Map 7


Conventional (Mayor); AL NG; 800gp Limit (with an
exception to the merchants and traders who use
Birritanti to sell their goods); Assets 38000gp;
Population 950; Mixed (85% human, 10% Dwarf, 3%
Elf and 2% Svinn)
Authority figure: Aylden Thornwood (Male,
Human Ftr3) - Mayor
Important Characters: Samadra Tarris (Female,
Elven Sor5) - Head of Sorcery
Elduath Viron (Male, Human Ftr6) - Captain of the
Militia
Denasser F'erray (Male Human Ftr 2) - Town Sheriff
Lorana The Justifier (Female, Human Clr8) - Head
Priestess of the Temple of Libra
Militia: 50 regular militiamen are available immediately (Ftr1) and an additional 75 can be called upon in
an emergency.

Temples: The Hall of Justice - Temple of Libra:


Lorana The Justifier, Head Priestess. 3 Clerics (Clr4)
and 8 Acolytes (Clr1).

Birritanti Map Key


1. Barracks / Look-out Towers
These two buildings are where the town militia are
stationed. There are always at least 30 militiamen in
the buildings at any given time. In addition to this, 5
teams each consisting of 3 men patrol the borders of
the town and 5 militiamen (who are under the supervision of the town sheriff) patrol the Birritanti streets
looking for wrong doers.
The Look-out Towers will always be manned by two
militia armed with Longbows.
The militia dress in Chainmail Armour, Shield and
Coif and wear a blue and white chequered Tabard
over the top with the Crest of Birritanti in the centre.
Elduath is the captain of the town militia. Elduath is
a seasoned veteran who has seen many battles.
Elduath Viron, male human Ftr6: CR 6; Size M (5 ft.,
11 in. tall); HD 6D10+12; hp 66; Init +5 (+1 Dex, +4
Improved initiative); Spd 20 ft., (30ft. base); AC 20 (+1
Dex, Chainmail and Small Steel Shield); Attack +10 /
+5 melee (Longsword 1D8 +5); SV Fort +7, Ref +3, Will
+3; AL LG; Str 14, Dex 13, Con 14, Int 12, Wis 13, Cha
10. Languages Spoken: Common and Svinn. Skills and
feats: Diplomacy +3, Gather information +3, Listen +2,
Move silently -5, Ride +9, Spot +1; Combat reflexes,
Dodge, Improved initiative, Mounted combat,
Toughness, Weapon focus (Longsword), Weapon specialisation (Longsword). Equipment: Chainmail +2,
Longsword +1, masterwork Small Steel Shield.
Typical Birritanti Militia, male human Ftr1: CR 1;
Size M (6 ft. tall); HD 1D10+2; hp 8; Init +1 (+1 Dex);
Spd 20 ft. (30ft base); AC 17 (+1 Dex, Chainmail and
Small Steel Shield); Attack +3 melee (Longsword 1D8
+1) or +2 ranged (Longbow 1D8); SV Fort +4, Ref +1,
Will +1; AL NG; Str 13, Dex 13, Con 14, Int 10, Wis 12,
Cha 12. Languages Spoken: Common. Skills and feats:
Climb -3, Diplomacy +1, Listen +3, Spot +3; Alertness,
Dodge, Weapon focus (Longsword). Equipment:
Chainmail, Small Steel Shield and a Longsword

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.

4. The Weapon Smith


Owned by Cormin Smith who has recently taken over
from his father Azrid, who has now retired.
Cormin is kept busy repairing and maintaining all of
the militia's weaponry as well as providing services to
the town's inhabitants.
Cormin himself is a jolly fellow who likes to hear
tales, poems and songs from faraway lands. He stands
about 6ft. tall and is muscular in build, which is not
surprising considering his line of work.
Cormin can provide any Simple or Martial weapon
(as listed in the PHB Chapter 7) at a 10% mark-up to
the prices listed. He also has the following
Masterwork Weapons for sale:
Longsword (2)
345gp
Scimitar (1)
345gp
Dagger (4)
330gp
Throwing Axe (2)
335gp
Greataxe (1)
355gp
Cormin Smith, male human Ftr2: CR 2; Size M (6ft.
tall); HD 2D10+6; hp 20; Init +5 (+1 Dex, +4 Improved
initiative); Spd 30 ft.; AC 11 (+1 Dex); Attack +5 melee
(Unarmed attack 1D3 +3 subdual damage); SV Fort +6,
Ref +1, Will +0; AL NG; Str 17, Dex 12, Con 16, Int 11,
Wis 11, Cha 15. Languages Spoken: Common. Skills
and feats: Climb +5, Hide +1, Listen +2, Move silently
+1, Spot +2, Swim +4; Alertness, Dodge, Improved initiative, Weapon focus (Longsword). Equipment:
Leather Trousers and Apron, Weapon Smith's Tools.
5. Armour Smiths - Yoin's Armour
Birin Hammersong the Dwarf and his two brothers
Gailin and Vemli, have been Birritanti's armour smiths
for many, many years. The three Dwarfs came to the
Birritanti when travelling with their uncle from whom
they learned their trade of selling and repairing
armour. The town council, who had just commissioned a militia, were very impressed with the
Hammersongs' craftsmanship and asked them to stay,
promising them plenty of work. Their Uncle, Yoin,
passed away over 20 years ago now but the three
brothers still trade under the name 'Yoin's Armour'.
Like the weapon smiths, the armour smith provides
all of the armour and shields for the towns militia.
Any type of metal armour can be bought from the
armour smiths at a 10% mark-up to the prices listed in
the PHB. They also have the following masterwork
armour for sale:
Med sized Chainmail Shirt (2)
265gp
Med sized Breastplate (1)
365gp
Med sized Half-plate (1)
825gp
Birin, Gailin and Vemli Hammersong, male dwarfs
Ftr4 (each): CR 4 (each); Size M (4 ft., 5 in. tall); HD
4D10+8; hp 38, 44 and 41; Init +1 (+1 Dex); Spd 20 ft.;
AC 11 (+1 Dex); Attack +6 melee, (Unarmed strike 1D3
+2 subdual damage); SV Fort +6, Ref +2, Will +1; AL
LN; Str 15, Dex 12, Con 15, Int 14, Wis 10, Cha 4.
Languages Spoken: Common, Dwarven, Giant. Skills
and feats: Climb +3, Hide +1, Knowledge (nature) +2,
Knowledge (religion) +1, Listen +2, Move silently +4,
Spot +2, Wilderness lore +5; Combat reflexes, Quick
draw, Track, Weapon focus (Dwarven Waraxe),

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

Torrepani (Hamlet) - Map 8


Non-standard; AL CN; 100gp Limit ; Assets 500gp;
Population 100 (all Svinn)
Authority figure: Proseus (Ftr4)
Others: Faroneus - Shaman (Clr4)
Torrepani is populated by Svinns, a race of beings
that is ever increasing in numbers. Svinns are related
to and are indeed descended from, Man-Orcs.
Several hundred years ago a group of Man-Orcs
banded together. These poor wretches had been cast
out from their towns and villages for being halfbreeds. They formed a small community that quickly
grew in number. The successive breeding of generations of Man-Orcs produced the Svinns as they are
today. The Svinns tend to look like their Man-Orc relatives but with the more passive temperament of their
human ones.
Although Svinns tend to look aggressive, by nature
they are a friendly race.
The inhabitants of Torrepani are very distressed. The
chief's daughter has been kidnapped by marauders to
be used as a sacrifice to a Titan Manticore who dwells
in the hills not far from Torrepani.
DM's note: Svinns are to be treated as Man-Orcs for
the purpose of statistics etc, but with the following
exception; Svinns speak their own Language (Svinn)
as well as Common.

Torrepani Map Key

36

1. Svinn Tavern and Inn


The Inn is run by a Svinn by the name of Torripar. He
has not seen much trade from his fellow Svinns since
the kidnapping of Areon, the chief's daughter.
The tavern has 4 rooms available to rent for the night
at the price of 2gp per room.
The rooms are quite spacious
with 2 beds in each room and
floor space for another 3.
The Tavern is not providing
food at the moment due to the
fact that Torripar's wife, who
normally does the cooking, is
away visiting her relatives.
Torripar, male Svinn Ftr1: CR
1; Size M (5 ft., 9 in. tall); HD
1D10+1; hp 11; Init +1 (+1 Dex);
Spd 30 ft.; AC 13 (+1 Dex,
Leather Armour); Attack +6
melee (Dagger 1D4 +4) or +2
ranged (Dagger 1D4 +4); SV
Fort +3, Ref +1, Will +1; AL N;
Str 18, Dex 12, Con 13, Int 6,
Wis 12, Cha 10. Languages
Spoken:
Common, Svinn.
Skills and feats: Hide +1,
Listen +1, Move silently +1,

Search +0, Spot +1; Dodge, Weapon focus (Dagger).


Equipment: Leather Armour and a Dagger
2. Proseus's House
Proseus is the Svinn Chief by birthright. An ancient
Svinn prophecy states that once a chief is declared one
of his family must take his place when he passes on or
a terrible scourge will destroy the community.
Proseus only has one daughter, Areon, whom he has
been grooming since birth to take over as chief of
Torrepani. Unfortunately, marauders kidnapped her
several days ago and have taken her to the hills to be
offered as a sacrifice to the Hill Demon, a terrifying
Titan Manticore. Several Svinns have attempted to
rescue Areon and all have failed. Proseus is becoming
very desperate, if he cannot rescue his daughter then
he will have no heir to take over his post when he dies.
Proseus, male Svinn (Ftr4): CR 4; Size M (5 ft., 10 in.
tall); HD 4D10+8; hp 35; Init +4 (+4 Dex); Spd 30 ft.; AC
16 (+4 Dex, Leather Armour); Attack +10 melee
(Longsword 1D8 +7), or +9 ranged (Dagger 1D4 +4) or
+9 melee (Dagger 1D4 +4); SV Fort +6, Ref +5, Will +3;
AL N; Str 18, Dex 18, Con 15, Int 9, Wis 14, Cha 8.
Languages Spoken: Common, Svinn. Skills and feats:
Climb +4, Hide +4, Listen +7, Move silently +4, Spot
+4, Wilderness lore +4; Dodge, Point blank shot, Track,
Weapon focus (Longsword), Weapon specialisation
(Longsword): Equipment: Longsword +1, Leather
Armour, Dagger +1
Faroneus. Male Svinn - Shaman (Clr4): CR 4; Size M
(5 ft., 6 in. tall); HD 4D8; hp 22; Init -2 (-2 Dex); Spd 30
ft.; AC 8 (-2 Dex); Attack +6 melee (Unarmed strike
1D3 +3 subdual damage); SV Fort +4, Ref -1, Will +7;
AL NG; Str 16, Dex 7, Con 11, Int 13, Wis 16, Cha 11.
Languages Spoken: Common, Orc, Svinn Skills and
feats: Concentration +4, Diplomacy +4, Hide -2, Listen
+3, Spellcraft +7, Spot +3, Swim +3; Brew Potion, Extra
Turning. Equipment: Priestly Robes
Cleric Domains: Plant, Strength.
Cleric Spells Per Day: 5 / 4+1 / 3+1.

Kaspar Seltair

Emelni Telia

Combat:

Combat:

In order for Kaspar to hit his opponent, he must do the following; Roll a D20 and add
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

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 1 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.
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.

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:

Medium (5ft. 3in. tall)


Half-Elf / Female
Cleric / 3
3D8 +6 (hp 28)
+2 (+2 Dex)
20ft. (Scale mail
armour), 30ft. base

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

Hit Points

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


+ 5 melee (Morningstar 1D8 +2)
Immune to Magical sleep spells and effects
Fort +5, Ref +3, Will +5
Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 11, Wis 15 (+2), Cha
12 (+1), Luck 18 (+4)
Concentrate +2, Heal +3, Hide +4/ +0, Knowledge
(Religion) +5, Listen +4, Move silently +2 / -2, Search +1,
Spot +3, Swim +2 / -11
Extra Turning, Weapon focus (Morningstar)
Turn undead, Spells and Spontaneous casting
4 / 3+1 / 2+1
Scale mail armour (30lb), Morningstar (8lb), Backpack
(2lb), Winter blanket (3lb), Hooded lantern +oil (3lb),
Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt pouch with 5gp
and 2x 50gp gems (3lb) 5 days trial rations (5lb) Flint and
steel (neg), 2 sacks (1lb) Holy symbol of Libra (neg), Potion
of Fortune (neg), 2x Potions of Cure Light Wounds (neg)
weight carried 65 lbs (Light load carried)
Common and Elven
Libra
Good and Protection

14

Luck

13

Medium (5ft. 8 in. tall)


Mountain Elf / male
Sorcerer / 3
3D4+3 (hp 14)
+3 (+3 Dex)
30ft.(6 squares)
13 (+3 Dex) touch 13,
flat-footed 10

Attacks (Damage):

+3 melee (Quarterstaff 1D6 +2) or +4 ranged (Dart 1D4 +2)

Special Qualities:

Low light vision, Immune to magical sleep, +2 saves


against enchantment spells and effects, +2 racial bonus on
Listen, Search, and Spot checks*

Saves:

Fort +2, Ref +4, Will +3

Abilities:

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

Skills:

Alchemy +5, Concentration +9, Gather information +4, Hide


+3, Knowledge (Arcana) +9, Listen +7*, Move silently +3*, Scry
+8, Search +5, Spot +4*, Spellcraft +6, Swim +2 / -5
Dodge, Skill focus (Concentration)
Spells Per Day (6/6; base DC=13+ spell level): 0 levelDetect Poison, Daze, Mage hand, Detect magic, Read magic.
1st Level: Mage Armour, Magic missile, Ray of enfeeblement
Wand of magic missiles (5th level, 40 charges),
Quarterstaff (4lbs), 4 Darts on a belt (3lbs), Sorcerer Robes
(3lbs), Backpack (2lb), Winter blanket (3lb), Hooded lantern
+oil (3lb), Bedroll (5lb), Rope, Silk - 50ft. (5lb), Belt pouch with
5gp and 2x 50gp gems in (3lb) 5 days trial rations (5lb) Flint
and steel (neg), 2 Sacks (1lb), Potion of Fortune (Neg), 2x
Potions of Cure Light Wounds (Neg).
Light load carried (weight carried 37lbs)
Common, Elven, Goblin, Orc, Giant.

Feats:
Spells:

Equipment:

Encumbrance:
Languages:

Notes

Hit Points

Tobin (Kaspars Familiar)


Race:
HD:
AC:
Atk:

hit points

Cat (tiny animal)


3 (7 hit points)
16 (+2 Dex, +2 Size, +2 natural)
Claws +4 melee (1D2 -4 damage) and -1 melee (Bite 1D3 -4)
Saves:
Fort +2, Reflex +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Chr 7
Special:
Alertness, improved evasion, share spells, empathic link,
touch.
Skills:
Balance +10, Climb +5, Hide +17, Listen +6, Move silently +9,
Spot +6
Feats:
Weapon finesse (Claws)

Thorgrim Greymantle
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

Medium (5ft. 5in. tall)


Human / Female
Rogue / 3
3D6 +3 (hp 20)
+7 (+3 Dex, Improved
initiative)
30ft. (6 squares)
15 (+3 Dex, Leather Armour), Touch 13, Flatfooted 12

Attacks (Damage):
Special Attack:

+ 5 melee (Rapier 1D6 +2) or +4 melee (Dagger 1D4 +2) or +5


ranged (Dagger 1D4 +2) or +5 ranged (Shortbow 1D6)
Sneak Attack + 2D6 damage

Saves:

Fort +2, Ref +6, Will +2

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:

Leather Armour (15lb), Rapier (3lb), 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 and 2x 50gp gems
in (3lb) 5 days trial rations (5lb) Flint and steel (neg), 2 sacks
(1lb). Potion of Fortune (neg), 2x Potion of Cure Light
Wounds (neg).
Total weight 51lbs (light encumbrance)

Languages:

Common and Goblin

Notes

Thorgrim Greymantle
Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:

Hit Points

36

Luck

15

Medium (4ft. 8 in.)


Dwarf / Male
Fighter / 3
3D10 +9 (hp 36)
+2 (+2 Dex)
20ft. base (4 squares)

AC:

16 (Dex +2, Chain shirt)

Attacks (Damage):

+ 8 melee (Dwarven Waraxe 1D10 +4) or + 5 ranged


(Repeating Crossbow 1D8)

Saves:

Fort +6, Reflex +3, Will +1

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:

Exotic Weapon proficiency (Dwarven Waraxe), Exotic Weapon


proficiency (Repeating Crossbow), Point Blank Shot, Weapon
focus (Dwarven Waraxe)

Equipment:

Chain Shirt (25lb), Dwarven Waraxe (15lb), Repeating


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

Encumbrance:

Light load carried (weight carried 87 lbs)

Languages:

Common, Dwarven, Goblin

Notes

OPEN GAME LICENSE Version 1.0a


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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
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The d20 conversion of SORCERY! - The Shamutanti Hills Copyright 2003, Myriador Ltd;
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