44

FIGHTING FANTASY Kharé Cityport of Traps

Embed Size (px)

DESCRIPTION

FIGHTING FANTASY Kharé Cityport of Traps d20 system adventure published by Myriador, conversion by James Wallis. From the creators of The Warlock of Firetop Mountain: Steve Jackson and Ian Livingstone.

Citation preview

  • CreditsAuthor: Jamie Wallis

    Editors: Geoff Oades and Tim BirkbeckProducer: Mike Dymond

    Cover Illustration: Mel Grant (represented by Artist Partners)Internal Illustrations: Janine Johnston

    Additional Illustrations: Iain McCaig and Jamie WallisGraphic Design: Martin McKenna and Jamie Wallis

    Cartography: Jamie Wallis Typography: Jamie Wallis

    Project Manager: Geoff OadesFinance Planning: Nigel Dixon

    Lead Playtester: Tim BirkbeckPlaytesters: Shane Garvey, Craig Freer, Donald Higgins, Adam Sorich, Michael Wilson, Clare Salter,

    Alastair McLaughlin, Paul Davis, Nick Westwood, Zoe Bates

    Fighting FantasyTM Consultant: David Holt

    The d20 conversion of SORCERY! - Khar Cityport of Traps is 2004 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of Myriador Ltd.'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons and Wizards

    of the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 'd20 System' and the 'd20 System' and the'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be

    found at www.wizards.com/d20 The d20 conversion of SORCERY! - Khar Cityport of Traps is presented under v1.0a of the Open Game License (OGL) and as required acopy 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 theSystem 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 tobe considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster names, art work, cartography, trade marks,trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product Identity, this includes but is not limited to: Fighting Fantasy, Myriador,Titan, Kakhabad, Zanzunu Peaks, Crown of Kings, The Seven Serpents, Chalanna the Reformer, Femphrey, Ruddlestone, Lendleland, Gallantria, Brice, Analand, Birdmen,Xamen Peaks, Baklands, The Old World, The Night of the Black Moon, Archmage of Mampang, Khar - Cityport of Traps, Jabaji River, Elvin, Shamutanti Hills, Cantopani,Sightmaster, Old Schanker Mines, Birritanti, Flanker, Torrepani, Svinn, Bristle Beast, Death Wraith, Flayer, Living Corpse, Mantisman, Redeyes, Slime Eater, Sulphur Ghost,

    Titan Harpy, Karleth Hawke, Thorgrim Greymantle, Emelni Telia, Kaspar Seltair and Tobin.All original artists have asserted their moral rights as allowed under the Copyright Designs and Patents Act 1988.

    Printed In Canada

    Introduction 2Adventure Summary 2Preparation 2Quick play 2Campaign Integration 2How to use this Book 2Using Maps & Miniatures 3

    Luck 3New Ability Score 3Standard Point Buy Method 3Using Luck 3Luck Difficulty Class 3Minimum Luck Score 3Saving Throws & Luck 3Skills & Luck 3Opposed Skill Checks & Luck 4Checks Without Rolls & Luck 4Combat & Luck 4Using Luck to Hit in Combat 4Using Luck to Increase the Damage Dealt 4Using Luck to Reduce the Damage Taken 4

    Luck and Magic 4Luck and Turn / Rebuke Undead 4Stand alone Luck Checks 4Opposed Luck Checks 4Optional Luck Rule 5Restoring Luck 5Normal Regeneration of Ability Points 5Magical Means - Spells and Potions 5Discretionary Awards by the DM. 5Scenario Awards 5Monsters and Luck 5

    SORCERY! - Khar Cityport of Traps 5For the DM 5For the Characters 7The Adventure 7

    Appendix 1 - New Monsters 30Appendix 2 - New Magic 35Appendix 3 - Campaign Play 36Appendix 4 - Characters 37

    TABLE OF CONTENTS

    legal notice

    SORCERY! Khar - Cityport of TrapsBased on the Fighting FantasyTM book by

    Steve Jackson

  • IntroductionKhar - Cityport of Traps was the second adventurein the four-part SORCERY! Series by Steve Jackson.These game books used the Fighting Fantasy rulessystem for combat, luck etc. but it had a differenceto the other Fighting Fantasy books. Magic.

    Fighting Fantasy was a revolutionary new idea,part book part game. It gave the reader a uniqueexperience - a fantasy adventure where you are thehero.

    The Fighting Fantasy series has 59 titles to date(63 including the SORCERY! Series) and has soldover 15 million copies world-wide and has beentranslated into over 20 languages. The Warlock ofFiretop Mountain alone sold over 2 million copies.Now the Fighting Fantasy books are being re-released allowing a new generation of players toexplore the Citadel of Chaos, confront the Warlock ofFiretop Mountain or get lost in the Forest of Doom.

    This book is a conversion of SORCERY! - KharCityport of Traps into a d20 role-playing game sce-nario. The original books were a solo experience; thisscenario has been written to allow players to chal-lenge the adventure on their own or as part of asmall group of adventurers. The inclusion of the newLuck rules give the single player a good chance ofsuccess without making groups of players too pow-erful.

    The SORCERY! books could be picked up andplayed with a minimum of preparation, this scenariohas been written to reflect this including pregenerat-ed characters, full colour maps and other play aids toget you started quickly. For more information aboutRole-play games, Fighting Fantasy and SORCERY!- Khar Cityport of Traps visit the Myriador website:www.myriador.com

    Adventure SummaryYou have traversed the Shamutanti Hills and nowyou stand before the walls of Khar, Cityport andgateway to the Baklands. Khar is known by anothername though - Cityport of Traps. The City earnedthis title through its unsavoury populace; rogues,cutthroats and pirates all inhabit the streets anddocklands encouraging the few good folks to createtraps to protect themselves.

    In order to continue on your quest to recover thestolen Crown of Kings you must pass through thismetropolis of chaos, thievery and murder. TheNorthgate is the only way into the Baklands but thisdoor holds a secret

    PreparationIn addition to the books required (as stated on the

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

    Full colour maps and pre-generated charactersheets can be downloaded free fromwww.myriador.com

    Quick playOne of the great attractions of the Fighting Fantasyseries of books is that it is very easy to pick up abook and start playing, everything you need is pro-vided in the books, you just need to grab a pencil toget straight into the action. We have tried to writethis scenario in the same way, providing you witheverything we can so that you can get on and playthe game without having to spend ages preparing.Simply hand out the pregenerated characters, getyour dice ready and start playing.

    Detailed dungeon floor plan maps, pregeneratedcharacter sheets with rules summaries and characterand monster tokens are available free to owners ofthis book and can be downloaded from www.myri-ador.com

    Notes are included in the back of this book to helpyou integrate this scenario into an ongoing cam-paign, or visit our website: www.myriador.comwhere more information can be found about Titan,the Fighting Fantasy world.

    Campaign IntegrationAlthough this scenario is designed to be played as astand-alone adventure using the pregenerated char-acters provided or a party of newly created 5th levelcharacters, there is no reason why it couldn't be usedas a part of an on-going campaign. Guidelines andadvice are included in the appendices to help youintegrate this scenario into an on-going campaignand suggestions are included about adjusting diffi-culty levels (see Appendix 3 - Campaign Play).

    How to use this BookThe first pages of this scenario contain backgroundinformation for the DM. Later pages contain the rulesfor the new (optional) Luck Ability, these rulesshould be studied by the DM and the players.Towards the rear of the book you will find sum-maries of new monsters, spells and magic items aswell as advice about integrating this adventure intoyour campaigns.

    The bulk of the book contains the scenario informa-tion divided by location. Each location entry in thescenario is shown on the main map provided, a fullcolour 1" = 5 feet map of each location can beobtained free from: www.myriador.com A descrip-tion of each location is provided for the DM detailingits contents and any monsters present. The shadedtext boxes contain information that the DM caneither read out or paraphrase to the players. Otherinformation should be kept secret from the playersuntil they discover it. Descriptions of how each mon-ster is likely to react are included in the roomdescriptions The DM controls all the creatures withinFiretop Mountain except the player characters and isfree to change their behaviour as he / she sees fit.

    2

  • The DM is advised to read through the scenario atleast once before you play.

    Using Maps & MiniaturesUsing maps and miniature figures adds a whole newdimension to playing this game, they help the DM to'set the scene' and players to see where characters aremonsters are, what the dungeon looks like and makecombat more exciting and realistic.

    Full colour maps, pregenerated character sheetsand character and monster tokens are all availablefree to owners of this book from: www.myriador.com(make sure you have your copy of this book availablewhen downloading these free extras)

    Luck Luck was a major factor in the Fighting Fantasyseries of books. The d20 system includes a range ofskills that are used where Luck was in the originalbooks. However, we wanted to keep the overall tone& feel of the Fighting Fantasy books so we haveincluded Luck as a new Ability score.

    This scenario is aimed at small parties of players(mini-groups). The inclusion of Luck gives them anedge that makes up for their lack of numbers. Playersshould be encouraged to use Luck as often as possi-ble - it may make the difference between success andfailure!

    To reflect this, it is easier for characters to recoverLuck than it is for other Ability scores. Methods ofrestoring Luck are given under the heading:Restoring Luck.

    New Ability ScoreLuck is determined in the same way as other Abilityscores. There are several options available (see DMGChapter 2, Ability Scores Generation). The maximumpossible starting Luck score is 18 regardless of race.

    A character's starting Luck score can only beincreased by magical means or by spending attributepoints gained as the characters becomes more experi-enced.

    Luck will be treated as an Ability score in everyrespect i.e. lost Ability scores are regained at the rateof one per day (see DMG Chapter 3, Running theGame, Ability score loss).

    Standard Point Buy MethodBecause there are now 7 Ability scores instead of thenormal 6, the amount of starting points is increasedto 30 rather than 25 (See DMG Chapter 2, AbilityScores Generation, Standard Point Buy)

    Using LuckA character may use Luck to change or influenceevents, reducing the damage taken from an enemy'sattack for instance, or increasing their chance of pick-ing a lock. Luck can be used to modify a charactersskill checks, saving throws, attack rolls, and melee /ranged damage dealt. You can also use your Luck toreduce the damage you take from an enemy's attack.

    Luck checks must be resolved BEFORE the actionthat they are affecting is undertaken (exception:reducing damage taken in melee / ranged). The resultof the Luck check is applied as a modifier to theaction. You may only check Luck once per actionundertaken and the result only affects that action.

    A characters Luck score is temporarily reduced by 1every time Luck is checked.

    Luck cannot be used to give a character feats orspecial Abilities that she would not normally have.i.e. a fighter cannot use Luck to allow her to turn /rebuke undead.

    Luck Difficulty ClassLuck is checked against a Difficulty Class (DC). (SeePHB 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 every2 points over 10 that you roll you gain +1 to the out-come 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 by6 or more, she will suffer a -2 penalty to the outcomethat Luck was used to affect.

    Example: Ellion G'aarak decides to test her Luck tohelp her fight 2 Orcs by giving a modifier to hitthem. She rolls a d20 and adds her Luck Ability mod-ifier getting a total of 13, success! Ellion now adds +2to her next attack roll against the Orcs and her Luckis temporarily reduced by 1.

    Later in the same fight Ellion decides to test herLuck to add to her attack roll again, this time sherolls a total of 4. Ellion has failed to make therequired DC10 by 6. Ellion now suffers a -2 penaltyto her attack roll and her Luck is temporarilyreduced by 1. If she had rolled a total of 7, she wouldstill have failed in her Luck check but not suffered apenalty. However, her Luck would still have beentemporarily reduced by 1.

    Minimum Luck ScoreWhen a characters Luck score reaches 0 they can nolonger choose to test their Luck. Luck cannot be low-ered further than 0, and cannot be used again until itis raised to at least 1.

    Saving Throws & LuckLuck can be used to modify the result of savingthrow using the same method as described above(under the heading: Luck Difficulty Class). The char-acter makes a Luck check and than applies the resultas a modifier to their saving throw.

    Skills & LuckLuck can be used to modify the result of skill checks

    using the same method as described above (underthe heading: Luck Difficulty Class). The charactermakes a Luck check and then applies the result as amodifier to their skill check.

    3

  • Example: Rhana Quinn wants to jump over a 15ft.pit. She is not very good at Jumping having only 1rank in the Jump skill. The DM tells her that in orderto jump the pit she will need to succeed in a skill(Jump) check (DC15). Rhana is not wearing anyarmour (being a sorcerer) and has plenty of run up tothe pit. However, she is not very strong having a Strof 10 (+0) but she does have a current Luck of 16 (+3).Rhana decides to use her Luck to help her jump thepit because her total skill modifiers for the jump isonly +1. She makes an ability (Luck) check (DC10)and scores a 19 on the dice +3 Luck modifier = 22.Rhana has been exceptionally Lucky beating the DCby 12 points. This means she gains a Luck bonus of+7 to her Jump check making the total +8 with her 1rank in Jump.

    If Rhana had failed her Luck check, for instancerolling a total score of 4 (1 on the d20 +3 Ability mod-ifier = 4) her Jump check would then have been d20 -1 (+1rank -2 Luck penalty because she failed theLuck check by 6 or more = -1)

    Opposed Skill Checks & LuckLuck can be used to modify the result of opposed

    skill checks using the same method as describedabove (under the heading: Luck Difficulty Class). Thecharacter makes a Luck check and then applies theresult as a modifier to their opposed skill check,which is then compared to their opponents check asnormal.

    Checks Without Rolls & LuckYou cannot 'take 10' or 'take 20' when testing yourLuck.

    Combat & LuckLuck can be used in combat in three ways. Toincrease your chance of hitting an opponent, toincrease the damage you deal to an opponent, or toreduce the damage taken from an opponents blow.

    Using Luck to Hit in CombatA character may make a Luck check (as describedunder the heading: Luck Difficulty Class) the resultof which is then added or subtracted to her nextattack roll to hit an opponent.

    Using Luck to Increase the DamageDealt

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

    Using Luck to Reduce the DamageTaken

    When a character has been hit by an opponentsattack, she may make a Luck check (as describedunder the heading: Luck Difficulty Class) and applythe result to reduce or increase the damage she suf-

    fers from the attack. Damage reduced by a Luckcheck can never be reduced to less than 0. She candecide to make the Luck check before or after dam-age has been rolled.

    Luck and MagicLuck cannot be used to increase or decrease the effec-tiveness of a spell or magical effect.

    Luck can be used to increase the chance of hittingwith a Magical attack, such as a ray, by modifyingthe to-hit roll or it could be used to modify the resultof a Spellcraft check to help identify a spell beingcast. Similarly it could be used to increase the chanceof making a successful saving throw to counter aspells effect.

    Luck and Turn / Rebuke UndeadLuck can be used to increase the chance of turning /rebuking undead but cannot increase the effective-ness. i.e. Luck may be applied to the Turning CheckResult, but cannot be used to increase the maximumhit dice affected, or the number of HD affected.

    e.g. Ellion G'aarak is a 4th level Cleric. Entering aroom Ellion encounters 4 Zombies, she decides toattempt to turn them and to use Luck in her attempt.Ellion makes a Luck check, the result of which isadded to her turning check result which may makeher more likely to succeed. However, Luck cannot beused to change the maximum effectiveness of herturning attempt, she can still only possibly affectundead with 8HD or less. Neither does Luck affectthe number of such undead she can affect.

    Stand alone Luck ChecksThere will be situations within the adventure whenLuck can be used to determine the outcome.Depending on the situation the DM may appoint ahigher or lower Luck DC. The DM must never useLuck to replace a saving throw or skill check thatalready exists. In the example below an unsuccessfulLuck check would then require a Reflex save to avoidfalling in the water.

    An example of a stand-alone Luck check: If thecharacters are walking over a rickety old woodenbridge, does a rotten plank break under the weight ofone of the players? The DM decides that the charac-ters will have to be particularly Lucky to avoid allthe rotten planks and gives this situation a Luck DCof 15. As with all Luck checks, once a stand-aloneLuck check has been made (whether successful ornot) the character must temporarily reduce his Luckscore by 1.

    Opposed Luck ChecksTwo characters are sitting at the table playing cards.Who will win? The simple solution to this is for thecharacters to make an opposed Luck check. Both char-acters roll a d20 and add their Luck modifier. Thecharacter with the highest Luck result wins. Eachcharacter that made the opposed Luck check musttemporarily reduce his Luck score by 1.

    4

  • Optional Luck RuleIf a character rolls a natural 1 on the Luck roll theDM may rule that that character has been so unluckythat he automatically fails whatever he was attempt-ing to use Luck with: If he was using Luck to modifyhis attack roll then the attack automatically misses; ifhe was using Luck to modify his chance to Pick alock the attempt automatically fails; if he was usingLuck to modify his melee damage roll, he scores nodamage at all. If he was using Luck to modify hisopponent's melee damage roll, his opponent doesfull damage etc

    Restoring LuckLuck can be restored in a number of ways. Luck can-not be increased past its starting value except bymagical means (see Appendix 2 - New Magic, NewSpells). Any excess Luck points that would take acharacter's Luck score above the original value arelost.

    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 torestore Luck points. Examples include: LesserRestoration, Restoration and Fortune (see Appendix2 - New Magic, New Spells)

    Any potion that restores Ability points can be usedto restore Luck points.

    Discretionary Awards by the DM.DMs can choose to award Luck points to charactersfor particular acts of daring or heroism. It should beremembered that Luck is an extremely powerfulAbility that can allow characters to succeed at tasksthat they normally wouldn't be able to achieve. Careshould be taken when awarding Luck points, don'tgive the characters too much or you could make anyscenario too easy, but don't be too stingy with yourLuck awards or the characters will probably fail.

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

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

    SORCERY! - KharCityport of Traps

    For the DM Centuries ago, in the time we now call the DarkAges, whole regions of the world of Titan lie undis-covered. There were pockets of civilisation, each withtheir own races and cultures. One such region wasKakhabad, a dark land at the ends of the Earth.

    Although several warlords had tried, Kakhabadhad never been ruled. All manner of evil creatures,forced from the more civilised lands beyond theZanzunu Peaks, had gradually crawled intoKakhabad, which became known as the vermin pit atEarth End.

    Civilisation and order had spread throughout therest of the known world ever since the discovery ofthe Crown of Kings by Chalanna the Reformer ofFemphrey. With its help, Chalanna became theEmperor of the largest empire of the eastern world.This magical Crown had mysterious powers, bestow-ing supernormal qualities of leadership and justiceon its owner. But Chalanna's own ambitions were notof conquest. He wished instead to establish peacefulnation-states aligned to Femphrey. Thus in his wis-dom, he passed the fabled Crown from ruler to rulerin the neighbouring Kingdoms and, with the help ofits magical powers, one by one these lands becamepeaceful and prosperous.

    The path was set. Each ruler would own the Crownof Kings for a four-year period in which to establishorder within the Kingdom and fall in with the grow-ing Femphrey Alliance. So far, the Kingdoms ofRuddlestone, Lendleland, Gallantria and Brice hadtaken their turns under the rule of the Crown. Thebenefits were immediate. War and strife were virtual-ly unknown.

    The King of Analand duly received the Crown ofKings amid great ceremony and from that dayonwards, the development of Analand was ensured.No one quite knew how the Crown of Kings couldhave such an enormous uplifting effect on a wholenation. Some said it was Divinely inspired; some thatits power was merely in the mind. But one thing wascertain - its effects were unquestionable. All was wellin Analand, until the night of the black Moon.

    The King was first to discover that the Crown wasmissing. Carried off on that starless night byBirdmen from Xamen, the Crown was on its way toMampang in the outlaw territories of Kakhabad.News came from the Baklands that the Crown wasbeing carried to the Archmage of Mampang whoseambitions were to make Kakhabad his Kingdom.

    Although Kakhabad was a dangerous land, it wasin its self little threat to the surrounding kingdoms.The lack of rule meant it had no army and its owninternal struggles kept it permanently preoccupied.But with the Crown of Kings to establish rule,Kakhabad could potentially be a deadly enemy to allmembers of the Femphrey Alliance.

    5

  • Such was the shame that fell on Analand for theloss of the Crown that all the benefits from two yearsunder its rule soon disappeared. Law, order andmoral were breaking down. The King was losing theconfidence of his subjects. Neighbouring territorieswere looking suspiciously across their borders. Therewere even whisperings of invasions!

    For the CharactersRead this allowed to the players.For two years now, Analand has prospered underthe ruler ship of the Crown of Kings. This fabledCrown was discovered many years ago byChalanna the Reformer of Femphrey. In his wis-dom, he lent the Crown to neighbouring Kingdomsfor a four-year period so that they too can be athriving and successful community. ThoseKingdoms that have benefited so far from thefabled Crown include Brice, Ruddlestone,Lendleland and Gallantria, all of which are nowpart of the Femphrey Alliance.

    As you are well aware, on the night of the DarkMoon the fabled Crown of Kings that had beenleant to the ruler of your home land of Analandwas stolen.

    The Birdmen that stole the Crown, more than likelyfrom the Zanzunu or the higher Xamen Peaks, hadbeen spotted flying towards Mampang. This hascaused an outrage in the neighbouring Kingdomsfor it can mean only one thing, The Archmage ofMampang is now in possession of the Crown ofKings. Where as with the Femphrey Alliance, theuse of the Crown was for prosperity and good. TheArchmage will want to use the Crown to becomethe ruler of Kakhabad or even the entire Old Worlditself!

    One hope remains, a small band of fearless adven-turers - for a military force would not survive thejourney - must travel to Mampang and recover theCrown of Kings. Only on its safe return would thecurse that has befallen Analand, since the Crownwas stolen, be lifted.

    You have volunteered for this quest and your mis-sion is clear; to travel across Kakhabad to theMampang fortress and find the Crown of Kings.

    Having travelled across the Shamutanti Hills youhave now reached the second stage of your quest; topass through the City of Khar, the only gatewayto the Baklands.

    The AdventureThe City

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

    Authority figure: Garin Alderay (male, HumanRog6, AL NE)- Leader of the Merchants' Guild andnewly appointed First Noble and Governor of Khar.

    Important Characters: Issrak Kharn (male, HumanRog5, AL NE) - Chief advisor to the First Noble;Shirillah Dankresh (female, Half-Black Elf Rog10, ALCE) - Garin Alderay's personal body guard and amember of the Assassins' Guild.

    Militia: 600 soldiers now under the command ofthe Merchants' Guild (see encounter 1 for the CityGuards' stats)

    Temples: Courga's Shrine, God of Grace - Noappointed leader, although several Clerics ofCourga's faith visit the Shrine on a daily basis toclean the Idol (Clr3, AL N); The Chapel of Slangg, theGod of Malice - High Priest Torbain the Malevolent(male, Human Clr 6, AL LE). Khar, also known as the Cityport of Traps, is a smallbut thriving Cityport on the Jabaji River. Recentevents have seen a change in the City's power centre;The Merchants' Guild has struck gold (metaphorical-ly speaking) in Lake Luml. The Luml fish is a large(20ft. long) but docile animal, native only to LakeLuml. It has a delicate, sweet and very addictiveflavour that is now craved through out most of thecity. The Merchants' Guild, headed by Garin Alderay,have used this new found and ill gotten wealth tobuy the Assassins' Guild and merge the two, veryopposite, factions into one. One by one theGovernors and Nobles of Khar disappeared. Theonly light on the mystery was when MavicGolverston, the first Noble's personal aid, was foundface down in the Northside Sewers with eleven dag-gers in his back! Garin Alderay was appointed FirstNoble and Governor of Khar shortly following thesemysterious disappearances. Although it is Galvinwho is rightly suspected of being behind the usurp-ing of Khar, no one will dare challenge him. Thosethat are overheard talking of such things in the tav-erns and bath houses are never heard of again.Galvin is never seen in public without his mysteri-ous, hooded bodyguard. This black clad figure isShirillah Dankresh, one of the most feared Assassinsin all of Kakhabad and a member of the nowempowered Assassins' Guild.

    Khar is indeed a dangerous place to be in at anytime of the day or night.

    Listen ChecksAll Listen check DC are calculated for the charactersstanding in the adjacent square to the door (2 ft.away) unless stated in the text. If the charactersactively listen at a door (presses his ear to the door)then reduce the Listen DC by 2.

    Encounter Stats: All encounter statistics have beencalculated presuming that the creature is using aone-handed weapon with one hand. If the DMdecides that the creature will use its one-handedweapon with two hands it will gain 1 times itsStrength bonus to damage (provided it has a bonus).

    7

  • Luck AwardsThe DM may award the party Luck Ability pointsbased on how they handled an encounter; 1-3 Luckfor defeating a Monster encounter with at least anequal EL rating to the party; 1-3 Luck points for dis-covering an item or clue vital to the success of theadventure (see Luck, Restoring Luck, Scenarioawards for more information); The DM may alsoaward discretionary Luck for acts of bravery / hero-ism (see Luck, Restoring Luck, Discretionary Awardsby the DM)

    Doors and LocksAll doors are good, wooden doors and are unlockedunless otherwise stated. Any locked doors have aver-age locks unless otherwise stated

    Doors: Good Wooden; Hardness 5 (hp 15); BreakDC18

    Locks: Average lock; Open lock DC25 The Jabaji River

    The first obvious steps for those characters who donot wish to traverse the city is to attempt to cross theJabaji River. This in its self is a fool hardy option. Notonly is the river water rough, fast flowing and deep(210ft. wide at its narrowest point), it is also toxic.Any character wishing to swim the river must makenumerous skill (Swim) checks (DC15).

    Rats Disease (Infecting the Jabaji River): Ingested*(DC18); incubation 1d3 days; 1d6 con and blind-ness**

    *while swimming the vast expanse of the river, it isinevitable that the character will swallow somewater.

    **The character must make two successful savesrather than one. If both fail, 1 point of Con is perma-nently drain.

    Nomads (EL8): To further the difficulty of crossingthe Jabaji, there is a group of Black Elf Nomadscamped on the north bank (far enough away to avoidmissile fire from the City Guards) who will attackanyone seen crossing the river. It is the religiousbelief of the Black Elves that the sacred river is holy,and must not be crossed.Nomads (5), male Elves (black) Ftr4 (each): CR 4;Size M; HD 4d10+4 (hp 30 each); Init +4 (+4 Dex); Spd30 ft. (6 squares); AC 16 (+4 Dex, Leather Armour)touch 14, flat-footed 12; Attack +7 melee (Longsword1d8+3 19-20/x2) or +9 ranged (Longbow 1d8+2 20/x3);SV Fort +5, Ref +5, Will +3; AL NE; Str 17, Dex 19,Con 13, Int 11, Wis 14, Cha 8. Languages Spoken:Common, Elven; Skills and feats: Hide +4, Jump +7,Listen +4, Move silently +4, Search +2, Spot +4,Survival +2 Swim +4; Point blank shot, Far shot,Rapid shot, Weapon focus (Longbow), Weapon spe-cialisation (Longbow). Equipment: Longbow and 20arrows, Longsword, Leather Armour.

    Laws of KharThe following laws can be obtained by asking aguard: Killing someone in self defence (or someonetrying to steal from you) is permitted; Slander of theNobles of Khar is punishable by death; Attempting

    to scale the walls is punishable by 3 weeks in thegaol and the severance of both hands at a publicevent; Fishing in Lake Luml is punishable by death;Anyone caught trading without a traders permit(obtained from the Merchants' Guild for 10gp) willbe executed on the spot; Attempting to leave the cityvia the Northgate is punishable by death; Anyoneentering the city must spend 12 hours in theSouthgate gaol (Lycanthrope prevention).

    City WallsThe city walls are 40ft. high and will require a num-ber of skill (Climb) checks (DC25) to climb. On theother side of the wall (five feet down from the top) isa walkway for the City Guards. A patrol of sixguards will walk backward and forwards betweenguard towers (see encounter 1, Khar - TheSouthgate for the City Guards' stats) and an addi-tional four guards will be resting in the towers. Theonly way up to the city wall walkways is via the spi-ral staircases in the guard towers. Anyone caughtclimbing the walls will be arrested and locked in theSouthgate gaol for 3 weeks after which time he willhave both of his hands severed in public.

    Northgate and Northside Walls: In order to pre-vent Nomads from scaling the outer walls (andindeed to prevent anyone on the inside of the citysimply climbing out rather that knowing the incanta-tion to open the Northgate), various obstacles havebeen put in place: Spanning the entire outer wall ofthe Northside of the city (and in numerous locationsit has actually grown over the top and down theinside of the wall) is a poisonous plant known asDevil's Ivy; Set into the inside wall at varying heightsare sharp, rusty blades. Anyone attempting to climbthe wall, and trying to avoid the blades, must add+10 to the climb DC. In addition to the climb penalty,the character must make a (Reflex) save (DC15) orsuffer 1d10 damage from the blades.

    Devil's Ivy (Poisonous Plant): Contact (Fort DC20);initial damage: Unconsciousness 2d4 rounds; second-ary damage: 1d6 Con (1 point is permanent)

    Random Encounters (Southside)Whenever the DM deems fit, while the characters arein the Southside of the City (south of the HarbourBridge), he should make a secret roll on theSouthside Random Encounter Table below. On theroll of a 1 on a d6 the characters will have a randomencounter. The DM must roll 1d8 and consult the fol-lowing table:

    1-3 Pickpocket (EL0): A young child (boy or girlaged 8-10 years old) will attempt to pick the pocketsof one of the characters. The pickpocket will attemptto steal money or jewellery.

    Child: CR0; Size S; HD (hp2); Spd 20ft. (4squares); AC 11 (+1 size) touch 11, flat-footed 11; Atknone; Str 6, Dex 10, Con 7, Int 6, Wis 6, Chr 10. Skills:Sleight of Hand +2. Equipment: none

    4-6 City Guards (EL4): A City Guard patrol willbe heading down the street towards the characters. Ifthe characters have escaped from the gaol (encounter2) they will be recognised (unless disguised) and

    8

  • pursued. If caught, they will be taken back to thegaol (encounter 2). For the City Guards' stats seeencounter 1, Khar - The Southgate.

    7-8 Thugs (EL4): A group of male Humans willsee the characters as easy pickings and start to followthem. They will attack the characters at the mostopportune moment. Thugs (4), maleHuman Rog2 (each): CR 2; Size M; HD 2d6+2 (hp 8each); Init +2 (+2 Dex); Spd 30 ft. (6 squares); AC 14(+2 Dex, Leather Armour) touch 12, flat-footed 12;Attack +1 melee (Club 1d6+0 20 / x2) or +3 melee(Dagger 1d4+0 19-20 / x2) or +3 ranged (Dagger1d4+0 19-20 / x2); Full attack +1 melee (Club 1d6+0 20/ x2) or +3 melee (Dagger 1d4+0 19-20 / x2) or +3ranged (Dagger 1d4+0 19-20 / x2); SA Sneak attack+1d6; SV Fort +1, Ref +5, Will +0; AL NE; Str 10, Dex15, Con 13, Int 10, Wis 11, Cha 8. Languages Spoken:Common. Skills and feats: Bluff +4, Disable device +4,Hide +3, Intimidate +4, Listen +2, Move silently +5,Open lock +5, Sleight of Hand +5, Search +5, Sensemotive +5, Spot +2; Alertness, Weapon finesse.Equipment: Dagger, Club, Leather Armour, LeatherPouch with 1d6gp each

    Random Encounters (Northside)Whenever the DM deems fit, while the characters arein the Northside of the City (North of the HarbourBridge), she should make a secret roll on theNorthside Random Encounter Table below. On theroll of a 1 on a d6 the characters will have a randomencounter. The DM must roll 1d8 and consult the fol-lowing table:

    1-3 1d6 Redeyes: (see Appendix 1 - NewMonsters) these creatures will torment and abuse thecharacters in an attempt to provoke a reaction out ofthem. If the characters fight, the Redeyes will attemptto subdue them and take them to the Redeye Gaol(see encounter 26 - Gaol of the Redeyes)

    4-7 City Guards (EL4): A City Guard patrol (4Guards) will be heading down the street towards thecharacters. If the characters have escaped from thegaol (encounter 2) they will be recognised (unlessdisguised) and pursued. If caught, they will be takenback to the gaol (encounter 2). For the City Guards'stats see encounter 1, Khar - The Southgate.

    8 Heretic (EL5): A lunatic Priest of Slangg willattempt to convert the characters to his faith. If theydecline, he will attack them until he is reduced to50% hit points before fleeing the area. If this randomencounter happens again and the Priest has beenkilled, ignore the encounter.

    Heretic Priest of Slangg, male Human Clr5: CR 5;Size M (5 ft., 6 in. tall); HD 5d8+5 (hp 36); Init +0; Spd30 ft. (6 squares); AC 14 (Chain shirt) touch 10, flat-footed 14; Attack +5 melee (Morningstar 1d8+2 20 /x2); Full attack +5 melee (Morningstar 1d8+2 20 / x2);SV Fort +5, Ref +1, Will +6; AL CE; Str 14, Dex 10,Con 12, Int 11, Wis 14, Cha 10. Languages Spoken:Common. Skills and feats: Gather information +2,Hide -2, Intimidate +6, Listen +2, Move silently -2,Spot +2; Extra turning, Skill focus (Intimidate),Weapon focus (Morningstar). Equipment: Chain

    shirt, Morningstar, Book titled Slangg's deeds ofMalice (from which he is always quoting), Holy sym-bol of Slangg.

    Cleric Domains for Slangg: Destruction - GrantedPower: You gain the smite power, the supernaturalAbility to make a single Melee attack with a +4 bonuson attack rolls and a bonus on damage rolls equal toyour Cleric level (if you hit). You must declare thesmite before making the attack. This Ability is usableonce per day; Evil - Granted Power: You cast Evilspells at +1 caster level.

    Cleric Spells Per Day: 5 / 4+1 / 3+1 / 1+1 (Base save12+ spell level)

    Revised Spells: Orisons- Guidance x2, Virtue x3;Level 1 spells - Inflict Light Wounds (Domain spell),Devine Favour x3, Cure Light Wounds X2; Level 2spells - Desecrate (Domain spell), Aid, Owl'sWisdom, Zone of truth; level 3 spells - Contagion(Domain spell), Bestow curse

    Map 2 - Northside SewersDuring the characters adventure within the Cityportof Khar they may find themselves either teleportedto or stumble across the Northside Sewers. If thecharacters have succumb to one of the teleport circletraps then they will find themselves in location A onMap 2 - Northside Sewers .

    Location A: If the characters have been teleportedhere read them the following:

    Evidently you are in the city sewers deep beneathKhar. Tunnels disappear in all directions and thestench is almost unbearable. You have landed in themost unbelievable pile of filth, slime, excrement anddung.

    Location B: The slime and filth seems to be gettingless and less as the characters approach this area. Thesewers eventually lead out into a graveyard (markedas 27a on Street Map 7).

    Disease: While moving the sludge and filth in thesewers, the characters may become infected by thefollowing disease:

    Blinding Sickness Variant: inhaled; Fort save(DC16); 1d3 days; 1d4 Str*

    9

  • * Each time the victim takes 2 or moredamage from the disease, he must makeanother Fortitude save or be permanent-ly blinded.

    Random Encounters in the Sewers:Whenever the characters turn a corner inthe sewers the DM must secretly roll ad6. On the roll of a 1-2 on a d6 the char-acters have encountered a monster. TheDM must roll a d10 and consult the fol-lowing table:

    1-4: Dire Rats (2d10): hp 7 all (see MMfor more information on Dire Rats)

    5-6: Gelatinous Cube: hp 50 (see MM,Ooze for more information onGelatinous Cube)

    7-10: Slime Eater (1d3): hp 30 each (seeAppendix 1 - New Monsters)

    1. Khar - The Southgate (EL3)Southside - Mayne Road (Street Map 1)

    Read the characters the following:Khar - A Metropolis of Chaos and Gateway to theBaklands

    Below you, at the foot of the Shamutanti Hills,sprawls the walled Cityport, slashed viciously bythe great Jabaji River. Legend has it that Khararose around the only ford across the Jabajibetween Lake Luml and the sea. But this is anunlikely tale. More probable are the stories of riverPirates camping in the area, waiting to ambush thesmall vessels which carried their cargoes of fishbetween Lake Luml and the Kakhabad Sea. Whatever the reasons, Khar grew.

    As the camp became a village, and the village acity, Khar became a magnet for the ne'er-do-wellsof the Baklands and the Shamutantis. A multitudeof malevolent creatures who would kill you for thelaces in your boots drifted into the city. Their law-lessness gave rise to an elaborate system of trapsdevised by the inhabitants to protect themselvesfrom the criminals who roamed the streets. This ishow the city got its name: Cityport of Traps.

    Your goal lies well beyond Khar which, knowingits reputation, is not the kind of place you wouldwant to pass through. Two Gates open Khar to therest of the world. Before you is the Southgate, theonly way in. And on the far side of the city is theNorthgate, leading into the Baklands.The huge double doors which stand before the

    characters are always kept locked. There are CityGuards positioned on 'gate watch' who frequentlycheck the Southgate for visitors. The city has a strictpolicy for new comers; they must spend 12 hours ina holding room just inside the city gates. The citywas once much more open and less suspicious of vis-itors and traders but since the increase ofLycanthrope activity in the area, the city leaders donot trust anyone.

    Strong Wooden Door: hardness 5; hit points 20;Break (DC23)

    Good Lock (with Arcane lock cast on it): Skill(Open lock) check (DC40) to unlock this door.

    There are a couple of options open to the characterswith regard to entering the city:

    The key: If the characters saved the Svinn chief'sdaughter in the first SORCERY! Adventure, TheShamutanti Hills, they will have been given a key toopen this door. If the characters use the key to openthe door, read them the following:

    Inside, the gate way is enclosed by a large stonearch-way. From your position you can see normalcity activities, if there is such a thing in Khar,although you cannot see any guards. Just beyond thearch to your right is a small stone building withmetal bars on the window.

    DMs note: The small stone hut is the SouthgateGaol (encounter 2).

    Knocking: If the characters knock on the door, readthem the following:You have to wait several minutes before the smallhatch on one of the huge doors opens. "Wadda yawant?", asks a gruff voice from within.The guard will not be at all interested in why the

    characters want to enter Khar, only in them agree-ing with the following terms: any one who enters thecity must spend 12 hours in the gaol. If this is notagreed, you may not enter the city.

    If the characters agree to the terms the guard willunlock and open the door. Waiting on the inside willbe six City Guards. Four of them will have theirHeavy Crossbows readied (in case the characters tryto attack). "You must leave your weapons locked inhere", says the City Guard pointing to a large chestwith a padlock on, "They will be returned to youwhen you are let out in 12 hours time". Any charac-ters who do not surrender their weapons will beattacked by the guards who will shout for assistance(1d6 City Guards will arrive every 1d3 combat

    10

  • rounds until the offending characters have been cap-tured and locked in the Southgate Gaol).

    Scaling the Walls: Any character spotted on thecity walls will be attacked to the death by the CityGuards (see, The Adventure, The City Walls for moreinformation).

    Typical City Guard, male Human Ftr2: CR 2; SizeM; HD 2d10 (hp 12 each); Init +1 (+1 Dex); Spd 30 ft.(6 squares); AC 16 (+1 Dex, Chain shirt and smallWooden Shield) touch 11, flat-footed 15; Attack +6melee (Longsword 1d8+3 19-20 / x2) or +4 ranged(Heavy Crossbow 1d10 19-20 / x2); Full attack +6melee (Longsword 1d8+3 19-20 / x2) or +4 ranged(Heavy Crossbow 1d10 19-20 / x2); SV Fort +3, Ref+1, Will +2; AL N; Str 16, Dex 13, Con 11, Int 14, Wis10, Cha 10. Languages Spoken: Common, Dwarvenand Orc. Skills and feats: Balance -1, Hide +1,Intimidate +2, Listen +3, Move silently -1, Ride +2,Spot +3; Alertness, Dodge, Weapon focus (Crossbow,heavy), Weapon focus (Longsword). Equipment:Chain shirt, Small Wooden Shield, Longsword,Heavy Crossbow and 10 bolts.

    2. Southgate Gaol (EL3)Southside - Mayne Road (Street Map 1)DMs note: Gaol is an old English spelling for jail.

    If the characters look through the barred window ofthe small stone hut, they will see an old man with

    one arm sat on a bench inside. If they get his atten-tion he will come to the window and say, "Strangers,please help me and open the door?". If the charactersask why they should help him to escape he will askthem where they are heading because he may havesome information that could help them.

    There is a chance, If the characters have engagedFarric in conversation through the barred window,

    that they will be spotted by the City Guard who doregular checks on the Southgate and the gaol. Make askill (Spot) check (DC10) for the Guards, unless thecharacters are hidden. A successful check will meanthat the characters have been spotted. A patrol offour City Guards will attempt to subdue the charac-ters and throw them in the gaol (see encounter 1,Khar - Southgate, for the City Guards' stats).

    Should the characters decide to free Farric, he willnot give up his information unless they do, they willneed to make a skill (Open locks) check (DC20) tounlock the gaol door. If successful, Farric will runfrom the gaol saying follow me quickly, (unlessrestrained in some way in which case he will insiston being freed; the characters then follow him tosafety). Farric will run north up Mayne Road to thecrossroads where he will turn right and disappearinto a shop door on the left hand side of Chain Street(see encounter 6 - The Chain Makers)

    If the characters have knocked at the Southgate anddecided to obey the City rules and stay in the gaolfor 12 hours while their weapons are locked in thesafe box, read them the following:The guards lock the door behind you saying thatyou will be freed in the morning. In the small stonegaol is a single barred window and a little, grottybench on which sits an old man. The old manstands and extends his left hand to greet you andyou notice that his right hand is missing. "Greetingstrangers. I am Farric the Sorcerer, or at least I wasuntil a couple of months ago when an Ogre in theSchanker Mines put an end to my career", he holdsup his right arm to show you the stump. "Whereare you heading?" he asksIf the characters mention that they are heading

    towards the Baklands via the Northgate, read themthe following:"Ah", says Farric knowingly, "Then you will beaware of the mystical incantation needed to openthe gate."Should the characters declare that they do not

    know what Farric is actually talking about, he willexplain that the Northgate is always kept locked toprotect the city from Bakland raiders. As an addition-al precaution a Magical spell was cast on the doorpreventing it from opening unless a specific incanta-tion is recited before it. Only the First Noble of Kharknows the incantation in its entirety, although itsfour lines are known to four different leading citi-zens. This prevents each one from opening the gatealone which ensures the security of Khar.

    Farric does not know which citizens have the incan-tation, but he has heard that one of them is a Scholar.

    In order for the characters to escape the gaol beforemorning comes they will have to make either a skill(Open Locks) check (DC20), or an Ability (Strength)check (DC20) to open the door. Any attempts toescape the gaol will be spotted by the City Guards ifthey make a successful skill (Spot) check (DC15). Inaddition to this, if the characters force the door they

    11

  • will be heard by the guards if they make a successfulskill (Listen) check (DC18). If the characters are dis-covered escaping, six City Guards will come toapprehend them. The characters will then be held foran additional three days in the gaol and releasedwithout their weapons (see encounter 1, Khar - TheSouthgate for the City Guards' stats).

    If the Characters escape from the gaol unnoticedthey will be hunted by the City Guards and chasedwhen ever they are spotted (unless disguised).

    First light the following morning the characters areallowed to leave the gaol and are handed their ownweapons back.

    Farric the Sorcerer, male Human Sor3: CR 3; SizeM (5 ft., 9 in. tall); HD 3d4+6 (hp 12); Init +2 (-2 Dex,+4 Improved initiative); Spd 30 ft. (6 squares); AC 8 (-2 Dex) touch 8, flat-footed 8; Attack +1 melee(Unarmed strike 1d3+0 non-lethal damage only); Fullattack +1 melee (Unarmed strike 1d3+0 non-lethaldamage only); SV Fort +3, Ref -1, Will +3; AL N; Str10, Dex 7, Con 14, Int 10, Wis 10, Cha 15. LanguagesSpoken: Common. Skills and feats: Hide -2, Listen +2,Move silently +0, Sense motive +2, Spot +2; Alertness,Improved initiative, Silent spell

    Sorcerer Spells Known (0 / 0): 0th -- DancingLights, Detect Magic, Ghost Sound, Light, ReadMagic. 1st -- Mage Armour, Protection from Evil,Ventriloquism.

    DMs Note: Farric is unable to cast any spells due tomissing a hand.

    3. The Living Corpse (EL1)Southside - Mayne Street (Street Map 1)DMs Note: While walking up Mayne Road the char-acters will be able to hear music and frivolities (with-out a listen check) coming from the east side of thecity. If the characters ask a passer by what the noiseis, they will be told it is the Street Fair in Rivers Walk(see encounter 18 - The Street Fair).

    If the characters proceed north up Mayne Road, askthem to make a skill (Spot) check (DC10). If they aresuccessful they can see the body of a man lying facedown in the gutter just off to the left.

    The body is in fact a Living Corpse which willattack the first character to investigate it at the mostopportune moment:

    Living Corpse: hp 8 (see Appendix 1 - NewMonsters)

    4. Please Help? (EL0)Southside - Mayne Road (Street Map 1)

    There are hundreds of families living along MayneRoad. Recently the children of these families havenot been allowed to play in the streets because of aterrible undead creature which has been stalking thearea near the Sage Street / Chain Street crossroads.Four children, including a young Dwarven boycalled Brorin Cobblestone, have gone missing in thelast two days.

    There are two possible reactions from the Dwarvenfamily who are watching the characters from thesafety of their home:

    If the characters have either not seen (or chosen toignore) the man lying face down in the gutter(encounter 3 - The Living Corpse) DruinCobblestone, the father of the Dwarven family, willcautiously walk over to them, read the characters thefollowing:Several faces watch you from behind cracks indoors and windows as you walk along MayneRoad. From the poorer side of the street one of thedoors opens and a small, bedraggled Dwarf walkscautiously towards you. "Please help us?" hepleads, "A terrible creature has been stalking thisarea for awhile", he pauses and you can see tearswelling up in his eyes, "My boy is.. missing. Iwill give you all that I have if you will rid us ofthis creature".If the characters agree to help the Dwarf he will

    point south down the road to a body lying in thegutter (see encounter 3 - The Living Corpse). For thecharacters reward, see the passage below.

    As soon as the characters have killed the LivingCorpse the Dwarven Cobblestone family will rushout of their home and shout for joy. The Dwarveswill rush over to the characters saying thank youover and over again. The Cobblestone family willinsist on giving the characters a reward for riddingthe street of the undead menace and give them 15gpand a Potion of Cure Light Wounds (which will heal1d8+1 hit points). Should the characters mention theNorthgate, Druin will tell them that a special fourpart incantation is needed to open the Northgate andthat the Priest from the Chapel of Slangg just up theroad might be able to help (see encounter 17 - theChapel of Slangg).

    5. Poachers (EL5)Southside - Mayne Road (Street Map 1)

    As the characters approach the small field, askthem to make a skill (Spot) check (DC10). If they aresuccessful they will see a fight going on towards theeast side of the field.

    The fight is between Rayloc, the owner of the field,and two poachers who have killed one of his pigs. Ifthe characters either shout to the group or enter thefield to investigate the fight the farmer will shout forhelp.

    If the characters help Rayloc to defeat the poachershe will give them 20gp and the dead pig as a reward.

    Poachers (2), male Human Rog3 (both): CR 3(each); Size M; HD 3d6 (hp 12, 13); Init +7 (+3 Dex, +4Improved initiative); Spd 30 ft. (6 squares); AC 15 (+3Dex, Leather Armour) touch 12, flat-footed 13; Attack+5 melee (Dagger 1d4 19-20/x2) or +5 ranged (Dagger1d4 19-20 / x2); Full attack +5 melee (Dagger 1d4 19-20 / x2) or +5 ranged (Dagger 1d4 19-20 / x2); SASneak attack +2d6; SV Fort +1, Ref +6, Will +3; AL NE;Str 11, Dex 16, Con 10, Int 10, Wis 14, Cha 11.Languages Spoken: Common. Skills and feats:Balance +6, Bluff +3, Disable device +3, Disguise +5,Hide +3, Intimidate +4, Listen +3, Move silently +10,Sleight of Hand +4, Spot +2, Tumble +7; Improved

    12

  • initiative, Skill focus (Move silently), Weapon finesse.Equipment: Leather Armour and a Dagger each

    Rayloc the Pig Farmer, male Dwarf Ftr1: CR 1; SizeM (4 ft., 1 in. tall); HD 1d10+4 (hp 4 of 9); Init +0; Spd20 ft. (4 squares); AC 10, touch 10. flat-footed 10;Attack +5 melee (Handaxe 1d6+3 20/x3); Full attack+5 melee (Handaxe 1d6+3 20 / x3);SV Fort +6, Ref +0,Will +0; AL LN; Str 16, Dex 10, Con 18, Int 13, Wis 10,Cha 12. Languages Spoken: Common, Dwarven,Giant. Skills and feats: Gather information +3, Hide+2, Intimidate +3, Listen +0, Move silently +0, Ride+4, Spot +0; Dodge, Weapon Focus (Hand axe).Equipment: Handaxe and a Pouch with 20gp in.

    6. The Chain Maker (EL3)Southside - Chain Street (Street Map 1)

    As the characters approach the shop, ask them tomake a skill (Spot) check (DC10). If they are success-ful they will see that one of the shop doors on the lefthand side of the street is slightly ajar. Should thecharacters investigate this door they will see a signon the door reading 'Chain Makers'. If the charactersopen the door read them the following;

    Inside the shop are draped hundreds of feet ofchain of all strengths. You cannot move any furtherinto the shop without brushing past some of thechains. Towards the rear of the room is an open doorfrom which hammering can be heard.

    Any character who tries to sneak around this roomwithout alerting the Chain Maker, who is busy in theback room, must make a skill (Move silently) check(DC18). Successful characters can have a lookaround. A skill (Search) check (DC15) will find 15gp,a Potion of Cure Light Wounds (which heals 1d8+1hit points) and a gold chain worth 25gp in a boxunder a bench. If the characters are unsuccessful, theChain Maker will come out of his room (due to hear-ing the chains rattling) and ask what they want. TheChain Maker is a grumpy Svinn from the town ofTorrepani in the Shamutanti Hills. He knows nothingabout the Northgate, and if the characters do notwant to buy any chain he will be angry at them fordisturbing his work and ask them to leave.

    If the characters are following Farric (encounter 2 -The Southgate Gaol), read them the following:The old man turns right into Chain Street and nipsin through an open doorway on the left hand sideof the street. A sign on the front of the door reads'Chain Makers'. Inside the shop are draped hun-dreds of feet of chain of all strengths. You cannotmove any further into the shop without brushingpast some of the chains. Towards the rear of theroom is an open door from which hammering canbe heard. Farric, the old man from the gaol, standsjust inside the door and whispers, "I will be quickand quiet my friends as I do not want to disturbthe Chain Maker. Thank you for freeing me. I hopewhat I am about to tell you is of use to you? TheNorthgate is always kept locked to protect the cityfrom Bakland raiders. As an additional precautiona Magical spell was cast on the door preventing itfrom opening unless a specific incantation is recited

    before it. Only the First Noble of Khar knows theincantation in its entirety, although four leadingcitizens each know one of the lines. This preventsany one of the leading citizens from opening thegate alone which ensures the security of Khar.Farric does not know which citizens have the incan-

    tation, but he has heard that one of them is a Scholar.He thanks the characters again for freeing him andleaves the shop heading east along Chain Street.Farric is going to the Street Fair (encounter 18).

    Lodin the Chain Maker, male Svinn (Man-Orc)Ftr3: CR 3; Size M (6 ft., 2 in. tall); HD 3d10+9 (hp27); Init +2 (+2 Dex); Spd 30 ft.(6 squares); AC 12 (+2Dex) touch 12, flat-footed 10; Attack +5 melee(Shortsword 1d6+2 19-20 / x2); Full attack +5 melee(Shortsword 1d6+2 19-20 / x2); SV Fort +6, Ref +3,Will +0; AL NE; Str 15, Dex 15, Con 16, Int 11, Wis 8,Cha 8. Languages Spoken: Common, Orc. Skills andfeats: Bluff +2, Hide +2, Listen +1, Move silently +2,Spot +1; Alertness, Dodge, Power attack and Weaponfocus (Shortsword). Equipment: Commoners clothes,Apron, Shortsword and Belt Pouch with 22gp in.

    7. The Flayer's Kitchen (EL1)Southside - Chain Street (Street Map 1)

    As the characters pass this building they wont beable to help but notice the wonderful aroma comingfrom within.

    This Kitchen belongs to a rather strange creaturecalled a Flayer (see Appendix 1 - New Monsters).The creature does not speak much Common andlikes its privacy. The door to this room is unlockedbut it is trapped.

    Trap: Anyone who opens the door without dis-abling the trap will have a vial of potent aciddropped on their head.

    Acid Trap: CR 1; mechanical; touch trigger (open-ing the door); manual reset; Automatic hit (1d6 acid);Search (DC20); Disable device (DC20).

    If the trap is sprung it will have alerted the cook tothe presence of the characters. Read the charactersthe following if they enter the kitchen:This looks like a kitchen of some kind. Fruits, veg-etables and meats line the walls and tables. At thefar end of the room is a fire in a chimney with a potof broth suspended above it (the source of the won-derful smell). Standing in front of the pot is astrange looking creature. It has the body and legs ofa Human but its head is a blob of jelly and its eyesseem to float about on the front of the head.Hanging down from its head on all sides arenumerous tentacles.As mentioned before, the Flayer speaks little

    Common and conversation will be almost impossi-ble. If the characters make a successful skill (Spot)check (DC10) they will see a box under the table witha scroll and a silver handled mirror sticking out of it.If any of the characters attempt to touch or removethe items from the box the Flayer will attack. Thescroll has the following spells on it: Magic Missile

    13

  • (5th Level) and Monster Summoning III (8th level)and the mirror is a gold backed mirror worth 120gp.

    Flayer: hp 8 (see Appendix 1 - New Monsters)8. Black Elves (EL5)

    Southside - Scholar's Crescent (Street Map 2)As the characters pass this hut, read the following:

    Three Black Elves are huddled together in inside avery smoky hut. One of them looks towards youand beckons you to come and sit with them.Inside, the hut is sparsely decorated

    and there are only three sleeping mat-tresses and a small table in the entirehut. The three Black Elves are gatheredaround the small table smoking ahookah. If the characters sit with theBlack Elves one of them gathers himselfenough to pass the smoking pipe tothem. The hookah contains a weedwhich, when smoked, causes a loss ofbalance and coordination. Any charac-ter who smokes from the pipe mustmake a (Fort) save (DC20) or lose 1d4Dex and 1d6 Int. These lost Abilitypoints will return 2 hours after the char-acter has stopped smoking the weed.

    The Black Elves have been smokingthe weed for most of the day and are inno fit state to speak. If the charactersask them a question they will start togiggle inanely.

    If the characters look around the roomand make a successful skill (Search) check (DC15),they will find 37gp and an ebony facemask hiddenunder one of the mattresses. The Black Elves willattack the characters if they are spotted attempting tosteal anything from them. The facemask is dedicatedto one of the Black Elf's gods and is in fact a magicalitem called The Mask of Fear (see Appendix 2 - NewMagic)

    Charvez, Gizzak and Vizzarsh, male Elves (black)Rog3 (all): CR 3 (each); Size M; HD 3d6+6 (hp 21, 17,20); Init -1 (-1 Dex); Spd 30 ft. (6 squares); AC 9 (-1Dex) touch 9, flat-footed 9; Attack +5 melee(Shortsword 1d6+2 19-20/x2); Full attack +5 melee(Shortsword 1d6+2 19-20 / x2); SQ Elven traits; SVFort +3, Ref +3, Will +1; AL NE; Str 14, Dex 9 (from13), Con 14, Int 4 (from 10), Wis 10, Cha 12.Languages Spoken: Common, Elven, Undercommon.Skills and feats: Bluff +6, Disable device +2, Hide +3,Intimidate +5, Jump +4, Listen +3, Move silently +3,Sleight of Hand +3, Search +2, Sense motive +5, Spot+2 (the weed effects are reflected in these stats);Dodge, Weapon focus (Shortsword). Equipment:Shortsword, one has a hookah pipe.

    9. The Pond (EL0)Southside - Scholar's Crescent (Street Map 2)

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

    If the characters look into the pond they will see asmall silver fish swim out from under a rock andswim in circles around a gold coin. The fish willswim to the surface in front of one of the charactersand start to make bubbling noises as if speaking. Ifone of the characters bends down to listen to the fish,it will spit water in their face, appear to giggle anddart back under the rock from whence it came. Thecharacters can take the gold coin.

    10. Dwarven Store (EL0)Southside - Scholar's Crescent (Street Map 2)

    As the characters near the store, read them the fol-lowing:A sign hanging above the door of a large shop reads'General Store'.This store is situated in a part of the city known as

    Dwarf Town. The owner of the shop, GowdrinLongbeard, has all of the sundry items available fromthe PHB but at a 10% mark-up (unless the characteris a Dwarf).

    Gowdrin also has some 'other' items for sale. Hewill see the characters as wealthy adventuring typesand offer them the following:

    2x Potions of Cure Light Wounds 50gp eachPotion of Cure Moderate Wounds 300gpGauntlets of Ogre Power 4000gpA Ring of Protection +1 2000gpGowdrin Longbeard, male Dwarf Ftr4: CR 4; Size

    M (4 ft., 3 in. tall); HD 4d10+4 (hp 34); Init +1 (+1Dex); Spd 20 ft. (4 squares); AC 18 (+1 Dex, Chainshirt +3) touch 11, flat-footed 17; Attack +8 melee(Dwarven Waraxe 1d10+5 20/x3); Full attack +8 melee(Dwarven Waraxe 1d10+5 20/x3); SQ Dwarven traits;SV Fort +7, Ref +2, Will +3; AL N; Str 15, Dex 12, Con13, Int 12, Wis 10, Cha 8. Languages Spoken:Common, Dwarven. Skills and feats: Climb +2, Hide+1, Jump +1, Listen +1, Move silently -1, Spot +1;Great fortitude, Iron will, Power attack, Weapon

    14

  • focus (Dwarven Waraxe), Weapon specialisation(Dwarven Waraxe). Chain shirt +3 (worn under hisapron), Dwarven Waraxe +1 (kept under the counter).

    11. Lortag the Sage (EL8)Southside - Scholar's Crescent (Street Map 2)

    As the characters approach this building, read themthe following:You are approaching a large, stone building thatlooks like it could belong to someone important.From your position on the road you can see thatthe front door is made of solid wood that has beenelaborately carved around the edges.This is the home of Lortag the Sage, an aging

    Human Sorcerer who has long since retired fromadventuring and spends most of his free time teach-ing reading and writing to the less fortunate childrenof the city.

    Lortag is a kind and friendly fellow, but havinglived in Khar for so long he is also wary. If the char-acters knock on the front door read the following:

    A few moments later the door opens and standingon the other side is an elderly man dressed in a longgown. Nestled next to the man's leg is a strange look-ing beast resembling a large, spiky lizard. "Greetingto you strangers. I am Lortag, Sage and Scholar. Howcan I help you?".

    If the characters mention that they are looking for away to get to the Baklands and need the incantationto open the Northgate, Lortag will invite them intohis house. If the characters are carrying weapons hewill ask them to leave them by the front door. If theyrefuse, Lortag will ask them to leave.

    The Sage will ask the characters to follow him tothe study. If the characters follow Lortag, read themthe following:The study is lined from floor to ceiling will shelvesand shelves of books. "I am trying to solve a puz-zle", says the Sage. "But I am afraid I am stuck. Ifyou can tell me which rune goes with the odd runeto make a pair I will tell you what you want toknow". The old man points to nine runes on hislarge wooden desk in the middle of the study. Fourof them are lined up in pairs with an odd one on itsown and four others are placed to one side.Lortag knows the answer to the puzzle on

    the table. He is testing the characters to see ifthey are worthy of knowing one of the linesto the incantation to open the Northgate.

    DMs note: Please refer to the illustration.The answer to the question is rune #4. The

    pairs of runes represent the opposite numberson a six sided dice, which always add up toseven. The only one missing is the 1 (plus six= seven).

    If the characters get the answer wrong,Lortag will say, "Goodness me, even myyoung students would have realised that therune you have chosen is incorrect. I am afraidthat you will require a lot of Luck on yourjourney ahead. Take this Potion of Fortune

    (which will restore 1d4+3 Luck) with my blessings.Now, I am very busy, so if you would not mind leav-ing because I must get on with preparations fortomorrow's lessons".

    If the characters return the following day, Lortagwill grant the characters one more chance to choosethe correct rune in the sequence. Lortag does notknow who has the other lines to the incantation toopen the door.

    If the characters choose the correct rune, read themthe following:"Well done. The pairs of runes represent the oppo-site numbers on a dice, which always add up toseven and the number 1 is the only one missing. Youare worthy of the information I am about to giveyou. I only know one of the lines to the incantationto open the Northgate". Lortag starts, "And itreads as follows: So Tumblers Two Sealed DeepInside". Lortag also gives the characters a gift: A Hat of

    Disguise (see DMG Chapter 7, Magic Items) to helpthem on their quest.

    If the characters attack Lortag, he and his BristleBeast will fight to the death.

    Bristle Beast: hp 30 (see Appendix 1 - NewMonsters)

    Lortag the Sage, male Human Sor7: CR 7; Size M (5ft., 10 in. tall); HD 7d4 (hp 22); Init +0 (+0 Dex); Spd30 ft. (6 squares); AC 10 (+0 Dex) touch 10, flat-footed10; Attack +6 melee (Dagger 1d4+3 19-20 / x2) or +6ranged (Dagger 1d4+3 19-20 / x3); Full attack +6melee (Dagger 1d4+3 19-20 / x2) or +6 ranged(Dagger 1d4+3 19-20 / x3); SV Fort +2, Ref +2, Will +8;AL LG; Str 10, Dex 10, Con 10, Int 18, Wis 16, Cha 19.Languages Spoken: Common, Dwarven, Elf, Giant,Orc, Undercommon. Skills and feats: Concentration+10, Heal +2, Hide +1, Knowledge (arcana) +14,Listen +2, Move silently +0, Spot +2, Speak Language+1, Spellcraft +10; Craft Wand, Craft Magic arms andarmour, Empower spell, Silent spell. Equipment:Dagger +3, Sorcerers Robes

    Sorcerer Spells Known (6 / 7 / 7 / 5): Base save 14+spell level - 0th -- Dancing Lights, Detect Magic,Ghost Sound, Light, Ray of Frost, Read Magic,Resistance. 1st -- Burning Hands, Magic Missile,

    15

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

    12. Open Air Traders (EL6)Southside - Scholar's Crescent (Street Map 2)

    As the characters approach this area (oppositeSkiver's Alley), read them the following:Outside of the houses and huts that line the north-west side of Scholar's Crescent, tradesman andwomen show their wares. Potters, Weavers, StreetArtists and Corn Dolls makers all sit at makeshifttables trying to sell to you as you walk past. Oneman in particular stands out from the rest, he isselling different coloured Fire Stones which makefire turn different colours.If the characters wish to purchase any of the open

    air traders wares, consult the price lists below:Clay Mugs / Cups 5cpClay Jugs 1spClay Bowls, large 2spHand Woven Caps 5spHand Embroidered Blankets 1gpCorn Dolls, small 2cpCorn Dolls, large 4cpShould the characters pay an interest to the Street

    Artists please refer to encounter 13 - The ArmlessArtist.

    If the characters look at the Fire Master who is sell-ing the different coloured fire stones, read them thefollowing:The Fire Master creates his different coloured fires;blue, black, green, purple and white by placing acorresponding stone into an ordinary fire. "Wouldyou be interested in purchasing one of my colouredstones?" enquires the man.The stones are for sale at 2gp each (the coloured

    stones play no part in this adventure). If the charac-ters are not interested in the Fire Masters stones, hewill ask them if they would be interested in one ofhis 'special Fire Stones'? If they are, he asks them tofollow him into his shop, read the following:In the centre of the shop, under a large open-airchimney burns a huge fire. Although the blaze isconsiderable, no heat is emanating from it. Restingon the embers in the centre of the flames is a smallwooden chest. The Fire Master rushes through theshop and out into the back room saying, "I wont belong. Please wait here".Trap: The fire around the chest is an illusion and

    will not cause any damage if entered. The chest islocked, skill (Open lock) check (DC20) to unlock thechest. The chest has a Glyph of Warding (Blast) castupon it. Anyone who opens the chest without sayingthe password 'Fire Master' will trigger the fire Blast.

    Glyph of Warding (Blast): CR 4; spell; spell trigger;no reset; spell effect - Glyph of Warding (Blast), 5th-level Cleric, 2d8 fire, (Reflex) save (DC14) for halfdamage; multiple targets (all targets within 5 ft.);Search (DC28); Disable device (DC28). Cost: 350 gpto hire NPC Spell Caster.

    The chest contains 4x blue Fire Stones (seeAppendix 2 - New Magic) and 330gp.

    If the characters set off the trap, the Fire Master willhear the blast and come running back into the shop.He will be outraged that the characters have attempt-ed to steal from him and attack them.

    Tactic: TheFire Masterwill throw ared FireStone at thecharactersbefore spellcasting.

    If the char-acters do notattempt tosteal fromthe FireMaster, hewill comeback into theshop andshow themsome of hisFire Stones (see Appendix 2 - New Magic). He willoffer to sell them 2 blue Fire Stones and 2 black FireStones for 300gp.

    Fire Master, male half-Elf Sor5: CR 5; Size M (5 ft.,5 in. tall); HD 5d4 (hp 17); Init +1 (+1 Dex); Spd 30 ft.(6 squares); AC 12 (+1 Dex, Ring of Protection +1)touch 11, flat-footed 11; Attack +4 melee (1d4+2 19-20/ x2) or +4 ranged (Dagger 1d4+2 19-20 / x2); Fullattack +4 melee (1d4+2 19-20 / x2) or +4 ranged(Dagger 1d4+2 19-20 / x2); SQ half-Elven traits; SVFort +1, Ref +2, Will +8; AL NG; Str 13, Dex 13, Con10, Int 17, Wis 18, Cha 15. Languages Spoken: Aquan,Common, Elven, Gnoll, Ignan, Sylvan. Skills andfeats: Bluff +6, Knowledge (Arcana) +11, Concentrate+8, Diplomacy +4, Gather Information +4, Listen +6,Sleight of Hand +8, Search +4, Speak language +1,Spellcraft +11, Spot +5; Craft Wondrous Item, SkillFocus (sleight of hand). Equipment: Dagger +1, Ringof Protection +1, a red Fire Stone (see Appendix 2 -New Magic).

    Sorcerer Spells Known (6 / 7 / 5): Base save = 12+spell level 0th -- Detect Magic, Ghost Sound, Light,Mage Hand, Ray of Frost, Read Magic. 1st --Identify, Mage Armour, Magic Missile, Sleep. 2nd --Blur, Flaming Sphere.

    13. The Armless Artist (EL5)Southside - Scholar's Crescent (Street Map 2)

    If the characters cross the road to look at the streetartists, read them the following:Across the street from the various open-air traders,there are several artists showing off their talents inthe shape of landscape pictures and portraits. Themost impressive of these artists owns a shop on thecorner of Skiver's Alley. His portraits, mainly ofnobles, seem almost life-like in appearance, but younotice that the artist himself has no arms.

    16

  • If the characters engage the artist, Anton, in conver-sation he will tell them that he is the proud owner ofan enchanted paintbrush which paints at his will. Hetells the characters that his brush is creating a masterpiece at this very moment in time and would theylike to step into his shop to have a look?

    Although Anton may look harmless, he is in fact acruel and evil man. The enchanted paintbrush,Mandrake's Brush of Cloning, with 1 remainingcharge (see Appendix 2 - New Magic), was acquiredby deceit. Anton uses the brush to lure unsuspectingadventurers into his shop. He then locks the doorwith a special foot operated switch - skill (Search)check (DC15) to find - and lets the clone, which themagical brush has painted, attack and kill his victim.

    DMs note: Anton will concentrate on either aFighter or a Sorcerer for the brush to clone.

    The lock is a good one and will require a skill(Open locks) check (DC30) to unlock.

    If the characters manage to stop the brush andbreak down the door Anton will run away, headingtoward the Harbour Bridge via Jabaji Road (northout of Scholar's Crescent).

    Anton the Armless Artist, male Human Rog4: CR4; Size M (5 ft., 4 in. tall); HD 4d6 (hp 10); Init -3 (-3Dex); Spd 30 ft. (6 squares); AC 7 (-3 Dex) touch 7,flat-footed 7; Attack +0 melee (Unarmed attack - kick1d3-3 non-lethal damage only); SV Fort +1, Ref +1,Will +6; AL CE; Str 5, Dex 5, Con 10, Int 12, Wis 17,Cha 13. Languages Spoken: Common, Orc. Skills andfeats: Balance +4, Bluff +9, Hide -1, Listen +8, Movesilently +4, Search +8, Spot +5, Tumble +1; Iron will,Persuasive, Run. Equipment: Commoners clothes.

    14. The Mantis Man (EL3)Southside - Scholar's Crescent (Street Map 2)

    As the characters approach this building, read themthe following:Outside of a lone, thatched hut stands a ratherunusual and almost life-like statue. The statue is ofa man (of sorts) with rather long, spindly limbs. Itsarms and hands are held before it as if in a prayingstance. Hanging around the statues neck is a goldennecklace.The statue is in fact one of Khar's most deadly

    inhabitants, a Mantis Man. This particular creaturedwells in the thatched hut behind it. It standsmotionless and almost statue like using its goldennecklace to lure an unsuspecting victim into its strik-ing range.

    The Mantis Man will attack at the most opportunemoment.

    The necklace around the creature's neck is worth250gp.

    If the characters examine the hut behind the MantisMan, they will find it full of rotting human remains(Mantis Men are rather partial to the taste of Humanflesh). If the characters make a successful skill(Search) check (DC18), they will find 45 gold piecesin the remnants of clothing scattered about the hut,and a Potion of Cure Moderate Wounds, labelled in

    the Common tongue, which will heal 2d8+3 hitpoints.

    Mantis Man: hp 30 (see Appendix 1 - NewMonsters)

    15. Street Fight (EL2)Southside - Scholar's Crescent (Street Map 2)

    As the characters approach this location, ask themto make a skill (Listen) check (DC10). If they are suc-cessful they can hear chanting and shouting comingfrom a crowd of people who seem to have gatheredin a side street just off of Scholar's Crescent.

    If the characters decide to investigate what thecrowd of people are so excited about, read them thefollowing:The small crowd of people have gathered aroundtwo small humanoids who are fighting. A closerinspection reveals that the two small humanoidsare in fact Pixies. The crowd is chanting and eggingon the pair and is pretty much split 50/50 withregards to support.The two male Pixies, Jaagar and Ferrara are arguing

    over the same woman. They have both been datingher and just found out about each other.

    If the characters decide to step in and stop the fightthe Pixies will not be amused and will both attackthe characters (the crowd will also disapprove of thisand start to boo).

    If the characters decide to favour one of the Pixiesabove the other and step in to aid one of them, aDwarf will take the side of the other Pixie (to eventhings up a bit).

    If the characters aid Ferrara he will be grateful. Hedoesn't know who has the lines to the incantation toopen the Northgate, but he does know of a wise oldSage called Lortag who might be able to help. Hewill offer to show the character where Lortag lives(see encounter 11).

    If the characters aid Jaagar he will be grateful. Hedoesn't know who has the lines to the incantation toopen the Northgate, but he does know of a knowl-edgeable Priest who might be able to help. The Priestis trying to convert followers to his religion in MayneRoad. He offers to show the characters where thePriests Temple is (see encounter 17).

    If left to their own devices, the Pixies will beat eachother black and blue, much to the amusement of thecrowd, and knock each other out in the same punch.

    Once the fight is over the crowd will disperse. Jaagar the Pixie: hp 3 (see MM for information on

    Pixies)Ferrara the Pixie: hp 3 (see MM for information on

    Pixies)Ankin, male Dwarf Ftr2: CR 2; Size M (4 ft., 3 in.

    tall); HD 2d10+6 (hp 26); Init +2 (+2 Dex); Spd 20 ft. (4squares); AC 12 (+2 Dex) touch 12, flat-footed 10;Attack +5 melee (Unarmed strike 1d3+3 non-lethaldamage 20 / x2); Full attack +5 melee (Unarmedstrike 1d3+3 non-lethal damage 20 / x2); SQ Dwarventraits; SV Fort +6, Ref +2, Will +2; AL CN; Str 17, Dex15, Con 17, Int 11, Wis 14, Cha 4. Languages Spoken:Common, Dwarven. Skills and feats: Balance +4,

    17

  • Hide +2, Listen +4, Move silently +2, Spot +4;Alertness, Dodge, Improved unarmed strike.

    16. Vangorn the Murderer (EL5)Southside - Mayne Road (Street Map 3)

    As the characters are passing this house, read themthe following:"Hail friends", shouts an old man sat in a chairoutside of his house. "You look new to these parts.Care to join me in an ale? I wish to hear happy sto-ries from afar, not the normal horrible tails ofdeceit and murder that I hear every day in this cityof evil".If the characters except his offer, Vangorn will

    invite them into his house which is furnished with asmall table and three chairs.

    Vangorn is a master of disguise and his intentionsare purely evil. His appearance is that of an elderlyman in his 80's with a stooped back, when in realityhe is only in his mid 20's. Should the characters sit atthe table, Vangorn will disappear into the kitchenand return with enough mugs of ale for everyone.The ale has been poisoned, and once it is evident thatthe poison has taken effect, Vangorn will attack.

    If the charac-ters kill Vangornand search hishouse, skill(Search) check(DC20), they willfind 214gp and 2gems worth100gp hiddenunder the floor-boards.

    Vangorn theMurderer, maleHuman Rog5:CR 5; Size M (5ft., 10 in. tall);HD 5d6+10 (hp31); Init +7 (+3Dex, Improvedinitiative); Spd30 ft. (6 squares);AC 15 (+3 Dex,Ring of Protection +2) touch 13, flat-footed 12; Attack+7 melee (Shortsword 1d6+3 19-20 / x2); Full attack +7melee (Shortsword 1d6+3 19-20 / x2); SA Sneak attack+3d6; SV Fort +3, Ref +7, Will +3; AL CE; Str 15, Dex17, Con 14, Int 13, Wis 15, Cha 17. LanguagesSpoken: Common, Undercommon. Skills and feats:Climb +9, Disguise +13, Forgery +9, Gather informa-tion +9, Hide +7, Listen +10, Move silently +8, Openlocks +5, Sleight of Hand +7, Sense motive +3, Spot+4, Tumble +11; Deceitful, Improved initiative,Weapon finesse. Equipment: Ring of Protection +2,Shortsword +1

    Lich Dust Poison: Ingested; Fort save (DC17); ini-tial 2d6 Str, secondary 1d6 Str

    17. The Chapel of Slangg (EL6)Southside -Slangg Street entrance (Street Map 3)

    As the characters are approaching the Chapel, readthem the following:A mother and her young son pass you as youapproach the Chapel of Slangg. "He really is a holyman Mother", the young boy says. " My friend'sbrother, Salem the Lame, answered the Priest'squestion yesterday and now he can run for the firsttime in his life".The Chapel is not a magnificent building at all. In

    fact it is quite small and uninspiring, but many peo-ple seem to be coming and going from within.

    If the characters enter the Chapel of Slangg, readthem the following:The chapel seems to be one large room. Many chil-dren and adults are sitting on the floor listening toa grey haired man in white robes stood at an alterat the far end. "Does anyone else wish to take thetest of Slangg?", asks the Priest.If the characters are visible the Priest, High Priest

    Torbain the Malevolent, he will say, "You there,strangers. Will you take the test of Slangg?".

    If the charactersrefuse to take the testthey may leave theChapel wheneverthey please. The char-acters may return andchoose to and take thetest of Slangg at anytime.

    Should one of thecharacters choose totake the test ofSlangg, Torbain themalevolent will askthe character to comeupto the front andenquire as to whichgod the characterworships. He willthen say, "If youanswer my questioncorrectly, Slangg will

    grant you a desire. If you answer incorrectly, youmust renounce your deity and pledge allegiance theSlangg, God of Malice. Do you agree?" If the charac-ter has changed his mind about the test, he may dis-agree with the terms of the test and leave the Chapel.

    DMs Note: Due to Slangg, the God of Malice,watching over this temple it is by his will that char-acters will change their faith if they fail to answer thequestion correctly. Anyone who agrees with theterms laid down by Torbain the Malevolent willbecome subject to a Geas/Quest spell (cast on themby the God himself) to change their religion to that ofSlangg and renounce their old faith. If the characterfails to answer the question correctly and refuses tochange her religion, she will take 3d6 points of dam-

    18

  • age each day. Additionally, each day she must makea Fortitude saving throw (DC20) or become sickened.Effects end 24 hours after she renounces her faith.

    If he agrees, read the following:The Priest clears his throat. "Here is your question.Pay attention as I will not repeat it: Bigfoot theElder walked south for three furlongs sowing oats,then east for two furlongs sowing corn, then northfor another five furlongs sowing wheat and finally,southwest for four furlongs sowing hay. Have yougot all of that? Are you ready for the question? Thequestion is", he pauses for effect and the ten-sion mounts within his small audience. "The ques-tion is What is Bigfoot's favourite colour?"If the character objects to such an impossible ques-

    tion the crowd will burst into laughter. The Priestwill apologise for his little prank and call the audi-ence to silence, read the following:"Your question is this: In Bigfoot's family are sixsons. Bigfoot is nearing the end of his life andwishes to divide his wealth exactly amongst hissons. He gives five gold pieces to his secondyoungest son, thirteen gold pieces to his eldest sonand nine gold pieces to the fourth youngest. Whenyou have worked out how much the other sonsreceived, you can tell me how many gold piecesBigfoot possessed in total?"The answer to the question is 48 gold pieces. If you

    look at the chart below you will see that the eldestson received 13gp and each other son received 2gpless in ascending order:

    Eldest: 13 gold piecesSecond eldest: 11 gold piecesThird eldest (fourth youngest): 9 gold piecesFourth eldest: 7 gold piecesSecond youngest: 5 gold piecesYoungest: 3 gold piecesTotal: 48 gold pieces

    If the character answered the question correctly theHigh Priest Torbain the Malevolent, trying hard tohide his disappointment, will grant the characters adesire. The desire can be in the form of a spell (heal-ing, remove disease etc..) or answer a question. If thecharacters ask Torbain if he knows anything of theincantation to open Northgate, read the following:"I am unable to tell you of the spell in its entirety.The four lines are known to the first Noble of Kharonly. However, I am in possession of one of thelines of the incantation and it reads as follows: Ibid you, portals, open wide".DMs note: Torbain the Malevolent will only ask

    one of the characters the question. Whether theyanswer correctly or not, the priest will end his ses-sion for the day and ask everyone in the church toleave. Torbain will not be opening the church for atleast a week after it is closed today. He has someimportant research to do in his private studies(unless killed of course).

    The question asked by the Priest is difficult if youare not a mathematician. However, If the charactermakes an Ability (Luck) check (DC20) they will guessthe answer correctly.

    If the character either fails their Luck check oranswers the question incorrectly, read the following: The Priest laughs out loud, "Ladies and gentlemenwe have a new convert to Slangg, God of Malice".As the character agreed before taking the test of

    Slangg, he must now renounce his old God and wor-ship Slangg. If the character was a Cleric, they willnot be able to cast any more spells from now on. Thecharacter must lose 1d6 permanent Luck points forthis disaster.

    High Priest Torbain the Malevolent, male HumanClr6: CR 6; Size M (5 ft., 6 in. tall); HD 6d8 (hp 35);Init +0; Spd 30 ft. (6 squares); AC 16 (Chain shirt +2)touch 10, flat-footed 16; Attack +9 melee(Morningstar 1d8+4 20/x2); Full attack +9 melee(Morningstar 1d8+4 20/x2); SV Fort +7, Ref +2, Will+8; AL NE; Str 15, Dex 10, Con 11, Int 11, Wis 17, Cha10. Languages Spoken: Common. Skills and feats:Concentrate +5, Diplomacy +6, Hide -1, Knowledge(religion) +9, Listen +3, Move silently -1, Spot +3, Userope +3; Empower spell, Extra turning, Great forti-tude, Weapon focus (Morningstar). Equipment:Chain shirt +2 (Worn under priestly robes) and aMorningstar +2.

    Cleric Domains for Slangg: Destruction - GrantedPower: You gain the smite power, the supernaturalAbility to make a single Melee attack with a +4 bonuson attack rolls and a bonus on damage rolls equal toyour Cleric level (if you hit). You must declare thesmite before making the attack. This Ability is usableonce per day; Evil - Granted Power: You cast Evilspells at +1 caster level.

    Cleric Spells Per Day: 5/ 4+1/ 4+1/ 3+1.Spells Revised: Orisons - Detect magic, Detect

    Poison x2, Read Magic and Resistance. Level 1 spells- Inflict Light Wounds (Domain spell), Bane, Cause

    19

  • fear, Cure Light Wounds and Obscuring Mist. Level 2spells - Desecrate (Domain spell), Aid, Bulls Strength,Hold Person, Lesser Restoration. Level 3 spells -Contagion (Domain spell), Animate Dead, BestowCurse and Cure Serious Wounds

    18. The Street Fair (EL4)Southside - Rivers Walk (Street Map 4)

    Twice a year (normally during mid-summer andmid-autumn) Khar hosts a street festival alongRivers Walk. Flags line the streets and houses, tentsare erected and market traders and games stalls linethe road. On this particular occasion the theme of thefair is animals that, apart from attracting a small cir-cus to the city, has encouraged the city folk to dressin elaborate (and not so elaborate) animal costumes.

    The Street Fairs always attract a good crowd (andthe Thieves' Guild), the noise of which can be heardas far away as Mayne Road without a listen check.

    Random Encounters