Download as pdf or txt
Download as pdf or txt
You are on page 1of 44

SORCERY!

THE SEVEN SERPENTS


Based on the Fighting FantasyTM book by
Steve Jackson
Credits
Author: Jamie Wallis
Editors: Geoff Oades and Tim Birkbeck
Producer: Mike Dymond
Cover Illustration: Mel Grant (represented by Artist Partners)
Internal Illustrations: Janine Johnston
Additional Illustration: Jamie Wallis
Graphic Design: Martin McKenna and Jaytype.com
Cartography: Jaytype.com
Typography: Jaytype.com
Project Manager: Geoff Oades
Finance Planning: Mike Dymond
Lead Playtester: Tim Birkbeck
Playtesters: Colin Goodman, John Partridge, Darren Mallins, Mark, Jayson Reed,
Shane Garvey, Phil Thomas, Adam Sorich, Donald Higgins, Mike Wilson, Alastair
McLaughlin, Paul Davis, Clare Salter, Kirk Rockley
Fighting FantasyTM Consultant: David Holt

TABLE OF CONTENTS
Introduction

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
2
3

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

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 in Combat
Using Luck to Increase the Damage Dealt
Using Luck to Reduce the Damage Taken

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

SORCERY! The Seven Serpents


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
23
34
35
37

legal notice
The d20 conversion of SORCERY! The Seven Serpents is 2004 Myriador Ltd, all rights reserved. Myriador and the Myriador logo are trademarks of Myriador Ltd.
Fighting Fantasy and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons and Wizards
of the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. d20 System and the d20 System and the
d20 System logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be
found at www.wizards.com/d20 The d20 conversion of SORCERY! Khar Cityport of Traps is presented under v1.0a of the Open Game License (OGL) and as required a
copy of the OGL can be found at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the
System Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the OGL) is also to
be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster names, art work, cartography, trade marks,
trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product Identity, this includes but is not limited to: Fighting Fantasy, Myriador,
Titan, Kakhabad, Zanzunu Peaks, Crown of Kings, The Seven Serpents, Chalanna the Reformer, Femphrey, Ruddlestone, Lendleland, Gallantria, Brice, Analand, Birdmen,
Xamen Peaks, Baklands, The Old World, The Night of the Black Moon, Archmage of Mampang, Khar Cityport of Traps, Jabaji River, Elvin, Shamutanti Hills, Cantopani,
Sightmaster, Death Wraith, The Sun Serpent, The Moon Serpent, The Earth Serpent, The Fire Serpent, The Water Serpent, The Air Serpent, The Time Serpent, Snattacats,
BaddubakBeetle, 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
The Seven Serpents was the third adventure in the
fourpart SORCERY! Series by Steve Jackson. These
game books used the Fighting Fantasy rules system
for combat, luck etc. but it had a difference to the
other Fighting Fantasy books. Magic.
Fighting Fantasy was a revolutionary new idea,
part book part game. It gave the reader a unique expe
rience 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 rereleased allow
ing 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! The Seven
Serpents into a d20 roleplaying game scenario. The
original books were a solo experience; this scenario
has been written to allow players to challenge the
adventure on their own or as part of a small group of
adventurers. The inclusion of the new Luck rules give
the single player a good chance of success without
making groups of players too powerful.
The SORCERY! books could be picked up and
played with a minimum of preparation, this scenario
has been written to reflect this including pregenerated
characters, full colour maps and other play aids to get
you started quickly. For more information about Role
play games, Fighting Fantasy and SORCERY! The
Seven Serpents visit the Myriador website: www.myr
iador.com

Adventure Summary
Khar Cityport of Traps is at last behind you and you
stand, staring at the BadduBak Plains and the third
stage of your epic adventure to recover the Crown of
Kings.
Ahead of you, Seven Serpents with elemental pow
ers race towards the Fortress of Mampang to warn the
evil Archmage of your quest. Can you slay all seven
before they reach their goal?

Preparation
In addition to the books required (as stated on the
cover of this product), which will be referred to as the
DMG, PHB and MM, a set of polyhedral dice (d4, d6,
d8, d10, d12 and d20) is also needed to play. Pull out
Character sheets of the four pregenerated characters
can be found in Appendix 4 Characters
Full colour maps and pregenerated 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 hav
ing to spend ages preparing. Simply hand out the pre
generated characters, get your dice ready and start
playing.
Detailed dungeon floor plan maps, pregenerated
character sheets with rules summaries and character
and monster tokens are available free to owners of this
book
and
can
be
downloaded
from
www.myriador.com
Notes are included in the back of this book to help
you integrate this scenario into an ongoing campaign,
or visit our website: www.myriador.com where more
information can be found about Titan, the Fighting
Fantasy world.

Campaign Integration
Although this scenario is designed to be played as a
standalone adventure using the pregenerated charac
ters provided or a party of newly created 7th level
characters, there is no reason why it couldnt be used
as a part of an ongoing campaign. Guidelines and
advice are included in the appendices to help you
integrate this scenario into an ongoing campaign and
suggestions are included about adjusting difficulty
levels (see Appendix 3 Campaign Play).

How to use this Book


The first pages of this scenario contain background
information for the DM. Later pages contain the rules
for the new (optional) Luck Ability, these rules should
be studied by the DM and the players. Towards the
rear of the book you will find summaries of new mon
sters, spells and magic items as well as advice about
integrating this adventure into your campaigns.
The bulk of the book contains the scenario informa
tion 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 con
tain information that the DM can either read out or
paraphrase to the players. Other information should
be kept secret from the players until they discover it.
Descriptions of how each monster is likely to react are
included in the room descriptions. The DM controls
all the creatures within Firetop Mountain except the
player characters and is free to change their behaviour
as he / she sees fit.
The DM is advised to read through the scenario at
least once before you play.

Using Maps & Miniatures


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

Luck
Luck was a major factor in the Fighting Fantasy
series of books. The d20 system includes a range of
skills that are used where Luck was in the original
books. However, we wanted to keep the overall tone &
feel of the Fighting Fantasy books so we have includ
ed Luck as a new Ability score.
This scenario is aimed at small parties of players
(minigroups). 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 fail
ure!
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 characters starting Luck score can only be
increased by magical means or by spending attribute
points gained as the characters becomes more experi
enced.
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 pick
ing a lock. Luck can be used to modify a characters
skill checks, saving throws, attack rolls, and melee /
ranged damage dealt. You can also use your Luck to
reduce the damage you take from an enemies attack.
Luck checks must be resolved BEFORE the action
that they are affecting is undertaken (exception: reduc
ing damage taken in melee / ranged). The result of the

Luck check is applied as a modifier to the action. You


may only check Luck once per action undertaken and
the result only affects that action.
A characters Luck score is temporarily reduced by 1
every time Luck is checked.
Luck cannot be used to give a character feats or spe
cial 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 Gaarak 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 get
ting a total of 13, success! Ellion now adds +2 to her
next attack roll against the Orcs and her Luck is tem
porarily reduced by 1.
Later in the same fight Ellion decides to test her Luck
to add to her attack roll again, this time she rolls a total
of 4. Ellion has failed to make the required DC10 by 6.
Ellion now suffers a 2 penalty to her attack roll and
her Luck is temporarily reduced by 1. If she had rolled
a total of 7, she would still have failed in her Luck
check but not suffered a penalty. However, her Luck
would still have been temporarily reduced by 1.

Minimum Luck Score


When a characters Luck score reaches 0 they can no
longer choose to test their Luck. Luck cannot be low
ered 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 the side of a ship into
a stormy sea. The DM determines that a skill (Swim)
check (DC20) is required for Rhana to safely swim to
the nearby liferaft. Rhana is not a good swimmer hav
ing no skill ranks, and a Strength of 8 which gives her
a penalty of 1 to the check. This means that the best

she can hope to do is 20 1 = 19 meaning she cant suc


ceed! 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) +4 (Luck). She rolls a 17
giving her a final result of 21. 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)
+0 (Luck check result) giving her a maximum possible
result of only 19. 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 char
acter makes a Luck check and then applies the result
as a modifier to their opposed skill check, which is
then compared to their opponents check as normal.

Checks Without Rolls & Luck


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

Combat & Luck


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

Using Luck to Hit an Opponent in Combat


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

Using Luck to Increase the Damage Dealt


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

Using Luck to Reduce the Damage Taken


When a character has been hit by an opponents attack,
she may make a Luck check (as described under the
heading: Luck Difficulty Class) and apply the result to
reduce or increase the damage she 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 effec
tiveness 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
tohit 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 effective
ness. 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 Gaarak is a 4th level Cleric. Entering a
room Ellion encounters 4 Zombies, she decides to
attempt to turn them and to use Luck in her attempt.
Ellion makes a Luck check, the result of which is
added to her turning check result which may make
her more likely to succeed. However, Luck cannot be
used to change the maximum effectiveness of her
turning attempt, she can still only possibly affect
undead with 8HD or less. Neither does Luck affect the
number of such undead she can affect.

Stand alone Luck Checks


There will be situations within the adventure when
Luck can be used to determine the outcome.
Depending on the situation the DM may appoint a
higher or lower Luck DC. The DM must never use
Luck to replace a saving throw or skill check that
already exists. In the example below an unsuccessful
Luck check would then require a Reflex save to avoid
falling in the water.
An example of a standalone Luck check: If the char
acters 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 charac
ter 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 char
acters roll a d20 and add their Luck modifier. The
character with the highest Luck result wins. Each
character that made the opposed Luck check must
temporarily reduce his Luck score by 1.

Optional Luck Rule

If a character rolls a natural 1 on the Luck roll the DM


may rule that that character has been so unlucky that
he automatically fails whatever he was attempting to
use Luck with: If using 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 characters 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 wouldnt be able to achieve. Care
should be taken when awarding Luck points, dont
give the characters too much or you could make any
scenario too easy, but dont 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 DMs discretion. Luck
awards are to the party as a whole, it is up to the DM
to determine how they are divided amongst the char
acters. E.g. if a party of 3 characters are awarded 2
Luck points the DM can either give 1 point each to 2 of
the players or 2 points to one of them. At the DMs dis
cretion 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 Seven


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

For the characters


Read this allowed to the players:
For two years now, Analand has prospered under the
ruler ship of the Crown of Kings. This fabled Crown
was discovered many years ago by Chalanna the
Reformer of Femphrey. In his wisdom, he lent the
crown to neighbouring Kingdoms for a fouryear
period so that they too could be a thriving and suc
cessful community. Those Kingdoms that have bene
fited so far from the fabled Crown include Brice,
Ruddlestone, Lendleland and Gallantria all of which
are now part of the Femphrey Alliance.
As you are well aware, on the night of the Dark
Moon the fabled Crown of Kings that had been leant
to the ruler of your home land of Analand was stolen.
The Birdmen that stole the Crown, more than likely
from the Zanzunu or the higher Xamen Peaks, had
been spotted flying towards Mampang. This has
caused an outrage in the neighbouring Kingdoms for
it can mean only one thing, The Archmage of
Mampang is now in possession of the Crown of
Kings. Where as with the Femphrey Alliance, the use
of the Crown was for prosperity and good. The
Archmage will want to use the Crown to become the
ruler of Kakhabad or even the entire Old World its
self!
One hope remains, a small band of fearless adventur
ers for a military force would not survive the jour
ney must travel to Mampang and recover the Crown
of Kings. Only on its safe return would the curse that
has befallen Analand, since the Crown was stolen, be
lifted.
You have volunteered for this quest and your mission
is clear, to travel across Kakhabad to the Mampang
fortress and find the Crown of Kings.
The first stage of your journey took you across the
Shamutanti Hills and ended at the Cityport of Khar.
The second stage of your journey took you through
the City of Khar. But this was not as easy as it
sounded. You first had to find the secret incantation
that would allow you to open the Northgate and out
into the Baklands to this, the third and most testing
stage of your journey.
The Baklands are unknown to the mapmakers of
Analand

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

Luck Awards: The DM may award the party Luck


Ability points based on how they handled an
encounter; 13 Luck for defeating a Monster encounter
with at least an equal EL rating to the party; 13 Luck
points for discovering an item or clue vital to the suc
cess of the adventure (see Luck, Restoring Luck,
Scenario awards for more information); The DM may
also award discretionary Luck for acts of bravery /
heroism (see Luck, Restoring Luck, Discretionary
Awards by the DM)
Doors and Locks: All doors are good, wooden doors
and are unlocked unless otherwise stated. Any locked
doors have average locks unless otherwise stated
Doors: Good Wooden; Hardness 5 (hp 15); Break DC18
Locks: Average lock; Open lock DC25
Random Encounters Forest of the Snatta
While the characters are in the Forest of the Snatta
(encounters 1620 inclusive) there is a possibility that
they will encounter a wandering monster. The DM
must make two checks while the characters pass
between encounters by rolling a d6. On the roll of a 1
3 the characters have encountered a monster. The DM
must roll a d10 and consult the following table:
1
Ankheg 4HD (24): HD4d10+12; hp 35 each (see
MM for more information on Ankhegs)
23 Brown Bears (2): hp 52, 48 (see MM, Animals
for more information on Brown Bears)
48 Snattacats (27): hp 15 each (see Appendix 1
New Monsters)
910 Owlbears (2): hp 48, 43 (see MM for more infor
mation on Owlbears)
Random Encounters The Vischlami Swamp
While the characters are in the Vischlami Swamp
(encounters 2224 inclusive) there is a possibility that
they will encounter a wandering monster. As the char
acters pass between encounters, the DM must roll a d6.
On the roll of a 14 the characters have encountered a
monster. The DM must roll a d10 and consult the fol
lowing table:
1
Hydra (6headed): hp 59 (see MM, Hydra for
information on sixheaded Hydras)
24 Shambling Mound: hp 61 (see MM for more
information on Shambling Mounds)
59 Lizardfolk (410 + leader): hp 13 each (see MM
for more information on Lizardfolk)
Tnyasz, male Lizardfolk Ftr5 (leader): CR 6;
Size M (6 ft., 5 in. tall); HD 2d8+8 + 5d10+20 (hp
75); Init +0; Spd 30 ft. (6 squares); AC 15 (+5
Natural) touch 10, Flat footed 15; Attack +11
melee (Longspear 1d8+9); Full attack +11 / +6
melee (Longspear 1d8+9); SV Fort +8, Ref +4,
Will +3; AL LE; Str 18, Dex 10, Con 18, Int 11,
Wis 14, Cha 7. Languages Spoken: Draconic.
Skills and feats: Balance +4, Hide +3, Jump +4,
Knowledge (nature) +3, Listen +4, Move
silently +2, Spot +4, Swim +12; Alertness,
Combat reflexes, Power attack, Weapon focus
(Longspear), Weapon specialisation
(Longspear). Equipment: Longspear+1
10 Green Hag: hp 50 (see MM, Hag for more infor
mation on Green Hags)

1. Help on Golden Wings (EL1)


Read the characters the following:
Dark storm clouds roll across the sky as you start
your journey across the Baklands. This stage of your
journey will be the most testing yet.
The Plains of BadduBak are unknown to the map
makers of Analand. Although certainly uncivilised,
the Baklands are inhabited by nomadic tribes and
solitary predators. You will find few friends here.
The crunch of your footsteps rudely shatters the
silence hanging in the air. Apart from the great
North wall of Khar behind you, the landscape is
featureless and devoid of vegetation, creatures or
structural punctuation.
Two hours later, when the Cityport is little more
than a blemish behind you, the faint calling of birds
can be heard. The noise gets louder and a black shape
can be seen in the sky.
The calling noise that the characters can hear is com
ing from four Nighthawks. These oversized birds
have excellent eyesight and have spotted the charac
ters. The Nighthawks will attack at the most oppor
tune moment.
DMs note: If the characters attempt to hide from the
Nighthawks, they will suffer a 10 penalty to their
hide rolls due to the barren landscape.
After two attack rounds (or immediately if the char
acters are hidden), read them the following:

2. A Mysterious Tree (EL0)

The Nighthawks, which are circling high above, sud


denly break formation and their cries take on anoth
er tone. Something has disturbed them and they
seem to be in a state of confusion.

If the characters are following the trail across the


Baklands, read them the following:

Suddenly, from out of nowhere, a large shape forms


in the air in their midst. The Nighthawks shriek as a
Golden Crest Eagle materialises and lashes out at
them with its deadly beak. Your spirits are lifted by
this sight as Golden Crest Eagles are raised and
trained as birds of war back in Analand and have a
magical Ability to become invisible at will.

As the characters near the tree, which is just off the


trail, read them the following:

The huge Eagle soon despatches the remaining


Nighthawks and drops down to land beside you.
Tied around its neck is a tube containing a message
that bears the royal seal of the King of Analand.
DMs note: Please refer to the illustration for the con
tents of the letter.

Nighthawks (4): hp 9, 7, 7, 8 (Use the Eagle stats


from the MM for these creatures)

Ahead, in the distance you can see a solitary leafless


tree.

The northerly trail forks off to the east at this point.


Standing at the intersection is an old leafless tree.
The tree stands about 20ft. tall and is quite unre
markable.
Ask the characters to make a skill (Listen) check
(DC10). If they are successful, read them the follow
ing:
A noise directs your attention to the tree. High in the
branches the bare twigs appear to have formed a
human face an old mans face. The image seems to be
mouthing a message which drifts down to you, "You
seek the whereabouts of Shadrack of BadduBak, that
I know. To find him you must detour eastwards to
Fishtail Rock. He is expecting you". A breeze catches
and disturbs the branches. When they settle, the face
has disappeared!
If the characters make a successful skill (Search)
check (DC15) they will find three Potions of Cure
Moderate Wounds (which heals 2d8+3 hit points each)
hidden in a hole in the tree. The potions are labeled in
the common tongue.

The leader of the


Centaurs steps forward,
"Greetings strangers. I
am Hailarn of the
Baklands
Horsemen.
What is your purpose in
BadduBak?"

3. Centaurs (EL7)
If the characters are following the trail across the Bak
Lands, ask them to make a skill (Spot) check (DC10).
If they are successful, read them the following:
You notice movement in the distance to the west.
Three shapes are moving rapidly across the plains
kicking up a cloud of dust. From this distance, the
shapes look like riders on horseback.
The fast moving creatures are Centaurs. If the charac
ters are visible and make no attempt to hide from the
Centaurs they will spot the characters and change
course to head in their direction. If the characters are
invisible, the Centaurs will veer north and ride out of
sight.
If the characters act aggressively towards the
Centaurs they will attack at the most opportune
moment.
If the characters give a friendly greeting to the
Centaurs, read them the following:

Should the characters


explain that they are
heading to Mampang the
Centaurs will tell them to
continue north to the
Forest of the Snatta. They
also know the where
abouts of Shadrack the
Hermit.
Hailarn, male Centaur
Ftr4: CR 7; Size L (8 ft., 9
in. tall); HD 4d8+20 +
4d10+20 (hp 84); Init +8
(+4 Dex, +4 Improved ini
tiative); Spd 50 ft. (10
squares); AC 15 (+4 Dex,
1 Size, +2 Natural) touch
13 Flat footed 11; Attack
+14 melee (Longsword
2d6+8 1920 / x2), or +13
ranged 14 (Longbow
2d6+4 20 / x3); Full attack
+15
/
+10
melee
(Longsword 2d6+8 1920 /
x2), or +14 / +9 ranged 14
(Longbow 2d6+4 20 / x3);
SQ Darkvision 60 ft.; SV
Fort +10, Ref +9, Will +5;
AL N; Str 20, Dex 19, Con
20, Int 13, Wis 11, Cha 9.
Languages
Spoken:
Elven, Gnoll, Sylvan.
Skills and feats: Hide +1,
Listen +3, Move silently
+6, Spot +3, Swim +10, Survival +4; Improved initiative,
Track, Power attack, Weapon focus (Longsword),
Weapon specialisation (Longsword). Equipment:
Composite Longbow (large) +1, 15 Arrows (large)+1,
Longsword (large) +1.
Centaurs (2): hp 30, 33 (see MM for more information
on Centaurs).

4. Fishtail Rock (EL6)


As the characters approach Fishtail Rock, read them
the following:
Fishtail Rock has been aptly named. Two peaks pro
trude from the plains looking as if a huge stone fish
has been buried here.
If the characters continue towards Fishtail Rock they
will easily spot a small campfire burning outside a
cave in the tail of the rock. The cave belongs to
Shadrack the Hermit who will either be found inside
the cave working some leather or if the characters
attract his attention, he will come out to meet them. If

the characters saw the face in the tree (encounter 2 A


Mysterious Tree) they will recognise Shadracks face
as the one that appeared in the tree. If the characters
attack Shadrack he will attempt to flee the area. Read
the characters the following:
The old man welcomes you to Fishtail Rock, "I am
Shadrack, I have been expecting you. I know of your
journey from Khar. Be it folly or bravery which
takes you across the Baklands, I must warn you
that no group from Analand has crossed Kakhabad
in so few numbers and survived. Come let us chat by
the fire a while. Maybe I can be of some help to you
and for my part I wish to know what is happening
within the Cityport".
Shadrack has some BadduBak Lizard stew on the
boil over the campfire which he will offer to the char
acters if they tell him about the goings on in Khar. If
the characters ask about the Seven Serpents, read
them the following:
"Ah, The Seven Serpents", he starts. "They are
indeed in the BakLands but I did not know it was
news of you that they took back to Mampang. Let
me tell you what I know of them, for they are no
friends of mine."
Legend has it that some twelve years ago the
Archmage of Mampang fought and slew a mighty
seven headed Hydra which dwelt in the caves of the
High Xamen. So formidable a foe was this creature
that the Archmage took its heads back to his fortress
where he used his black arts to resurrect them as
Seven Winged Serpents. They became his personal
messengers and as an act of faith, the Gods
bestowed their own powers on these creatures to aid
the Archmage. The power of the Sun was bestowed
on the Sun Serpent as was the Moon on the Moon
Serpent. Earth, Water, Fire and Air became the pow
ers of four more serpents and the last, the Serpent of
Time, was given perhaps the greatest power of all.
But each has its own weakness. Discover these
weaknesses and you may defeat these creatures but
otherwise, no mortal stands a chance against their
powers. The serpents keep the knowledge of their
own personal vulnerability as their closest guarded
secrets. I myself know of only one weakness: The Air
Serpent can leave its body and travel as a cloud of
gas. However, it can only stay in this state for a very
limited amount of time and must return to its body.
Destroy the creatures body while it is in gaseous
form and you will defeat the Air Serpent."

10

The characters are welcomed to spend the night in


the safety of Shadracks cave. Before they leave,
Shadrack will give them a scroll with the following
spells on: Bane, Cure Light Wounds (cures 1d8+3 hit
points) and Doom, and two Potions of Cure Light
Wounds (cures 1d8+3 hit points).
Shadrack, male Human Clr6: CR 6; Size M (5 ft., 2
in. tall); HD 6d8+12 (hp 43); Init +0; Spd 30 ft. (6
squares); AC 10 touch 10, Flat footed 10; Attack +6
melee (Quarterstaff 1d6+2 20 / x2); Full attack +6 melee

(Quarterstaff 1d6+2 20 / x2); SV Fort +7, Ref +2, Will


+10; AL NG; Str 14, Dex 10, Con 15, Int 13, Wis 17, Cha
16. Languages Spoken: Common, Sylvan. Skills and
feats: Concentration +11, Diplomacy +8, Heal +11,
Hide +0, Knowledge (religion) +10, Listen +5, Move
silently +0, Spot +5; Alertness, Iron will, Skill focus
(knowledge religion), Scribe scroll. Equipment:
Loincloth, a Quarterstaff and a holy symbol of Fourga
(God of Grace)
Cleric Domains: Good, Travel.
Cleric Spells Per Day: 5 / 4+1 / 4+1 / 3+1.
Typically Revised Spells: Level 0 Create Water,
Detect Poison x2, Light, Purify Food and Water. Level
1 Longstrider (Domain Spell), Cause Fear, Cure
Light Wounds, Detect Evil, Sanctuary. Level 2 Locate
Object (Domain Spell), Delay Poison x2, Summon
Monster II, Zone of Truth. Level 3 Fly (Domain
Spell), Bestow Curse, Prayer, Meld into Stone.

5. The Moon Serpent (EL9)


DMs note: This encounter will take place in the
evening / dusk.
If the characters are following the trail, ask them to
make a skill (Spot) check (DC13). If they are success
ful they can see a small ruined building just off the
trail to the east. Should the characters investigate the
ruins, they will see that it is a very old and decayed
church. Hidden within the ruins, skill (Search) check
(DC10), is an entrance to the crypt. Stairs lead down to
a single stone room that is cold and dank. Three
Deathwraiths inhabit this crypt and will attack at the
most opportune moment.
If the characters look around the crypt and make a
successful skill (Search) check (DC20) they will find a
Rapier +2 and a suit of Chainmail +2 hidden in one of
the coffins.
When the characters leave the crypt and immerge
into the open air, read them the following:
DMs note: If the characters did not notice the ruins
or decided against going into the crypt, this encounter
will take place on the trail (or wherever the characters
are).
It seems to be getting very dark, very quickly.
Looking up you can see a large, glowing moon shape
appearing in the sky and the sound of hissing fills the
air. The round moon suddenly uncoils itself and a
great shimmering Serpent hovers in the air above you
on its glistening wings.
The Moon Serpent will attack the characters to the
death.
The Moon Serpents weakness is fire. Anything fire
related will cause double damage to this creature.
If the characters are wearing the magical ring known
as Serpents Bane, found within the Cityport of Khar,
and remember to use it to extract an item of informa
tion from the Moon Serpent, read them the following:
Four guardsssssss protect the entranccccccce to the
Fortressssssss of Mampang.
Deathwraith (3): hp 40, 31, 28 (see Appendix 1 New
Monsters)
Moon Serpent: hp 61 (see Appendix 1 New
Monsters)

6. Surprise Attack (EL5)


DMs Note: This encounter can take place anywhere in
the area that you see fit.
Read the characters the following:
In the far distance to the north, you can see the edge
of the Forest of the Snatta. It should take you no
longer than a days journey to reach it.
Suddenly, without warning, the ground beneath your
feet gives way!
Ask the characters to make a Reflex save (DC14). If
they are unsuccessful they will fall to the ground prone
and not be able to attack the creature which emerges
from beneath them for this combat round. The crea
ture, a BadduBeetle, will attack to the death.
BadduBeetle: hp 48 (see Appendix 1 New Monsters)

7. The Black Elf Caravan (EL10)


As the characters approach the Caravan, read them the
following:
A couple of hundred yards ahead of you, just over a
small rise, you can see a group of covered wagons
and carts arranged in a circle. A small campfire is
burning in the centre and several Humanoids are
moving around both inside and outside of the
Caravan.
This Caravan belongs to a group of Black Elf mer
chants. The Elves know the dangers that dwell within
the Baklands all too well and have set up their Caravan
in a defensive position for the night. The Caravan

guards keep an especially vigilant watch during the


evening. Anyone approaching the Caravan will be
spotted unless they use magical means to cover their
advance.
If the characters are visible and approach the
Caravan, read them the following:
A black shafted arrow thuds into the ground 10 feet
to your left quickly followed by another to your
right. Several Humanoids stand on the wagons with
arrows notched to their bows, all of which are
trained in your direction.
Should the characters retaliate to the arrows fired
upon them the Black Elves will attack mercilessly with
missile fire first then if the characters get close enough,
with melee weapons. If the characters show that they
are peaceful (holding up their hands while they contin
ue their approach) read them the following:
From this closer distance you can now make out the
Humanoids to be Black Elves. "Thats close enough
strangers", shouts one of the Elves in the Common
tongue. Another Elf, taller than the others, steps up
onto one of the wagons to address you. "If its shelter
or food you seek, then you waste your time with this
Caravan. What purpose have you wandering through
the Baklands?"
The taller Elf addressing the characters is Cesstar,
leader of the Black Elf Caravan. Black Elves are an evil
natured race and this Caravan is no exception. The

11

Elves are not interested in helping the characters just


helping them part with any monies they might have.
If the characters ask for the hospitality of their fire
and food in exchange for gold, they will be invited
into the camp but at the cost of 3gp per character and
they will not be allowed to stay overnight. For their
3gp they will each be given a bowel of BadduBeetle
stew and Gloister bread that they may eat while
warming in front of the fire. All the time the characters
are within the confines of the Caravan they will be
under the watchful eye of at least four Caravan
guards. Once their meal is finished the characters will
be asked to leave unless they show an interest in what
the Black Elves may be selling, in which case see
below.
They will also be invited into the campe if the char
acters tell the Black Elves that they are traders (or sim
ilar) looking to buy merchandise, still under the
watchful eye of the guards. Cesstar will lead the char
acters to a large covered wagon and knock on the
awning. "Oolooh, we have some visitors who wish to
see our merchandise". An older, sinewy looking
bespectacled Black Elf will appear at the opening and
invite the characters in. The Elves have the following
items for sale:
Magical Items
Dwarven Waraxe +2
(9,200gp)
Heavy Mace +2
(9,000gp)
Shortsword +1
(2,500gp)
Chainmail +1
(1,500gp)
Wand of Fireballs (6th level; 65d6 damage; 28
charges remaining)
(7,500gp)
13 Potions of Cure Light Wounds (1d8+1 hit points
cured)
(60gp each)
Brooch of Shielding
(1,650gp)
Amulet of Health +2
(4,500gp)
Weapons and Armour:
Masterwork Longbow (4)
(420 gp each)
Masterwork Arrows (40)
(7gp each)
Longbows (12)
(85gp each)
Shortbows (10)
(35gp each)
Arrows (120)
(1gp for 10)
Leather Armour (5)
(12 gp each)
Studded Leather Armour (3)
(30gp each)
Sundry Items:
As the PHB (all of the items are spread over 4 wag
ons) at a 10% markup.
If the characters do not buy anything, Oolooh will
grow angry and call for Cesstar. When Cesstar arrives
read the following:
"My time has been wasted by these outlanders, they
offered us nothing for our merchandise! See these
horn toads off Cesstar".

12

The characters will be escorted to the edge of the


camp by six armed guards and told not to return.
Should the characters mention their mission or the
Seven Serpents during their encounter with Black
Elves, Cesstar with hatch a plan. He and his Black Elf
merchants are in league with the Archmage of
Mampang. The Elves will try to lure the characters
into the caravan where they will attack them in an

attempt to subdue them. If the Elves are successful in


this, they will strip the characters of every item they
possess and hang them on crudely made crosses with
black flags hanging at the top to inform the Archmage
of whom it was stopped the Allansians. The caravan
will then pack up and head northwest towards the
KlattaBak Steppes.
Characters hanging on the crosses will have to make
a successful skill (Escape Artist) check (DC25) to undo
their bindings or an Ability (Strength) check (DC20) to
break the bonds.
Cesstar, male Elf (black) Ftr5: CR 5; Size M (5 ft., 5
in. tall); HD 5d10+10 (hp 46); Init +7 (+3 Dex, +4
Improved initiative); Spd 30 ft. (6 squares); AC 18 (+3
Dex, Studded Leather +2) touch 13, Flat footed 15;
Attack +9 melee (Longsword 1d8+3 1920 / x2), or +10
ranged (Longbow 1d8+2 20 / x3); Full attack +9 melee
(Longsword 1d8+3 1920 / x2), or +10 ranged
(Longbow 1d8+3 20 / x3) SQ Lowlight vision, Elven
traits; SV Fort +6, Ref +4, Will +3; AL NE; Str 15, Dex
16, Con 14, Int 9, Wis 14, Cha 14. Languages Spoken:
Common, Elven. Skills and feats: Hide +3, Listen +4,
Move silently +3, Search +1, Spot +4, Swim +10;
Alertness, Improved initiative, Weapon focus
(Longbow), Weapon focus (Longsword), Weapon spe
cialisation (Longbow). Equipment: Longbow +1, 20
Arrows, Longsword +1, Studded Leather +2
Oolooh, male Elf (black) Sor4: CR 4; Size M (4 ft., 11
in. tall); HD 4d4+4 (hp 15); Init +3 (+3 Dex); Spd 30 ft.(6
squares); AC 13 (+3 Dex) touch 13, Flat footed 10;
Attack +3 melee (Dagger 1d4+3 1920 / x2), or +6
ranged (Dagger 1d4+1 1920 / x2); Full attack +3 melee
(Dagger 1d4+1 1920 / x2), or +6 ranged (Dagger 1d4+1
1920 / x2); SQ Lowlight vision, Elven traits; SV Fort
+2, Ref +4, Will +3; AL LE; Str 10, Dex 16, Con 12, Int
10, Wis 8, Cha 14. Languages Spoken: Common,
Elven. Skills and feats: Craft (Alchemy) +2, Hide +3,
Listen +1, Move silently +3, Profession (Merchant) +6,
Search +2, Spellcraft +6, Spot +1; Extend spell, Still
spell. Equipment: Sorcerers Robes, Dagger +1
Sorcerer Spells Known (6 / 7 / 4): 0th Dancing
Lights, Daze, Flare, Ghost Sound, Mage Hand, Read
Magic. 1st Feather Fall, Mage Armour, Magic
Missile. 2nd Acid Arrow.
Typical Caravan Guard, male Elf (black) Ftr3 (12):
CR 3; Size M (4 ft., 10 in. tall); HD 3d10 (hp 20 all); Init
+3 (+3 Dex); Spd 30 ft. (6 squares); AC 15 (+3 Dex,
Leather Armour) touch 13, Flat footed 12; Attack +6
melee (Longsword 1d8+2 1920 / x2), or +7 ranged
(Longbow 1d8 20 / x3); Full attack +6 melee
(Longsword 1d8+2 1920 / x2), or +7 ranged (Longbow
1d8 20 / x3); SQ Lowlight vision, Elven traits ; SV Fort
+3, Ref +4, Will +1; AL NE; Str 14, Dex 16, Con 11, Int
11, Wis 10, Cha 10. Languages Spoken: Common,
Elven. Skills and feats: Hide 2, Listen +4, Move silent
ly +3, Search +2, Spot +2; Dodge, Power attack,
Weapon
focus
(Longbow),
Weapon
focus
(Longsword).
Equipment:
Leather
Armour,
Longsword, Longbow and 20 Arrows.

8. The Snake Charmer (EL7)


As the characters approach this area, ask them to make
a skill (Listen) check (DC10). If they are successful they
can hear a strange wailing sound. If the characters fail
to hear the noise there is still a chance of them noticing
the natural pit if they make a skill (Spot) check (DC15).
If the players investigate the sound they hear, it will
lead them to a natural pit located twenty feet away
from the path. If the characters discover the pit and
look down it, read the characters the following:
The pit is about 10ft. deep. At the bottom, a dark
skinned man is sitting crossed legged playing a
strange looking pipe. In front of him, several snakes
are writhing in the air in time to his music.
If the characters jump down into the pit without first
announcing their presence, the Snake Charmer and the
snakes will attack.
Tactic: The Snake Charmer will attempt to use his
Serpent Pipe (see Appendix 2 New Magic) to trans
form one of the characters into a snake.
If the characters shout down to the Snake Charmer,
read them the following:
The man puts down his pipe, "Sssshhhhh my
sssslithery sssisters. It lookssss asss though sss
someone isss calling ussss". The man looks up
towards you and beckons you down. "A visssitor.
Pleassse come down and join ussss?".
The man down the pit is named Manata but he is
referred to as the Snake Charmer by the Klattamen.
The Snake Charmer is an evil human who uses his
magical Serpent Pipe (see Appendix 2 New Magic) to
transform his victims into snakes and keep them as his
loyal pets. The six snakes that dance to his music were
once his sisters!
If the characters climb down into the pit the Snake
Charmer will ask them to be seated. The six snakes will
sit watching the characters at all times but will not
move unless instructed to by the Snake Charmer.
Judging by their clothes (unless magically altered or
disguised) the Snake Charmer will assume the charac
ters to be adventurers and ask what items or relics they
have collected on their travels. Should the characters
refuse to tell him or show him any of their collections
he will grow angry and attack (see Tactics above). If
the characters have collected a pair of Borrinskin Boots
on their journey and show them to Manata, read them
the following:
"Oh yesssss", cries the Snake Charmer, "Manata
likesss bootssss. I wantsss them. Valuable informa
tion I can givessss to you about the Serpentsssss in
the Baklandsssss".
If the characters refuse to hand over the boots (or do
not have any boots) Manata will huff, shrug his shoul
ders and return to his snakes. If they try to question
him any further he will grow angry and attack (see
Tactics above). If the characters give the Borrinskin
Boots to the Snake Charmer, read them the following:
"Give, give, give", he pleads with out stretched hands
as you pass him the boots. He looks at you slyly then

thinks better of it and shrugs. "Ssseven winged


Sserpentsss passssed this way two daysss ago. My
sssissssterssss know the whereabouts of one of them.
I will give you directionssss".
Manata will tell the characters the location of the
Moon Serpent (Encounter 5), then go back to playing
his music. He will not converse with the characters any
further.
Manata the Snake Charmer, male Human Sor6: CR
6; Size M (6 ft., 1 in. tall); HD 6d4+6 (hp 24); Init +1 (+1
Dex); Spd 30 ft. (6 squares); AC 11 (+1 Dex) touch 11,
Flat footed 10; Attack +2 melee (unarmed attack 1d31
nonlethal damage); Full attack +2 melee (unarmed
attack 1d31 nonlethal damage); SV Fort +3, Ref +3,
Will +4; AL NE; Str 8, Dex 13, Con 12, Int 10, Wis 9, Cha
15. Languages Spoken: Common. Skills and feats:
Concentration +7, Hide +1, Listen +3, Move silently +1,
Spellcraft +5, Spot +3; Alertness, Craft wondrous item,
Heighten spell, Maximize spell. Equipment: Loincloth,
Serpent Pipe (see Appendix 2 New Magic)
Sorcerer Spells Known (6/7/6/3): 0th Dancing
Lights, Detect Magic, Ghost Sound, Light, Mage Hand,
Ray of Frost, Read Magic. 1st Mage Armour, Magic
Missile, Silent Image, Sleep. 2nd Blur, Knock. 3rd
Slow.
Snake, Medium Viper (6): hp 12 each (see MM,
Animals for more information on Snakes)
Snake Poison: Injury Fort save (DC11); Initial and
Secondary damage 1d6 Con.

9. Ruined Temple of Throff (EL6)


As the characters approach this area read them the
following:
The going here is quite tough. You are walking up an
incline that forms the natural borders between the
BadduBak Plains and the KlattaBak Steppes. As
the ground levels out once more you can make out
something in the distance ahead of you. At first it
looks like a natural rock formation but as you get
nearer you can see that it is actually a large ruined
building.
If the characters decide to take a closer look at the
building read on
The building looks to be an old ruined temple of some
description judging by the elaborate carvings on the
cracked stone pillars. There are still some walls and
parts of the roof that have not collapsed but the tem
ple looks to be in a precarious state. A stone well is
still standing by the east wall of the temple.
Characters with the appropriate skill and who make
a successful skill (Knowledge Architecture and
Engineering) check (DC10) can determine that this
building has only been ruined recently (within the last
fortnight).
The characters have a couple of other places to
explore should they choose to. The well has long dried
up. If the characters look down they will not be able to
see the bottom unless they have Darkvision. The rope
and bucket are at the bottom and are still tied to the
winch at the top of the well. Inside the bucket is a

13

snake that will attack the nearest character if the buck


et is raised to the surface (see below). There is nothing
else to be found here.
If the characters venture into the ruined temple and
shout to see if anyone is about they will get no reply.
However, if they shout a lot some dust will fall from
the ceiling. Along one of the walls are some inscrip
tions that look like ancient hieroglyphics. A character
will be able to understand what is written on the walls
if they make a successful skill (Knowledge Religion)
check (DC20) or cast a Read languages spell.
Trap: If the characters are not of the Faith of Throff
and speak her name out aloud (reading the deci
phered ancient hieroglyphics to the other characters
for instance), a section of the ceiling directly above
their heads will drop on them.
Falling Ceiling: CR 6; Magical; Sound; Repair reset;
Reflex save (DC20) for Half damage (10d6, large sec
tion of ceiling); Multiple targets (all targets in a 15ft.
radius centred on the person who spoke the name of
Throff); Search (DC25); Disable device (DC25).
If the characters decipher the ancient hieroglyphics
and decide to read it aloud to the other characters,
read them the following:
THIS TEMPLE WAS BUILT BY THE PRIESTS OF
YADU IN HONOUR OF THROFF, GODDESS OF
THE EARTH. THOSE WHO ARE NOT OF THE
FAITH ARE FORBIDDEN FROM ENTERING THIS
TEMPLE AND SHALL BE PUNISHED ACCORD
INGLY IF THEY SPEAK THE NAME OF THROFF
OUT LOUD.

14

If the characters look around the inside of the ruined


Temple of Throff, ask them to make a skill (Search)
check (DC15). If successful they will discover a trap
door hidden in the floor that has been partly covered
by rock. To free the trap door a character must make a
successful Ability (Strength) check (DC15). If the char
acters open the trap door they will be met by a terrible
stench. Below is a single, small room with an elderly
man in it who has been chained to the walls. The old
man is Shalla, Priest of Throff. Nine days ago
Klattamen sacked his temple in the hope of gaining all
its treasures. They were successful. Rather than merci
lessly killing the priest, they locked him in his cellar
(chained to the wall) and set about destroying the
building.
Shalla will be overjoyed to see the characters. He will
plead with them to set him free and tell them how he
came to be locked in the cellar. If the characters choose
to help Shalla they will need to make a skill (Open
Locks) check (DC20) to free him from his chains.
Shalla has been unable to perform his ritual to gain
spells from Throff and so is in rather a bad way
healthwise (he still will not be able to perform his rit
ual because his holy symbol and robes have been
stolen).
If the characters have freed Shalla and ask him about
the Seven Serpents read them the following:
"So. The messengers of the evil Archmage are
about once more are they? Those creatures are no

friends of mine. I will tell you what I know but I am


afraid it is not much. All of the Seven Serpents have
a weakness but I know of only two. The Moon
Serpent cannot abide fire and the Earth Serpent is
powerless when not in contact with the ground."
When the characters decide to leave Shalla will stay
in his temple and attempt to rebuild it.
Shalla, male Human Clr6: CR 6 (1 in present state);
Size M (6 ft., 0 in. tall); HD 6d86 (hp 3 of 21); Init +2
(+2 Dex); Spd 30 ft.(6 squares); AC 12 (+2 Dex) touch
12, Flat footed 10; Attack +4 melee (unarmed attack
1d3 nonlethal damage); Full attack +4 melee
(unarmed attack 1d3 nonlethal damage); SV Fort +4,
Ref +4, Will +7; AL NG; Str 10, Dex 14, Con 8, Int 12,
Wis 15, Cha 17. Languages Spoken: Common. Skills
and feats: Heal +7, Hide +2, Knowledge (Religion) +12,
Listen +4, Move silently +2, Spot +4; Alertness, Martial
weapon proficiency (Warhammer), Skill focus
(Knowledge Religion), Weapon focus (Warhammer).
Cleric Domains: Earth and Good
Cleric Spells per Day: 5 / 4+1 / 4+1 / 2+1. (no spells
revised)
Snake, Small Viper: hp 4 (see MM, Animals for
more information on snakes)
Snake Poison: Injury Fort save (DC10); Initial and
Secondary damage 1d6 Con.

10. Rocky Outcrop (EL5)


As the characters approach the rocky outcrop read
them the following:
Now that you are traversing the southern regions of
the KlattaBak steps, the land is less barren and
small rock formations furnish the landscape. One
particular rocky outcrop, the one that stands before
you, is quite a bit larger than the rest standing some
20 feet high and looks like a good place to rest.
If the characters decide to explore this small rock for
mation, ask them to make a skill (Listen) check
(DC10). If successful they can hear wind blowing
which seems to be in an isolated area only. If the char
acters do not hear the noise, they may find the hidden
cave by making a successful skill (Search) check
(DC10). Should the characters investigate this noise,
read them the following:
The noise appears to be coming from within a six
feet high cave that is almost hidden by the
surrounding rocks.
The cave is home to an Air Elemental that will attack
the characters if disturbed. The Air Elemental looks
like a miniature tornado within the cave that is creat
ing quite a strong wind.
If the characters destroy the Air Elemental and
search the cave they will find its treasures: a suit of
Studded Leather Armour +3 and a Staff of Healing
with 9 charges remaining.
Air Elemental, Large: hp 62 (see MM, Elementals for
more information on Air Elementals, large).

11. Klattamen (EL6)


DMs note: This encounter can take place at any time
you choose within this area.

A hunting band of three Klattamen are patrolling this


area. If they spot the characters they will attack them at
the most opportune moment (possibly stalking the
characters for a while to gain the best advantage).
Klattamen are a race of Humans that have dwelled
within these plains for hundreds of years. They have
evolved just beyond that of Neanderthal status and
communicate via a crude dialect of grunts and arm
movements. Klattamen typically wear hide as armour
and carry simple weapons like clubs and spears.
If the characters kill the Klattamen and search the
bodies, they will find the following items: 2gp, a rats
skull (highly polished) and one of them wears a neck
lace with a jewel in the centre which emits its own light
This Item is a Magical Sun Jewel (see Appendix 2
New Magic)
Klattamen, male Humans Ftr4 (3): CR 4 each; Size M
(6 ft., 2 in. tall); HD 4d10+3 (hp 37, 32 42); Init +5 (+2
Dex, +4 Improved initiative); Spd 20ft. Hide Armour
(4 squares) 30 ft. base (6 squares); AC 15 (+2 Dex, Hide
Armour) touch 12, Flat footed 13; Attack +8 melee
(Club 1d6+5 20/x2); Full attack +8 melee (Club 1d6+5 20
/ x2); SV Fort +4, Ref +3, Will +1; AL NE; Str 16, Dex 14,
Con 11, Int 12, Wis 10, Cha 9. Languages Spoken: None
(Klattamen), Skills and feats: Hide +1, Intimidate +3,
Listen +3, Move silently +3, Spot +3, Survival +3, Swim
+6; Alertness, Power attack, Toughness, Track, Weapon
focus (Club), Weapon specialisation (Club).
Equipment: Club, Hide Armour and Small Pouch each.

12. The Sham (EL0/7)


As the characters approach this area they will see a
small, fast moving creature in the distance to the north.
If the characters make no effort to hide their presence
on the plains the creature will turn towards them.
If the characters allow this creature to get close
enough to them, read them the following:
As the creature gets closer you can see that it is a
small male humanoid, almost Dwarven in appear
ance, with a walking stick. The creatures legs are
moving incredibly fast allowing it travel well
beyond the normal speed of a creature of this size.
This creature is not as it would appear. It is in fact the
Sorceress Dintainta of the Steppes (known to most as
The Sham). Dintainta often travels under the magical
guise of an old male Dwarf. Her unusual speed is due
to the magical item worn on her feet called Sandals of
the Cheetahs Pace (see Appendix 2 New Magic). The
Sham is fully aware of the characters mission to recov
er the Crown of Kings from the Archmage of
Mampang and is here to aid them in their quest.
However, she wants to test the characters goodness
before she does help them. If the characters have
allowed The Sham to approach them, read them the
following:
The small humanoid, standing little over four feet
tall, stops in front of you. "Are you friend or foe?",
the small creature asks in a squeaky voice. "If its
friend then show me your friendship and give me a
gift of greeting. If its foe, then be gone and get out of
my way".

If the characters step out of the way of the creature or


answer as foe, The Sham will be very disappointed in
the heroes of Analand. She will reveal her true self to
them (a middle aged woman dressed in purple robes)
and explain that she was here to help them but they are
not worthy of her help and she will leave. If the char
acters attack her she will fight to the death.
Should the characters act in a friendly way towards
the creature and offer it an item from their backpack
(no matter how small or insignificant), read them the
following:
A wide smile spreads across the creatures face, "You
are worthy of my help", says the creature. Not in the
squeaky voice as before but in the soft tones of a mid
dle aged woman. The creature transforms before you
into a beautiful Human woman dressed in purple
Sorcerers Robes. "My name is Dintainta of the
Steppes, although most of the inhabitants of the
Baklands call me The Sham.
I am aware of your mission to recover the Crown of
Kings and your wit and courage that has aided you
in getting this far is to be commended however,
greater dangers lie ahead. At the Fortress of
Mampang beware the Sleepless Ram. Your skills are
no match for its power. You will over come it by
uncorking this vial in its presence". The Sham hands
you a small vial full of swirling vapours. "Guard
this vial with your life and let no one release the
gasses from within!", she warns.
The Sham also has some other useful information. If
the characters ask about the Seven Serpents she will
tell them that if they take the northeast path from here
they will encounter the Earth Serpent. This serpent is
very powerful but only when it is in contact with the
earth.
In an exchange for the greeting gift given to her by
the characters when they first met, The Sham will give
the characters two Potions of Cure Moderate Wounds
(which will heal 2d8+3 hit points) and a Wand of Delay
Poison with 42 charges remaining.
Dintainta The Sham, female Human Sor7: CR 7;
Size M (5 ft., 8 in. tall); HD 7d4 (hp 20); Init +5 (+1 Dex,
+4 Improved initiative); Spd 50 ft. (10 squares Sandals
of the Cheetahs Pace), base 30ft. (6 squares); AC 13 (+2
Dex, Ring of Protection +1) touch 12, Flat footed 11;
Attack +5 melee (Quarterstaff 1d6+2 20/x2); SV Fort +2,
Ref +4, Will +5; AL CG; Str 11, Dex 15, Con 11, Int 13,
Wis 10, Cha 16. Languages Spoken: Common, Elven.
Skills and feats: Concentration +6, Hide +1, Knowledge
(arcana) +11, Listen +0, Move silently +1, Spot +0; Craft
wondrous items, Enlarge spell, Improved initiative,
Quicken spell. Equipment: Purple Sorcerers Robes,
Sandals of the Cheetahs Pace (see Appendix 2 New
Magic), Ring of Protection +1, Wand of Delay Poison
(4th level; 28 charges remaining), Vial of Gas*, 2x
Potions of Cure Moderate Wounds, Quarterstaff +2
Sorcerer Spells Known (6/7/7/5): 0th Dancing
Lights, Detect Magic, Ghost Sound, Light, Mending,
Ray of Frost, Read Magic. 1st Charm Person,
Disguise Self, Magic Missile, Mage Armour, Ray of

15

Enfeeblement. 2nd Alter Self, Cats Grace, Spider


Climb. 3rd Lightning Bolt, Summon Monster III.
DMs note: *This vial of gas is a specific concoction
that has been created by The Sham to temporarily
incapacitate the Marble Ram which guards the
Archmages tower in the final adventure to this four
part epic, SORCERY! The Crown of Kings. It has no
use in this adventure.

13. Earth Serpent (EL7)


This encounter with the Earth Serpent can take place
anywhere in the area that the DM chooses. It works
best when the characters rest and eat. Read the char
acters the following:
You have picked a very picturesque and suitable
place in which to camp. From this position the south
fringes of the Forest of the Snatta can be clearly seen
some 810 miles north of you and Lake Ilklala,
which you will need to cross, is on the horizon.
The Earth Serpent will attack at the most opportune
moment.
If the characters are wearing the magical ring known
as Serpents Bane, found within the Cityport of Khar,
and remember to use it to extract an item of informa
tion from the Serpent, read them the following:
Offer no gold to Valignya if you value your life.
Earth Serpent: hp 75 (see Appendix 1 New Monsters)

14. Evil Spirits (EL6)


As the characters approach this area, read them the
following:
The Forest of the Snatta is now very close. You can
clearly see the path that you are following disap
pear into the arboreal mass just a mile or so from
where you stand.
Suddenly, a voice calls out to you. Looking across to
your left you can see several humanoid creatures
standing in a circle just 20 feet from the path. You
swear these creatures were not there a moment ago!
If the characters make a successful skill (Spot) check
(DC15) they will notice that they are able to partially
see through these creatures. Continue reading the fol
lowing:

16

of Mampang. The Archmage has a plan to try to


destroy all good align humanoids by making them
summon a demon to attack themselves. The spirits are
incorporeal and cannot be touched in the same way
that they cannot touch anything from the material
world (in other words, they cannot cause damage nor
receive it).
If the characters have decided to join the Seven
Spirits, read them the following:
The spirits rise as you approach. They glide silently
through the air passing right through one another as
they mingle. The spirits encircle you and join hands.
One of the ghostly spirits speaks," Your caution is
understandable but do not fear us. These are not our
natural bodies but merely the shells through which
we communicate to mortals. There are dangers
ahead the likes of which you cannot imagine. We
know of a magical chant that will protect you from
harm. Repeat this short verse after me:"
Ethlan Babau frendom traniss,
Ethlan frendom grezzick traniss,
Babau traniss,
Ecorum.
This is a trick. The incantation that the Seven Spirits
are trying to make the characters repeat will in fact
summon a Babau Demon that will attack the charac
ters immediately and will fight to the death. If the
characters with the appropriate skill make a success
ful skill (Spellcraft) check (DC20) they will know that
the incantation is one of summoning. If the characters
repeat the incantation, the spirits will disappear.
Babau Demon: hp 62 (see MM, Demons for more
information on the Babau Demon).

15. Klattamen Village (EL9)


A small village blocks the path that the characters are
following towards the Forest of the Snatta. If the char
acters decide to approach this village and they are vis
ible, read them the following:

One of the creatures raises its head and turns


towards you. Inside the hood, the bony face of a
longdead skull opens its jaw. Its hollow voice
whistles in the wind, "We have awaited your
arrival. You have made good time mortals. We are
the Seven Spirits. We have been dispatched to warn
you of the dangers ahead. Come, Join us."

As you approach the village you are noticed and


several of the villagers gather together and watch
you approach. They are ugly creatures, humanoid
but strong looking and very lanky. Most of the
males in the village wear animal skin armour (hide)
and carry well crafted wooden clubs or spears. You
get the impression from the grunts and vigorous
hand movements that they have evolved just beyond
that of Neanderthal status.

If the party refuse the invite and continue walking


toward the forest, read them the following:

Read the characters the following if they enter the


Klattamen Village:

"Halt!" Booms the ghostly voice. "You shall not


take another step forwards!"

As you enter the village the locals stare at you with


an expression that you cannot read. One of the
males motions you to follow him to a large cooking
pot in the centre of the village.

This is nothing short of an idle threat. If the charac


ters proceed towards the forest and ignore the threats
from the Seven Spirits, they will be safe.
The Seven Spirits are evil entities which roam the
BakLands looking for poor unsuspecting mortals on
whom to inflict the will of their master, the Archmage

Klattamen, as mentioned before in this adventure,


are a primitive race of Humans. Their culture and liv
ing conditions have evolved to a standard just above
that of Neanderthal. The Klattamen do not talk, they

communicate via a crude dialect of grunts and arm


movements. Their society is based around strength
and combat prowess. Any newcomer to the village
must first be shown hospitality but in return the visitor
must show their worthiness by choosing one amongst
them to fight the village champion.
If the characters follow the Klattamen to the cooking
pot they will be encouraged to sit and eat. The food is
basic (boiled meat with vegetables) but it is tasty and
filling. Once the characters have eaten their fill they
will notice that several of the males have gathered
round a much larger Klattaman. The males are dress
ing the larger one in hide armour, boots and a large
club. Once dressed, his face and arms are painted in
black symbols and lines. When they have finished, the
Klattamens champion will approach the characters
and point to the character who looks most like a war
rior. The champion will show his intensions by thud
ding the ground just in front of the chosen character
with his club. If the character does not respond, the
champion will attack him where he sits. This ritual is
supposed to be a one on one fight. If the other charac
ters join in each one will be attacked by a Klattaman.
When either the champion or the visitor is defeated the
fighting will stop and the characters allowed to leave.
Klattamen Champion, male Human Ftr6: CR 6; Size
M (6 ft., 3 in. tall); HD 6d10+18 (hp 59); Init +6 (+2 Dex,
Improved initiative); Spd 20ft. Hide Armour (4
squares) 30 ft. base (6 squares); AC 15 (+2 Dex, Hide
Armour) touch 12, Flat footed 13; Attack +11 melee
(Club 1d6+6 20 / x2); Full attack +11 / +6 melee (Club
1d6+6 20 / x2); SV Fort +8, Ref +4, Will +1; AL N; Str 18,
Dex 14, Con 16, Int 6, Wis 8, Cha 9. Languages Spoken:
None (Klattaman). Skills and feats: Hide +4, Listen +5,
Move silently +5, Ride +9, Spot +3, Swim +9, Survival
+4; Alertness, Dodge, Improved initiative, Mounted
combat, Track, Weapon focus (Club), Weapon focus
(Half spear), Weapon specialisation (Club).
Equipment: Hide Armour and a Club.
Klattaman, male Human Ftr3 (4): CR 3 (each); Size M
(5 ft., 9 in. tall); HD 3d10+6 (hp 26 each); Init +0; Spd
20ft. Hide Armour (4 squares) 30 ft. base (6 squares);
AC 13 (Hide Armour) touch 10 Flat footed 13; Attack
+7 melee (Club 1d6+3 20 / x2); Full attack +7 melee
(Club 1d6+3 20 / x2); SV Fort +4, Ref +1, Will 1; AL N;
Str 17, Dex 11, Con 12, Int 6, Wis 7, Cha 10. Languages
Spoken: None (Klattaman) Skills and feats: Climb +4,
Hide +2, Listen +2, Move silently +2, Ride +2, Survival
+2; Alertness, Power attack, Toughness, Track, Weapon
focus (Club). Equipment: Hide Armour and a Club.

Some 25 feet ahead of you, a strange red snake is


crossing the path. It stops to look at you for a brief
moment then continues its journey into the forest.
The snake is in fact the Fire Serpent. It has spotted the
characters and will try to lure them into the forest
(away from the path) to attack them. If the characters
do follow the Fire Serpent into the forest, read the
following:
The red snake moves swiftly inbetween the trees
within the dense forest. The trees open into a clearing
but the snake is nowhere to be seen.
The Fire Serpent has climbed up a tree and will attack
the characters at the most opportune moment.
Tactic: The Fire Serpent will use its fire burst Ability
first, hoping to ignite some foliage as well as the char
acters. It will then close in to attack.
If the characters are wearing the magical ring known
as Serpents Bane, found within the Cityport of Khar,
and remember to use it to extract an item of informa
tion from the Fire Serpent, read them the following:
Do not eat from Throgsssssssss larder
Fire Serpent: hp 61 (see Appendix 1 New Monsters).

18. The Killing Trees (EL7)


This is a particularly nasty area of the forest. At the
intersection, where the path forks west, a patch of four
Assassin vines have set up home. These plants are very
preditorial and will attack any living creature that
comes within reach. Three of the Assassin vines have
positioned themselves so that their main branches will
reach the centre of the crossroads (see map 1) while the
other is along the north road.
Assassin Vines (4): hp 30, 28, 31, 35 (see MM for
more information on Assassin Vines)

16. Forest of the Snatta (EL0)


The characters are now entering the Forest of the
Snatta. Please refer to: The Adventure, Random
Encounters Forest of the Snatta for the random
encounter table for this area.

17. Fire Serpent (EL7)


When the characters are approaching this area, ask the
characters to make a skill (Spot) check (DC14). If they
are successful read them the following:

17

19. Fenestras Cave (EL8)


If the characters are following the path they will
notice that it circles a small hillock on which the forest
continues to grow. On the west side, the path runs up
hill slightly and ends at a wooden door built into the
hillock. The door is unlocked. If the characters make a
successful skill (Listen) check (DC10) they will hear
the sound of a single voice coming from within. The
voice belongs to the owner of the cavehouse, the
Elven Sorceress Fenestra. She is talking in an ancient
Elven dialect which the characters can recognise by
making a successful skill (Knowledge History) check
(DC20). She says: "You cannot escape, Winged
Serpent. Soon your brother will come looking for you
and I will have my revenge."
The last time the Archmage of Mampang released
his Winged Serpents in Kakhabad, Fenestras father
was slain by the Water Serpent close to the banks of
the Kharabak River. Since that time, Fenestra has plot
ted her revenge. She captured the Sun Serpent during
a bad rainstorm by offering it shelter (she had learned
that the creatures weakness is water). Once inside the
cave she cast one of her fathers spells binding the
creature within a large glass orb. She is aware of the
close relationship of the Seven Serpents and expects
the Water Serpent to come looking for its captive sib
ling. Fenestras thirst for revenge has uncovered the
weaknesses of two of the serpents: The Sun Serpent is
explained above and the Water Serpents weakness is
oil. The Elven sorceress keeps a large supply of oil for
when the Water Serpent finally arrives.
Trap: The front door to Fenestras cavehouse is
trapped. If it is opened, a permanent Magic Mouth
spell will activate in Fenestras study and whisper,
"You have company".
Magic Mouth Trap: CR4; Magic device; Proximity
trigger; Automatic reset; Spell effect (Magic Mouth);
Search (DC27); Disable device (DC27).
Knocking on the door will not attract the attention of
Fenestra. If the characters open the door, read them
the following:
Beyond the door is a small passageway which leads
further into the hillock. A light source is present at
the far end of the passage and a single shadow is
moving about.
Unless the characters have bypassed the door trap,
Fenestra will know if someone has entered her cave
house. If the characters are in any way threatening
towards her, she will attack to the death. If the charac
ters move down the passage to the room at the end
(Fenestras study), read them the following:

18

Standing next to an orb in the centre of the room is


a female Elf dressed in Sorcerers Robes. Inside the
orb is a swirling mist which every now and again
solidifies to form the face of a large snakelike crea
ture. The room itself appears to be a study of some
description. A desk and several bookshelves line the
small walls. A single door, which is closed, appears
to be the only other way out of this room.

If the characters failed to notice Fenestras door trap,


she will be well aware of their presence (whether hid
den or not). Fenestra will ask the characters to show
themselves and ask what they want.
If the characters are rude or appear to know more
than they are letting on, Fenestra will cover the glass
orb with a large cloth and ask the characters to leave.
She may trade some of her items if asked, but she will
not help the characters in any other way.
Should the characters mention that the creature
within her Orb looks like one of the Seven Serpents,
Fenestra will ask the characters what they know of
these creatures. If the characters are forthcoming to
the Elven sorceress and explain their mission to recov
er the Crown of Kings and that slaying these deadly
serpents has become crucial to their success. She will
tell her story about the death of her father and enlight
en the characters as to the weaknesses she has discov
ered. She will also give the characters the following
information:
If it is Mampang that you travel to, you will first
need to cross the Kharabak River at the mouth of
Lake Ilklala. Fenestra hands you a small silver
whistle. "Follow the path to the shore of Lake
Ilklala. When you are there, blow this whistle to
summon the ferryman. Without his help to cross you
will need to find either a boat or to swim across.
The only other advice I can give you is regarding the
Serpent of Time. This creature is the swiftest of the
seven. My father devised a magical incantation to
aid in defeating this serpent but he gave it to the
Marsh Goblins of Vischlami Swamp many months
ago. They wanted to kill the creature as it was ter
rorising their homeland. I do not know if they were
successful in their attempts or not.
As the characters prepare to leave, Fenestra will
offer the characters either a Potion of Cure Serious
Wounds (which will heal 3d8+5 hit points of damage)
or a Talisman of Luck +4 (see Appendix 2 New
Magic).
If the characters are wearing the magical ring known
as Serpents Bane, found within the Cityport of Khar,
and remember to use it to extract an item of informa
tion from the Sun Serpent, read them the following:
Beware the breath of the Mucalycticssssssssssss
DMs Note: If the characters were not forthcoming
with revealing their intensions to destroy the Seven
Serpents, Fenestra will offer to trade the above items
and not to give them away.
The door in Fenestras study leads to her bedroom.
The door is kept locked at all times and Fenestra keeps
the key on her person.
Strong Door: Break (DC23); Hardness 5; hp 20
Good Lock: Open locks (DC30)
Fenestra keeps her prized possessions in a wooden
chest next to her bed. These items belonged to her
father: Helm of Comprehend languages and Read
magic, Figurine of Wondrous power (onyx dog) and a
Rod of Withering.

Trap: The wooden chest has been Fire Trapped.


Fire Trap: CR 3; Spell; Spell trigger; No reset; Spell
effect (fire trap, 8thlevel sorcerer, 1d4+8 fire, Reflex
save (DC13) for Half damage); Search (DC27); Disable
device (DC27).
Fenestra, female Elf (mountain) Sor8: CR 8; Size M
(4 ft., 11 in. tall); HD 8d4+8 (hp 31); Init +1 (+1 Dex);
Spd 30 ft. (6 squares); AC 16 (+4 Dex, Ring of Protection
+2) touch 14, Flat footed 12; Attack +9 melee (Dagger
1d4+1 1920 / x2) or +9 ranged (Dagger 1d4+1 1920 /
x2); Full attack +9 melee (Dagger 1d4+1 1920 / x2) or +9
ranged (Dagger 1d4+1 1920 / x2); SQ Lowlight vision,
Elven traits; SV Fort +3, Ref +6, Will +7; AL NG; Str 9,
Dex 18, Con 12, Int 15, Wis 12, Cha 17. Languages
Spoken: Ancient Elven, Common, Elven, Gnoll. Skills
and feats: Concentration +12, Hide +6, Knowledge
(arcana) +10, Listen +5, Move silently +5, Search +5,

Spot +5; Craft wand, Scribe scroll, Weapon finesse.


Equipment: Sorcerers Robes, Dagger +2, Wand of
Lightning Bolt (8th level; 8d6 damage; 21 charges
remaining), Ring of Protection +2, Silver key to her
Bedroom.
Sorcerer Spells Known (6 / 7 / 7 / 6 / 3); Spell save =
13+ spell level: 0th Dancing Lights, Detect Magic,
Disrupt Undead, Ghost Sound, Light, Mage Hand,
Prestidigitation, Read Magic. 1st Charm Person,
Identify, Mage Armour, Magic Missile, Shield. 2nd
Magic Mouth, Misdirection, See Invisibility. 3rd
Displacement, Lightning Bolt. 4th Stone Skin.

19

20. The Rivers Edge (EL7)


As the characters approach the bank of the river, read
them the following;
The trees are beginning to thin and within a few
moments you find yourselves staring out across a
huge expanse of water. This must be where the
Kharabak River flows from Lake Ilklala. In the dis
tance, some 10 miles or so, you just about make out
the next stage of your journey the Vischlami Swamp.
The characters have a couple of choices of how to get
across the water; they can fly (if they have the means),
they can swim (but it is 10 miles to the shore of the
Vischlami Swamp) or they can boat across (there is
plenty of wood around to construct a raft if need be).
The Kharabak River did have its very own ferryman,
although he was actually a trapper by trade. He
owned the only boat for miles around and charged a
nominal fee for passage across the river. He resided
within a well hidden dugout along the south side of
the river bank approximately 100ft. from where the
path ends skill (Search) check (DC20) to locate the
dugout until just yesterday when he met his
death at the hands of the Air Serpent. The Air Serpent,
knowing that the characters will have to cross the
river at some point, has used its Polymorph Ability to
impersonate the ferryman.
DMs note: The Air Serpent knows that the Water
Serpent is waiting for them in the middle of the river.
Its plan is to lure them out there so that they can attack
the characters together. However, the Air Serpent is
very aggressive and short tempered and it will not
take much to aggravate it into a fight.
If the characters discover the dugout they will find
the Air Serpent, polymorphed into the guise of the fer
ryman, asleep in a boat. It will wake with a start and
moan at the characters for disturbing it. However, it
will remember what its plan is and offer to take the
characters across the river for 2gp each. The Air
Serpent is short tempered
and aggressive. It will
demand that the characters
help it to pull the boat into
the water. If the characters
are threatening towards it, it
will lose its temper and poly
morph back into its true
shape and attack.
If the characters have
obtained a whistle from the
sorceress Fenestra, they can
use it to attract the Air
Serpents attention. If the
characters blow the whistle
read the following:

20

The whistle emits a loud,


shrill noise much louder
than you would expect from
a small silver whistle. A
few moments later, a human
head appears from a large

patch of undergrowth. The man pulls himself from


his dugout, stretches and looks at you. "Wadda ya
want?", he says in a grumpy half asleep voice. The
man is unwashed and very untidy. He wears animal
pelts for clothes and is a little overweight.
In the event that no fight takes place, the Air Serpent
will start to row the characters across the river.
If the characters are wearing the magical ring known
as Serpents Bane, found within the Cityport of Khar,
and remember to use it to extract an item of informa
tion from the Air Serpent, read them the following:
Do not light the blood candle
Air Serpent: hp 40 (see Appendix 1 New
Monsters)

21. The Kharabak River


DMs note: Please refer to Map 2 The Crossing
Map 2 Encounter 1. The Air Serpent Attacks (EL7)
This encounter will only take place if the characters
are being ferried across the river by the Air Serpent
(polymorphed to look like the ferryman). Read the
characters the following:
The waves of the Kharabak River lap gently at the
side of the boat. Looking to the west you can see the
great Lake Ilklala. A mist has settled across its calm
waters giving it an eerie appearance.
All of a sudden the ferryman stops rowing. "This is
no good", he says to himself, "This cannot wait". A
gas starts to leek from the ferrymans eyes. At the
same time his body begins to crumple up like a bal
loon losing its air. The gas forms the shape of a
winged serpent above the boat.
The Air Serpent is far too impatient to wait until it
meets it brother before attacking the characters. It will
attack to the death.
Air Serpent: hp 40 (see Appendix 1 New
Monsters)

Map 2 Encounter 2. Bubbling Water (EL0)


As the characters approach this area ask them to make
a skill (Spot) check (DC15). If they are successful read
them the following:
Some 100 feet or so ahead of the boat the water
appears to be bubbling!
The Bubbling Water covers an area of twenty square
feet and is being created by the Water Serpent. Unless
the characters take a very wide detour around the bub
bling water, the Water Serpent will attack them (see
Map 2, encounter 3 The Water Serpent).
Map 2 Encounter 3. The Water Serpent (EL5)
If the characters have either decided to investigate the
Bubbling Water (Map 2, encounter 2 Bubbling Water)
or failed to notice it, they are about to encounter the
Water Serpent which is swimming around under the
water waiting for the boat to arrive.
Tactic: The Water Serpent will attempt to tip the boat
over and then attack the characters in the water. It will
do this by making a successful Ability (Strength) check
(DC15). Any characters who fall into the water will
have to make a skill (Swim) check (DC10) to swim in
the calm waters.
If the characters are wearing the magical ring known
as Serpents Bane, found within the Cityport of Khar,
and remember to use it to extract an item of informa
tion from the Water Serpent, read them the following:
Pay resssspect to Naggamanteh
Water Serpent: hp 45 (see Appendix 1 New Monsters)
Map 2 Encounter 4. Flying Fish (EL2)
DMs note: This encounter can take place at anytime
from where the characters decided to detour right up
to the banks of the Vischlami Swamp.
If the characters have decided to avoid the Bubbling
Water (the Water Serpent) they will have to take a wide
detour but will soon find themselves back on course
and heading towards the bank of the Vischlami
Swamp.
A school of carnivorous Flying Fish patrol this area
and will attack anything they encounter.
Flying Fish (Swarm): hp 20 (see Appendix 1 New
Monsters)

22. Vischlami Swamp (EL5)


The characters are now entering the Vischlami Swamp.
Please refer to: The Adventure, Random Encounters
The Vischlami Swamp for the random encounter table
for this area.
Read the characters the following if they boated
across the river:
Reaching the shore of the Vischlami Swamp your
hearts sink. The swamp is a vast combination of
intertwined bushes and half sunken trees in soft
gooey mud and water. There is no way of using the
boat here and your only option is to wade on by foot.
DMs note: While the characters are in the swamp
they will suffer the following effects due to their lack
of manoeuvrability: base movement rate is reduced by
10ft. and a 4 penalty to Dex (which will effect AC and
all Dex related skills).

After a couple of hours of wading through the


swamp, ask the characters to make a skill (Listen)
check (DC10). If they are successful they can hear
shouting and a group of creatures making their way
towards them. If the characters stay where they are
(whether hidden or not) read them the following:
Not before too long, the creatures making their way
through the swamp come into view. Three small
humanoid creatures, which you recognise as Marsh
Goblins, are moving in your direction. Marsh
Goblins are a variant of their land cousins but with
webbed hands and feet and a less hostile tempera
ment. These creatures look scared and keep glancing
back in the direction from which they have just come.
The Marsh Goblins are fleeing from the Time
Serpent. If the characters show themselves to the
Marsh Goblins they will seem very surprised to see
them, but they will not attack. If the characters attack
the Marsh Goblins they will fight to the death.
If the characters try to communicate with the Marsh
Goblins they will discover that these creatures speak in
a strange language which barely resembles the Goblin
tongue. If a character speaks Goblin, they will have to
make an Ability (Int) check (DC10) to successfully
translate what is being said to them. The Marsh
Goblins will tell the characters that they have been
given a Spell scroll by a sorcerer from the Forest of the
Snatta to help them combat a godlike serpent which
hunts in their swamp. Unfortunately the only member
of their clan capable of spell casting was eaten by a
Hydra and they are now without hope. If the charac
ters offer to help the Marsh Goblins they will hand the
characters the scroll (the scroll has the spell Slow on it,
cast at 10th level) and tell them that the serpent god
hunts to the north.
Woshk, Torric and Frissen, male Goblin (marsh)
Ftr3 each: CR 3 (each); Size S (3 ft., 6 in. tall); HD 3d10
(hp 22, 16, 17); Init +2 (+2 Dex); Spd 30 ft. (6 squares);
AC 15 (+2 Dex, +1 Size, Leather Armour) touch 13, Flat
footed 13; Attack +4 melee (Spear 1d6+0 20 / x3) or +6
ranged (Spear 1d6+0 20 / x3); Full attack +4 melee
(Spear 1d6+0 20 / x3) or +6 ranged (Spear 1d6+0 20 / x3);
SQ Darkvision 60 ft.; SV Fort +3, Ref +3, Will +0; AL N;
Str 10, Dex 14, Con 10, Int 8, Wis 8, Cha 6. Languages
Spoken: Marsh Goblin. Skills and feats: Hide +6, Jump
+1, Listen 1, Move silently +6, Open lock +3, Spot 1,
Swim +7*; Alertness, Skill focus (Swim), Power attack,
Weapon focus (Spear). Equipment: Leather Armour
and Spear each. One of the Marsh Goblins has a Spell
scroll with Slow on it cast at 10th level.
*Marsh Goblins have a Racial skill bonus of +5 to
Swim

23. The Serpent of Time (EL9)


As the characters approach this area, read them the
following:
The swamp has dried up quite a bit over the last few
miles and the going is much better on firmer ground.
DMs note: The penalty to Dex for being in the
swamp is reduced from 4 to 2 in this part of the
swamp.

21

Ask the characters to make a skill (Listen) check


(DC10). If they are successful they will hear a rustling
noise coming from the bushes ahead. If the characters
are visible read them the following:

22

From the vegetation just ahead, a snakelike head


rises. Its looks to the left and right as if searching for
something. But when its eyes fall on you, steam
hisses from between its fangs and it flaps its wings.
The creature rises into the air and prepares to
attack!

This is the Time Serpent. It will fight to the death.


If the characters are wearing the magical ring known
as Serpents Bane, found within the Cityport of Khar,
and remember to use it to extract an item of informa
tion from the Time Serpent, read them the following:
The Archmage may be disssssguisssssed
Time Serpent: hp 40 (see Appendix 1 New
Monsters)

24. Onto Mampang (EL0)


As the characters leave the Vischlami Swamps read
them the following:
Your long trek across the BakLands is almost at an
end. Having left the Vischlami Swamps, you now
stand at the Zanzunu foothills. From here, you must
climb through the Xamen to the Fortress of
Mampang, but will your arrival be anticipated?
How many of the Seven Serpents did the characters
defeat? The following bonuses and penalties apply to
each individual character.
02 Serpents The remaining serpents have sped
away to warn the Archmage of your
Arrival. The characters must lose 4
permanent Luck points and 2500
Experience points to reflect their
failure.
35 Serpents The remaining serpents have sped
their way to warn the Archmage of
your Arrival. The characters must lose
2 permanent Luck points and 1500
Experience points to reflect their
failure.
67 Serpents Well done for defeating the six ser
pents that roamed the BakLands. The
seventh serpent, the Sun Serpent, was
captured by the Sorceress Fenestra in
the Forest of the Snatta and poses you
no threat. The characters gain 1 per
manent Luck point, an Ability point
of their choice and a bonus 3000
Experience points to reflect their
success.
Once these bonuses or penalties have been bestowed,
read the characters the following:
You are relieved once more to step on to firm ground.
Ahead of you lies the final stage of your quest: the
climb up the Zanzunus to the Fortress of Mampang.
You are now entering what must be the low Xamen.
The going is all uphill but the dangers should be mini
mal as the rocky crags of Xamen are inhabited only by
Birdmen. Soon the Fortress should be coming into
view
You continue onwards and upwards for several hours
until the light begins to fade. As the sun sinks below
the Zanzunu skyline, its dying rays light up a sight
which you will remember for the rest of your days.
The sunset shadows make your first sightings of the
Fortress a fearful one. Its tall spires and sharp angles
give it a most intimidating look. One thing is certain:
entering the Fortress of Mampang will be the most per
ilous stage of your quest to recover the Crown of Kings.

Appendix 1 - New
Monsters
Air Serpent, The
In Air Serpent Form:
Large Outsider (Evil, Extraplanar)
Hit Dice:
8d8 (36 hp)
Initiative:
+9
Speed:
30 ft. (6 squares), Fly 90 ft.
(18 squares, Good)
AC:
19 (1 size, +7 Dex, +3
natural), touch 16,
Flat footed 12
Base Attack / Grapple: +8 / +13
Attack:
Bite +8 melee (1d8+1)
Full Attack:
Bite +8 / +3 melee (1d8+1)
Space / Reach:
10 ft./ 5 ft.
Special Attacks:
Poison
Special Qualities:
Change form, Darkvision
60 ft., Gaseous form,
Weakness (Skin, Wind)
Saves:
Fort +6, Ref +13, Will +10
Abilities:
Str 13, Dex 23, Con 10, Int 10,
Wis 14, Cha 15
Skills:
Balance +18, Climb +12,
Concentration +11, Hide +15,
Listen +13, Move silently
+18, Spot +13, Swim +12
Feats:
Dodge, Improved initiative,
Iron will
Environment:
Anywhere the Archmage
sends it
Organisation:
Solitary or with the other
serpents
Challenge Rating:
7
Treasure:
none
Alignment:
Always neutral evil
Advancement:

Level adjustment:

In Snake Form:
Small Outsider (Evil, Extraplanar)
Hit Dice:
2d8 (9 hp)
Initiative:
+3
Speed:
30 ft. (6 squares), Fly 90 ft.
(18 squares, Good)
AC:
17 (+1 size, +3 Dex, +3
natural), touch 14, Flat
footed 14
Base Attack / Grapple: +2 / 6
Attack:
Bite +5 melee (1d32)
Full attack:
Bite +5 melee (1d32)
Space / Reach:
5 ft./ 5 ft.
Special Attacks:
Possession
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +3, Ref +6, Will +6
Abilities:
Str 6, Dex 16, Con 11, Int 15,
Wis 16, Cha 17

23

Skills:

Balance +8, Climb +3,


Concentration +5, Hide +12,
Listen +8, Move silently +8,
Spot +8
Feats:
Iron will, Weapon finesse
Environment:
Anywhere the Archmage
sends it
Organisation:
Solitary or with the other
serpents
Challenge Rating:

Treasure:
none
Alignment:
Always neutral evil
Advancement:

Level Adjustment:

One of the seven magical serpents allied to the


Archmage of Mampang, the Air Serpent delights in
tricking enemies into weakening themselves or turn
ing their attention away to allow it to strike. The ser
pent is actively malicious, and is likely to be distract
ed from its assignment to murder innocent bystanders
at any opportunity. It will then possess the body of its
victim, and use it to draw close to the next enemy. The
Air Serpent is unique among the serpents in that it can
remain airborne for longer than a few minutes at a
time however, it is loathe to stray far from its skin
which can be used to destroy it.
The Air Serpent is composed of smoky poisonous
gas, shaped like a great winged serpent. Powerful

24

winds can disperse its shape and destroy it. The ser
pent can also assume the form of a small bluegreen
snake it needs to be in this form to possess a
humanoid victim, leaving its skin behind after the
fact. When it needs to return to snake form, perhaps to
evade the wind, it must slither back into the skin. If
any harm befalls the skin, it will be destroyed.

Combat
The Air Serpent, once revealed, will fly over its prey
and lash into them with its fangs and poisonous body.
The Air Serpent becomes quite berserk in battle and
cares little for tactics once it begins its attack.

Poison (Ex)
Anything struck by the Air Serpents fangs is also poi
soned by its body, a Fortitude save against a DC of 14
(Constitution based) is needed. The primary and sec
ondary effects are 1d6 Constitution damage.

Change Form (Su)


As a standard action, the Air Serpent can shift form
into a small bluegreen snake. It appears quite innocu
ous in this form but it is also very vulnerable. It may
change back as a standard action, leaving behind the
skin of the snake.

Gaseous Form (Ex)


The body of the Air Serpent is partially insubstantial
and as such it can squeeze through tiny gaps as easily

as a cloud of smoke could. In addition, attacks on the


Air Serpent suffer a 30% miss chance even energy
attacks like fire or lightning. Windbased attacks
always strike the Air Serpent, however.

Possession (Su)
With a melee touch attack, the snake form of the Air
Serpent can try to dominate the will of a humanoid or
monstrous humanoid being. The victim must make a
Will save against a DC of 16 (Charisma based) or the
snake transfers its body into the new host over a full
round, leaving a shrivelled snakeskin behind. The pos
session process is impossible if the snake is struck dur
ing the possession, which provokes an attack of oppor
tunity. Should it succeed, the possessed host dies and
becomes a shell for the evil intelligence of the serpent.
The serpent can abandon a host at any time as a stan
dard action, assuming Air Serpent form.

insect that lives off the meat of animals and people


unfortunate enough to pass by. The massive, spiked
exoskeleton of the beetle is usually concealed beneath
the surface of the dry steppe, where it waits patiently
for days for a morsel to come within reach.
As if their wicked claws were not enough, when
injured the beetle responds by spitting a potent acidic
solution over the difficult prey. Nomads of the Baddu
Bak place some value on the exoskeleton of a Baddu
Beetle, as it can be used to make many useful tools the
meat however is particularly bitter and unpleasant.

Combat
The beetle lurks just below the ground until a victim is
near, and then rises out of the pit and tries to tear the
prey apart with long claws. If harmed, the beetle will
begin spitting acid at the enemy as well.

Weakness (Skin) (Ex)


If the skin left behind by the serpent is torn or other
wise destroyed, the Air Serpent too will be destroyed.

Weakness (Wind) (Ex)


When in Air Serpent form and subjected to powerful
winds, it must make a Fortitude save or be dispersed
and destroyed (see the wind effects rules in the DMG).
If the wind is caused by a spell, the Air Serpent must
save against the difficulty of the spell with an addition
al 4 Circumstance penalty to the save.

BadduBeetle
Large Vermin
Hit Dice:
Initiative:
Speed:
AC:
Base Attack / Grapple:
Attack:
Full Attack:
Space / Reach:
Special Attacks:
Special Qualities:

Saves:
Abilities:
Skills:
Feats:
Environment:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

7d8+21 (52 hp)


+0
20 ft. (4 squares), burrowing
15 ft. (3 squares)
19 (1 size, +10 natural), touch
9, Flat footed 19
+5 / +15
Claw +10 melee (1d12+6)
2 Claws +10 melee (1d12+6)
10 ft./ 5 ft.
Acidic spittle, Bite
Burrow ambush, Darkvision
60 ft., Electricity resistance 15,
Spikes, Tremorsence 15 ft.,
Vermin traits
Fort +8, Ref +2, Will +2
Str 23, Dex 10, Con 17, Int ,
Wis 10, Cha 9

Dry wastelands
Solitary or cluster (25)
5
none
Always neutral
810 HD (Large); 1121 HD
(Huge)

Named for the wastelands where they are thought to


originate, the BadduBeetle is an enormous burrowing

Acidic Spittle (Ex)


The BadduBeetle can spit acid with a range of 10 feet.
It will only do this if it has been injured, and will do so
in addition to the normal claw attacks. The beetle can
spit acid a maximum number of times per day equal to
its Constitution adjustment plus 3. The acid uses a
ranged touch attack, and deals 1d6 points of damage.

Bite (Ex)
If the beetle hits with both claw attacks on the same
opponent, it may also make an immediate bite attack
at the same Attack bonus as the claws. The bite deals
1d8+6 damage.

Burrow Ambush (Ex)


The beetle constructs a shallow pit which it buries
itself in and waits for prey to approach. A wary person
may notice the irregularities in the ground that betray
the beetle, with a Spot check DC 25. If anyone comes
within 15 feet of the beetle, it will attack this causes
the ground to shift unexpectedly beneath the feet of
anyone in a 15 foot spread of the beetle. A Reflex save
of 19 (DC based on Strength) is necessary or the victim
is knocked prone. Creatures may gain a bonus to this
save in the same way that they receive a bonus to avoid
being tripped in combat.

Spikes (Ex)
The beetle is covered in sharp armour plates, which
make grappling it very unwise. Anything trying to
grapple the beetle takes 1d8 points of damage each
round from the spikes.

25

Deathwraith
Medium Undead (Incorporeal)
Hit Dice:
4d12 (26 hp)
Initiative:
+5
Speed:
Fly 30 ft. (good) (6 squares)
AC:
13 (+1 dexterity,
+2 deflection), touch 13, Flat
footed 12
Base Attack / Grapple: +2 /
Attack:
MW Sword +3 melee (1d8)
Full Attack:
MW Sword +3 melee (1d8)
Space / Reach:
5ft./ 5ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., Daylight
powerlessness, Incorporeal
traits, Undead traits,
Unnatural aura,
Silver touch, Crypt bound
Saves:
Fort +1, Ref +2, Will +4
Abilities:
Str , Dex 13, Con , Int 8, Wis
10, Cha 12
Skills:
Hide +6, Listen +7, Sense
motive +6, Spot +7
Feats:
AlertnessB, BlindFight,
Combat reflexes, Improved
initiativeB
Environment:
Any
Organisation:
Solitary
Challenge Rating:
3
Treasure:
None
Alignment:
Always lawful neutral
Advancement:
58 HD (Medium)
Level Adjustment:

26

Deathwraiths are the restless spirits of truly evil men,


bound to their dusty crypts in the darkness. They
appear as skeletal faces peering with burning red eyes
from a funeral shroud, although beneath the shroud is
nothingness. They will attack the living with ceremo
nial swords or knives inlaid with silver, for they can

not bear others to enjoy the world they are no longer


part of. Deathwraiths can speak Common, but rarely
do so.

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

Unnatural Aura (Su)


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

Daylight Powerlessness (Ex)


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

Silver Touch (Su)


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

Crypt Bound (Ex)


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

Earth Serpent, The


In Earth Serpent form:
Large Outsider (Evil, Extraplanar)
Hit Dice:
8d8+32 (68 hp)
Initiative:
+2
Speed:
30 ft. (6 squares)
AC:
22 (1 size, +2 Dex, +11
natural), touch 11, Flat
footed 20
Base Attack / Grapple: +8 / +16
Attack:
Bite +11 melee (2d6+6)
Full Attack:
Bite +11 / +6 melee (2d6+6)
Space / Reach:
10 ft./ 5 ft.
Special Attacks:

Special Qualities:
Change form, Darkvision
60 ft., Spelllike abilities,
Tremorsence 60 ft.,
Weakness (earthbound)
Saves:
Fort +10, Ref +8, Will +10
Abilities:
Str 19, Dex 15, Con 19, Int 10,
Wis 14, Cha 15
Skills:
Balance +13, Climb +15,
Concentration +15, Hide +13,
Listen +13, Move silently
+13, Spot +13, Swim +15
Feats:
Power attack, Cleave, Iron
will
Environment:
Anywhere the Archmage
sends it

Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Solitary or with the other


serpents
7
None
Always neutral evil

In Snake form:
Diminutive Outsider (Evil, Extraplanar)
Hit Dice:
1d82 (2 hp)
Initiative:
+2
Speed:
15 ft. (3 squares)
AC:
15 (+3 size, +2 Dex), touch 15,
Flat footed 13
Base Attack / Grapple: +1 / 15
Attack:
Bite +4 melee (1d34)
Full Attack:
Bite +4 melee (1d34)
Space / Reach:
1 ft. / 0 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft.
Saves:
Fort +0, Ref +4, Will +6
Abilities:
Str 2, Dex 15, Con 7, Int 10,
Wis 14, Cha 15
Skills:
Balance +6, Climb +0,
Concentration +2, Hide +18,
Listen +6, Move silently +6,
Spot +6, Swim +0
Feats:
Iron will
Environment:
Anywhere the Archmage
sends it
Organisation:
Solitary or with the other
serpents
Challenge Rating:
1/10th
Treasure:
None
Alignment:
Always neutral evil
Advancement:

Level Adjustment:

One of the seven magical serpents allied to the


Archmage of Mampang, the Earth Serpent is an
aggressive, vicious being with a host of destructive
spelllike abilities. Appearing as an enormous serpent,
seemingly made of pack earth and stone, the Earth
Serpent gladly fulfils the Archmages wishes, spying
on and slaying enemies.
The Earth Serpent is bound to the earth, if it is lifted
off the ground somehow then it will immediately
revert to the tiny form and be unable to use any abili
ties.

Combat
The Earth Serpent begins a combat by using spelllike
abilities to try to dispose of adversaries by causing
caveins and trapping victims in fissures, etc. Failing
this, it will lunge in with its fangs.

Change Form (Su)


As a standard action, the Earth Serpent can shift form
into a small green snake. It appears quite innocuous in
this form, but it is also very vulnerable. It may change
back as a standard action, provided it is in contact with
the earth.

SpellLike Abilities (Sp)


The Earth Serpent can use the following abilities as
though an 8th level Sorcerer, once per round. Soften
Earth and Stone, Move Earth, Spike Stones, See
Invisible, Burning Stones (see Appendix 2 New
Magic, New Magic Spells), Rock Burst (see Appendix
2 New Magic, New Magic Spells).

Weakness (Earthbound) (Ex)


The Earth Serpent is flawed and is vulnerable if lifted
from the ground somehow. If it cannot touch the
ground it immediately reverts to the snake form and
cannot change back until it can touch the ground
again.

27

Fire Serpent, The


In Fire Serpent Form:
Large Outsider (Evil, Extraplanar, Fire)
Hit Dice:
8d8+32 (68 hp)
Initiative:
+3
Speed:
30 ft. (6 squares), Fly 40 ft. (8
squares, Good)
AC:
22 (1 size, +3 Dex, +10
natural), touch 12, Flat
footed 19
Base Attack / Grapple: +8 / +15
Attack:
+10 melee (Bite 2d6+4)
Full Attack:
+10 / +5 melee ( Bite 2d6+4)
Space / Reach:
10ft./ 5ft.
Special Attacks:

Special Qualities:
Change form, Darkvision 60
ft., Flames, Weakness (sand)
Saves:
Fort +10, Ref +9, Will +10
Abilities:
Str 17, Dex 16, Con 19, Int 15,
Wis 16, Cha 17
Skills:
Balance +14, Climb +14,
Concentration +15, Hide +14,
Listen +14, Move silently
+14, Spot +14
Feats:
Dodge, Mobility, Iron will
Environment:
Anywhere the Archmage
sends it
Organisation:
Solitary or with the other
serpents
Challenge Rating:
7
Treasure:
None
Alignment:
Always neutral evil
Advancement:

Level Adjustment:

28

In Snake Form:
Small Outsider (Evil, Extraplanar, Fire)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), climb 20 ft.
AC:
17 (+1 size, +3 Dex, +3
natural), touch 14, Flat footed 14
Base Attack / Grapple: +2 / 6
Attack:
Bite +5 melee (1d32)
Full Attack:
Bite +5 melee (1d32)
Space / Reach:
5ft./ 5ft.
Special Attacks:

Special Qualities:
Darkvision 60ft.
Saves:
Fort +4, Ref +6, Will +6
Abilities:
Str 6, Dex 16, Con 12, Int 15,
Wis 16, Cha 17
Skills:
Balance +8, Climb +3,
Concentration +6, Hide +12,
Listen +8, Move silently +8,
Spot +8
Feats:
Iron will, Weapon finesse
Environment:
Anywhere the Archmage
sends it
Organisation:
Solitary or with the other
serpents
Challenge Rating:

Treasure:
none
Alignment:
Always neutral evil
Advancement:

Level Adjustment:

One of the seven magical serpents allied to the


Archmage of Mampang, the Fire Serpent is by far the
most cunning and intelligent of the serpents. Unlike

the others, it will put its mission before casual acts of


violence, making it harder to draw into the open when
it is acting as a spy. Of course, like all the serpents it
much prefers killing enemies to merely spying on
them. The Fire Serpent looks like a giant red winged
snake, with flames continually sprouting from its hide.
The Fire Serpent can be extinguished by sand, even a
handful will force it to revert to a weak snake form,
making it vulnerable to attack.

Combat
The Fire Serpent will usually try and draw an enemy
onto ground that favours the serpent and maximises
the use of its flame attacks. Fighting in a dry brush area
is ideal, as the Fire Serpent can ignite the battlefield.

Change Form (Su)


As a standard action, the Fire Serpent can shift form
into a small redyellow snake. It appears quite innocu
ous in this form but it is also very vulnerable. It may
change back as a standard action.

Flames (Su)
As a standard action, the Fire Serpent can ignite into a
cloud of fire in a 10 ft. radius burst. Anything within
this area suffers 3d6 points of Fire damage, a Reflex
save of 17 (DC is Charisma based) halves this damage.
Alternatively, the Fire Serpent can produce a line of
fire 30 ft long and 5 ft wide for the same effect.

Weakness (Sand) (Ex)


The Fire Serpent is flawed and is vulnerable if it comes
into contact with sand. A handful of sand flung over
the serpent forces it to revert to snake form and ren
ders it unable to change back for at least 10 minutes.

Flying Fish
Tiny Animal (Swarm)
Hit Dice:
5d8 (22 hp)
Initiative:
+2
Speed:
Swim 40 ft. (8 squares), Fly
30 ft. (good)
AC:
14 (+2 size, +2 Dex), touch 14,
Flat footed 12
Base Attack / Grapple: +3 /
Attack:
Swarm (1d6)
Full Attack:
Swarm (1d6)
Space/ Reach:
10 ft./ 0 ft.
Special Attacks:
Distraction
Special Qualities:
Half damage from slashing
and piercing, Swarm traits
Saves:
Fort +4, Ref +8, Will +1
Abilities:
Str 3, Dex 15, Con 10, Int 2,
Wis 10, Cha 4
Skills:
Listen +10, Spot +10
Feats:
Alertness, Lightning reflexes
Environment:
Aquatic
Organisation:
Solitary, or school (24
swarms)
Challenge Rating:
2
Treasure:
None
Alignment:
Always neutral
Advancement:
None
Level Adjustment:

Carnivorous Flying Fish are the nightmare of any hon


est fisherman. They congregate in hungry swarms and
fling themselves out of the water, relentlessly attacking
potential prey with needlelike teeth. While some

29

adventurers disregard tales of these creatures, regard


ing them as ridiculous or the product of an addled
mind, the sad fact of the matter is that carnivorous
Flying Fish are a grim reality.

Combat
A Flying Fish swarm seeks to surround and attack any
warmblooded prey it encounters. The swarm deals
1d6 points of damage to any creature whose space it
occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a swarm
in its space must succeed on a DC 12 Fortitude save or
be nauseated for 1 round. The save DC is
Constitutionbased.

Moon Serpent, The


Large Outsider (Evil, Extraplanar)
Hit Dice:
8d8+24 (60 hp)
Initiative:
+9
Speed:
30 ft. (6 squares), Fly 60 ft.
(12 squares, Good)
AC:
21 (1 size, +5 Dex, +7
natural), touch 14, Flat
footed 16
Base Attack / Grapple: +8 / +16

30

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

Saves:
Abilities:
Skills:

Feats:
Environment:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

+11 melee (Bite 1d10+6)


+11/+6 melee (Bite 1d10+6)
10ft./ 5ft.

Dark aura, Darkvision 60 ft.,


Spelllike abilities, Weakness
(fire)
Fort +9, Ref +11, Will +10
Str 19, Dex 21, Con 17, Int 10,
Wis 14, Cha 15
Balance +16, Climb +15,
Concentration +14, Hide +13,
Listen +13, Move silently
+16, Spot +13, Swim +15
Dodge, Improved initiative,
Iron will
Anywhere the Archmage
sends it
Solitary or with the other
serpents
7
None
Always neutral evil

One of the seven magical


serpents allied to the
Archmage of Mampang,
the Moon Serpent is a
cruel being with a coldly
sadistic personality. It
relies heavily on magical
abilities to bolster itself to
slay enemies of the
Archmage with its fangs
and it enjoys nothing
more than sinking those
fangs into something
warm and screaming. It
resembles a massive,
smoothskinned snake
with luminous white
scales that glow like a full
moon, although it may
suppress this glow if it
wishes to be stealthy.
Like all the serpents, the
Moon Serpent cannot
remain airborne for
longer than a few min
utes at a time.
The Moon Serpent is
afraid of fire, when con
fronted with fire of any kind it becomes wary and skit
tish.

Combat
The Moon Serpent begins a combat by flying up above
the enemy with its spelllike abilities and drenching
the area in its dark aura. It will usually coldly mock the
victim before swiftly pressing an assault with its fangs.
The Moon Serpent will not hesitate to improve the nat
ural attacks it has with spelllike abilities if it is not
going well.

Dark Aura (Su)


As a free action, the Moon Serpent can generate a field
of darkness in a 60 foot spread centred on itself.
Everything within this field is considered to be in total
darkness, light sources will illuminate only a 5 ft.
radius regardless of their power. The Moon Serpent is
still fully visible, however and the darkness in no way
affects the Moon Serpents vision.

SpellLike Abilities (Sp)


The Moon Serpent can use the following abilities as
though an 8th level Sorcerer, once per round. Chill
Touch, Slow, Cause Fear, Faerie Fire, Dancing Lights,
See Invisible and Levitate.

Weakness (Fire) (Ex)


The Moon Serpent is flawed and is vulnerable to fire
attacks; any fire attack will inflict double the damage.
After suffering any Fire damage, it will be unable to
use any spelllike abilities and would suffer a 6
Circumstance penalty to Strength and Dexterity for
1d6 rounds.

Snattacat
Small Magical Beast
Hit Dice:
Initiative:
Speed:
AC:

Base Attack / Grapple:


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

2d10+2 (13 hp)


+5
40 ft. (8 squares)
20 (+1 size, +5 dexterity, +4
natural), touch 16, Flat footed
15
+2 / 3
Bite +7 melee (1d4)
Bite +7 melee (1d4) and 2
claws +2 melee (1d4)
10 ft./ 5 ft.

Darkvision 60 ft., invisibility,


see invisibility
Fort +3, Ref +8, Will +0
Str 11, Dex 20, Con 13, Int 2,
Wis 10, Cha 11
Climb +5, Move silently +10
Weapon finesse
Warm forest
Solitary or pride (212)
2
None
Always neutral
810 HD (Large); 1121 HD
(Huge)

The Snattacat is a unique magical feline that inhabits


the Forest of Snatta in northern Kakhabad. They are
rarely seen, for they are naturally able to make them
selves invisible but should they be revealed some

31

how, they resemble small tigerlike cats, the size of a


mastiff. They have forestgreen fur with beige or yel
low tiger stripes and oversized claws and teeth.
Snattacats are aggressive predators and will readily
bring down humans and strip their flesh to the bone
within a few minutes a gruesome spectacle, all the
more so because they are all completely invisible
while they eat!

Combat
Snattacats generally attack without warning, tearing
at their prey until it is unmoving and then they pro
ceed to eat it where it falls.

Invisibility (Su)
As a free action, a Snattacat can become invisible. This
invisibility is not broken when the Snattacat makes an
attack but if it is injured it must make a Concentration
check of 10 + damage dealt, or it becomes visible (until
it can take another action).

See Invisibility (Su)


Snattacats can see invisible creatures and objects at all
times, as though under the effects of a see invisible
spell cast by a 4th level Sorcerer.

Skills
Snattacats receive a +4 Racial bonus to Climb and
Move silently.

32

Time Serpent, The


Large Outsider (Evil, Extraplanar)
Hit Dice:
8d8+8 (44 hp)
Initiative:
+8
Speed:
30 ft. (6 squares), Fly 30 ft. (6
squares, Good)
AC:
21 (1 size, +5 Dex, +7
natural), touch 14, Flat foot
ed 16
Base Attack / Grapple: +8 / +15
Attack:
+10 melee (Bite 1d10+4)
Full Attack:
+10 / +5 melee (Bite 1d10+4)
Space / Reach:
10ft./ 5ft.
Special Attacks:
Time manipulation
Special Qualities:
Darkvision 60 ft., Weakness
(slow)
Saves:
Fort +7, Ref +10, Will +10
Abilities:
Str 17, Dex 18, Con 12, Int 10,
Wis 14, Cha 15
Skills:
Balance +15, Climb +14,
Concentration +14, Hide +12,
Listen +13, Move silently
+15, Spot +13
Feats:
Dodge, Improved initiative,
Iron will
Environment:
Anywhere the Archmage
sends it
Organisation:
Solitary or with the other

Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

serpents
9
None
Always neutral evil

One of the seven magical serpents allied to the


Archmage of Mampang, the Time Serpent is a hideous
browngreen serpent with powerful wings and mas
sive fangs. The Time Serpent is rightly considered the
most deadly of all of the Seven Serpents, for it is capa
ble of freezing its enemies in place and killing them at
leisure. The Time Serpent is constantly animated and
notably impatient it considers everything to be occur
ring too slowly.
The Time Serpent is vulnerable to magic that slows it
down, which will kill it.

Combat
The Time Serpent will initiate a fight by using time
manipulation on enemies to render them impotent,
then striking repeatedly with its fangs. It is liable to
become quite confused and demoralised if the enemy
are somehow able to fight back.

Time Manipulation (Su)


The Time Serpent can manipulate time in a 60 ft. ema
nation centred on itself. All beings in the emanation
must make a Will save against a DC of 16 (Charisma
based) or be unable to take any actions on that round
and be considered a helpless defender. A new saving
throw is required each round the victim is inside the

emanation. The time manipulation Ability also neu


tralises any haste effects on characters inside it. The
Time Serpent may exclude any beings it wishes from
the emanation as a free action typically, it will do this
only for itself and any other servants of the Archmage.

Weakness (Slow) (Ex)


A slow spell or similar effect will kill the Time Serpent
if it fails the saving throw. The specific spell, Slow
imposes a 4 Circumstance penalty on the saving
throw.

Water Serpent, The


Large Outsider (Evil, Extraplanar)
Hit Dice:
8d8+8 (44 hp)
Initiative:
+8
Speed:
20 ft. (4 squares), Fly 30 ft. (6
squares, Good), Swim 40 ft.
AC:
21 (1 size, +5 Dex, +7
natural), touch 14, Flat
footed 16
Base Attack / Grapple: +8 / +15
Attack:
+10 melee (Bite 1d10+4)
Full Attack:
+10 / +5 melee (Bite 1d10+4)
Space / Reach:
10ft./ 5ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., Fire
resistance 15, Weakness (oil)
Saves:
Fort +7, Ref +10, Will +10
Abilities:
Str 17, Dex 18, Con 12, Int 10,
Wis 14, Cha 15

33

Skills:

Feats:
Environment:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Balance +15, Climb +14,


Concentration +14, Hide +12,
Listen +13, Move silently
+15, Spot +13
Dodge, Improved initiative,
Iron will
Anywhere the Archmage
sends it
Solitary or with the other
serpents
5
None
Always neutral evil

One of the seven magical serpents allied to the


Archmage of Mampang, the Water Serpent, is com
posed of animated water and as such is ideally suited
to water travel. Lacking any significant magical pow
ers, the Water Serpent is nonetheless a dangerous
opponent, particularly when one is stranded in a
small boat over a body of water.
The Water Serpent is vulnerable to oil, which will
disperse its form quickly.

Combat
The Water Serpent begins a combat by attempting to
capsize any vessel in the water above it, and then
striking at survivors on the surface.

Weakness (Oil) (Ex)


Ordinary oil acts as a deadly contact poison to the
Water Serpent, a splash of oil is one dose and an entire
flask counts as three doses. The Fortitude save diffi
culty is 25 and the primary and Secondary damage is
2d6 Constitution. Should the Water Serpent succumb
to the oil, it dissolves into inert water.

Skills
The Water Serpent has a +12 Circumstance bonus to
Hide checks in the water.

Appendix 2- New Magic


New Magic Items:
Sandals of the Cheetahs Pace
These sandals were crafted by the mages of
Lendleland to help their hunters kill the swift Deer
that frequently outrun them on the plains near
Cannuie.
When worn, these sandals will emanate the spell
expeditious retreat allowing the wearer to increase his
base land speed by 30 feet.
Caster Level: 3rd Prerequisites: Craft Wondrous
Item, expeditious retreat, Price: 5,000 gp

Serpent Pipe
This unique item was created for an oddly disturbed
man called Manata. Manata was fascinated by snakes
as a child. As he aged, his fascination became an
obsession that warped him to the very core. While
journeying through some of the more uninhabited
areas of Kakhabad, Manata met an evil sorcerer who
offered to create him an item to further his obsession:
a magical pipe that will turn humans into loyal
snakes!
Any Human who hears the tunes played on the
Serpent Pipe must make a (Will) saving throw (DC11)
or fall under the effects of a Charm Person spell. The
charmed Human will be compelled to sit and listen to
the music while swaying from side to side as a Viper
would while listening to a snake charmer. Humans
who are charmed by the Serpent Pipe must then make
a Fort save (DC15) or become the subject of a Baleful
Polymorph spell which will change the Human into a
medium sized Viper (snake).
This effect will be undone if the Serpent Pipe is
destroyed.
Caster Level: 9th, Prerequisites: Craft Wondrous
Item, Charm Person, Baleful Polymorph, Price: 54,000
gp

Sun Jewel
These small gemstones were created to aid the
Human miners of Gallantaria. These poor workers
sometimes spend many days below the surface of the
hills mining silver and gold. The sorcerers of the land
would wait at the mine entrance and exchange Sun
Jewels for some of the riches the miners brought to the
surface.
A Sun Jewel is able to cast the Daylight spell three
times per day.
Caster Level: 5th, Prerequisites: Craft Wondrous
Item, Daylight, Price: 16,200 gp

Talisman of Luck

34

A Talisman of Luck increases the possessors 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 fourleaved clover supported
by a heavy golden chain although some differing
designs have been recorded.
Caster Level: 8th; Prerequisites: Craft Wondrous
Item, Dogs Luck; Market Price: 4,000 gp (+2), 16,000
gp (+4), or 36,000 gp (+6); Weight: 1lb

New Magic Spells:


Burning Stones
Conjuration
Level:
Components:
Casting Time:
Range:
Area:

Duration:
Saving Throw:
Spell Resistance:

Sor / Wiz 2
V, S, M
1 standard action
Medium (100 ft. + 10 ft. level)
One 5 ft. square per 3 caster
levels, up to a maximum of 4
squares.
1 round / level.
Fortitude negates
Yes

points of damage from the flying stones, a Reflex save


(DC18) halves this damage.
The formation of rock is not actually damaged, the
stones are brought from the elemental plane of Earth.
The stones then fade away within one round.
Material Component: A piece of volcanic rock.

This spell only functions on natural surfaces, or hard


artificial surfaces. The targeted area rumbles ominous
ly as glowing hot stones push themselves from the
ground and steam on the surface. The area becomes
intolerably hot very quickly, living creatures within the
area of effect must make a Fortitude save each round
or suffer 1d4 points of Heat damage. Anyone moving
into the area of the spell must make a Balance check
against a DC of 5 or they will burn themselves for 1d4
points of damage.
The formation of rock is not actually damaged, the
stones are brought from the elemental plane of Earth.
The stones then fade away within one round.
Material Component: A piece of coal.

Dogs Luck
Transmutation
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Brd 2, Clr 2,Sor 2, Wiz 2


V,S,M / DF
1 action
Touch
Creature Touched
1 hour / level
Will Negates (harmless)
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

Rock Burst
Conjuration
Level:
Components:
Casting Time:
Range:
Targets:

Duration:
Saving Throw:
Spell Resistance:

Appendix 3- Campaign
play
This section has been added to SORCERY! The Seven
Serpents for those DMs amongst you that wish to
incorporate this scenario into your ongoing campaign.

Character level
SORCERY! The Seven Serpents is a wilderness adven
ture that has been designed for 14 characters of 7th
level. The adventure is set on the Titan continent
known as Kakhabad The Old World but could easily
be relocated in a campaign setting of the DMs choice.

Scaling the Adventure


Sor / Wiz 4
V, S, M
1 standard action
Medium (100 ft. + 10 ft. level)
Any nonmagical formation
of rock at least 27 cubic feet in
volume.
Instant.
Reflex half.
Yes.

The targeted formation of rock explodes violently,


showering the area with sharp pieces of stone.
Anything inside a 20 foot radius burst suffers 5d6

As mentioned before, SORCERY! The Seven Serpents


is designed to be played with a party of 14, 7th level
characters. However, It can easily be adjusted for lower
or higher level characters with a few modifications.
Some examples are given below

Party Levels 46
Consider allowing the PCs to find some extra healing,
maybe potions or scrolls, and make sure they have
plenty of opportunities to rest and fully recuperate
between encounters. If the party is 3rd level or lower,
consider removing all poisons. Encounters with an EL
of 6 or higher may have to be tweaked to increase the
parties chances of survival. The following
recommendations are advised:

35

have the opportunity to rest and recuperate lost hit


points and spells. The following recommendations are
also advised:
Random Encounters Forest of the Snatta
1
Ankheg 9HD large (24): HD 9d10+12, 60 hp
each (see MM for more information on
Ankhegs)
23
Brown Bears (26): hp 52 (see MM, Animals for
more information on Brown Bears)
49
Snatta Cats 10HD large (16): hp 45 each (see
Appendix 1 New Monsters)
911 Owl Bears (26): hp 48 each (see MM for more
information on Owl Bears)
Random Encounters Forest of the Snatta
1
Ankheg 4HD: HD 4d10+12, 35 hp (see MM for
more information on Ankhegs)
23
Black Bear: hp 19 (see MM, Animals for more
information on Black Bears)
48
Snatta Cats (14): hp 15 each (see Appendix 1
New Monsters)
910 Owl Bear: hp 30 (see MM for more information
on Owl Bears)
Random Encounters Vischlami Swamp
14
Swamp Goblins (212): hp 4 each .Use the stats
for normal goblins (see MM, for more
information on goblins)
59
Lizard Folk (28): hp 12 each (see MM for more
information on Lizard Folk)
10
Hydra (5Headed): hp 45 (see MM for more
information on Hydras)
Encounter 3: Remove Hailarn the Centaur (leaving
just 2 normal centaurs). Encounter 5: Reduce the
amount of Death Wraiths to 1 and lower The Moon
Serpent to 4HD. Encounter 6: Lower the BadduBeetle
to 4HD and reduce its damage to 1d6+6. Encounter 7:
Lower Cesstar to a 2nd level fighter; lower Oolooh to
a 3rd level sorcerer and lower the caravan guards to
1st level fighters. Encounter 8: Lower the snake
charmer to a 3rd level sorcerer. Encounter 10: Reduce
the Air Elemental to Medium sized. Encounter 11:
Lower the Klattamen to 2nd level fighters. Encounter
13: Reduce The Earth Serpent to 4HD. Encounter 15:
lower the Klattamen champion to a 4th level fighter;
lower the Klattamen villagers to 1st level fighters.
Encounter 17: Reduce The Fire Serpent to 4HD.
Encounter 18: reduce the amount of Assassin Vines to
1. Encounter 20: Reduce The Air Serpent to 3HD.
MAP 2 THE CROSSING. Encounter 1: Reduce The
Air Serpent to 3HD. Encounter 3: Reduce The Water
Serpent to 4HD. Encounter 23: Reduce The Time
Serpent to 5HD (you dont want to make it too easy).

Party Levels 810

36

In order to make this adventure more challenging for


a higher level party: remove most of the healing
potions that the characters can find and keep the ran
dom monsters coming. That way the characters wont

Random Encounters Vischlami Swamp


1
Hydra (12Headed): hp 122 (see MM for more
information on Hydras)
24
Shambling Mound (14): hp 64 each (see MM
for more information on Shambling Mounds)
59
Lizardfolk (410 + leader): hp 13 each (see MM
for more information on Lizardfolk)
Tnyasz, male Lizardfolk Ftr5 (leader): CR 6;
Size M (6 ft., 5 in. tall); HD 2d8+8 + 5d10+20 (hp
75); Init +0; Spd 30 ft. (6 squares); AC 15 (+5
Natural) touch 10, Flat footed 15; Attack +11
melee (Longspear 1d8+9); Full attack +11 / +6
melee (Longspear 1d8+9); SV Fort +8, Ref +4,
Will +3; AL LE; Str 18, Dex 10, Con 18, Int 11,
Wis 14, Cha 7. Languages Spoken: Draconic.
Skills and feats: Balance +4, Hide +3, Jump +4,
Knowledge (nature) +3, Listen +4, Move silent
ly +2, Spot +4, Swim +12; Alertness, Combat
reflexes, Power attack, Weapon focus
(Longspear), Weapon specialisation
(Longspear). Equipment: Longspear+1
10
Green Hags (2): hp 50 each (see MM, Hag for
more information on Green Hags)
Encounter 3: Increase Hailarn the Centaur to a 6th
level fighter and increase the amount of normal cen
taurs to 4. Encounter 5: Increase the amount of Death
Wraiths to 6 and raise The Moon Serpent to 9HD.
Encounter 6: Increase the amount of BadduBeetles to
25 and increase them to 9HD. Encounter 7: Raise
Cesstar to a 9th level fighter; raise Oolooh to an 8th
level sorcerer and make the caravan guards 5th level
fighters. Encounter 8: Raise the snake charmer to a 9th
level sorcerer. Encounter 10: Increase the Air
Elemental to a Greater Air Elemental. Encounter 11:
Raise the Klattamen to 6th level fighters.
Encounter 13: Increase The Earth Serpent to 10HD.
Encounter 15: Raise the Klattamen champion to a 9th
level fighter; Raise the Klattamen villagers to 5th level
fighters. Encounter 17: Increase The Fire Serpent to
10HD. Encounter 18: Increase the amount of Assassin
Vines to 5. Encounter 20: Increase The Air Serpent to
10HD. MAP 2 THE CROSSING. Encounter 1:
Increase The Air Serpent to 10HD. Encounter 3:
Increase The Water Serpent to 10HD. Encounter 23:
Increase The Time Serpent to 12HD

Kaspar has a magically summoned creature called a Familiar. His name is Tobin and he
is a cat. Tobin and Kaspar can communicate empathically up to a range of one mile.
While Tobin is within arms reach, Kaspar gains the Alertness feat (+2 to Listen and Spot checks)
At Kaspars discretion, any spell that he casts on himself (Mage Armour for example)
can affect Tobin if he is within 5ft.
Tobin can deliver Kaspars touch effect spells
Tobin has the feat improved evasion. This means that any attack that would cause Tobin
to make a Reflex save, he takes no damage if saved (rather than half). Even if he fails the
save, he takes half damage anyway.
Kaspar gains +3 to move silently when within 1 mile of Tobin.

Tobin, Kaspars Familiar:

Potion of Fortune will restore 1d4+3 Luck; Potions of Cure Light Wounds will heal
1d8+1 hit points.

Potions:

Feats are features that that give Kaspar special capabilities, or improve ones that he
already has. Listed below are Kaspars feats and a brief description of each one:
Dodge: Pick and enemy in combat and gain a +1 AC bonus for that enemy only.
Skill Focus (Concentration): +3 bonus when using the Concentration Skill
Empower Spell: All variable, numeric effects of an empowered spell are increased by
onehalf. Saving throws and opposed rolls are not affected, nor are spells without ran
dom variables. An empowered spell uses up a spell slot two levels higher than the
spells actual level.

Feats:

Skills:

Potion of Fortune will restore 1d4+3 Luck; Potions of Cure Light Wounds will heal
1d8+1 hit points.

Potions:

Are features that that give Emelni special capabilities, or improve ones that she
already has. Listed below are Emelnis feats and a brief description of each one.
Extra Turning: Allows a character to turn undead four more times per day than normal
Weapon focus (Morningstar): +1 Attack bonus when using the Morningstar
Silent spell: A silent spell can be cast with no verbal components. A silent spell uses
up a spell slot one level higher than the spells actual level.
Spells: Emelni worships the Deity Libra. Her God grants her the use of spells.
Spells per day are: 0 level 6; 1st level 5+1; 2nd level 4+1; 3rd Level 3+1; 4th Level
1+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, a spelllike ability to grant someone the character touches a Resistance bonus
equal to the characters level on the recipients next saving throw. Activating this
power is a standard action. The protective ward is an abjuration effect with a dura
tion of 1 hour that is usable once per day.
Spontaneous casting: Emelni can channel any spell revised (not a domain spell) into
a cure spell

Feats:

Emelni has a number of skills that she can use during the course of this adventure. In
order for Emelni to succeed at a skill, she must roll equal to or greater than the
Difficulty Class (DC) number for the skill in question on a d20 while adding the skill
modifier. An example of this would be that Emelni is listening at a door. In order to
hear the conversation on the other side she must make a skill (Listen) check (DC15).
She rolls a d20 and adds her listen modifier (+5).
Note that some of Emelnis skills have a slash separating two figures (i.e. Move silent
ly +2 / 2). The first number given is Emelnis modifier without her Armour penalty (
3 for her Scalemail +1, +0 for her Light wooden shield +1).
Balance: Use this skill when you need to keep your balance on a ledge etc
Climb: Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate: Use this skill when you need to focus your mind 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 Camouflaged monster
Swim: You can swim

Skills:

Emelni Telia

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 conver
sation on the other side he must make a skill (Listen) check (DC15). He rolls a d20 and
adds his listen modifier (+6).
Balance: Use this skill when you need to keep your balance on a ledge etc
Climb: Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate: Use this skill when you need to focus your mind 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 * +2 when within
one mile of Tobin, his familiar. This is included in Kaspars stats
Move silently: You can sneak up on an enemy, or slink away without being heard * +3
when within one mile of Tobin, his familiar. This is included in Kaspars stats.
Search: You can find simple 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 * +2
when within one mile of Tobin, his familiar. This is included in Kaspars stats
Swim: You can swim

Combat:
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 (+9 for her Morningstar). If the
result is equal to or greater than her opponents Armour Class (AC), then she has hit.
Emelni then rolls her damage for the weapon she is using (1d8+3 Morningstar).
If a monsters roll to hit is equal to or greater than Emelnis AC, then the monster has
scored a hit and Emelni loses hit points (hp).
When Emelnis hps reach 0, she is unconscious. If they reach 10, she is dead.

Kaspar Seltair

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 (+7 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+5 for his Quarterstaff).
If a monsters roll to hit is equal to or greater than Kaspars AC, then the monster has
scored a hit and Kaspar loses hit points (hp).
When Kaspars hp reaches 0, he is unconscious. If they reach 10, he is dead.

Combat:

Emelni Telia
Hit Points

54

Luck

18

+9 melee (Morningstar 1d8+3 20 / x2)


+9 melee (Morningstar 1d8+3 20 / x2)

Size
Medium (5ft. 3in. tall)
Race / Sex
HalfElf / Female
Class / Level Cleric / 7
Hit Dice
7d8+14 (hp 54)
Initiative
+2 (+2 Dex)
Speed
Scalemail 20ft. (4
squares) 30ft. base (6 squares)
Armour Class 19 (+2 Dex, Scale mail +1, Light wooden shield +1) touch 12, Flat
footed 17
Attack
Full Attack

Extra turning, Weapon focus (Morningstar), Silent spell.


Turn / Rebuke Undead

Saves
Abilities

Feats
Class Feats
6 / 5+1 / 4+1 / 3+1 / 1+1

Fort +7, Ref +4, Will +8


Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 11, Wis 16 (+3), Cha 12 (+1)
Luc 18 (+4).

Spells
Good and Protection

Concentrate +10, Heal +5, Hide +2 / 1, Knowledge (Religion) +2,


Listen +5, Move silently +2 / 1, Search +1, Spot +4, Swim +2 / 4

Domains

Skills

Equipment

Scalemail Armour +1 (30lb), Morningstar +1 (8lb), Light Wooden


Shield +1, Backpack (2lb), Winter Blanket (3lb), Hooded Lantern +oil
(3lb), Bedroll (5lb), Rope, Silk 50ft. (5lb), Belt Pouch with 50gp in
and 4 gems worth 100gp each, 5days Trial Rations (5lb) Flint and
Steel (neg), 2 Sacks (1lb) Holy Symbol of Libra (neg).

Encumbrance 65 lbs (Light Load)


Languages
Common and Elven

Notes

Kaspar Seltair
Medium (5ft. 8 in. tall)
Mountain Elf / male
Sorcerer / 7
7d4+7 (hp 27)
+3 (+3 Dex)
30ft. base (6 squares)
13 (+3 Dex) Touch 13,
Flatfooted 10

13

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

+7 melee (Quarterstaff 1d6+5 20 / x2) or +6 ranged (Dart 1d4+2 20 / x2)


+7 melee (Quarterstaff 1d6+5 20 / x2) or +6 ranged (Dart 1d4+2 20 / x2)

Luck

Attack
Full attack

Lowlight vision., Elven traits

27

SQ

Fort +3, Ref +5, Will +5


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

Hit Points

Saves
Abilities

Kaspar Seltair

Skills

Concentration +14, Gather information +3, Hide +4, Knowledge (Arcana)


+13, Listen +6*, Move silently +8*, Search +7, Spot +6*, Spellcraft +13,
Swim +3
Dodge, Empower spell, Skill focus (Concentration)
Spells

Spells per day

Spells Known

6/7/7/5

0 Level: Detect Poison, Daze, Mage Hand, Detect Magic, Ghost Sound,
Read Magic, Ray of Frost. 1st Level: Comprehend Languages, Disguise
Self, Mage Armour, Magic Missile, Ray of Enfeeblement. 2nd Level:
Invisibility, Mirror Image, Spider Climb. 3rd Level: Lightning Bolt,
Monster Summoning III.

Feats
Class Feats

Equipment

Quarterstaff +2 (4lbs), 4 Darts on a Belt (3lbs), Sorcerers Robes (3lbs),


Backpack (2lb), Winter Blanket (3lb), Hooded Lantern +oil (3lb), Bedroll
(5lb), Rope, Silk 50ft. (5lb), Belt Pouch with 50gp in and 4 gems worth
100gp each, 5 days Trial Rations (5lb) Flint and Steel (neg), 2 Sacks (1lb),
Potion of Fortune (Neg), Potion of Cure Light Wounds (Neg).

10

37 lbs (light load)


Common, Elven, Goblin, Orc, Giant.

hit points

Encumbrance
Languages

Tobin (Kaspars Familiar)

Race:
Cat (tiny animal)
HD:
7 (13 hit points)
Init
+2 (+2Dex)
AC:
18 (+2 Dex, +2 Size, +4 natural) touch 14, Flat
footed 16
Attack:
+7 melee (2x Claws 1d2 4 damage)
Full Attack: +7 melee (2x Claws 1d2 4 damage) and +2 melee (Bite 1d3 4)
Saves:
Fort +2, Reflex +4, Will +6
Abilities: Str 3 (4), Dex 15 (+2), Con 10, Int 9 (1), Wis 12 (+1), Chr 7 (2)
Special:
Improved evasion, Share spells, Empathic link, Deliver touch
spells, Speak with master, Speak with animals of its kind, Low
light vision, Weapon finesse, Scent.
Balance +10, Climb +6, Hide +14, Listen +3, Move silently +8, Spot
+3, Survival +1
Skills:

Potion of Fortune will restore 1d4+3 Luck; Potions of Cure Light Wounds will heal
1d8+1 hit points

Potions:

Exotic Weapon Proficiency (Heavy Repeating Crossbow) You are proficient with
the named exotic weapon.
Cleave If you deal a creature enough damage to make it drop (typically by dropping
it to below 0 hit points or killing it), you get an immediate, extra melee attack against
another creature within reach. You cannot take a 5foot step before making this extra
attack. The extra attack is with the same weapon and at the same bonus as the attack
that dropped the previous creature. You can use this ability once per round.
Great cleave This feat works like Cleave, except that there is no limit to the number
of times you can use it per round.
Power attack On your action, before making attack rolls for a round, you may
choose to subtract a number from all melee attack rolls and add the same number to
all Melee damage rolls. This number may not exceed your base Attack bonus. The
penalty on attacks and bonus on damage apply until your next turn.
Point blank shot: Thorgrim gets a +1 bonus to attack and damage rolls with ranged
weapons at ranges of up to 30 feet.
Weapon focus (Dwarven Waraxe): You are especially good with the Dwarven
Waraxe. You add +1 to your attack roll with this weapon.
Weapon specialisation (Dwarven Waraxe): Your increased skill with this weapon
grants you a +2 bonus to damage with this weapon.

Feats:

Thorgrim has a number of skills that he can use during the course of this adventure.
In order for Thorgrim to succeed at a skill, he must roll equal to or greater than the
Difficulty Class (DC) number for the skill in question on a d20 while adding the skill
modifier. An example of this would be that Thorgrim is listening at a door. In order
to hear the conversation on the other side he must make a skill (Listen) check (DC15).
He rolls a d20 and adds the listen modifier (+3).
Note that some of Thorgrims skills have a slash separating two figures (i.e. Climb
+12 / +8). The first number given is Thorgrims modifier without his Armour penalty
(4 for his Chainmail armour).
Climb: Use this skill to climb the tallest mountain or descend the deepest pit
Hide: use this skill to sink into the shadows and remain unseen
Jump: Use this skill to leap over pits, vault low fences or leap onto tables
Listen: Use this skill to hear approaching enemies or to listen at doors
Move silently: You can sneak up on an enemy, or slink away without being heard
Search: You can find simple traps, hidden doors, and details not readily apparent
Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim: You can swim

Potion of Fortune will restore 1d4+3 Luck; Potions of Cure Moderate Wounds will
heal 2d8+3 hit points.

Potions:

Dodge:You are adept at dodging blows. Designate an opponent and receive a +1


bonus to AC against attacks from that opponent.
Improved initiative: +4 to initiative roll
Sneak attack: If Karleth catches his opponents flatfooted or flanked she gains
Additional damage (+4d6)
Evasion:Any attack that would require a Reflex save for Half damage deals no dam
age (if the save was successful)
Uncanny dodge:You can never be caught flatfooted
Trap Sense: Karleth has an intuitive sense that alerts her to danger from traps, giving
her a +1 bonus on Reflex saves made to avoid traps and a +1 Dodge bonus to AC
against attacks made by traps.
Weapon finesse With a light weapon, rapier, whip, or spiked chain made for a crea
ture of your size category, you may use your Dexterity modifier instead of your
Strength modifier on attack rolls. If you carry a shield, its Armour Check penalty
applies to your attack rolls.
Weapon focus (Rapier) You gain a +1 bonus on all attack rolls you make using the
selected weapon.

Feats:

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

Skills:

In order for Karleth to hit her opponent, she must do the following; Roll a d20 and
add her combat modifier for the weapon she is using (+11 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+4).
If a monsters roll to hit is equal to or greater than Karleths AC, then the monster has
scored a hit and Karleth loses hit points (hp).
When Karleths hp reaches 0, she is unconscious. If they reach 10, she is dead.

Skills:

Combat:

In order for Thorgrim to hit his opponent, he must do the following; Roll a d20 and
add his combat modifier for the weapon he is using (+13 for his Dwarven waraxe). If
the result is equal to or greater than his opponents Armour Class (AC), then he has
hit. Thorgrim then rolls his damage for the weapon he is using (1d10+7 for his
Dwarven waraxe).
If a monsters roll to hit is equal to or greater than Thorgrims AC, then the monster
has scored a hit and Thorgrim looses hit points (hp).
When Thorgrims hp reaches 0, he is unconscious. If they reach 10, he is dead.

Karleth Hawke

Combat:

Thorgrim Greymantle

Karleth Hawke
Hit Points

39

Name Karleth Hawke


Size
Medium (5ft. 5in. tall)
Race / Sex
Human / Female
Class / Level
Rogue / 7
Hit Dice
7d6+7 (hp 39)
Initiative
+7 (+3 Dex, +4 Improved
initiative)
30ft. base (6 Squares)
17 (+3 Dex, +2 Leather) touch 13, Flat footed 14
Speed
Armour Class
Attack

Luck

17

Sneak attack +4d6

Full Attack

SA

+ 11 melee (Rapier 1d6+4 1820 / x2) or +9 melee (Dagger 1d4+3 1920 /


x2) or +9 ranged (Dagger 1d4+3 1920 / x2) or +9 ranged (Shortbow
1d8+1 20 / x3)
+ 11 melee (Rapier 1d6+4 1820 / x2) or +9 melee (Dagger 1d4+3 1920 /
x2) or +9 ranged (Dagger 1d4+3 1920 / x2) or +9 ranged (Shortbow
1d6+1 20 / x3)

Saves
Abilities

Equipment

Feats
Class Feats

51 lbs (Light load)


Common

Leather Armour +2 (15lb), Rapier +2(3lb), Dagger +1(1lb), Shortbow


and 20 Arrows +1(5lb), Backpack (2lb), Winter Blanket (3lb), Hooded
Lantern +oil (3lb), Masterwork Thieves Tools (neg), Bedroll (5lb),
Rope, Silk 50ft. (5lb), Belt Pouch with 50gp in and 4 gems worth
100gp each, 5days Trial Rations (5lb) Flint and Steel (neg), 2 sacks
(1lb). Potion of Fortune (neg), Potion of Moderate Wounds (neg).

Dodge, Improved initiative, Weapon finesse, Weapon focus (Rapier)


Evasion, Uncanny dodge, Trap sense +2, Sneak attack +4d6

Skills

Fort +3, Ref +8, Will +3


Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 13 (+1), Wis 13 (+1), Cha 12
(+1), Luc 17 (+3).
Balance +9, Bluff +9, Climb +4, Diplomacy +3, Disable device +13,
Escape artist +9, Hide +12, Listen +9, Move silently +13, Open lock
+14, Search +11, Spot +5, Tumble +13, Swim +6, Use magic device +3

Encumbrance
Languages

Notes

78

Luck

15

Thorgrim Greymantle
Medium (4ft. 8 in.)
Dwarf / Male
Fighter / 7
7d10 +21 (hp 78)
+2 (+2 Dex)
20ft. base (4 squares)
21 (Dex +2, Chainmail +2, light steel shield +1) touch 12, Flat footed 19

Hit Points

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

Thorgrim Greymantle

Attack

+13 melee (Dwarven Waraxe 1d10+7 20 / x3) or +9 ranged (Repeating


Crossbow 1d10 1920 / x2)
+13 / +8 melee (Dwarven Waraxe 1d10+7 20 / x3) or +9 / +4 ranged
(Heavy Repeating Crossbow 1d10 1920 / x2)

Equipment

Feats

Skills

Abilities

Saves

SQ

91lb (Light load)


Common, Dwarven, Goblin

Chainmail +2 (40lb), Light Steel Shield +1, Dwarven Waraxe +1(15lb),


Heavy Repeating Crossbow and 20 bolts (20lb), Backpack (2lb), Winter
Blanket (3lb), Hooded Lantern +oil (3lb), Bedroll (5lb), Rope, Silk
50ft. (5lb), Belt Pouch with 50gp in and 4 gems worth 100gp each,
5days Trial Rations (5lb) Flint and Steel (neg), 2 sacks (1lb) Potion of
Fortune (neg), Potion of Cure Light Wounds (neg).

Cleave, Great cleave, Exotic weapon proficiency (Heavy Repeating


Crossbow), Point blank shot, Power attack, Weapon focus (Dwarven
Waraxe), Weapon specialisation (Dwarven Waraxe).

Climb +12 / +8, Hide +2 / 2, Jump +10 / +6, Listen +3, Move silently +2 /
2, Spot +3, Survival +0, Swim +8 / +0

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

Fort +8, Ref +4, Will +2

Darkvision 60ft. , Dwarven traits

Full Attack

Encumbrance
Languages

Notes

OPEN GAME LICENSE Version 1.0a


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

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

You might also like