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FIGHTING FANTASY The Seven Serpents
FIGHTING FANTASY The Seven Serpents
TABLE OF CONTENTS
Introduction
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
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
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).
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.
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
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.
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.
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).
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:
10
11
12
13
14
15
16
17
18
19
20
21
22
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:
Treasure:
none
Alignment:
Always neutral evil
Advancement:
Level Adjustment:
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.
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.
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.
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:
Dry wastelands
Solitary or cluster (25)
5
none
Always neutral
810 HD (Large); 1121 HD
(Huge)
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.
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
Combat
The Deathwraith will snatch up a silver ceremonial
weapon and try to murder any living being it comes
across.
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:
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:
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.
27
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:
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.
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.
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:
29
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.
30
Attack:
Full Attack:
Space / Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
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.
Snattacat
Small Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
31
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).
Skills
Snattacats receive a +4 Racial bonus to Climb and
Move silently.
32
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
serpents
9
None
Always neutral evil
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.
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:
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.
Skills
The Water Serpent has a +12 Circumstance bonus to
Hide checks in the water.
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
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
Dogs Luck
Transmutation
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
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.
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
36
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.
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
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
Saves
Abilities
Feats
Class Feats
6 / 5+1 / 4+1 / 3+1 / 1+1
Spells
Good and Protection
Domains
Skills
Equipment
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
Luck
Attack
Full attack
27
SQ
Hit Points
Saves
Abilities
Kaspar Seltair
Skills
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
10
hit points
Encumbrance
Languages
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:
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
Luck
17
Full Attack
SA
Saves
Abilities
Equipment
Feats
Class Feats
Skills
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
Equipment
Feats
Skills
Abilities
Saves
SQ
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).
Full Attack
Encumbrance
Languages
Notes
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary
Gygax and Dave Arneson.
The d20 conversion of SORCERY! The Seven Serpents Copyright 2004, Myriador Ltd;
Author Jamie Wallis, based on original material by Steve Jackson.