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FIGHTING FANTASY the Seven Serpentsd20 system adventure published by Myriador, conversion by James Wallis. From the creators of The Warlock of Firetop Mountain: Steve Jackson and Ian Livingstone.

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Page 1: FIGHTING FANTASY the Seven Serpents
Page 2: FIGHTING FANTASY the Seven Serpents
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CreditsAuthor: Jamie Wallis

Editors: Geoff Oades and Tim BirkbeckProducer: Mike Dymond

Cover Illustration: Mel Grant (represented by Artist Partners)

Internal Illustrations: Janine Johnston Additional Illustration: Jamie Wallis

Graphic Design: Martin McKenna and Jaytype.comCartography: Jaytype.com Typography: Jaytype.com

Project Manager: Geoff OadesFinance Planning: Mike Dymond

Lead Playtester: Tim BirkbeckPlaytesters: 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

The d20 conversion of SORCERY! ‐ The Seven Serpents is © 2004 Myriador Ltd, all rights reserved. ʹMyriadorʹ and the Myriador logo are trademarks of Myriador Ltd.ʹFighting Fantasyʹ 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. ʹd20 Systemʹ and the ʹd20 Systemʹ and theʹd20 Systemʹ 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! ‐ Kharé Cityport of Traps is presented under v1.0a of the Open Game License (OGL) and as required acopy of the OGL can be found at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and theSystem Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the OGL) is also 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, Kharé ‐ 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,

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

Printed In Canada

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

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

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

SORCERY! ‐ The Seven Serpents 5For the DM 5For the characters 7The Adventure 7

Appendix 1 ‐ New Monsters 23Appendix 2 ‐ New Magic 34Appendix 3 ‐ Campaign play 35Appendix 4 ‐ Characters 37

TABLE OF CONTENTS

legal notice

SORCERY! THE SEVEN SERPENTSBased on the Fighting FantasyTM book by

Steve Jackson

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IntroductionThe Seven Serpents was the third adventure in thefour‐part SORCERY! Series by Steve Jackson. Thesegame books used the Fighting Fantasy™ rules systemfor combat, luck etc. but it had a difference to theother 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 (63including the SORCERY! Series) and has sold over 15million copies world‐wide and has been translatedinto over 20 languages. The Warlock of FiretopMountain alone sold over 2 million copies. Now theFighting Fantasy™ books are being re‐released allow‐ing a new generation of players to explore the Citadelof Chaos, confront the Warlock of Firetop Mountain orget lost in the Forest of Doom.

This book is a conversion of SORCERY! ‐ The SevenSerpents into a d20 role‐playing game scenario. Theoriginal books were a solo experience; this scenariohas been written to allow players to challenge theadventure on their own or as part of a small group ofadventurers. The inclusion of the new Luck rules givethe single player a good chance of success withoutmaking groups of players too powerful.

The SORCERY! books could be picked up andplayed with a minimum of preparation, this scenariohas been written to reflect this including pregeneratedcharacters, full colour maps and other play aids to getyou started quickly. For more information about Role‐play games, Fighting Fantasy™ and SORCERY! ‐ TheSeven Serpents visit the Myriador website: www.myr‐iador.com

Adventure SummaryKharé ‐ Cityport of Traps is at last behind you and youstand, staring at the Baddu‐Bak Plains and the thirdstage of your epic adventure to recover the Crown ofKings.

Ahead of you, Seven Serpents with elemental pow‐ers race towards the Fortress of Mampang to warn theevil Archmage of your quest. Can you slay all sevenbefore they reach their goal?

PreparationIn addition to the books required (as stated on thecover of this product), which will be referred to as theDMG, PHB and MM, a set of polyhedral dice (d4, d6,d8, d10, d12 and d20) is also needed to play. Pull outCharacter sheets of the four pre‐generated characterscan be found in Appendix 4 ‐ Characters

Full colour maps and pre‐generated character sheetscan be downloaded free from www.myriador.com

Quick playOne of the great attractions of the Fighting Fantasy™series of books is that it is very easy to pick up a bookand start playing, everything you need is provided inthe books, you just need to grab a pencil to get straight

into the action. We have tried to write this scenario inthe same way, providing you with everything we canso 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 startplaying.

Detailed dungeon floor plan maps, pregeneratedcharacter sheets with rules summaries and characterand monster tokens are available free to owners of thisbook and can be downloaded fromwww.myriador.com

Notes are included in the back of this book to helpyou integrate this scenario into an ongoing campaign,or visit our website: www.myriador.com where moreinformation can be found about Titan, the FightingFantasy™ world.

Campaign IntegrationAlthough this scenario is designed to be played as astand‐alone adventure using the pregenerated charac‐ters provided or a party of newly created 7th levelcharacters, there is no reason why it couldnʹt be usedas a part of an on‐going campaign. Guidelines andadvice are included in the appendices to help youintegrate this scenario into an on‐going campaign andsuggestions are included about adjusting difficultylevels (see Appendix 3 ‐ Campaign Play).

How to use this BookThe first pages of this scenario contain backgroundinformation for the DM. Later pages contain the rulesfor the new (optional) Luck Ability, these rules shouldbe studied by the DM and the players. Towards therear of the book you will find summaries of new mon‐sters, spells and magic items as well as advice aboutintegrating this adventure into your campaigns.

The bulk of the book contains the scenario informa‐tion divided by location. Each location entry in thescenario is shown on the main map provided, a fullcolour 1" = 5 feet map of each location can be obtainedfree from: www.myriador.com A description of eachlocation is provided for the DM detailing its contentsand any monsters present. The shaded text boxes con‐tain information that the DM can either read out orparaphrase to the players. Other information shouldbe kept secret from the players until they discover it.Descriptions of how each monster is likely to react areincluded in the room descriptions. The DM controlsall the creatures within Firetop Mountain except theplayer characters and is free to change their behaviouras he / she sees fit.

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

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

Full colour maps, pregenerated character sheets andcharacter and monster tokens are all available free toowners of this book from: www.myriador.com (makesure you have your copy of this book available whendownloading these free extras)

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

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

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

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

A characterʹs starting Luck score can only beincreased by magical means or by spending attributepoints gained as the characters becomes more experi‐enced.

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

Standard Point Buy MethodBecause there are now 7 Ability scores instead of thenormal 6, the amount of starting points is increased to30 rather than 25 (See DMG Chapter 2, Ability ScoresGeneration, Standard Point Buy)

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

Luck checks must be resolved BEFORE the actionthat 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. Youmay only check Luck once per action undertaken andthe result only affects that action.

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

Luck cannot be used to give a character feats or spe‐cial Abilities that she would not normally have. i.e. afighter cannot use Luck to allow her to turn / rebukeundead.

Luck Difficulty ClassLuck is checked against a Difficulty Class (DC). (SeePHB Chapter 4, skills, using skills, Difficulty Class)The base DC for Luck is 10.

Ability Luck check = d20 + Ability Modifier (Luck)against DC10

A total roll of 10 will give you a +1 bonus. For every 2points over 10 that you roll you gain +1 to the outcomethat 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, thereis no penalty. However, if the character fails by 6 ormore, she will suffer a ‐2 penalty to the outcome thatLuck was used to affect.

Example: Ellion Gʹaarak decides to test her Luck tohelp 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 hernext attack roll against the Orcs and her Luck is tem‐porarily reduced by 1.

Later in the same fight Ellion decides to test her Luckto add to her attack roll again, this time she rolls a totalof 4. Ellion has failed to make the required DC10 by 6.Ellion now suffers a ‐2 penalty to her attack roll andher Luck is temporarily reduced by 1. If she had rolleda total of 7, she would still have failed in her Luckcheck but not suffered a penalty. However, her Luckwould still have been temporarily reduced by 1.

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

Saving Throws & LuckLuck can be used to modify the result of saving throwusing the same method as described above (under theheading: Luck Difficulty Class). The character makes aLuck check and than applies the result as a modifier totheir saving throw.

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

using the same method as described above (under theheading: Luck Difficulty Class). The character makes aLuck check and then applies the result as a modifier totheir skill check.

e.g. Rhana Quinn has fallen off the side of a ship intoa stormy sea. The DM determines that a skill (Swim)check (DC20) is required for Rhana to safely swim tothe nearby liferaft. Rhana is not a good swimmer hav‐ing no skill ranks, and a Strength of 8 which gives hera penalty of 1 to the check. This means that the best

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she can hope to do is 20 ‐ 1 = 19 meaning she canʹt suc‐ceed! She decides to use her Luck to help her reach theriverbank safely. Rhana rolls a d20 getting 15 and addsher Luck Ability modifier (+2 from an Ability score of14) for a total of 17. She has succeeded by 7 so she mayadd +4 to her Swim check. She now makes her Swimskill check d20 ‐1 (Swim skill) +4 (Luck). She rolls a 17giving her a final result of 21. Rhana just manages toscramble to the riverbank. Rhana reduces her Lucktemporarily by 1.

If Rhana had failed her Luck check, for instancerolling a 3 on her d20 (+2 Ability modifier) = 5, herSwim check would then have been d20 ‐1 (Swim skill)+0 (Luck check result) giving her a maximum possibleresult of only 19. She would start to drown. Of courseshe could use Luck again in the next round to help hersurvive.

Opposed Skill Checks & LuckLuck can be used to modify the result of opposed skillchecks using the same method as described above(under the heading: Luck Difficulty Class). The char‐acter makes a Luck check and then applies the resultas a modifier to their opposed skill check, which isthen compared to their opponents check as normal.

Checks Without Rolls & LuckYou cannot ʹtake 10ʹ or ʹtake 20ʹ when testing yourLuck.

Combat & LuckLuck can be used in combat in three ways. To increaseyour chance of hitting an opponent, to increase thedamage you deal to an opponent, or to reduce thedamage taken from an opponentʹs blow.

Using Luck to Hit an Opponent in CombatA character may make a Luck check (as describedunder the heading: Luck Difficulty Class) the result ofwhich is then added or subtracted to her next attackroll to hit an opponent.

Using Luck to Increase the Damage DealtWhen a character has successfully hit an opponent, hemay make a Luck check (as described under the head‐ing: Luck Difficulty Class) and add or subtract theresult to the damage dealt by his attack. The Luckcheck must be made before damage is rolled. Luckdamage is never multiplied by a critical success.

Using Luck to Reduce the Damage TakenWhen a character has been hit by an opponents attack,she may make a Luck check (as described under theheading: Luck Difficulty Class) and apply the result toreduce or increase the damage she suffers from theattack. Damage reduced by a Luck check can never bereduced to less than 0. She can decide to make theLuck check before or after damage has been rolled.

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

Luck can be used to increase the chance of hittingwith a Magical attack, such as a ray, by modifying theto‐hit roll or it could be used to modify the result of aSpellcraft check to help identify a spell being cast.Similarly it could be used to increase the chance ofmaking a successful saving throw to counter a spellseffect.

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

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

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

An example of a stand‐alone Luck check: If the char‐acters are walking over a rickety old wooden bridge,does a rotten plank break under the weight of one ofthe players? The DM decides that the characters willhave to be particularly Lucky to avoid all the rottenplanks and gives this situation a Luck DC of 15. Aswith all Luck checks, once a stand alone Luck checkhas been made (whether successful or not) the charac‐ter must temporarily reduce his Luck score by 1.

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

Optional Luck RuleIf a character rolls a natural 1 on the Luck roll the DMmay rule that that character has been so unlucky thathe automatically fails whatever he was attempting touse Luck with: If using he was using Luck to modifyhis attack roll then the attack automatically misses; if

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he was using Luck to modify his chance to Pick a lockthe attempt automatically fails; if he was using Luck tomodify his Melee damage roll, he scores no damage atall. If he was using Luck to modify his opponentʹsMelee damage roll, his opponent does full damageetc…

Restoring LuckLuck can be restored in a number of ways. Luck cannotbe increased past its starting value except by magicalmeans (see Appendix 2 ‐ New Magic, New Spells). Anyexcess Luck points that would take a characters Luckscore 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 torestore Luck points. Examples include: LesserRestoration, Restoration and Fortune (see Appendix 2‐ New Magic, New Spells)

Any potion that restores Ability points can be used torestore Luck points.

Discretionary Awards by the DM.DMs can choose to award Luck points to characters forparticular acts of daring or heroism. It should beremembered that Luck is an extremely powerfulAbility that can allow characters to succeed at tasksthat they normally wouldnʹt be able to achieve. Careshould be taken when awarding Luck points, donʹtgive the characters too much or you could make anyscenario too easy, but donʹt be too stingy with yourLuck awards or the characters will probably fail.

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

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

SORCERY! - The SevenSerpents

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 ownraces and cultures. One such region was Kakhabad, adark land at the ends of the Earth.

Although several warlords had tried, Kakhabad hadnever been ruled. All manner of evil creatures, forcedfrom the more civilised lands beyond the ZanzunuPeaks, had gradually crawled into Kakhabad, whichbecame known as the vermin pit at Earth End.

Civilisation and order had spread throughout therest of the known world ever since the discovery of theCrown of Kings by Chalanna the Reformer ofFemphrey. With its help, Chalanna became theEmperor of the largest empire of the eastern world.This magical Crown had mysterious powers, bestow‐ing supernormal qualities of leadership and justice onits owner. But Chalannaʹs own ambitions were not ofconquest. He wished instead to establish peacefulnation‐states aligned to Femphrey. Thus in his wis‐dom, he passed the fabled Crown from ruler to ruler inthe neighbouring Kingdoms and, with the help of itsmagical powers, one by one these lands became peace‐ful and prosperous.

The path was set. Each ruler would own the Crownof Kings for a four‐year period in which to establishorder within the Kingdom and fall in with the growingFemphrey Alliance. So far, the Kingdoms ofRuddlestone, Lendleland, Gallantria and Brice hadtaken their turns under the rule of the Crown. The ben‐efits were immediate. War and strife were virtuallyunknown.

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

The King was first to discover that the Crown wasmissing. Carried off on that starless night by Birdmenfrom Xamen, the Crown was on its way to Mampangin the outlaw territories of Kakhabad. News came fromthe Baklands that the Crown was being carried to theArchmage of Mampang whose ambitions were tomake Kakhabad his Kingdom.

Although Kakhabad was a dangerous land, it was inits self little threat to the surrounding kingdoms. Thelack of rule meant it had no army and its own internalstruggles kept it permanently preoccupied. But withthe Crown of Kings to establish rule, Kakhabad couldpotentially be a deadly enemy to all members of theFemphrey Alliance.

Such was the shame that fell on Analand for the lossof the Crown that all the benefits from two years underits rule soon disappeared. Law, order and moral werebreaking down. The King was losing the confidence ofhis subjects. Neighbouring territories were lookingsuspiciously across their borders. There were evenwhisperings of invasions!

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For the charactersRead this allowed to the players:For two years now, Analand has prospered under theruler ship of the Crown of Kings. This fabled Crownwas discovered many years ago by Chalanna theReformer of Femphrey. In his wisdom, he lent thecrown to neighbouring Kingdoms for a four‐yearperiod 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 whichare now part of the Femphrey Alliance.

As you are well aware, on the night of the DarkMoon the fabled Crown of Kings that had been leantto the ruler of your home land of Analand was stolen.

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

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 Crownof Kings. Only on its safe return would the curse thathas befallen Analand, since the Crown was stolen, belifted.

You have volunteered for this quest and your missionis clear, to travel across Kakhabad to the Mampangfortress and find the Crown of Kings.

The first stage of your journey took you across theShamutanti Hills and ended at the Cityport of Kharé.The second stage of your journey took you throughthe City of Kharé. But this was not as easy as itsounded. You first had to find the secret incantationthat would allow you to open the Northgate and outinto the Baklands to this, the third and most testingstage of your journey.

The Baklands are unknown to the mapmakers ofAnaland…

The AdventureListen Checks: All Listen check DC are calculated forthe characters standing in the adjacent square to thedoor (2½ ft. away) unless stated in the text. If the char‐acters actively listen at a door (presses his ear to thedoor) then reduce the Listen DC by 2.

Encounter Stats: All encounter statistics have beencalculated presuming that the creature is using a one‐handed weapon with one hand. If the DM decides thatthe creature will use its one‐handed weapon with twohands it will gain 1½ times its Strength bonus to dam‐age (provided it has a bonus).

Luck Awards: The DM may award the party LuckAbility points based on how they handled anencounter; 1‐3 Luck for defeating a Monster encounterwith at least an equal EL rating to the party; 1‐3 Luckpoints 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 mayalso award discretionary Luck for acts of bravery /heroism (see Luck, Restoring Luck, DiscretionaryAwards by the DM)

Doors and Locks: All doors are good, wooden doorsand are unlocked unless otherwise stated. Any lockeddoors have average locks unless otherwise stated

Doors: Good Wooden; Hardness 5 (hp 15); Break DC18Locks: Average lock; Open lock DC25Random Encounters ‐ Forest of the SnattaWhile the characters are in the Forest of the Snatta

(encounters 16‐20 inclusive) there is a possibility thatthey will encounter a wandering monster. The DMmust make two checks while the characters passbetween encounters by rolling a d6. On the roll of a 1‐3 the characters have encountered a monster. The DMmust roll a d10 and consult the following table:

1 Ankheg 4HD (2‐4): HD4d10+12; hp 35 each (see MM for more information on Ankhegs)

2‐3 Brown Bears (2): hp 52, 48 (see MM, Animals for more information on Brown Bears)

4‐8 Snattacats (2‐7): hp 15 each (see Appendix 1 ‐ New Monsters)

9‐10 Owlbears (2): hp 48, 43 (see MM for more information on Owlbears)

Random Encounters ‐ The Vischlami SwampWhile the characters are in the Vischlami Swamp

(encounters 22‐24 inclusive) there is a possibility thatthey will encounter a wandering monster. As the char‐acters pass between encounters, the DM must roll a d6.On the roll of a 1‐4 the characters have encountered amonster. The DM must roll a d10 and consult the fol‐lowing table:

1 Hydra (6‐headed): hp 59 (see MM, Hydra for information on six‐headed Hydras)

2‐4 Shambling Mound: hp 61 (see MM for more information on Shambling Mounds)

5‐9 Lizardfolk (4‐10 + leader): hp 13 each (see MM for more information on Lizardfolk)Tʹnyasz, 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 information on Green Hags)

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1. Help on Golden Wings (EL1)Read the characters the following:Dark storm clouds roll across the sky as you startyour journey across the Baklands. This stage of yourjourney will be the most testing yet.

The Plains of Baddu‐Bak are unknown to the map‐makers of Analand. Although certainly uncivilised,the Baklands are inhabited by nomadic tribes andsolitary predators. You will find few friends here.

The crunch of your footsteps rudely shatters thesilence hanging in the air. Apart from the greatNorth wall of Kharé behind you, the landscape isfeatureless and devoid of vegetation, creatures orstructural punctuation.

Two hours later, when the Cityport is little morethan a blemish behind you, the faint calling of birdscan be heard. The noise gets louder and a black shapecan be seen in the sky.The calling noise that the characters can hear is com‐

ing from four Nighthawks. These over‐sized birdshave excellent eye‐sight 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 theNighthawks, they will suffer a ‐10 penalty to theirhide rolls due to the barren landscape.

After two attack rounds (or immediately if the char‐acters are hidden), read them the following:The Nighthawks, which are circling high above, sud‐denly break formation and their cries take on anoth‐er tone. Something has disturbed them and theyseem to be in a state of confusion.

Suddenly, from out of nowhere, a large shape formsin the air in their midst. The Nighthawks shriek as aGolden Crest Eagle materialises and lashes out atthem with its deadly beak. Your spirits are lifted bythis sight as Golden Crest Eagles are raised andtrained as birds of war back in Analand and have amagical Ability to become invisible at will.

The huge Eagle soon despatches the remainingNighthawks and drops down to land beside you.Tied around its neck is a tube containing a messagethat 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 statsfrom the MM for these creatures)

2. A Mysterious Tree (EL0)If the characters are following the trail across theBaklands, read them the following:Ahead, in the distance you can see a solitary leaflesstree.As the characters near the tree, which is just off the

trail, read them the following: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 thebranches the bare twigs appear to have formed ahuman face ‐ an old manʹs face. The image seems to bemouthing a message which drifts down to you, "Youseek the whereabouts of Shadrack of Baddu‐Bak, thatI know. To find him you must detour eastwards toFishtail Rock. He is expecting you". A breeze catchesand disturbs the branches. When they settle, the facehas disappeared!

If the characters make a successful skill (Search)check (DC15) they will find three Potions of CureModerate Wounds (which heals 2d8+3 hit points each)hidden in a hole in the tree. The potions are labeled inthe common tongue.8

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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 plainskicking up a cloud of dust. From this distance, theshapes look like riders on horseback.The fast moving creatures are Centaurs. If the charac‐

ters are visible and make no attempt to hide from theCentaurs they will spot the characters and changecourse to head in their direction. If the characters areinvisible, the Centaurs will veer north and ride out ofsight.

If the characters act aggressively towards theCentaurs they will attack at the most opportunemoment.

If the characters give a friendly greeting to theCentaurs, read them the following:

The leader of theCentaurs steps forward,"Greetings strangers. Iam Hailarn of theBaklandʹs Horsemen.What is your purpose inBaddu‐Bak?"

Should the charactersexplain that they areheading to Mampang theCentaurs will tell them tocontinue north to theForest of the Snatta. Theyalso know the where‐abouts of Shadrack theHermit.

Hailarn, male CentaurFtr4: CR 7; Size L (8 ft., 9in. tall); HD 4d8+20 +4d10+20 (hp 84); Init +8(+4 Dex, +4 Improved ini‐tiative); Spd 50 ft. (10squares); AC 15 (+4 Dex, ‐1 Size, +2 Natural) touch13 Flat footed 11; Attack+14 melee (Longsword2d6+8 19‐20 / x2), or +13ranged 14 (Longbow2d6+4 20 / x3); Full attack+15 / +10 melee(Longsword 2d6+8 19‐20 /x2), or +14 / +9 ranged 14(Longbow 2d6+4 20 / x3);SQ Darkvision 60 ft.; SVFort +10, Ref +9, Will +5;AL N; Str 20, Dex 19, Con20, 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 informationon Centaurs).

4. Fishtail Rock (EL6)As the characters approach Fishtail Rock, read themthe following:Fishtail Rock has been aptly named. Two peaks pro‐trude from the plains looking as if a huge stone fishhas been buried here. If the characters continue towards Fishtail Rock they

will easily spot a small campfire burning outside acave in the tail of the rock. The cave belongs toShadrack the Hermit who will either be found insidethe cave working some leather or if the charactersattract his attention, he will come out to meet them. If

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the characters saw the face in the tree (encounter 2 ‐ AMysterious Tree) they will recognise Shadrackʹs faceas the one that appeared in the tree. If the charactersattack Shadrack he will attempt to flee the area. Readthe characters the following:The old man welcomes you to Fishtail Rock, "I amShadrack, I have been expecting you. I know of yourjourney from Kharé. Be it folly or bravery whichtakes you across the Bak‐lands, I must warn youthat no group from Analand has crossed Kakhabadin so few numbers and survived. Come let us chat bythe fire a while. Maybe I can be of some help to youand for my part I wish to know what is happeningwithin the Cityport".Shadrack has some Baddu‐Bak 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 Kharé. Ifthe characters ask about the Seven Serpents, readthem the following:"Ah, The Seven Serpents", he starts. "They areindeed in the Bak‐Lands but I did not know it wasnews of you that they took back to Mampang. Letme tell you what I know of them, for they are nofriends of mine."

Legend has it that some twelve years ago theArchmage of Mampang fought and slew a mightyseven headed Hydra which dwelt in the caves of theHigh Xamen. So formidable a foe was this creaturethat the Archmage took its heads back to his fortresswhere he used his black arts to resurrect them asSeven Winged Serpents. They became his personalmessengers and as an act of faith, the Godsbestowed their own powers on these creatures to aidthe Archmage. The power of the Sun was bestowedon the Sun Serpent as was the Moon on the MoonSerpent. Earth, Water, Fire and Air became the pow‐ers of four more serpents and the last, the Serpent ofTime, was given perhaps the greatest power of all.But each has its own weakness. Discover theseweaknesses and you may defeat these creatures butotherwise, no mortal stands a chance against theirpowers. The serpents keep the knowledge of theirown personal vulnerability as their closest guardedsecrets. I myself know of only one weakness: The AirSerpent can leave its body and travel as a cloud ofgas. However, it can only stay in this state for a verylimited amount of time and must return to its body.Destroy the creatures body while it is in gaseousform and you will defeat the Air Serpent."The characters are welcomed to spend the night in

the safety of Shadrackʹs cave. Before they leave,Shadrack will give them a scroll with the followingspells on: Bane, Cure Light Wounds (cures 1d8+3 hitpoints) and Doom, and two Potions of Cure LightWounds (cures 1d8+3 hit points).

Shadrack, male Human Clr6: CR 6; Size M (5 ft., 2in. tall); HD 6d8+12 (hp 43); Init +0; Spd 30 ft. (6squares); AC 10 touch 10, Flat footed 10; Attack +6melee (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, Cha16. Languages Spoken: Common, Sylvan. Skills andfeats: Concentration +11, Diplomacy +8, Heal +11,Hide +0, Knowledge (religion) +10, Listen +5, Movesilently +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. Level1 ‐ Longstrider (Domain Spell), Cause Fear, CureLight Wounds, Detect Evil, Sanctuary. Level 2 ‐ LocateObject (Domain Spell), Delay Poison x2, SummonMonster II, Zone of Truth. Level 3 ‐ Fly (DomainSpell), Bestow Curse, Prayer, Meld into Stone.

5. The Moon Serpent (EL9)DMs note: This encounter will take place in theevening / dusk.

If the characters are following the trail, ask them tomake a skill (Spot) check (DC13). If they are success‐ful they can see a small ruined building just off thetrail to the east. Should the characters investigate theruins, they will see that it is a very old and decayedchurch. Hidden within the ruins, skill (Search) check(DC10), is an entrance to the crypt. Stairs lead down toa single stone room that is cold and dank. ThreeDeathwraiths inhabit this crypt and will attack at themost opportune moment.

If the characters look around the crypt and make asuccessful skill (Search) check (DC20) they will find aRapier +2 and a suit of Chainmail +2 hidden in one ofthe coffins.

When the characters leave the crypt and immergeinto the open air, read them the following:

DMs note: If the characters did not notice the ruinsor decided against going into the crypt, this encounterwill take place on the trail (or wherever the charactersare).

It seems to be getting very dark, very quickly.Looking up you can see a large, glowing moon shapeappearing in the sky and the sound of hissing fills theair. The round moon suddenly uncoils itself and agreat shimmering Serpent hovers in the air above youon its glistening wings.

The Moon Serpent will attack the characters to thedeath.

The Moon Serpentʹs weakness is fire. Anything firerelated will cause double damage to this creature.

If the characters are wearing the magical ring knownas Serpents Bane, found within the Cityport of Kharé,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 theFortressssssss of Mampang.Deathwraith (3): hp 40, 31, 28 (see Appendix 1 ‐ New

Monsters)Moon Serpent: hp 61 (see Appendix 1 ‐ New

Monsters)

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6. Surprise Attack (EL5)DMs Note: This encounter can take place anywhere inthe area that you see fit.

Read the characters the following:In the far distance to the north, you can see the edgeof the Forest of the Snatta. It should take you nolonger than a dayʹs journey to reach it.

Suddenly, without warning, the ground beneath yourfeet gives way!Ask the characters to make a Reflex save (DC14). If

they are unsuccessful they will fall to the ground proneand not be able to attack the creature which emergesfrom beneath them for this combat round. The crea‐ture, a Baddu‐Beetle, will attack to the death.

Baddu‐Beetle: hp 48 (see Appendix 1 ‐ New Monsters)7. The Black Elf Caravan (EL10)

As the characters approach the Caravan, read them thefollowing:A couple of hundred yards ahead of you, just over asmall rise, you can see a group of covered wagonsand carts arranged in a circle. A small campfire isburning in the centre and several Humanoids aremoving around both inside and outside of theCaravan.This Caravan belongs to a group of Black Elf mer‐

chants. The Elves know the dangers that dwell withinthe Baklands all too well and have set up their Caravanin a defensive position for the night. The Caravan

guards keep an especially vigilant watch during theevening. Anyone approaching the Caravan will bespotted unless they use magical means to cover theiradvance.

If the characters are visible and approach theCaravan, read them the following:A black shafted arrow thuds into the ground 10 feetto your left quickly followed by another to yourright. Several Humanoids stand on the wagons witharrows notched to their bows, all of which aretrained in your direction.Should the characters retaliate to the arrows fired

upon them the Black Elves will attack mercilessly withmissile fire first then if the characters get close enough,with melee weapons. If the characters show that theyare peaceful (holding up their hands while they contin‐ue their approach) read them the following:From this closer distance you can now make out theHumanoids to be Black Elves. "Thatʹs close enoughstrangers", shouts one of the Elves in the Commontongue. Another Elf, taller than the others, steps uponto one of the wagons to address you. "If its shelteror food you seek, then you waste your time with thisCaravan. What purpose have you wandering throughthe Baklands?"The taller Elf addressing the characters is Cesstar,

leader of the Black Elf Caravan. Black Elves are an evilnatured race and this Caravan is no exception. The

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Elves are not interested in helping the characters justhelping them part with any monies they might have.

If the characters ask for the hospitality of their fireand food in exchange for gold, they will be invitedinto the camp but at the cost of 3gp per character andthey will not be allowed to stay overnight. For their3gp they will each be given a bowel of Baddu‐Beetlestew and Gloister bread that they may eat whilewarming in front of the fire. All the time the charactersare within the confines of the Caravan they will beunder the watchful eye of at least four Caravanguards. Once their meal is finished the characters willbe asked to leave unless they show an interest in whatthe Black Elves may be selling, in which case seebelow.

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 thewatchful eye of the guards. Cesstar will lead the char‐acters to a large covered wagon and knock on theawning. "Oolooh, we have some visitors who wish tosee our merchandise". An older, sinewy lookingbespectacled Black Elf will appear at the opening andinvite the characters in. The Elves have the followingitems for sale:

Magical ItemsDwarven 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 arrivesread the following:"My time has been wasted by these outlanders, theyoffered us nothing for our merchandise! See thesehorn toads off Cesstar".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 BlackElves, Cesstar with hatch a plan. He and his Black Elfmerchants are in league with the Archmage ofMampang. The Elves will try to lure the charactersinto the caravan where they will attack them in an

attempt to subdue them. If the Elves are successful inthis, they will strip the characters of every item theypossess and hang them on crudely made crosses withblack flags hanging at the top to inform the Archmageof whom it was stopped the Allansians. The caravanwill then pack up and head northwest towards theKlatta‐Bak Steppes.

Characters hanging on the crosses will have to makea successful skill (Escape Artist) check (DC25) to undotheir bindings or an Ability (Strength) check (DC20) tobreak the bonds.

Cesstar, male Elf (black) Ftr5: CR 5; Size M (5 ft., 5in. tall); HD 5d10+10 (hp 46); Init +7 (+3 Dex, +4Improved initiative); Spd 30 ft. (6 squares); AC 18 (+3Dex, Studded Leather +2) touch 13, Flat footed 15;Attack +9 melee (Longsword 1d8+3 19‐20 / x2), or +10ranged (Longbow 1d8+2 20 / x3); Full attack +9 melee(Longsword 1d8+3 19‐20 / x2), or +10 ranged(Longbow 1d8+3 20 / x3) SQ Low‐light vision, Elventraits; SV Fort +6, Ref +4, Will +3; AL NE; Str 15, Dex16, 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, 20Arrows, Longsword +1, Studded Leather +2

Oolooh, male Elf (black) Sor4: CR 4; Size M (4 ft., 11in. tall); HD 4d4+4 (hp 15); Init +3 (+3 Dex); Spd 30 ft.(6squares); AC 13 (+3 Dex) touch 13, Flat footed 10;Attack +3 melee (Dagger 1d4+3 19‐20 / x2), or +6ranged (Dagger 1d4+1 19‐20 / x2); Full attack +3 melee(Dagger 1d4+1 19‐20 / x2), or +6 ranged (Dagger 1d4+119‐20 / x2); SQ Low‐light vision, Elven traits; SV Fort+2, Ref +4, Will +3; AL LE; Str 10, Dex 16, Con 12, Int10, 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, Stillspell. Equipment: Sorcererʹs Robes, Dagger +1

Sorcerer Spells Known (6 / 7 / 4): 0th ‐‐ DancingLights, Daze, Flare, Ghost Sound, Mage Hand, ReadMagic. 1st ‐‐ Feather Fall, Mage Armour, MagicMissile. 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 +6melee (Longsword 1d8+2 19‐20 / x2), or +7 ranged(Longbow 1d8 20 / x3); Full attack +6 melee(Longsword 1d8+2 19‐20 / x2), or +7 ranged (Longbow1d8 20 / x3); SQ Low‐light vision, Elven traits ; SV Fort+3, Ref +4, Will +1; AL NE; Str 14, Dex 16, Con 11, Int11, 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.

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8. The Snake Charmer (EL7)As the characters approach this area, ask them to makea skill (Listen) check (DC10). If they are successful theycan hear a strange wailing sound. If the characters failto hear the noise there is still a chance of them noticingthe natural pit if they make a skill (Spot) check (DC15).

If the players investigate the sound they hear, it willlead them to a natural pit located twenty feet awayfrom the path. If the characters discover the pit andlook down it, read the characters the following:The pit is about 10ft. deep. At the bottom, a darkskinned man is sitting crossed legged playing astrange looking pipe. In front of him, several snakesare 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 thesnakes will attack.

Tactic: The Snake Charmer will attempt to use hisSerpent 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 mysssslithery sssisters. It lookssss asss though sss‐someone isss calling ussss". The man looks uptowards 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 hismagical Serpent Pipe (see Appendix 2 ‐ New Magic) totransform his victims into snakes and keep them as hisloyal pets. The six snakes that dance to his music wereonce his sisters!

If the characters climb down into the pit the SnakeCharmer will ask them to be seated. The six snakes willsit watching the characters at all times but will notmove unless instructed to by the Snake Charmer.Judging by their clothes (unless magically altered ordisguised) the Snake Charmer will assume the charac‐ters to be adventurers and ask what items or relics theyhave collected on their travels. Should the charactersrefuse to tell him or show him any of their collectionshe will grow angry and attack (see Tactics above). Ifthe characters have collected a pair of Borrinskin Bootson their journey and show them to Manata, read themthe following:"Oh yesssss", cries the Snake Charmer, "Manatalikesss bootssss. I wantsss them. Valuable informa‐tion I can givessss to you about the Serpentsssss inthe 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 questionhim any further he will grow angry and attack (seeTactics above). If the characters give the BorrinskinBoots to the Snake Charmer, read them the following:"Give, give, give", he pleads with out stretched handsas you pass him the boots. He looks at you slyly then

thinks better of it and shrugs. "Ssseven wingedSserpentsss passssed this way two daysss ago. Mysssissssterssss 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 playinghis music. He will not converse with the characters anyfurther.

Manata the Snake Charmer, male Human Sor6: CR6; Size M (6 ft., 1 in. tall); HD 6d4+6 (hp 24); Init +1 (+1Dex); Spd 30 ft. (6 squares); AC 11 (+1 Dex) touch 11,Flat footed 10; Attack +2 melee (unarmed attack 1d3‐1non‐lethal damage); Full attack +2 melee (unarmedattack 1d3‐1 non‐lethal damage); SV Fort +3, Ref +3,Will +4; AL NE; Str 8, Dex 13, Con 12, Int 10, Wis 9, Cha15. 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 ‐‐ DancingLights, Detect Magic, Ghost Sound, Light, Mage Hand,Ray of Frost, Read Magic. 1st ‐ Mage Armour, MagicMissile, 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 andSecondary 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 anincline that forms the natural borders between theBaddu‐Bak Plains and the Klatta‐Bak Steppes. Asthe ground levels out once more you can make outsomething in the distance ahead of you. At first itlooks like a natural rock formation but as you getnearer you can see that it is actually a large ruinedbuilding.If the characters decide to take a closer look at the

building read on…The building looks to be an old ruined temple of somedescription judging by the elaborate carvings on thecracked stone pillars. There are still some walls andparts of the roof that have not collapsed but the tem‐ple looks to be in a precarious state. A stone well isstill standing by the east wall of the temple.Characters with the appropriate skill and who make

a successful skill (Knowledge ‐ Architecture andEngineering) check (DC10) can determine that thisbuilding has only been ruined recently (within the lastfortnight).

The characters have a couple of other places toexplore should they choose to. The well has long driedup. If the characters look down they will not be able tosee the bottom unless they have Darkvision. The ropeand bucket are at the bottom and are still tied to thewinch at the top of the well. Inside the bucket is a

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snake that will attack the nearest character if the buck‐et is raised to the surface (see below). There is nothingelse to be found here.

If the characters venture into the ruined temple andshout to see if anyone is about they will get no reply.However, if they shout a lot some dust will fall fromthe ceiling. Along one of the walls are some inscrip‐tions that look like ancient hieroglyphics. A characterwill be able to understand what is written on the wallsif 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 Throffand speak her name out aloud (reading the deci‐phered ancient hieroglyphics to the other charactersfor instance), a section of the ceiling directly abovetheir 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 ofThroff); Search (DC25); Disable device (DC25).

If the characters decipher the ancient hieroglyphicsand decide to read it aloud to the other characters,read them the following:THIS TEMPLE WAS BUILT BY THE PRIESTS OFYADU IN HONOUR OF THROFF, GODDESS OFTHE EARTH. THOSE WHO ARE NOT OF THEFAITH ARE FORBIDDEN FROM ENTERING THISTEMPLE AND SHALL BE PUNISHED ACCORD‐INGLY IF THEY SPEAK THE NAME OF THROFFOUT LOUD.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 trapdoor hidden in the floor that has been partly coveredby rock. To free the trap door a character must make asuccessful Ability (Strength) check (DC15). If the char‐acters open the trap door they will be met by a terriblestench. Below is a single, small room with an elderlyman in it who has been chained to the walls. The oldman is Shalla, Priest of Throff. Nine days agoKlattamen sacked his temple in the hope of gaining allits 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 thebuilding.

Shalla will be overjoyed to see the characters. He willplead with them to set him free and tell them how hecame to be locked in the cellar. If the characters chooseto help Shalla they will need to make a skill (OpenLocks) check (DC20) to free him from his chains.Shalla has been unable to perform his ritual to gainspells from Throff and so is in rather a bad wayhealth‐wise (he still will not be able to perform his rit‐ual because his holy symbol and robes have beenstolen).

If the characters have freed Shalla and ask him aboutthe Seven Serpents read them the following:"So…. The messengers of the evil Archmage areabout once more are they? Those creatures are no

friends of mine. I will tell you what I know but I amafraid it is not much. All of the Seven Serpents havea weakness but I know of only two. The MoonSerpent cannot abide fire and the Earth Serpent ispowerless 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 6d8‐6 (hp 3 of 21); Init +2(+2 Dex); Spd 30 ft.(6 squares); AC 12 (+2 Dex) touch12, Flat footed 10; Attack +4 melee (unarmed attack1d3 non‐lethal damage); Full attack +4 melee(unarmed attack 1d3 non‐lethal 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. Skillsand feats: Heal +7, Hide +2, Knowledge (Religion) +12,Listen +4, Move silently +2, Spot +4; Alertness, Martialweapon proficiency (Warhammer), Skill focus(Knowledge ‐ Religion), Weapon focus (Warhammer).

Cleric Domains: Earth and GoodCleric 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 readthem the following:Now that you are traversing the southern regions ofthe Klatta‐Bak steps, the land is less barren andsmall rock formations furnish the landscape. Oneparticular rocky outcrop, the one that stands beforeyou, is quite a bit larger than the rest standing some20 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 blowingwhich seems to be in an isolated area only. If the char‐acters do not hear the noise, they may find the hiddencave 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 sixfeet high cave that is almost hidden by thesurrounding rocks.The cave is home to an Air Elemental that will attack

the characters if disturbed. The Air Elemental lookslike a miniature tornado within the cave that is creat‐ing quite a strong wind.

If the characters destroy the Air Elemental andsearch the cave they will find its treasures: a suit ofStudded Leather Armour +3 and a Staff of Healingwith 9 charges remaining.

Air Elemental, Large: hp 62 (see MM, Elementals formore information on Air Elementals, large).

11. Klattamen (EL6)DMs note: This encounter can take place at any timeyou choose within this area.

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A hunting band of three Klattamen are patrolling thisarea. If they spot the characters they will attack them atthe most opportune moment (possibly stalking thecharacters for a while to gain the best advantage).

Klattamen are a race of Humans that have dwelledwithin these plains for hundreds of years. They haveevolved just beyond that of Neanderthal status andcommunicate via a crude dialect of grunts and armmovements. Klattamen typically wear hide as armourand carry simple weapons like clubs and spears.

If the characters kill the Klattamen and search thebodies, they will find the following items: 2gp, a ratsskull (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 (+2Dex, +4 Improved initiative); Spd 20ft. ‐ Hide Armour(4 squares) 30 ft. base (6 squares); AC 15 (+2 Dex, HideArmour) 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, Weaponfocus (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 asmall, fast moving creature in the distance to the north.If the characters make no effort to hide their presenceon the plains the creature will turn towards them.

If the characters allow this creature to get closeenough to them, read them the following:As the creature gets closer you can see that it is asmall male humanoid, almost Dwarven in appear‐ance, with a walking stick. The creatureʹs legs aremoving incredibly fast allowing it travel wellbeyond 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 asʹThe Shamʹ). Dintainta often travels under the magicalguise of an old male Dwarf. Her unusual speed is dueto the magical item worn on her feet called Sandals ofthe Cheetahʹs Pace (see Appendix 2 ‐ New Magic). TheSham is fully aware of the characters mission to recov‐er the Crown of Kings from the Archmage ofMampang and is here to aid them in their quest.However, she wants to test the characters goodnessbefore she does help them. If the characters haveallowed The Sham to approach them, read them thefollowing:The small humanoid, standing little over four feettall, stops in front of you. "Are you friend or foe?",the small creature asks in a squeaky voice. "If itʹsfriend then show me your friendship and give me agift of greeting. If itʹs foe, then be gone and get out ofmy way".

If the characters step out of the way of the creature oranswer as ʹfoeʹ, The Sham will be very disappointed inthe heroes of Analand. She will reveal her true self tothem (a middle aged woman dressed in purple robes)and explain that she was here to help them but they arenot 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 towardsthe creature and offer it an item from their backpack(no matter how small or insignificant), read them thefollowing:A wide smile spreads across the creatureʹs face, "Youare worthy of my help", says the creature. Not in thesqueaky voice as before but in the soft tones of a mid‐dle aged woman. The creature transforms before youinto a beautiful Human woman dressed in purpleSorcererʹs Robes. "My name is Dintainta of theSteppes, although most of the inhabitants of theBaklands call me The Sham.

I am aware of your mission to recover the Crown ofKings and your wit and courage that has aided youin getting this far is to be commended however,greater dangers lie ahead. At the Fortress ofMampang beware the Sleepless Ram. Your skills areno match for its power. You will over come it byuncorking this vial in its presence". The Sham handsyou a small vial full of swirling vapours. "Guardthis vial with your life and let no one release thegasses from within!", she warns.The Sham also has some other useful information. If

the characters ask about the Seven Serpents she willtell them that if they take the northeast path from herethey will encounter the Earth Serpent. This serpent isvery powerful but only when it is in contact with theearth.

In an exchange for the greeting gift given to her bythe characters when they first met, The Sham will givethe characters two Potions of Cure Moderate Wounds(which will heal 2d8+3 hit points) and a Wand of DelayPoison with 42 charges remaining.

Dintainta ʹThe Shamʹ, 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 ‐ Sandalsof the Cheetahʹs Pace), base 30ft. (6 squares); AC 13 (+2Dex, 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; Craftwondrous items, Enlarge spell, Improved initiative,Quicken spell. Equipment: Purple Sorcererʹs Robes,Sandals of the Cheetahʹs Pace (see Appendix 2 ‐ NewMagic), Ring of Protection +1, Wand of Delay Poison(4th level; 28 charges remaining), Vial of Gas*, 2xPotions of Cure Moderate Wounds, Quarterstaff +2

Sorcerer Spells Known (6/7/7/5): 0th ‐‐ DancingLights, Detect Magic, Ghost Sound, Light, Mending,Ray of Frost, Read Magic. 1st ‐‐ Charm Person,Disguise Self, Magic Missile, Mage Armour, Ray of

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Enfeeblement. 2nd ‐‐ Alter Self, Catʹs Grace, SpiderClimb. 3rd ‐Lightning Bolt, Summon Monster III.

DMs note: *This vial of gas is a specific concoctionthat has been created by The Sham to temporarilyincapacitate the Marble Ram which guards theArchmageʹs tower in the final adventure to this four‐part epic, SORCERY! The Crown of Kings. It has nouse in this adventure.

13. Earth Serpent (EL7)This encounter with the Earth Serpent can take placeanywhere in the area that the DM chooses. It worksbest when the characters rest and eat. Read the char‐acters the following:You have picked a very picturesque and suitableplace in which to camp. From this position the southfringes of the Forest of the Snatta can be clearly seensome 8‐10 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 Kharé,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 thefollowing:The Forest of the Snatta is now very close. You canclearly see the path that you are following disap‐pear into the arboreal mass just a mile or so fromwhere you stand. Suddenly, a voice calls out to you. Looking across to

your left you can see several humanoid creaturesstanding in a circle just 20 feet from the path. Youswear 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 partiallysee through these creatures. Continue reading the fol‐lowing:One of the creatures raises its head and turnstowards you. Inside the hood, the bony face of along‐dead skull opens its jaw. Its hollow voicewhistles in the wind, "We have awaited yourarrival. You have made good time mortals. We arethe Seven Spirits. We have been dispatched to warnyou of the dangers ahead. Come, Join us."If the party refuse the invite and continue walking

toward the forest, read them the following:"Halt!" Booms the ghostly voice. "You shall nottake another step forwards!"This is nothing short of an idle threat. If the charac‐

ters proceed towards the forest and ignore the threatsfrom the Seven Spirits, they will be safe.

The Seven Spirits are evil entities which roam theBak‐Lands looking for poor unsuspecting mortals onwhom to inflict the will of their master, the Archmage

of Mampang. The Archmage has a plan to try todestroy all good align humanoids by making themsummon a demon to attack themselves. The spirits areincorporeal and cannot be touched in the same waythat they cannot touch anything from the materialworld (in other words, they cannot cause damage norreceive it).

If the characters have decided to join the SevenSpirits, read them the following:The spirits rise as you approach. They glide silentlythrough the air passing right through one another asthey mingle. The spirits encircle you and join hands.One of the ghostly spirits speaks," Your caution isunderstandable but do not fear us. These are not ournatural bodies but merely the shells through whichwe communicate to mortals. There are dangersahead the likes of which you cannot imagine. Weknow of a magical chant that will protect you fromharm. 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 factsummon a Babau Demon that will attack the charac‐ters immediately and will fight to the death. If thecharacters with the appropriate skill make a success‐ful skill (Spellcraft) check (DC20) they will know thatthe incantation is one of summoning. If the charactersrepeat the incantation, the spirits will disappear.

Babau Demon: hp 62 (see MM, Demons for moreinformation on the Babau Demon).

15. Klattamen Village (EL9)A small village blocks the path that the characters arefollowing towards the Forest of the Snatta. If the char‐acters decide to approach this village and they are vis‐ible, read them the following:As you approach the village you are noticed andseveral of the villagers gather together and watchyou approach. They are ugly creatures, humanoidbut strong looking and very lanky. Most of themales in the village wear animal skin armour (hide)and carry well crafted wooden clubs or spears. Youget the impression from the grunts and vigoroushand movements that they have evolved just beyondthat of Neanderthal status.Read the characters the following if they enter the

Klattamen Village:As you enter the village the locals stare at you withan expression that you cannot read. One of themales motions you to follow him to a large cookingpot in the centre of the village.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 abovethat of Neanderthal. The Klattamen do not talk, they

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communicate via a crude dialect of grunts and armmovements. Their society is based around strengthand combat prowess. Any newcomer to the villagemust first be shown hospitality but in return the visitormust show their worthiness by choosing one amongstthem to fight the village champion.

If the characters follow the Klattamen to the cookingpot they will be encouraged to sit and eat. The food isbasic (boiled meat with vegetables) but it is tasty andfilling. Once the characters have eaten their fill theywill notice that several of the males have gatheredround a much larger Klattaman. The males are dress‐ing the larger one in hide armour, boots and a largeclub. Once dressed, his face and arms are painted inblack symbols and lines. When they have finished, theKlattamenʹs champion will approach the charactersand 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 characterwith his club. If the character does not respond, thechampion will attack him where he sits. This ritual issupposed 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 thefighting will stop and the characters allowed to leave.

Klattamen Champion, male Human Ftr6: CR 6; SizeM (6 ft., 3 in. tall); HD 6d10+18 (hp 59); Init +6 (+2 Dex,Improved initiative); Spd 20ft. ‐ Hide Armour (4squares) 30 ft. base (6 squares); AC 15 (+2 Dex, HideArmour) touch 12, Flat footed 13; Attack +11 melee(Club 1d6+6 20 / x2); Full attack +11 / +6 melee (Club1d6+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, Mountedcombat, 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; Spd20ft. ‐ 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. LanguagesSpoken: None (Klattaman) Skills and feats: Climb +4,Hide +2, Listen +2, Move silently +2, Ride +2, Survival+2; Alertness, Power attack, Toughness, Track, Weaponfocus (Club). Equipment: Hide Armour and a Club.

16. Forest of the Snatta (EL0)The characters are now entering the Forest of theSnatta. Please refer to: The Adventure, RandomEncounters ‐ Forest of the Snatta for the randomencounter table for this area.

17. Fire Serpent (EL7)When the characters are approaching this area, ask thecharacters to make a skill (Spot) check (DC14). If theyare successful read them the following:

Some 25 feet ahead of you, a strange red snake iscrossing the path. It stops to look at you for a briefmoment 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 charactersdo follow the Fire Serpent into the forest, read thefollowing:The red snake moves swiftly in‐between the treeswithin the dense forest. The trees open into a clearingbut the snake is no‐where 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 knownas Serpents Bane, found within the Cityport of Kharé,and remember to use it to extract an item of informa‐tion from the Fire Serpent, read them the following:Do not eat from Throgʹsssssssss larderFire Serpent: hp 61 (see Appendix 1 ‐ New Monsters).

18. The Killing Trees (EL7)This is a particularly nasty area of the forest. At theintersection, where the path forks west, a patch of fourAssassin vines have set up home. These plants are verypreditorial and will attack any living creature thatcomes within reach. Three of the Assassin vines havepositioned themselves so that their main branches willreach the centre of the crossroads (see map 1) while theother is along the north road.

Assassin Vines (4): hp 30, 28, 31, 35 (see MM formore information on Assassin Vines)

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19. Fenestraʹs Cave (EL8)If the characters are following the path they willnotice that it circles a small hillock on which the forestcontinues to grow. On the west side, the path runs uphill slightly and ends at a wooden door built into thehillock. The door is unlocked. If the characters make asuccessful skill (Listen) check (DC10) they will hearthe sound of a single voice coming from within. Thevoice belongs to the owner of the cave‐house, theElven Sorceress Fenestra. She is talking in an ancientElven dialect which the characters can recognise bymaking a successful skill (Knowledge ‐ History) check(DC20). She says: "You cannot escape, WingedSerpent. Soon your brother will come looking for youand I will have my revenge."

The last time the Archmage of Mampang releasedhis Winged Serpents in Kakhabad, Fenestraʹs fatherwas slain by the Water Serpent close to the banks ofthe Kharabak River. Since that time, Fenestra has plot‐ted her revenge. She captured the Sun Serpent duringa bad rainstorm by offering it shelter (she had learnedthat the creatures weakness is water). Once inside thecave she cast one of her fatherʹs spells binding thecreature within a large glass orb. She is aware of theclose relationship of the Seven Serpents and expectsthe Water Serpent to come looking for itʹs captive sib‐ling. Fenestraʹs thirst for revenge has uncovered theweaknesses of two of the serpents: The Sun Serpent isexplained above and the Water Serpentʹs weakness isoil. The Elven sorceress keeps a large supply of oil forwhen the Water Serpent finally arrives.

Trap: The front door to Fenestraʹs cave‐house istrapped. If it is opened, a permanent Magic Mouthspell will activate in Fenestraʹs study and whisper,"You have company".

Magic Mouth Trap: CR4; Magic device; Proximitytrigger; Automatic reset; Spell effect (Magic Mouth);Search (DC27); Disable device (DC27).

Knocking on the door will not attract the attention ofFenestra. If the characters open the door, read themthe following:Beyond the door is a small passageway which leadsfurther into the hillock. A light source is present atthe far end of the passage and a single shadow ismoving 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 threateningtowards her, she will attack to the death. If the charac‐ters move down the passage to the room at the end(Fenestraʹs study), read them the following:Standing next to an orb in the centre of the room isa female Elf dressed in Sorcererʹs Robes. Inside theorb is a swirling mist which every now and againsolidifies to form the face of a large snake‐like crea‐ture. The room itself appears to be a study of somedescription. A desk and several bookshelves line thesmall walls. A single door, which is closed, appearsto be the only other way out of this room.

If the characters failed to notice Fenestraʹs door trap,she will be well aware of their presence (whether hid‐den or not). Fenestra will ask the characters to showthemselves and ask what they want.

If the characters are rude or appear to know morethan they are letting on, Fenestra will cover the glassorb with a large cloth and ask the characters to leave.She may trade some of her items if asked, but she willnot help the characters in any other way.

Should the characters mention that the creaturewithin her Orb looks like one of the Seven Serpents,Fenestra will ask the characters what they know ofthese creatures. If the characters are forthcoming tothe Elven sorceress and explain their mission to recov‐er the Crown of Kings and that slaying these deadlyserpents has become crucial to their success. She willtell 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 followinginformation:If it is Mampang that you travel to, you will firstneed to cross the Kharabak River at the mouth ofLake Ilklala. Fenestra hands you a small silverwhistle. "Follow the path to the shore of LakeIlklala. When you are there, blow this whistle tosummon the ferryman. Without his help to cross youwill need to find either a boat or to swim across.

The only other advice I can give you is regarding theSerpent of Time. This creature is the swiftest of theseven. My father devised a magical incantation toaid in defeating this serpent but he gave it to theMarsh Goblins of Vischlami Swamp many monthsago. They wanted to kill the creature as it was ter‐rorising their homeland. I do not know if they weresuccessful in their attempts or not.As the characters prepare to leave, Fenestra will

offer the characters either a Potion of Cure SeriousWounds (which will heal 3d8+5 hit points of damage)or a Talisman of Luck +4 (see Appendix 2 ‐ NewMagic).

If the characters are wearing the magical ring knownas Serpents Bane, found within the Cityport of Kharé,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 MucalycticssssssssssssDMs Note: If the characters were not forthcoming

with revealing their intensions to destroy the SevenSerpents, Fenestra will offer to trade the above itemsand not to give them away.

The door in Fenestraʹs study leads to her bedroom.The door is kept locked at all times and Fenestra keepsthe key on her person.

Strong Door: Break (DC23); Hardness 5; hp 20Good Lock: Open locks (DC30)Fenestra keeps her prized possessions in a wooden

chest next to her bed. These items belonged to herfather: Helm of Comprehend languages and Readmagic, Figurine of Wondrous power (onyx dog) and aRod of Withering.

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Trap: The wooden chest has been Fire Trapped.Fire Trap: CR 3; Spell; Spell trigger; No reset; Spell

effect (fire trap, 8th‐level sorcerer, 1d4+8 fire, Reflexsave (DC13) for Half damage); Search (DC27); Disabledevice (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 (Dagger1d4+1 19‐20 / x2) or +9 ranged (Dagger 1d4+1 19‐20 /x2); Full attack +9 melee (Dagger 1d4+1 19‐20 / x2) or +9ranged (Dagger 1d4+1 19‐20 / x2); SQ Low‐light vision,Elven traits; SV Fort +3, Ref +6, Will +7; AL NG; Str 9,Dex 18, Con 12, Int 15, Wis 12, Cha 17. LanguagesSpoken: Ancient Elven, Common, Elven, Gnoll. Skillsand feats: Concentration +12, Hide +6, Knowledge(arcana) +10, Listen +5, Move silently +5, Search +5,

Spot +5; Craft wand, Scribe scroll, Weapon finesse.Equipment: Sorcererʹs Robes, Dagger +2, Wand ofLightning Bolt (8th level; 8d6 damage; 21 chargesremaining), Ring of Protection +2, Silver key to herBedroom.

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.

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20. The Riverʹs Edge (EL7)As the characters approach the bank of the river, readthem the following;The trees are beginning to thin and within a fewmoments you find yourselves staring out across ahuge expanse of water. This must be where theKharabak River flows from Lake Ilklala. In the dis‐tance, some 10 miles or so, you just about make outthe 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 theVischlami Swamp) or they can boat across (there isplenty 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. Heowned the only boat for miles around and charged anominal fee for passage across the river. He residedwithin a well hidden dug‐out along the south side ofthe river bank approximately 100ft. from where thepath ends ‐ skill (Search) check (DC20) to locate thedug‐out ‐ …until just yesterday when he met hisdeath at the hands of the Air Serpent. The Air Serpent,knowing that the characters will have to cross theriver at some point, has used its Polymorph Ability toimpersonate the ferryman.

DMs note: The Air Serpent knows that the WaterSerpent is waiting for them in the middle of the river.Its plan is to lure them out there so that they can attackthe characters together. However, the Air Serpent isvery aggressive and short tempered and it will nottake much to aggravate it into a fight.

If the characters discover the dug‐out they will findthe Air Serpent, polymorphed into the guise of the fer‐ryman, asleep in a boat. It will wake with a start andmoan at the characters for disturbing it. However, itwill remember what its plan is and offer to take thecharacters across the river for 2gp each. The AirSerpent is short temperedand aggressive. It willdemand that the charactershelp it to pull the boat intothe water. If the charactersare threatening towards it, itwill lose its temper and poly‐morph back into its trueshape and attack.

If the characters haveobtained a whistle from thesorceress Fenestra, they canuse it to attract the AirSerpentʹs attention. If thecharacters blow the whistleread the following:The whistle emits a loud,shrill noise much louderthan you would expect froma small silver whistle. Afew moments later, a humanhead appears from a large

patch of undergrowth. The man pulls himself fromhis dug‐out, stretches and looks at you. "Wadda yawant?", he says in a grumpy half asleep voice. Theman is unwashed and very untidy. He wears animalpelts 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 Kharé,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 candleAir Serpent: hp 40 (see Appendix 1 ‐ New

Monsters)21. The Kharabak River

DMs note: Please refer to Map 2 ‐ The CrossingMap 2 ‐ Encounter 1. The Air Serpent Attacks (EL7)

This encounter will only take place if the charactersare being ferried across the river by the Air Serpent(polymorphed to look like the ferryman). Read thecharacters the following:The waves of the Kharabak River lap gently at theside of the boat. Looking to the west you can see thegreat Lake Ilklala. A mist has settled across its calmwaters giving it an eerie appearance.

All of a sudden the ferryman stops rowing. "This isno good", he says to himself, "This cannot wait". Agas starts to leek from the ferrymanʹs eyes. At thesame time his body begins to crumple up like a bal‐loon losing its air. The gas forms the shape of awinged serpent above the boat.The Air Serpent is far too impatient to wait until it

meets it brother before attacking the characters. It willattack to the death.

Air Serpent: hp 40 (see Appendix 1 ‐ NewMonsters)

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Map 2 ‐ Encounter 2. Bubbling Water (EL0)As the characters approach this area ask them to makea skill (Spot) check (DC15). If they are successful readthem the following:Some 100 feet or so ahead of the boat the waterappears to be bubbling! The Bubbling Water covers an area of twenty square

feet and is being created by the Water Serpent. Unlessthe characters take a very wide detour around the bub‐bling water, the Water Serpent will attack them (seeMap 2, encounter 3 ‐ The Water Serpent).

Map 2 ‐ Encounter 3. The Water Serpent (EL5)If the characters have either decided to investigate theBubbling Water (Map 2, encounter 2 ‐ Bubbling Water)or failed to notice it, they are about to encounter theWater Serpent which is swimming around under thewater waiting for the boat to arrive.

Tactic: The Water Serpent will attempt to tip the boatover and then attack the characters in the water. It willdo this by making a successful Ability (Strength) check(DC15). Any characters who fall into the water willhave to make a skill (Swim) check (DC10) to swim inthe calm waters.

If the characters are wearing the magical ring knownas Serpents Bane, found within the Cityport of Kharé,and remember to use it to extract an item of informa‐tion from the Water Serpent, read them the following:Pay resssspect to NaggamantehWater Serpent: hp 45 (see Appendix 1 ‐ New Monsters)

Map 2 ‐ Encounter 4. Flying Fish (EL2)DMs note: This encounter can take place at anytimefrom where the characters decided to detour right upto the banks of the Vischlami Swamp.

If the characters have decided to avoid the BubblingWater (the Water Serpent) they will have to take a widedetour but will soon find themselves back on courseand heading towards the bank of the VischlamiSwamp.

A school of carnivorous Flying Fish patrol this areaand will attack anything they encounter.

Flying Fish (Swarm): hp 20 (see Appendix 1 ‐ NewMonsters)

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 tablefor this area.

Read the characters the following if they boatedacross the river:Reaching the shore of the Vischlami Swamp yourhearts sink. The swamp is a vast combination ofintertwined bushes and half sunken trees in softgooey mud and water. There is no way of using theboat 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 lackof manoeuvrability: base movement rate is reduced by10ft. and a ‐4 penalty to Dex (which will effect AC andall Dex related skills).

After a couple of hours of wading through theswamp, ask the characters to make a skill (Listen)check (DC10). If they are successful they can hearshouting and a group of creatures making their waytowards them. If the characters stay where they are(whether hidden or not) read them the following:Not before too long, the creatures making their waythrough the swamp come into view. Three smallhumanoid creatures, which you recognise as MarshGoblins, are moving in your direction. MarshGoblins are a variant of their land cousins but withwebbed hands and feet and a less hostile tempera‐ment. These creatures look scared and keep glancingback in the direction from which they have just come.The Marsh Goblins are fleeing from the Time

Serpent. If the characters show themselves to theMarsh Goblins they will seem very surprised to seethem, but they will not attack. If the characters attackthe Marsh Goblins they will fight to the death.

If the characters try to communicate with the MarshGoblins they will discover that these creatures speak ina strange language which barely resembles the Goblintongue. If a character speaks Goblin, they will have tomake an Ability (Int) check (DC10) to successfullytranslate what is being said to them. The MarshGoblins will tell the characters that they have beengiven a Spell scroll by a sorcerer from the Forest of theSnatta to help them combat a god‐like serpent whichhunts in their swamp. Unfortunately the only memberof their clan capable of spell casting was eaten by aHydra and they are now without hope. If the charac‐ters offer to help the Marsh Goblins they will hand thecharacters the scroll (the scroll has the spell Slow on it,cast at 10th level) and tell them that the serpent godhunts 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, Flatfooted 13; Attack +4 melee (Spear 1d6+0 20 / x3) or +6ranged (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. LanguagesSpoken: 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 Armourand Spear each. One of the Marsh Goblins has a Spellscroll with Slow on it cast at 10th level.

*Marsh Goblins have a Racial skill bonus of +5 toSwim

23. The Serpent of Time (EL9)As the characters approach this area, read them thefollowing:The swamp has dried up quite a bit over the last fewmiles 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 theswamp.

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Ask the characters to make a skill (Listen) check(DC10). If they are successful they will hear a rustlingnoise coming from the bushes ahead. If the charactersare visible read them the following:From the vegetation just ahead, a snake‐like headrises. Its looks to the left and right as if searching forsomething. But when its eyes fall on you, steamhisses from between its fangs and it flaps its wings.The creature rises into the air and prepares toattack!

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 Kharé,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

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24. Onto Mampang (EL0)As the characters leave the Vischlami Swamps readthem the following:Your long trek across the Bak‐Lands is almost at anend. Having left the Vischlami Swamps, you nowstand at the Zanzunu foothills. From here, you mustclimb through the Xamen to the Fortress ofMampang, but will your arrival be anticipated? How many of the Seven Serpents did the characters

defeat? The following bonuses and penalties apply toeach individual character.

0‐2 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.

3‐5 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.

6‐7 Serpents ‐ Well done for defeating the six serpents that roamed the Bak‐Lands. 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: theclimb 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 byBirdmen. Soon the Fortress should be coming intoview…

You continue onwards and upwards for several hoursuntil the light begins to fade. As the sun sinks belowthe Zanzunu skyline, its dying rays light up a sightwhich you will remember for the rest of your days.

The sunset shadows make your first sightings of theFortress a fearful one. Its tall spires and sharp anglesgive 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 - NewMonsters

Air Serpent, TheIn Air Serpent Form:

Large Outsider (Evil, Extraplanar)Hit Dice: 8d8 (36 hp)Initiative: +9Speed: 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 / +13Attack: Bite +8 melee (1d8+1)Full Attack: Bite +8 / +3 melee (1d8+1)Space / Reach: 10 ft./ 5 ft.Special Attacks: PoisonSpecial Qualities: Change form, Darkvision

60 ft., Gaseous form, Weakness (Skin, Wind)

Saves: Fort +6, Ref +13, Will +10Abilities: Str 13, Dex 23, Con 10, Int 10,

Wis 14, Cha 15Skills: 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: 7Treasure: noneAlignment: Always neutral evilAdvancement: ‐‐Level adjustment: ‐‐

In Snake Form:Small Outsider (Evil, Extraplanar)Hit Dice: 2d8 (9 hp)Initiative: +3Speed: 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 / ‐6Attack: Bite +5 melee (1d3‐2)Full attack: Bite +5 melee (1d3‐2)Space / Reach: 5 ft./ 5 ft.Special Attacks: PossessionSpecial Qualities: Darkvision 60 ft.Saves: Fort +3, Ref +6, Will +6Abilities: Str 6, Dex 16, Con 11, Int 15,

Wis 16, Cha 17

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Skills: Balance +8, Climb +3, Concentration +5, Hide +12, Listen +8, Move silently +8, Spot +8

Feats: Iron will, Weapon finesseEnvironment: Anywhere the Archmage

sends itOrganisation: Solitary or with the other

serpentsChallenge Rating: ½ Treasure: noneAlignment: Always neutral evilAdvancement: ‐‐Level Adjustment: ‐‐

One of the seven magical serpents allied to theArchmage of Mampang, the Air Serpent delights intricking 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 bystandersat any opportunity. It will then possess the body of itsvictim, and use it to draw close to the next enemy. TheAir Serpent is unique among the serpents in that it canremain airborne for longer than a few minutes at atime ‐ however, it is loathe to stray far from its skinwhich can be used to destroy it.

The Air Serpent is composed of smoky poisonousgas, shaped like a great winged serpent. Powerful

winds can disperse its shape and destroy it. The ser‐pent can also assume the form of a small blue‐greensnake ‐ it needs to be in this form to possess ahumanoid victim, leaving its skin behind after thefact. When it needs to return to snake form, perhaps toevade the wind, it must slither back into the skin. Ifany harm befalls the skin, it will be destroyed.

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

Poison (Ex)Anything struck by the Air Serpentʹs 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 forminto a small blue‐green snake. It appears quite innocu‐ous in this form but it is also very vulnerable. It maychange back as a standard action, leaving behind theskin of the snake.

Gaseous Form (Ex)The body of the Air Serpent is partially insubstantialand as such it can squeeze through tiny gaps as easily

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as a cloud of smoke could. In addition, attacks on theAir Serpent suffer a 30% miss chance ‐ even energyattacks like fire or lightning. Wind‐based attacksalways strike the Air Serpent, however.

Possession (Su)With a melee touch attack, the snake form of the AirSerpent can try to dominate the will of a humanoid ormonstrous humanoid being. The victim must make aWill save against a DC of 16 (Charisma based) or thesnake transfers its body into the new host over a fullround, 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 andbecomes 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.

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 powerfulwinds, it must make a Fortitude save or be dispersedand destroyed (see the wind effects rules in the DMG).If the wind is caused by a spell, the Air Serpent mustsave against the difficulty of the spell with an addition‐al ‐4 Circumstance penalty to the save.

Baddu‐BeetleLarge VerminHit Dice: 7d8+21 (52 hp)Initiative: +0Speed: 20 ft. (4 squares), burrowing

15 ft. (3 squares)AC: 19 (‐1 size, +10 natural), touch

9, Flat footed 19Base Attack / Grapple: +5 / +15Attack: Claw +10 melee (1d12+6)Full Attack: 2 Claws +10 melee (1d12+6)Space / Reach: 10 ft./ 5 ft.Special Attacks: Acidic spittle, BiteSpecial Qualities: Burrow ambush, Darkvision

60 ft., Electricity resistance 15,Spikes, Tremorsence 15 ft., Vermin traits

Saves: Fort +8, Ref +2, Will +2Abilities: Str 23, Dex 10, Con 17, Int ‐,

Wis 10, Cha 9Skills: ‐‐Feats: ‐‐Environment: Dry wastelandsOrganisation: Solitary or cluster (2‐5)Challenge Rating: 5Treasure: noneAlignment: Always neutralAdvancement: 8‐10 HD (Large); 11‐21 HD

(Huge)Level Adjustment: ‐‐

Named for the wastelands where they are thought tooriginate, the Baddu‐Beetle is an enormous burrowing

insect that lives off the meat of animals and peopleunfortunate enough to pass by. The massive, spikedexoskeleton of the beetle is usually concealed beneaththe surface of the dry steppe, where it waits patientlyfor days for a morsel to come within reach.

As if their wicked claws were not enough, wheninjured the beetle responds by spitting a potent acidicsolution 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 ‐ themeat however is particularly bitter and unpleasant.

CombatThe beetle lurks just below the ground until a victim isnear, and then rises out of the pit and tries to tear theprey apart with long claws. If harmed, the beetle willbegin spitting acid at the enemy as well.

Acidic Spittle (Ex)The Baddu‐Beetle can spit acid with a range of 10 feet.It will only do this if it has been injured, and will do soin addition to the normal claw attacks. The beetle canspit acid a maximum number of times per day equal toits Constitution adjustment plus 3. The acid uses aranged touch attack, and deals 1d6 points of damage.

Bite (Ex)If the beetle hits with both claw attacks on the sameopponent, it may also make an immediate bite attackat the same Attack bonus as the claws. The bite deals1d8+6 damage.

Burrow Ambush (Ex)The beetle constructs a shallow pit which it buriesitself in and waits for prey to approach. A wary personmay notice the irregularities in the ground that betraythe beetle, with a Spot check DC 25. If anyone comeswithin 15 feet of the beetle, it will attack ‐ this causesthe ground to shift unexpectedly beneath the feet ofanyone in a 15 foot spread of the beetle. A Reflex saveof 19 (DC based on Strength) is necessary or the victimis knocked prone. Creatures may gain a bonus to thissave in the same way that they receive a bonus to avoidbeing tripped in combat.

Spikes (Ex)The beetle is covered in sharp armour plates, whichmake grappling it very unwise. Anything trying tograpple the beetle takes 1d8 points of damage eachround from the spikes.

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Deathwraith Medium Undead (Incorporeal)Hit Dice: 4d12 (26 hp)Initiative: +5Speed: 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 +4Abilities: Str ‐, Dex 13, Con ‐, Int 8, Wis

10, Cha 12Skills: Hide +6, Listen +7, Sense

motive +6, Spot +7Feats: AlertnessB, Blind‐Fight,

Combat reflexes, Improved initiativeB

Environment: AnyOrganisation: SolitaryChallenge Rating: 3Treasure: NoneAlignment: Always lawful neutral Advancement: 5‐8 HD (Medium)Level Adjustment: ‐

Deathwraiths are the restless spirits of truly evil men,bound to their dusty crypts in the darkness. Theyappear as skeletal faces peering with burning red eyesfrom a funeral shroud, although beneath the shroud isnothingness. 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 longerpart of. Deathwraiths can speak Common, but rarelydo so.

CombatThe Deathwraith will snatch up a silver ceremonialweapon and try to murder any living being it comesacross.

Unnatural Aura (Su)Animals, whether wild or domesticated, can sense theunnatural presence of a wraith at a distance of 30 feet.They will not willingly approach nearer than that andpanic if forced to do so; they remain panicked as longas they are within that range.

Daylight Powerlessness (Ex)Wraiths are utterly powerless in natural sunlight (notmerely a daylight spell) and flee from it.

Silver Touch (Su)Deathwraiths treat silver weapons and objects asthough they had the ghost touch Ability. This allowsthem to wield earthly weapons made of silver andallows them to be harmed by the same.

Crypt Bound (Ex)Deathwraiths are unable to travel more than 100 feetfrom their crypt. If they are moved beyond this areaby means outside of their control, they will lose 1 hitpoint each round until they return or until they aredestroyed. A turned Deathwraith will cower within itscrypt.

Earth Serpent, The In Earth Serpent form:

Large Outsider (Evil, Extraplanar)Hit Dice: 8d8+32 (68 hp)Initiative: +2Speed: 30 ft. (6 squares)AC: 22 (‐1 size, +2 Dex, +11

natural), touch 11, Flat footed 20

Base Attack / Grapple: +8 / +16Attack: 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., Spell‐like abilities, Tremorsence 60 ft., Weakness (earthbound)

Saves: Fort +10, Ref +8, Will +10Abilities: Str 19, Dex 15, Con 19, Int 10,

Wis 14, Cha 15Skills: 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

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Organisation: Solitary or with the other serpents

Challenge Rating: 7Treasure: NoneAlignment: Always neutral evilAdvancement: ‐‐Level Adjustment: ‐‐

In Snake form:Diminutive Outsider (Evil, Extraplanar)Hit Dice: 1d8‐2 (2 hp)Initiative: +2Speed: 15 ft. (3 squares)AC: 15 (+3 size, +2 Dex), touch 15,

Flat footed 13Base Attack / Grapple: +1 / ‐15Attack: Bite +4 melee (1d3‐4)Full Attack: Bite +4 melee (1d3‐4)Space / Reach: 1 ft. / 0 ft.Special Attacks: ‐‐Special Qualities: Darkvision 60 ft.Saves: Fort +0, Ref +4, Will +6Abilities: Str 2, Dex 15, Con 7, Int 10,

Wis 14, Cha 15Skills: Balance +6, Climb +0,

Concentration +2, Hide +18, Listen +6, Move silently +6, Spot +6, Swim +0

Feats: Iron willEnvironment: Anywhere the Archmage

sends itOrganisation: Solitary or with the other

serpentsChallenge Rating: 1/10thTreasure: NoneAlignment: Always neutral evilAdvancement: ‐‐Level Adjustment: ‐‐

One of the seven magical serpents allied to theArchmage of Mampang, the Earth Serpent is anaggressive, vicious being with a host of destructivespell‐like abilities. Appearing as an enormous serpent,seemingly made of pack earth and stone, the EarthSerpent gladly fulfils the Archmageʹs wishes, spyingon and slaying enemies.

The Earth Serpent is bound to the earth, if it is liftedoff the ground somehow then it will immediatelyrevert to the tiny form and be unable to use any abili‐ties.

CombatThe Earth Serpent begins a combat by using spell‐likeabilities to try to dispose of adversaries by causingcave‐ins and trapping victims in fissures, etc. Failingthis, it will lunge in with its fangs.

Change Form (Su)As a standard action, the Earth Serpent can shift forminto a small green snake. It appears quite innocuous inthis form, but it is also very vulnerable. It may changeback as a standard action, provided it is in contact withthe earth.

Spell‐Like Abilities (Sp)The Earth Serpent can use the following abilities asthough an 8th level Sorcerer, once per round. SoftenEarth and Stone, Move Earth, Spike Stones, SeeInvisible, Burning Stones (see Appendix 2 ‐ NewMagic, New Magic Spells), Rock Burst (see Appendix2 ‐ New Magic, New Magic Spells).

Weakness (Earthbound) (Ex)The Earth Serpent is flawed and is vulnerable if liftedfrom the ground somehow. If it cannot touch theground it immediately reverts to the snake form andcannot change back until it can touch the groundagain.

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Fire Serpent, TheIn Fire Serpent Form:

Large Outsider (Evil, Extraplanar, Fire)Hit Dice: 8d8+32 (68 hp)Initiative: +3Speed: 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 / +15Attack: +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 +10Abilities: Str 17, Dex 16, Con 19, Int 15,

Wis 16, Cha 17Skills: Balance +14, Climb +14,

Concentration +15, Hide +14,Listen +14, Move silently +14, Spot +14

Feats: Dodge, Mobility, Iron willEnvironment: Anywhere the Archmage

sends itOrganisation: Solitary or with the other

serpentsChallenge Rating: 7Treasure: NoneAlignment: Always neutral evilAdvancement: ‐‐Level Adjustment: ‐‐

In Snake Form:Small Outsider (Evil, Extraplanar, Fire)Hit Dice: 2d8+2 (11 hp)Initiative: +3Speed: 20 ft. (4 squares), climb 20 ft.AC: 17 (+1 size, +3 Dex, +3

natural), touch 14, Flat footed 14Base Attack / Grapple: +2 / ‐6Attack: Bite +5 melee (1d3‐2)Full Attack: Bite +5 melee (1d3‐2)Space / Reach: 5ft./ 5ft.Special Attacks: ‐‐Special Qualities: Darkvision 60ft.Saves: Fort +4, Ref +6, Will +6Abilities: Str 6, Dex 16, Con 12, Int 15,

Wis 16, Cha 17Skills: Balance +8, Climb +3,

Concentration +6, Hide +12, Listen +8, Move silently +8, Spot +8

Feats: Iron will, Weapon finesseEnvironment: Anywhere the Archmage

sends itOrganisation: Solitary or with the other

serpentsChallenge Rating: ½ Treasure: noneAlignment: Always neutral evilAdvancement: ‐‐Level Adjustment: ‐‐

One of the seven magical serpents allied to theArchmage of Mampang, the Fire Serpent is by far themost cunning and intelligent of the serpents. Unlike

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the others, it will put its mission before casual acts ofviolence, making it harder to draw into the open whenit is acting as a spy. Of course, like all the serpents itmuch prefers killing enemies to merely spying onthem. The Fire Serpent looks like a giant red wingedsnake, with flames continually sprouting from its hide.

The Fire Serpent can be extinguished by sand, even ahandful will force it to revert to a weak snake form,making it vulnerable to attack.

CombatThe Fire Serpent will usually try and draw an enemyonto ground that favours the serpent and maximisesthe use of its flame attacks. Fighting in a dry brush areais ideal, as the Fire Serpent can ignite the battlefield.

Change Form (Su)As a standard action, the Fire Serpent can shift forminto a small red‐yellow snake. It appears quite innocu‐ous in this form but it is also very vulnerable. It maychange back as a standard action.

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

Weakness (Sand) (Ex)The Fire Serpent is flawed and is vulnerable if it comesinto contact with sand. A handful of sand flung overthe serpent forces it to revert to snake form and ren‐ders it unable to change back for at least 10 minutes.

Flying FishTiny Animal (Swarm)Hit Dice: 5d8 (22 hp)Initiative: +2Speed: Swim 40 ft. (8 squares), Fly

30 ft. (good)AC: 14 (+2 size, +2 Dex), touch 14,

Flat footed 12Base Attack / Grapple: +3 / ‐‐Attack: Swarm (1d6)Full Attack: Swarm (1d6)Space/ Reach: 10 ft./ 0 ft.Special Attacks: DistractionSpecial Qualities: Half damage from slashing

and piercing, Swarm traitsSaves: Fort +4, Ref +8, Will +1Abilities: Str 3, Dex 15, Con 10, Int 2,

Wis 10, Cha 4Skills: Listen +10, Spot +10Feats: Alertness, Lightning reflexesEnvironment: AquaticOrganisation: Solitary, or school (2‐4

swarms)Challenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: NoneLevel Adjustment: ‐‐

Carnivorous Flying Fish are the nightmare of any hon‐est fisherman. They congregate in hungry swarms andfling themselves out of the water, relentlessly attackingpotential prey with needle‐like teeth. While some

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adventurers disregard tales of these creatures, regard‐ing them as ʹridiculousʹ or the product of an addledmind, the sad fact of the matter is that carnivorousFlying Fish are a grim reality.

CombatA Flying Fish swarm seeks to surround and attack anywarm‐blooded prey it encounters. The swarm deals1d6 points of damage to any creature whose space itoccupies at the end of its move.

Distraction (Ex)Any living creature that begins its turn with a swarmin its space must succeed on a DC 12 Fortitude save orbe nauseated for 1 round. The save DC isConstitution‐based.

Moon Serpent, TheLarge Outsider (Evil, Extraplanar)Hit Dice: 8d8+24 (60 hp)Initiative: +9Speed: 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

Attack: +11 melee (Bite 1d10+6)Full Attack: +11/+6 melee (Bite 1d10+6)Space / Reach: 10ft./ 5ft.Special Attacks: ‐‐Special Qualities: Dark aura, Darkvision 60 ft.,

Spell‐like abilities, Weakness(fire)

Saves: Fort +9, Ref +11, Will +10Abilities: Str 19, Dex 21, Con 17, Int 10,

Wis 14, Cha 15Skills: Balance +16, Climb +15,

Concentration +14, Hide +13,Listen +13, Move silently +16, Spot +13, Swim +15

Feats: Dodge, Improved initiative, Iron will

Environment: Anywhere the Archmage sends it

Organisation: Solitary or with the other serpents

Challenge Rating: 7Treasure: NoneAlignment: Always neutral evilAdvancement: ‐‐Level Adjustment: ‐‐

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One of the seven magicalserpents allied to theArchmage of Mampang,the Moon Serpent is acruel being with a coldlysadistic personality. Itrelies heavily on magicalabilities to bolster itself toslay enemies of theArchmage with its fangsand it enjoys nothingmore than sinking thosefangs into somethingwarm and screaming. Itresembles a massive,smooth‐skinned snakewith luminous whitescales that glow like a fullmoon, although it maysuppress this glow if itwishes to be stealthy.Like all the serpents, theMoon Serpent cannotremain airborne forlonger than a few min‐utes at a time.

The Moon Serpent isafraid of fire, when con‐fronted with fire of any kind it becomes wary and skit‐tish.

CombatThe Moon Serpent begins a combat by flying up abovethe enemy with its spell‐like abilities and drenchingthe area in its dark aura. It will usually coldly mock thevictim before swiftly pressing an assault with its fangs.The Moon Serpent will not hesitate to improve the nat‐ural attacks it has with spell‐like abilities if it is notgoing well.

Dark Aura (Su)As a free action, the Moon Serpent can generate a fieldof darkness in a 60 foot spread centred on itself.Everything within this field is considered to be in totaldarkness, light sources will illuminate only a 5 ft.radius regardless of their power. The Moon Serpent isstill fully visible, however and the darkness in no wayaffects the Moon Serpentʹs vision.

Spell‐Like Abilities (Sp)The Moon Serpent can use the following abilities asthough an 8th level Sorcerer, once per round. ChillTouch, Slow, Cause Fear, Faerie Fire, Dancing Lights,See Invisible and Levitate.

Weakness (Fire) (Ex)The Moon Serpent is flawed and is vulnerable to fireattacks; any fire attack will inflict double the damage.After suffering any Fire damage, it will be unable touse any spell‐like abilities and would suffer a ‐6Circumstance penalty to Strength and Dexterity for1d6 rounds.

Snattacat Small Magical BeastHit Dice: 2d10+2 (13 hp)Initiative: +5Speed: 40 ft. (8 squares)AC: 20 (+1 size, +5 dexterity, +4

natural), touch 16, Flat footed15

Base Attack / Grapple: +2 / ‐3Attack: Bite +7 melee (1d4) Full Attack: Bite +7 melee (1d4) and 2

claws +2 melee (1d4)Space / Reach: 10 ft./ 5 ft.Special Attacks: ‐‐Special Qualities: Darkvision 60 ft., invisibility,

see invisibilitySaves: Fort +3, Ref +8, Will +0Abilities: Str 11, Dex 20, Con 13, Int 2,

Wis 10, Cha 11Skills: Climb +5, Move silently +10Feats: Weapon finesseEnvironment: Warm forestOrganisation: Solitary or pride (2‐12)Challenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: 8‐10 HD (Large); 11‐21 HD

(Huge)Level Adjustment: ‐‐

The Snattacat is a unique magical feline that inhabitsthe Forest of Snatta in northern Kakhabad. They arerarely seen, for they are naturally able to make them‐selves invisible ‐ but should they be revealed some‐

31

Page 35: FIGHTING FANTASY the Seven Serpents

how, they resemble small tiger‐like cats, the size of amastiff. They have forest‐green fur with beige or yel‐low tiger stripes and oversized claws and teeth.

Snattacats are aggressive predators and will readilybring down humans and strip their flesh to the bonewithin a few minutes ‐ a gruesome spectacle, all themore so because they are all completely invisiblewhile they eat!

CombatSnattacats generally attack without warning, tearingat 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. Thisinvisibility is not broken when the Snattacat makes anattack but if it is injured it must make a Concentrationcheck of 10 + damage dealt, or it becomes visible (untilit can take another action).

See Invisibility (Su)Snattacats can see invisible creatures and objects at alltimes, as though under the effects of a see invisiblespell cast by a 4th level Sorcerer.

SkillsSnattacats receive a +4 Racial bonus to Climb andMove silently.

Time Serpent, TheLarge Outsider (Evil, Extraplanar)Hit Dice: 8d8+8 (44 hp)Initiative: +8Speed: 30 ft. (6 squares), Fly 30 ft. (6

squares, Good)AC: 21 (‐1 size, +5 Dex, +7

natural), touch 14, Flat footed 16

Base Attack / Grapple: +8 / +15Attack: +10 melee (Bite 1d10+4)Full Attack: +10 / +5 melee (Bite 1d10+4)Space / Reach: 10ft./ 5ft.Special Attacks: Time manipulationSpecial Qualities: Darkvision 60 ft., Weakness

(slow)Saves: Fort +7, Ref +10, Will +10Abilities: Str 17, Dex 18, Con 12, Int 10,

Wis 14, Cha 15Skills: 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

32

Page 36: FIGHTING FANTASY the Seven Serpents

serpentsChallenge Rating: 9Treasure: NoneAlignment: Always neutral evilAdvancement: ‐‐Level Adjustment: ‐‐

One of the seven magical serpents allied to theArchmage of Mampang, the Time Serpent is a hideousbrown‐green serpent with powerful wings and mas‐sive fangs. The Time Serpent is rightly considered themost deadly of all of the Seven Serpents, for it is capa‐ble of freezing its enemies in place and killing them atleisure. The Time Serpent is constantly animated andnotably impatient ‐ it considers everything to be occur‐ring too slowly.

The Time Serpent is vulnerable to magic that slows itdown, which will kill it.

CombatThe Time Serpent will initiate a fight by using timemanipulation on enemies to render them impotent,then striking repeatedly with its fangs. It is liable tobecome quite confused and demoralised if the enemyare 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 emanationmust make a Will save against a DC of 16 (Charismabased) or be unable to take any actions on that roundand be considered a helpless defender. A new savingthrow is required each round the victim is inside the

emanation. The time manipulation Ability also neu‐tralises any haste effects on characters inside it. TheTime Serpent may exclude any beings it wishes fromthe emanation as a free action ‐ typically, it will do thisonly for itself and any other servants of the Archmage.

Weakness (Slow) (Ex)A slow spell or similar effect will kill the Time Serpentif it fails the saving throw. The specific spell, Slowimposes a ‐4 Circumstance penalty on the savingthrow.

Water Serpent, TheLarge Outsider (Evil, Extraplanar)Hit Dice: 8d8+8 (44 hp)Initiative: +8Speed: 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 / +15Attack: +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 +10Abilities: Str 17, Dex 18, Con 12, Int 10,

Wis 14, Cha 1533

Page 37: FIGHTING FANTASY the Seven Serpents

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 serpents

Challenge Rating: 5Treasure: NoneAlignment: Always neutral evilAdvancement: ‐‐Level Adjustment: ‐‐

One of the seven magical serpents allied to theArchmage of Mampang, the Water Serpent, is com‐posed of animated water and as such is ideally suitedto water travel. Lacking any significant magical pow‐ers, the Water Serpent is nonetheless a dangerousopponent, particularly when one is stranded in asmall boat over a body of water.

The Water Serpent is vulnerable to oil, which willdisperse its form quickly.

CombatThe Water Serpent begins a combat by attempting tocapsize any vessel in the water above it, and thenstriking at survivors on the surface.

Weakness (Oil) (Ex)Ordinary oil acts as a deadly contact poison to theWater Serpent, a splash of oil is one dose and an entireflask counts as three doses. The Fortitude save diffi‐culty is 25 and the primary and Secondary damage is2d6 Constitution. Should the Water Serpent succumbto the oil, it dissolves into inert water.

SkillsThe Water Serpent has a +12 Circumstance bonus toHide checks in the water.

Appendix 2- New MagicNew Magic Items:Sandals of the Cheetahʹs Pace

These sandals were crafted by the mages ofLendleland to help their hunters kill the swift Deerthat frequently outrun them on the plains nearCannuie.

When worn, these sandals will emanate the spellexpeditious retreat allowing the wearer to increase hisbase land speed by 30 feet.

Caster Level: 3rd Prerequisites: Craft WondrousItem, expeditious retreat, Price: 5,000 gp

Serpent PipeThis unique item was created for an oddly disturbedman called Manata. Manata was fascinated by snakesas a child. As he aged, his fascination became anobsession that warped him to the very core. Whilejourneying through some of the more uninhabitedareas of Kakhabad, Manata met an evil sorcerer whooffered to create him an item to further his obsession:a magical pipe that will turn humans into loyalsnakes!

Any Human who hears the tunes played on theSerpent Pipe must make a (Will) saving throw (DC11)or fall under the effects of a Charm Person spell. Thecharmed Human will be compelled to sit and listen tothe music while swaying from side to side as a Viperwould while listening to a snake charmer. Humanswho are charmed by the Serpent Pipe must then makea Fort save (DC15) or become the subject of a BalefulPolymorph spell which will change the Human into amedium sized Viper (snake).

This effect will be undone if the Serpent Pipe isdestroyed.

Caster Level: 9th, Prerequisites: Craft WondrousItem, Charm Person, Baleful Polymorph, Price: 54,000gp

Sun JewelThese small gemstones were created to aid theHuman miners of Gallantaria. These poor workerssometimes spend many days below the surface of thehills mining silver and gold. The sorcerers of the landwould wait at the mine entrance and exchange SunJewels for some of the riches the miners brought to thesurface.

A Sun Jewel is able to cast the Daylight spell threetimes per day.

Caster Level: 5th, Prerequisites: Craft WondrousItem, Daylight, Price: 16,200 gp

Talisman of LuckA Talisman of Luck increases the possessorʹs Luckscore in the form of an Enhancement bonus of +2, +4,or +6 (depending on the individual item) while theTalisman is worn. The Talisman of Luck is normallyfound in the shape of a four‐leaved clover supportedby a heavy golden chain although some differingdesigns have been recorded.

Caster Level: 8th; Prerequisites: Craft WondrousItem, Dogʹs Luck; Market Price: 4,000 gp (+2), 16,000gp (+4), or 36,000 gp (+6); Weight: 1lb

34

Page 38: FIGHTING FANTASY the Seven Serpents

New Magic Spells:Burning Stones

ConjurationLevel: Sor / Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft. level)Area: One 5 ft. square per 3 caster

levels, up to a maximum of 4 squares.

Duration: 1 round / level.Saving Throw: Fortitude negatesSpell Resistance: Yes

This spell only functions on natural surfaces, or hardartificial surfaces. The targeted area rumbles ominous‐ly as glowing hot stones push themselves from theground and steam on the surface. The area becomesintolerably hot very quickly, living creatures within thearea of effect must make a Fortitude save each roundor suffer 1d4 points of Heat damage. Anyone movinginto the area of the spell must make a Balance checkagainst a DC of 5 or they will burn themselves for 1d4points of damage.

The formation of rock is not actually damaged, thestones are brought from the elemental plane of Earth.The stones then fade away within one round.

Material Component: A piece of coal.Dogʹs Luck

TransmutationLevel: Brd 2, Clr 2,Sor 2, Wiz 2Components: V,S,M / DFCasting Time: 1 actionRange: TouchTarget: Creature TouchedDuration: 1 hour / levelSaving Throw: Will Negates (harmless)Spell Resistance: Yes (harmless)

The subject becomes Luckier. The spell grants anEnhancement bonus to Luck of 1d4+1 points, addingthe usual benefits to Luck checks.

Arcane Material Components: Hair of a DogRock Burst

ConjurationLevel: Sor / Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft. level)Targets: Any non‐magical formation

of rock at least 27 cubic feet involume.

Duration: Instant.Saving Throw: Reflex half.Spell Resistance: 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

points of damage from the flying stones, a Reflex save(DC18) halves this damage.

The formation of rock is not actually damaged, thestones are brought from the elemental plane of Earth.The stones then fade away within one round.

Material Component: A piece of volcanic rock.

Appendix 3- Campaignplay

This section has been added to SORCERY! ‐ The SevenSerpents for those DMs amongst you that wish toincorporate this scenario into your ongoing campaign.

Character levelSORCERY! ‐ The Seven Serpents is a wilderness adven‐ture that has been designed for 1‐4 characters of 7thlevel. The adventure is set on the Titan continentknown as Kakhabad ‐ The Old World but could easilybe relocated in a campaign setting of the DMʹs choice.

Scaling the AdventureAs mentioned before, SORCERY! The Seven Serpentsis designed to be played with a party of 1‐4, 7th levelcharacters. However, It can easily be adjusted for loweror higher level characters with a few modifications.Some examples are given below

Party Levels 4‐6Consider allowing the PCs to find some extra healing,maybe potions or scrolls, and make sure they haveplenty of opportunities to rest and fully recuperatebetween encounters. If the party is 3rd level or lower,consider removing all poisons. Encounters with an ELof 6 or higher may have to be tweaked to increase theparties chances of survival. The following recommendations are advised:

35

Page 39: FIGHTING FANTASY the Seven Serpents

Random Encounters ‐ Forest of the Snatta1 Ankheg 4HD: HD 4d10+12, 35 hp (see MM for

more information on Ankhegs)2‐3 Black Bear: hp 19 (see MM, Animals for more

information on Black Bears)4‐8 Snatta Cats (1‐4): hp 15 each (see Appendix 1 ‐

New Monsters)9‐10 Owl Bear: hp 30 (see MM for more information

on Owl Bears)

Random Encounters ‐ Vischlami Swamp1‐4 Swamp Goblins (2‐12): hp 4 each .Use the stats

for normal goblins (see MM, for more information on goblins)

5‐9 Lizard Folk (2‐8): hp 12 each (see MM for more information on Lizard Folk)

10 Hydra (5‐Headed): hp 45 (see MM for more information on Hydras)

Encounter 3: Remove Hailarn the Centaur (leavingjust 2 normal centaurs). Encounter 5: Reduce theamount of Death Wraiths to 1 and lower The MoonSerpent to 4HD. Encounter 6: Lower the Baddu‐Beetleto 4HD and reduce its damage to 1d6+6. Encounter 7:Lower Cesstar to a 2nd level fighter; lower Oolooh toa 3rd level sorcerer and lower the caravan guards to1st level fighters. Encounter 8: Lower the snakecharmer to a 3rd level sorcerer. Encounter 10: Reducethe Air Elemental to Medium sized. Encounter 11:Lower the Klattamen to 2nd level fighters. Encounter13: 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 to1. Encounter 20: Reduce The Air Serpent to 3HD.MAP 2 ‐ THE CROSSING. Encounter 1: Reduce TheAir Serpent to 3HD. Encounter 3: Reduce The WaterSerpent to 4HD. Encounter 23: Reduce The TimeSerpent to 5HD (you donʹt want to make it too easy).

Party Levels 8‐10In order to make this adventure more challenging fora higher level party: remove most of the healingpotions that the characters can find and keep the ran‐dom monsters coming. That way the characters wont

have the opportunity to rest and recuperate lost hitpoints and spells. The following recommendations arealso advised:

Random Encounters ‐ Forest of the Snatta1 Ankheg 9HD large (2‐4): HD 9d10+12, 60 hp

each (see MM for more information on Ankhegs)

2‐3 Brown Bears (2‐6): hp 52 (see MM, Animals for more information on Brown Bears)

4‐9 Snatta Cats 10HD large (1‐6): hp 45 each (see Appendix 1 ‐ New Monsters)

9‐11 Owl Bears (2‐6): hp 48 each (see MM for more information on Owl Bears)

Random Encounters ‐ Vischlami Swamp1 Hydra (12‐Headed): hp 122 (see MM for more

information on Hydras)2‐4 Shambling Mound (1‐4): hp 64 each (see MM

for more information on Shambling Mounds)5‐9 Lizardfolk (4‐10 + leader): hp 13 each (see MM

for more information on Lizardfolk)Tʹnyasz, 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 Hags (2): hp 50 each (see MM, Hag for more information on Green Hags)

Encounter 3: Increase Hailarn the Centaur to a 6thlevel fighter and increase the amount of normal cen‐taurs to 4. Encounter 5: Increase the amount of DeathWraiths to 6 and raise The Moon Serpent to 9HD.Encounter 6: Increase the amount of Baddu‐Beetles to2‐5 and increase them to 9HD. Encounter 7: RaiseCesstar to a 9th level fighter; raise Oolooh to an 8thlevel sorcerer and make the caravan guards 5th levelfighters. Encounter 8: Raise the snake charmer to a 9thlevel sorcerer. Encounter 10: Increase the AirElemental 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 9thlevel fighter; Raise the Klattamen villagers to 5th levelfighters. Encounter 17: Increase The Fire Serpent to10HD. Encounter 18: Increase the amount of AssassinVines to 5. Encounter 20: Increase The Air Serpent to10HD. 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

36

Page 40: FIGHTING FANTASY the Seven Serpents

Com

bat:

In o

rder

for K

aspa

r to

hit h

is o

ppon

ent,

he m

ust d

o th

e fo

llow

ing;

Rol

l a d

20 a

nd a

ddhi

s co

mba

t mod

ifier

for t

he w

eapo

n he

is u

sing

(+7

for h

is Q

uart

erst

aff)

. If t

he re

sult

iseq

ual t

o or

gre

ater

than

his

opp

onen

ts A

rmou

r Cla

ss (A

C),

then

he

has

hit.

Kas

par t

hen

rolls

his

dam

age

for t

he w

eapo

n he

is u

sing

(1d6

+5 fo

r his

Qua

rter

staf

f).

If a

mon

ster

ʹs ro

ll to

hit

is e

qual

to o

r gre

ater

than

Kas

parʹs

AC

, the

n th

e m

onst

er h

assc

ored

a h

it an

d K

aspa

r los

es h

it po

ints

(hp)

. W

hen

Kas

parʹs

hp

reac

hes

0, h

e is

unc

onsc

ious

. If t

hey

reac

h ‐1

0, h

e is

dea

d.Sk

ills:

Kas

par h

as a

num

ber o

f ski

lls th

at h

e ca

n us

e du

ring

the

cour

se o

f thi

s ad

vent

ure.

Inor

der f

or K

aspa

r to

succ

eed

at a

ski

ll, h

e m

ust r

oll e

qual

to o

r gre

ater

than

the

Diff

icul

tyC

lass

(DC

) num

ber f

or th

e sk

ill in

que

stio

n on

a d

20 w

hile

add

ing

the

skill

mod

ifier

. An

exam

ple

of th

is w

ould

be

that

Kas

par i

s lis

teni

ng a

t a d

oor.

In o

rder

to h

ear t

he c

onve

r‐sa

tion

on th

e ot

her s

ide

he m

ust m

ake

a sk

ill (L

iste

n) c

heck

(DC

15).

He

rolls

a d

20 a

ndad

ds h

is li

sten

mod

ifier

(+6)

. Ba

lanc

e:U

se th

is s

kill

whe

n yo

u ne

ed to

kee

p yo

ur b

alan

ce o

n a

ledg

e et

cC

limb:

Use

this

ski

ll to

clim

b th

e ta

llest

mou

ntai

n or

des

cend

the

deep

est p

it C

once

ntra

te: U

se th

is sk

ill w

hen

you

need

to fo

cus y

our m

ind

or ca

st a

spel

l in

com

bat

Hid

e:U

se th

is s

kill

to s

ink

into

the

shad

ows

and

rem

ain

unse

en

Jum

p: U

se th

is s

kill

to le

ap o

ver p

its, v

ault

low

fenc

es o

r lea

p on

to ta

bles

Li

sten

: Use

this

ski

ll to

hea

r app

roac

hing

ene

mie

s or

to li

sten

at d

oors

* +2

whe

n w

ithin

one

mile

of T

obin

, his

fam

iliar

. Thi

s is

incl

uded

in K

aspa

rʹs s

tats

Mov

e si

lent

ly:‐

You

can

snea

k up

on

an e

nem

y, o

r slin

k aw

ay w

ithou

t bei

ng h

eard

* +3

whe

n w

ithin

one

mile

of T

obin

, his

fam

iliar

. Thi

s is

incl

uded

in K

aspa

rʹs s

tats

.Se

arch

:You

can

find

simpl

e tr

aps,

hidd

en d

oors

, and

oth

er d

etai

ls no

t rea

dily

app

aren

tSp

ot:U

se th

is s

kill

to s

py a

rogu

e hi

ding

in th

e sh

adow

s or

a C

amou

flage

d m

onst

er *

+2w

hen

with

in o

ne m

ile o

f Tob

in, h

is fa

mili

ar. T

his

is in

clud

ed in

Kas

parʹs

sta

tsSw

im:Y

ou c

an s

wim

Feat

s:Fe

ats

are

feat

ures

that

that

giv

e K

aspa

r spe

cial

cap

abili

ties,

or i

mpr

ove

ones

that

he

alre

ady

has.

Lis

ted

belo

w a

re K

aspa

rʹs fe

ats

and

a br

ief d

escr

iptio

n of

eac

h on

e:D

odge

:Pic

k an

d en

emy

in c

omba

t and

gai

n a

+1 A

C b

onus

for t

hat e

nem

y on

ly.

Skill

Foc

us (C

once

ntra

tion)

:+3

bonu

s w

hen

usin

g th

e C

once

ntra

tion

Skill

Empo

wer

Spe

ll: A

ll va

riab

le, n

umer

ic e

ffect

s of

an

empo

wer

ed s

pell

are

incr

ease

d by

one‐

half.

Sav

ing

thro

ws

and

oppo

sed

rolls

are

not

affe

cted

, nor

are

spe

lls w

ithou

t ran

‐do

m v

aria

bles

. An

empo

wer

ed s

pell

uses

up

a sp

ell s

lot t

wo

leve

ls h

ighe

r tha

n th

esp

ellʹs

act

ual l

evel

.Po

tions

:Po

tion

of F

ortu

ne w

ill re

stor

e 1d

4+3

Luck

; Pot

ions

of C

ure

Ligh

t Wou

nds

will

hea

l1d

8+1

hit p

oint

s.To

bin,

Kas

par’s

Fam

iliar

:K

aspa

r has

a m

agic

ally

sum

mon

ed c

reat

ure

calle

d a

Fam

iliar

. His

nam

e is

Tob

in a

nd h

eis

a c

at. T

obin

and

Kas

par c

an c

omm

unic

ate

empa

thic

ally

up

to a

rang

e of

one

mile

.W

hile

Tobi

n is

with

in a

rms r

each

, Kas

par g

ains

the A

lertn

ess f

eat (

+2 to

List

en a

nd S

pot c

heck

s)A

t Kas

parʹs

dis

cret

ion,

any

spe

ll th

at h

e ca

sts

on h

imse

lf (M

age

Arm

our f

or e

xam

ple)

can

affe

ct T

obin

if h

e is

with

in 5

ft.To

bin

can

deliv

er K

aspa

rʹs to

uch

effe

ct s

pells

Tobi

n ha

s th

e fe

at im

prov

ed e

vasi

on. T

his

mea

ns th

at a

ny a

ttack

that

wou

ld c

ause

Tob

into

mak

e a

Refle

x sa

ve, h

e ta

kes

no d

amag

e if

save

d (r

athe

r tha

n ha

lf).

Even

if h

e fa

ils th

esa

ve, h

e ta

kes

half

dam

age

anyw

ay.

Kas

par g

ains

+3

to m

ove

sile

ntly

whe

n w

ithin

1 m

ile o

f Tob

in.

Com

bat:

In o

rder

for E

mel

ni to

hit

her o

ppon

ent,

she

mus

t do

the

follo

win

g; R

oll a

d20

and

add

her c

omba

t mod

ifier

for t

he w

eapo

n sh

e is

usi

ng (+

9 fo

r her

Mor

ning

star

). If

the

resu

lt is

equ

al to

or g

reat

er th

an h

er o

ppon

ents

Arm

our C

lass

(AC

), th

en s

he h

as h

it.Em

elni

then

rolls

her

dam

age

for t

he w

eapo

n sh

e is

usi

ng (1

d8+3

Mor

ning

star

). If

a m

onst

erʹs

roll

to h

it is

equ

al to

or g

reat

er th

an E

mel

niʹs

AC

, the

n th

e m

onst

er h

assc

ored

a h

it an

d Em

elni

lose

s hi

t poi

nts

(hp)

. W

hen

Emel

niʹs

hpʹs

reac

h 0,

she

is u

ncon

scio

us. I

f the

y re

ach

‐10,

she

is d

ead.

Skill

s:Em

elni

has

a n

umbe

r of s

kills

that

she

can

use

dur

ing

the

cour

se o

f thi

s ad

vent

ure.

Inor

der f

or E

mel

ni to

suc

ceed

at a

ski

ll, s

he m

ust r

oll e

qual

to o

r gre

ater

than

the

Diff

icul

ty C

lass

(DC

) num

ber f

or th

e sk

ill in

que

stio

n on

a d

20 w

hile

add

ing

the

skill

mod

ifier

. An

exam

ple

of th

is w

ould

be

that

Em

elni

is li

sten

ing

at a

doo

r. In

ord

er to

hear

the

conv

ersa

tion

on th

e ot

her s

ide

she

mus

t mak

e a

skill

(Lis

ten)

che

ck (D

C15

).Sh

e ro

lls a

d20

and

add

s he

r lis

ten

mod

ifier

(+5)

.N

ote

that

som

e of

Em

elni

ʹs sk

ills

have

a s

lash

sep

arat

ing

two

figur

es (i

.e. M

ove

sile

nt‐

ly +

2 / ‐

2). T

he fi

rst n

umbe

r giv

en is

Em

elni

ʹs m

odifi

er w

ithou

t her

Arm

our p

enal

ty (‐

3 fo

r her

Sca

lem

ail +

1, +

0 fo

r her

Lig

ht w

oode

n sh

ield

+1)

. Ba

lanc

e:U

se th

is s

kill

whe

n yo

u ne

ed to

kee

p yo

ur b

alan

ce o

n a

ledg

e et

cC

limb:

Use

this

ski

ll to

clim

b th

e ta

llest

mou

ntai

n or

des

cend

the

deep

est p

it C

once

ntra

te:U

se th

is sk

ill w

hen

you

need

to fo

cus y

our m

ind

or ca

st a

spel

l in

com

bat

Hid

e:U

se th

is s

kill

to s

ink

into

the

shad

ows

and

rem

ain

unse

en

Jum

p: U

se th

is s

kill

to le

ap o

ver p

its, v

ault

low

fenc

es o

r lea

p on

to ta

bles

Li

sten

:Use

this

ski

ll to

hea

r app

roac

hing

ene

mie

s or

to li

sten

at d

oors

Mov

e si

lent

ly:Y

ou c

an s

neak

up

on a

n en

emy,

or s

link

away

with

out b

eing

hea

rdSe

arch

: You

can

find

simpl

e tra

ps, h

idde

n do

ors,

and

othe

r det

ails

not r

eadi

ly a

ppar

ent

Spel

lcra

ft:Y

ou c

an id

entif

y a

spel

l bei

ng c

ast o

r a s

pell

effe

ct.

Spot

: Use

this

ski

ll to

spy

a ro

gue

hidi

ng in

the

shad

ows

or a

Cam

oufla

ged

mon

ster

Swim

: You

can

sw

imFe

ats:

Are

feat

ures

that

that

giv

e Em

elni

spe

cial

cap

abili

ties,

or i

mpr

ove

ones

that

she

alre

ady

has.

Lis

ted

belo

w a

re E

mel

niʹs

feat

s an

d a

brie

f des

crip

tion

of e

ach

one.

Extr

a Tu

rnin

g:A

llow

s a ch

arac

ter t

o tu

rn u

ndea

d fo

ur m

ore

times

per

day

than

nor

mal

Wea

pon

focu

s (M

orni

ngst

ar):

+1 A

ttack

bon

us w

hen

usin

g th

e M

orni

ngst

arSi

lent

spe

ll:A

sile

nt s

pell

can

be c

ast w

ith n

o ve

rbal

com

pone

nts.

A s

ilent

spe

ll us

esup

a s

pell

slot

one

leve

l hig

her t

han

the

spel

lʹs a

ctua

l lev

el.

Spel

ls:

Emel

ni w

orsh

ips

the

Dei

ty L

ibra

. Her

God

gra

nts

her t

he u

se o

f spe

lls.

Spel

ls p

er d

ay a

re: 0

leve

l‐ 6;

1st

leve

l‐ 5+

1; 2

nd le

vel‐

4+1;

3rd

Lev

el‐ 3

+1; 4

th L

evel

1+1.

Her

dom

ains

are

: Goo

d ‐ G

rant

ed P

ower

: The

cha

ract

er c

asts

goo

d sp

ells

at +

1ca

ster

leve

l. Pr

otec

tion

‐ Gra

nted

Pow

er: T

he c

hara

cter

can

gen

erat

e a

prot

ectiv

ew

ard,

a s

pell‐

like

abili

ty to

gra

nt s

omeo

ne th

e ch

arac

ter t

ouch

es a

Res

ista

nce

bonu

seq

ual t

o th

e ch

arac

terʹs

leve

l on

the

reci

pien

tʹs n

ext s

avin

g th

row

. Act

ivat

ing

this

pow

er is

a s

tand

ard

actio

n. T

he p

rote

ctiv

e w

ard

is a

n ab

jura

tion

effe

ct w

ith a

dur

a‐tio

n of

1 h

our t

hat i

s us

able

onc

e pe

r day

.Sp

onta

neou

s ca

stin

g:‐ E

mel

ni c

an c

hann

el a

ny s

pell

revi

sed

(not

a d

omai

n sp

ell)

into

a cu

re s

pell

Potio

ns:

Potio

n of

For

tune

will

rest

ore

1d4+

3 Lu

ck; P

otio

ns o

f Cur

e Li

ght W

ound

s w

ill h

eal

1d8+

1 hi

t poi

nts.

Em

el

ni

Te

lia

Ka

spa

r S

elt

air

Page 41: FIGHTING FANTASY the Seven Serpents

SizeM

edium (5ft. 3in. tall)

Race / Sex

Half‐Elf / Fem

aleC

lass / LevelC

leric / 7H

it Dice

7d8+14 (hp 54)Initiative

+2 (+2 Dex)

SpeedScalem

ail 20ft. (4 squares) ‐ 30ft. base (6 squares)

Arm

our Class

19 (+2 Dex, Scale m

ail +1, Light wooden shield +1) touch 12, Flat

footed 17

Attack

+9 melee (M

orningstar 1d8+3 20 / x2)Full A

ttack+9 m

elee (Morningstar 1d8+3 20 / x2)

SavesFort +7, Ref +4, W

ill +8A

bilitiesStr 15 (+2), D

ex 15 (+2), Con 15 (+2), Int 11, W

is 16 (+3), Cha 12 (+1)

Luc 18 (+4).

SkillsC

oncentrate +10, Heal +5, H

ide +2 / ‐1, Know

ledge (Religion) +2, Listen +5, M

ove silently +2 / ‐1, Search +1, Spot +4, Swim

+2 / ‐4

FeatsExtra turning, W

eapon focus (Morningstar), Silent spell.

Class Feats

Turn / Rebuke Undead

Spells6 / 5+1 / 4+1 / 3+1 / 1+1

Dom

ainsG

ood and Protection

Equipment

Scalemail A

rmour +1 (30lb), M

orningstar +1 (8lb), Light Wooden

Shield +1, Backpack (2lb), Winter Blanket (3lb), H

ooded Lantern +oil (3lb), Bedroll (5lb), Rope, Silk ‐ 50ft. (5lb), Belt Pouch w

ith 50gp in and 4 gem

s worth 100gp each, 5days Trial Rations (5lb) Flint and

Steel (neg), 2 Sacks (1lb) Holy Sym

bol of Libra (neg).

Encumbrance

65 lbs (Light Load)Languages

Com

mon and Elven

Nam

eK

aspar SeltairSize

Medium

(5ft. 8 in. tall)R

ace / SexM

ountain Elf / male

Class / Level

Sorcerer / 7H

it Dice

7d4+7 (hp 27)Initiative

+3 (+3 Dex)

Speed30ft. base (6 squares)

Arm

our Class

13 (+3 Dex) Touch 13,

Flatfooted 10

Attack

+7 melee (Q

uarterstaff 1d6+5 20 / x2) or +6 ranged (Dart 1d4+2 20 / x2)

Full attack+7 m

elee (Quarterstaff 1d6+5 20 / x2) or +6 ranged (D

art 1d4+2 20 / x2)

SQLow

‐light vision., Elven traits

SavesFort +3, Ref +5, W

ill +5A

bilitiesStr 14 (+2), D

ex 16 (+3), Con 12 (+1), Int 16 (+3), W

is 11, Cha 16 (+3),

Luck 13 (+1)

SkillsC

oncentration +14, Gather inform

ation +3, Hide +4, K

nowledge (A

rcana) +13, Listen +6*, M

ove silently +8*, Search +7, Spot +6*, Spellcraft +13, Sw

im +3

FeatsD

odge, Empow

er spell, Skill focus (Concentration)

Class Feats

Spells

Spells Know

n0 Level: D

etect Poison, Daze, M

age Hand, D

etect Magic, G

host Sound, Read M

agic, Ray of Frost. 1st Level: Com

prehend Languages, Disguise

Self, Mage A

rmour, M

agic Missile, Ray of Enfeeblem

ent. 2nd Level: Invisibility, M

irror Image, Spider C

limb. 3rd Level: Lightning Bolt,

Monster Sum

moning III.

Spells per day6 / 7 / 7 / 5

Equipment

Quarterstaff +2 (4lbs), 4 D

arts on a Belt (3lbs), Sorcererʹs Robes (3lbs), Backpack (2lb), W

inter Blanket (3lb), Hooded Lantern +oil (3lb), Bedroll

(5lb), Rope, Silk ‐ 50ft. (5lb), Belt Pouch with 50gp in and 4 gem

s worth

100gp each, 5 days Trial Rations (5lb) Flint and Steel (neg), 2 Sacks (1lb), Potion of Fortune (N

eg), Potion of Cure Light W

ounds (Neg).

Encumbrance

37 lbs (light load)Languages

Com

mon, Elven, G

oblin, Orc, G

iant.

2718

54

13H

it P

oin

ts

Hit

Po

int

sLu

ck

Luc

kE

me

ln

i Te

lia

Ka

spa

r S

elt

air

Race:

Cat (tiny anim

al)H

D:

7 (13 hit points)Init

+2 (+2Dex)

AC

:18 (+2 D

ex, +2 Size, +4 natural) touch 14, Flat footed 16

Attack:

+7 melee (2x Claw

s 1d2 ‐4 damage)

Full Attack:+7 m

elee (2x Claw

s 1d2 ‐4 damage) and +2 m

elee (Bite 1d3 ‐4)Saves:

Fort +2, Reflex +4, Will +6

Abilities:

Str 3 (‐4), Dex 15 (+2), C

on 10, Int 9 (‐1), Wis 12 (+1), C

hr 7 (‐2)Special:

Improved evasion, Share spells, Em

pathic link, Deliver touch

spells, Speak with m

aster, Speak with anim

als of its kind, Low‐

light vision, Weapon finesse, Scent.

Skills:Balance +10, C

limb +6, H

ide +14, Listen +3, Move silently +8, Spot

+3, Survival +1

No

te

sT

ob

in (K

as

par

’s Fa

mil

iar

)10

hit

po

int

s

Page 42: FIGHTING FANTASY the Seven Serpents

Com

bat:

In o

rder

for T

horg

rim

to h

it hi

s op

pone

nt, h

e m

ust d

o th

e fo

llow

ing;

Rol

l a d

20 a

ndad

d hi

s co

mba

t mod

ifier

for t

he w

eapo

n he

is u

sing

(+13

for h

is D

war

ven

war

axe)

. If

the

resu

lt is

equ

al to

or g

reat

er th

an h

is o

ppon

ents

Arm

our C

lass

(AC

), th

en h

e ha

shi

t. Th

orgr

im th

en ro

lls h

is d

amag

e fo

r the

wea

pon

he is

usi

ng (1

d10+

7 fo

r his

Dw

arve

n w

arax

e).

If a

mon

ster

ʹs ro

ll to

hit

is e

qual

to o

r gre

ater

than

Tho

rgri

mʹs

AC

, the

n th

e m

onst

erha

s sc

ored

a h

it an

d Th

orgr

im lo

oses

hit

poin

ts (h

p).

Whe

n Th

orgr

imʹs

hp re

ache

s 0,

he

is u

ncon

scio

us. I

f the

y re

ach

‐10,

he

is d

ead.

Skill

s:Th

orgr

im h

as a

num

ber o

f ski

lls th

at h

e ca

n us

e du

ring

the

cour

se o

f thi

s ad

vent

ure.

In o

rder

for T

horg

rim

to s

ucce

ed a

t a s

kill,

he

mus

t rol

l equ

al to

or g

reat

er th

an th

eD

iffic

ulty

Cla

ss (D

C) n

umbe

r for

the

skill

in q

uest

ion

on a

d20

whi

le a

ddin

g th

e sk

illm

odifi

er. A

n ex

ampl

e of

this

wou

ld b

e th

at T

horg

rim

is li

sten

ing

at a

doo

r. In

ord

erto

hea

r the

con

vers

atio

n on

the

othe

r sid

e he

mus

t mak

e a

skill

(Lis

ten)

che

ck (D

C15

).H

e ro

lls a

d20

and

add

s th

e lis

ten

mod

ifier

(+3)

.N

ote

that

som

e of

Tho

rgri

mʹs

skill

s ha

ve a

sla

sh s

epar

atin

g tw

o fig

ures

(i.e

. Clim

b+1

2 / +

8). T

he fi

rst n

umbe

r giv

en is

Tho

rgri

mʹs

mod

ifier

with

out h

is A

rmou

r pen

alty

(‐4 fo

r his

Cha

inm

ail a

rmou

r).

Clim

b:U

se th

is s

kill

to c

limb

the

talle

st m

ount

ain

or d

esce

nd th

e de

epes

t pit

Hid

e:us

e th

is s

kill

to s

ink

into

the

shad

ows

and

rem

ain

unse

en

Jum

p:U

se th

is s

kill

to le

ap o

ver p

its, v

ault

low

fenc

es o

r lea

p on

to ta

bles

Li

sten

:Use

this

ski

ll to

hea

r app

roac

hing

ene

mie

s or

to li

sten

at d

oors

Mov

e si

lent

ly:Y

ou c

an s

neak

up

on a

n en

emy,

or s

link

away

with

out b

eing

hea

rdSe

arch

:You

can

find

sim

ple

trap

s, h

idde

n do

ors,

and

det

ails

not

read

ily a

ppar

ent

Spot

:Use

this

ski

ll to

spy

a ro

gue

hidi

ng in

the

shad

ows

or a

Cam

oufla

ged

mon

ster

Swim

:You

can

sw

imFe

ats:

Exot

ic W

eapo

n Pr

ofic

ienc

y (H

eavy

Rep

eatin

g C

ross

bow

) ‐Yo

u ar

e pr

ofic

ient

with

the

nam

ed e

xotic

wea

pon.

Cle

ave

‐If y

ou d

eal a

cre

atur

e en

ough

dam

age

to m

ake

it dr

op (t

ypic

ally

by

drop

ping

it to

bel

ow 0

hit

poin

ts o

r kill

ing

it), y

ou g

et a

n im

med

iate

, ext

ra m

elee

atta

ck a

gain

stan

othe

r cre

atur

e w

ithin

reac

h. Y

ou c

anno

t tak

e a

5‐fo

ot s

tep

befo

re m

akin

g th

is e

xtra

atta

ck. T

he e

xtra

atta

ck is

with

the

sam

e w

eapo

n an

d at

the

sam

e bo

nus

as th

e at

tack

that

dro

pped

the

prev

ious

cre

atur

e. Y

ou c

an u

se th

is a

bilit

y on

ce p

er ro

und.

Gre

at c

leav

e ‐T

his

feat

wor

ks li

ke C

leav

e, e

xcep

t tha

t the

re is

no

limit

to th

e nu

mbe

rof

tim

es y

ou c

an u

se it

per

roun

d.Po

wer

atta

ck ‐

On

your

act

ion,

bef

ore

mak

ing

atta

ck ro

lls fo

r a ro

und,

you

may

choo

se to

sub

trac

t a n

umbe

r fro

m a

ll m

elee

atta

ck ro

lls a

nd a

dd th

e sa

me

num

ber t

oal

l Mel

ee d

amag

e ro

lls. T

his

num

ber m

ay n

ot e

xcee

d yo

ur b

ase

Atta

ck b

onus

. The

pena

lty o

n at

tack

s an

d bo

nus

on d

amag

e ap

ply

until

you

r nex

t tur

n.Po

int b

lank

sho

t: Th

orgr

im g

ets

a +1

bon

us to

atta

ck a

nd d

amag

e ro

lls w

ith ra

nged

wea

pons

at r

ange

s of

up

to 3

0 fe

et.

Wea

pon

focu

s (D

war

ven

War

axe)

:You

are

esp

ecia

lly g

ood

with

the

Dw

arve

nW

arax

e. Y

ou a

dd +

1 to

you

r atta

ck ro

ll w

ith th

is w

eapo

n.W

eapo

n sp

ecia

lisat

ion

(Dw

arve

n W

arax

e): Y

our i

ncre

ased

ski

ll w

ith th

is w

eapo

ngr

ants

you

a +

2 bo

nus

to d

amag

e w

ith th

is w

eapo

n.Po

tions

: Po

tion

of F

ortu

ne w

ill re

stor

e 1d

4+3

Luck

; Pot

ions

of C

ure

Ligh

t Wou

nds

will

hea

l1d

8+1

hit p

oint

s

Com

bat:

In o

rder

for K

arle

th to

hit

her o

ppon

ent,

she

mus

t do

the

follo

win

g; R

oll a

d20

and

add

her c

omba

t mod

ifier

for t

he w

eapo

n sh

e is

usi

ng (+

11 fo

r her

Rap

ier)

. If t

he re

sult

is e

qual

to o

r gre

ater

than

her

opp

onen

ts A

rmou

r Cla

ss (A

C),

then

she

has

hit.

Kar

leth

then

rolls

her

dam

age

for t

he w

eapo

n sh

e is

usi

ng (R

apie

r 1d6

+4).

If a

mon

ster

ʹs ro

ll to

hit

is e

qual

to o

r gre

ater

than

Kar

leth

ʹs A

C, t

hen

the

mon

ster

has

scor

ed a

hit

and

Kar

leth

lose

s hi

t poi

nts

(hp)

. W

hen

Kar

leth

ʹs hp

reac

hes

0, s

he is

unc

onsc

ious

. If t

hey

reac

h ‐1

0, s

he is

dea

d.Sk

ills:

Kar

leth

has

a n

umbe

r of s

kills

that

she

can

use

dur

ing

the

cour

se o

f thi

s ad

vent

ure.

Inor

der f

or K

arle

th to

suc

ceed

at a

ski

ll sh

e m

ust r

oll e

qual

to o

r gre

ater

than

the

Diff

icul

ty C

lass

(DC

) num

ber f

or th

e sk

ill in

que

stio

n on

a d

20 w

hile

add

ing

the

skill

mod

ifier

. An

exam

ple

of th

is w

ould

be

that

Kar

leth

is li

sten

ing

at a

doo

r. In

ord

er to

hear

the

conv

ersa

tion

on th

e ot

her s

ide

she

mus

t mak

e a

skill

(Lis

ten)

che

ck (D

C15

).Sh

e ro

lls a

d20

and

add

s he

r lis

ten

mod

ifier

(+9)

. Ba

lanc

e:U

se th

is s

kill

whe

n yo

u ne

ed to

kee

p yo

ur b

alan

ce o

n a

rock

ing

boat

etc

Clim

b:U

se th

is s

kill

to c

limb

the

talle

st m

ount

ain

or d

esce

nd th

e de

epes

t pit

Dis

able

dev

ice:

Use

this

ski

ll to

dis

able

trap

s bo

th m

echa

nica

l and

mag

ical

Hid

e:U

se th

is s

kill

to s

ink

into

the

shad

ows

and

rem

ain

unse

en

Jum

p:U

se th

is s

kill

to le

ap o

ver p

its, v

ault

low

fenc

es o

r lea

p on

to ta

bles

Li

sten

:Use

this

ski

ll to

hea

r app

roac

hing

ene

mie

s or

to li

sten

at d

oors

Mov

e si

lent

ly:Y

ou c

an s

neak

up

on a

n en

emy

or s

link

away

with

out b

eing

hea

rdO

pen

lock

:Kar

leth

can

ope

n lo

cks

with

the

aid

of T

hiev

esʹ t

ools

Pick

poc

kets

:Kar

leth

can

ste

al fr

om p

eopl

e w

ithou

t the

m k

now

ing

Sear

ch:Y

ou c

an fi

nd s

impl

e tr

aps,

hid

den

door

s, a

nd d

etai

ls n

ot re

adily

app

aren

tSp

ot:U

se th

is s

kill

to s

py a

rogu

e hi

ding

in th

e sh

adow

s or

a C

amou

flage

d m

onst

erTu

mbl

e:K

arle

th c

an u

se h

er a

crob

atic

s to

avo

id c

omba

t.Sw

im:Y

ou c

an s

wim

Feat

s:D

odge

:You

are

ade

pt a

t dod

ging

blo

ws.

Des

igna

te a

n op

pone

nt a

nd re

ceiv

e a

+1bo

nus

to A

C a

gain

st a

ttack

s fr

om th

at o

ppon

ent.

Impr

oved

initi

ativ

e:‐ +

4 to

initi

ativ

e ro

llSn

eak

atta

ck:I

f Kar

leth

cat

ches

his

opp

onen

ts fl

atfo

oted

or f

lank

ed s

he g

ains

Add

ition

al d

amag

e (+

4d6)

Evas

ion:

Any

atta

ck th

at w

ould

requ

ire

a Re

flex

save

for H

alf d

amag

e de

als

no d

am‐

age

(if th

e sa

ve w

as s

ucce

ssfu

l)U

ncan

ny d

odge

:You

can

nev

er b

e ca

ught

flat

foot

edTr

ap S

ense

:Kar

leth

has

an

intu

itive

sen

se th

at a

lert

s he

r to

dang

er fr

om tr

aps,

giv

ing

her a

+1

bonu

s on

Ref

lex

save

s m

ade

to a

void

trap

s an

d a

+1 D

odge

bon

us to

AC

agai

nst a

ttack

s m

ade

by tr

aps.

Wea

pon

fine

sse

‐With

a li

ght w

eapo

n, ra

pier

, whi

p, o

r spi

ked

chai

n m

ade

for a

cre

a‐tu

re o

f you

r siz

e ca

tego

ry, y

ou m

ay u

se y

our D

exte

rity

mod

ifier

inst

ead

of y

our

Stre

ngth

mod

ifier

on

atta

ck ro

lls. I

f you

car

ry a

shi

eld,

its A

rmou

r Che

ck p

enal

tyap

plie

s to

you

r atta

ck ro

lls.

Wea

pon

focu

s (R

apie

r) ‐

You

gain

a +

1 bo

nus

on a

ll at

tack

rolls

you

mak

e us

ing

the

sele

cted

wea

pon.

Potio

ns:

Potio

n of

For

tune

will

rest

ore

1d4+

3 Lu

ck; P

otio

ns o

f Cur

e M

oder

ate

Wou

nds

will

heal

2d8

+3 h

it po

ints

.

Ka

rl

et

h H

aw

ke

Th

or

gr

im G

re

ym

an

tl

e

Page 43: FIGHTING FANTASY the Seven Serpents

Nam

eK

arleth Haw

keSize

Medium

(5ft. 5in. tall)R

ace / SexH

uman / Fem

aleC

lass / LevelRogue / 7

Hit D

ice7d6+7 (hp 39)

Initiative+7 (+3 D

ex, +4 Improved

initiative)Speed

30ft. base (6 Squares)A

rmour C

lass17 (+3 D

ex, +2 Leather) touch 13, Flat footed 14

Attack

+ 11 melee (Rapier 1d6+4 18‐20 / x2) or +9 m

elee (Dagger 1d4+3 19‐20 /

x2) or +9 ranged (Dagger 1d4+3 19‐20 / x2) or +9 ranged (Shortbow

1d8+1 20 / x3)

Full Attack

+ 11 melee (Rapier 1d6+4 18‐20 / x2) or +9 m

elee (Dagger 1d4+3 19‐20 /

x2) or +9 ranged (Dagger 1d4+3 19‐20 / x2) or +9 ranged (Shortbow

1d6+1 20 / x3)

SASneak attack +4d6

SavesFort +3, Ref +8, W

ill +3A

bilitiesStr 14 (+2), D

ex 17 (+3), Con 13 (+1), Int 13 (+1), W

is 13 (+1), Cha 12

(+1), Luc 17 (+3).Skills

Balance +9, Bluff +9, Clim

b +4, Diplom

acy +3, Disable device +13,

Escape artist +9, Hide +12, Listen +9, M

ove silently +13, Open lock

+14, Search +11, Spot +5, Tumble +13, Sw

im +6, U

se magic device +3

FeatsD

odge, Improved initiative, W

eapon finesse, Weapon focus (Rapier)

Class Feats

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

Equipment

Leather Arm

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

and 20 A

rrows +1(5lb), Backpack (2lb), W

inter Blanket (3lb), Hooded

Lantern +oil (3lb), Masterw

ork Thieves Tools (neg), Bedroll (5lb), Rope, Silk ‐ 50ft. (5lb), Belt Pouch w

ith 50gp in and 4 gems w

orth 100gp each, 5days Trial Rations (5lb) Flint and Steel (neg), 2 sacks (1lb). Potion of Fortune (neg), Potion of M

oderate Wounds (neg).

Encumbrance

51 lbs (Light load)Languages

Com

mon

Nam

eThorgrim

Greym

antleSize

Medium

(4ft. 8 in.)R

ace / SexD

warf / M

aleC

lass / LevelFighter / 7

Hit D

ice7d10 +21 (hp 78)

Initiative+2 (+2 D

ex)Speed

20ft. base (4 squares)A

rmour C

lass21 (D

ex +2, Chainm

ail +2, light steel shield +1) touch 12, Flat footed 19

Attack

+13 melee (D

warven W

araxe 1d10+7 20 / x3) or +9 ranged (Repeating C

rossbow 1d10 19‐20 / x2)

Full Attack

+13 / +8 melee (D

warven W

araxe 1d10+7 20 / x3) or +9 / +4 ranged (H

eavy Repeating Crossbow

1d10 19‐20 / x2)

SQD

arkvision 60ft. , Dw

arven traits

SavesFort +8, Ref +4, W

ill +2

Abilities

Str 19 (+4), Dex 14 (+2), C

on 16 (+3), Int 12 (+1), Wis 11, C

ha 12 (+1),Luc 15 (+2).

SkillsC

limb +12 / +8, H

ide +2 / ‐2, Jump +10 / +6, Listen +3, M

ove silently +2 / ‐2, Spot +3, Survival +0, Sw

im +8 / +0

FeatsC

leave, Great cleave, Exotic w

eapon proficiency (Heavy Repeating

Crossbow

), Point blank shot, Power attack, W

eapon focus (Dw

arven W

araxe), Weapon specialisation (D

warven W

araxe).

Equipment

Chainm

ail +2 (40lb), Light Steel Shield +1, Dw

arven Waraxe +1(15lb),

Heavy Repeating C

rossbow and 20 bolts (20lb), Backpack (2lb), W

inter Blanket (3lb), H

ooded Lantern +oil (3lb), Bedroll (5lb), Rope, Silk ‐ 50ft. (5lb), Belt Pouch w

ith 50gp in and 4 gems w

orth 100gp each, 5days Trial Rations (5lb) Flint and Steel (neg), 2 sacks (1lb) Potion of Fortune (neg), Potion of C

ure Light Wounds (neg).

Encumbrance

91lb (Light load)Languages

Com

mon, D

warven, G

oblin

7817

3915

Hit

Po

int

sH

it P

oin

ts

Luc

kLu

ck

Ka

rl

et

h H

aw

ke

Th

or

gr

im G

re

ym

an

tl

e

No

te

sN

ot

es

Page 44: FIGHTING FANTASY the Seven Serpents

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizardsof 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 includingderivative works and translations (including into other computer languages), potation, modifi‐cation, correction, addition, extension, upgrade, improvement, compilation, abridgment orother 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 otherwisedistribute; (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 ProductIdentity and is an enhancement over the prior art and any additional content clearly identifiedas Open Game Content by the Contributor, and means any work covered by this License,including translations and derivative works under copyright law, but specifically excludesProduct 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 othertrademark or registered trademark clearly identified as Product identity by the owner of theProduct 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 identifyitself or its products or the associated products contributed to the Open Game License by theContributor (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 indicatingthat the Open Game Content may only be Used under and in terms of this License. You mustaffix 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 conditionsmay 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 theterms of this License.4. Grant and Consideration: In consideration for agreeing to use this License, the Contributorsgrant You a perpetual, worldwide, royalty‐free, non‐exclusive license with the exact terms ofthis License to Use, the Open Game Content.5.Representation of Authority to Contribute: If You are contributing original material as OpenGame Content, You represent that Your Contributions are Your original creation and/or Youhave sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of thisLicense to include the exact text of the COPYRIGHT NOTICE of any Open Game Content Youare copying, modifying or distributing, and You must add the title, the copyright date, and thecopyright holderʹs name to the COPYRIGHT NOTICE of any original Open Game Content youDistribute.7. Use of Product Identity: You agree not to Use any Product Identity, including as an indicationas to compatibility, except as expressly licensed in another, independent Agreement with theowner 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 withthe owner of such Trademark or Registered Trademark. The use of any Product Identity inOpen 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 andinterest in and to that Product Identity.8. Identification: If you distribute Open Game Content You must clearly indicate which portionsof the work that you are distributing are Open Game Content.9. Updating the License: Wizards or its designated Agents may publish updated versions of thisLicense. You may use any authorized version of this License to copy, modify and distribute anyOpen 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 OpenGame Content You Distribute.11. Use of Contributor Credits: You may not market or advertise the Open Game Content usingthe 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 thisLicense with respect to some or all of the Open Game Content due to statute, judicial order, orgovernmental 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 termsherein 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 shallbe reformed only to the extent necessary to make it enforceable.15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors JonathanTweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. GaryGygax 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.