fighting fantasy the shamutanti hills

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FIGHTING FANTASY the Shamutanti Hills d20 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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  • CreditsAuthor: Jamie Wallis

    Editor: Sean BorthwickProducer: Mike Dymond

    Art Director: Martin McKenna

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

    Additional Illustration : Martin McKennaGraphic Design: Martin McKenna

    Cartography: Martin McKenna and Jamie Wallis Typography: Jamie Wallis

    Project Manager: Geoff OadesFinance Planning: Nigel Dixon

    Lead Playtester: Tim BirkbeckPlaytesters: Julian Turner, Chris Gooch, Karen McDonald, Mike Wilson, Alastair

    McLaughlin, Clare Salter, Paul Davis

    FF Consultant: David Holt

    The d20 conversion of SORCERY! 1 - The Shamutanti Hills is 2003 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of Myriador Ltd.'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons and Wizardsof the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 'd20 System' and the 'd20 System' logo

    are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this Licensecan be found at www.wizards.com / d20. The d20 conversion of SORCERY! 1 - The Shamutanti Hills is presented under v1.0a of the Open Game License (OGL) and asrequired a copy of the OGL can be found at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the

    OGL) and the System Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by theOGL) 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, cartogra-phy, trade marks, trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product Identity, this includes but is not limited to: Fighting

    Fantasy, Myriador, Titan, Kakhabad, Zanzunu Peaks, Crown of Kings, Chalanna the Reformer, Femphrey, Ruddlestone, Lendleland, Gallantria, Brice, Analand, Birdmen,Xamen Peaks, Baklands, The Old World, The Night of the Black Moon, Archmage of Mampang, Khar - Cityport of Traps, Jabaji River, Elvin, Skunkbear, Two-tailed

    Serpent, Titan Cavetroll, Titan Hilltroll, Titan Manticore, Shamutanti Hills, Cantopani, Sightmaster, Sindla, Ferrell, Old Schanker Mines, Grungore, Waarg, Pilfer Grass,Kristatanti, Lea-Ki, Alianna, Wooden Golem, Dhumpus, Taddapani, Minimite, Birritanti, Flanker, Gaza Moon, Torrepani, Svinn, Karleth Hawke, Thorgrim Greymantle,

    Emelni Telia, Kaspar Seltair and Tobin.

    Printed in Canada

    Introduction 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 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 Shamutanti Hills 5For the DM 5For the Characters 7The Adventure 7

    Appendix 1 - New Monsters 22Appendix 2 - New Magic 27Appendix 3 - Campaign Play 27Appendix 4 - Characters 37

    TABLE OF CONTENTS

    legal notice

    SORCERY! The Shamutanti hillsBased on the Fighting FantasyTM book by

    Steve Jackson

  • IntroductionThe Shamutanti Hills was the first adventure in thefour-part SORCERY! series by Steve Jackson. Thesegame books used the Fighting Fantasy rules systemfor combat, luck etc. but they 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 uniqueexperience - a fantasy adventure where you are thehero.

    The Fighting Fantasy series has 59 titles to date (63including the SORCERY! Series) and has sold over 15million copies worldwide and has been translated intoover 20 languages. The Warlock of Firetop Mountainalone sold over 2 million copies. Now the FightingFantasy books are being re-released allowing a newgeneration of players to explore the Citadel of Chaos,confront the Warlock of Firetop Mountain or get lostin the Forest of Doom.

    This book is a conversion of SORCERY! 1 - TheShamutanti Hills - into a d20 role-playing game sce-nario. The original books were a solo experience; wehave written this scenario to allow players to chal-lenge the adventure on their own or as part of a smallgroup of adventurers. The inclusion of the new Luckrules give the single player a good chance of successwithout making groups of players too powerful.

    The SORCERY! books could be picked up andplayed with a minimum of preparation, we have writ-ten this scenario to reflect this including pre-generat-ed characters, full colour maps and other play aids toget you started quickly. For more information aboutRoleplay games, Fighting Fantasy and SORCERY! -The Shamutanti Hills - visit the Myriador website:www.myriador.com

    Adventure SummaryIt was a night that many people will never forget, thenight of the Black Moon, the night that the Crown ofKings was stolen from the quiet and peaceful provinceknown as Analand your homeland.

    You have been given the task of returning the Crownof Kings, stolen by Xamen Birdmen and taken to theArchmage of Mampang. This is the first part of yourepic adventure which will take you across the perilousShamutanti Hills of Kakhabad. Will you avoid thedeadly Headhunters, Elvins and Hill Giants and makeit safely to Khar - The City Port of Traps.

    PreparationIn addition to the books required (as stated on thecover of this product), which are 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 Fantasyseries 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 straightinto 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 plans, pre-generated charac-ter sheets with rules summaries and character andmonster 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 IntegrationSORCERY! - The Shamutanti Hills is the first of fourscenarios in the SORCERY! campaign; the other threescenarios will follow directly on from this one forminga campaign that will take either a single character or aparty of third level characters through to 10th level.

    However, there is no reason why this adventurecouldn't be used as part of an on-going campaignwhere a party of characters need to travel across thewilderness. Guidelines and advice are available freefrom www.myriador.com to help you integrate thisscenario into your campaign and suggestions areincluded about adjusting difficulty levels.

    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 The Shamutanti Hills exceptthe player characters and is free to change their behav-iour as 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 to'set the scene' and players to see where characters andmonsters are, what the dungeon looks like and makecombat more exciting and realistic.

    Full colour maps, pre-generated character sheets,character 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 Fantasyseries of books. The d20 system includes a range ofskills that are used where Luck was in the originalbooks. However, we wanted to keep the overall tone &feel of the Fighting Fantasy books so we haveincluded Luck as a new Ability score.

    This scenario is aimed at small parties of players(mini-groups). The inclusion of Luck gives them anedge that makes up for their lack of numbers. Playersshould be encouraged to use Luck as often as 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 character's starting Luck score can only beincreased by magical means or by spending attributepoints gained as the character becomes more experi-enced.

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

    Standard Point Buy MethodBecause there are now 7 Ability scores instead of thenormal 6, the amount of starting points is 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 character'sskill 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:reducing damage taken in melee / ranged). The result

    of the Luck check is applied as a modifier to theaction. You may only check Luck once per actionundertaken and the result only affects that action.

    A character's 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 every2 points over 10 that you roll you gain +1 to the out-come that Luck was used to affect (i.e. 10 = +1; 12 = +2;18 = +5 etc).

    If the Character fails her Luck check by up to 5, 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 G'aarak 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 character's Luck score reaches 0 they can nolonger choose to test their Luck. Luck cannot be low-ered further than 0, and cannot be used again until itis raised to at least 1.

    Saving Throws & LuckLuck can be used to modify the result of 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 a rickety bridge intoa fast flowing river. The DM determines that a skill(Swim) check (DC15) is required for Rhana to safelyswim to the nearby riverbank. Rhana is not a good

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  • swimmer having only a skill of 1, which is reduced by-7 because of her equipment (-1 per 5lbs carried). Thismeans that the best she can hope to do is 20 + 1 - 7 = 14meaning she can't succeed! She decides to use herLuck to help her reach the riverbank safely. Rhanarolls a D20 getting 15 and adds her Luck ability mod-ifier (+2 from an Ability score of 14) for a total of 17.She has succeeded by 7 so she may add +4 to her Swimcheck. She now makes her Swim skill check D20 + 1(Swim skill) -7 (equipment carried) +4 (Luck). She rollsa 17 giving her a final result of 15. Rhana just managesto scramble 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)-7 (equipment carried) +0 (Luck check result) givingher a maximum possible result of only 14. She wouldstart to drown. Of course she could use Luck again inthe next round to help her survive.

    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 than applies the resultas a modifier to their opposed skill check, which isthen compared to their opponents check as normal.

    Checks Without Rolls & LuckYou cannot 'take 10' or 'take 20' 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 opponent's blow.

    Using Luck to Hit an OpponentA 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 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 Damage TakenWhen a character has been hit by an opponent'sattack, she may make a Luck check (as describedunder the heading: Luck Difficulty Class) and applythe result to reduce or increase the damage she suffersfrom the attack. Damage reduced by a Luck check cannever be reduced to less than 0. She can decide tomake the Luck check before or after damage has beenrolled.

    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 G'aarak is a 4th level Cleric. Entering aroom Ellion encounters 4 zombies, she decides toattempt to turn them and to use Luck in her attempt.Ellion makes a Luck check, the result of which isadded to her Turning check result which may makeher more likely to succeed. However, Luck cannot beused to change the maximum effectiveness of herturning attempt, she can still only possibly affectundead with 8HD or less. Neither does Luck alter 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 for: If he was using Luck to modify his attackroll then the attack automatically misses; if he was

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  • using Luck to modify his chance to Pick a lock theattempt 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 opponentsmelee damage roll, his opponent does full damage etc.

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

    Normal Regeneration of Ability Points(see DMG Chapter 3, Ability Score Loss)

    Magical Means - Spells and Potions Any spell that restores Ability points can be used torestore Luck points. Examples include: LesserRestoration, Restoration and Fortune (see Appendix 2- New Magic, New Spells)

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

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

    Scenario AwardsAt various points in this adventure Luck points areawarded to characters. These Luck awards can beincreased / decreased at the DM's discretion. Luckawards are to the party as a whole, it is up to the DMto determine how they are divided amongst the char-acters. E.g. if a party of 3 characters are awarded 2Luck points the DM can give 1 point each to 2 of theplayers or 2 points to one of them. At the DM's discre-tion - 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! - TheShamutanti Hills (Map 1)

    For the DM Centuries ago, in the time now called the Dark Ages,whole regions of the world of Titan lay undiscovered.There were pockets of civilisation, each with their 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 by one man. All manner of evil crea-tures, forced from the more civilised lands beyond theZanzunu Peaks, had gradually crawled intoKakhabad, which became known as the vermin pit atEarth's End.

    Civilisation and order had spread throughout therest of the known world aided by 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 supernatural qualities of leadership and justiceupon its owner. But Chalanna's own ambitions werenot of conquest. He wished instead to establish peace-ful nation-states aligned to Femphrey. Thus in his wis-dom, he passed the fabled Crown from ruler to rulerin the neighbouring Kingdoms and thus, with the helpof its magical powers, these lands became peacefuland prosperous.

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

    The King of Analand duly received the Crown ofKings amid great ceremony and from that dayonwards, the future of Analand was ensured. No onequite knew how the Crown of Kings could have suchan enormous uplifting effect on a whole nation. Somesaid it was Divinely inspired; some that its power wasmerely in the mind. But one thing was certain - itseffects were unquestionable. All was well in 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 camefrom the Baklands that the Crown had been carried tothe Archmage of Mampang who had ambitions tomake Kakhabad a Kingdom united under his rule.

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

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  • The shame of losing the Crown was great, but thatpaled beside the other effects; the kingdom ofAnaland had been thrown into turmoil, all the bene-fits gained from 2 years under the Crown were rapid-ly disappearing, crime and lawlessness were rampant.Even worse, the neighbouring kingdoms now lookedupon Analand with fear and suspicion; it couldn't belong before war once again stalked across the land.

    For the charactersRead this aloud to the players:For two years now Analand has prospered under theinfluence of the Crown of Kings. The fabled Crownwas first discovered by Chalanna the Reformer ofFemphrey, its mystical abilities to help rulers runtheir kingdoms wisely and well prompted Chalannato lend his Crown to neighbouring kingdoms. Nowthe Crown is passed among the kingdoms of theAlliance of Femphrey, each kingdom keeping thecrown for 4 years and using its powers to make theirkingdom happy and prosperous. The kingdoms ofBrice, Ruddlestone, Lendleland and Gallantria haveall benefited from the Crown's influence, and for thelast two years so has Analand.

    Now however, the Crown had been stolen. On thenight of the Dark Moon Birdmen from Zanzunu orthe higher Xamen peaks seized the Crown and havecarried it off towards Mampang. This can only meanthat the Archmage of Mampang seeks the Crown'spower to help him unite the land of Kakhabab underhis rule, a rule that will threaten all the nations ofthe Femphrey Alliance.

    The shame of losing the Crown is great, and the peo-ple of Analand have sunk into despair or lawless-ness. But greater still is the threat posed by theArchmage. The Crown of Kings must be recovered.You and your companions have been chosen frommany volunteers to undertake this perilous quest;travel across Kakhabad to the Mampang fortressand find the Crown of Kings or Analand and theAlliance are doomed!

    The first stage of your journey will take you acrossthe Shamutanti Hills to Khar - a Cityport on theriver Jabaji. You are advised by the King's guards tostick to the paths and not to wander into unchartedwoods and hills.Now go to encounter 1

    Wandering Monster Tables1 - Daytime Wilderness

    The DM must make one secret roll on this table whilethe characters are moving between encounters on theOverlay map 1. On the roll of a 1 on a D6 the charac-ters have encountered a wandering monster. The DMmust roll a D10 and consult the following table:

    DM's note: if the characters are within wooded areasthe DM should add 3 to the dice roll to determinewhich monster has been encountered.

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

    4-6 1D4 Wolves: hp 10 each (see MM, Animals formore information on Wolves)

    7 A Skunkbear: hp 27 (see Appendix 1 - NewMonsters)

    8-9 A Serpent, Two-tailed: hp 30 (see Appendix 1- New Monsters )

    10+ A Titan Cavetroll: hp 18 (see Appendix 1 -New Monsters)

    2 - Night Time WildernessThe DM must make a secret roll on this table while thecharacters are camped for the night. On the roll of a 1on a D8 the characters have encountered a wanderingmonster. The DM must roll a D10 and consult the fol-lowing:

    DM's note: if the characters are within wooded areasthe DM must add 3 to the dice roll to see what mon-ster has been encountered.

    1-3 1D4 Wolves: hp 10 each (see MM, Animals formore information on Wolves)

    4-6 1D4+1 Goblins: hp 4 each (see MM for moreinformation on Goblins)

    7-9 1D6 Elvins: hp 5 each (see Appendix 1 - NewMonsters)

    10+ A Serpent, Two-tailed: hp 30 (see Appendix 1- New Monsters)

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

    The AdventureEncounter stats: All encounter statistics have been cal-culated 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 1 times its Strength bonus to dam-age (provided it has a bonus).

    1. The Cantopani Gate (EL 0)Read this aloud to the players:You awake at sunrise. After dressing, you breakfaston bread and goat's milk and collect your belong-ings. Outside, the outpost settlement is stirring: thewomen-folk emerge to wash and prepare their mealsas the day's guard takes over.

    Eyes follow you as you leave your hut and walktowards the Shamutanti wall. The frontier peopleare well aware of your mission and a small crowd ofwell-wishers follow some distance behind you.

    Before you stand the Cantopani Gates. Guardedconstantly by Sightmaster Warriors, chosen for theirpowers of telescopic vision, the gate is the finaldoorway between Analand and Kakhabad. Oncemore you check your packs.

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  • Satisfied that your preparations are complete, one ofyou nods to the Sightmaster Sergeant. For the lasttime he glances at the lookout atop the gate, whosignals the all clear. The Sergeant orders the bolt tobe withdrawn. A doorway opens up in front of youand you get your first glance of the Shamutantifoothills, the first stage of your journey.

    The Sightmaster Sergeant strides over and graspseach of you in turn by the hand. "I will not wish youa safe journey, for the way ahead will NOT be safe.Kakhabad is a treacherous land inhabited by Devils.But this I am sure you already know. Take the pathahead to Cantopani, a small settlement of traders -although most are Rogues and Thieves - which youshould reach within the hour. From there onwardsthere are three routes through Birritanti to Khar onthe Jabaji river. From Khar you must cross theBaklands, which are unknown. It is said that dayand night, the Baklands are controlled not by thesun but by supernatural forces; and bear in mindalso that from Khar onwards your progress will bewatched!"

    His warnings do little to inspire confidence in youall. He continues: "I have observed your training andyou are all worthy of the task ahead of you. I wishyou luck and success with your quest. My thoughtsand the good wishes of the people of Analand will bewith you. With Libra on your side may you lift thecurse and depression which rack our Kingdom."

    You shake him by his hand; thank him for his goodwishes and step up to the gate. Resolutely, you passthrough the doorway. The faces of the folk watchingyour departure reveal the hopes that rest with youand with the success of your quest.

    With a wave, you turn and face the hills. The earlymorning air is crisp and the rising sun paints thehills in colours of natural beauty that conceal thedevilry ahead.

    2. Cantopani - Traders Village (Map 2)DM's note: please refer to Appendix 3 - CampaignPlay for the map of Cantopani and the map key.

    The characters journey to the trading village ofCantopani is an uneventful one. It will take the char-acters about an hour to get there. Read them the fol-lowing:The path winds through fields of wild scrubland. Thecountryside is deserted and only the cawing of anoccasional crow breaks the eerie silence. The birdsappear to pause in the air to examine you as theypass. You pass over a small hillock, from the top ofwhich you can see the path continuing downwardsinto a small settlement of huts at the base of theShamutanti Hills.If the characters continue down the path towards

    Cantopani Village, read them the following:The path from Cantopani Gate leads through the

    small settlement. As you approach, noises and activi-ty indicate that the village is populated.

    If the characters enter the trading village via themain path, read them the following:The round huts are made of a hard-baked, brightclay with thatched roofs. As you pass, eyes appearat dark doorways watching your every movement.If the characters proceed through the village, one of

    the locals will appear from a hut. The man stands 5ft.tall with thickset arms and thighs half clothed in tat-tered breeches. His eyes are wild and his long red hairand beard stand out on his face in a wiry tangle. "Haltstrangers", he commands. "What business have you inCantopani?". This man is Farrell the village Overseer.If the characters ask Ferrell what is in the village hewill point out to them huts of interest: If the characterswould like to do some trading he will direct them to:map location 2 -Tharis's trading post. If the charactersare hungry or in need of additional provisions he willsend them to: map location 3 - The Cantopani Inn; ifthe players ask for directions to Khar, read them thefollowing:"I myself have never left this village" says Farrell."However, I do know that there are two pathsahead. My advice does not come for free though. Payme two gold pieces and I will advise you on yourjourney".If one of the party pays Ferrell the two gold pieces,

    read them the following:He places the coins in a pouch around his waist."The low way leads through the Vale of the Elvin",he says, "and unless you are prepared for the Elvinways you had better avoid this path for they aremischievous and magical. The highway takes you upinto the hills past the old Schanker Mines". Helaughs, and adds: "but you must keep your head ifyou take this path! Head onwards to Kristatanti,which you will reach in a day or two. Few villagesin the Shamutanti Hills welcome strangers but youwill find food and shelter at Kristatanti. Andbeware the Black Lotus on your travels - its sweetaroma is deadly."This is all the advice that Ferrell will offer. If the

    characters persist in their questioning he will walkaway, laughing and muttering about keeping yourhead.

    3. Thieves! (EL 5)This encounter takes place just outside of Cantopanion the north road. Two of the locals are hiding in wait-ing behind some bushes for the characters to pass. Inorder to see the hiding Rogues the characters mustmake opposed skill (Hide / Spot) checks. The RoguesHide skill is listed in their stats below. The Rogues willattack the characters at the most opportune moment.Male Human Rog3 (2): CR 3 (each); Size M (5 ft., 10 in.and 5ft., 11in. tall); HD 3D6+3; hp 16; Init +3 (+3 Dex);Spd 30 ft.; AC 15 (+3 Dex, Leather Armour); Attack +3melee (Shortsword 1D6), or +6 ranged (LightCrossbow 1D8); SA Sneak attack +2D6; SV Fort +2, Ref+6, Will +2; AL LE; Str 11, Dex 17, Con 13, Int 13, Wis13, Cha 11. Languages Spoken: Common, Goblin.Skills and feats: Balance +9, Craft +6, Disable device

    8

  • +7, Disguise +6, Hide +9, Listen +6, Move silently +6,Sense motive +7, Spot +5; Dodge, Weapon focus (LightCrossbow), Weapon focus (Shortsword). Equipment:Each man has a Shortsword and a Light Crossbowwith 10 bolts. Both men wear Leather Armour.

    4. The Crossroads (EL 0)As the characters approach the crossroads, read thefollowing:The path you are following ends at a T-junction. Thenew paths lead either north-west following a riverinto the valley or north-east up into the hills.

    Sitting in the lower branches of a tree by the junc-tion you can see an old man. "Would you be so kindas to help an old man down from this tree?" heinquires.The man is Alias Gumar of Khar. He is actually a

    young Sorcerer who is travelling from Khar toAnaland. He encountered the Old Witch (location 24)and tried to steal one of her spells but he was caught.The Witch cast an aging spell on him. He is hoping toget to Analand to have the spell removed very soon.While in the body of an old man, Alias has lost hisspell casting ability and is rather vulnerable. He wasattacked by Elvins not long ago, who stole what pos-sessions he had and left him in the tree. Alias will notdivulge the information about being young and beingcaught stealing.

    If the characters help Alias to get down from the treehe is very grateful. In return for their kindness, Aliasrecites a rhyme that he heard that he feels might helpthe characters. He is not sure exactly what the rhyme

    signifies but he knows that the Elvins are particularlykeen on finding the key in question:See him though he sees you not;The black-eyed creature creeps.A guardian once but now his lot:The key to freedom keeps.

    This rhyme is referring to the Blind Beggar inencounter 15 who has the key to the gaol in Khar.Alias also gives the characters his only remaining pos-session: a page from a spell book (page 102). The spellis incomplete but it is used later in this adventure inencounter 24 - The Witches Hut..

    Alias thanks the characters for their help and walkssouth towards The Cantopani Gate.

    If the characters make a successful skill (Listen)check (DC10) they can hear a faint buzzing comingfrom around the tree that Alias was in. If the charac-ters investigate they will find a bees nest high in thetree. If a character climbs the tree (DC5) and knocksdown the bees nest he will suffer 1D3 hit points dam-age from multiple bee stings but he will be able togather a days rations worth of honey and some beeswax. The wax has no use in this adventure.

    5. Warning Sign (EL 0)If the characters are following the path into the hills,read them the following:You reach the brow of a hill and stop in your tracks.To your left is a clearing in the trees in which sever-al poles are firmly planted in the ground. Atop thepoles are heads! - Human heads, Goblin heads andsome that are so decayed and rotted that it is hardto recognise who or what they once were. All of the

    9

  • eyes and mouths of the decapitated heads have beensewn-up.

    In front of you, painted in blood on the side of alarge tree, is an X. Ahead the path forks to the leftand right. It is difficult to make out which way youare being warned not to take!

    6. The Old Schanker Mines (Map 3)When the characters reach this location they can hearthe sounds of activity; talking in the Goblin tongueand the clanking of metal against rock. In order toinvestigate this noise, the characters will have to strayfrom the path. Please refer to MAP 3 - The OldSchanker Mines.

    All rooms and corridors have 10ft. ceilings.Corridors are rough-cut stonework either 5ft. or 10ft.wide (please refer to the overlay map for details).Doors are wooden (good), unless otherwise stated inthe text. All doors are unlocked unless otherwise stat-ed. Any locked doors have average locks unless other-wise stated. The Mine is unlit unless otherwise stated.

    Doors: Good Wooden; 1 inches thick; Hardness 5;Hit points 20; Break DC25

    Locks: Average lock; Open lock DC25Listen checks: All Listen check DC are calculated

    assuming the character is standing in the adjacentsquare to the door (2 ft. away). If a player activelylistens at a door (presses his ear to the door) thenreduce the Listen DC by 2 or increase the Listen checkby +1 for every 10 feet that the character is from thenoise (+5 if it passes through a door).

    Map 3 - 1. Mining Operation (EL 2)If the characters move closer to get a better look, readthem the following:In a clearing ahead you can see a number of Goblinsin front of a cave entrance. It appears that theGoblins are mining in the cave as they are trudgingin and out of the opening carrying large bowels fullof glistening rocks and dull metallic nuggets. There are eight Goblins working here (there are

    additional Goblins asleep in location 4- The GoblinsSleeping Quarters). The Goblins walk into theSchanker Mine entrance and go to see Grungore theOgre in room 3. From here, they take the newlycrushed rocks and bring them out side for sieving.Any gemstones are taken to Waarg the Goblin Captainin room 5.

    If the Goblins spot the characters, they will send oneof their number to inform both Grungore and Waarg;the remainder will prepare to defend the mine. Theywill not let anyone into the Mines and will attack atthe most opportune moment.Goblin, small humanoid (8): CR each; Size S (3 ft.,6 in. tall); HD 1D8; hp 4 each; Init +1 (+1 Dex); Spd 30ft.; AC 14 (+1 Dex, +1 Size, Leather Armour); Attack +2melee (Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0;AL NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.Languages Spoken: Goblin. Skills and feats: Hide +6,Listen +3, Move silently +4 and Spot +3; Weapon focus(Shortsword). Equipment: Leather Armour and aShortsword each (see MM for more information onGoblins).

    10

  • Map 3 - 2. Grungores Room (EL 0)This is where Grungore the Ogre sleeps. If the charac-ters enter this room, read them the following:This natural cavern is empty except for a crudestraw bed in an alcove in the south wall.If the characters make a skill (Search) check (DC10)

    they will find 3 small gems hidden in the straw bed.The gems are worth 15gp each.

    Map 3 - 3. The Mining Ogre (EL 2)The door to this room is locked.

    Standing in front of the door is another Goblin. ThisGoblin has the job of unlocking the door to let his fel-low Goblins in and out with the crushed rocks (andalso to stop the Ogre from leaving). This guard knowsthat there shouldn't be anyone other than his fellowGoblins and the Ogre in the mine. If he spots the char-acters he will attempt to unlock the door and call tothe Ogre for help.

    If the characters enter the room, read the following:In the centre of this room is a strange-shapedmechanical apparatus. It looks like it could be usedas a stone press or cutter of some sort. An Ogre isoperating the machine. He is dropping stones in atone end and turning a large handle which crushes therock.

    All around the room are large piles of unprocessedrock.This is Grungore the Ogre. The machine he is oper-

    ating makes quite a bit of noise, coupled with the factthat he is used to people coming in and out of thisroom and ignoring him. He will not take much noticeof the door being opened (-3 to Spot and Listen checks- these are incorporated in Grungore's stats).However, if he spots the characters he will attack.

    If the characters look around this room and make askill (Search) check (DC15), they will find 2 large gemsthat Grungore has hidden under the machine. Bothgems are worth 150gp each.Goblin, small humanoid (1): CR ; Size S (3 ft., 6 in.tall); HD 1D8; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 15(+1 Dex, +1 Size, Studded leather); Attack +2 melee(Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0; ALNE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.Languages Spoken: Goblin. Skills and feats: Hide +6,Listen +3, Move silently +4 and Spot +3; Weapon focus(Shortsword). Equipment: Studded Leather,Shortsword. A Silver Key which is to open the door toroom 3. (see MM for more information on Goblins).Grungore the Ogre, large giant: CR 2 ; Size L (8 ft., 10in. tall); HD 4D8 +8; hp 36; Init -1 (-1 Dex); Spd 30 ft.;AC 16 (-1 Dex, -1 Size, +5 natural, Hide Armour);Attack +9 melee (Huge Great Club 2D6 +8); Face /Reach: 5ft. by 5ft ./ 10ft. SV Fort +6, Ref +0, Will +1; ALCE; Str 22, Dex 8, Con 15, Int 6, Wis 10, Cha 7.Languages Spoken: Giant. Skills and feats: Climb +5,Listen +0, and Spot -1; Weapon focus (Great Club).Equipment; Hide Armour and Great Club (see MM formore information on Ogres).

    Map 3 - 4. Goblin Sleeping Quarters (EL 1)This room is the sleeping area for the Goblins. Severalcrude, straw mattress beds are laid out on the floor.There will always be 1D3 sleeping Goblins in thisroom.

    If the characters look around and make a skill(Search) check (DC15) they will find one of theGoblins prize possessions - A Dagger +1 wrapped incloth and hidden under some stones under his mat-tress. Goblin, small humanoid (1-3): CR each; Size S (3 ft.,6 in. tall); HD 1D8; hp 4 each; Init +1 (+1 Dex); Spd 30ft.; AC 14 (+1 Dex, +1 Size, Leather Armour); Attack +2melee (Shortsword 1D6 -1); SV Fort +2, Ref +1, Will +0;AL NE; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.Languages Spoken: Goblin. Skills and feats: Hide +6,Listen +3, Move silently +4 and Spot +3; Weapon focus(Shortsword). Equipment: Studded Leather,Shortsword. (see MM for more information onGoblins).

    Map 3 - 5. The Goblin Captain's Chambers (EL 3)This door is locked.

    This is Waarg the Goblin Captain's Quarters. Hekeeps the door locked and has the only key to the doorwith him at all times. The room has a straw mattressin the north-west corner and a desk in the centre.Positioned behind the desk is a small 2ft. by 1ft. chestthat has all 8 of the gemstones that the Goblins havemined so far. The gemstones have a value of 50gpeach.

    Waarg has been sent to these old abandoned Minesby his Clan Leader Y'eergrag of the Black Skulls.Y'eergrag had heard a rumour that the Mines couldstill be worked for their valuable gemstones and thatthey were only abandoned due to the dangerousworking conditions and threat of monster attacks. Hewas correct. The Dwarfs and Human miners fled theMines many years ago. Various portions of the mainmining sections collapsed killing scores of workers.Skunkbears, Headhunters and Elvins caused no endof problems for the miners, and so they abandonedthe Mine. Since then there have been many collapsesleaving only small section still workable. This iswhere the Goblins of the Black Skull and their Ogrehave been for the last few weeks. Their miningknowledge and skills are not great though, they havecrushed more gems into worthless powder than theyhave collected!

    If the characters either attempt to force the door orpick the lock Waarg, who is in a constant state ofreadiness, will hear them and prepare. He will lockthe chest with the few gemstones in it and hide behindthe door. He will attack the first person to enter theroom at the most opportune moment.Waarg, male goblin Ftr3: CR 3; Size S (3 ft., 5 in. tall);HD 3D10+3; hp 31; Init +3 (+3 Dex); Spd 30 ft.; AC 20(+3 Dex, +1 Size, Leather Armour and Small WoodenShield); Attack +6 melee (Shortsword 1D6 +2); SV Fort+4, Ref +4, Will +2; AL LE; Str 13, Dex 16, Con 13, Int15, Wis 12, Cha 8. Languages Spoken: Giant, Goblin,Undercommon. Skills and feats: Hide +7, Jump +4,

    11

  • Listen +5, Move silently +4, Spot +5; Alertness, Dodge,Expertise, Weapon focus (Shortsword). Equipment:Leather Armour +2, Shortsword +1 and a SmallWooden Shield +1. He also has the key to the door, thesmall chest key and an ornate silver key with the num-ber 111 inscribed on it in his pocket.

    The ornate silver key with the number 111 inscribedon it has no use in this adventure.

    Map 3 - 6. The Old Mine (EL 0)This tunnel is all that remains of the original mine. Itcontinues on for about 150ft. before it ends at the hugecave-in that killed 40 or so miners.

    If the characters proceed into this tunnel, read themthe following:This corridor is a much older part of the mine, rot-ting wooden struts and supports line the short (5ft.tall by 5ft. wide) corridor walls and ceiling.

    Map 3 - 7. Cave-in! (EL 4)When the characters reach this point, they can hearcreaking and cracking coming from the wooden sup-ports above their heads. The roof is about to cave inand the characters must act fast.

    The cave-in has a 15ft. bury zone and a 5ft. slide zoneat either end.

    The characters can either return to Waarg's quartersor run further into the old mine. Whatever the charac-ters decide to do they must make a successful skill(Balance) check (DC5) to move along the short, roughcut tunnel at speed and avoid the cave-in. If any char-acters are unsuccessful they take 8D6 damage, Reflexsave (DC15) for half damage, and are pinned (seeDMG, Chapter 4 Cave-ins and Collapses).

    Map 3 - 8. A Shallow Pit (EL 0)If the characters go further into the old tunnel theywill find a Shallow Pit (5ft. deep). Looking into the Pitcharacters will see faint rays of light coming from asmall tunnel at the bottom. The tunnel is only 3ft. highand the characters will have to crawl along it if theywant to proceed.

    The first person into the tunnel will find a pair of ani-mal skin boots. If they are dusted off they look in verygood condition. The boots are Borrinskin Boots andcan be sold for 2gp and have no other use.

    Map 3 - 9. Crack in the Hillside (EL 0)The tunnel ends at a large crack in the hillside whichis covered and almost totally concealed by bushes.

    Anyone looking for this concealed entrance from theoutside must make a skill (Search) check (DC30).

    7. Beautiful Flowers (EL 3)This encounter will take place when the charactersstop to rest on the path anywhere between the bridgeand encounter 5 on the Wilderness map.The path you are following through the woods con-tinues up and over a hill. At the top you can see someof the most beautiful flowers that you have ever seengrowing in a nearby clearing. It seems so quiet andpeaceful here and looks like a nice place to stop forsome lunch.

    If the characters do stop and have something to eat,ask them to make a skill (Listen) check (DC10). If theyare successful they hear a small flock of birds all takeflight at the same time from a tree not too far fromwhere the characters are camped.

    A party of Headhunters are moving towards thecharacters and have startled the birds in the tree. Oneof the Headhunters will move silently towards thecharacters to get a better look. If he is not spotted, hewill attempt to incapacitate them with his poisondarts.

    If all of the characters are hit by the poison darts andare unconscious. Their heads will appear on freshpoles at encounter 5 as a warning to others not to wan-der into Headhunter territory. Headhunters (4): hp 6 each (see Appendix 3 -Campaign Play, The Headhunters' Village)

    8. Covered Pit (EL 3)If the characters continue to follow the trail, read themthe following:The undergrowth on the trail you are following isbecoming much thicker. It appears as though thispath is seldom trodden. This is Headhunter country! Several Headhunters

    are hiding in the undergrowth waiting for an unsus-pecting soul to fall into their trap. In order for any ofthe characters to see the Headhunters, they mustmake opposed skill (Hide / Spot) checks - TheHeadhunters gain a bonus of +5 to their Hide skill dueto the long grass. If any characters fall into the pit, theHeadhunters will attack any remaining characters byfiring their poison darts at them in an attempt to ren-der them unconscious. They will then do the same toany who remain alive at the bottom of the pit.

    If all of the characters are rendered unconscious bythe Headhunters' poison darts, they will be taken tothe Headhunter Village (see encounter 12).

    Trap: Headhunters have dug a 10ft. deep pit alongthe trail and covered it with foliage etc. Any characterwho makes a successful skill (Spot) check (DC15) willsee the pit coverings. Any character who falls into thepit will have to make a skill (Climb) check (DC15) toget out.

    Covered Pit Trap: CR 1; no attack roll (1D6 fallingdamage); Reflex save (DC14) avoids; Search DC10;Disable DC15.

    Headhunters (4): hp 6 each (see Appendix 3 -Campaign Play, The Headhunters' Village)

    9. The Elvin Village (EL 2)If the characters are following the path, read them thefollowing:The path you are on continues to bend north, stillfollowing the west bank of the Shamutanti River.

    Ahead, you can see smoke rising in the distance. Asyou get nearer you can see a cluster of huts made outof thatched twigs and branches. The smoke is risingfrom a small fire in the centre of the huts. There are no signs of movement or noise coming

    from the village, it seems to be deserted. If the charac-

    12

  • ters decide that they want to give the village a widebirth (without swimming the river) and head westinto the hills they will soon pick up the path that leadsthrough the hills.

    If the characters proceed into the village, read themthe following:The village seems to be completely empty. In the cen-tre of the huts is a small fire that has been built intoa shallow recess. The huts in this village are quitesmall with doorways about 2ft high. Three of thedoorways have brightly coloured drapes hangingfrom them: red, green and brownIf the characters look in to any of the other huts they

    will find little of interest: straw beds, animal skins,food in the form of berries, nuts etc.

    The Red Draped HutIf the characters look in to the hut with the red drape,read them the following:There is a low table and three stools in the middle ofthe hut. On the table are two uninteresting boxes,both fastened with a catch.Neither of the boxes are locked or trapped.If the characters open the box on the left, read them

    the following:The box is empty. However, smoke begins to swell

    up from within its depths. The smoke rises out of thebox and forms a face in the air; a thin, Elf-like face.The eyes on the strange face flick open suddenly."Strangers", booms the smoky vision, " you tamperwith forces you know nothing of. I am aware of yourquest and you cannot succeed. I am the Spirit ofMananka and I curse your quest".A random character is touched by the smoke and

    must make a Will save (DC16) or suffer the following

    Curse: Every time you take damage: combat, falling,spell etc., you take an additional 1D4 points of dam-age. The curse cannot be dispelled, but it can beremoved with a break enchantment, limited wish,miracle, remove curse, or wish spell.

    If the characters open the box on the right, read themthe following:Inside the box is a small cloth bag and an old rustykey. Guarding both these items, with its tail poisedand ready to strike, is a scorpion.If a character reaches into the box the vicious

    Scorpion will attack him. The Scorpion is too small toclimb out of the box.

    The cloth bag contains 20 gold pieces.The old rusty key is used to open the cage in

    encounter 17 - Alianna's House.Monstrous Scorpion, tiny. tiny vermin: CR ; Size T(1ft. long); HD D8+2; hp 4; Init +0; Spd 20 ft.; AC 14(+2 Size, +2 natural); Attack +2 melee (2 Claws 1D2 -4)and -3 melee (Sting 1D2 -4 and poison); Face / reach:2 ft. by 2 ft. / 0 ft.; SA Improved grab, poison; SQVermin; SV Fort +4, Ref +0, Will +0; AL N; Str 3, Dex10, Con 14, Int -, Wis 10, Cha 2. Languages Spoken:None. Skills and feats: Climb +4, Hide +15, Spot +7.

    Vermin: Immune to mind-influencing effects.Improved Grab (Ex): To use this ability, the

    Monstrous Scorpion must hit with its claw attack. If itgets a hold, it hangs on and stings automatically.

    Poison: Tiny Monstrous Scorpion Poison; Fort save(DC11); Initial and Secondary damage 1D2 Str.

    The Green Draped HutIf the characters go into the hut with the green drape,read them the following:Cushions ring the inside of this small hut. As youenter strange pipe music begins to play but you can-not see from where the music is emanating.If any of the characters brought a Small Bamboo Pipe

    from the merchant - Ryan of Brice - at the CantopaniVillage, ask them to make a skill (Listen) check (DC5).If they are successful they will hear their SmallBamboo Pipe joining in with the music being playedin the hut. The owner of the Small Bamboo Pipe willhave the equivalent of a Cure Moderate Wounds spellbestowed upon him which cures 2D8 +2 hit points(this will happen once per day).

    If the characters do not possess the Small BambooPipe, nothing untoward will happen. The music willcontinue as long as someone remains within the hut.A faint aura of magic can be detected in the hut.

    The Brown Draped HutA Riding Dog guards this hut. If a character enters thehut without the Dog's owner, it will attack. There isnothing of value or interest in this hut.Dog, small animal: CR 1; Size M (5ft. long); HD2D8+4; hp 12; Init +2 (+2 Dex); Spd 40 ft.; AC 16 (+2Dex, +4 natural); Attack +3 melee (Bite 1D6 +3); Face /reach: 5 ft. by 5 ft. / 5 ft.; SA None; SQ Scent; SV Fort+5, Ref +5, Will +1; AL N; Str 15, Dex 15, Con 15, Int 2,Wis 12, Cha 6. Languages Spoken: None. Skills andfeats: Listen +5, Spot +5, Swim +5, Wilderness lore +1*.

    13

  • Equipment: The Dog is wearing a collar studded withsmall green gems (value 80gp).

    Skills: *Dogs receive a +8 racial bonus to Wildernesslore checks when tracking by Scent.

    10. Pilfer Grass (EL 0)Read the following to the players:The grass here is growing quite high (about waistheight). The trail you are following seems to havebeen trodden down by someone who has passedbefore you and seems to be continuing in the direc-tion that you want to be heading.The long grass that the characters are walking

    through is called Pilfer Grass. The long blades of grasswill attempt to steal an item from each of the charac-ters (+15 Pickpockets) as they pass through. The grasswill make two such attempts per character and willnot steal any item heavier than 4lbs. The items stolenwill be dropped on the floor at the point at which theywere taken.

    If any of the characters have the Tracking feat andmake a successful skill (Wilderness lore) check(DC10), they can determine that the trail is quite old,at least a day, and was made by tiny feet - severalElvins passed this way yesterday.

    If the characters decide not to follow this trail andwade through the grass creating a new trail, ask themto make two skill (Spot) checks (DC10) at staggeredintervals. If they are successful on the first check theyfind a small bag of 20 gold coins. If they are successfulon the second check they find a small locket contain-ing the portrait of a woman valued at 10gp (this itemhas no relevance to the adventure).

    11. Elvins! (EL 7)The path that the characters are following windsthrough the hills for quite some distance and steadilyclimbs higher . Hiding in the trees alongside the pathare a group of Elvins (see Appendix 1 - NewMonsters). These small mischievous creatures willattack the characters as they pass by throwing a mix-ture of normal and special magically enhanced acornsat them. The magic enhanced acorns have had a vari-ant of the 'Magic Stone' spell cast on them by the ElvinCleric and will cause 1D6 damage on a successful hit(treat these acorns as the Magic Stone spell except forthe damage dealt). The Elvins have 3 magic acornsand hundreds of normal ones (which cause no dam-age). The Elvins will find this highly amusing, laugh-ing and giggling as they rain acorns on the characters.

    If the characters attack the Elvins they will retaliatewith their tiny bows and swords for 2 rounds beforefleeing into the woods.Elvins (20): hp 7 each (see Appendix 1 - NewMonsters)

    12. The Headhunters' Village (Map 4)DM's note: please refer to Appendix 3 - CampaignPlay for the map of The Headhunters' Village andmap key.

    If the characters have been captured by theHeadhunters and brought here, read the following:

    When you regain consciousness, you find that yourpossessions are missing and you have been boundhand and foot and taken through the woods to theHeadhunters' Village. There, you have each beenplaced in a sturdy bamboo cage and a warriorHeadhunter is standing guard over you. From thisunfortunate position you can also see in the centre ofthe village a huge pot on a roaring fire being filledwith water. If a character wants to try and escape, he must make

    an opposed skill (Escape Artist / Rope Use +10) checkto escape his bindings, then make a Strength check(DC10) to beak the bamboo cage. The warriorHeadhunter on guard will notice the characters tryingto escape his / her bonds by making a successful skill(Spot) check (DC20) and hear the bamboo cage break-ing by making a skill (Listen) check (DC10). If thecharacter is spotted trying to escape, the Headhunterswill attack. If the character falls unconscious (due tothe poison) their freshly decapitated head will appearon a new pole at location 5 as a warning to others notto wander into Headhunter territory.

    Any captured characters will be kept in the cages(location 1 on the map)

    The characters' belongings (weapons, back packsetc.) are being kept in a hut (location 2 on the map).

    If the characters escape (and are spotted leaving thevillage) they will be pursued by a war party of 4Headhunters for a maximum distance of 2 milesbefore the war party give up and return home.

    If the characters stumble upon this village by mis-take, please refer to Appendix 3 - Campaign Play formore information.

    13. The Skunkbear (EL 2)If the characters are following the path towardsKristatanti, ask them to make a skill (Listen) check(DC10). If successful they can hear some twigs andundergrowth rustling, this noise is being made by anapproaching Skunkbear. If the characters are aggres-sive or act in a hostile manner, the Skunkbear willattack at the most opportune moment. If the charac-ters decide not to attack this creature and try to calm-ly move around it, ask them to make a skill (AnimalEmpathy) check (DC19). If successful the Skunkbearwill snarl and growl but let them leave, if not it willattack until it has driven the characters away. Skunkbear: hp 28 (see Appendix 1 - New Monsters)

    14. Kristatanti (map 5)DM's note: please refer to Appendix 3 - Campaign

    Play for the map of Kristatanti and the map key.If the characters are approaching Kristatanti via the

    path, read them the following:Further along the hill path you can see a small set-tlement. As you get nearer you can see that most ofthis village is set into the steep side of a hill. Asmall, hand-painted sign resting on a rock reads'Kristatanti Village'.If the characters proceed into Kristatanti, read them

    the following:

    14

  • The couple of hill dwellers that you pass seem tostare at your clothes. Their own attire is rough bycomparison and everyone seems to wear their hairlong, but piled up on their heads.If the characters decide to look around the settlement

    or decide to stop for the night, please refer toAppendix 3 - Campaign Play for more information onKristatanti.

    15. The Beggar (EL0)If the characters are leaving Kristatanti via the path,read them the following:You reach a T-junction. The path now continues intwo directions; north and north-west. Sitting on arock, close to the junction, is a blind Beggar-man."Alms for the infirmed?" he inquires with an outstretched hand. The man looks a sorry sight: skinnyand sparsely clothed. His eyes have been paintedwith a dark dye to indicate his blindness.If the characters give the Beggar a silver or copper

    coin, he thanks them for their generosity and wishesthem good health on their travels. If the charactersgive the Beggar a gold coin, read them the following:The blind man rubs the coin in his fingers and trem-bles excitedly. "Why, this is a golden coin my lord.You are too generous to a poor sightless Beggar suchas myself. Where are you heading for?"If the characters tell the Beggar that they are travel-

    ling to Khar, read them the following text."Your generosity cannot go unrewarded", he reachesinto his pocket, produces a copper key and insiststhat you take it. "Years ago I lived in Khar", he tellsyou. "Khar was my home and in the Cityport Iwatched over the prisoners in the gaol. But Khar is

    an evil place, inhabited by all manner of creatures.Beware the Red-Eyes in Khar or my fate will befallyou too, and a Beggar's life is not a happy one.Khar is also wary of strangers but this key willhelp you, should you be captured by the city guards".With that the old man stands, waves farewell andstarts walking towards Kristatanti.If the characters do not wish to tell the old man

    where they are going, he thanks them again for theirgenerosity and starts to make his way to theKristatanti ale house.

    16. Lea-Ki. Realm of the Hill Giants (EL7)If the characters are following the path, read them thefollowing:Ahead of you, standing almost 15ft. tall, is a largegate across the path. The gate is slightly ajar. To theleft and right of the gate is a high, thick bramblehedge that continues on as far as you can see in bothdirections.If the characters attempt to climb over the hedge,

    they must make a skill (Climb) check (DC10) but theywill take 1D4 points of damage per action due to therazor sharp thorns. It takes 3 rounds to climb over thehedge.

    If the characters proceed through the gate (or overthe hedge), read them the following:To the right, the hill rises sharply upward and youcan see two caves. The path passes 30ft. in front ofthe caves before continuing down toward the valley.This is Lea-Ki, home of the Hill Giants. The left cave

    is not very deep and appears to be a storage area orrubbish tip of some description. The only items ofinterest in this cave are: a large, oversized humanoidskull (this is a Hill Giant's skull), a large broken stooland a fishing net with huge mesh. None of the itemsin this room are relevant to the adventure.

    The right hand cave is home to 3 Hill Giants. Two ofthe Hill Giants are currently away hunting. Thesecreatures are aware of the nearby human settlementsbut do not want any trouble. They know that if theyattack the settlements, humans will track them downin great numbers and kill them. However, they arealso very protective of their lands. Buurk, the remain-ing Hill Giant, keeps a close vigil over the surround-ing lands from the comfort of his stone chair about20ft. inside the cave entrance. Next to his chair arealways kept at least 10 large, throwing stones. If thecharacters attempt to get past the caves without beingseen, they will have to make opposed skill (Hide /Spot) checks with the Giant. If the Hill Giant spots thecharacters he will throw a stone at them and stand inthe cave entrance waving his club to ward them off. Ifthe characters remain, he will attack until they aredriven off.

    Inside the right hand cave are the Hill Giants' pos-sessions: 3 straw mattresses, various animal skins anddried meats, 800gp and 3 gems worth 50gp each.Buurk, Hill Giant: CR 7; Size L (15 ft., 7 in. tall); HD12D8+48; hp 75; Init -1 (-1 Dex); Spd 40 ft.; AC 20 (-1Dex, -1 size, +9 natural); Attack +16 / +11 melee (Huge

    15

  • Great Club 2D6 +10), or +8 / +3 ranged (Rock 2D6 +7);Face / Reach: 5ft. by 5ft./ 10ft.; SA Rock Throwing; SQRock catching; SV Fort +12, Ref +3, Will +4; AL CE; Str25, Dex 8, Con 19, Int 6, Wis 10, Cha 17. LanguagesSpoken: Giant. Skills and feats: Climb +9, Jump +9,Spot +4; Cleve, Power attack and Weapon focus (GreatClub). Equipment: Huge Great Club

    17. Alianna's House (EL 4)If the characters are following the road fromKristatanti, they will find a sign post next to a trackthat leads south-west. The sign points down the trackand reads 'Alianna's House'. It also points north-west,along the path that the characters were originally fol-lowing, the sign pointing in this direction reads'Dhumpus'.

    If the characters follow the track south-west towardsAlianna's House, read the following:Some way down the track you come to a hut in arather picturesque setting, among trees with leavesof contrasting shades of green. Flowers decorate thewalls of the hut and the door is painted in brightcolours.The door to the house is unlocked.Alianna, the owner of the house, has been locked in

    a cage in the kitchen by mischievous Elvins. She hasbeen there now for over 2 days! If the characters knockat the door, Alianna will hear them and shout for help.The characters must succeed at a skill (Listen) check(DC7) in order to hear the cries for help.

    If the characters enter the house, read them the fol-lowing:The house is neatly laid out inside; obviously thetouch of a fastidious woman. Chairs are round atable, one of the chairs is of a very odd design. Itlooks like it has been carved from a tree stump witharms and legs! A mattress lies in one corner and alarge kitchen area indicates that whoever lives hereis fond of cooking. You can hear a cry for help from acorner of the kitchen that is obstructed by a largecupboard.The strangely designed chair is in fact a Wooden

    Golem (see Appendix 1 - New Monsters). The crea-ture will only obey commands from its creatorAlianna.

    If the characters investigate the cries for help, theywill discover a young and rather beautiful woman ina small cage behind the cupboard. "Good strangers",she pleads, "Please help me? I have been locked in thiscage for 2 days now by Elvins".

    The cage has a lock on it. A character must makeeither a skill (Open Locks) check (DC20) or an ability(Strength) check (DC15) to open the cage.

    If the characters do not look like they will release heror if they bargain for a reward, Alianna will grudg-ingly offer to reward them once she is free. Offeringeither a magical Armband that is of benefit to thosewho wield a sword or 2 Scrolls (see below). She willnot reveal the location of these items until freed.

    If the characters' demands are excessive (theydemand both the Armband and the Scrolls), Alianna

    will eventually pretend to agree with them until she isreleased from the cage, at which point she will orderher Wooden Golem to attack.

    If the characters refuse to release her, Alianna willorder her Wooden Golem to attack.

    Characters looking around the house must make askill (Search) check (DC35). If they are successful theywill find Alianna's secret hiding place under a floor-board. The secret compartment has in it: An Armband,2 Scrolls and a small bag with 43gp in it. The Armbandis magical and is called Ragnar's Armband of SwordMastery (see Appendix 2 - New Magic). The Scrollshave the following spells on them - Scroll 1: CureSerious Wounds and Lesser Restoration. Scroll 2:Mirror Image, Bulls Strength and Dogs Luck (seeAppendix 2 - New Magic, New Spells)Wooden Golem: hp 30 (see Appendix 1 - NewMonsters)Alianna, female human Clr4: CR 4; Size M (5 ft., 6 in.tall); HD 4D8+4; hp 26; Init +1 (+1 Dex); Spd 30 ft.; AC11 (+1 Dex); Attack +4 melee ( Unarmed attack 1D3 +1subdual damage); SV Fort +5, Ref +2, Will +7; AL CN;Str 13, Dex 13, Con 13, Int 10, Wis 17, Cha 14.Languages Spoken: Common. Skills and feats:Concentration +6, Heal +8, Hide +1, Listen +5, Movesilently +1, Spellcraft +8, Spot +8; Alertness, Brewpotion, Skill focus (spellcraft). Equipment: A beautifulwhite dress and a holy symbol.

    Cleric Domains: Protection - The character can gen-erate a protective ward, a spell-like ability to grantsomeone the character touches a resistance bonusequal to the character's level on the recipient's nextsaving throw; Luck - Granted Power: The charactergains the power of good fortune, which is usable onceper day. This extraordinary ability allows the charac-ter to re-roll one roll that the character has just made.The character must take the result of the re-roll, evenif it's worse than the original roll.

    Cleric Spells Revised (5 / 4+1 / 3+1): Level 0: Createwater, Cure minor wounds x2, Guidance and Virtue.Level 1: Bane, Command, Doom and Sanctuary. Level2: Darkness, Hold Person and Summon Monster II.

    18. Dhumpus (Map 6)DM's note: please refer to Appendix 3 - CampaignPlay for the map of Dhumpus and map key.

    If the characters are following the path they will finda sign that says 'Welcome to Dhumpus'. The pathleads into a small hamlet made up of stone and clayhuts and houses.

    19 Taddapani - Plague Village (EL 4)If the characters are following the path towardTaddapani, read them the following:As you approach the village you can see that it looksquite run down. The thatching on most of the huts isin disrepair and the fields are overgrown withweeds, which have strangled the now dead crops.The villagers are a sorry looking bunch, most arehunched over or walk with sticks, some have miss-ing limbs and are only able to drag themselves alongthe muddy floor.

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  • This is the hamlet of Taddapani. Three months agothe village was infected by a terrible plague, whichhas now affected the entire population. 170 of the 210people that lived there have been killed by the deadlydisease so far. It won't be much longer beforeTaddapani is little more than a deserted ghost town.

    As the characters approach, the people of the hamletwill make their way back to their huts as quickly asthey can. The people of Taddapani think that the dis-ease is passed on by touch and will try to avoid thestrangers.

    If the characters proceed into the hamlet they will beapproached by a young woman, read them the fol-lowing:The little woman can be not much older than 20years of age. Her back is crooked and she has blistersall over her skin. She looks at you with sad eyes."Please strangers, tell me you are here to cure us ofthis terrible plague?"The woman, Bronnie, will start to cough uncontrol-

    lably and collapse in front of the characters. Any char-acter that touches Bronnie will have to make aFortitude save or be infected by the plague. Bronnie isbeyond curing and will die at the characters feet.

    Plague: Touch; Fortitude save (DC20); Incubation 1day: Damage - permanent 1D4 Str and 1D4 Con perday.

    If a character is infected with the Taddapani plaguehe must make a Fortitude save each day until cured ordead. On the second day of infection small blisterswill appear on the infected characters skin.

    20. Troll Patrol (EL 3)If the characters are following the path, read them thefollowing:

    Ahead, in a clearing, you can see a small woodenhut. A large humanoid creature stands in front of thehut with his back to you. The creature is brandishinga large Halberd and seems to be on lookout.This creature is a Hill Troll. It killed the occupant of

    this hut many months ago and now spends its timepatrolling its ill-gotten lands. If the creature spots thecharacters it will attack at the most opportunemoment.

    In the hut are the Hill Troll's possessions: a feathermattress and blanket, 3 short spears and some deadrabbits hanging on a hook. If the characters make asuccessful skill (Search) check (DC10) they will findthe Hill Troll's prized possessions hidden in his mat-tress: 52gp, a gem worth 30gp and a potion of CureModerate Wounds that will heal 2D8+3 hit points. Titan Hilltroll: hp 30; AC 17 (-1 size, +5 natural,Leather Armour); Attack +9 melee (Halberd 1D10+5)Equipment: Leather Armour, Halberd and a Talismanof Luck +2 (see Appendix 2 - New Magic) hangingaround its neck. (See Appendix 1 - New Monsters formore information on Titan Trolls).

    21. Jann the Minimite (EL 0)If the characters are following the path to Birritanti,read them the following:The path ahead leads down into a vale. Nestledbetween three steep hills lies a town, and rather alarge one at that. Jann the Minimite (see Appendix 2 - New Monsters)

    will be around this location and will adopt one of thecharacters to annoy (if one of the party is obviously aSorceror or Cleric, Jann will choose to 'adopt' them).Jann has a permanent anti-magic field 15ft. radiusaround him. Anyone within the field has 100% arcaneand divine magic failure chance. Read the followingpassage to the character who Jann had adopted:You hear a lively chirping sound very close to yourhead. Hovering by your shoulder is a small,humanoid creature no bigger than the size of yourthumb. It is child-like in appearance but very thin,with green skin, and it flits around you on transpar-ent wings.Jann will introduce himself and engage the character

    in conversation. He knows the area quite well andpoints out that the large town ahead is called Birritantiand that it is the largest town in the Shamutanti Hills.

    Jann will stay with his 'new friend' until he is ban-ished by a ritual in either of locations 24 or 26. He can-not be persuaded to leave and is very difficult to hit incombat. However, if attacked by a missile weapon hewill fly out of sight and return later at the DM's dis-cretion.

    DM's note: If Jann flees due to being attacked withmissile fire he will not return to the characters afterthe Svinn village (encounter 26).

    22. Birritanti (Map 7)DM's note: please refer to Appendix 3 - CampaignPlay for the map of Birritanti and the map key.

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  • If the characters are following the path to Birritanti,read them the following:As you approach the small town of Birritanti, youcan see flags flying from two huge guard towerspositioned either side of the road. There appears tobe a good deal of merriment coming from within thetown.If Jann the Minimite is with the characters he will

    point out that today is Birritanti's festival of theyoung. Once a year the children are given the freedomof the town. It is a time of great fun and pranks. If thecharacters proceed into Birritanti, read the following:A number of children can be seen sitting in thestreets drinking ale and smoking pipes. One of thechildren, a young boy of about 12 years of age, hashad far too much to drink and sways on the step onwhich he sits. The other boys and girls are very loudand seem to be running around in a lawless manner.

    A signpost points north through the town to 'TheCrystal Waterfalls'.

    23. The Assassin (EL 5)The path that heads towards Torrepani passesthrough a small wooded area. If the characters followthis path an Assassin who is hiding in the under-growth will attack them. The characters can spot thelurking assassin by making an opposed skill (Hide /Spot) check. The Assassin will gain a +4 roll to hidedue to cover (which is not incorporated in his stats).

    DM's note: If Jann the Minimite is still with the char-acters, he will have a chance to Spot the Assassin tooand will warn his new friend if he succeeds.

    If the characters fail to spot the Assassin, read the fol-lowing:Just ahead of you the bushes part, and a man dressedfrom head to toe in black and holding a Scimitarsteps onto the path and blocks your advance.

    The Assassin's name is Flanker. He often hides onthese roads and attacks wayfarers for combat practice.He will not talk to the characters and will attack at themost opportune moment. Flanker will attempt to sur-render if he is seriously injured.

    If the characters spare Flanker's life he will be verygrateful. He tells his story about using the charactersfor combat practice but adds that he has seriouslyunderestimated them and never intended to kill them.Flanker promises that he will not attack the charactersagain and states that he will travel to Khar and stopambushing travellers. Flanker will give the charactersall the money he is carrying if they threaten to killhim, he will not give up his equipment if he can avoidit, pointing out that this is a dangerous area and hewon't survive without it. When the characters reachKhar and are in either the Wayfarers' Inn ale house orthe town's street fair, there is a chance that they willmeet Flanker and receive some help (see the adven-ture SORCERY! Khar - Cityport of Traps).Flanker, male human Rog5: CR 5; Size M (6ft. 3in.tall); HD 5D6+10; hp 35; Init +8 (+4 Dex, +4 Improvedinitiative); Spd 30 ft.; AC 19 (+4 Dex, Leather Armour,Ring of Protection); Attack +8 melee (Scimitar 1D8 +4);SA +3D6 Sneak attack. SV Fort +3, Ref +8, Will +2; ALNE; Str 16, Dex 19, Con 15, Int 17, Wis 12, Cha 10.Languages Spoken: Common, Dwarven, Gnoll, Orc.Skills and feats: Balance +5, Disable device +10, Hide+10, Intimidate +8, Listen +6, Move silently +10, Pickpocket +10, Ride +4, Spot +5, Swim +6, Use magicdevice +6, Wilderness lore +5; Dodge, Improved initia-tive, Weapon focus (Scimitar). Equipment: BlackLeather Armour +2, Scimitar +1, Ring of Protection +1,50 gp

    24. The Witches House (EL 7)If the characters are following the path to Torrepani,read them the following:Ahead, on the left of the path, you can see a smallwooden hut. An old woman sits on the front step.The old woman is a Sorcerer by the name of Gaza

    Moon. If the characters are visible she stands up,waves them over and asks them to come in for sometea.

    Gaza has two pet hates; people who are suspicious ofher and people who ignore her. If the characters walkpast her and ignore her invitation she will becomeangry and shout out to them. If the characters stillignore her invitation, she will attack the characters

    with magic.If the characters accept Gaza's offer of tea she

    leads them into her house, read the following:The old lady's house is very neat and tidy on the

    inside. Vases full of beautiful flowers can be seenon the windowsills. A large wooden table with 4chairs stands in the centre of the room.Gaza will ask the characters to have a seat while she

    fetches the tea. As mentioned before, Gaza has ahatred of suspicious people so she has a little test tosee what the characters will do. Gaza will bring insome cookies on a plate. She will set a plate for each

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  • character and put a cookie on each plate including onefor her, making sure there are enough cookies left onthe plate in the middle of the table for the charactersto have one more each. Example: If there are 3 charac-ters she will put 1 cookie on each of the charactersplates, 1 for herself and leave 3 on the plate in the mid-dle of the table. She will then make an excuse to returnto the kitchen saying that she forgot the tea.

    Here is the test of suspicion: The cookies left on theplate in the middle of the table have all been poisoned.If the characters suspect that Gaza Moon is foul ofmind, they will swap their normal cookies (suspectingthem to be poisoned) for the poisoned ones (suspect-ing them to be normal).

    If the characters fall afoul of the poisoned cookiescam, Gaza will scorn them for being untrusting andsuspicious of an old lady. She will then look throughtheir belongings and take two items (of the DM'schoosing). She will then club the characters uncon-scious (reducing them to hp 0 subdual damage). Thecharacters will wake by the path, a mile fromTorrepani 1 hour later.

    If the characters have found the spell page (given bythe old man in the tree in encounter 4 - TheCrossroads) she is overjoyed and gives each characterthe antidote to the poison. Read the section below.

    If the characters eat their normal cookies, GazaMoon is pleased that they do not suspect her of beingevil (she will not let the characters eat any more cook-ies though), and asks them about their journey. In par-ticular she asks if they have seen an old man who istravelling to Allansia (Gaza Moon is referring to theold man in the tree in encounter 4 - The Crossroads).If they reply that they have seen him she asks if theywere given a page from a spell book? If they say yesshe is overjoyed. Read them the following:"Four days ago I was visited by a traveller such asyour selves", She explains. "The rogue was leafinghis way through one of my books when I caught himand as I challenged him he raced off, ripping the pageand taking it with him. He must have been a magicuser of some power considering the speed at whichhe vanished. I cast one of my aging spells at him, butit seemed to do no good".She thanks you for returning the page.If the characters still have the annoying Minimite

    with them, Gaza will offer to banish it for them as areward for returning the page, she will also give thema gemstone worth 50gp, and 2 potions of Cure LightWoundsGaza Moon, female human Sor7: CR 7; Size M (5 ft.,11 in. tall); HD 7D4 -7; hp 20; Init +0; Spd 30 ft.; AC 15(Ring of Natural Armour +3, Ring of Protection +2);Attack +3 melee (Club 1D6); SV Fort +1, Ref +2, Will+4; AL CN; Str 10, Dex 11, Con 8, Int 13, Wis 9, Cha 13.Languages Spoken: Common, Orc. Skills and feats:Concentration +8, Hide +0, Knowledge (arcana) +11,Listen -1, Move silently +1, Scry +10, Spot -1; Brewpotion, Maximize spell, Quicken spell, Scribe scroll.Equipment: Sorcerers robes, Ring of Natural Armour+3, Ring of Protection +2, walking stick

    Sorcerer Spells Known (6 / 7 / 6 / 4): 0th -- DancingLights, Detect Magic, Flare, Ghost Sound, Light, MageHand, Read Magic. 1st -- Burning Hands, CharmPerson, Mage Armour, Magic Missile, SummonMonster I. 2nd -- Ghoul Touch, Invisibility, AcidArrow. 3rd - Hold Person, Lightning Bolt.

    Ghoul Blood Poison: ingested, Fort save (DC25), ini-tial and secondary - Paralysis for 1D4 hours

    25. Black Lotus Field (EL 5)If the characters are following the path, read them thefollowing:The path you are following passes through a smallwood and out into a huge field full of black colouredflowers. The smell of the field is very sweet. The pathcontinues through the field of flowers and downtowards the valley.If Jann the Minimite is still with the characters he

    will mention that the path is the quickest route toTorrepani.

    Growing in the field is the deadly Black Lotusflower. The plant gives off a poisonous vapour thatwill incapacitate even the strongest of characters. Itwill take the characters 20 minutes to cross the fieldand they must make 4 saving throws at five minuteintervals while they are within the field:

    Black Lotus Vapour: 1st Save: Fort (DC10); Initial -1D4 Dex, Secondary - 1 Con; 2nd save: Fort (DC15);initial - 2D4 Dex, secondary -1D4 Con; 3rd save: Fort(DC18); initial - 3D4 Dex, secondary - 1D6 Con; 4thsave: Fort (DC22) initial - 4D4 Dex, secondary - 2D4Con.

    If the characters enter the field of Black Lotus flow-ers, ask them to make a skill (Spot) check (DC20) after5 minutes. If they are successful, they will see a humanskeleton lying amongst the flowers. The skeleton iswearing commoner's cloths and has no possessions.This should give them a clue about the nature of theflowers.

    26. Torrepani (Map 8)DM's note: please refer to Appendix 3 - CampaignPlay for the map of Torrepani and the map key.

    If the characters follow the path into Torrepani, readthem the following:As you approach the small hamlet of Torrepani youcan see that there are several small crowds ofhumanoids. An air of depression seems to be hangingover the entire community.If the characters walk into the hamlet and approach

    one of the groups of people they will see that theyresemble Man-Orcs. These humanoids are in factSvinns (see Appendix 3 - Campaign Play, Torrepani),an aggressive looking race, but looks can be deceiving.

    As the characters enter the village one of the Svinnswill run off to get their chief, Proseus.

    The villagers are talking about one of their friendswho was killed by an Assassin on the road to Birritantilast night. His travelling companion was lucky to getaway with his life. If the characters introduce them-selves to the Svinns and are non-aggressive towardsthem, the Svinns will explain the reason behind the

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  • depression within the hamlet. Marauders have kid-napped the chief's daughter, Areon, several days agoand taken her to the hills to be offered as a sacrifice toa terrible Hill Demon. An ancient Svinn prophecystates that once a chief is declared, one of his siblingsmust take his place when he or she passes on or a ter-rible scourge will befall the community.

    The Svinn Chief, Proseus, will arrive with a largecrowd of his fellow Svinns before the characters havea chance to leave the village. Read the following:"Fearless adventurers, I am Proseus, Svinn Chiefand leader of Torrepani. I am sorry if the gatheringof my people in mass is making you feel uncomfort-able but we are experiencing troubled times. As I amsure you have been informed, my daughter and heirto Torrepani is being offered as a sacrifice to a terri-ble monster whose lair is within the hills severalmiles north-east of here. My bravest warriors havetried and failed in a rescue attempt and now we aredesperate. If you will be our champions and rescueAreon the reward will be substantial."If the characters accept the desperate pleas of the

    Svinns, they will be hailed as heroes. Proseus willexplain that they have discovered a secret entrancethat leads into the monster's cave which would be bet-ter than taking the 'front door' approach (seeencounter 27 - The Titan Manticore's Lair). Twenty-five members of the Svinn community will lead thecharacters to the well several miles outside ofTorrepani.

    If the characters refuse to help the Svinns, Proseuswill look sad and ask them for help for a last time. Ifagain the character refuse he will say, "Then you leaveme no choice". He waves his hand and the Svinns startto hit and punch the characters. The idea is to knockthem unconscious (reduce them to 0 hit points withsubdual damage) or get them to surrender.

    If the characters either surrender or are knockedunconscious, they will be stripped of all their equip-ment (except clothing) and locked in a hut on the out-skirts of the hamlet - Ability (Strength) check (DC15)to force the door open or a skill (Open Locks) check(DC20) to unlock the door. Two Svinns will guard thedoor. After a couple of hours Proseus and the hamlet'sShaman, Faroneus, will appear with 20 male