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Kakhabad Campaign Setting Paul Partington Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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  • Kakhabad Campaign Setting

    Paul Partington

    Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.

  • ContentsIntroduction 5

    Chapter 1 Races of Kakhabad 6Black Elves 6Elvins 7Svinn 9

    Chapter 2 Feats 11General and metamagic feats 11Flux feats 13

    Chapter 3 Prestige Classes 16Champion of Libra 16Divine Leader 17Kakhabad Hunter 18Khare Thief 20Seer 21

    Chapter 4 Deities and Magic 24Deities and domains 24Major deities 24Minor deities 26Spell lists 26Bard spells 26Cleric spells 27Druid spells 28Paladin spells 28Ranger spells 28Sorcerer/wizard spells 29Spell descriptions 30Magic items 36Specific magic weapons 36Wondrous items 37Rings 37Minor artefact 37

    Chapter 5 Adventuring in Kakhabad 39Recent history of Kakhabad 39Timeline 41Magical flux effects 41Encounter tables 43Campaigns in Kakhabad 44Personalities of Kakhabad 45A Crypt in the Wild 50

    Chapter 6 Geography 53The Shamutanti Hills 53

  • Khare 54The Wilderness 57The Zanzunu Peaks 58

    Chapter 7 Monsters 60Animals 60Baddu-Beetle 61Birdman 61Death Wraith 62Firefox 64Flayer 64Goldcrest Eagle 65Jib-Jib 65Klattaman 66Mantis Man 66Minimite 67Mucalytic 68Red Eye 69The Seven Serpents 70She-Satyr 72Slime Eater 72Snattacat 73

    Appendix OGL 75

    'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used with permission.

  • IntroductionThis guide is intended for players of the d20 system role playing games. It introduces the land of Kakhabad, including an overview of the various races that inhabit the land and presents new feats, prestige classes, spells, magic items and monsters specific to this area. What you need to play: In order to use the information in this book, you will need the three core rulebooks. Players will only need the Players Handbook. What is in this book: Kakhabad is most famous as the backdrop to Steve Jacksons Sorcery! series of solo adventure gamebooks. With this guide, players and DMs will be able to explore this wild and dangerous area using the d20 system. Players should use only chapters 1 to 4, whilst DMs will hopefully find this entire book useful. The chapters, in outline, are:Chapter 1: Races of Kakhabad. This chapter briefly summarises the races that inhabit Kakhabad and introduces new races and subraces.Chapter 2: Feats of Kakhabad. New feats that are appropriate for adventuring in Kakhabad are presented here.Chapter 3: Prestige Classes. Five new prestige classes are covered in this chapter.Chapter 4: Deities and Magic: Some of the deities of the Titan pantheon are introduced here as possible patrons for characters. The unique spells of the Sorcery! series are converted here to the d20 system. Also presented are new magic items found in the land of KakhabadChapter 5: Adventuring in Kakhabad: A brief history of Kakhabad starts this chapter. This chapter also looks at the effects of magical flux, as well as providing random encounter tables for different areas of Kakhabad and details of major NPCs from the Sorcery! books. A brief introductory encounter rounds off this chapter. Chapter 6: Geography: An overview of the lands of Kakhabad, including the Shamutanti Hills, Khare, the wilderness (including the Baklands) and Xamen are presented here.Chapter 7: Monsters of Kakhabad: New monsters, originally found in the Sorcery! Series, are described here.

  • Races of Kakhabad All of the races in the Players Handbook are to be found in Kakhabad, although some are in the extreme minority, with only a handful of representatives. This chapter looks at those races and also presents a new race and two new sub-races.

    HUMANSBeing the most versatile of the races, humans are the most prolific race in Kakhabad, inhabiting almost all parts of the land. They can be found in many different roles, from wandering hunter to town guard to innkeeper. The most powerful characters in Kakhabad are mostly human. Humans can be of many different ethnicities and it is not uncommon to find humans of varying appearances gathered together. Khare, in particular, holds many different characters, some of whom have decided to live there after they fled their original homeland. Racial traits: Humans in Kakhabad have all the human racial traits as listed in the Players Handbook.

    DWARVESDwarves are a rare sight in Kakhabad. What may be considered traditional dwarven homelands, such as mountainous areas of Xamen, are too dangerous even for this doughty race. Small bands of dwarves do exist, and these tend to be indomitable fighters and wise clerics seeking to thwart the evil that has conquered their territory. Interestingly, there is actually a small dwarven community within Khare.Racial traits: Kakhabad dwarves have all the dwarven racial traits as listed in the Players Handbook.

    ELVESSome of Kakhabad is covered in thick forest, most notably the Forest of Snatta and the Avanti Wood. These areas are home to the reclusive race of elves. Most elves of Kakhabad tend to be withdrawn, even xenophobic, and they do not particularly welcome intrusion into their areas. There are exceptions of course, and some elves are possessed of an adventurous spirit, determined to see more of the world outside than their forebears.Racial traits: Kakhabad elves have all the elven racial traits as listed in the Players Handbook.

    Black elves

    Far more common in Kakhabad is the subrace of Black elves. Thought to be descended from the same subrace as the Drow, Black elves are, however, surface dwellers. It is thought then when the depredations of the Drow grew too much, these elves broke free and returned to the surface. Black elves are tall and thin. Skin colour is grey to black, with feline-like yellow eyes. Black elves often have a peculiar appearance due to their outlandish fashion sense coupled with strange tattoos and bizarrely cropped hair.Black elves are certainly self-serving, but rarely are they outright evil, unlike their Drow cousins. Most Black elves are neutral in alignment.Black elves have the same vital statistics as elves.

  • History: Perhaps a few decades past after the drow settled underground before a faction of the dark elves grew uncomfortable with the worship of demons and foul gods, as well as the use and harsh treatment of slaves. These elves decided to risk returning to the surface world, as they could not stand to be a part of drow culture any longer. The new black elves, as they were called, were not fully accepted into society as folk remembered what they drow were capable of. Over time, black elves have made their own way in the world, never feeling truly at home on the surface but unwilling to return to the underworld.Outlook: Black Elves view most of the world with suspicion, as too many people are eager to lump Black and Dark Elves together. As a result, they are a rather dour race and can view life a series of labours to be toiled over. Other Black Elves instead turn to drugs to try to block out reality. Occasionally, a Black Elf will take to adventuring in order to escape the near constant negativity of their peers.Black Elf characters: Most Black Elves are fighters, although a few find that the path of the rogue intrigues them. Unlike other Elves, they do not take to wizardry; arcane spellcasters tend to be sorcerers. Divine spellcasters are rare amongst Black Elves.Society: Black Elves do not have many family ties, but instead associate themselves with others who have a similar outlook. Some settle in one area, notably in Khare, whilst others take a nomadic lifestyle. Within these groups, it is the most charismatic individual that dominates, leading the others through sheer force of personality. Magic: As noted, Black Elves take more easily to sorcery than other forms of magic. They prefer divination spells (to help guide them and their in-group) and also offensive spells.Relations with other races: Black Elves do not get on particularly well with any other race, although they are brusquely tolerant of others. When affected by drugs, Black elves can actually be friendly, although this may turn to hostility at any moment.Racial traits: Black elves have all the elven racial traits as listed in the Players Handbook except as follows:- Black elves are not immune to sleep spells or effects. They retain the standard +2

    racial saving throw bonus against Enchantment spells or effects.- Darkvision. This replaces low-light vision.- Proficient with either scimitar or longspear; proficient with longbow, shortbow,

    composite longbow and composite shortbow. This replaces the standard elven weapon proficiencies.

    - Favored Class: sorcerer. A multiclass Black Elves sorcerer class does not count when determining whether he takes an experience point penalty.

    Elvins

    Elvins are mischievous creatures who enjoy small magical tricks. Physically they are approximately 4 feet high, with elf-like features pointed ears, delicate bone structure but mentally they can be more like children. They delight in playing tricks on passers by (although others might not see the funny side) and are only occasionally roused to combat. They often make use of their levitate ability to keep out of trouble. Elvins tend to live in isolated communities, usually within woodlands. Visitors are not usually welcomed into their villages, but if a stranger demonstrates actual magical ability, they will be received warmly and treated as honoured guests at least until the Elvins tire of them.

  • Elvin adventurers are not uncommon in Kakhabad, as they search out new and interesting magic to show to their friends and family. Elvins age at the same rate as half-elves. For random height and weight, use the following:Base Height Base Weightheight modifier weight modifier 310 +2d6 65lbs x (1d6)History: The Elvin race is not widespread throughout Titan, or even the Old World. Not being great warriors, they tend not to get involved in conflicts, but this means that expansion is limited. Elvins where first noted in Kakhabad over nine centuries ago, but it is thought that the race is older than this. Certainly, Elvins were inhabitants of Kakhabad long before it became known as the Verminpit at Earthend. Although other races have moved on since Kakhabad became synonymous with chaos, the Elvins have stayed; some scholars speculate that they thrive even more now that they can annoy evil creatures.Outlook: The typical Elvin is cheerful, positive and mischievous. As they mature, they become more serious but they never lose their delight at seeing magic performed skilfully. Elvin characters: Most Elvins, if they take a character class, are rogues, although they are more suited to the outdoor life than to the cities. Some become bards, and these are the centre of attention in the village because of their storytelling, performances and of course magical abilities. Adventuring Elvins are usually bards. If an Elvin takes to fighting, they usually become rangers.Society: Elvins group themselves in small villages, usually consisting of tents; Elvins are semi-nomadic, moving on every six to twelve months or so. In these villages, the elder males take responsibility for leadership, although females are well respected. Older males are typical hunter-gatherers, whilst the females look after domestic life, including upkeep of the tents, which is considered one of the most important jobs. Children are left to play with their peers until they reach maturity, when they are expected to contribute usefully to the village.Magic: All Elvins, irrespective of age, are fascinated with magic. They can entertain themselves with their natural spell-like abilities, but are truly impressed by proper magical talent. Any Elvin spellcasters usually prefer spells that provide the most entertainment.Relations with other races: Anybody that can endure the Elvins idea of practical jokes is usually treated in a friendly fashion, irrespective of race. Those that show magical abilities are welcomed into the village as an honoured guest. However, those who show a lack of sense of humour (usually goblinoids) are treated derisively.Racial traits: Elvins have the following racial traits:- +2 Dexterity, -2 Constitution; Elvins are agile but quite frail- Medium sized- Base land speed of 30ft- Spell-like abilities: 1/day faerie fire, prestidigitation, levitation. Caster level 1st.- Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Gnome,

    Goblin, and Orc.- Favored Class: Rogue. A multiclass elvins rogue class does not count when

    determining whether he takes an experience point penalty.

    GNOMES

  • Gnomes in Kakhabad are generally inventors, alchemists and technicians, forever trying to improve some mechanical contrivance. Gnomes in Kakhabad are also keen on trade, and some set up shops. Always gregarious, gnomes welcome the interaction with others that shop-keeping brings. Gnomish shops are always a delight to visit, if only to see what device the gnome has come up with today. Some gnomes are less sedentary and take up the adventuring life in order to explore the world around them and meet new and interesting people; these will of course, be fully prepared and have all sorts of contraptions to help them along their way.Racial traits: Kakhabad gnomes have all the gnome racial traits as listed in the Players Handbook.

    HALFLINGSHalflings are extremely rare in Kakhabad there are no areas that this comfort dwelling race can call home. Occasionally, halflings can be found wandering as adventurers.Racial traits: Kakhabad halflings have all the halfling racial traits as listed in the Players Handbook.

    HALF-ELVESHalf-elves are unusually common in Kakhabad; the very nature of this land means that anybody who might not find a place in other societies will find a place here. As with humans, the appearance of half-elves can vary greatly, from regal looking to feral. Half-elves can fill almost any niche in Kakhabad and adventuring half-elves are common.Racial traits: Kakhabad half-elves have all the half-elf racial traits as listed in the Players Handbook.

    HALF-ORCSAs with half-elves, half-orcs are accepted much more freely in Kakhabad than in other societies. Again, appearance can vary widely, as orcs are fecund and breed with many other races; some half-orcs are almost indistinguishable from humans (sometimes these half-orcs are actually referred to as half-humans) whilst others are far more bestial in nature. They can be found filling many roles, from Mampang guard to store keeper. Adventuring half-orcs are common.Racial traits: Kakhabad half-orcs have all the half-orc racial traits as listed in the Players Handbook.

    Svinn

    The Svinn are a separate subrace of half-orcs who inhabit the Shamuatanti hills. They are very similar in most respect to other half-orcs, but are more closely related to humans. They look more like humans than many half-orcs and are sometimes referred to as man-orcs. Svinn are still aggressive and can be crude, but to a lesser extent than most half-orcs.The main population of Svinn can be found in the village of Torrepanni in the Shamutanti hills where they lead a fairly peaceful and sociable life. Adventuring Svinn are not uncommon, however.Svinn have the same vital statistics as half-orcs.History: Half-orcs are generally unwelcome wherever they go; their orc parentage makes others dislike them on sight. The Svinns soon realised this, and a small number

  • of them grouped together for mutual protection and support. As this group got larger, though, they found themselves even more disliked and distrusted than before. Rather than disband, they decided to venture to Kakhabad, a land where, although they wouldnt be welcomed, they wouldnt be reviled. After wandering for a short time, they set up camp at the site that would become Torrepani; tents at first, and then, as the population grew larger, more permanent dwellings. The Svinns are now well established in Kakhabad, and their village draws more each year, as it offers stability and community to those who have had neither.Outlook: Svinns can be distrustful of strangers, as they themselves have been badly treated by others in the past. This comes across as aggression and gruffness; however, once a Svinn accepts you as his friend, he will remain so. Svinns are practical people, as they have become self sufficient over the years. Although they are not always cheerful, they are happy with the life they have and are not resentful towards others that have gained more success.Svinn characters: Svinns are usually experts, a class necessary for an isolated community to survive. Some Svinns are more aggressive and take up the role of fighters, rangers or barbarians. Druids are more common than clerics, as Svinns are close to nature; similarly, if there are any arcane spellcasters, these would be sorcerers rather than wizards. Society: As mentioned, the largest population of Svinns live in the village of Torrepani in the Shamutanti Hills. The village hierarchy is patriarchal, led by the wisest male in the village who is referred to as the chief. However, females are valued as part of society and it is not uncommon that the chief should be aided by his wife. In all other aspects of Svinn life, females are treated as equals. Svinn laws are just and fair, and followed by more or less all inhabitants. Sometimes, individual Svinn are ejected from the village because of serious crimes; such individuals normally gravitate towards Khare. Occasionally, Svinn leave the comfort of their home to travel and explore the lands around them; most come back, wiser and perhaps saddened by what they see.Magic: Spellcasting is not common amongst the Svinn; most are usually druids, who revere the forces of nature around them and give thanks for the life they lead. Clerics are uncommon; Svinn do not usually revere one god, but ay lip service to many. Arcane spellcasters are rare; they do not take easily to wizardry, but some may become sorcerers, if their Charisma is high enough. Relations with other races: Svinn have encountered many different races in their collective lives and have learnt not to judge others by first impressions. They are tolerant of humans and those few dwarves they have encountered; gnomes are welcomed as light relief and because they usually have fascinating new equipment with them. However, they are not so keen on Elvins, who they find a little too light-hearted and immature. Svinn are ambivalent about elves and halflings, having encountered so few. Black Elves are treated courteously but curtly. Svinn actively dislike most goblinoids, as they tend to suffer most at the hands of these creatures.Racial traits: Svinn have all the half-orc racial traits as listed in the Players Handbook except as follows:- +2 Strength, -2 Charisma; Svinn are aggressive and socially awkward with other

    races.- Low-light vision. This replaces darkvision.- Favoured class: any.

  • FeatsThis chapter is divided into two sections; the first deals with general and metamagic feats that are available to adventurers in Kakhabad. The second section deals with flux feats, and how the wild magical energy flowing around Kakhabad could have altered the appearance of characters.

    General feats Prerequisite Benefit

    Adventurers Luck Luck bonus to saving throws or Armour Class

    Expert All Craft skills are Class skills; Craft skill bonus

    Hunter Wilderness Lore 2 ranks Wilderness Lore bonus in certain terrain

    Material Spellcaster

    Ready supply of material components

    Miner Stonecunning ability

    Natures Fury Monstrous humanoids are favoured enemy

    Orator Bonus when making speeches

    Trap Expert Trap sense ability Disable Device bonus, heightened trap sense

    Metamagic feats Prerequisite Benefit

    Fiery Spell Able to cast two spells with the fire descriptor.

    Increased fire damage

    Individualise Spell Access to the illusion school Spell appearance personalised

    General and metamagic feats

    The feats presented here are supplemental to those found in the Players Handbook.

    ADVENTURERS LUCK (GENERAL)You are naturally lucky, which has saved your life on many occasions.Benefit: You gain either a +1 bonus to your Fortitude, Reflex, and Willpower saves or a +1 bonus to Armour Class.Special: You can take this feat twice. The feat applies to either saving throw bonuses or to the Armour Class bonus.

    EXPERT (GENERAL)You are talented in a wide range of areas.Benefit: All Craft skills are considered class skills, and you get a +2 bonus on any two Craft skills for which you already have ranks in.

    FIERY SPELL (METAMAGIC)

  • You combine weakness to fire with your fire spells.Prerequisite: Able to cast two spells with the fire descriptor.Benefit: A spell that deals fire damage is combined with a slight susceptibility to fire, increasing the damage by 1 point per caster level. Saving throws (if applicable) also affect this extra damage. This feat does not bypass resistance to fire, damage reduction or similar effects. Fiery Spells use up a spell slot one level higher than the spells actual level.

    HUNTER (GENERAL)You are particularly skilled at hunting.Prerequisite: Wilderness Lore 2 ranksBenefit: You select a specific terrain type. When in that terrain, you gain a +2 bonus when using the Wilderness Lore skill to hunt and forage and while tracking (using the Track feat).Special: This feat may be selected more than once. Each time, it applies to a different terrain type.

    INDIVIDUALISE SPELL (METAMAGIC)You can add your own finishing touches to the appearance of your spells.Prerequisite: Access to the illusion school (or a lack of prohibition against using it). Benefit: Your spells take on their own unique appearance. For example, a magic missile might appear as a flying snake, a fireball as a burning skull and so on. An Individualised Spell uses up a spell slot of the same level as the original spell.Note: There are no benefits in terms of game mechanics with this feat it is purely for role-playing and appearance.

    MATERIAL SPELLCASTER (GENERAL)You are able to easily find or obtain simple spell components.Benefit: You are assumed to have a ready supply of any material component for your available spells, as long as the material component costs 1gp or less. If the material component costs more than 1gp, it must be found or bought as normal.

    MINER (GENERAL)You are skilled at underground mining operations.Benefit: You have the Stonecunning ability, similar to that of Dwarves (+2 bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A miner can use the Search skill to find stonework traps as a rogue can. A miner can also intuit depth, sensing his approximate depth underground as naturally as anybody else can sense which way is up).

    NATURES FURY (GENERAL, FIGHTER)Constantly having to deal with monstrous humanoids has made them your favoured enemy.Benefit: Monstrous humanoids are considered your favoured enemy, similar to the ranger class feature (+2 bonus on Listen and Spot checks when using these skills against monstrous humanoids; +2 bonus on weapon damage rolls against monstrous humanoids).

  • Special: If a character already has the monstrous humanoid type as his favoured enemy, the bonuses stack.

    ORATOR (GENERAL) You have a natural talent for talking to groups of people.Benefit: You receive a +1 bonus on Bluff, Diplomacy and Sense Motive checks.

    TRAP EXPERT (GENERAL)Extensive knowledge of various traps means that you are an expert at disabling them.Prerequisite: Trap sense rogue ability. Benefit: Your trap sense benefit increases by +1 and you gain a +2 bonus on Disable Device checks.

    Flux feats

    The land of Kakhabad is a wild and dangerous one. Many years ago, mad sorcerers dabbled in strange arcane magic, altering the very fabric of reality and creating a swirling field of magical energy. Although this magical energy has since settled down, its effects can still be seen today; occasionally it throws up an unexpected trait in plants, animals and local geography. For example, a particular stream may be covered in ice in one section, but only a few feet away it is boiling. Rocks can take on the appearance of animals and even people. Plants may be stunted and yellow or lush and green within a few inches of one another. These effects are detailed in the Adventuring in Kakhabad chapter. The flux of magic altered the genetic structure of some people, which has been inherited by their children. Player characters may decide to be one of those descendants and to represent this characters can take a flux feat. The effects described by these feats are inherited and so a flux feat can only be taken at first level. A character may only choose one flux feat.Flux feats work in a similar way to normal feats. When a character is first created, a flux feat can be chosen instead of a standard feat. The taint of swirling magic has warped the appearance of the character, meaning that any character with a flux feat

    takes a -4 penalty on most Charisma based skills (Bluff, Diplomacy, Disguise, Gather Information, Handle Animal and Perform) except Use Magic Device (which is unaffected) and Intimidate (which instead gets a +2 bonus) and also suffers a -4 penalty on Charisma ability checks. However, the altered physiology also offers a benefit, as outlined in the feat descriptions below.

    Flux feats BenefitBeast Feet Base land speed increases

    by 10 feetFeline Eyes Low light vision or

    darkvisionGoat Legs +5 Climb checks

    Leathery Skin +1 bonus to Armour Class

    Monstrous Torso +4 Fortitude save bonus

    Ogre Arms Increased subdual damage to 1d6

    Thick Skulled +4 Will save bonus

  • BEAST FEET (FLUX)Your lower legs are hugely muscular and you have beast-like feet, as if from a bear, goat or tiger.Prerequisite: Flux feat; can only be taken at 1st level.Benefit: Your land based speed is increased by 10 feet.Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above.

    FELINE EYES (FLUX)Your eyes are yellow with elliptical pupils, similar to cats eyes. Prerequisite: Flux feat; can only be taken at 1st level.Benefits: You have low light vision to 30 feet (if you already have low light vision, replace this with darkvision to 30 feet; if you already have darkvision, add another 10 feet to the range).Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above.

    GOAT LEGS (FLUX)Your legs are similar to the legs of a goat.Prerequisite: Flux feat; can only be taken at 1st level.Benefit: You are more agile at climbing, gaining a +8 bonus to Climb checks.Special: This is a flux feat and is subject to modifier to Charisma based skills and Charisma ability checks outlined above.

    LEATHERY SKIN (FLUX)Your skin is naturally thick and leathery.Prerequisite: Flux feat; can only be taken at 1st level.Benefit: Your thick skin gives you a +1 natural bonus to Armour Class.Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above.

    MONSTROUS TORSO (FLUX)Your upper body is muscular and out of proportion with the rest of your body.Prerequisite: Flux feat; can only be taken at 1st level.Benefit: You gain a +4 bonus on all Fortitude saving throws.Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above.

    OGRE ARMS (FLUX)Your arms are large, with bony hands.Prerequisite: Flux feat; can only be taken at 1st level.Benefit: Unarmed strikes deal 1d6 points of subdual damage.Normal: Unarmed strikes normally deal 1d3 points of subdual damage.Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above.

    THICK SKULLED (FLUX)Your skull is thicker than normal and protrudes outwards.Prerequisite: Flux feat; can only be taken at 1st level.Benefit: It is harder to affect you with spells; you gain a +4 bonus on Will saves.

  • Special: This is a flux feat and is subject to modifiers to Charisma based skills and Charisma ability checks outlined above.

  • Prestige classesChampion of Libra

    Libra is the goddess of justice and patron of Analand, and as such is underrepresented in Kakhabad. Some warriors, however, venerate Libra above all other deities and carry her power within them. Many of them were residents of Analand that have ventured forth into Kakhabad in order to perform good and righteous deeds. Religious fervour is not a prerequisite to becoming a Champion of Libra; she accepts all those who revere her, from the loudest celebrant to those who worship quietly in their hearts. Paladins are the most common Champions of Libra, although fighters, rangers and even barbarians are not uncommon. Militant clerics also sometimes become Champions of Libra, and multiclassed arcane spellcasters are not unheard of. Paladins may multiclass as Champions of Libra freely.Hit Die: d8.

    REQUIREMENTSTo qualify to become a Champion of Libra, a character must fulfill all the following criteria:Base attack bonus +6Skills: Knowledge (religion) 3 ranksFeat: Weapon focus (longsword)Alignment: Lawful goodSpecial: The character must worship Libra

    CLASS SKILLSThe Champion of Libras class skills are: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Swim (Str)Skill Points per Level: 2 + Int modifier.

    Table 3.1: Champion of Libra

    CLASS FEATURESAll the following are class features of the Champion of Libra prestige class.Weapon and armour proficiency: A Champion of Libra is proficient with all simple and martial weapons and with all armour (heavy, medium, and light) and shields (except tower shields).

    ClassLevel

    BaseAttackBonus

    FortSave

    RefSave

    WillSave Special

    1st +1 +2 +0 +0 Libras blessing2nd +2 +3 +0 +0 Bonus feat, sacred defence 3rd +3 +3 +1 +1 Libras cleansing4th +4 +4 +1 +1 Bonus feat, sacred defence 5th +5 +4 +1 +1 Libras devotion

  • Libras blessing (Su): At 1st level a Champion of Libra can call upon her goddess to heal her of all hit point loss and restore her hit points up to the full amount. This ability can be used once every three days.Bonus feat: At 2nd level and 4th level the Champion of Libra gets a bonus feat from the following list: blind-fight, combat expertise, dodge, exotic weapon proficiency, improved combat expertise, improved critical (any), improved initiative or weapon focus (any). Sacred defence (Ex): At 2nd level, the Champion of Libra gains a +1 sacred bonus on all saving throws. This bonus increases to +2 at 4th level.Libras cleansing (Su): At 3rd level a Champion of Libra can call upon her goddess to purify her body, curing all diseases and removing all curses. This ability functions as remove curse and remove disease and can be used once every three days.Libras devotion (Su): At 5th level, a Champion of Libra can call upon her goddess to save her from mortal peril. If a Champion of Libra is brought to below zero hit points, she can immediately regain a number of hit points equal to 3d6 + her charisma bonus (if any) and can also teleport away from the source of danger, to a nearby safe locale. This ability can be used once every three days.

    Divine Leader

    In churches and temples across Kakhabad, particularly in Khare, there are clerics and druids who command the attention of their congregation passionately. These leaders of the church are much more than ordinary clerics; the worshippers of their deity cling to every word uttered by the Divine Leader as if it were gospel (which very often it is). Divine Leaders are usually based in temples or churches, where they can speak directly to the worshippers of their deity on a regular basis. For some Divine Leaders, this means extolling the virtues of their god regularly and passionately; for others, it is a chance for showmanship and entertainment. Some Divine Leaders, particularly those of warlike deities, follow armies into battle, rousing the troops with grand speeches.Divine leaders are always clerics or druids, but multiclassed bards are not uncommon.Hit Die: d8.

    REQUIREMENTSTo qualify to become a Divine Leader, a character must fulfill all the following criteria:Ability: Charisma 13+Skills: Knowledge (religion) 8 ranks, Perform (any) 5 ranks, Diplomacy 6 ranks.Feat: OratorSpells: Able to cast 3rd level divine spellsSpecial: The Divine Leader must worship a deity and hold congregations for that deity.

    CLASS SKILLSThe Divine Leaders class skills are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (any) (Cha), Profession (Wis), and Spellcraft (Int).

  • Skill Points per Level: 4 + Int modifier.

    Table: 3.2: Divine Leader

    ClassLevel

    BaseAttackBonus

    FortSave

    RefSave

    WillSave Special Spells

    1st +0 +2 +0 +2 Lay on hands, turning/rebuking +1 level of existing divine class2nd +1 +3 +0 +3 Sacred defence +1 level of existing divine class3rd +2 +3 +1 +3 Fascinate +1 level of existing divine class4th +3 +4 +1 +4 Sacred defence, domain +1 level of existing divine class5th +3 +4 +1 +4 Suggestion +1 level of existing divine class

    CLASS FEATURESAll the following are class features of the Divine Leader prestige class.Weapon and armour proficiency: A Divine Leader gains no proficiency in any weapon, armour or shield.Spells per Day/Spells Known: When a Divine Leader gains another level in Divine Leader, he gains new spells per day and new spells known as if he had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.If a Divine Leader had more than one spellcasting class before he became a Divine Leader, he must decide to which class he adds each level of Divine Leader for the purpose of determining spells per day and spells known.Lay on hands (Su): This functions in the same way as the paladin ability of the same name. If the Divine Leader already has this ability from another class, the levels of Divine Leader stack with that of the other class for determining uses per day.Turning/rebuking (Su): Starting at 1st level, the Divine Leader adds the Divine Leader levels to his cleric levels for determining success with turning or rebuking undead results.Sacred defence (Su): at 2nd level, the Divine Leader gains a +1 bonus against divine spells, as well as the spell-like and supernatural abilities of outsiders. At 4th level, this increases to +2.Fascinate (Sp): At 3rd level, the Divine Leader gains the ability to fascinate, as per the bard ability of the same name. This ability can be used once per day per Divine Leader level.Domain: At 4th level, the Divine Leader can choose another domain that his deity grants access to, as well as the granted power. Suggestion (Sp): At 5th level, a Divine Leader with 9 levels in Perform can make a suggestion, as per the bard ability of the same name.

    Kakhabad Hunter

    The wilds of Kakhabad are home to many dangerous beasts and criminals. Occasionally, these lawless outcasts are hunted down, either because they have grown to be too much of a nuisance or because somebody will pay money for their capture. The Kakhabad Hunter fulfills this role. At lower levels, the Kakhabad Hunter may be employed simply to retrieve lost items, whilst at higher levels even the mightiest tremble when a Kakhabad Hunter is on their

  • trail. The Kakhabad Hunter is intimately familiar with his surroundings and targets and can use a small number of divination spells to help locate his quarry.Barbarians, rangers, rogues and monks most easily qualify as a Kakhabad Hunter, whilst spellcasting classes may find this prestige class presents a different way to employ their spells. Although Kakhabad Hunters usually hunt down evil monsters and criminals, there is no alignment requisite for this class (in fact, evil Hunters can sometimes be the most successful). Hit Die: d8.

    REQUIREMENTSTo qualify to become a Kakhabad Hunter, a character must fulfill all the following criteria:Base attack bonus: +7Skills: Hide 4 ranks, Move Silently 4 ranks, Wilderness Lore 4 ranks.Feat: Track, Hunter

    CLASS SKILLSThe Kakhabad Hunters class skills are: Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex) and Wilderness Lore (Wis).

    Skill Points per Level: 4 + Int modifier.

    Table 3.3: Kakhabad Hunter

    ClassLevel

    BaseAttackBonus

    FortSave

    RefSave

    WillSave Special

    1st +1 +2 +2 +0 Favoured enemy2nd +2 +3 +3 +0 Detect secret doors3rd +3 +3 +3 +1 +1d6 sneak attack4th +4 +4 +4 +1 Locate object5th +5 +4 +4 +1 Favoured enemy6th +6/+1 +5 +5 +2 Locate creature7th +7/+2 +5 +5 +2 +2d6 sneak attack8th +8/+3 +6 +6 +2 Legend lore9th +9/+4 +6 +6 +310th +10/+5 +7 +7 +3 Discern location, favoured enemy

    CLASS FEATURESAll the following are class features of the Kakhabad Hunter prestige class.Weapon and armour proficiency: A Kakhabad Hunter is proficient with all simple and martial weapons and with light and medium armour and shields (except tower shields).Favoured enemy (Ex): At 1st level, the Kakhabad Hunter can choose a favoured enemy, as the ranger class feature (+2 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and a +2 bonus on weapon damage). The Kakhabad Hunter is

  • limited to the same choice of enemy as the ranger. If the Kakhabad Hunter already has this ability, then levels gained in Kakhabad Hunter stack with other class levels for purposes of determining bonuses. At 5th level, the Kakhabad can choose a second favoured enemy and at 10th level, a third favoured enemy.Detect secret door (Sp): At 2nd level, the Kakhabad hunter can use detect secret door as a spell-like ability (caster level equals Kakhabad Hunter level). This is useable once per day.Sneak attack: Starting at 3rd level, the Kakhabad Hunter gains the ability to deliver a sneak attack for 1d6 hit points of damage, as the rogue class feature. If the Kakhabad Hunter already has this ability, the amount of damage increases by 1d6. This increases by a further 1d6 at 7th level.Locate object (Sp): At 4th level, the Kakhabad hunter can use locate object as a spell-like ability (caster level equals Kakhabad Hunter level). This is useable once per day.Locate creature (Sp): At 6th level, the Kakhabad hunter can use locate creature as a spell-like ability (caster level equals Kakhabad Hunter level). This is useable once per day.Legend lore (Sp): At 8th level, the Kakhabad hunter can use legend lore as a spell-like ability. This is useable once per day.Discern location (Sp): At 10th level, the Kakhabad hunter can use discern location as a spell-like ability. This is useable once per day.

    Khare Thief

    Thieves in Khare have a much harder time of it than those in other cities not because of law enforcement, but because the residents routinely trap their homes and treasured items. A thief that profits from life in Khare, therefore, is an expert in finding, disarming or avoiding traps. All Khare rogues belong to the thieves guild, if only because non-membership can prove fatal. The thieves guild can also be a good source of information as well as a place where the thief can rest and recuperate. Rogues make up the majority of Khare thieves, although other classes may become Khare thieves in order to complement other skills.Hit die: d6

    REQUIREMENTSTo qualify to become a Khare thief, a character must fulfill all the following criteria:Skills: Search 8 ranks, Disable Device 8 ranks, Open Lock 4 ranks, Knowledge (local, Khare) 4 ranksFeats: Trap expert.Special: Must be a member of the Khare thieves guild.

    CLASS SKILLSThe Khare thief class skills are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

  • Skill Points per Level: 6 + Int modifier.

    Table 3.4: Khare thief

    CLASS FEATURESAll the following are class features of the Khare thief prestige class.Weapon and armor proficiency: Khare thieves are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Khare thieves are proficient with light armor, but not with shields.Sneak attack (Ex): Starting at 1st level, the Khare thief gets the sneak attack ability at +1d6 damage. This is the same as the rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level. Trapfinding (Ex): Starting at 1st level, the Khare thief can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. The Khare thief also gets a +4 bonus on all Search and Disable Device checks.Bonus feats At 2nd level and 4th level the Khare thief gets a bonus feat from the following list: Alertness, Blind-Fight, Combat Expertise, Investigator, Lightning Reflexes, Skill Focus, Track, Weapon Finesse or Weapon Focus. Uncanny dodge (Ex): At 2nd level the Khare thief retains their Dexterity bonus to AC even when caught flat-footed. If a Khare thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.Trap sense (Ex): At 3rd level, the Khare thief gains trap sense. This is the same as the rogue ability of the same name, and its effects stack with that ability.Khare knowledge: At 4th level, the Khare thief gains a +4 bonus to Gather Information and Knowledge (local, Khare) checks. Improve uncanny dodge (Ex): At 5th level, the Khare thief can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has levels in the Khare thief prestige class. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Seer

    The Seer is an arcane spellcaster who has devoted his attention to divination spells and obtaining knowledge from obscure and often intangible sources. Some Seers live in towns and cities, where they are often approached for their help, whilst others live in remote wilderness areas in order to protect their secrets from all but a select few.

    ClassLevel

    BaseAttackBonus

    FortSave

    RefSave

    WillSave Special

    1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding2nd +1 +0 +3 +0 Bonus feat, uncanny dodge 3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense 4th +3 +1 +4 +1 Bonus feat, Khare knowledge 5th +3 +1 +4 +1 Sneak attack +3d6, improved uncanny dodge

  • Some Seers are treated as madmen by people who know them, and indeed it is possible that they have gone mad from the eldritch knowledge they have gained; other Seers, however are very clinical in their approach to what others might call fortune telling and apply an almost scientific formula to the questions they want answering. Seers are always arcane spellcasters, but they are drawn from bards, sorcerers and wizards, although Diviners are the most common type of Seer.Hit Die: d4.

    REQUIREMENTSTo qualify to become a Seer, a character must fulfill all the following criteria:Skills: Knowledge (arcana) 8 ranks, Knowledge (the planes) 8 ranks.Feat: Spell Focus (divination)Spells: Able to cast at least 5 divination spells of 1st level or above as arcane spells.

    Class SkillsThe Seers class skills are: Concentration, Craft, Decipher Script, Knowledge, Profession, and Spellcraft.Skill Points per Level: 2 + Int modifier.

    Table 3.5: The Seer

    ClassLevel

    BaseAttackBonus

    FortSave

    RefSave

    WillSave Special Spells

    1st +0 +0 +0 +2 Planar Divination +1 level of existing arcane class2nd +1 +0 +0 +3 Improved Divination +1 level of existing arcane class3rd +1 +1 +1 +3 Greater Spell Focus +1 level of existing arcane class4th +2 +1 +1 +4 Greater Divination +1 level of existing arcane class5th +2 +1 +1 +4 Divination enhancement +1 level of existing arcane class

    CLASS FEATURESAll the following are class features of the Seer prestige class.Weapon and armor proficiency: Seers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Spells per Day/Spells Known: When a new level in Seer is gained, the Seer gains new spells per day and new spells known as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.If a Seer had more than one arcane spellcasting class before he became a Seer, he must decide to which class he adds each level of Seer for the purpose of determining spells per day and spells known.Planar Divination: At first level, a Seer gains access to the spells augury, divination and commune. These spells are added to his spell list, and he may learn and cast them as arcane spells. A Seer is not communicating with a planar being when he casts such a spell; he is extracting information from the fabric of reality and the interactions between planes.Improved Divination (Su): Beginning at 2nd level, a Seer gains a +1 bonus to his caster level when casting spells from the divination school. The Seer also gains a +1 insight bonus to his AC.Greater Spell Focus: At 3rd level, the Seer gains Greater Spell Focus (divination) as a bonus feat.

  • Greater Divination (Su): Beginning at 4th level, the bonus a Seer gains from Improved Divination increases to +2. His insight bonus to AC increases to +2.Divination Enhancement (Ex): Beginning at 5th level, all Divination spells cast by Seers come under the effect of the Extend Spell feat, whether the Seer has this feat or not. They do not take up a higher level spell slot.

  • Deities and Magic Deities and domains

    Characters created using the Players Handbook will have a deity that is different from the Titan pantheon. However, in most cases converting to the Titan pantheon is straightforward as a simple name change is all that is required. The table below summarises this information.

    Players Handbook deity Titan deityBoccob Hamaskis *Corellon Larethian Erillia (f)Ehlonna AegravenErythnul Sith (f)Fharlanghn FulkraGarl Glittergold ElluvielGruumsh HashakHeironeous TelakHextor Slangg *Kord RogaarMoradin Kerillim (f)Nerull DeathObad-Hai ArgowenOlidammara LogaanPelor Glantanka (f) *St. Cuthbert Fourga *Vecna Tanit (f) *Wee Jas MyurrYonadalla Istarel

    Deities that are worshipped as females rather than males are noted with a letter (f) after their name. Deities marked with an asterisk (*) are notably different from those in the Players Handbook and are detailed more fully here. Also in this section are other gods worshipped by the inhabitants of Kakhabad. The entries follow all the normal rules concerning deities, domains and domain spells and are presented in order of alignment (good, neutral and then evil). Note that all the domains available in the Players Handbook are available on Titan.

    Major Deities

    CHEELAHAlignment: Chaotic goodDomains: Chaos, Good, Luck, Protection, TravelFavoured weapon: Heavy maceSymbol: A silver coinCheelah is the goddess of luck and fate. She is a kind goddess, and many people pray for her blessing. May Cheelah protect you is a common saying. There are many

  • small shrines to Cheelah throughout Kakhabad. Followers of Cheelah are likely to take more chances than others, trusting in luck and fate to help them.

    LIBRAAlignment: Lawful goodDomains: Good, Healing, Knowledge, Law, ProtectionFavoured weapon: LongswordSymbol: Balanced scalesLibra is the goddess of justice and truth. She promotes honesty and fairness above the retributive aspects of lawfulness. Libra is not worshipped extensively in Kakhabad, but she is the patron of nearby Analand, and veneration of Libra has spread somewhat into the Shamutanti Hills.

    THROFFAlignment: NeutralDomains: Earth, Healing, Plant, StrengthFavoured weapons: WarhammerSymbol: A stone oak tree Throff is the goddess of the earth, and is often worshipped by dwarfs. She is venerated as two different aspects: that of the earth mother, from which all things grow; and that of the stone of the earth, which can be fashioned into useful or beautiful objects by those skilled in the craft of stonemasonry.

    COURGAAlignment: NeutralDomains: Healing, Knowledge, Luck, Protection, SunFavoured weapon: RapierSymbol: A silver mask Courga is the god of grace. Perhaps somewhat unusually, he is well respected in Kakhabad, and there is a fine temple to him in Khare. Followers of Courga strive to find beauty in all things and value humility as a virtue.

    FOURGAAlignment: NeutralDomains: Knowledge, Magic, StrengthFavoured weapon: MorningstarSymbol: An upraised hand Fourga is the god of pride and the twin brother of Courga. In Kakhabad, Fourga is worshipped as a vengeful god, and his clerics are often evil rather than good; however, he has fallen out of favour recently and has lost a number of followers to Courga.

    SLANGGAlignment: Chaotic evilDomains: Chaos, Death, Evil, Strength, TrickeryFavoured weapon: Falchion Symbol: Black skull Slangg is the god of malice and is often portrayed as a grossly fat man with a forked tongue. Unlucky people are said to suffer the grace of Slangg. In Khare, spiteful citizens give offerings to Slangg in the hope that the god will bring vengeance on their

  • enemies. Many of Slanggs clerics delight in torture and pain, but others are more subtle, performing seemingly good deeds to win over followers.

    TANITAlignment: Neutral evilDomains: Death, Destruction, Evil, TrickeryFavoured weapon: WhipSymbol: Velvet glove Tanit is the goddess of envy and jealousy and Slanggs sister. She is depicted as a beautiful woman, dressed in a macabre outfit. Clerics of Tanit work subtly in the community, sowing seeds of jealousy and envy among husbands, wives and lovers, always seeking to divide and frustrate.

    MINOR DEITIES

    Table 5.1: Minor deities shows some of the other deities worshipped in Kakhabad.

    Table 5.1: Minor deitiesName Alignment Domains Favoured weapon SymbolChronada, god of time

    Lawful neutral

    Knowledge, Law, Magic

    Dagger Straight arrow

    Filash, god of fire Neutral Destruction, Fire, Strength

    Spear (any) Gouts of flame

    Galana, goddess of plants and fertility

    Neutral good

    Plant, Protection, Strength

    Sickle A rose

    Glantanka, goddess of the sun

    Neutral good

    Fire, Protection, Strength, Sun

    Light mace White sun

    Hamaskis, god of learning

    Lawful good

    Good, Knowledge, Law, Magic

    Quarterstaff An open book

    Hydana, god of water

    Neutral Luck, Travel, Water Trident A wave

    Lunara, goddess of the moon

    Chaotic neutral

    Chaos, Magic, Trickery

    Heavy mace Crescent moon

    Pangora, god of winds

    Neutral Air, Luck, Strength, Travel

    Warhammer Galehorn

    Sukh, god of storms Chaotic neutral

    Air, Chaos, Destruction, Water

    Heavy flail Lightning bolt

    Spell lists

    Most inhabitants of Kakhabad are too uncivilised to organise any sort of formal spellcasting training, so wizards are uncommon. Budding wizards, therefore, rely on learning spells brought over from nearby lands, notably Analand to the south. Presented in this chapter are all the spells in the Analand Spellbook from the Sorcery! series. Many of these spells are copies or slight variations on spells found in the Players Handbook. However, all spells in the Spellbook are given a three letter code to identify them, rather than a name. In the spirit of the Sorcery! series, however, these three letter codes should replace the normal names, so a character would cast HOT instead of fireball, for example.

  • The spell lists below follow the format in the Players Handbook. Spells that are identical to spells in the Players Handbook have the standard name in brackets after the Sorcery! name. New spells and variant spells have a brief description; more information is given in the full spell descriptions later. The spells are arranged in the order that they appear in the Sorcery! spellbook.

    Bard spells

    1ST-LEVEL BARD SPELLS GOB summons one or more goblinsGUM sticks creatures or objects togetherDUD (silent image)FAL (feather fall)SAP demoralises one creature of 5HD or less.GOD (charm person variant)NAP (sleep variant)

    2ND-LEVEL BARD SPELLSSIX(mirror image)JIG causes creatures to danceFOG (darkness)TEL (detect thoughts variant)PEP (bulls strength variant)ZEN (levitation variant)YAZ (invisibility variant)SUN (daylight variant)KID (minor image variant)RAP (tongues variant)

    3RD-LEVEL BARD SPELLSFOF (magic circle against chaos/evil/good/law)LAW (charm monster)RAZ (keen edge variant)YOB I summons an ogre IDOZ (slow)DOC enhances the effects of healing potionsMAG (dispel magic)GAK (fear variant)NIP (haste variant)HUF (gust of wind variant)ZIP (blink variant)

    Cleric spells

    1ST-LEVEL CLERIC SPELLSGOB summons one or more goblinsSAP demoralises one creature of 5HD or less.

    2ND-LEVEL CLERIC SPELLSSUS (find traps)

  • JIG causes creatures to danceHOW (augury)POP makes pebbles explosiveFOG (darkness)PEP (bulls strength variant)YAZ (invisibility variant)YAP (speak with animals variant)

    3RD-LEVEL CLERIC SPELLSFOF (magic circle against chaos/evil/good/law)YOB I summons an ogreDOC enhances the effects of healing potionsMAG (dispel magic)SUN (daylight variant)

    4TH-LEVEL CLERIC SPELLSDIM (confusion)RAP (tongues variant)FAR (divination variant)

    7TH-LEVEL CLERIC SPELLSYOB II summons a hill giantRES (resurrection)

    Druid spells

    2ND-LEVEL DRUID SPELLSTEL (detect thoughts variant)YAP (speak with animals variant)

    4TH-LEVEL DRUID SPELLSDOC enhances the effects of healing potionsMAG (dispel magic)

    5TH-LEVEL DRUID SPELLSMUD (transmute rock to mud variant)

    Paladin spells

    3RD-LEVEL PALADIN SPELLSFOF (magic circle against evil)MAG (dispel magic)

    4TH-LEVEL PALADIN SPELLSDOC enhances the effects of healing potions

    Ranger spells

    1ST-LEVEL RANGER SPELLSYAP (speak with animals variant)

  • 2ND-LEVEL RANGER SPELLSNAP (sleep variant)

    3RD-LEVEL RANGER SPELLSMAG (dispel magic)

    4TH-LEVEL RANGER SPELLSDOC enhances the effects of healing potions

    Sorcerer/wizard spells

    1ST-LEVEL SORCERER/WIZARD SPELLSBIG (enlarge)WOK (shield variant)GOB summons one or more goblinsGUM sticks creatures or objects togetherDUD (silent image)FAL (feather fall)SAP demoralises one creature of 5HD or less.GOD (charm person variant) NAP (sleep variant)

    2ND-LEVEL SORCERER/WIZARD SPELLSDUM creatures lose 1d6 Dexterity pointsDOP (knock)SIX (mirror image)POP makes pebbles explosiveFOG (darkness)TEL (detect thoughts variant)PEP (bulls strength variant)ZEN (levitation variant)YAZ (invisibility variant)SUN (daylight variant)KID (minor image variant)

    3RD-LEVEL SORCERER/WIZARD SPELLSHOT (fireball)FOF (magic circle against chaos/evil/good/law)RAZ (keen edge variant)YOB I summons an ogreDOZ (slow)MAG (dispel magic)NIF (stinking cloud variant)NIP (haste variant)HUF (gust of wind variant)RAP (tongues variant)ZIP (blink variant)

  • 4TH-LEVEL SORCERER/WIZARD SPELLSLAW (charm monster variant)DIM (confusion)GAK (fear variant)

    5TH-LEVEL SORCERER/WIZARD SPELLSWAL (wall of force)MUD (transmute rock to mud variant)

    6TH-LEVEL SORCERER/WIZARD SPELLSROK (flesh to stone variant)

    7TH-LEVEL SORCERER/WIZARD SPELLSYOB II summons a hill giantKIN creates a replica that attacks the original creature

    9TH-LEVEL SORCERER/WIZARD SPELLSZED caster travels back in time

    Spell descriptions

    The following spells are in addition to those listed in the Players Handbook and follow the same rules and format.

    DUMEnchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)Target: One creature Duration: 10 min./level Saving Throw: No Spell Resistance: Yes Affected creatures have their Dexterity score reduced by 1d6 for the duration of the spell, making them clumsy and uncoordinated. Note that this will also reduce their armour class and their Reflex saving throw modifier.

    WOKComponents: V, S, MExcept as noted, this spell is the same as shield.Material component: A coin (any denomination).

    RAZComponents: V, S, MExcept as noted, this spell is the same as keen edge.Material component: A handful of beeswax, which is smeared on the blade of the weapon.

  • JIGEnchantment (Charm) [Mind-Affecting, Sonic]Level: Brd 2, Clr 2 Components: V, S, MCasting Time: 1 full round (see text)Range: Close (25 ft. + 5 ft./2 levels)Targets: Any number of creatures Duration: See text Saving Throw: Will negates Spell Resistance: YesThe caster must first cast this spell, and then start playing on a Bamboo Flute. Both actions together take a full round. Irrespective of any training or competence with the flute, this spell causes any number of creatures to stop what they are doing and dance a merry jig. Affected creatures suffer a -2 penalty to Armour Class and Reflex saves, but if the affected creatures are attacked, the spell ends. Otherwise, the spell lasts as long as the caster plays the flute.Focus: A Bamboo Flute.

    GOBConjuration (Summoning) Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels)Effect: Summons one or more goblins Duration: 1 round/level Saving Throw: No Spell Resistance: NoThis spell summons one or more goblins (one per tooth used, up to a maximum of three). The goblins are neutral in alignment and have an intelligence score of 10. They will follow commands to the best of their abilities. If they are slain, they disappear, ending the spell.Material component: A tooth from a goblin.

    YOB IConjuration (Summoning) Level: Brd 3, Clr 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels)Effect: Summons one ogre Duration: 1 round/level Saving Throw: No Spell Resistance: NoThis spell summons one ogre. The ogre is neutral in alignment and has an intelligence score of 10. It will follow commands to the best of its abilities. If it is slain, it will disappear, ending the spell.Material component: A tooth from an ogre.

  • YOB IIConjuration (Summoning) Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels)Effect: Summons one hill giant Duration: 1 round/level Saving Throw: No Spell Resistance: NoThis spell summons one hill giant. The hill giant is neutral in alignment and has an intelligence score of 10. It will follow commands to the best of its abilities. If it is slain, it will disappear, ending the spell.Material component: A tooth from a giant.

    GUMConjuration (Creation)Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: See text Saving Throw: See text Spell Resistance: NoA GUM spell turns any ordinary pot of glue into a super-adhesive. This can be used to stick objects together, or as a weapon. If used as a weapon, it is treated as a tanglefoot bag (see the description under Special substances in Chapter 7 of the Players Handbook). If used as a normal adhesive, it can stick objects weighing up to 40 pounds; in this case the duration is permanent.Material component: A pot of glue.

    DOCConjuration (Healing)Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3Components: V, SCasting Time: 1 standard action Range: Touch Target: Potion touched Duration: 1 round/level Saving Throw: No Spell Resistance: NoWhen cast on a potion that heals damage, this spell maximises the amount of hit points cured, as if the potion were under the effect of a maximise spell feat (a potion of cure light wounds (CL 1st), for example, would restore 9 hit points). The potion must be drunk within the duration of the spell to have this effect.

  • POPTransmutationLevel: Clr 2, Sor/Wiz 2 Components: V, SCasting Time: 1 standard action Range: Touch Targets: Up to three pebbles touched Duration: 30 minutes or until discharged Saving Throw: See text Spell Resistance: NoA POP spell transmutes up to three pebbles so that they will explode when thrown. When thrown, the pebbles have a range increment of 20 feet. The pebbles can also be slung, with a range increment of 50 feet. If they hit, each causes 1d6 points of damage; they also explode with a terrific bang (treat as a sonic attack), so that anyone within a 10 foot radius must make a DC 15 Fortitude saving throw or be deafened for one hour.

    MUDComponents: V, S, M/DFArea: Up to two 10-ft. cubes/level (S, but ground level only)Except as noted, this spell is the same as transmute rock to mud. Arcane material component: Sand

    NIFComponents: V, S, FRange: close (25 ft. + 5 ft./2 levels)Except as noted, this spell is the same as stinking cloud. Because this spells range is close, it may also affect the caster unless he remembers to wear his pair of nose plugs.Arcane focus: A pair of nose plugs.

    TELComponents: V, S, FExcept as noted, this spell is the same as detect thoughts. Focus: a cloth skullcap, to be worn when the spell is cast.

    GAKComponents: V, S, FExcept as noted, this spell is the same as fear.Focus: a Black Facemask

    SAPEnchantment [Mind-Affecting]Level: Brd 1, Clr 1, Sor/Wiz 1Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature with 5 or fewer HD Duration: 1d4 rounds Saving Throw: Will negatesSpell Resistance: Yes

  • The affected creature becomes demoralised (shaken) and takes a 2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A demoralised creature will try to flee, but if it cannot, it will fight. Creatures with 6 or more Hit Dice are immune to this effect.

    GODComponents: V, S, FExcept as noted, this spell is the same as charm person.Focus: a Jewel of Gold

    KINConjuration (Summoning) Level: Sor/Wiz 7 Components: V, S, F Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell Resistance: NoA powerful spell, KIN causes a replica of one creature to appear. The summoned replica has the same hit points, equipment and extraordinary special attacks of the original creature, but does not have any extraordinary special qualities, supernatural or spell-like abilities (include spellcasting) of the original. The replicas only function is to fight the original until the spell ends or one or the other is defeated. If the replica wins, it disappears, along with its equipment.

    PEPComponents: V, S, MExcept as noted, this spell is the same as bulls strength.Material component: A potion of fire water.

    ROKComponents: V, S, MExcept as noted, this spell is the same as flesh to stone.Material component: stone dust.

    NIPComponents: V, S, MExcept as noted, this spell is the same as haste.Material component: yellow powder.

    HUFComponents: V, S, FExcept as noted, this spell is the same as gust of wind.Focus: a Galehorn.

  • FIXComponents: V, S, FExcept as noted, this spell is the same as hold monster.Focus: a Staff of Oak Sapling.

    NAPComponents: V, S, FExcept as noted, this spell is the same as sleep.Focus: a Brass Pendulum.

    ZENComponents: V, S, FExcept as noted, this spell is the same as levitation.Focus: a Jewel-Studded Medallion.

    YAZComponents: V, S, FExcept as noted, this spell is the same as invisibility.Focus: a Pearl Ring.

    SUNComponents: V, S, FExcept as noted, this spell is the same as daylight.Focus: a Sun Jewel.

    KIDComponents: V, S, FExcept as noted, this spell is the same as minor image.Focus: a Bracelet of Bone.

    RAPComponents: V, S, FExcept as noted, this spell is the same as tongues.Focus: a Green-Haired Wig.

    YAPComponents: V, S, FExcept as noted, this spell is the same as speak with animals.Focus: a Green-Haired Wig.

    ZIPComponents: V, S, FExcept as noted, this spell is the same as blink.Focus: a Ring of Green Metal.

    FARComponents: V, S, FExcept as noted, this spell is the same as divination.Focus: an Orb of Crystal.

  • ZEDTransmutation [Teleportation] Level: Sor/Wiz 9Components: V, S, XPCasting Time: 1 roundRange: Personal Effect: Caster travels through timeDuration: InstantaneousSaving Throw: None Spell Resistance: No A far more powerful version of the teleport spell, this spell instantly transports the character to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. Upon completion of this spell, the character disappears and reappears somewhere along his time line. Unless the caster has a specific time in mind, this will be completely random. Even if the caster has a time he wishes to teleport to, the spell is not always successful; the caster must succeed on a Spellcraft check, DC 25. If successful, the caster arrives at the determined time, with all the knowledge, experience, skills, feats, spells prepared and memory that he had when casting the spell. He has the equipment that he had at the time he arrives at. If the Spellcraft check fails, he arrives at a random time on his timeline, determined by the DM. If a natural 1 is rolled, the spell hurls the spellcaster anywhere in time, possibly thousands of years into the past or the future. As the spell transports the caster along his own time line, it is possible that his location will also alter. For example, if the caster transports himself back thirty minutes, he will reappear where he was thirty minutes ago.It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time.XP Cost: 1,000 XP.

    Magic items

    The magic items that appear here are supplemental to those in the DMG.

    Specific magic weapons

    Hewing Axe: This item, which looks more like a woodsmans axe than a military weapon, is a +1 hand axe with the bane (plants) special ability. Moderate conjuration; CL 8th; Craft Magic Arms and Armour, summon monster I; Price 8,306 gp.Self-Locking Chain: This weapon, favoured by inhabitants of Khare, is a +1 spiked chain. By locking around the defenders legs (or equivalent), it also gives the attacker a +4 bonus to strength checks to trip an opponent. Tripped defenders can free themselves as a full round action. The chain remains locked afterwards unless the command word is spoken or after a successful Disable Device check (DC25).Moderate conjuration; CL 9th; Craft Magic Arms and Armour, animate rope; Price 4,325 gp.Serpent Staff: This staff, made of Oak Sapling, is a +1 quarterstaff with the bane (dragons) special ability. Only one head of the quarterstaff has this enhancement.

  • Moderate conjuration; CL 8th; Craft Magic Arms and Armour, summon monster I; Price 8,300 gp.

    Wondrous items

    Lucky Charm: This item bestows a +1 luck bonus on all saving throws.Faint abjuration; CL 5th; Craft Wondrous Item, resistance, CL 3rd; Price 1,000 gp (+1); Weight 1 lb.Ragnars Armband of Swordmastery: This armband is a sturdy leather article, but otherwise unremarkable in appearance. It empowers the wearer to use any sword as if she were proficient in its use. If she already has proficiency with any type of sword, she gains a +1 competence bonus on attack rolls whenever using that type of sword. Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic Arms and Armour; Price 5,000 gp; Weight 1 lb.Gauntlets of Weaponry: These leather gauntlets grant the wearer the extraordinary ability to reroll one attack roll that she just made. She must take the result of the reroll, even if its worse than the original roll. This ability can be used once per day.Moderate enchantment; CL 12th; Craft Wondrous Item, bless; Price 12,600 gp.Self-Lighting Candle: These ordinary looking candles will ignite as soon as they are brought into an area of darkness (natural or magical), with a flame of the same intensity as a torch. The candles go out when they re-enter an area of light (natural or magical).Faint evocation; CL 3rd; Craft Wondrous Item, light; Price 150 gp.

    Rings

    Northring: Originating from the Dark Continent of Khul but useful in Kakhabad, these brass rings grow warm when the wearer faces north.Faint divination; CL 1st; Forge Ring, know direction; Price 2,000 gp.Serpent Ring: This silver ring, shaped like a serpent that coils around the wearers finger, is useful when confronting any of the Seven Serpents. When any of the Serpents are confronted with this ring, they are compelled to reveal one secret about the Archmages fortress of Mampang (DMs discretion as to what this is). Moderate enchantment; CL 5th; Forge Ring, zone of truth; Price 5,200 gp.

    Minor artifact

    Crown of Kings: The artifact known as the Crown of Kings is a typical gold circular headdress, simply adorned with half a dozen small precious stones. At the front, a pair of wings rise straight upwards, adding another six inches in height. A further four gold uprights, these triangular in shape, are set equidistantly around the rim.The Crown of Kings enhances the leadership qualities of its wearer (as if the wearer had the Leadership feat with a Leadership Score of 25; if the Crown has been worn continuously for a year, the wearer permanently gains this feat and Leadership Score) and bestows a +10 enhancement to Charisma. When it is worn by the ruler (monarch, elected official, theocrat etc.) of a country (defined by national boundaries), this leads to other, non-magical effects such as increased trade and wealth; greater sense of community and cohesion as a country; higher productivity and a sense of happiness and wellbeing.

  • Historically, the Crown of Kings has been passed between the rulers of the nations of the Old World. Currently it rests with the king of Analand, which is feeling its many benefits. Strong enchantment; CL 20th; Weight 3 lb.

  • Adventuring in KakhabadRecent history of Kakhabad

    Kakhabads history is an unusual one in that no government or person has ever ruled the entire area. Its recorded history, which is patchwork at best, started very recently around two hundred years ago.

    THE RISE AND FALL OF KAKHABADApproximately four hundred years ago, sorcerers started to gather in Kakhabad in order to practice chaotic arcane magic that altered the very fabric of the area. Some of these effects are still felt today (see Magical flux effects, later in this chapter). The sorcerers, a powerful group which included a few Epic spellcasters, set free a great deal of magical energy which was barely under the control of even the most experienced amongst them. Day turned into night, foul beasts appeared from nowhere and the land itself was an unstable and changeable feature. As the sorcerers grew in power, they started to threaten the kingdoms of the Old World, a time known as the Rise of Kakhabad.The other kingdoms, realising that the magic of the sorcerers was too unpredictable to be combated effectively, took council with the Minimites, a race of diminutive fey who controlled great magical power themselves. Just as the inhabitants of Kakhabad were about to invade the nearby kingdom of Mauristatia, the Minimites gathered on the Cloudcap Mountains and together unleashed a final defensive Epic spell that destroyed most of the sorcerers and hurled the rest back into Kakhabad, where they were driven mad by the power let loose upon the land. As accurately as this can be ascertained, this event happened two hundred and eighty years ago.As an aside, the Minimites saw this as a prophecy that they would wield even greater and more potent magic. Some decided that, with this power, they should rule the world, whilst others saw this as a form of tyranny. After much debate, the Minimites decided that they should never be allowed to manipulate such powerful magic again. Minimites now radiate antimagic fields to prevent them using magic again, and they are only ever seen individually.

    KAKHABADS RECOVERYAround twentyty years after this cataclysmic event, people drifted back into Kakhabad. The Jabaji River started to see more traffic as ships used it to access Mauristatia from the Kakhabad Sea. The nature of Kakhabad drew criminals to the area, and they naturally set up camp along the river in order to pirate those ships. The settlement of pirates grew; even dangerous individuals like to have the security of numbers. The loose camp grew into a village, then a town and finally into a walled city Khare. As Khare grew, it attracted others, some of whom merely wanted to escape from their past life; in order to protect themselves from the criminal element, these citizens defended their homes and treasures with many deadly traps. The city is so riddled with traps now that it has gained the moniker of the Cityport of Traps.During this time, other smaller villages developed in the Shamutanti Hills. Perhaps the villagers preferred the rural to the urban, but for whatever reason, Birritanti grew into the largest and perhaps safest village in the Shamutanti Hills. Cantopani possibly came next, as a trading post with the nearby kingdom of Analand. Other villages soon followed, mainly inhabited by Hill-Dwelling farmers. In this respect, the village of

  • Torrepani was unusual as it was founded entirely by Svinns. However, the area has not been without its problems. Goblinoid raiders plague the area, occasionally mounting raids on the villages. The most famous of these involved a young warrior called Glandragor, who helped repel a horde of goblins form Birritanti and slew many of the creatures single handedly.In central Kakhabad, in the area known as the Baklands, other tribal creatures started to settle. Klattamen, centaurs, black elves and red-eyes began to inhabit the area, although being largely nomadic in nature, no permanent settlements have grown. Meanwhile, in the Zanzunu peaks, two other races founded stable communities the she-satyrs of Low Xamen and the birdmen of High Xamen. The two groups chose different territories and so found that they could co-exist peacefully.

    THE POWER OF THE ARCHMAGEUntil perhaps fifty years ago, no one group had ever tried to govern the entire area. Khare was ruled over by the Nobles, a group of like minded individuals, but Khare did not have any control over the rest of the land. One powerful individual, known only as the Archmage, came to Kakhabad at this time and was determined that he should rule the land. To this end, he started to build the fortress known as Mampang in High Xamen. Understandably, this upset some of the birdmen, although others welcomed the Archmage and helped him in the construction of the mighty citadel. The Archmage invited some of the doubters, a group known as the Schinn, to Mampang to discuss the matter. When they arrived, he slaughtered them. He continued to employ his birdmen allies and the tremendous enmity between the surviving Schinn and the Mampang birdmen continues to this day. Foul humanoids of all kinds were attracted to Mampang to serve under the Archmage. With both the fortress complete and a willing army, the Archmage began to direct his troops to subjugate Kakhabad no easy task, as the indigent population rebelled openly and defeated many of these troops. The Archmage sought another way to bring the land under his control, and it was during an outing to the Avanti Woods that the opportunity came. Whilst exploring, the Archmage encountered a powerful seven headed hydra that commanded awesome magical powers. The Archmage and the beast fought, until after two days, the hydra was slain. Respectful of such a powerful enemy, the Archmage resurrected the seven heads into seven winged serpents; each of these he gave particular powers. Fire, Air, Water and Earth elemental powers were given to four, the power of the Sun and the moon to another two, and the most potent of powers the power over time itself he gave to the last. The Seven Serpents became the Archmages emissaries in the land of Kakhabad, although true control over the land and its peoples is still far away.The Archmage has not had everything his own way, though. Apart from the birdmen of Schinn now known as the Samaritans of Schinn two individuals in particular got close to thwarting the Archmages plans. A black elf sorcerer named Ventana battled with the Seven Serpents until he was killed in an encounter with the Water Serpent. His daughter, Fenestra, continues his work and so far has come very close to capturing the Sun Serpent. A few years prior to this, Colletus, a brave and some say foolhardy adventurer managed to infiltrate Mampang by claiming he wanted to join the Archmages forces. After months studying life in the fortress, he launched an attack on the Archmage himself while most of his army, including his birdmen allies, were skirmishing in the Baklands. Caught unawares, the Archmage would likely have been beaten had he not had his Staff of Conjuration, which summoned a chain devil to his aid. A further spell caused blindness and encouraged Colletus to flee from the fight

  • and into the Zanzunu Peaks. Blinded and beaten, Colletus wandered for a further month until he was taken in by Fenestra, who helped him back to full health, although his eyesight has not returned. Colletus has recently returned to the Zanzunu Peaks as a cleric of the earth goddess Throff, where he again hopes to frustrate the Archmage, although this time in more subtle ways.

    THE CROWN OF KINGSThe Archmage may now be considering another plan to dominate Kakhabad. Nearly twenty years ago, the Crown of Kings was obtained by King Chalanna of Femphrey. This magical artefact brought many benefits to the kingdom, and in his wisdom, King Chalanna decided that the Crown should be passed between the rulers of the Old World. The Crown of Kings now rests with the king of Analand, which borders Kakhabad. If the Archmage succeeds in stealing the Crown, Kakhabad will finally come under his complete control.

    Timeline

    Date (AC) Event0 Minimites defeat chaos horde 25 River pirates set up camp on the Jabaji River36 Khares walls built49 Birritanti grows as citizens move away from Khare89 Nobles seize power in Khare102 Cantopani develops as trading outpost114 Svinns settle in Torrepanni165 Other villages grow in the Shamutanti Hills233 Glandragor helps to repel goblinoid invaders237 Archmage arrives at High Xamen242 Mampang fortress completed263 Crown of Kings obtained by King Chalanna of Femphrey272 Archmage kills hydra in Avanti Woods and creates the Seven Serpents274 Colletus arrives in Mampang275 Water Serpent kills Ventana276 Colletus battles Archmage282 Present day

    Magical flux effects

    As detailed in the previous section, raw magical energy was once prevalent in Kakhabad. Although this has subsided recently (and so it does not affect spellcasting or other forms of magic), some of its effects are still apparent in the physiology of some of the plants and animals in Kakhabad. The residue of the magical flux may even have affected the characters, if they choose a flux feat (see Chapter ###). Living things that were present in Kakhabad at the same time as the raw magical energy absorbed this energy into their genetic material and have subsequently passed this onto their offspring. Non-living things, such as rocks and streams, may also have been affected and still bear their alterations now.

  • Death wraiths (see the Monsters chapter) may also have been created by the magical flux, although the stabilisation of the magical energy means that this is no fortunately longer occurring; death wraiths can now only be created using a create undead spell.

    If you, as DM, want to add these effects to your campaign, follow the subsequent steps. First, for living things, decide if it has been affected. Plants and animals have a 1 in 20 (roll 1 on 1d20) of being mutated by the magical flux. To see the effects of the flux, roll 1d10 and consult the tables below:

    Table 5.1: Flux effects (plants)1d10

    Effect

    1 Stunted; plant is only half normal height2 Withered; although apparently growing normally, leaves are shrivelled3 Unusual colour; leaves and stems are purple, yellow or orange4 Dwarf; plant is shorter than normal but stems and leaves are broader5 Flower growth; flowers (if any) are twice as large and more fragrant6 Taste; leaves and fruit have an unusual taste (bitter or sweet according to type)7 Sharp spines; stem has protruding sharp spines8 Shape; whole plant is rounded, square or triangular9 Giant; plant is twice as tall as normal10 Overgrown roots; roots protrude out of ground and respond to moisture

    Table 5.2: Flux effects (animals)1d10

    Effect

    1 Misshapen head; bony protrusions on the skull2 Spiny back; tough bony barbs grow on the spine3 Withered torso; muscles in chest have wasted4 Enormous torso; huge chest5 Bony hips; slows movement by 10 feet6 Unusual legs; legs from a different species7 Huge arms; very muscular arms (or front legs or wings)8 Fur colour; fur (or hair or feathers) are an unusual colour (purple, green, white)9 Beastly eyes; eyes from a different species10 Odorous; rank or fragrant odour from body

    For the effects on non-living things, roll 1d6 and use the following table as a guide to how the flux has affected them. For example, if you want a stream to be affected and roll a 4, the table suggests a recognisable shape. You might have the stream follow a route so that, from above, it appears to outline a word or symbol. The same stream may be frozen for part of its length and steaming hot a little further on. If a rock is affected by a pronounced temperature variation, it might be hot to the touch (1d4 points of heat damage) on one side and cold (1d4 points of cold damage) on the other. This is a chance for your imagination to run riot but remember that despite these effects, most of Kakhabad is fairly normal!

    Table 5.3: Flux effects (non-living things)1d6 Effect

  • 1 Pronounced temperature variation within 10 feet2 Unusual colour, opaque or transparent3 Unusual state (powdered water, solid cloud etc.)4 Forms a recognisable shape (word, symbol, creature)5 Emits sounds similar to voices (or animal calls)6 Roll twice on this table

    Encounter tables

    This section details simple random encounter tables for the main areas of Kakhabad. Each table has notes which explain them further. The type of wilderness is noted in brackets at the top of each table, should you wish to develop these lists further.

    Table 5.4: Shamutanti Hills encounter table (temperate hills)1d12

    Encounter (encounter level)

    1 Bandits (see groups, below)2 Dire badger (EL 2)3 Dire bat (EL 2)4 Elvins (see groups, below)5 Hill Giant (EL 7)6 Goblins (see groups, below)7 Ogre (EL 3)8 Skunkbear (EL 3)9 Travellers (see groups, below)10 Troll (EL 5)11 Werewolf (EL 3)12 Worg (EL 2)Note on table 5.4: This includes all areas outside of the villages.

    Table 5.5: The wilderness encounter table (Temperate plains)1d12

    Encounter (encounter level)

    1 Baddu-beetles (two, EL 4)2 Basilisk (EL 5)3 Black elf caravan (see groups, below)4 Centaurs (two, EL 5)5 Firefoxes (two, EL 4)6 Giant ant soldiers (two, EL 5)7 Goblins (see groups, below)8 Klattamen (see groups, below)9 Nighthawks (three, EL 2)10 Serpent 11 Snakes, large vipers (two, EL 4) 12 Large earth elemental (EL 5)Note on table 5.5: This generic table includes the Baklands (the Baddu-Bak plains and the Klatta-Bak steppes) and the Vanti-Bak plains.

    Table 5.6: The Forest of Snatta and the Avanti Wood (Temperate forest)

  • 1d8 Encounter (encounter level)1 Brown bear (EL 4)2 Dire boar (EL 4)3 Dire wolverine (EL 4)4 Goblins (see groups, below)5 Serpent6 Stanglebush (EL 3)7 Stirge (three, EL 2)8 Snattacat (EL 3) or Wood elves (see groups, below)Note on table 5.6: Snattacats are encountered in the Forest of Snatta, Wood Elves in the Avanti Wood

    Table 5.7: The Zanzunu Peaks (Temperate mountains)1d10

    Encounter (encounter level)

    1 Birdmen (three, EL 3)2 Dire weasel (EL 2)3 Hill giant (EL 7)4 Jib-Jib (EL 1/10)5 Mampang guards (see groups, below)6 Nighthawks (three, EL 2)7 Red-eyes (see groups, below)8 Serpent 9 She-Satyr (EL 2)10 Skunkbear (EL 3)Note on table 5.7: This includes Low Xamen and High Xamen, but not Mampang Fortress.

    GROUPSGroups mentioned in the above tables are detailed here.Bandits: 1d6 1st level human warriors, 1d4-1 (minimum 0) 2nd level human warriors plus 1 2nd or 3rd level human warrior leader (EL 2 to EL 7).Black Elf caravan: 1d6+2 1st level black elf warriors, 1 3rd level black elf expert plus 1 3rd level black elf rogue leader (EL 6 to EL 7; nomadic traders and not immediately hostile, easy encounter if handled properly).Elvins: 1d4+2 1st level warrior Elvins (EL 3 to EL 6; not immediately hostile)Goblins: 1d6+2 1st level goblin warriors, 1d4-1 (minimum 0) 2nd level goblin warriors, 1d3-2 (minimum 0) 1st or 2nd level goblin adept, 1 2nd or 3rd level goblin warrior plus 1d3-1 (minimum 0) worgs (EL 2 to 7).Klattamen: 1d6 1st level Klattamen warriors, 1d3-2 (minimum 0) 1st or 2nd level Klattaman adept plus 1 1st to 3rd level barbarian leader (EL 2 to EL 6)Mampang guards: 1d6+2 1st level human warriors, 1d3-1 (minimum 1) 1st level human fighters plus 1 2nd or 3rd level human fighter sergeant (EL 5 to EL 7)Red-Eyes: 1d4+2 1st level red-eye warriors plus 1 1st or 2nd level red-eye rogue (EL 5 to EL 7)Travellers: 1d6+2 1st level human commoners (farmers/traders/pilgrims) plus 1 1st level human fighter or cleric leader (EL 3 to EL 5)Wood Elves: 1d6+4 1st level wood elf warriors, 1d3-1 (minimum 0) 2nd or 3rd level wood elf wizards plus 1 4th or 5th level wizard/fighter leader (EL 5 to EL 8)

  • Campaigns in Kakhabad

    This section looks at different approaches for running a campaign in the land of Kakhabad. Of course, these are only suggestions and DMs will have their own ideas about how they want to manage a series of adventures in Kakhabad. Further suggestions for individual adventures can be found in the Geography chapter.

    DUNGEON CRAWLING There are many dungeons in Kakhabad ripe for exploration or looting. DMs can run a simple low-level campaign where the adventurers explore a dungeon and then return home to recover before their next expedition. A village in the Shamutanti Hills, such as Birritanti, would provide a suitable base for the adventurers.

    CITYPORT ADVENTURES Characters can rise in power and influence in Khare, either through working with the Nobles or the thieves guild. DMs can run a mid-level campaign of politics and intrigue using either of these two organisations for background.

    THE FRONTIER An alternative mid-level campaign can take place in the wilderness of Kakhabad; adventurers must be self sufficient as they explore and perhaps civilise the wastelands of Kakhabad.

    PROTECTING THE OLD WORL