Shamutanti Hills 7 (Text boxes) · 2020. 4. 28. · Steve Jackson. In t r o d u c t io n The...

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Page 1: Shamutanti Hills 7 (Text boxes) · 2020. 4. 28. · Steve Jackson. In t r o d u c t io n The Shamutanti Hills was the first adventure in the four-part SORCERY! series by Steve Jackson.

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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, Kharé - 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

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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 Kharé - 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 Fantasy™series of books is that it is very easy to pick up a bookand start playing, everything you need is provided inthe books, you just need to grab a pencil to get 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 Fantasy™series of books. The d20 system includes a range ofskills that are used where Luck was in the originalbooks. However, we wanted to keep the overall tone &feel of the Fighting Fantasy™ books so we 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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