FIGHTING FANTASY Kharé Cityport of Traps d20 system adventure published by Myriador, conversion by James Wallis. Khare: Cityport Of Traps By Steve Steve jackson's sorcery! the shamutanti hills Free PDF Rake Most Likely to Seduce Rakes on Tour "All gamblers are alike in. E-book Steve Jackson's Sorcery! Khare: Cityport of Traps download pdf id: qdly6d7 ap Download link: Download or read Steve Jackson's Sorcery! Khare: .
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Steve Jackson's Sorcery (2of5) - Kharé - Cityport of ronaldweinland.info, Mar , K. Steve Jackson's Sorcery (2of5) - Kharé - Cityport of ronaldweinland.info Kharé - Cityport of Traps is a single-player role-playing gamebook written by Steve Jackson, illustrated by John Blanche, originally published in by. FIGHTING FANTASY Kharé Cityport of Traps d20 system adventure published by Myriador, conversion by James Wallis. From the creators of The Warlock of Firetop Mountain: Steve Jackson and Ian Livingstone. Khar - Cityport of Traps.
Jamie Wallis Editors: Geoff Oades and Tim Birkbeck Producer: Mike Dymond Cover Illustration: Janine Johnston Additional Illustrations: Jamie Wallis Typography: Jamie Wallis Project Manager:
Adventure, The Shamutanti Hills, they will have been given a key to open this door. If the characters use the key to open the door, read them the following: Inside, the gate way is enclosed by a large stone arch-way.
From your position you can see normal city activities, if there is such a thing in Khar, although you cannot see any guards. Just beyond the arch to your right is a small stone building with metal bars on the window. DMs note: The small stone hut is the Southgate Gaol encounter 2. Knocking: If the characters knock on the door, read them the following: You have to wait several minutes before the small hatch on one of the huge doors opens.
The guard will not be at all interested in why the characters want to enter Khar, only in them agreeing with the following terms: any one who enters the city must spend 12 hours in the gaol. If this is not agreed, you may not enter the city. If the characters agree to the terms the guard will unlock and open the door. Waiting on the inside will be six City Guards. Four of them will have their Heavy Crossbows readied in case the characters try to attack. Any characters who do not surrender their weapons will be attacked by the guards who will shout for assistance 1d6 City Guards will arrive every 1d3 combat rounds until the offending characters have been captured and locked in the Southgate Gaol.
Languages Spoken: Common, Dwarven and Orc. If the characters look through the barred window of the small stone hut, they will see an old man with that they will be spotted by the City Guard who do regular checks on the Southgate and the gaol. Make a skill Spot check DC10 for the Guards, unless the characters are hidden.
A successful check will mean that the characters have been spotted. A patrol of four City Guards will attempt to subdue the characters and throw them in the gaol see encounter 1, Khar - Southgate, for the City Guards' stats. Should the characters decide to free Farric, he will not give up his information unless they do, they will need to make a skill Open locks check DC20 to unlock the gaol door.
If successful, Farric will run from the gaol saying follow me quickly, unless restrained in some way in which case he will insist on being freed; the characters then follow him to safety.
Farric will run north up Mayne Road to the crossroads where he will turn right and disappear into a shop door on the left hand side of Chain Street see encounter 6 - The Chain Makers If the characters have knocked at the Southgate and decided to obey the City rules and stay in the gaol for 12 hours while their weapons are locked in the safe box, read them the following: The guards lock the door behind you saying that you will be freed in the morning.
In the small stone gaol is a single barred window and a little, grotty bench on which sits an old man. The old man stands and extends his left hand to greet you and you notice that his right hand is missing. I am Farric the Sorcerer, or at least I was until a couple of months ago when an Ogre in the Schanker Mines put an end to my career", he holds up his right arm to show you the stump. If they get his attention he will come to the window and say, "Strangers, please help me and open the door?
If the characters ask why they should help him to escape he will ask them where they are heading because he may have some information that could help them.
There is a chance, If the characters have engaged Farric in conversation through the barred window, Should the characters declare that they do not know what Farric is actually talking about, he will explain that the Northgate is always kept locked to protect the city from Bakland raiders.
As an additional precaution a Magical spell was cast on the door preventing it from opening unless a specific incantation is recited before it.
Only the First Noble of Khar knows the incantation in its entirety, although its four lines are known to four different leading citizens. This prevents each one from opening the gate alone which ensures the security of Khar.
Farric does not know which citizens have the incantation, but he has heard that one of them is a Scholar. In order for the characters to escape the gaol before morning comes they will have to make either a skill Open Locks check DC20 , or an Ability Strength check DC20 to open the door.
Any attempts to escape the gaol will be spotted by the City Guards if they make a successful skill Spot check DC In addition to this, if the characters force the door they 11 will be heard by the guards if they make a successful skill Listen check DC If the characters are discovered escaping, six City Guards will come to apprehend them. The characters will then be held for an additional three days in the gaol and released without their weapons see encounter 1, Khar - The Southgate for the City Guards' stats.
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Download or read Steve Jackson's Sorcery! Cityport of Traps download pdf File Name: Steve Jackson's Sorcery! Cityport of Traps Total Downloads: Cityport of Traps Fighting Fantasy is a series of single-player fantasy roleplay gamebooks created by Steve Jackson and Ian Livingstone. The first volume in the series was published by But if your skill is great and if luck - and your god - is with you, you may survive your overland journey to the Mampang Fortress. As a warrior relying on force of arms, or a wizard trained in magic, you must brave the terror of a city built to trap the unwary.
You will need all your wits about you to survive the unimaginable horrors ahead and to make sense of the clues which may lead to your success - or to your doom! This second episode in the Sorcery! As a warrior relying on force of arms, or a wizard trained in the spells given in The Sorcery! Spell Book you must brave the terror of a city built to trap the unwary. You will need all your wits about you to survive the unimaginable horrors ahead and to make sense of the clues which will lead to your success.
But Sorcery! If you are new to Sorcery!
Spell Book as a two-book slipcase set, published by Penguin Books. New players will find all the information they need, together with an Adventure Sheet, at the beginning of this book.
Readers who are now on the second stage of their journey will be able to skip over the rules section and plunge straight into the adventure: their characters, equipment and experience must be carried over from the previous adventure.
Seven deadly and magical serpents speed ahead of you to warn the evil Archmage of your coming. Will you be able to catch them before they get there? Your quest to recover the legendary Crown of Kings from the evil Archmage who stole it has led you to the awful wilderness of the Kakhabad Baklands.
Beyond lies your goal - the dark Mampang Fortress, where the Archmage sits plotting the downfall of the neighboring kingdoms. If only you can reach it in time!
But your courageous mission is already in great danger! Seven deadly and magical serpents speed ahead of you to warn the Archmage of your coming.
Will you be able to catch them before they reach him? The Seven Serpents is the third adventure in the Sorcery! The first adventure, The Shamutanti Hills, takes you from Analand, your homeland, out into the wilderness of Kakhabad, armed with a knowledge of magic to see you through your journey.
The Seven Serpents is, however, a complete adventure in itself. Set in the Baklands, a no man's land between the Cityport and the Fortress at Mampang, you must seek out and destroy the Seven Serpents. For these Serpents are the Archmage of Mampang's own messengers and they carry news of your mission back to him.
But above all, you must survive! New players will find all they need to undertake the journey as warriors. But if you would prefer the magic arts to the power of the sword, you will also need The Sorcery!
Spell Book reprinted at the end of this adventure to learn your magic spells before you embark.