TEXT: The Dark Altar
  1
  Author
  Eric K. Rodriguez
  Line Developer
  Richard Neale
  Editors
  Matt Sharp & Ted Chang
  Studio Manager
  Ian Barstow
  Production Director
  Alexander Fennell
  Art
  Chris Quilliams, Alejandro Villen
  Maps
  Eric K. Rodriguez using Campaign 
  Cartographer v6.12 from ProFantasy Limited
  Continuing support for Conan The Roleplaying Game can be found at 
  www.conan.com, www.mongoosepublishing.com and in the pages of 
  Signs and Portents magazine.
  The Dark Altar of katar  
  2
  Introduction  
   
   
  4
  The Encounters 
   
   
  5
  Non-Player Characters 
                8  
     
  License 
   
   
   
   
  10
  Credits
  Contents
  The Dark Altar of Katar
  The Dark Altar of Katar is © 2004 Conan Properties International LLC. CONAN®, CONAN THE BARBARIAN® 
  and related logos, character, names, and distinctive likenesses thereof are trademarks of Conan Properties International 
  LLC unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User. Conan The Roleplaying 
  Game is released under version 1.0 of the Open Game License. Reproduction of non-Open Game Content of this work 
  by any means without the written permission of the pulisher is expressly forbidden.  See Page 10 for the text of this 
  license.  With the exception of the character creation rules detailing the mechanics of assigning dice roll results to 
  abilities and the advancement of character levels, all game mechanics and statistics (including the game mechanics 
  of all feats, skills, classes, creatures, spells and the combat chapter) are declared open content.
  
  2
  The Dark Altar
  Tower of Minar Ki
  The Dark Altar 
  of Katar
  A Conan the Roleplaying Game adventure set within the dark jungles of 
  Vendhya, bordering the mysterious land of Uttara-Kuru.  Characters 
  should be 4th to 5th level, with an average of 4 to 6 players.  Any character 
  type can be played, however a Noble type character (Kshatriyas) would be 
  helpful to the adventure.
  E1
  E2
  E4
  E3
  
  The Dark Altar
  3
  Large, red drops of blood fl owed down the mail corselet of Harsha, 
  house guard to the Lord of Cuddapah province.  Dropped silently to the ground, the body of 
  Harsha exhaled its last breath and began to once again spill its lifeblood upon the marble steps 
  of the garden entryway.  The music of wind chimes and the smell of incense wafted through the 
  air, giving the garden a semblance of serenity; and a feel of horror.  The many candles set about 
  the Lord of Cuddapah’s mansion swayed with the shifting of the wind, that wove its path through 
  the many trees set about the estate.  The shadowy slayer of Harsha moved quickly, but silently through 
  the gardens entry hall.  The assassin’s blade dripped bright red blood and left a trail as he glided up the 
  staircase that would lead him to the living quarters of Lord Gopali and his doomed family.
  As the assassin passed an open window adorned with vines and sweet fl owers, the half-moon shed light 
  upon the breast of the intruder.  A small, black amulet hung about the chest of the intruder; an amulet 
  identifying the assassin as a faithful of Katar.  Hertus of Katar crept slowly up to the fi rst marble landing and 
  listened intently for sounds.  His animal-like senses took in his surroundings; letting him know that all was as it 
  should be.  Suddenly he became aware of a fl ickering of candlelight, moving its way down the corridor toward the 
  landing where he stood.  His dark clothed body merged with the planters and statues that lined the marble landing, 
  becoming more shadow than man.
  A turbaned servant was walking toward Hertus’ place of concealment; in his hands he carried a candle and bag 
  of incense.  With lightning speed and deathly silence, Hertus struck out at the servant as he passed.  Like a deadly 
  cobra, his dagger plunged into the servant’s back, over and over again.  No sound came from the servant’s mouth, 
  for Hertus had smothered it with a piece of his own dark outfi t.  Laying the dead body of the servant among the 
  planters, Hertus made his way stealthily down the hallway toward the estates living quarters, his head swaying from 
  side to side, similar to the deadly cobra that he emulated.
  At the end of the corridor the passage way went left and right.  The shadowy fi gure slowly turned to the right, 
  noticing a large double door a mere 30 steps down another corridor.  The left hand corridor gradually faded into 
  darkness.  Seeing the noble sigil of Lord Gopali upon the double wooden door, Hertus began to slowly move down 
  the corridor, listening for any sounds.  When he came to the double door, he put his head against the wood, straining 
  to hear any sounds or movement.  When none were heard, Hertus thought to himself how strange the Lord Gopali 
  had not set guard at his bedroom door?  However, it did not really matter to Hertus; he had come to kill the Lord 
  and his family, for insulting the honour of another Lord’s daughter.  It did not matter whether Lord Gopali had 
  been in the right or wrong or that the insulted Lord was a follower of Katar, Hertus had been paid and Katar 
  demanded her due.
  Slowly, Hertus pushed upon the doors.  They opened silently, as if they had been well oiled.  The room was very dark 
  and silent as the grave; no candles were lit to reveal the room’s occupants.  Suddenly a fi erce breeze blew through the 
  windows, blowing aside the curtains and letting the half-moons light shine into the room.  Immediately it became 
  apparent that this was not the room of the Lord Gopali.  The room was littered with boxes, bundles and sacks of 
  grain.  Hertus had been deceived; if this was not the Lord’s room, then where in the estate was it?  The midnight 
  wind blew at the curtains again, bringing with it the sound of chimes in the distant.  No, thought Hertus, not 
  chimes but bells!  He quickly turned around and fl ed through the double doors out into the corridor.  He had 
  barely travelled halfway down the hallway when a large door burst open somewhere along the previously darkened 
  corridor, spilling out a fl ood of light as well as large group of armed house guards.  The room behind him was a 
  dead end; those little windows would not allow him passage.  His only possible exit was blocked by Lord Gopali’s 
  house guard.  There seemed to be no escape.  Drawing a viciously curved scimitar, Hertus gave out a cry of rage and 
  contempt, ‘May the midnight blade cut my way to salvation!’
  Knowing that today might be his last day among the world or mortal men, he then charged down the corridor into 
  the wall of gleaming scimitars and warspears…
  
  4
  The Dark Altar
  Introduction
  For 30 long, dark years, the cult of Katar has kept itself 
  hidden among the dank and haunted jungles of Vendhya.  
  The faithful of Katar, mostly assassins and thieves, have 
  secretly worshipped their goddess in the broken ruins 
  hidden deep in the dark jungles or the underbelly of 
  civilization.  The king of Vendhya, Bhunda Chan, has 
  placed the highest bounty upon any known members of 
  this death-dealing cult, and has let it be known that any 
  who harbour or help the followers of Katar, will face royal 
  judgment.  To this end, Bhunda Chan has assigned his 
  spymaster, Dergith Vrul, the task of rooting out any nests 
  of this dark cult and executing their members.
  Until recently, very few leads or information about the 
  whereabouts of the Katari assassins have come to the 
  notice of Dergith Vrul.  However, four days ago, the 
  spymaster received a message from a mystical source.  A 
  Rakhsha named, ‘Yurra’, contacted Dergith Vrul through 
  a sorcerous news spell and advised him that many men 
  had been seen traveling to an ancient place of worship 
  within the Misted Wood of Al’Merraz.  Two problems 
  immediately became apparent.  Firstly, the Wood of 
  Al’Merraz was across the border of Vendhya into the dark 
  lands of Uttara Kuru; second, this ancient place that the 
  Rakhsha spoke of was one of the last known locations of a 
  Dark Altar of Katar.  Believed to have been crafted over a 
  millennia ago, the Altars of Katar were said to be imbued 
  with their dark mother’s power and that any faithful who 
  spilled the blood of innocents upon the altar would be 
  granted powers relative to their sacrifice.  The cultists of 
  Katar were hunted down and slaughtered and most of the 
  remaining altars were buried or lost with the passage of 
  time.  However, the one truth that was not widely known 
  was that the altars could not be destroyed by mortal men 
  and must instead be hidden from the world so that none 
  could call upon their dark powers.
  Though the ruined temple is said to lie across the border 
  into Uttar Kuru, Dergith Vrul cannot ignore this possible 
  threat.  Royal Vendhyan troops cannot be called upon 
  to cross the border and deal with the dark cultists; 
  subtlety and guile must prevail.  Dergith Vrul, through 
  his spy network, makes contact with several independent 
  mercenaries or adventures and hires them for a secret 
  mission.  (The Games master can easily incorporate 
  player characters from other parts of the Hyborian world 
  as mercenaries, or simply use Vendhyan characters as 
  independent adventures.)  Dergith Vrul will use 
  one of his lieutenants, Bahu Dasa, as his intermediary 
  and have the characters meet him in the village of 
  Kepthhamun, which lie’s near the border of Uttara Kuru.
  What is really 
  happening
  Over two years ago, one of the last surviving priests of 
  Katar found the destroyed temple of Shirma.  Shirma, once 
  a magnificent temple made of dark stone and obsidian, 
  now nothing but ruins among the jungle overgrowth, 
  was found in a lost grove just inside the border of Uttara 
  Kuru.  Vadavaa Sharman, faithful priestess of Katar, had 
  been searching for the ruined temple of Shirma for over 
  five years.  Her quest had begun in the Vendhyan capital 
  city of Ayodhya, where she had been taught the ways of 
  Katar from an early age.  Trading the lives of men for gold, 
  Vadavaa earned a name and reputation as a skilled assassin.  
  One cloud filled night; Vadavaa had killed and murdered 
  a merchant and his entire family.  It just happened that 
  the merchant had been hosting a learned scholar from a 
  temple of Asura, who Vadavaa most happily killed.  After 
  searching through the scholar’s bags, Vadavaa came upon 
  an ancient scroll, which spoke of a destroyed temple of 
  the cult of Katar.  Since that day, Vadavaa has dedicated 
  her life to the finding of the temple and the raising of it 
  to Katar’s glory.
    
  Vadavaa has slowly been gaining a reputation among 
  the dark underworld of Vendhya.  Many assassins and 
  professional murderers believe her to be an incarnation 
  of Katar herself.  After discovering the lost temple of 
  Shirma, Vadavaa has been slowly gathering her faithful 
  to her.  The Vendhyan village of Kepthhamun lies just 
  across the border from Uttara Kuru and the Misted Wood 
  of Al’Merraz.  Vadavaa eventually discovered the Dark 
  Altar of Katar, buried among the ruins of the temple.  
  Once it was restored, Vadavaa began to send out the 
  call to all the faithful of Katar, that they come at once 
  and pay homage to the return of their goddess.  Since 
  that time, thieves, murderers and assassins have been 
  migrating west, to the village of Kepthhamun.  However, 
  all are disguised and have done everything possible to keep 
  their presence a secret.  Vadavaa only had one obstacle in 
  her way – a sorcerer named Yurra, resided within his 
  tower a mere six miles from the location of the ancient 
  temple.  Not knowing whether the sorcerer would reveal 
  her plans to the authorities, Vadavaa put together a team 
  of assassins to strike at his tower and murder him in his 
  sleep.   Yurra, a powerful and skilled sorcerer and not some 
  mere apprentice, was warned by his spells of warding that 
  he had laid about his tower.  Yurra was able to chase off 
  the assassins and then sent a message to Vendhya to warn 
  them of the danger.
  
  The Dark Altar
  5
  Having failed to kill Yurra, Vadavaa was left with no 
  choice but to act immediately.  Vadavaa ordered several 
  of her faithful to sneak into the village of Kepthhamun 
  and capture the unsuspecting townsfolk for sacrifice.  The 
  adventure starts with the group arriving in Kepthhamun 
  in the aftermath of the abductions.
  The Encounters
  Encounter E1
  The characters should arrive the morning after the mass 
  abductions.  The village is in complete chaos and armed 
  militia and citizens are roaming the streets in mobs.  The 
  characters will have to make Diplomacy and Bluff checks 
  to convince the angry villagers that they had nothing to do 
  with the abductions.  The Games Master might consider 
  giving the player characters a royal writ or order showing 
  that they have been sent by the royal government on an 
  unrelated mission.  After convincing the villagers that they 
  had nothing to do with the abductions, 
  they will be approached by the Varman. 
  An elected official speaker f o r 
  the 
  village, 
  Varman 
  Kohada will approach 
  the group and ask for their 
  help.  Varman Kohada 
  has 
  already 
  sent 
  a 
  runner north to the 
  Fortress of Dahatma, 
  seeking aid from the 
  royal troops stationed 
  there.  Unbeknownst 
  to Varman Kohada and the 
  characters, Dergith Vrul 
  has sent Prince Sullima, 
  cousin to Bhunda Chan, 
  and 500 Royal troops to 
  reinforce the fortress and 
  to aid in the eradication 
  of the Katari assassins. 
  It will take one and a half 
  days for Prince Sullima’s army to 
  reach Kepthhamun.  Varman 
  Kohada believes that any royal 
  help will not arrive for several 
  days and fears for the life of his 
  missing daughter, as well 
  as those of the other 23 
  missing villagers.  The 
  village of Kepthhamun 
  is not overly wealthy; 
  however, the Varman is 
  willing to provide each of the characters with food and 
  general supplies and offers a sack of 600 silver pieces for 
  the safe return of the villagers.  If any characters perform 
  a successful Diplomacy check, Varman Kohada will reveal 
  that the sorcerer Yurra is a distant relative of his and that 
  if the characters safely return with the villagers, he would 
  speak to Yurra on the characters behalf.  If the characters 
  agree, then Varman Kohada immediately supplies them 
  with any basic supplies that they need and can give the 
  group a list of the names of the missing villagers.  After 
  the group re-supplies and leaves the village, they will 
  immediately be followed by one of Vadavaa’s spies.  The 
  assassin, Ranjit and his six companions will be lying in 
  ambush just two miles outside the village (Ranjit, 4th level 
  Thief- Katari Assassin, (4) Vendhyan 3rd level Thieves- 
  Katari Assassins, (2) Vendhyan 2nd level Thieves- Katari 
  Assassins).  Ranjit also has two Panthers (see Conan The 
  Roleplaying Game page 307) who are trained to attack 
  whomever Ranjit wishes.  Ranjit and his assassins will not 
  surrender and fight to the death.  Even if the characters 
  manage to capture an assassin alive, they will get 
  no information, even under torture.  If one of the 
  characters is a Scholar and is able to use magic 
  t o 
  charm an assassin, the only information they 
  will be able to obtain will be the route leading 
  across the border into Uttara Kuru.  The only 
  items of value that the characters will find on the Katari 
  are 78 silver pieces, 2 gold necklaces (symbol of Katar), 
  one Kukri dagger - Akbitanan quality.
  Encounter E2
  A f t e r crossing the border of 
  Uttara Kuru, the group runs into 
  a border patrol.  The Uttaran 
  border patrol seems to consists 
  of ten soldiers mounted on 
  horseback.  It will immediately 
  become 
  apparent 
  that 
  something is wrong with the 
  soldiers and characters should 
  be allowed a Spot check 
  (DC 15).  Characters will 
  notice that the patrols’ 
  clothing 
  is 
  unkempt 
  and dishevelled.  They 
  might also notice that 
  the 
  patrol 
  does 
  not handle their 
  mounts well 
  or 
  that 
  there are 
  
  6
  The Dark Altar
  bloodspots on some of their uniforms.  If by the second 
  round, after making contact, the group does not take 
  action, then the patrol attacks.  The ‘patrol’ is actually 
  dead, killed by Katari assassins who have taken their 
  uniforms and mounts.  When combat starts, most of the 
  assassins will jump off their mounts and use their favoured 
  weapons of choice; scimitar, Kukri dagger, garrotte, etc 
  (‘Badari’ 4th level Thief- Katari Assassin, (5) Vendhyan 
  3rd level Thieves- Katari Assassins, (2) Vendhyan 2nd level 
  Thieves- Katari Assassins, (2) Vendhyan 1st level Thieves- 
  Katari Assassins).  If a thorough search of the assassins 
  and their gear is performed (Search check, DC 20) the 
  group finds the following items: 55 silver pieces, 9 gold 
  pieces, 13 semi-precious stones, a Khitain Amulet the 
  gives the wearer the ability Deft Hands as per the feat and 
  vial of luminous liquid that sheds light in a 5-foot radius, 
  although only at night and in a pale green glow.  As in 
  previous encounters, these Katari fight to the death.
  Encounter E3
  After travelling into the Misted Wood of Al’Merraz for 
  two hours, the group comes upon a small glade.  There is 
  a pomegranate fruit tree, as well as a small spring situated 
  in a rocky outcropping.  Whether the group decides to 
  rest or not, almost immediately after entering the glade 
  they will come under attack by the spring’s guardian.  
  The guardian is a ‘Grey Devil’ (see Scrolls of Skelos, page 
  88, hit points 55) and has been guardian of this spring 
  for over 300 years.  The Devil, ‘Gushrul’, is typical of 
  his race, the only exception being that his fur has taken 
  on a darker tone instead of the normal grey.  Gushrul 
  was a servant to an ancient sorcerer that passed this way 
  over three centuries ago and was given the duty to guard 
  over this spring until he returned.  The sorcerer never 
  returned and Gushrul has been bound to this glade ever 
  since.  The spring has a slight regenerative quality and 
  anyone drinking from it is restored 10 hit points per 
  day, however Gushrul gains no benefit from its healing 
  power.  No matter if the individual drinks a handful 
  or a gallon; the result will never be more than 10 hit 
  points of curative healing.  Even if the group has a way 
  of communicating with Gushrul, he will not ally himself 
  with them, even if his freedom is promised.  At the first 
  opportunity, he will attack the group and try to kill as 
  many of them as possible.  When the characters defeat 
  Gushrul they will find several torn and dismembered 
  bodies scattered about.  Vadavaa had come with 
  a group of her assassins and had tried to bind 
  Gushrul with a Control Monstrous Humanoid 
  scroll in the hopes of using him in Katar’s 
  service, but the spell failed and 
  Vadavaa barely escaped with 
  her life.  If a character makes a Search check (DC 15), 
  they will find some assorted treasure, left over from 
  Gushrul’s past victims, lying underwater in the spring 
  (23 gold pieces, 88 silver pieces, 4 pieces of gold jewellery 
  set with semi-precious stones, 2 silver amulets with royal 
  Vendhyan symbols, 23 loose precious stones).  A Scholar 
  character that makes a Knowledge (arcane) check (DC 10) 
  can determine that several valuable spell components can 
  be taken from Gushrul’s carcass.
  Encounter E4
  The characters should arrive at the ruins of Shirma 
  sometime at night.  Even if the group tries to sneak into 
  the ruins during the day, they will definitely be caught.  If 
  the group decides to have someone scout out the ruins, 
  they can get a general layout of the area.
  • 
  A1  This part of the ancient temple houses 
  Vadavaa’s personal sleeping quarters as well as the 
  Altar of Katar.  Several bookcases line the walls 
  and have many modern and ancient volumes.  
  There is also a spiral staircase, made of well-worn 
  stone, that descends into the ancient catacombs 
  beneath the ruins.  This stairwell has never been 
  cleared of debris and even Vadavaa has no idea 
  what lies beneath.
  • 
  A2  This part of the ruins contains a serviceable 
  well and gathering place for the faithful of Katar.  
  A large, obsidian statue rests in the corner of this 
  building and depicts Katar in all her evil glory.  A 
  Search check (DC 25) reveals a hidden chamber 
  beneath the statue that contains miscellaneous 
  gems valued at 2,000 silver pieces.  Any character 
  that manages to destroy the statue should receive 
  a 1,000 experience point bonus.
  • 
  A3  This part of the ruins use to be used to test 
  Katar’s faithful through tests of balance and 
  perception.  It is covered in deep crevasses, pitfalls 
  and rotting bails of hay.  This is where the Katari 
  stable their horses or dispose of unwanted bodies.
  • 
  A4  These ramshackle huts house the faithful that 
  have answered Vadavaa’s call. Each building can 
  house 20 individuals and all their gear.  Currently 
  49 Katari assassins, of various levels, dwell within 
  the huts.
  • 
  A5  The stink coming from this wooden building is 
  almost unbearable.  This building is the prisoners’ 
  
  The Dark Altar
  7
  barracks and houses over 30 individuals in its 
  cramped interior.  The building is surrounded 
  by a wooden stockade that has been trapped with 
  bells and other noise making devices to alert the 
  Katari of any attempted escape.  Characters that 
  try to get past the wooden stockade must make a 
  Disable Device check (DC20) not to make any 
  noise.  The prisoners’ barracks is watched by no 
  more than two guards at any time.  Most of the 
  time only one assassins is ever present to watch 
  over the ‘sacrifi ces’.  Most of the prisoners are 
  at half strength and malnourished.  Even if they 
  were given weapons, most could not fi ght even if 
  they wanted to.
  The Ruins of Shirma
  
  8
  The Dark Altar
  The group has several choices available to them, but they 
  should be aware that trying to take on the whole temple is 
  almost certainly suicide.  Characters should come up with 
  various plans to free the prisoners and to stop Vadavaa, but 
  two ideas should be foremost in their minds.  First would 
  be to sneak into camp and free the prisoners quietly and 
  try to move the prisoners southeast toward Yurra’s tower.  
  Second would be to sneak into camp and try to make it 
  back across the border to the village of Kepthhamun.  If 
  the group decides to go with the fi rst plan and they reach 
  Yurra’s tower, he will be willing to help the adventures, but 
  would ask for a ‘favour’ in return.  If the group decides to 
  try the second plan, and they make it to the border, they 
  will fi nd Prince Sullima and his army waiting to ambush 
  any Katari pursuers.  If the group decides any other plan, 
  the Games Master will have to improvise.   Whatever 
  choice the group makes, if they do not kill Vadavaa in 
  six days time, she will have sacrifi ced a number of victims 
  (her own assassins if needed) to the Altar of Katar and be 
  granted the ability Vampire Transformation as per Scrolls of 
  Skelos page 19.  With her newfound powers, Vadavaa will 
  begin a reign of terror and destruction about the region 
  and will begin plans to strike back at the adventures that 
  dared to interfere with her plans.
  Non-Player 
  Characters
  Vadavaa Sharman, 
  Katari Assassin
  Medium Humanoid (7th level Thief/4th level Scholar)
  Hit Dice:  7d8+3d6+31 (81hp)
  Initiative:  +14 (+4 Dex, +6 Refl ex, +4 Improved 
  Initiative)
  Speed:  40ft.
  DV (Dodge):  20 (+4 Dex, +5 Dodge, +1 Light Footed)
  DV (Parry vs. Melee):  17 (+3 Str, +4 Parry)
  DR:  -
  Attack:  Kukri Dagger +12 melee fi nesse (1d8+3/ 19-20/
  x2, AP 4) or Scimitar melee +11/+6 (1d8+3/18-20/x2, 
  AP5)
  Full Attack:  Kukri Dagger +12/+7 melee fi nesse 
  (1d8+3/ 19-20/x2, AP 4) or Scimitar melee +11/+6 
  (1d8+3/ 18-20/x2, AP5)
  Special Attacks:  Sneak Attack style (Kukri/Scimitar) 
  +5d8 damage, +1 hit; +5d6 with any other weapon she 
  Sneak Attacks with.
  Special Qualities:  +1 racial Will saves bonus negated 
  by Hypnotism, Trapfi nding, Eyes of the Cat, Trap Sense 
  +2, Light Footed, Sorcerous Protection +2, Knowledge is 
  Power +8
  Space/Reach:  5ft. (1)/5ft. (1)
  Saves:  Fort +6, Ref +10, Will +10*
  Abilities:  Str 17, Dex 18, Con 16, Int 18, Wis 16, Cha 
  16
  Skills:  Balance +16, Bluff +17, Climb +13, 
  Concentration +17, Diplomacy +12, Hide +14, 
  Intimidate +11 Jump +15, Knowledge (Arcana) +20, 
  Knowledge (Nobility) +10, Knowledge (History) +9, 
  Listen +17, Move Silently +18, Sense Motive +19, Spot 
  +13, Tumble +16
  Feats:  Improved Initiative, Fleet Footed, Dodge, 
  Knowledgeable
  Corruption:  2
  Possessions:  +1 Kukri Dagger, Bauble of Bel (Grants 
  Poison Use Feat when worn), Black Silk Robes, Mask of 
  Katar (Grants wearer Blind Fight Feat when worn), sack 
  of 4 Black Lotus Leaves, coin pouch (1,205 sp)
  Spells:  Curses:  Lesser Ill-Fortune, Gelid Bones, 
  Hypnotism:  Entrance, Torment, Necromancy:  Raise 
  Corpse, Death Touch, Oriental Magic:  Calm of the Adept, 
  Darting Serpent, Summoning:  Demonic Pact
  Description:  Vendhyan female, 35 years old, shoulder 
  length black hair, dark skinned, 5’9 height, 160 lbs., 
  tattoo of Katar on forehead, brown eyes.
  Ranjit, Katari Assassin
  Medium Humanoid (4th level Vendhyan Thief)
  Hit Dice:  4d8+4 (24 hp)
  Initiative:  +12 (+4 Dex, +2 Dodge, +4 Imp Initiative)
  Speed:  30 ft.
  DV:  (Dodge): 17 (+4 Dex, +2 Dodge, +1 Light Footed)
  DV:  (Parry vs. Melee): 15 (+3 Str, +2 Parry)
  DR:  4
  Attack:  Kukri +7 melee fi nesse (1d8+3/ 19-20/x2, AP 
  4): or Scimitar +6 melee fi nesse (1d8+3/ 18-20/x2, AP 5)
  Full Attack:  Kukri +7 melee fi nesse (1d8+3/ 19-20/x2, 
  AP 4): or Scimitar +6 melee fi nesse (1d8+3/ 18-20/x2, 
  AP 5)
  Space/Reach:  5 ft. (1)/ 5ft. (1)
  Special Attacks:  Sneak Attack style (Kukri/Scimitar) 
  +3d8 damage, +1 hit; +3d6
  Special Qualities:  +1 racial Will saves bonus negated by 
  Hypnotism, Trapfi nding, Eyes of the Cat, Trap Sense +1, 
  Light Footed.
  Saves:  Fort +2, Ref +8, Will +3*
  
  The Dark Altar
  9
  Abilities:  Str 16, Dex 18, Con 13, Int 14, Wis 12, Cha 
  12
  Skills:  Balance +12, Bluff +1, Climb +9, Diplomacy 
  +5, Disguise +7, Escape Artist +10, Hide +13, Jump 
  +11, Knowledge (Nobility) +6 Knowledge (History) +3, 
  Listen +7, Move Silently +13, Sense Motive +5, Spot +7, 
  Tumble +12
  Feats:  Improved Initiative, Stealthy
  Possessions:  Black Silk Assassins garb, Kukri Dagger 
  (Akbitanan Quality), +1 Scimitar, Khitain throwing stars 
  (8), Vial of Cobra Venom (1), Wire Garrotte, coin pouch 
  (350 sp), Bronze symbol of Katar.
  Description:  Kosalan male, 25 years old, shaved head, 
  dark skinned, 5’11” height, 176 lbs., tattoo of Katar on 
  shaved head, green eyes.
  Katari Assassin
  Medium Humanoid (1st level Vendhyan Thief)
  Hit Dice:  1d8 (5 hp)
  Initiative:  +5 (+3 Dex, +2 Reflex)
  Speed:  30 ft.
  DV:  (Dodge):  13 (+3 Dex)
  DV:  (Parry vs. Melee):  11 (+1 Str)
  DR:  4
  Attack:  Kukri Dagger +3 melee finesse (1d8+1/ 19-20/
  x2, AP 2)
  Full Attack:  Kukri Dagger +3 melee finesse (1d8+1/ 19-
  20/x2, AP 2)
  Space/Reach:  5ft. (1)/ 5ft. (1)
  Special Attacks:  Sneak Attack style (Kukri) +1d8 
  damage, +1 hit; +1d6 with any other weapon Katari 
  Assassin Sneak Attacks with.
  Special Qualities:  +1 racial Will saves, negated by 
  Hypnotism, Trapfinding
  Saves:  Fort +0, Ref +5, Will +1*
  Abilities:  Str 12, Dex 17, Con 11, Int 14, Wis 10, Cha 
  9
  Skills:  Balance +6, Bluff +0, Climb +4, Diplomacy 
  +3, Disguise +3, Escape Artist +6, Hide +8 Jump +4 
  Knowledge (Nobility) +6, Knowledge (History) +3, 
  Listen +4, Move Silently +8, Sense Motive +4, Spot +4, 
  Tumble +6
  Feats:  Stealthy
  Possessions:  Kukri Dagger, Assassins black clothing, 
  grappling hook and rope, coin pouch, leather weapons 
  harness
  
  10
  LICENSE
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. 
  Modern 
  System 
  Reference 
  Document 
  Copyright 2002, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD 
  Wiker.
  System Reference Document Copyright 2000-
  2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich baker, Andy Collins, David noonan, 
  Rich Redman, Bruce R. Cordell, based on 
  original material by E. Gary Gygax and Dave 
  Arneson.
  Conan the Roleplaying Game is (C) Conan 
  Properties International LLC.
  The Dark Altar of Katar is (C) 2004 Conan 
  Properties International LLC. CONAN(R), 
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  logos, character, names, and distinctive 
  likenesses thereof are trademarks of Conan 
  Properties International LLC unless otherwise 
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  Reserved. 
  Mongoose 
  Publishing Ltd Authorized User.
  
SOURCE: textdata/thevault/Conan RPGs/Conan (d20)/Adventures/3rd Party/The Dark Altar Of Katar.pdf