TSR 9079 - X7 - The War Rafts of Kron.pdf

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For
character
In-ts
9-12.
Fxpert
Gamc
Adventi-
Expert Game Adventure
by
Bruce
Nesmith
CONTENTS
Introduction
........................................................
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2
2
................................................
Kron
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
New Monsters
Editor:
Anne
C .
Gray
Graphic Designer: Ruth Hoyer
Cover Artist: Larry Elmore
Interior Artist: ,Jeff Butler
Cartographer: Dave “Diesel” LaForce
“1984
T S R ,
Inc.
All Rights Reserved. Printed in U.S.A.
7
Prerolled characters
LIST OF MAPS
. . . . . . . . . . . . . . . . .
32
DUNGEONS
&
DRAGONS and D&D
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of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributers. Dis-
tributed in the United Kingdom by T S R
(UK)
Ltd
This module is protected undcr the copyright
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or
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...........................................
15
Colhador
Hadric’s R
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Hadric’s Realm: Second Level
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Hadric’s Realm: Third Level
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Hadric’s Realm: Fourth Level
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Insidecover
Kron: The Palace Grounds
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Inside cover
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Insidecover
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Outside cover
TSR, Inc.
POB
756
Lake Geneva,
WI
53147
TSR (UK) Ltd.
The Mill, Rathmore Road
Cambridge CB14AD
United Kingdom
Rz
TSR,
Inc.
ISBN 0-88038-114-0
9079
INTRODUCTION
The
War
Rafts of
Kron
is an ocean and
undersea wilderness adventure. Before
beginning play, read the entire adventure
carefully to become completely familiar with
it. Much of the information given in the
encounter descriptions is for your use only.
Reveal this information to the players at your
discretion. Use your imagination when
describing encounters to the players.
If
an
area description is not given in an encounter,
make u p your own, based on what you know
about the area and what you see on the maps.
There are three areas of adventure: the
coral city of Suthus, the raft city of Kron, and
the sunken city of Colhador. Each area has its
own encounter descriptions, wandering
monster tables, and maps.
fair, but give the characters the benefit of the
doubt in extremely dangerous situations.
However, if the players insist on taking big
risks, they must be willing to pay the penalty.
Underwater
Movement and Actions
New Rules For This Adventure
Much of this adventure takes place in the
murky waters of the ocean floor. Because
activity underwater is different than on land,
you will need some new rules.
If
a rule is not
mentioned here, assume that the spell, item,
or action works normally underwater.
Use common sense.
If
what is written does
not apply to a certain situation, think about it
for a moment and then decide what would
really happen.
A
normal person cannot move or fight as well
underwater as he can on land. H e is -4 to hit
with any weapon such as a sword or axe. Mis-
sile weapons are only -1 on hit rolls, but they
have only half their normal range.
A normal person moves slower underwa-
ter. The Underwater Movement Table shows
the speed the players may move underwater.
The table has a SinkIRise column which
Underwater Movement Table
Encum-
brance
Move
Swim
*
90’(30’)
60’(20’)
30’(10’)
15’ (5’)
Sink/
Rise
Rise 10’1
round
No
move-
ment
Sink 10’1
round
Sink 20’/
round
Sink30‘1
round
Sink40’1
round
Sink 50‘1
round
u p to 250 60’(20’)
251
-
300 45‘(15’)
301
-
400 30’(10’)
401
-
800
30’(10’)
The Adventure Party
This adventure is designed for
a
party of 4-6
characters of levels 9-12. Although a halfling
may reach only the 8th level according to the
rules, an 8th level halfling will enjoy the
adventure if he has
a
powerful magic item.
The party should have a total of 40-50 levels
(45 is best). The party should have at least
one magic-user or elf and at least one cleric.
You may wish to adjust the strength of certain
monsters and encounters, based on the abili-
ties of the party.
Be sure to give the characters
a
good
chance of survival.
Try
to be impartial and
Healing
If
a character rests for an entire day, he heals
one hit point. If.he does not spend
a
major
portion of the day resting, he does not heal at
all.
Drowning
If
a
character cannot breathe, he suffocates
and dies.
A
character can hold his breath for
three rounds if he is active. If he takes no
actions, the character can hold his breath for
six rounds. After that he begins to drown and
in three more rounds is dead. However, his
body has suffered no points of damage.
801
-
15’(5’)
1,200
15’ (5’)
1,201
-
1,600
1,601 and
0
UP
0
0
0
*
Swimming rates for outdoors and indoors.
2
INTRODUCTION
shows how fast a character sinks
or
rises
underwater. If a fighter with plate mail,
a
sword, and
a
shield falls into the ocean, he
sinks 20 feet per round because he has
660
coin weight of encumbrance. If he removes
his armor and shield, he rises 10 feet per
round.
If a character is swimming, add
or
subtract
the swimming speed from the sinking
or
ris-
ing speed. For example,
a
person carrying
350 coin weight of encumbrance sinks
10
feet
per round if he does nothing. If he swims, he
can either stay even by swimming upward
or
swim downward
20
feet per round. If he
swims horizontally he will sink 10 feet per
round while moving 10 feet per round.
When the players are on ships on the high
seas, you will need sailing rules found on
pages 42-44 of the revised
D&D@
Expert
rules.
CLERIC SPELLS
First Level
Purify food and water: This spell removes
the salt from sea water and makes it drink-
able.
Fourth level
Create water: This spell creates
a
spring in
the ocean floor. However, because it is under-
water there is no noticeable effect. The spring
water is polluted by the salt of the sea water
before anyone can drink it.
Sticks to snakes: T h e snakes drown in 4
rounds.
Fifth Level
Create
food:
The food is immediately pol-
luted by salt water. However, it looks edible.
If the characters eat any of the food, they
must save vs. paralyzation
or
become vio-
lently ill for
1-6
turns.
Insect plague: T h e insects immediately
drown. However, their bodies make a n
obscuring cloud.
MAGIC-USER SPELLS
Third Level
Fire
ball: This spell does only half damage
underwater,
Fly: This spell allows the adventurer to fly
or
swim underwater at 360 feet per turn.
Lightning bolt: Because salt water is a good
conductor of electricity, lightning bolts act as
area effect spells. Any creature within
20
feet
of the point where the spell is cast, takes 1-6
points of damage per level of the spell caster.
A successful saving throw means the victim
takes only half damage.
Water breathing: This spell also allows the
adventurer to speak underwater without pen-
alty. H e does not need to drink anything as
long as he stays underwater. This spell does
not protect a player if the water is poisoned
or
polluted.
Fourth Level
Ice storm/wall: The wall of ice works nor-
mally except that it must be braced from
above because ice floats to the surface.
Remember that many sea creatures will sim-
ply swim around
or
over the wall. Ice storm
also works normally except that the damage it
does is
1-8
per level of the caster rather than
1-6
per level of the caster. Ice storm does not
affect water currents flowing into
or
out of it.
Massmorph: The affected creatures appear
to be clumps of kelp rather than trees.
Polymorph self/other: Any character
changed into a fish
or
other water-breathing
creature gains the ability to breathe water.
Wall of fire: This spell covers only half its
normal dimensions,
600
square feet. It pre-
vents creatures of
2
hit dice
or
less from pass-
ing through it.
Light
Seeing underwater is more difficult than see-
ing above water. Just under the surface of the
water
a
person can see 500 feet with natural
lighting. For every 100 feet below the surface,
the range of vision is reduced 50 feet. A per-
son 1,000 feet
or
more under water is in com-
plete darkness. A light or beacon can be seen
only half as far away as normal and can illu-
minate a n area only half as large as normal,
regardless of the depth of the water.
Sound
Noises travel farther underwater than in the
air. When describing events to the characters,
all sounds should be much louder and a little
distorted if they are underwater. Navigators
quite often use sound instead oflight for navi-
gation underwater.
Writing Underwater
Normal ink smears underwater. Normal doc-
uments and writings become indecipherable
in two turns. This includes maps, but not
magical writings. If the party wishes to map
the areas they investigate underwater, they
must use a different system of mapping.
Spell Casting Underwater
It is impossible to speak clearly underwater.
Unless a cleric
or
magic-user has
waterbreathing (either through the spell
or
a
magic item), he cannot cast spells underwa-
ter.
Even if
a
cleric
or
magic-user can breathe
underwater, some spells will have strange
results
or
side effects underwater.
Do
not tell
the party what the effects of the spells are
underwater. Let them discover the effects for
themselves. Any spells
not
listed below are
not affected by being underwater.
Fifth Level
Cloudkill: This spell works normally. T h e
vapors poison the water, making any creature
that breathes water susceptible to its damage.
It floats with the currents.
Conjure elemental: Air elementals must
maintain contact with air while underwater,
If they are ordered to break contact with air,
treat it as a
loss
of control over the elemental.
If an air elemental is conjured from bubbles,
it is 112 hit dice, does 112 damage, and saves
at
1/2
its normal level.
Earth elementals must maintain contact
with the earth (ocean floor). If they are
ordered to break contact with the earth, treat
it as a loss of control over the elemental.
Fire elementals lose 2 hit dice (as energy
drain) each round they spend underwater.
Water elementals are invisible as long as
they are underwater. Because fighting crea-
tures are immersed in water, the elemental
almost always inflicts
1-8points
ofextra dam-
age.
Sixth Level
Lower water: This spell works normally. How-
ever, if the caster is on the ocean floor, he will
not notice any effect except for
a
possible
change in light. The surface of the sea will be
112
as far away.
Magic Items
Potion of gaseous form: This potion works
normally except that the adventurer appears
as a large cloudy bubble.
Scrolls: Because they are magical, scrolls
work normally underwater. T h e magical
writing will not smear.
Sword
'1,
flames on command This sword
is only
+2
against plant and undead creatures
while underwater.
Normal Items
When any party member attempts to use a nor-
mal item underwater, consider its condition
after it is submerged for long periods of time.
For the purpose of this adventure and other
underwater adventures, metal objects will not
rust enough to affect their performance. A
sword develops a thin layer
of
rust in
a
few days
underwater, but is not significantly harmed
unless it is underwater for
a
month
or
more.
3
THE ADVENTURE
Many weeks ago the guild masters of the
island of Minrothad put out
a
call for
adventurers of great skill and renown.
The Minrothad guilds are offering small
fortunes to attract adventurers of great
ability for a special quest.
As you make your way to the island
kingdom, you hear many strange tales.
Some say that Minrothad is beset by the
Empire of Thyatis to the east, a n empire
known for its destructive ways. Others
claim that the guild masters are being
driven to ruin by a roving band of pirates.
One innkeeper even insists that the guild
masters are searching for the mythical
Horn of the Sea God.
You spend three frightening days at sea
before reaching Minrothad. Each night of
the journey, strange lights dance silently
over the water in the distance. Whistles
and screeches pierce the quiet rhythm of
the waves. A hollow, abandoned feeling
settles like a blanket over your party.
Once on the island, the guild masters
subject your party to seven days of rigor-
ous tests and trials. Now your party stands
alone before the guild masters of Minro-
thad. All other adventurers were found
lacking.
The guild masters explain that sea trade
has been horribly disrupted. Many ships
leave port never to be seen again. Occa-
sionally a masthead or a body washes up
on the shores of the island. And now, a
visiting princess from the Kingdom of
Ierendi has disappeared along with one of
the ships.
The guild’s masters offer you a small
island (six square miles) next to Minro-
thad if you can rescue the princess and dis-
cover who is pirating their ships. They
also offer a small sailing ship (75 hull
points) with a crew of 10 and
a
captain for
your use. The ship is fully provisioned,
including food, water, and bows and
arrows. The ship is yours to keep, but the
captain and sailors belong to the Minro-
thad navy.
The guild masters give the characters any-
thing the characters need for the journey that
costs under 100 gp. The guild masters do not
spend more than
1,000
gp total. The guild
masters have no more useful information.
The isle of Minrothad is divided into many
small baronies. The baronies form trading
guilds, each having its own plot of land. The
family-owned guilds have much vicious polit-
ical dissension among them. The city of
Minrothad is
a
neutral territory where the
guilds can meet and trade.
The adventurers can purchase anything on
the open market that is not magical. For
every
1,000
gp they spend, there is
a
10%
cumulative chance that a thief
of
2nd to 8th
level of experience (2d4) will attempt to
relieve the adventurers of the burden of their
gold.
The merchants of Minrothad will not sell
magical items to foreigners. Some exceptions
exist for the purpose of this adventure, such
as potions of swimming (see New Magic
Items), and potions of waterbreathing(as the
spell). A maximum of one potion per mem-
ber of the party is available for
8,000
gold
pieces each. This is the starting bid, but most
merchants are willing to settle for a mere
4,000 gold pieces per magical item.
However, if the adventurers ask to buy any
other magical items, a merchant will offer a
fake for a n incredible price. If the adventur-
ers discover that they have been deceived and
call out the guards, the local authorities will
always side with the merchant.
Because Minrothad is an island, the party
must set sail sometime. Three days after the
characters meet the guild masters, the debris
from a merchant vessel washes up on the
shore of the island. If the characters have not
left the island by then, the guild masters suc-
cumb to public pressure and threaten to
deport them unless they leave immediately.
The
High
Seas
As soon as the ships are 24 miles (one hex)
from the isle of Minrothad, they are attacked.
Twenty trained water termites attack each
ship, gnawing through the hulls.
War Raft Raid
A grating sound stabs the air from below
the deck, as if the ship is being torn apart.
An instant later, a dozen small wooden
ships puncture the surface of the sea about
120 feet away and begin circling the ship.
Each ship is about 5 feet long by
2
feet
wide. The ships skim rapidly across the
surface of the sea without sails or rowers.
The ship has been attacked by salt water ter-
mites.
Salt water termites (20): AC 5; H D
4 ;
hp
18;
M V 180’(60’) swimming; #AT
1
bite; D
1-6; Save F3; M L
11;
AL
N
Termite squad tritons (4): AC
6;
H D 5; hp
24; M V 150’(50’) swimming; #AT
1
spear; D 1-6; Save D11; M L
9;
AL
N
First level spells: charm person, magic mis-
sile
Second level spells: invisibility, web
Third level spells: dispel magic
The water termites cause 20 hull points of
damage per round for four rounds before
leaving. Four tritons each control five leashed
water termites. The water termites have had
their ink sacs removed
so
they do not spray
their ink and obstruct the sight of the tritons.
Each triton is armed with a spear.
The leader of each water termite squad has
a red banner tied to his spear. If attacked, the
tritons pull the water termites away from the
ship and have them attack their opponent.
The tritons will all cast a charm person spell
at the first opportunity.
The small wooden ships are war rafts that
pirate for the city of Kron. Each raft is the
shape and size of a small rowboat with the
back side missing. Each war raft is manned
by a triton. In one hand is
a
spear, in the
other are four reins which pass through
a
ring
in the prow of the raft and down under the
water. In the war raft are four other spears.
The war rafts are each pulled by four sea
horses.
Giant sea horses (40): AC 7; H D 4; h p 20;
M V 150’(50’) harnessed swimming; #AT
1
butt; D 1-8; Save F2; M L
8;
AL N
Tritons (10): AC
4
(2 for missiles); H D 5; hp
25; M V 150’(50’) on war raft; #AT 1
spear; D 1-6; Save D11; M L
9;
AL N
First level spells: charm person, shield*
Second level spells: detect invisible*, invisi-
bility
Third level spells: lightning bolt
*
Already cast
One of the war rafts is ornately carved. The
spear of its triton rider has a bright green
banner tied to it. H e is the captain of these
war rafts. His raft is pulled by two giant stur-
geons. If the termites are unable to sink the
ship, the captain will submerge and attack
the hull with his war raft sturgeons. They
each do
2-8
points of damage per round.
4
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