tsr09261 - B12 - Queen's Harvest.pdf

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Basic Game Adventure
QUEEN'S HARVEST
by Carl Sargent
Table of Contents
Introduction ........... ......... ................................ 2
Adventure 1: The Wizard's Dungeon .............................
4
SPECIAL PULL-OUT
REFERENCE SECTION
Area Map .................................. ................... 15
Ready-to-Play Characters
....................................... 16
Credits:
Design: Carl Sargent
Editing: Jim Lowder
Cover Artist: John and Laura Lakey
Interior Artist: Karl Waller
Cartographer: Diesel
Typographers: Angelika Lokotz
Kathleen C. MacDonald
Keyliner: Stephanie Tabat
NPC Profiles/Diary Page
..................................... 18
Adventure 2: Harvest of Death ............ . ..................... 19
New Monsters/Letter .............................................. 32
©1989 TSR Inc. All Rights Reserved. Printed in U.S.A.
MAPS
DUNGEONS & DRAGONS and D&D are registered trademarks
owned by TSR, Inc.
The TSR logo is a trademark owned by TSR, Inc.
Distributed to the book trade in the United States by Random
House Inc., and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors. Dis-
tributed in the United Kingdom by TSR Ltd.
Area Map ..................................................... 15
Map 1; The Wizard's Dungeon ....................... left inside cover
Map 2: The Queen's Keep .......................... right inside cover
Map 3: Dungeons of the Queen's Keep ................ left inside cover
This module is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use of
the material or artwork herein is prohibited without the express
written permission of TSR, Inc
TSR Ltd.
120 Church End, Cherry Hinton
Cambridge CB1 3LB
United Kingdom
TSR. Inc.
POB 756
Lake Geneva,
W l 53147 U.S.A
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION™
9261
ISBN 0-88038-768-8
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introduction
Welcome to the adventure! This module
contains two adventures, one for 5-7
player character's (PCs) of first or second
level, and a follow-up adventure for PCs
of second or third level. If you are going
to be a player in these adventures, please
do not read any further! The material
presented here is for the Dungeon Mas-
ler (DM) to read and use in setting up
the game for you.
Queen's Harvest is best enjoyed after
playing the adventure module B11,
King's Festival. However, they can easily
be played as a pair of stand-alone adven-
tures.
travel the twelve miles or so down the
Duke'a Road to his home. Aralic sug-
gests that the PCs take the note to Kavor-
quian at once, since the matters referred
to seem v e r y important!
If yon have not played King's Festival,
then you should begin the adventure by
having the PCs arrive in Stallanford. If
you do not have suitable PCs (no char-
acters of 2nd level), you can use the pre-
generated characters listed on page 10
and 17.
PCs can be lured to Stallanford by
vague rumors of orc raids, treasure, and
plunder. When they get to Stallanford
they will discover that the orcs have been
slain, but the town cleric, Aralic, is inter-
ested in meeting them. A full profile for
Aralie is given on page 18.
Aralic asks the PCs to act as couriers.
They are to take a private letter to the
home of Kavorquian the wizard, who
lives in a hillside mansion about a mile
northeast of Penhaligon. He offers the
PCs 5gp each for this service. This isn't
much, but then it's only half a day's
walk!
If the PCs accept, Aralic hands them a
bone tube sealed with wax that bears the
imprint of a signet ring. He asks them
not to open the tube. You should discour-
age the PCs—especially Lawful
characters—from going against the cler-
ic's wishes. What is in the note is shown
on page 32 of this module.
Whether the PCs have played through
King's Festival or not, you should give the
players a copy of the map found on page
15 to show them where Stallanford and
Penhaligon are.
In fact, the whole middle section of
this product is a special pull-out section
of helpful material for the players and the
DM. Detach pages 15-18 by lifting the
staples, taking out the middle leaves, and
pressing the staples flat again. You can
photocopy any or all of these pages for
personal use if you prefer not to cut up
the central pages.
The first adventure begins on page 4,
as the PCs approach the town of Penhali-
gon, carrying the letter for the wizard.
The adventure's background is fully de-
tailed, but you should read through the
Preparing for Adventure
If you have played King's Festival, the
PCs will have a note addressed to
"Kavorquian." They will also have met
Aralic, a cleric, who will have told them
that he has heard of Kavorquian the wiz-
ard. This adventure begins with Aralic
telling the PCs that Kavorquian lives in a
hillside mansion about a mile northeast
of Penhaligon, and the PCs can easily
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introduction
entire module and be familiar with its
contents before running any part of it.
play through the module. Note what XPs
the characters earned, along with where
in the dungeon they earned them. This
will also allow you to see at a glance
which locations the PCs have visited.
Abbreviations
The following abbreviations are used in
this module:
#AT
AC
AL
C
Cha
CL
Con
cp
D
Dex
Dmg
E
ep
F
gp
H
HD
hp
Int
L
N
NM
ML
MV
If You're a Novice Dungeon Master
If you haven't played King's Festival prior
to this adventure, you really should!
That module is packed with many useful
hints for the novice DM, covering all as-
p e c t s of D&D® g a m e adventuring, to-
gether with helpful play-aids which may
he photocopied for personal use.
However, Queen's Harvest has been
written with the inexperienced DM in
mind, too. One thing that should he
noted is that, because there is a lot of ad-
venture crammed into this package,
boxed text (for the DM to read to play-
ers) is not always used, and when it is
given, only the main details of locations
are described.
You can and should embellish this
boxed text slightly, adding dusty floors,
cobwebs, distant hoots or moans, and
similar appropriate details. Customizing
rooms to frighten or alarm certain PCs
helps to make modules like this one more
personal.
Number of Attacks
Armor Class
Alignment
Chaotic
Charisma
Cleric
Constitution
Copper Piece
Dwarf
Type of Die
Dexterity
Damage
Elf
Electrum Piece
Fighter
Gold Piece
Halfling
Hit Dice
Hit Points
Intelligence
Lawful
Neutral
Normal Man
Morale
Movement Rate per Turn
(and per round in brackets)
Platinum Piece
Special Attacks
(poison, paralysis, etc.)
Save As (Class and Level)
Silver Piece
Strength
Thief
Wisdom
Experience Points Earned
for Overcoming Monster
Monsters
When a monster is described in an indi-
vidual location, its abilities are given in
abbreviated form. The following infor-
mation is covered:
Name (number); Armor Class; Hit Dice
(or Class and Level for an NPC); hit
points; Movement per rum (and per
combat round in brackets); Number of
attacks per round; THACO (special—see
material later in the Introduction); Dam-
age per attack; Special attacks (poison,
etc.); Save as (Class and Level); Morale;
Alignment: XP value for overcoming
monster (if there are several of the same
creatures, the number shown is per indi-
vidual monster); and Other abilities (if
any).
Ability Checks
An extra rule is used in these adventures,
the Ability Check. When the text calls for
such a check to be made, it will specify
the Ability (e.g., Charisma Check, Dex-
terity Check, and so on). The player
must roll the specified Ability score or
lower for his character (on a d20) to suc-
ceed in the check. The text explains what
will happen if the PC succeeds or fails
each Ability Check.
Locations and Mapping
For both adventures, the map on page 15
shows the general area of Penhaligon and
Stallanford. The location of Kavor-
quian's mansion is marked on it for the
players.
Other parts of the module are keyed to
specific maps, For example, the mod-
ule's first adventure takes place in the
basement of the house the PCs will
visit—shown in Map 1, which can be
found on the left hand side of the mod-
ule's inner cover.
Individual areas on the maps are
called locations, and when PCs enter
them you should provide basic details of
what the characters see, hear, smell, and
so on. Some of this information can be
found in the text of the adventure by
matching the number on the map to the
number in the text. Remember, you can
always add material of your own to the
boxed text, too.
It will be useful for you to keep a re-
cord of Experience Points (XPs) earned
by PCs on a spare sheet of paper as you
pp
SA
Save
sp
Str
T
W
XP
THACO
THACO is an acronym for "To Hit Ar-
mor Class 0 (zero)," It is the minimum
number needed on a d20 roll to hit an en-
emy of AC 0. To find if the creature has
hit its opponent in combat,, simply sub-
tract the opponent's AC from the
THACO given, and if the d20 roll is
equal to or greater than that modified
number the creature has struck its en-
emy. For example, a monster with a
THACO of 17 hits AC1 on 16 or better,
AC5 on 12 or better, and so on.
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