TSR 9115 - B7 - Rahasia.pdf

(25271 KB) Pobierz
haracter Level3
840209998.003.png 840209998.004.png
Basic Game Adventure
4
Developer & Editor: Curtis Smith
TABLE OF CONTENTS
INTRODUCTION
Adventure Background ............................................. .2
AboutThisModule ................................................. 2
STARTING THE ADVENTURE
TheForest ........................................................ 3
The ElvenVillage .................................................. 3
Getting to the Temple .............................................. .3
TheRoadside Shrine ................................................ 3
ADVENTURE IN THE TEMPLE OF GRAY MOUNTAIN
Cover Artist: Jeff Easley
Interior Artists:Jeff Easley and Tim Truman
Graphic Designer: Ruth Hoyer
Maps: Diesel & D.C. Sutherland I11
Courtyard and Upper Temple Level. ................................ .4-7
Middle Temple Level ............................................. 8- 9
Lower Temple Level ............................................ 9-14
ADVENTURE IN ELYAS’ TOWER
HallsofGrandeur .............................................. 15-23
O1984 TSR, Inc. All Rights Reserved. Printed in U.S.A
Elyas’ Treasury ............................................
This product is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use of
the material or artwork contained herein is prohibited without the
express written permission of TSR, Inc.
.23-25, 27
The Arena ....................................................... 25
TheInnerSanctum ............................................ 25-27
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 hy TSR (UK), Ltd.
APPENDIX
NewMonsters ................................................. 28-29
New Magical Items ............................................... .30
Rahasia’s Letter. .................................... .3 1 (pullout page)
Prerolled Characters ................................. .32 (pullout page)
DUNGEONS & DRAGONS, D&D, and PRODUCTS OF
YOUR IMAGINATION are trademarks owned by TSR, Inc.
Are things popping up in your game that
you don’t understand? Send us your ques-
tions and comments. Remember to enclose
a stamped, self-addressed return envelope.
Address your letter to “D&D@Questions”
at our address below:
TSR Inc.
LIST OF TABLES AND MAPS
Table 1. Temple Random Encounters ........................................
.4
Table 2. Gelatinous Cube Location ..........................................
.8
Table 3. Tower Random Encounters ........................................
-15
Table4.ArenaOpponents ................................................. 25
Players’ Map. .............................................. .32 (pullout page)
Map1.OutdoorMap ...........................................
TSR(UK) Ltd.
POB 756
The Mill, Rathmore Road
Lake Geneva
Cambridge CB14AD
WI 53147
United Kingdom
Booklet Cover
Map 2. Courtyard and Upper Temple Level ........................
.Booklet Cover
Map 3. Middle Temple Level ....................................
.Booklet Cover
Map 4. Lower Temple Level. ....................................
.Booklet Cover
Map 5. Halls of Grandeur. ......................................
.Booklet Cover
Map 6. Elyas’ Treasury. ........................................
.Booklet Cover
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION”
Map 7.Arena ..................................................
Booklet Cover
Map 8. Inner Sanctum .........................................
.Booklet Cover
I
9115
An adventure for 5-8 characters of levels 1-3.
ISBN 0-88038-113-2
840209998.005.png
INTRODUCTION
Adventure background
When the PCs encounter the witches,
remind the players that the witches are using
the bodies of elven maidens. Encourage the
players to think of ways of capturing and
defeatingthe witches without inflicting physi-
cal damage. If the PCs capture a Siswa or
witch, give the PCs the appropriate experi-
ence points. If they kill a Siswa or witch, sub-
tract the experience points from the PCs!
To capture, rather than kill, a Siswa or
witch, the players must say they are trying to
capture their opponent. Then, count all dam-
age toward unconsciousness, rather than
death. NPCs fall unconscious when their hit
points reach zero. PCs should usually have
enough time to tie up unconscious enemies
before they wake up. PCs cannot capture
non-living opponents and creatures such as
the water weird (see New Monsters).
The following abbreviations are used in this
module.
AC = Armor Class
HD =HitDice
hp = Hit Points
MV = Movement Speed
#AT = Number of Attacks
D =Damage
ML =Morale
AL = Alignment
L =Lawful
N =Neutral
C =Chaotic
XP = Experience Points
F =Fighter
MU = Magic User
E =Elf
Str = Strength
Int = Intelligence
Wis =Wisdom
Dex = Dexterity
Con = Constitution
Cha = Charisma
d
Deep in a lush, enchanted forest lies a pleas-
ant elven village. For years, the whole village
prospered. The people lived from the forest
around their mountain village and temple.
Four weeks ago, an evil human cleric,
known only as “the Rahib,” broke into the
temple. He was looking for a treasure-a
young maiden’s dowry, rumored to be in the
temple. Instead, he discovered a secret cav-
ern under the temple. The cavern contains
the ruins of an ancient wizard’s tower.
While exploring the ruins, the Rahib dis-
covered three witches whose spirits’ were
trapped in statues. The witches, Karelena,
Solorena, and Trilena, convinced the Rahib
to help them escape. To escape, each witch
must take over a maiden’s body, trapping the
maiden’s spirit in the statue where the witch
was.
Using the witches’ knowledge, the Rahib
magically charmed and enslaved the Siswa-
the elven students and teachers who lived in
the temple. Two nights ago, the Rahib and
the charmed elves sneaked into the village
and kidnapped two elven maidens, Sylva and
Merisa. The Rahib freed Karelena and
Solerena, trapping Sylva and Merisa’s spir-
its. The Rahib has only to kidnap Rahasia,
the most beautiful elven maiden, to free the
last witch, Trilena.
When they are all free and together, the
three witches are each much more powerful
than when alone. So, until Trilena is freed,
Karelena and Solorena will not leave the
tower ruins.
After finding a letter, the PCs (player charac-
ters) go to the elven village and meet Raha-
sia, the most beautiful elven maiden. Her
father and her betrothed both went to the
temple, but never returned.
The PCs must go to the temple and find
Rahasia’s father and betrothed. Then they
must find the cavern, release the imprisoned
elven maidens and destroy the Rahib and the
witches.
The Siswa (elven students and teachers) who
were charmed by the Rahib are not really
responsible for their actions because they are
magically controlled. Encourage your play-
ers to think of ways to get around the Siswa
without killing them. The charm keeps them
in a dream-like state, but it is possible to talk
to them. The charm also changes their align-
ment to chaotic. When the Rahib and the
witches are destroyed, the Siswa change back
to normal. Until then, however, they follow
the Rahib’s orders.
About this module
Rahasia is an adventure designed for five to
eight PCs of the second to third levels of expe-
rience. A balance of character classes is help-
ful since the PCs face a variety of problems.
Read this entire adventure before playing
it. This adventure includes some complicated
traps. Pay special attention to them before
playing, to make make your game flow more
smoothly. Read boxed text aloud to players.
Whenever NPCs (non-player characters)
and monsters appear in the text, their abili-
ties are listed this way:
Name (number appearing): Armor Class;
Character Class & Level or Hit Dice; hit
points; Movement per turn (per round);
number of attacks per round; Damage;
Save As: Class/Level; Morale; Align-
ment; Experience Point value; and other
abilities when appropriate
=TypeofDie
cp
= Copper Pieces
sp
= Silver Pieces
ep
= Electrum Pieces
gp
= Gold Pieces
pp
= Platinum Pieces
Spells (listed by level)
Weapons and equipment when appropri-
ate
Certain areas in the temple and tower contain
magical portals. The portals magically con-
nect two places. Some portals only send, oth-
ers only receive. When characters pass
through a sending portal they instantly
appear at its receiving portal. Characters
cannot tell when they pass through a portal,
unless they realize they are not where they
expected to be. Once characters go through a
portal, they cannot come back the same way.
Objects put partway into sendingportals can-
not be withdrawn; they must go all the way
through.
2
840209998.006.png
STARTING THE ADVENTURE
of Kota-Hutan. Beyond the village, a moun-
tain of gray stone thrusts up from the sweet
meadow grasses.
Let the players read Rahasia’s letter on the
pull-out page at the end of the module.
Sylva and Merisa. Rahasia accompanies the
characters to the roadside shrine on their way
to the temple.
If the PCs refuse to help Rahasia and the
other elves, they are politely, but firmly, sent
on their way-they are not wanted and their
presence could bring down the wrath of the
Rahib. In the woods beyond the village, the
PCs are ambushed by a large group of Siswa
led by the Rahib. The PCs are showered with
vials of sleeping gas with no chance to make
saving throws. The PCs are taken to the tem-
ple and locked in cells f, g, and h in area 49.
The PCs wake up in those cells and must
escape from there.
THE ELVEN VILLAGE
I
In the village, the delicate elven dwellings
mirror the grace of their people. Yet the
faces of the villagers reveal great sadness.
You soon are lead to an elven maid, whose
veiled grace and beauty outshines all oth-
ers present as the sun outshines the
stars-she
THE FOREST
The beautiful elven forest sleeps peace-
fully about you. Leafy green trees with sil-
ver and white trunks stand in blissful
grandeur as far as you can see. The trail
you walk winds toward the high moun-
tains nearby to the north. The forest’s car-
pet of ferns and deep green bushes is
punctuated by the bright reds, blues, and
yellows
is Rahasia.
GETTING To THE TEMPLE
A trail leads from the elven village into the
mountains. Before the PCs leave the village,
the elves give them a map of the area (Map 1)
and warn them of wandering bands of Siswa
who attack and slay outsiders. The elves sug-
gest that the PCs find some way to get to the
temple unseen. The PCs do not encounter
anyone on the way to the temple, but you
should roll a few false encounter checks to
keep the players guessing. About halfway to
the temple, the PCs come upon the roadside
shrine.
“Will you aid me?” she asks.
If the characters accept, the elves will provide
food and shelter, but no other aid, though
they will hide badly wounded characters from
the Siswa while they heal. The elves cannot
tell the PCs very much about the temple
because all the elves who are familiar with the
temple are under the Rahib’s control. The
elves do know, however, that the temple was
protected by a powerful guardian before the
Rahib came. They think that the Rahib must
have destroyed the guardian. They also show
the PCs sketches of the kidnapped maidens,
of
the abundant woodland
flowers.
Ahead, sunlight flashes off metal lying
in the path. Armor-elven armor-and
whoever wears it is not moving.
The elf on the trail died not long ago, perhaps
slain by bandits. His armor is crumpled and
useless. A search of the body reveals only a
piece of parchment bearing a message in both
Common Tongue and Elvish.
Up the mountain path lies the elven village
THE ROADSIDE SHRINE
Use Map 1 for the Roadside Shrine.
A small roadside shrine sits near the path
to the temple.
Rahasia stops here to offer incense. The
shrine’s entrance is in the center of the west
wall, and the main room is 15 feet square. In
the north and south walls are 10-foot-by-10-
foot alcoves.
Before the northern alcove is a small statue
of a strong-looking man with a long beard,
sitting upon an altar with his legs crossed.
Rahasia tells the PCs that the man was a sage
of great power, the founder of the Quiet Way
and the spiritual leader of the Siswa. He dis-
appeared in a horrible battle with three
witches who attacked his tower-home many,
many years ago. If the PCs try to investigate
the statue or the alcove behind it, Rahasia
tells them that they must not disgrace the Old
One by walking past his gaze. (This custom
prevents outsiders from entering the temple
unannounced, but this reason is long forgot-
ten.)
The northern alcove is a magic portal that
teleports anyone entering it to area 41 on the
lower level of the temple. The southern
alcove is a receiving portal from the same
area.
3
840209998.001.png
ADVENTURE IN THE TEMPLE OF GRAY MOUNTAIN
Courtyard and Upper Temple
Level
Use Map 2 for areas 1-24.
In the courtyard and upper level, check for
random encounters every third game turn.
Roll ld6. A result of 6 means the PCs
encounter something. When an encounter
occurs, roll ld12 and use the resulting
encounter on Table 1.
3-10. SMALL SHEDS
The shed is a 10-foot-by-20-footarea with
a dirt floor and thatched roof. The shed’s
rear wall is formed by the courtyard wall.
The shed’s walls are made of woven reeds
on a wooden framework.
All of the sheds are empty, except number 7.
It contains two leather sacks marked with the
word “Tithe” in Common Tongue and
embossed with two small black panthers.
Each sack contains 250 cp.
Many years ago, friendly dwarves helped the
elves built most of the temple in return for
protection and aid from the elves and Elyas.
The upper level chambers are natural cav-
erns where the elves worshipped. The pas-
sages were carved out by the dwarves.
Since the arrival of the Rahib, the Siswa
rarely visit the upper level of the temple. The
entire upper level is unlit and unused. Thick
dust covers most things and cobwebs are
common throughout. The Siswa use the
stairways in the courtyard shrines to reach
the lower levels.
If captured Siswa are questioned about the
temple, they only explain how they used to
use the temple, saying:
1. OUTSIDE THE TEMPLE
The gates of the temple are silver double
doors that are 30 feet wide overall. They
are ornately carved with forest scenes, and
stand silently shut. The outer walls of the
temple are vine-covered stone, and about
20 feet high. At the corners of the south
wall, delicate domes rise 10 feet above the
walls.
11. COURTYARD POOL
The pool is 40 feet long and 30 feet across.
Its stone rim rises three feet above the
ground. The water within has gone brack-
ish and putrid, looking almost glossy
black.
“When we come to the temple, we climb
the steps to the temple doors (14). Passing
through the doors, we turn to the right
and stop in a small room (15) to put on
robes of worship. Then we walk down the
hallway through a large cavern (16).
Next, we move along another hallway (17)
past several small rooms. We then go
through a magical passage (18132) to
another hallway. From there, we enter the
main temple (35), where we worship.
When we finish, we leave the main temple
(35) and go down a hallway, through a
magical portal (33/21) to another hallway
(22) that is strewn with flower petals. That
hallway opens into the temple of the
Siswa. The Well of Punishment is in that
room. After returning our robes we leave
the temple.”
Water Weird: AC 5; HD 3; hp 12; MV
60’(20’); #AT 1; D 1 + drowning; Save
F6; ML 12; AL C; XP 35
The water weird is guarding two large jars at
the bottom of the pool. Each jar contains 150
cp, 350 sp, and 200 gp. Buried in the murky
filth at the bottom of the pool are 6 gems,
worth 100 gp each. Characters have a 2 in 6
chance of finding one gem in the black scum
each turn they search. Charactersmay search
as long as they like. Characters who splash
about in the water for more than three turns
attract a wandering monster from Table 1.
2. COURTYARD
The double doors open into a courtyard
that is 80 feet deep and 90 feet wide. Once
well cared for, the dirt floor is now choked
with weeds. In the center of the yard sits a
large pool. Just beyond the pool is a set of
stairs leading to the main doors of the tem-
ple itself. Four wooden sheds are attached
to the west wall, and another four to the
east wall. In the southern corners of the
courtyard are two small octagonal stone
buildings, each covered by a delicate-
looking dome. The buildings are about 30
feet wide.
TABLE1
TEMPLE RANDOM ENCOUNTERS
Number
Appearing
Save
XP
Die
Roll
Wandering
Monster
HD
MV
#AT
Damage
As
ML
AL
Value
AC
90 (30 )
60 (20 )
60 (20 )
90 (30 ’)I
150’(50 ’)
120’(40’)
120’(40 )
60’(20 ’)
120’(40 )
7
8
12
1
13
50
125
125
Spitting Cobras
Black Widow Spiders
Gelatinous Cube
Gargoyle
1 d4
1d2
1
1
1
3*
4*
4+*
ld3 + poison
F1
N
N
N
C
2d6 + poison
F2
2d4 + paralysis
F2
ld3/ld3/
F8
ld6/ld4
id3 + disease
N
C
C
C
5
6
7-8
9-12
Giant Rats
Siswa Guards (E2)
Skeletons
Siswa (El)
ldlO
ldlO
1 d6
ldlO
1*
F1
8
10
12
8
3
20
10
13
112
1d8
E2
1
1*
1 d6
F1
1 d8
El
4
840209998.002.png
Zgłoś jeśli naruszono regulamin