Sample file Introbuction The Silver Key is an AD&D@adventure for two bat, the players must be able to pick tht to six PCs of 2nd to 8th level. The PCs should moment to fight, or they will not succe( have a total of at least 12 levels between them. This adventure takes place in the hui One of the PCs should be a ranger or possess of Honshar, which can be set in any gar other significant woodcraft skills, one PC world. The campaign should have a his should speak orcish, and at least one PC should antagonism and occasional fighting bet be skilled at sneaking, spying, and finding and humans (and their demihuma things out in an urban environment. In The Silver Key, orcs are about to attacK nwi- While The Silver Ke14 is written for a cam- shar. A human traitor has defected to the orcs paign with very few magical items, it could be after stealing the Cu’egu, a magical item vital to adapted to a more conventional style with a Honshar ’s defense. The PCs are transformed minimum of DM effort. Given the difficulty into orcs and sent to retrieve the Cu’egu and res- and special circumstances of this adventure, the cue the traitor (whom the Honsharians believe DM should use the negative hp rules even if was captured by orcs). During most of the they are not normally used in the campaign, as adventure, the PCs will remain in form. well as utilizing the optional nonweapon profi- Chapter 1 presents background information ciency rules. on Honshar, discusses possible adventure Getting through The Silver Key requires a hooks, and starts the adventure. The trip to the great deal of role-playing. The PCs will have to orc stronghold and the events inside it are cov- sneak, wheedle, talk fast, and generally do their ered by Chapters 2 and 3. Chapter 4 details the best to avoid fighting. While there is plenty of return journey to Honshar and the conclusions material for players who enjoy a rousing com- of the adventure. Sample file e ission A border barony with a very strong military plied by their gods, contacted Lord Herpein (a bent, Honshar exists in the twilight line man who had long ago sold his services to evil) between the orc-dominated mountains and the and told him that the time had come to honor human highlands and seacoasts. The barony is his vows to the dark gods. Herpein was currently experiencing a period of unusually ordered to steal the Ca’egu and defect to the intense orc activity. Honshar has already sent orcs. This traitor used his high military rank to all of its noncombatants to places of relative arrange an ambush. He departed from a border safety. This has happened before; the Honshari- camp with a small cavalry escort and the mage ans fully expect to fall back to Honshar for a Otasura. The orcs attacked, killed most (if not while. Then, when the time is right, they will all) of the cavalry, and ”captured” Lord Her- reclaim their land. pein and the Ca’ega. At the start of the adventure, the orcs are Beginning the Abventure pressing the Honsharians hard. The overt move- ment of armies is a small part of the orc leader- Otasura of Twofold House will recruit the ship’s grand plan to conquer Honshar. The orcs PCs into this adventure. Otasura is a tiny, have also implemented a plan for cutting the ancient, birdlike woman. She moves with great attack short, since the). do not want a long siege. grace and has bright, active eyes. Her duties as The orc priests, acting on information sup- a tenured professor at the War College of Hon-

2 k shar include researching spells to give soldiers vided information, pulled strings, taught / ’ ‘ special talents when needed. spells, etc., to them. Now she is collecting Twofold House is both a family designation on these past favors.

and an actual location. Otasura is a rich and + Arrange it so that the PCs own property in or influential citizen of Honshar, and her ancestral near Honshar. Players care when their PCs’ home reflects this. The wealth of Twofold inn will be burned down!

House comes from a network of farms, trading + The PCs have heard rumors of Honshar’s companies, distilleries, and mills. The income War College (a school that trains officers and from Twofold House’s business interests sup- battle-mages) and wish to investigate. ports magecraft. + The PCs want fine quality armor and weap- ons and have heard tales of Honsharian Otasura of Twofold House, hf M13: AC 6 smiths. Honshar (out of sheer necessity) has (armor spell 21 points); MV 9 (old age); some very fine armorers and weapon smiths. hp 27; THACO 16; #AT 1; Dmg ld6 + Although humans predominate in Honshar, (quarter staff) or ld4 (dagger);SA spells; there are a few dwarves, mostly stonemasons, SZ M (5’3” tall); ML elite (14);AL LN. sent to provide engineering support. There S 6, D 14, C 10, I 15, W 13, Ch 15. are also some elves who are there both to Personality: serious, droll. scout and to show a presence to their human Spells (5/5/5/4/4/2):1st-armor, com- allies. This provides a logical excuse for the prehend languages, shield, unseen servant, presence of any non-human PCs in the PC wizard mark; 2nd--ESP, locate object, mir- group. ror image, stinking cloud, strength; 3rd- clairaudience, clairvoyance, dispel magic, When you have selected a hook and the PCs infravision (variant-augments infravi- are ready to talk to Otasura about her mission, sion if target already has it), protection read or paraphrase the following to the players: from normal missiZes; 4th-enchanted weapon, improved invisibility, magic mir-Sample file ror, stoneskin; 5th-contact other plane, extension 11, teleport (x2) (variant- allows caster to remain behind), 6th- ensnarement, legend lore.

The DM should provide a reason for Otasura to recruit the PCs to her cause and work it into the ongoing campaign in some fashion. Here are some adventure hooks:

+ The PCs could be part of Honshar’s military. A superior officer could assign the PCs to help Otasura, who is a VIP after all. Or the PCs could be part of the escort that Lord

Herpein uses in his disappearing act. This presents an opportunity to play through an interesting battle encounter. Otasura could be developed as a mentor or friend for the PCs. Or the DM could arrange it so that the PCs owe Otasura favors. For example, she might have pro- 3

- ____ -_.-___I_~-- - - - Sample file 1-Hai. Likewise, the Ca’egu is in Krimba- After all the PCs have been transformed, Ota- t warded. They know it’s important, sura shows the PCs a cabinet containing an by‘re trying to use it. If some orc priest assortment of orc armor in a variety of sizes (up out how to twist it, the orcs could be to chain mail with shields), orc-style weapons, ;ng troops to the front instead of march- and orc clothing. The pile of equipment also con- m overland. Not a pleasant thought. tains 10 gp, 50 sp, and 40 cp, all in orcish coinage. Otasura tells the PCs to equip themselves as ow do we get back in to Honshar after needed, but advises that she has a teleportation ng Herpein and the Ca’ega? weight limit of 1,400 pounds (700 pounds per tasura assures the PCs that they will not spell); be sure to enforce the weight limit. Ota- iy trouble getting back in if they are in sura intends to send the PCs in two groups. If n’s company. However, she arranges a there are a large number of PCs, the DM could plan with the PCs. Otasura suggests have Otasura use three teleport spells; the idea I PCs return to the location she teleports is to squeeze the PCs a little, not strip them of ). She will check the location magically. all equipment. s should wait at the contact point for The PCs’ own armor and clothing are 3ys, and if she has not teleported them undoubtedly human or demihuman in style xeed to the alternate contact point at the and would not be used by orcs. Spellcasting in the hills near Noonsun Dale (see ter- PCs are advised to take black robes to go over ip). Award bonus XI’ if the players think any armor they are wearing. The robes will dea before Otasura brings it up. mark them as priests. Warriors wear muted camouflage colors. The clothes are of no partic- ow about a letter of identification? ular orc clan, which will make the PCs low sta- ion’t think that would be a good idea. If tus and may cause them trouble-but not as j caught you with a letter like that, your much trouble as claiming to be of a different would be horrible and slow. It would be clan would cause. hide any spellbooks you plan on taking,Sample Otasura file gives each PC an orc-style brooch with her wizard mark on it. Otasura explains that the brooches will allow her to home in on it I don’t want to be transformed! Let’s them and magically observe their progress. n with a disguise instead. Next, Otasura casts the following beneficial 1 recommend the transformation. Orcish spells on the PCs: armor, stoneskin, infvauision, are very good at penetrating disguises, strength, protectionfvom normal missiles, agical ones. enchanted weapon, and improved invisibility. She has one of each of these spells memorized. If :PCs agree to accept the mission, Ota- asked about the spells, Otasura says, “I’ll be oves quickly; any delay could be teleporting you into territory that the orcs have Otasura uses her wand (see ”Otasura’s held for more than two months now. They ) to change the PCs into orc form. Half- could have a major resupply station there now 5 who look sufficiently orcish have the for all I know. I thought I’d send you away of not being transformed. At this point, ’ready for bear,’ as the hunters say, just in case. r the Orc Point system with the players Spells, unlike equipment, have no weight.” Let 3 Appendix) and give the players their the players decide which PC gets which character sheets. The DM has the spell(s). If the PCs have cast spells on each of waiting until the first time the PCs other prior to the transformation, any such ttack, cast a spell, or use a level-depen- spells are unaffected by the change. )ility to hand over the new character After the PCs have equipped themselves and if he wishes to enhance the shock value Otasura has cast her beneficial spells, she ransformation. describes the route from her estate (the starting f! point) to Krimba-Hai. Give the players a hand- Once transformed, the creature’s basic per- At copy of the manor floor plan (Map One), and a sonality remains intact, but the mind and spirit / rough hand-copy of the map showing the route can be overcome by the new form. Use the Orc to Krimba-Hai. After all this is done, Otasura Point (OP) system (see Appendix) to determine teleports the PCs. Proceed to Chapter 2. if the mindset of the new form takes over. In order to speed play prepare a revised Ca’ega, “Zhe Siloer Key” character sheet for each PC in advance accord- ing to the following guidelines. For now, the The Ca’ega was fashioned centuries ago by PCs retain their original alignments and per- the cooperative efforts of several master mages. sonalities. In the event of confusion, think of it The translation of Ca’ega is ”silver key,” which this way: the PCs are temporarily reverting to is generally believed to be a reference to its 1st level. Modify the character statistics to composition. This is partially correct. The reflect this change. The PCs get the maximum Ca’ega is an important component in a magical first level hp for their class, plus any Constitu- system of gates used to rapidly move soldiers tion bonuses. All statistics such as THACO, and equipment between cities during times of #AT, weapon proficiencies, spellcasting, thief war. “The Silver Key” was a reference to which abilities, etc., revert to 1st level. PCs with align- gate it was tuned to. During one of the many ment-dependent abilities (rangers, paladins, orc wars, the knowledge of the Ca’ega’s full priests, druids) retain their granted powers and functionality was lost. Now, as far as any special abilities until the PC permanently human knows, the Ca’ega is simply an item that becomes an orc. All racial (, dwarf, etc.) abili- helps a mage when casting spells such as ties are immediately lost. However, the PCs dimension door and teleport. gain the orc racial abilities, which include 60’ The Ca’ega is theoretically usable only by a infravision and the ability to use any weapon at human mage with knowledge of the correct only a -2 nonproficiency penalty. The PCs also magical rituals, but the orcs will corrupt the gain the orcish aversion to sunlight. All PCs get item in time and use it if they can. Sample+1 file Strength and -2 Charisma adjustments. While the PCs are in orc form, roll all encounter reactions in the ”hostile’’ column Otasura’s Wanb when dealing with humans and demihumans. Otasura uses a wand of polymorphing to Note that some demihuman races have a racial change the PCs into orc form. The wand was hatred for orcs. An elf PC transformed into orc designed for last-ditch use in times of war, and form might develop some interesting psycho- its effects were never properly documented. It logical problems. Any game effects of such a works, but perhaps too well. conflict are left to the DMs discretion. This particular wand has a few effects that The PCs will regain their level-related abili- are slightly different than a normal wand. First, ties over time. PCs regain one level per day while no system shock rolls are required to use spent in orc form until they are back up to their this wand, have the players make system shock original level. For example, a human F5 checks anyway. If one of the PCs fails the check, becomes an orc F5 four days after being trans- then tell them that the roll was not required. formed. Abilities such as proficiencies gained at The alteration magic fades after fifteen min- higher level, hp, and THACO are recovered in utes. Thereafter, a dispel magic will not return time. the creature to its original form, and a true see- ing spell will not detect anything unusual. The creature remains in the new form if it dies, too. The transformation may only be reversed by using this wand or a wish. This wand does not change equipment.