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•''1984, TSR. Inc. All RiKhls Krscrvcd Expert Game Adventure RAFTS OF KRON by Bruce Nesmith

CONTENTS

Introduction 2 The Adventure Party 2 New Rules For This Adventure 2 The Adventure 4 Minrothad 4 Suthus 7 Kron 11 Colhador 19 New Monsters 29 Magic Items 32 Prerolled characters 32 Editor: Anne C. Gray Graphic Designer: Ruth Hoyer LIST OF MAPS Cover Artist: Larry Elmore Interior Artist: Jeff Butler Colhador 15 Cartographer: Dave "Diesel" LaForce Hadric's Realm: First Level 16 C1984 TSR, Inc. All Rights Reserved. Printed in U.S.A. Hadric's Realm: Second Level 16 Hadric's Realm: Third Level 17 DUNGEONS & DRAGONS and D&D are registered trademarks owned by TSR, Inc. Hadric's Realm: Fourth Level 18 Distributed to the book trade in the United States by Random Kron Sample file Inside cover House, Inc., and in Canada by Random House of Canada, Ltd. Kron: The Palace Grounds Inside cover Distributed to the toy and hobby trade by regional distributers. Dis- tributed in the United Kingdom by TSR (UK) Ltd. Suthus Inside cover Sea of Dread "Underwater Map" Outside 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 contained herein is prohibited without the express written permission of TSR, Inc.

TSR, Inc. TSR (UK) Ltd. POB 756 The Mill, Rathmore Road Lake Geneva, Cambridge CB14AD WI 53147 United Kingdom

TSR, Inc.

ISBN 0-88038-114-0 9079 INTRODUCTION

THE

The War Rafts of Kron is an WAocean andR RAF1S OF KRON fair, but give the characters the benefit of the Underwater Movement and Actions undersea wilderness adventure. Before doubt in extremely dangerous situations. A normal person cannot move or fight as well beginning play, read the entire adventure However, if the players insist on taking big underwater as he can on land. He is -4 to hit carefully to become completely familiar with risks, theySample must be willing t o filepay the penalty. with any weapon such as a sword or axe. Mis- it. Much of the information given in the sile weapons are only -1 on hit rolls, but they encounter descriptions is for your use only. have only half their normal range. Reveal this information to the players at your New Rules For This Adventure A normal person moves slower underwa- discretion. Use your imagination when Much of this adventure takes place in the ter. The Underwater Movement Table shows describing encounters to the players. If an murky waters of the ocean floor. Because the speed the players may move underwater. area description is not given in an encounter, activity underwater is different than on land, The table has a Sink/Rise column which make up your own, based on what you know you will need some new rules. If a rule is not about the area and what you see on the maps. mentioned here, assume that the spell, item, There are three areas of adventure: the or action works normally underwater. Underwater Movement Table coral city of Suthus, the raft city of Kron, and the sunken city of Colhador. Each area has its Use common sense. If what is written does not apply to a certain situation, think about it Encum- Move Swim Sink/ own encounter descriptions, wandering brance Rise monster tables, and maps. for a moment and then decide what would really happen. up to 250 60'(20') 90'(30') Rise 107 The Adventure Party Healing round 251-300 45'(15') 60'(20') No move- This adventure is designed for a party of 4-6 If a character rests for an entire day, he heals ment characters of levels 9-12. Although a one hit point. If he does not spend a major 301-400 3O'(1O') 30'(10') Sink 107 may reach only the 8th level according to the portion of the day resting, he does not heal at round rules, an 8th level halfling will enjoy the all. adventure if he has a powerful magic item. 401-800 30'(10') 15'(5') Sink 207 The party should have a total of 40-50 levels Drowning round 801- 15' (5') 0 Sink 307 (45 is best). The party should have at least If a character cannot breathe, he suffocates 1,200 round one magic-user or and at least one cleric. and dies. A character can hold his breath for You may wish to adjust the strength of certain three rounds if he is active. If he takes no 1,201- 15'(5') 0 Sink 407 monsteis and encounters, based on the abili- actions, the character can hold his breath for 1,600 round ties of the party. six rounds. After that he begins to drown and 1,601 and 0 0 Sink 507 up round Be sure to give the characters a good in three more rounds is dead. However, his chance of survival. Try to be impartial and body has suffered no points of damage. * Swimming rates for outdoors and indoors. INTRODUCTION

shows how fast a character sinks or rises CLERIC SPELLS Polymorph self/other: Any character underwater. If a fighter with plate mail, a First Level changed into a fish or other water-breathing sword, and a shield falls into the ocean, he creature gains the ability to breathe water. sinks 20 feet per round because he has 660 Purify food and water. This spell removes the salt from sea water and makes it drink- Wall of fire: This spell covers only half its coin weight of encumbrance. If he removes able. normal dimensions, 600 square feet. It pre- his armor and shield, he rises 10 feet per vents creatures of 2 hit dice or less from pass- round. Fourth level ing through it. If a character is swimming, add or subtract Create water: This spell creates a spring in the swimming speed from the sinking or ris- Fifth Level the ocean floor. However, because it is under- ing speed. For example, a person carrying water there is no noticeable effect. The spring Cloudkill: This spell works normally. The 350 coin weight of encumbrance sinks 10 feet water is polluted by the salt of the sea water vapors poison the water, making any creature per round if he does nothing. If he swims, he before anyone can drink it. that breathes water susceptible to its damage. can either stay even by swimming upward or It floats with the currents. swim downward 20 feet per round. If he Sticks to snakes: The snakes drown in 4 rounds. Conjure elemental: Air elementals must swims horizontally he will sink 10 feet per maintain contact with air while underwater. round while moving 10 feet per round. Fifth Level If they are ordered to break contact with air, When the players are on ships on the high treat it as a loss of control over the elemental. seas, you will need sailing rules found on Create food: The food is immediately pol- luted by salt water. However, it looks edible. If an air elemental is conjured from bubbles, pages 42-44 of the revised D&D® Expert it is 1/2 hit dice, does 1/2 damage, and saves rules. If the characters eat any of the food, they must save vs. paralyzation or become vio- at 1/2 its normal level. Light lently ill for 1-6 turns. Earth elementals must maintain contact with the earth (ocean floor). If they are Seeing underwater is more difficult than see- Insect plague: The insects immediately ordered to break contact with the earth, treat ing above water. Just under the surface of the drown. However, their bodies make an it as a loss of control over the elemental. water a person can see 500 feet with natural obscuring cloud. Fire elementals lose 2 hit dice (as energy lighting. For every 100 feet below the surface, drain) each round they spend underwater. the range of vision is reduced 50 feet. A per- Water elementals are invisible as long as son 1,000 feet or more under water is in com- MAGIC-USER SPELLS they are underwater. Because fighting crea- plete darkness. A light or beacon can be seen Third Level tures are immersed in water, the elemental only half as far away as normal and can illu- almost always inflicts 1-8 points of extra dam- minate an area only half as large as normal, Fire ball: This spell does only half damage age. regardless of the depth of the water. underwater. Fly: This spell allows the adventurer to fly or Sixth Level Sound swim underwateSampler at 360 fee tfile per turn. Lower water: This spell works normally. How- Noises travel farther underwater than in the Lightning bolt: Because salt water is a good ever, if the caster is on the ocean floor, he will air. When describing events to the characters, conductor of electricity, lightning bolts act as not notice any effect except for a possible all sounds should be much louder and a little area effect spells. Any creature within 20 feet change in light. The surface of the sea will be distorted if they are underwater. Navigators of the point where the spell is cast, takes 1-6 1/2 as far away. quite often use sound instead of light for navi- points of damage per level of the spell caster. gation underwater. A successful saving throw means the victim Magic Items takes only half damage. Writing Underwater Potion of gaseous form: This potion works Water breathing: This spell also allows the normally except that the adventurer appears Normal ink smears underwater. Normal doc- adventurer to speak underwater without pen- as a large cloudy bubble. uments and writings become indecipherable alty. He does not need to drink anything as in two turns. This includes maps, but not Scrolls: Because they are magical, scrolls long as he stays underwater. This spell does magical writings. If the party wishes to map work normally underwater. The magical not protect a player if the water is poisoned or the areas they investigate underwater, they writing will not smear. polluted. must use a different system of mapping. Sword *1, flames on command: This sword Fourth Level is only *2 against plant and undead creatures Spell Casting Underwater while underwater. Ice storm/wall: The wall of ice works nor- It is impossible to speak clearly underwater. mally except that it must be braced from Unless a cleric or magic-user has Normal Items above because ice floats to the surface. waterbreathing (either through the spell or a Remember that many sea creatures will sim- When any party member attempts to use a nor- magic item), he cannot cast spells underwa- ply swim around or over the wall. Ice storm mal item underwater, consider its condition ter. also works normally except that the damage it after it is submerged for long periods of time. Even if a cleric or magic-user can breathe does is 1-8 per level of the caster rather than For the purpose of this adventure and other underwater, some spells will have strange 1-6 per level of the caster. Ice storm does not underwater adventures, metal objects will not results or side effects underwater. Do not tell affect water currents flowing into or out of it. rust enough to affect their performance. A the party what the effects of the spells are sword develops a thin layer of rust in a few days underwater. Let them discover the effects for Massmorph: The affected creatures appear underwater, but is not significantly harmed themselves. Any spells not listed below are to be clumps of kelp rather than trees. unless it is underwater for a month or more. not affected by being underwater.