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Advanced Dungeons & Dragons OFFICIAL GAME ACCESSORY ADVENTURE PACK I CREDITS TABLE OF CONTENTS How to Use Adventure Pack I .........................................................................................................2 Editing; Deborah Christian DECEIVING APPEARANCES The Circus of Gandolfo (WS) .....................................................................................................14 Typography: Kim N. Lindau Sharla's Zoo (RS) .........................................................................................................................53 The Weird Woods of Baron Orchid (HJ) ...................................................................................83 Keylining: Stephanie Tabat A walk in the woods, a trip to the zoo, a day at the circus-harmless enough, right? Wrong, as Cartography: Colleen O'Malley, David E. players will discover when things are not as they appear to be. Martin, Steve Sullivan INTRIGUE To Kill a Kraken (SB) .................................................................................................................71 Cover Art: Jeff Easley Titles and lands are the reward, a watery death the penalty for failure in this swashbuckling Interior Aft: Jeff Butler, Valerie Valusek adventure of intrigue and danger on the high seas, Distributed to the book trade in the United HELP WITH A PROBLEM States by Random House Inc., and in Reign of Triumph (AGM) ...........................................................................................................36 Canada by Random House of Canada, Ltd. Terror in Skytumble Tor (PJ) .....................................................................................................66 Distributed to the toy and hobby trade by regional distributors. Distributed in the Two head-strong sisters and a dying giant all have something in common: they need help only United Kingdom by TSR UK Ltd. adventurers can give. It seems there's this little problem. This adventure is protected under the MYSTERY copyright laws of the United States of Steaks (AV) ..................................................................................................................................61 America. Any reproduction or other unauthorized use of the material or artwork Adventurers who care where their next meal is coming from will enjoy sinking their teeth into contained herein is prohibited without the this mystery. express written permission of TSR Inc. GOOD GUYS & BAD GUYS ©Copyright 1987 TSR Inc. All Rights Reserved The House of Long Knives (SP) ..................................................................................................23 The Lauros Road Bandits (DC) ..................................................................................................32 TSR, Inc. TSR UK Ltd. POB 756 The Miff, Rathmore Road Characters strike a blow against evil when they take on orcs and assassins in these scenarios. Lake Geneva Cambridge CB1 4AD WI 53147 United Kingdom COMPETITION Scavenger Hunt (AB) ..................................................................................................................45 Blood and Laurels (RW) ..............................................................................................................4 A little friendly competition can be fun now and then- unless, of course, the competition isn't friendly at all. ISBN 0-88038-400-X 9202XXX1501 Adventure Index ...............................................................................................................................2 Author Credits: see Adventure Index ............................................................................................2 1 This book provides the referee with a series of Adventure Pack I Intelligence pregenerated adventures for use in AD&D Rating Represents games. Each mini-module is a stand-alone 0 Non-intelligent or unrateable scenario, suitable for incorporation into an There is a set of fairly standard terms used 1 Animal intelligence on-going campaign or for one-time play as a throughout the text of this work that are defined 2-4 Semi-intelligent unique adventure. The modules are brief, and here. Every DM should be familiar with these 5-7 Low intelligence can be easily used with a minimum of terms. 8-10 Average (human) intelligence preparation by the referee. When a new monster is introduced in an 11-12 Very intelligent adventure, its statistics are given in the 13-14 Highly intelligent How This Book Is Arranged following paragraph so that the DM will not 15-16 Exceptionally intelligent have to thumb through the book looking for the The modules in this book are arranged 17-18 Genius-level intelligence creature's statistics. alphabetically. A brief notation about plot 19-20 Supra-genius ST: Strength is a measure of muscle power content is included in the Table of Contents' 21+ Godlike intelligence and is also a factor in extra hitting and The adventure- are also indexed by length ' damaging abilities. difficulty level, and, where applicable, by WS: Wisdom is a combination of a terrain (see Adventure Index table.) character's judgment, will power, and Strength To Hit Damage intuitiveness. Score Adj. Adj. Doors DX: Dexterity deals with a number of Module Format 3-3-11physical attributes, from eye-hand coordination Each mini-module in Adventure Pack I is 4=5 -2 - 1 1 to speed of movement. presented in several sections. The referee should 6-7 -1 None 1 Dexterity Attack Defensive be thoroughly familiar with this material before 8-9 None None 1-2 Score Adj. Adj. playing an adventure. Modules are generally 10-11 None None 1-2 3-3+4 presented as follows. 12-13 None None 1-2 4-2+3 The introductory paragraphs of each module 14-15 None None 1-2 5- 1+2 indicate the level of difficulty and recommended 16 None +1 1-3 60+ 1 number of characters for each adventure. If the 17 + 1 + 1 1-3 700 group playing the adventure is more or less 18 +1 +2 1-3 800 powerful than the level and characters for which 18(01-50%) + 1 +3 1-3 900 the adventure was designed, adjustments can be 18(51-75%) +2 +3 1-4 10 0 0 made to alter the level of difficulty. To adjust 18(76-90%) +2 +4 1-4 11 0 0 the encounter difficulty downward for a weaker 18(91-99%) +2 +5 1-4(l) 12 0 0 party, the referee may reduce the monster hit 18(100%) +3 +6 1-5(2) 13 0 0 points and/or decrease the damage done by 19 +3 +7 7in8(3) 14 0 0 traps. If the adventure must be made tougher for 15 0 - 1 a more experienced party, increasing the IN: Intelligence represents the reasoning and 16 + 1 -2 number of creatures encountered can raise the learning abilities of a character or creature. 17 +2 -3 difficulty level to where it should be. In both of Adventure Index18 +3 -4 these cases, a modification to the X.P. awarded 19 +3 -4 for monsters should be made. Title Author Length* Terrain The heading DM's Information is used to Blood and Laurels Ray Winninger M Mountainous island present set-up and background information, plot The Circus of Gandolfo Warren Spector M Any synopsis, and other material of interest to the The House of Long Knives Steve Perrin M City referee. Where there is little information solely The Lauros Road Bandits Deborah Christian S Forested mountains or hills for the DM, or where the material is scattered Reign of Triumph Anne Gray McCready M Hills; Farmland throughout the module, the heading is omitted. Scavenger Hunt Anne Brown M Mountainous island; Ocean The Adventure designates the end of Sharla's Zoo Rick Swan M Jungle introductory and background material and Steaks Allen Varney S City; Mountainous or Any marks the beginning of the game itself. Where Terror in Skytumble Tor Paul Jaquays S Any encounters are handled separately from the bulk To Kill a Kraken Scott Bennie L Ocean; Any of the text, this information is marked with the The Weird Woods of heading Encounter Key. These major divisions Baron Orchid Harold Johnson L Forest are found throughout Adventure Pack I, and will help the referee to quickly locate the needed * Length: L = Long, M = Medium, S = Short material. Terrain type and player levels may be modified considerably; see specific adventures. Terms Used in 2 CN: Constitution encompasses the character's This number eliminates the need to consult Saving Throw tables or keep charts tells you whether the attack physique as it affects his resistance to hardship. A Saving Throw reflects the character's ability to hits. You will find that this calculation quickly CH: Charisma is a combination of a avoid dire consequences based on his character becomes automatic. character's persuasiveness and personal class and experience level. The appropriate SA: Special Attacks detail such things as magnetism and is used if a character gets the number is found on the Dungeon Master's dragon breath, magic use, and similar special chance to talk. Guide Saving Throw table- A 1d20 is rolled and CM: Comeliness is a measure of a character's abilities of creatures. any result equal to or greater than the saving physical attractiveness, and can have a negative SD: Special Defenses detail things like throw number is successful. This type of roll is or positive influence on Charisma. defensive magic, camouflage abilities, etc., that also referred to as a save, and when used AC: Armor Class is a measure of how difficult must be factored into a fight with that type of includes the name of the saving throw column to it is to hit a creature. It reflects the type of creature. roll under (e.g., “save against paralyzation”). protection worn or inherent protection a creature