Advanced Dungeons & Dragons

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Advanced Dungeons & Dragons NEEDLE by Frank Mentzer Advanced Dungeons & Dragons OFFICIAL GAME ADVENTURE Adventure for 6-8 Characters, Levels 8-10 CREDITS Development: Frank Mentzer Editor: Barbara Young Cover Art: Clyde Caldwell Interior Art: Doug Chaffee Cartography: David C. Sutherland III Typography: Betty Elmore and Kim Lindau 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. Distributed in the United Kingdom by TSR UK Ltd. ADVANCED DUNGEONS & DRAGONS, AD&D, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. Copyright 1987 TSR, Inc. All Rights Reserved. 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.TSR, Inc. FOB 756 Lake Geneva, Wl 53147 TSR UK Ltd. The Mill, Rathmore Road Cambridge CB14AD United Kingdom PDF developement : R, 05/19/2001...and a helluvajob it was too :) NEEDLE by Frank Mentzer TABLE OF CONTENTS: Notes for the Dungeon Master 5 Native Life 6 Non-Player Characters 11 New and Adapted Monsters 14 Part 1 : Ruins of Empire 17 Players' Background 17 Pre-Start: Saving Throw Results 17 Trail Encounter Key 18 Ruins Encounter Key 24 Part 2 : Retrieval 40-45 Players' Background 45 Sequence of Events 45 Events Key 46 Part 3 : The Powers That Be 56 The Tunnels of Tatz 58 Encounter Key 58 The Tunnels of the Black Chak 65 Wandering Monsters 65 Digger and Montana 65 Encounter Key 65 Playing Aids Players' Reference Sheet for Part 2 34-36 Players' Reference Sheet for Part 3 36-40 Delusions and Messages 20 Character Cards Inner Cover Monster Statistics Chart Inside Gatefold Character Summary Chart Outside Gatefold Magic Item Summary Chart Outside Gatefold Maps DMs Jungle Map 2 Players' Jungle Map 44 DM's Maze Map Inside Back Cover Players' Maze Map 26 Detail Map-Encounter A3 2 DM's map, Tunnels of the Black Chak Inside Back Cover Players' map, Tunnels of the Black Chak 67 NOTES FOR THE DUNGEON MASTER are breathing a sigh of relief, they are attacked by pirates sent by a Adventure Background rival kingdom that covets the In answer to a notice posted in obelisk. their guild hall, the player In Part 3, "The Powers That Be," the characters volunteer for a special obelisk is safely erected in the mission for their king. The royal kings palace square. At the first ears have heard rumors of a great full moon, however, a magical magical device, an obelisk, located doorway appears in its base. The in a far land. It supposedly lies king orders the characters to enter amidst the ruins of a once-great it to find out what's going on. empire, now a dense jungle. The king The PCs enter the obelisk and find wants more information about this themselves in a subterranean world. rumored empire and the obelisk, if There they meet a strange race of it exists. interplanar traders, intelligent In Part 1, "Ruins of Empire," the spiders whose base is soon revealed PCs sail to the far jungle. There to be on a moon of the characters' they encounter odd jungle creatures, world. The Needle is a meet the local natives, and find the transportation device! The spiders ruins of a lost civilization. The are eager to trade with the obelisk is located, still in perfect characters, but the PCs must first condition and protected by a force prove the courage and worth of their field. It stands amidst a large races by rescuing the spider- maze, also protected by the force princess from her evil captors and field. To gather more information, slaying a dragon in the process. If the adventurers penetrate the maze, all goes well, the characters return evade its deadly traps, and solve to their city with new weapons, its puzzles. In the center of the great treasures, and the good will maze, they find the controls for the of the spider race. force field and more clues to the ancient empire. The PCs sail home Preparing for the Adventure with the good news. Needle combines dungeon adventuring In Part 2, "Retrieval," the king with large-scale battles. It is orders the party to return to the designed for the six pregenerated jungle to retrieve the obelisk, characters provided. In addition, following an elaborate plan which two NPCs (Digger and Montana) his advisors have prepared for this accompany this group for the first monumental task. A crew of over 150 part of the adventure and are met men is dispatched in three ships again in the concluding section of under the PCs' direction. They are the adventure. If you do not use the to lift the one million pound pregenerated characters, be sure obelisk, drag it to the shore, and that your party is made up of a tow it home by ship. similar mix of classes at levels 8- But disease and jungle creatures 10 and is equipped to handle the threaten the mission's success. The needs that arise, especially those local natives are restless. Some of communication, magical curing, believe the Needle (as they call the and magical attacks. No Druids obelisk) to be sacred and object to should accompany the party as their its removal. Two of these native presence will take away much of the tribes are ancient enemies, and both challenge of the jungle adventure in sides ask the PCs for aid. The Parts 1 and 2. obelisk-moving operation is Carefully cut apart the character completed just in time. The massed cards printed on the inner cover. native hordes storm the beach as the Also cut out the messages, and PC ships sail off. Just as the PCs delusions on page 11. Keep these messages and delusions hidden until rv reversible spell they are needed later in the game. s a game segment; 6 seconds Distribute the character cards and SA special attack(s) spell books to their players. Allow SD special defense(s) the players enough time to become sq square familiar with their characters' sqf square feet abilities and personalities. The Sts saving throw vs. spells players will find useful information Stw saving throw vs. wands on how to role play their SZ size (S = small, M = medium, L characters' interactions with each = large) other on the reverse of each t a game turn; 10 minutes character card. This information is THACO score needed (on 1d20) to hit private, only for the player of the AC 0 character. Be sure to review these / per role-playing notes yourself, of @ apiece or each course. Encourage the players to # pound(s) of weight; 1# = 10 cn compare the characters to some The monster descriptions are given extent, noting such details as in the following format: spells and magic items carried. Monster Name: AC; MV; HD; hp; #AT; Encourage the clerics and magic- THACO; Dmg; SZ; AL; IN; STs; STw; users to coordinate their spell SA;SD selections. NATIVE LIFE The following abbreviations are used in this adventure: There are two native tribes living in the jungle in the area of the " scale size, 10' indoors, 10 obelisk. These two tribes are yds. outdoors ancient enemies. In addition, hordes ' feet of creepy-crawlies live in the A area of effect jungle trees, making travel off the AC Armor Class paths extremely dangerous. AL alignment #AP number appearing Grippli #AT number of attacks in one round The good natives are intelligent C casting time humanoid tree frogs called Grippli. cr creature They call themselves the "good folk" cn coins of weight (10 cn = 1 and refer to their enemies as the pound) "bad folk." cu cubic Each Grippli is about 2 1/2 feet cuf cubic feet tall. They eat fruit and insects d die (as in d10, a 10-sided (including giant forms, catching die) them with nets and snares). Their dia diameter hands and feet are adapted for easy DMG Damage movement through tree branches (9" DR duration rate). They wear no armor. Grippli ft. feet have 700-year life spans but few HD Hit Dice offspring. hp hit points Grippli have grey-green skin, hr game hour; 6 turns natural camouflage which aids in IN intelligence level of monster surprise (1-4 on 1d6). They have L level ultravision (10" range), allowing mi mile(s) of distance nighttime activity. Grippli are not MV movement rate warlike. They speak their own tongue obj object and a Batrachian Common language by R range which they talk (though rarely) with r a game round; 1 minute other froglike humanoids. Only the rad radius tribal Mother speaks human Common. and ashes). The tribal Mother lives in the largest hut and rarely leaves it. She is always guarded by four attendant Grippli of very large size. Thirty adult and five young Grippli live in some of the other huts, in pairs. Half of the huts are used for eating places, storage, etc. If the village is entered without a The Grippli can be easily scared native guide during Part 1 of this away by loud noises or magical adventure, it will be deserted. displays. If scared off, they run to If approached carefully, the Grippli their village to tell the tribal may be dealt with peacefully. They Mother about the events. They are are interested both in well-crafted not a real threat in this adventure; items (nearly everything the party rather, they are an opportunity.
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