Sample File the Order and Nature of Encounters in Described Herein As Reinforcements for Response to PC Actions
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MAGICAL CHAOS TABLE Employ the table below whenever spells are cast or magic items and artifacts are activated in the Realms, at any point after the storm (see Chapter 1 of the adventure). The DM should decide on a case-by-case basis whether the spells of avatars, Elminster, and Midnight are affected (do whatever best suits play as it unfolds, but don't reveal this to the players). The DM should modify percentile die rolls as follows: for every experience level of the spellcaster (magic items = 6th level, artifacts = 12th level), +1; if the spell or effect contributes to chaos or drastic change of a given locale (e.g. fireball or polymorph spells), +12; and +4 if the spell (items and artifacts cannot receive this bonus) is small and simple, such as a 1st or 2nd level spell or a cantrip. When the modified score is deter- mined, consult the table below: Percentile Score Result 01-19 Spell rebounds on caster, with full effects (if impossible due to nature of spell, re- roll). 20-23 Pit opens instantly beneath the caster (depth varies at DM's option); there is no other spell effect. 24-27 Target of spell (or caster, if spell has no target) is instantly pelted with fiery red flower blossoms that materialize and vanish again 1 round later. Blossoms do no damage, but prohibit accurate aiming of wands or missile weapons, and prevent reading of books, scrolls, inscriptions, and the like. 28-31 Spell affects random creature or area (DM's option) rather than the intended target area. 32-35 Spell functions normally, but any material components are not consumed, and spell knowledge is retained by the caster or the charge is retained by the item. 36-39 Spell functions normally, but magical energy is released around the caster, healing any injuries of any beings within 1" of the caster (includes fatigue, feeblemindedness, etc.). 40-43 Tbtal darkness and silence occur in a 3" radius about the caster, and last 2-8 rounds. 44-47 Reverse gravity (cf. spell) effect occurs in a 3" sphere about the caster, lasting 1 round; caster included in the effect. 48-51 Shimmering colors dance and play in a nimbus around the caster, blinding caster and all creatures within 2" for 1-4 rounds. 52-59 Nothing happens; no spell effect occurs. 60-71 Nothing occurs; no spell effect, but spell knowledge or charge is not lost. 72-98 Spell functions normally. 99-00 + Spell functions with maximuSamplem possibl filee effects, full damage, maximum duration. Special Effects Sabtable With any result on the above table, the DM can add to play excitement by adding one or more of the following "special effects": (roll Idl2) 01: Earth tremor underfoot (minor, with rolling echoes). 02: Sun dims and then brightens again or a star falls. 03: Violent roaring or screaming sound. 04: Intense wave of heat (no damage) felt in the vicinity. 05: Non-harmful, oily green slime forms on everything within 12". 06: Maniacal, echoing laughter is heard. Flowers fall from the sky. 07: Old, brittle bones (3-60) rain down for 2 rounds, in a 2" radius. 08: Caster and everything within 6" lose all hair; plants grow hair. 09: Harmless yellow-green and purple smoke rises from the ground. 10: Boulders rise, swirling in mid-air like leaves (2-24 impact damage). 11: Nearby tree is uprooted (indoors, rock or furniture moves by itself). 12: Whispering voice is heard, murmuring a random character's name—and— a prediction about that character's future (the DM can make it as specific as he wants; given the PCs' circumstances, por- tents of danger and doom would probably not be too far off...) /^*vance<raun3eog^^^^ Table of Contents Prologue 2 Chapter 1: The Coming of the Gods 4 Chapter 2: A Rescue Mission 12 Chapter 3: The Castle of Darkness 18 Chapter 4: Mystra's Doom 21 Chapter 5: The Quest for the Tablets 25 Chapter 6: Storm in Shadowdale 30 Non-Player Characters 39 Avatars of the Gods 41 New Magical Items 42 New Monsters 43 Magical Chaos Table inside front cover Physical Chaos Table inside back cover Monster Summary Table inside gatefold Cnedits Design: Ed GreenwooSampled file Editing: Chris Mortika, Scott Haring, Karen S. Boomgarden Avatar Trilogy Coordinator: Jim Lowder Cover Art: Jeff Easley Interior Art: Ned Dameron Typography: Betty Elmore Keylining: Paul Hanchette e 1989 TSR, Inc. All Rights Reserved. Printed in U.S.A. TSR, Inc. PRODUCTS OF YOU* IMAGINATION- TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva, Cambridge CBl 3LB WI 53147 USA United Kingdom JL. jfc I ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS BATTLESYSTEM, FIEND FOLIO,PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. 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 Ltd. This material 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. 9247 ISBN 0-88038-720-3 PROLOGUE zrzx r_ The One Who Is Hidden will in response to PC actions. anger cast the gods down into the The chapters describe the intended Realms. The gods will walk among flow of the story. PCs have plenty of A Note Aboat men, amid chaos of Art and nature, freedom as to what they actually do in Edition AD&D® Rales and there will be strife in Faerun. the chaos surrounding the Godswar. — From the Prophecies Feel free to improvise to make the This module is written for the new of Alaundo the Seer, adventure exciting and enjoyable. If rules system. The most noticable called "the Wise." you read the entire module before play change is the reference to "mages" to see what will occur, it will be easy to instead of "magic-users." The class is see where there is ample room for your basically the same, as are the class's Notes forz tne spells. When a character's statistics are own side-adventures, and where and listed within the text, the letter "M" Dungeon Master* how the adventure herein can be tai- denotes "mage," as "MU" used to denote Shadowdale is the first of a trilogy of lored into an existing campaign set in "magic-user." modules that describe the strife called the Forgotten Realms. The other noticable change is the pre- by some "the Godswar," in The Forgot- Each chapter also contains random sentation of the monster statistics. The ten Realms. events and encounters. You should layout used here is that developed for These modules loosely parallel the adapt each entry used to best suit the the new Monstrous Compendium action described in the Avatar Trilogy, PCs' current situations. "Random" series. The information is organized a published by TSR, Inc. It is not neces- events can be deliberately introduced bit differently, but nothing has been left sary that you or your players read the into play to challenge cautious PCs, or out. Everything DMs are used to seeing novels before play, nor are the adven- to warn or direct them. It is a time of is there. tures outlined in the modules identical godly portents, confusion, and dire to action in the novels. Players should omens; feel free to "stretch coinci- Running Tbis use their own characters, though sev- dence" to answer PC doubts or queries. eral NPCs will prove to be quite valu- Rumors and legends are also provid- able. (The NPC Midnight is an ed in this adventure. PCs can learn This section explains the steps a DM exception—she must accompany the these by eavesdropping, questioning should follow to best run Shadowdale. party in order for the adventure to be NPCs, or investigating written records. A lot is going on in the Realms during completed.) If the PCs are weak, or run You may wish to develop some of these this adventure. Reading the entire mod- into trouble early on, the DM could well hints into further adventures for the ule before play allows a DM to change provide aid by using the other NPCs PCs. Sample file the order and nature of encounters in described herein as reinforcements for response to PC actions. the party. Ability Cbecks This module has been designed not The adventures in Shadowdale are only as the first part of a trilogy, but as perilous; a party of lesser power may From time to time in this adventure the foundation of a fledgling campaign. well not survive for long. Keep the par- an Ability Check is called for. The DM Many of the NPCs introduced can be ty to a size that you are comfortable should roll ld20 and compare the result used in all sorts of adventures, not with. If encounters are too dangerous, with the appropriate ability score merely the action outlined in these pag- allow the PCs to escape or avoid them; (Strength, Dexterity, etc.) for the char- es. The DM should be familiar with the PCs should be challenged, but not casu- acter in question. If the roll is equal to overall aims, general knowledge, and ally destroyed. or less than the character's ability "juicy secrets" (if any) of all NPCs intro- score, the action succeeds. If the roll is duced in a chapter, before beginning greater than the ability score, the HOOD tbe Modale Is actual play.