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ORDER OF BATTLE Unit 3: 120 regular F 1 human cavalry, bows & swords, riding warhorses, ARMY OF THE DESERT NOMADS 3 Sergeants (F 2), 1 Captain (F 3) Unit name: LEGION OF DOOM Unit 4: Identical to Unit 3 Type of unit: Elite Division Unit 5: 160 regular bugbear infantry, spears, 4 bugbear Sergeants, 1 Number of units: 1 bugbear Captain MV 6, BR 232 Unit 6: Identical to Unit 5 Personnel: 1932 Unit 7: 40 Hill Giant skirmishers Troop Class: Excellent Unit 8: 40 Troll skirmishers Army Commander: Alrethus (M 19) Heroes: 4 Stone Juggernauts (crew of 10 non-combatants for each) GRAND ARMY OF THE PRINCIPALITIES OF Unit 1: Death's Head Cavalry (240 elite F 2 human cavalry on warhorses, bows & swords), 6 Sergeants (F 3), 1 Captain (F 4) GLANTRI Unit 2: Desert Wind Cavalry (identical to Unit 1). Unit name: ARMY OF PRINCE JHEREK* Unit 3: Angels of the Master (80 M 3 skirmishers on foot, daggers) Type of unit: Regular Division Unit 4: Sword of Truth (Identical to Unit 3). Number of units: 8 Unit 5: Bonecrushers (40 Stone Giant skirmishers on foot) MV 6, BR 159 Unit 6: Swords of Death (480 regular F 2 human infantry, bows & Personnel: 862 swords), 12 Sergeants (F 3), 1 Captain (F 4) Troop Class: Excellent Unit 7: Swords of Destruction (identical to Unit 6). Army Commander: Prince (M 18) riding pegasus (CB + 1, Int +3, Wis Unit 8: Warlords of the Air (10 airboats, crewed by 20 skeletons, each + 1, appropriate magic items) NOTE: Each Glantri army unit is named carrying 40 regular F 2 human archers, commanded by Captain (M 6)). after its Prince Commander. Unit name: ARMY HEADQUARTERS COMPANY Deputy Army Commander: Count (M 12) riding pegasus Type of unit: Army Headquarters Unit 1: 120 elite M 3 human cavalry, daggers & slings, riding warhorses, Number of units: 6 4 Sergeants (M 4), 1 Captain (M 5) MV6, BR 153 Unit 2: 240 elite F 2 human cavalry, bows & swords, riding warhorses, 6 Personnel: 395 Sergeants (F 3), 1 Captain (F 4) Troop Class: Excellent Unit 3: 240 regular F 2 human mounted infantry, bows & swords, riding normal horses (cannot fight on horseback), 6 Sergeants (F 3), 1 Captain (F Army Commander: F 12 Deputy Army Commander: F 10 Unit 4: Identical to Unit 3 Heroes: 2 Stone Juggernauts (and non-combatant crews of 10 each), 4M7, 4C9 Unit 1: 240 regular F 2 human infantry, bows & swords, 6 Sergeants ATRUAGHIN CLANS (F 3), 1 Captain (F 5) Unit name: BEAR CLAN* Unit 2: 20 regular Hill Giants, i Hill Giant Captain Type of unit: Regular Division Unit 3: 120 elite F 3 human cavalry, bows & swords, 3 Sergeants (F 4), 1 Number of units: 7 Captain (F 6) MV6, BR 120 Unit name: REGULAR DIVISION Personnel: 662 Type of unit: Regular Division Troop Class: Good Number of units: 25 Army Commander: Clan Warleader (F 10, CB + 1) MV 4, BR 103 Deputy Commander: F 8 Personnel: 1162 Unit 1: 160 elite F 2 human cavalry, bows & spears, riding warhorses, 4 Troop Class: Good SampleSergeant files (F 3), 1 Captain (F 4) Division Commander: F 10 Unit 2: Identical to Unit 1 Deputy Division Commander: F 8 Unit 3: Identical to Unit 1 Heroes: 1 M 6, 1 C 8, 2 Stone Giants, 2 Wood Juggernauts (and Unit 4: Identical to Unit 1 non-combatant crews of 10 each) Unit 1: 120 regular goblin cavalry, bows & swords, riding dire wolves, 3 ARMY OF THE REPUBLIC OF DAROKIN goblin Sergeants, 1 goblin Captain Unit name: I and II LEGIONS Unit 2: Identical to Unit 1 Type of unit: Elite Division Unit 3: 120 regular F 1 human cavalry, bows & swords, riding warhorses, Number of units: 2 3 Sergeants (F 2), 1 Captain (F 3) MV6, BR 182 Unit 4: Identical to Unit 3 Personnel: 1091 Unit 5: 160 regular bugbear infantry, spears, 4 bugbear Sergeants, 1 Troop Class: Excellent bugbear Captain Unit 6: Identical to Unit 5 Division Commander: F 9 (CB +l,Int +1) Unit 7: 40 Hill Giant skirmishers Deputy Division Commander: F 7 X Unit 8: Identical to Unit 7 Hero: C 6 Unit 9: 40 Troll skirmishers Unit 1: 120 regular F 2 human mounted infantry, bows & swords, riding Unit 10: Identical to Unit 9 regular horses, 4 Sergeants (F 3), 1 Captain (F 4) Unit name: GUARDS DIVISION Unit 2: Identical to Unit 1 Type of unit: Reserve Division Unit 3: Identical to Unit 1 Number of units: 8 Unit 4: Identical to Unit 1 MV 4, BR 72 Unit 5: 80 regular F 2 human cavalry, bows & swords, riding warhorses, 2 Personnel: 892 Sergeants (F 3), 1 Captain (F 4) Troop Class: Fair Unit 6: Identical to Unit 5 Unit 7: Identical to Unit 5 Division Commander: F 10 Unit 8: Identical to Unit 5 Deputy Division Commander: F 8 Unit 9: 80 skirmish F 2 human cavalry, bows & swords, riding warhorses, Heroes: 1 M 5, 1 C 6, 2 Wood Juggernauts (and non-combatant crews of 2 Sergeants (F 3), 1 Captain (F 4) 10 each) Unit 10: Identical to Unit 9 Unit 1: 120 regular goblin cavalry, bows & swords, riding dire wolves, 3 Unit 11: 80 elite E 2 cavalry, bows & swords, riding warhorses, 2 goblin Sergeants, 1 goblin Captain Sergeants (E 3), 1 Captain (E 4) Unit 2: Identical to Unit 1 Expert Game Adventure

Red Arrow, Black Shield by Michael S. Dobson An Adventure for Character Levels 10-14

CONTENTS

INTRODUCTION Running the Adventure 2 THE INVASION OF AKESOLI 3 The Invasion Begins 4 The Chase Flow Chart 5 Akesoli in Torment 4 Rallying the Populace 7 THE REPUBLIC OF DAROKIN WANTS YOU! 8 Leaving Akesoli 8 The Republic Readies for War 8 Mission Plenipotentiary 9 Avoiding the Mission 10 Editor: Edward G. Sollers DIPLOMATIC MISSIONS 11 Cover Artist: Jeff Easley Conducting Diplomacy 11 Interior Artist: The Realms of the Continent 11 Cartography: Dennis Kauth SPECIAL ENCOUNTERS 24 THE WAR OF THE MASTER 26 Typography: Kim N. Lindau Preparing for the Showdown 26 Against the Legion of Doom! 27 ®1985 TSR Inc. All Rights Reserved. Printed in U.S.A. The City of Sayr Ulan 28 DUNGEONS & DRAGONS, D&D, ADVANCED Aftermath of the Great War 32 DUNGEONS & DRAGONS, , the THE WARSample MACHINE REDU Xfile 34 TSR logo, PRODUCTS OF YOUR IMAGINATION, How It Works 34 and most character names are trademarks owned by TSR Determining Combat Results 34 Inc. Applying Combat Results 35 Distributed to the book trade in the United States by Ran- Sieges 36 dom House, Inc., and in Canada by Random House of War Machine Optional Rules 36 Canada, Ltd. SCENARIO RULES 36 Distributed to the toy and hobby trade by regional distrib- Game Map 36 uters. Distributed in the United Kingdom by TSR UK Game Pieces 36 Ltd. Time Scale 37 Order of Play 37 This adventure is protected under the copyright laws of the Movement 37 United States of America. Any reproduction or other Conducting Combat 37 unauthorized use of the material or artwork herein is pro- Supply 38 hibited without the express written permission of TSR Inc. Combining War Machine Rules with the BATTLESYSTEM1" Fantasy Combat Supplement 38 Order of Battle 38 TSR Inc. TSR UK Ltd. MONSTERS AND VILLAINS 40 POB 756 The Mill, Rathmore Road Generic City Chase Flow Chart 5 Lake Geneva, Cambridge CB14AD Grand Duchy of Karameikos Map 15 WI 53147 United Kingdom Camp of the Frost Giants 21 Lair of the Great Dragon 22 Battle with the Legion of Doom 27 The City of Sayr Ulan 29 The Camp of The Master 30 TSR, Inc. The Map of The Continent Playing Pieces

9160 394-54894-9TSR1000 INTRODUCTION

The Master of the Desert Nomads, whose isn't necessary. If they did, they are already items appropriate to his or her level. An name is spoken only in whispers, has familiar with The Master, Hosadus, a power- assortment of pre-generated characters is returned from the dead to lead the nomad ful and evil cleric. If not, they will learn all provided in this adventure. tribes of the Sind Desert to victory and plun- about him soon enough. This adventure provides a transition for der! You may place this adventure in your own Expert-level characters into the D&D® Com- campaign world rather than use The Conti- panion Set, which covers character levels 15- Running The Adventure nent from the D&D® Expert Set. The back of 25. the large map is printed with a hex pattern. Red Arrow, Black Shield is a unique adven- You can draw your own campaign world onto ture for the DUNGEONS & DRAGONS® Abbreviations that map (a scale of 1 hex = 24 miles will game system, in which the player characters allow you to use the special War Machine In addition to the abbreviations listed in lead diplomatic missions and armies against movement rules in this adventure) and pre- the D&D® Basic Rules, the following abbre- the Desert Nomads and their evil leader, The pare army counters for each of the realms in viations are used in this adventure: Master. Unlike most D&D® adventures, Red your world. To prepare army counters for the Arrow, Black Shield uses two different sys- realms of your campaign, you will need the AR = Attack Rating tems for mass combat: the War Machine D&D® Companion Set, which contains War BFR " Basic Force Rating rules from the D&D® Companion Set Machine rules that are not reprinted here. BR = Battle Rating (reprinted in part here) and the BATTLE- You must define the alignment and objectives DL = Discipline SYSTEM™ Fantasy Combat Supplement, of each realm in your campaign world in SA = Special Attacks which is needed in order to play. order to play the diplomatic missions. And, SD = Special Defenses The adventure is played on three different you must create a desert realm where The d% = Percentile dice roll levels: individual role-playing, BATTLE- Master and his allies live. #Fig = Number per Figure SYSTEM™ tactical mass combat game, and HD/Fig = Hit Dice per Figure War Machine strategic combat. The map and OL • Open Locks counters in this adventure are used for War Player Characters FT ~ Find Traps Machine combat, but can be used in future This adventure is designed for a party of RT = Remove Traps campaign play to add new life to the D&D® 4-8 characters of 10th to 14th level of experi- PP - Pick Pockets campaign world. ence, and the range of character classes MS = Move Silently This adventure is designed to follow D&D® should be well balanced. The party will bene- cw = Climb Walls adventures X4, Master of the Desert fit from having at least one magic- user of HS = Hide in Shadows Nomads and X5, Temple of Death. Although 12th or higher level, and at least one charac- HN = Hear Noise it is desirable if the player characters in this ter with a Charisma of 15 or better. Each adventure played those earlier adventures, it character should have two or three magic Sample file THE INVASION OF AKESOLI

This adventure begins in the town of Ake- in them, and a "HAZARD" result is given lessly empties a bucket of garbage into a soli, a main trading port and commercial city for certain letters on the Location Chart. curbside gutter. A big bucket of waste on the shores of Lake Amsorak. Akesoli is the When the player characters wander into a from a second-story window lands on one focus of all trade with the mysterious lands to Hazard Circle, roll for an encounter on the of the PCs, drenching him or her head to the west, including Hule, the Savage Coast Hazard Table, given in this section. toe. The dumper quickly ducks out of (see X9, The Savage Coast), and other points sight. west and south. Adventurers are not Locations Table for Akesoli 3. A cart overloaded with chickens in cages is unknown here; many pass through Akesoli A. Inn, General Store, Cobbler, Stable being pulled down the street, and sud- after adventures in the west, or in the Wild B. Tailor, Fletcher, Moneylender, Armorer denly overturns. Approximately 400 Lands to the south (see X6, Quagmire). Ake- C. Constable, Tax Collector, General Store chickens escape, flapping and squawking soli is one of the most important cities of D. Mayor's Palace, Government Offices loudly. Peasants run out of the houses to Darokin, thriving on all manner of business. E. Bowyer, Alchemist, Brickmaker, Car- grab chickens (free dinner!), dogs bark penter furiously, feathers fly everywhere. The The Chase Flow Chart F. Grocer, Stonecutter, Barber, Florist PCs are at the center of all this chaos. G. Perfumer, Dyer, Jeweler, Temple, Smith 4. A wild dog (AC 7; HD2 + 2;hp 10; MV The town of Akesoli (and, in fact, all of the H. Tanner, Food Store, Stable, Butcher 180'(60'); #AT 1 bite; D 2-12; Save Fl; towns and cities visited in this adventure) I. Inn, Stable, Winemaker, Goldsmith, ML 8; AL N; XP 25) bites the ankle of uses a special mapping technique, called a Scribe one of the PCs. There is a 10% chance it is Chase Flow Chart. You can use the Chase J. Candlemaker, Armorer, Temple, Lum- rabid. Rabies symptoms appear within 4 Flow Chart to represent an entire city with- ber Mill hours, consisting of high fever and delir- out having to construct a detailed map for it. K. HAZARD, Residences, Tavern, Market ium. If untreated, the disease kills within The Chase Flow Chart is made up of cir- L. Tavern, Temple, Bellmaker, Beauty 48 hours. A cure disease spell will cure the cles that show typical street intersections and Shop rabies, but the victim is left weak circles that show Hazard locations. A Hazard M. HAZARD, Residences, Butcher, Stable (Strength and Constitution 1/2 normal) is an obstacle or event that affects play. The N. Weaponsmith, Dairy, Glassblower, Jew- for 24 hours. After that period has passed, circles are connected by arrows. A number is eler all abilities return to normal. printed next to each arrow; these numbers represent the number of feet between the cir- P. Butcher, Herbalist, Bakery, Hatmaker cles. The letters inside each circle represent O_. Docks, Shipwright, Chandler, Ware- Pursuit Situations buildings, landmarks, or other events; they houses If the PCs are fleeing or chasing someone, may change from city to city. R. HAZARD, Outdoor Bazaar, Puppet go back to the Chase Flow Chart. The dis- Show tance between each circle is given in feet. Use Ten of the circles are numbered; these cir- S. Outdoor Market, Bazaar, Tavern the encounter speed (feet per round) for PCs cles are starting places. Whenever a chase T. Inn, Stable, Magic Shop, Moneylender and their opponents. Running speed is 3 begins, or player characters are just walking U. Leatherworker, Alchemist, Potter times encounter speed. through the streets, roll ldlO. Start in the cir- V. ClothmakerSample, Sailmaker, file Candlemaker cle that corresponds to the die roll. First, determine in which direction the W. Musical Instruments, Scribe, Illumina- pursuit is going. Then determine which side The Location Chart lists some of the build- tor is faster. Calculate the difference in speed ings that may be found in each circle. If the X. Fish Market, Wine Shop, Weaver, Tailor between the two groups. player characters want to locate a building Y. Blacksmith, Stables, Tavern that you have not already defined, first decide In each round of the chase, first figure out Z. Town Gates, Tax Collector, Money- if such a building exists, then either choose a how far the party in the lead travels. Then use lender location or roll ldlO to determine a random the difference in speed between the parties to location for it. Characters can ask passers-by find out if the chaser gains or loses ground in for directions, look for signs, go into shops Hazards the chase. If the chaser catches up, run melee and ask around, or otherwise explore until When PCs wander into a Hazard Circle combat normally. they find what they're looking for. Once the when they are simply exploring the town and Each time the party in the lead reaches a PCs have located something, it becomes are not involved in a chase or crisis, roll Id4 circle that has a branching intersection, the fixed; make a note on the Locations Table so and apply the result from the following table. fleeing party escapes its pursuers if the dis- that whenever the PCs return to that location tance between the destination circle and the they find it again. Hazard Table: Everyday Life previous circle is less than the distance 1. An 8th level thief attempts to pick the between the two parties. Only key shops and buildings are listed on pockets of someone in the party. If the The fleeing party may try to duck into a the Locations Table. Residences are every- attempt succeeds, the victim loses one building or otherwise try to shake the pursu- where; the streets are clogged with people item of value, but does not miss it immedi- ers. The base chance to succeed is 5% +5% during the daytime. At night, parties of 4-8 ately. Wait until the victim tries to pay for for every 10 feet between the leader and the guards patrol the streets, and fewer citizens something, for example, and then tell him pursuers. Roll the dice secretly for this roll. If are out. If the PCs attack the city guards, that he has no cash. If the attempt is the roll fails, the pursuers have spotted the they attract the attention of the entire neigh- detected, the thief runs for it. If the thief is fleeing party entering the building. borhood. Within one turn, 20-80 reinforce- caught and turned over to the constabu- ments arrive. If necessary, civilians help them lary, the local officials pay a reward of 100 track down the PCs. Some circles have the word "HAZARD" gP- 2. Someone in an upper-story window care- THE INVASION OF AKESOLI

Market Day in Akesoli ture and bring all the characters together. It is street, Geoffrey, the carpenter, bursts also a place where the PCs can find out where through the door, sweat pouring down his The hot, dusty streets of Akesoli are things are located in town or can hear rumors face, gasping for breath. "It's...an attack! jammed with people from all levels of about the Desert Nomads. The PCs can learn The...nomads...they're invading Akesoli!" humanity. Hawkers of goods line the nar- that the nomads have been buying more he gasps. "We've...got to get out of here!" row, crooked streets, shouting out their horses and metal lately and haggled less than When the PCs first go out into the street, pleas for buyers. usual, travelers from the Sind Desert have they are confronted with an incredible sight. The smells of city life are almost been experiencing the worst weather in overwhelming—the stink of sweaty people years, with particularly bad sandstorms, the The sun has dimmed and reddened and animals mixed with exotic spices from nomads have been more arrogant and abu- strangely. As you step out into the street, the strange lands to the west, the smell of sive when they come in to trade, and some you are greeted with an incredible sight! the butcher shop mixed with the sweet people fear attack by the nomads, but the Overhead, a swirling red morass, like an odor of fresh bread hot from the baker's general opinion is that the nomads pose no aerial whirlpool, has appeared out of oven. Near the docks, the powerful odor serious danger—they argue among them- nowhere to cover the city, casting a sinis- of the huge fishmarket point the way to selves too much to threaten others. ter red pall over everything. Lake Amsorak. The PCs arrive in Akesoli several days The brushes you have had with death before the Desert Nomads invade. They This is a magical swirling sandstorm, a and the scars you carry seem to have given should have ample opportunity to buy any strange creation of The Master's mysterious you an aura of mystery and power.. .peo- equipment or supplies they may be lacking, powers. It begins at a height of 30 feet and ple who have jostled and pushed their way and to otherwise rest and recuperate from stretches to 700 feet. If the PCs try to fly into through the noisy crowds politely move previous adventures. Once the PCs are com- the cloud, they are buffeted by howling winds out of your way. A path through the pletely equipped and outfitted, and have and stinging sand (3 hp/round automatic crowds opens up before you as you walk, explored the town to their heart's content, the damage, no spell-casting or missile fire possi- and closes behind you as the crowds crush adventure begins. ble, if flying device requires concentration, in again. Vendors offer you a free taste of The Invasion Begins must save vs. Spells each round or lose 10-40 their wares and beg you to accept incredi- feet of altitude) until they give up or reach the ble bargains in their merchandise. Running With the Inn Crowd top of the storm. Above the storm waits This event takes place one morning while another threat—The Master's airboats. This is a typical business day in Akesoli— the characters are having breakfast in the Four airboats patrol above the cloud. The hot, crowded, and always conducted at the Next Door Inn. airboats resemble sea-going longboats, com- top of the lungs. Most areas of the city are plete with oars. Once the airboat com- similar. The PCs can wander about as they The kitchen door swings open with a clat- manders spot the flying PCs, they attack, like, checking out the city. Everyone they ter. Zeb the Innkeeper and Tracy the Bar- always remaining above the storm unless meet is far too busy to talk to them. If the PCs maid enter carrying steaming platters they are destroyed. The airboats have a MV want food, drink, news, or just peace and laden witSampleh hot breakfast food—mound file s of of 36", and can change direction up to 180 quiet, they will have to find an inn. scrambled eggs, rashers of bacon, loaves degrees per Game Round. The airboats can of fresh bread, and mugs of strong coffee. travel at all three game altitudes (see BAT- The Inn Crowd People begin grabbing at the food as soon TLESYSTEM™ game case [15.1]) and can Several inns are shown on the Location as they place the trays on the table. land on the desert sands. Missile fire from the Chart. Whether the PCs are actually looking "Don't grab," says Tracy, the dark- airboats is made at no penalty. The hit dice of for an inn, or merely for the things an inn can haired serving wench, in her musical an airboat is equal to the sum of the hit dice of provide, they find the Next Door Inn. It voice, "There's plenty more in the kitchen its occupants plus 30 HD for the airboat hull doesn't matter in which circle on the Chase when this is done!" itself. A Wound on an airboat means that Flow Chart the inn is located. You and your fellows happily stuff your- only one-half of the archers on board can con- selves in a long, leisurely breakfast. It is a tinue to fire. An airboat that is destroyed (2 The inn provides welcome relief from the pleasant change from the hardships of the Wounds or a Kill) crashes in flames. If the heat and clamor. The innkeeper, Zeb, a adventuring life. And when you cannot airboat lands on figures, those figures take 10 burly man with a huge mustache, greets find room for a single bite more, you relax HD of damage per individual. The airboats you heartily, as does the barmaid, Tracy, with the fine cigars from Zeb's personal do not carry bombs. an attractive and very friendly serving larder. It's going to be a lazy, sun- wench. Looking around, you spot the reg- drenched day... Akesoli In Torment ular customers and quickly pick up their In the distance, the din and roar of the town of Akesoli seems to be getting louder. One regular division of the Desert Nomad names and habits from the background army, augumented by some special troops conversation—Dugald, a bearded, bald- A lot of people seem to be shouting in the streets. It's hard to make out their words, from The Master's private force, the Legion ing man with an incredible tolerance for of Doom, has invaded Akesoli. You can set up drink, Geoffrey, a sweaty carpenter, but it sounds like there's some sort of dis- turbance going on. the wargame map at this time, placing a Des- Harald, a magician's apprentice, and ert Nomad division counter on the Akesoli Jon, an all-too-talkative scribe. hex, but it is not necessary to do so until the This is the beginning of the invasion. If the next chapter, in which the PCs become The Inn exists as a place to start the adven- PCs don't immediately head out into the directly involved in running the forces of Map 1 The Generic City Chase Flow Chart

480'

Sample file