Fighter's Challenge

Fighter's Challenge

Map 1. Sturnheim and Vicinity Sample file 1 Mad Challenge 4 Brigands of the Hills 7 Mousebane 10 Stone Dragon 2 Signpost 5 Fangflight 8 The Bear 11 Beholder 3 Tower 6 Centaurs 9 Owl bear 12 Baby Dragon Introduction Fighter's Challenge is a one-on-one adventure; it is designed for small campaigns, or as a means to give a solitary PC (Player Character) some experi- ence before placing him in an existing campaign. There are references made to PHBRl, which is by John Terra The Complete Fighter's Handbook. PHBRl is not Introduction 1 necessary for the running of this adventure, but it I. Welcome to Sturnheim 2 helps to flesh things out. Sturnheim's Details 5 The adventure is suited for a 2nd- through 4th- The Key and the Tower 10 level warrior PC, or a warrior multi-class (fighter/ II. From Village to Tower 11 cleric, fighter/thief, etc.). A cleric or thief may run Gaining Entry 13 through this adventure, but a wizard is unlikely to The Ruined Tower 14 survive. Jermlaine Lair 15 When running Fighter's Challenge, keep in mind IV. The Underground Complex 16 that role-playing is still important despite there be- The Duergar Sector 19 ing only one player and one DM. Roleplay each V. Getting Away 22 NPC's personality, especially if henchmen are in- volved. Play up the feelings of the PC being on his VI. Subplots 23 own in an unknown area. The Brigands of the Hills 23 Fangflight 24 Finally, give the player a break. With only one The Great Misunderstanding 24 PC, the margin for error is slim. If the player is Daddy Knows Best 26 having his PC do all the right things and his luck is The North Forest 27 still bad, go easy on him. Instead of killing the PC, The Graveyard 28 an enemy may take the vanquished PC prisoner, The Swamp 30 for example, with a possibility of escape later. A gang of brigands may be content with merely tak- Credits ing a few of the PC's things. Designed by John Terra Sample file Edited by Jacqueline Leeper and Steve Winter Fighters' Challenge Features Cover Illustration by John and Laura Lakey This module details a small campaign revolving Interior Illustrations by Karl Waller, around the village of Sturnheim. Sturnheim is cov- Mark Nelson, and Jim Holloway ered in the first chapter, since the village is the logi- Cartography by John Knecht cal starting point and has the hooks and Typography by Tracey Zamagne background for the main plot. ADVANCED DUNGEONS & DRAGONS and AD&D are registered The second chapter deals with the areas between trademarks owned by TSR, Inc. The TSR logo is a trademark owned by Sturnheim and the ruined tower, the latter being TSR, Inc. the setting for the main plot. ®1992 TSR, Inc. All rights reserved. Printed in the U.S.A. Chapters three through five cover the tower Random House and its affiliate companies have worldwide distribution proper, the underground area, and miscellaneous rights in the book trade for English language products. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. features respectively. This product is protected under the copyright laws of the United States The final chapter covers the subplots, none of of America. Any reproduction or other unauthorized use of the material which are necessary for the completion of the main or artwork contained herein is prohibited without the express written permission of TSR, Inc. plot, but which may provide items, allies, and clues to make the resolution of the main plot that TSR, Inc. TSR Ltd. much easier. POB 756 120 Church End, Cherry Hinton Lake Geneva Cambridge CBl 3LB WI 53147 U.S.A. United Kingdom Chapter I Sturnheim is a village that has seen better days. Lo- while Valdar secured his position in town and kept cated on an old trade route, this village of 2,000 an eye out for Poot. people saw its fortunes decline when the route fell Recently, the brigands found the ruins, but they into disuse. could not gain access. They needed the sword-key. The change in Sturnheim's fortunes came 40 The robbers sent a message to Valdar informing years ago. A large merchant caravan, which in- him of their success. cluded a gold shipment composed of much of When the PC enters Sturnheim, the brigands are Sturnheim's money in its cargo, disappeared. The in the midst of attacking old Poot. gold had been sent away for an investment. The The villagers' attitude toward strangers depends disappearance occurred on the road in the eastern on the strangers' actions. Visitors who are reasona- edge of the foothills. Outraged at this loss, many bly polite and spend gold are treated courteously. merchant guilds of the surrounding larger cities Strangers who act belligerent, arrogant, conde- collaborated and organized different routes, by- scending, and/or who ask for handouts, haggle passing the unfortunate village. over prices, and make it clear that they have no Determined to restore Sturnheim's honor and intention of spending much money are treated sul- reputation, a band of eight adventurers combed lenly, and may even have to suffer a 10% to 50% the hills looking for traces of the caravan. Four markup on goods and services. members of the group died unpleasant deaths in the process, and the other four found a mysterious Personalities stone sword, but the mission was a failure. Sturnheim has its share of interesting people. Shamed by their failure, two of the survivors left What follows are the statistics for the NPCs most town. One of these was a warrior named Kesor, a likely to be encountered in the village. man of evil disposition. He was convinced that the stone sword had some significance, so he traveled Valdan AC 0; MV 12; F7; hp 50; THAC0 14; #AT 3 widely seeking clues from sages and libraries. /2; Dmg by weapon; AL NE; Str 17, Dex 16, Of the two men who remained behind, one Con 15, Int 11, Wis 9, Cha 13; ML 18. eventually went mad and fled town, and the other, Equipment: Chain armor +1, shield +1, broad- a thief named Poot, kept the stone sword Sampleand be- swordfile +2, voulge +1, dagger +1, potion of gan his own research into the nature of the sword. healing. Poot, however, stayed in the Sturnheim vicinity. Weapon Proficiencies: Weapon and shield style, Years passed, and Kesor, now an old man, fi- broadsword, voulge, dagger. nally discovered the true nature of the sword. It is Nonweapon Proficiencies: Tracking 9, blindfight- a key to an old tower hidden in the hills, a place the ing, land-based riding 12, read/write 12. caravan attackers could have used for a lair. Kesor realized that he had the answer to Sturnheim's Valdar is the captain of the militia. A human male problem, but he also knew he was too old to utilize of 30 years, he is a tough leader, and appears fanati- this information, so he passed the information on cally devoted to protecting the town. Handsome in a to his son Valdar. roguish way, Valdar is quite a dashing figure. Valdar returned to Sturnheim and, after per- He is suspicious of all strangers, and uses his forming a series of favors for the town, won the post as captain to interrogate them and keep tabs peoples' confidence and became Captain of the Mi- on their whereabouts. Anyone mentioning the lost litia. Unfortunately, Valdar also struck a deal with caravan invites very close scrutiny, usually in the a group of brigands who were barely scraping to- form of a pair of militiamen tailing the PC at a dis- gether an existence living on the eastern edge of the creet distance. Valdar wants Sturnheim's lost trea- hills. According to the deal, the brigands would ac- sure, and once he gets it, he'll leave the village cept Valdar as their leader and search for the tower forever. ruins, and in return he would pay them a small sti- pend, and make it easier for the brigands to way- Kalidar Blusterwind: AC 10; MV 12; F0; hp 5; lay travelers. The brigands began combing the hills Welcome to Sturnheim THACO 20; #AT 1; Dmg 1-4; AL NG; Str 8, Dex ture and romance, and is willing to be hired as a 8, Con 10, Int 14, Wis 13, Cha 14. scout (read: thief) for 4 gp/day. She is bright, mis- chievous, and flirtatious. Kalidar is the 54-year-old mayor of Sturnheim, and he has been in office for the past 10 years. He is Coryn: AC 8; MV 12; F 0; hp 4; THACO 20; #AT weak-willed, easily bullied and anxious to please. 1; Dmg by weapon; AL CG; Str9, Dex 6, Con 7, He remembers the lost caravan disaster, and feels Int 9, Wis 5, Cha 18; ML 8. that if the treasure were found and returned, Nonweapon Proficiencies: Pottery 4. Sturnheim's fortunes would improve. He will ac- Equipment: Leather armor, longsword. cept the PC's help in finding it, and will give the PC a 10% finder's fee. Of course, as a matter of rou- Coryn is the utterly incompetent, but outra- tine, he will notify Valdar of the arrangement, geously handsome, son of the village potter. The which will cause Valdar much distress. 20-year-old man is trying to pass himself off as an If the PC offers to fight the centaurs, the mayor adventurer, and will ask for 8 gp/day.

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