Sample File 90 Pre-Rolled Characters 91

Sample File 90 Pre-Rolled Characters 91

Table 50: HAND HELD WEAPONS, GENERAL DATA, AND TO HIT ADJUSTMENTS Hand Held Space Speed Armor Class Adjusments Weapon Type Length Req. Fac. 0 1 2 3 4 5 6 7 8 9 10 A»rbatBa c.4' 4' 7 -5 •A -3 -2 -1 -1 D 0 + 1 +1 *z c. 1.5' V 4 -5 -4 -3 -2 -2 -1 0 0 + 1 + 1 +a *>a&* c.5-71 31 3 -13 -11 -8 -7 -5 -3 -1 0 + 1 0 +3 Boku-toh c.3' 3' 4 -7 -6 -5 -4 -3 -2 -1 0 0 -1 0 Chain 5'-10' 5' 5 -8 -8 -7 -7 -5 -5 -2 0 0 + 1 0 Chijiriki, spear c. 7-10' 1' 6-8 -2 -2 -2 -1 -1 -1 0 0 0 0 0 CHprtH.chaln — — — (see chain) 1 CtafNHcks fe' 2 -16 -14 -12 -10 -8 -6 -4 -2 -1 -I • *i: Club c.3' V-3' 4 -7 • € -5 -4 -3 -2 -1 -1 0 0 * $ Dagger r-1.5' 1' 2 -4 -4 -3 -3 -2 -2 0 0 + 1 + 1 +3 Fang c.3' 1' 4 -5 -4 -3 -2 -1 0 0 0 0 0 0 Gunsen 1' 1' 2 -14 -12 -10 -8 -6 -4 -3 -2 0 -1 0 HabafQ 5' + 5' 9 0 + 1 + 1 + 1 + 1 +2 + 2 +2 +1 +1 M JM* r-1.5' r 2 -4 • 3 -2 -1 0 0 0 0 0 •4 Jo stick c.3' 2' 2 -10 -9 -8 -6 -4 -2 -1 0 +1 0 Kama c. 2' 3' 4 -3 -2 -1 -1 -1 + 1 + 1 + 1 0 -1 +2 Katana c.3' 3' 4 -5 -4 -3 -2 -1 0 0 0 + 1 + 2 +3 Kau sin ke 4'-6' 4' 6 + 3 + 3 + 2 + 2 + 1 + 2 + 1 + 1 + 1 + 1 -1 Kawanaga 8' + 5' 7 -e -8 -8 -e -4 -4 -2 -1 *•• •tm Kami 2' V 3 -7 -6 -5 -4 -3 -2 -1 -1 0 o" Kumade 6' 3' 4 -6 -6 -5 -5 -3 -2 -2 -1 -1 0 • (Mm Kusari-gama 2' + 2' + 6 -3 -2 -1 -1 -1 + 1 + 1 + 1 0 -1 +2 Kyoketsu-shogi 6' + 5' 5 -8 -8 -8 -6 -6 -4 -4 -2 -1 -2 + 1 Lajatang c. 5' 3' 6 -3 -3 -3 -2 -2 -1 0 0 + 1 + 1 +3 Lance flight) 10* 1' 7 -3 •3 -2 • -2 -1 0 0 0 0 - a lO'-ac 8' + 10 0 0 0 0 0 0 0 0 . 0 0 '^'^ifajl Mace h c.3' 4' • 7 +2 +2 + 1 + t 0 0 0 0 0 +t Man catcher 8' + 2.5' 7 0 0 0 0 0 0 0 0 -1 -2 -3 Nagimaki 5'-8' V 6 -3 -3 -2 -2 -1 0 0 0 0 0 0 Naginata 8' + V 7 -2 -2 -1 -1 0 0 0 0 0 0 0 Notode W V 8 -8 -7 -7 •6 -5 •• -4 -3 •2 i"l 9 N»nja-ta C.2* V Sample3 -5 file-4 -3 -2 -1 0 0 0 +1 0 Nunchaku C.3' 4' 3 -8 -7 •6 -4 r2 -2 0 0 +1 0 Parang c. 2' 3' 4 -5 -5 -4 -4 -3 -1 0 0 0 + 1 --m+ 2 Sal 1-1.5' 1' 2 -4 -3 -2 -1 0 0 0 0 0 -2 0 Sang kauw 3'-5' 3' 7 -7 -6 -5 -4 -3 -2 -1 0 0 0 + 1 Siangkatn V 3' 3 -8 -7 -6 -6 •A -3 -2 •1 0 -1 Sodegarami 6' + 5' 7 -10 •9 -9 -8 -6 -6 •4 -3 0 0 r1 Spew- s'-io* 1' 6-8 -2 -2 -2 -1 -1 0 0 0 0 '••• M Sword, broad c. 3.5' 4' 5 -5 -4 -3 -2 -1 0 0 + 1 + 1 + 1 + 2 Sword, long c. 3.5' 3' 5 -4 -3 -2 -1 0 0 0 0 0 + 1 + 2 Sword, short c. 2' r 3 -5 -4 -3 -2 -1 0 0 0 + 1 0 + 2 Sword, two-handed c.6' 6' 10 +2 +2 +2 +2 +2 +2 +3 +3 +3 +1 0 Tetsu-bishi d 2" 0 4 0 0 0 0 0 0 0 0 0 0 :"* Tetsubo c.4' 5' 7 +2 +2 + 1 + 1 0 0 0 0 0 +1 -t Three-piece rod c.6' 4' 7 -2 -2 -2 -1 -1 0 0 0 0 + 1 0 Trident 4'-8' + 1' 6-8 -4 -3 -3 -2 -1 -1 0 0 + 1 0 +1 Tui-fa (Tonfa) 2' V 4 -8 -8 -6 -6 -4 -2 0 0 0 -1 + 2 Wakizashi 2'-3' V 4 -5 -4 •3 -2 -1 0 0 0 +1 0 0 Whip 8'-20' 8'-20' 5-8 •14 -12 -10 -8 -6 -4 -2 -1 + 1 0 +3 * These weapons do twice the damage indicated to size L creatures when set firmly grounded) to receive a charging opponent. a These weapons do twice the indicated damage against creatures of any size when employed by an attacker riding a charging mount. b These weapons do twice the damage indicated to any opponent when the weapon is set to receive their charge. c This weapon class includes all pointed cutting and thrusting weapons with a blade length between 15 and 24 inches, except as noted in the listing. d These weapons are primarily used by ninja characters. e These weapons can only be used with martial arts weapon styles and can be used to perform the weapon style special maneuvers. f These weapons can be used to perform the martial arts weapon style special maneuvers. g These weapons can make entangling attacks. h Minor variations of these weapons, with different names, may exist in the campaign. Kara-Tar Eastern Realms Ronin by Curtis Smith and Rick Swan Table of Contents |7u Introduction 2 Chapter 1: Suijeng 8 Chapter 2: Saihoji 23 Chapter 3: The Shao Mountains 31 Episode 1: Chu'Yuan 38 Episode 2: Kera Valley 40 Episode 3: Gua-Sar Caves 42 Episode 4: Salju Mountains 46 Episode 5: Kobar Valley 47 Episode 6: Keluh Valley 49 Episode 7: Pasar 53 Episode 8: Kayu Valley 55 Episode 9: Kutuk Valley , '. 56 Episode 10: Kilap Valley 59 Episode 11: Kesasar Valley 63 Episode 12: Perpustakaan 64 Episode 13: Kuning Valley 70 Episode 14: Ketcheel Valley 73 Episode 15: Kabut Valley and Kumandang Valley 77 Chapter 4: Tempat Larang 79 Player Handout 85 Appendix 1: Languages of Kara-Tur 86 Appendix 2: Lidahan Word List 88 Appendix 3: Shao Mountain Outpost Sample file 90 Pre-Rolled Characters 91 Credits: Design: Curtis Smith, Rick Swan Tu!t Editing: Jon Pickens, Steve Winter L/U Cover Art and Interior Art: Jim Hollo w a y Cartography: Steve Sullivan and Curtis Smith Typography: Gaye O'Keefe 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, FORGOTTEN REALMS, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR Inc. This adventure 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. °1990 TSR, Inc. All Rights Reserved. I* Printed in U.S.A. ISBN 0-88038-749-1 9257 TSR Inc. ~^^ I~~J TSR UK Ltd. POB 756 LK2 120 Church End, Cherry Hinton Lake Geneva TSR Inc. Cambridge CB1 4AD WI 53147 USA PRODUCTS OF YOUR IMAGINATION™ United Kingdom iNtROtHJCtiON Wherein the players must wait while the Dungeon Mas- CAMPAIGN PLAY ter becomes enlightened. Many oriental adventures become epic campaigns as play- ers weave the family lines of their clans into the fabric of his- Ronin Challenge is a complete adventure. It is also the first tory. Ronin Challenge can serve as the start of a new of two modules in a series that continues with OA7, Test of campaign; while racing to complete their mission, the charac- the Samurai. Both modules are self-contained and can be ters will encounter many new lands, legends, and challenges played independently. The DM needs access to the AD&D® that they can pursue later. Players will also have the option of game rules and Oriental Adventures to run this adventure. continuing with the sequel, OA 7 Test of the Samurai. The Kara-Tur boxed set contains much more background This adventure can be easily modified to fit into any exist- material, and additional details about some of the Non-Player ing oriental campaign where there are lands yet to be ex- Characters (NPCs) can be found in FR7 Hall of Heroes. plored. Simply change the names of the NPCs to characters Though these are helpful sources, neither is necessary. in your campaign, and set the martial arts tournament (in Chapter 1) in a frontier city. The new lands depicted in PLAYERS, DON'T READ AHEAD these maps will become the unexplored lands in your cam- Players, heed well the words of the noted explorer Li paign. The first chapter includes motivations for every ori- Tzen Tbmei: "Brave are those who face great danger. Braver ental character class to attend the martial arts tournament still are those who face the unknown." that starts the adventure.

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