TSR 9050 - O1 - The Gem and the Staff.pdf

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The Gem and the Staff
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ADVENTURE BOOK
One-on-One Adventure Module O1
The Gem and the Staff
by John and Laurie Van De Graaf
Preface
Welcome to the world of Eric the Bold. A simple theft was never
more dangerous . . . or more exciting!
The Gem and the Staff is a special One-on-One competition
module designed for one player and one Dungeon Master.
A One-on-One Competition
Module for Thieves Level 8
The module includes:
* two complete adventures, Tormaq's Tower (p. 4),
and The Staff of Fazzlewood (p. 10).
* complete instructions on how to use this module (p. 3).
* a perforated character sheet that the player may use during the
adventures (p. 2).
* a 16-page Map Book, featuring player's maps for both adventures.
* cardboard character figures suitable for use as playing pieces on
the maps provided (inside module cover).
* encounter summaries for each adventure, listing all the impor-
tant DM information (p. 15 and 16).
* a scoring system for evaluating the player's performance in each
adventure (p. 15 and 16).
* notes on how to run the module as a competition (p. 3).
* a complete DM Master Map for each adventure (inside module
cover).
Editor: Tim Kilpin
Artist: Harry Quinn
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 to the United Kingdom by
TSR (UK) Ltd.
DUNGEONS & DRAGONS and D&D are registered
trademarks owned by TSR, Inc.
©1983 TSR, Inc. All Rights Reserved.
This module is protected under the copyright laws of
the United States of America. Any reproduction or
other unauthorized use of the material or artwork con-
tained herein is prohibited without the express written
permission of TSR, Inc.
TSR, Inc.
POB 756
Lake Geneva,
WI 53147
TSR (UK) Ltd.
The Mill, Rathmore Road
Cambridge CB14AD
United Kingdom
Good luck in your thieving. Remember, time is NOT on your side!
Printed in U.S.A.
ISBN 0-88038-010-1
Do you have any questions or comments? Our designers and editors can help.
Send your questions to:
D&D® Questions, c/o
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CHARACTER SHEET
Character: Eric the Bold
Player: __________________________
Class: Thief
Level: 8
Alignment: Neutral
Hit Points: 28
Armor Class:
7
(-2 for dexterity)
+1 to hit and damage rolls (melee weapons only)
Strength:
15
Intelligence:
14
Wisdom:
9
Dexterity
16
+2 to hit roll with missile weapons; -2 to AC for AC 5
+1 hp per hit die; included in hit points above.
Constitution
13
Charisma
10
Saving Throws:
poison or death ray
12
magic wands
13
turn to stone or paralysis
11
dragon breath
14
rods, staves or spells
13
Thief's Abilities:
open locks
65%
remove traps
60%
pick pockets
65%
move silently
65%
climb sheer surfaces
94%
hide in shadows
55%
hear noise
1-4
Base Movement: 120' per turn (40' per round)
Combat Bonus: +4 to hit and double damage when striking unnoticed from behind
Languages: Common, Thieves' Cant, Orcish
Magic Items:
(normal) sword +1
dagger +2
sleeping potion (effective on humans and humanoids for 5 rounds per level)
potion of diminution
talisman of homing (second adventure only)
ring of spell storing with following spells (as 6th level magic-user):
First Level: charm person, detect magic, magic missile, ventriloquism
Second Level: knock, phantasmal force.
Other Equipment:
Leather Armor
Thieves' Tools
Tinder Box
Iron rations (sufficient for one week)
Tear this sheet along the perforation and give it to the player at the start of the adventure.
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HOW TO USE THIS MODULE
This one-on-one module contains two
competition adventures for one player and
one Dungeon Master. The adventures are
designed for use with the DUNGEONS &
DRAGONS® game system. They cannot be
played without the D&D® Basic and Expert
rules.
If you are going to participate in the
first adventure as a player character, stop
reading now . The rest of the material is for
the Dungeon Master only.
Theme: In each of the two adventures, the
player character, Eric the Bold, must steal a
valuable item from the dwelling of a pow-
erful wizard. The essential challenges in
each adventure are to overcome the defenses
of the wizard's home, avoid tangling with
the wizard himself, obtain the desired item,
and escape safely.
Preparing to Play: Carefully study these
notes and the first adventure before begin-
ning play. If you wish to play the second
adventure yourself (see the Replay Value
section below), you shouldn't read any part
of the second adventure.
Replay Value: Both adventures in this
module can be played any number of times
by different players. The players in your
group may wish to go through the adven-
tures one at a time and then compare scores
after everyone has had a chance to play.
You can also have a chance to play.
Run one player through the first adventure
without reading the second adventure. Then
have that player read the entire module,
become the DM, and run you through the
second adventure! The DM's notes for the
second adventure have been kept separate
to make changing off possible.
The Player Character: The player must use
the prerolled eighth level thief, Eric the
Bold. A perforated character sheet for Eric
is provided on page 2 of the module. Both
adventures have been specially balanced
for Eric's abilities and equipment. Note
that Eric has some special equipment, such
as a ring of spell storing.
Map Book: The 16-page book of maps is
provided to help the player quickly visual-
ize the situation confronting him. The
maps can also be used as playing surfaces
for the adventures. Each map square equals
5 feet. Make sure you only show the player
one map at a time. When there are two
maps on a single page, cover up the map of
the area that the player has not yet explored.
Character Figures: Cardboard figures
representing Eric and the monsters in the
module have been provided on the cover of
the module. The player may actually move
his figure on the maps. After a map has
been laid out, the monster figures should
be placed in their appropriate spots for that
encounter. (Those spots are marked with
X's on the DM's maps.)
Encounter Summaries: A list of all vital
information about the encounters in each
adventure is provided at the end of the
module. Monster statistics, NPC actions
and reactions, and special magic items to
be found are all given here. Once you have
read an entire adventure, you need only use
the Encounter Summary when you run the
competition.
Scoring System: A Player Evaluation List
is provided for each of the two adventures.
As the player goes through the adventure,
note points earned or lost by circling the
appropriate numbers on the score sheet.
Total up the player's points at the end of
the adventure.
Time Limit: A strict limit of 30 minutes
playing time is set for each adventure. After
you have given the player his character
sheet, read the Player's background to the
player and answer any questions the player
might have. Then begin keeping track of
time. At the end of 30 minutes, the adven-
ture must end, and the player's score should
be calculated. The scoring system rewards
players who move quickly toward their
goal without getting involved in unneces-
sary encounters.
Statistics and Abbreviations: Monster sta-
tistics will be listed in the following order:
Monster/NPC Name: Armor Class; Hit
Dice or Class/Level; hit points; Move-
ment per turn (round); No. of Attacks
per round; Damage per attack; Save
As: Class/Level; Morale; Alignment;
and Abilities for NPCs (such as spells),
when appropriate.
The following abbreviations are used:
Abbreviations
AC
C
MU
#
#AT
MV
ML
C
= ArmorClass
= Cleric
= Magic-User
= Level
= number of attacks
= Movement
= Morale
= Chaotic
N
= Neutral
D
Save
AL
E
S
= Damage
= SaveAs
= Alignment
= Evil
= Strength
= Wisdom
= Constitution
I
D
Ch
HD
D
T
hp
= Intelligence
= Dexterity
= Charisma
= HitDice
= Dwarf
= Thief
= hitpoints
W
C
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ADVENTURE ONE: TORMAQ'S TOWER
Hand your player the character sheet for
Eric the Bold provided in this module.
Give the player a few minutes to become
familiar with the character. Begin play by
reading the Player's background below to
the player. Carefully note the time, and
then begin the first encounter. This adven-
ture has a 30-minute time limit.
Player's background
The knock on your door is quiet but
firm. You awaken instantly, grab your
sword, and stride to the door. Keeping
the chain still fastened, you ask, "Who
knocks in the middle of the night?"
"I am Cordate of the Guild of
Agents. I have a business proposition
for Eric the Bold," a voice replies.
Cracking the door open, you inspect
your visitor. Your keen thief's eyes detect
no disguise or weapons on the distin-
guished looking man. He seems to be
alone, so you let the stranger in.
"I apologize for coming at so late
an hour, Eric, but my employer's busi-
ness is not suited to the prying eyes of
daylight. My employer wishes to remain
anonymous. He has asked me to hire
you to steal an item."
Reaching into his pocket, Cordate
displays in his palm a sparkling amber
gem of unusual size. "This beautiful
object is a fake, made of pure colored
glass, as you can see. It is, however, a
duplicate of a real gem. My employer
wishes to have you steal the real gem
and substitute this copy in its place."
"Where is the true gem located?"
you ask.
"Tormaq's tower in the province of
Luho," he replies.
A sudden chill dampens your en-
thusiasm. "I know of Tormaq, the
Archmage of Luho. The prospect of
thieving from a powerful wizard is not
to my liking. Even though I am the best
thief in the city, it would be very fool-
hardy," you reply.
"My employer suspected you might
be reluctant," Cordate says. "So he asked
me to mention that he knows the only
witness to your daring theft of the Royal
Scarab from the governor's palace.
Should you decline to work for him, my
master would feel it his civic duty to
produce the witness to the Imperial
Guard. Whatever fate should befall you
in Luho would be far kinder than what
the governor would impose upon one
who embarrassed him so. If you accept
the task, the witness shall never be heard
from. If you bring the real gem back,
you will receive your weight in pure
gold. ..enough to keep you in luxury for
years."
You consider his words. The theft
of the Scarab had gone perfectly. How
then had Cordate's mysterious employer
known that you were responsible? The
mere thought of what the flint-hearted
governor might do to one even sus-
pected of the crime . . . and the rewards
for success would be generous indeed,
especially with the contract terms gua-
ranteed by the powerful Agents' Guild.
"The reward is indeed bountiful,"
you reply. "The risks no longer seem as
great . . . even a wizard dons his robe one
arm at a time like any other man. I
accept the terms!" You shake hands
with the agent Cordate to bind the
contract.
"Here is a scroll to teleport you out
of the wizard's tower," adds Cordate.
"After you steal the real gem, simply
touch the scroll to it." You thank him,
and he leaves to allow you to plan your
theft.
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