TSR 9157 - XS2 - Thunderdelve Mountain.pdf

(9960 KB) Pobierz
?r
Levels
7-9
I
WJJ
Expert
Solo
Adventure
Thunderdelve Mountain
By William Carlson
PnODUCTS O I
V O W
IYAOINATION”
TSR,
Inc.
DUNGEONS
k
DRAGONS.
D F d
PRODUCTS
OF
YOUR
INXQlNATlON.
and
the
TSR
.
.
/ I
Thunderdelve
Expert
Solo
Adventure
For Character
Levels
7-9
Mountain
by
William
Carlson
TABLE
OF
CONTENTS
~
INTRODUCTION
The Character
...........................................
~~~
Editor:
Anne
Gray McCready
Developer: Tracy
Hickman
Cover
Art:
Larry
Elmore
Interior
Art:
Mario Macari
Cartography: Dave
“DieseY
LaForce
Typographer: Betty
Elmore
and Kim Linda“
9 9 8 5
TSR.
Inr.
All
Rights
R e x w d .
DUNGEONS
c
DRAGONS
and
DcD
are
regi$t-d
trademarks
0 4
by
TSR
Inc.
PRODUCTSOF
YWUR
IMAGINATION
and
-
the
TSR 1-0
are
wademark>
ow&
by
TSR
In<.
........................................
...................................
...............................
................................
.......................
The Treasure Table
.....................
.................................
............
3
An Explanation
of
Magic Items
.................
.............
3
Runic Writings
.........................
An
Important Point
..............
....................
3
THE BEGINNING
OF
THE
TALE
.
SECTION
SI
z
.................
4
SECTIONS
SZ
-S11..
.....................................
.35,36
THE GROUP ADVENTURE
..................................
.3b
Paradise Restored
..................................................
Further Adventure Scenarios
.........................................
CXstribued
to
the book
tra&
in
the
Unit4
S t a l s
by
Random
Houx.
Inc. a d
in
Canada
by
Random
H o u r
of
Canada.
Lid.
Danhilpd
m V r t o y ~ d
o b b y ’ d s r y
by
@ o d
d~mbuiorr.
h
DxtrLbul4
Lo
the
Udl4
Kingdom
by
TSR
UK
Ltd.
37
37
Thhissdwntureispmmtd
un&rfhempytighl
lawsof
the
United
StatnofAmWca.
Anymprodunionornthcr unauthorized
uuof
thematerial
armwork
r o n t m d
hemin i ~ ~ m h i b i i d w ~ i h o u l
the
EXP‘P~S
wtilten
pnnirskm
d
TSR.
I.
n
.
Printed
in
U.S.A.
TSR
Inc.
POB
756
Lake
Geneva
WI
53147
USA
TSR
UK
Ltd.
The Mill
Rathmore Road
Cambridge
CB1
4AD
United Kingdom
..........................
.3S
RUNIC INSCRIPTIONS
.....................................
.39
PREGENERATED PLAYER CHARACTERS
.....................
.40
TREASURE ENTRIES
.......................................
.40
TREASURE TABLE
..................................
Inside Cover
NIMRONS LEATHER MAP RUNIC ALPHABET
........
Inside
Cover
NEW MONSTERS AND WEAPONS
INTRODUCTION
Thunderdelve
Mountain is designed to he
used with the DUNGEONS
&
DRAGONSO
Basic
&
Expert Sets. It may he used
as
either
a
solo
or
group adventure, although
it
is pri-
marily designed for
solo
play
This adventure consists of numbered
entries. At theend ofeachentry, yourcharac-
ter will he faced with choices as to his or her
next action. Based
on
the danger
of
the situa-
tion and the
clues
you have received hefare-
hand,
you
must choose which action to take.
Rased on your choice of action, you will he
directed to read
a
new
entry that tells you the
result
of
your choice. Thus, the story unfolds
under your direction. By paying
careful
attention to
clues
and by using common
sense, you should he able to make sound deci-
sions.
The
Character
O n
the last page ofthis adventure, you will
find pre-rolled player characters. Choose
one
you would like to play during this adventure.
Copy the information ahout this character
onto the Character Sheet printed inside the
COVW.
Mapping
O n the inside
of
the
cover
you
will
find
a
map. Only the entrances to Thunderdelve
are
marked
on
it; the rest is blank. As you
enter each mom in Thunderdelve, draw it on
your map. A picture of each room will
accompany the entry describing that mom.
Re
sure
to map accurately; the
success
ofyaur
mission could depend
on
it.
Also, be sure to write down the number of
the entry dcscribing the room. Write the
number inside the picture of the room
as
you
draw it.
Byrccardingthenumberoftherwm
on
your map, you will easily he able to look
up the entry again should you return to that
room at
a
later time. Also, the number
of
entries you have recorded on your map will
aNeect your
score
at the end ofthe game.
Included
on
the
cover
is
a
small
hand-
drawn map. You
are
free to use this during
your wanderings. T h e writing can
be
trans-
lated using the table of Runic Transcriptions.
Combat
Combat is conducted the
same
as
in the
D&D Basic and Expert Sets.
Also,
to help
simulate the presence
of
a
Dungeon Master,
add the following
rules:
1)
Special Instructions: Most ofthe combat
situations in this adventure have special
instructions that
give
the combat more
of
the
feel
of
a
game run by
a
Dungeon Master. The
instructions State
a
set condition and
a
corres-
ponding entry Immediately upon fulfillment
of
that condition. the player should turn to
the corresponding entry and
follow
any
instructions found there.
EXAMPLE: If your hit points fall helow 6,
go
Io
2)
Retreating:
Unless
an entry specifically
states otherwise, you may retreat out ofcom-
hat at any time. Each of your oDDonents will.
however, be entitled to
one
free swing at your
back while you retreat. Their attacks will be
at
+
4
to
simulate your vulnerability during
flight. If you
survive.
you
are
considered to
have
escaped
and eluded your opponents.
They will return to their room
if
you should
decide to come back.
Event
Record
Inside the
cover
you will find the Event
Record.
Relow
it
are
listed the letters
of
the
alphabet. Some
of
the entries you will read
will instruct you
to
cross
ON
one
or
more of
these letters
as
the result
ofan
action.
Re
sure
to do this-later in
a
dinerent entry you may
he
asked
if
a
certain letter is crossed off.
If
it
is. the
course
of
play may
be
altered.
..
3) Damage to Enemies: Your enemies’ hit
points
are
given in tbe entry, along with other
vital information such
as
Armor Class.
Record in the margin the amount of damage
done to an opponent. Then
if
you
flee
from
a
fight and then later return, you have that
record. You may attack your opponents in
any order you wish. It does not have to be in
the order their hit points
are
listed.
EXAMPLE: You attack
two
goblins. The
entry lists their hit points
as
5
and
2.
It might
be to your advantage to attack the weaker
goblin
lint
to defeat him quickly, and avoid
being attacked twice each round.
4)
Initiative: Unless an entry indicates oth-
erwise, your opponents gain the initiative
each round during combat. If, however, you
wish to
roll
two dice for initiative before each
mund (the high
roller
gaining the initiative),
you may do
so.
In no
case,
however, should
you automatically assume you have the ini-
tiative each mund.
5)
Opponent
Defeated:
When an opponent
is defeated,
cmss
off
its hit points listed in the
entry If you later return
IO
a
room where you
defeated some of your opponents, this will
remind you which ones you have already
defeated and do not need to fight again.
If
you later return
IO
a
room where you defeated
all
your opponents,
it
will he empty. Simply
ignore any description pertaining
to
them.
6)
Scoring: Every time you defeat an oppo-
Treasure Table
In addition to treasures listed in the
entries, you might be instructed to
roll
on the
Treasure Table after combat. This table may
be found inside the cover. It indicates your
opponents’ treasure.
Some results on the table will direct you
IO
look up
a
Treasure Entry. This list of special
Treasure Entries may
be
found on the
last
page of the adventure. When you gain one of
these special treasures, you should
cross
that
Treasure Entry
o f
the table. If you
roll
that
f
number again later, ignore the result and
roll
again.
You may proceed to the next entry
as
if
you
had defeated them in combat.
Do
not, how-
ever,
count them on your Victory Record.
They return to the room
as
s w n
as
you
leave
and will be there if you return. Remember
that this
scroll
can only
be
used once.
Ring
of
Regeneration: Each time you read
a
new entry, one point of damage
will
be
healed. Remember that this ring
will
never
heal damage caused by
fire.
You must keep
a
separate record of such damage. Also, the
ring cannot raise
a
character from the dead.
All potions and
scrolls
must be used before
combat begins
if
they are
IO
affect the bat-
tle. They cannot be used in the middle of
battle. A potion ofhedingcan, of course,
be used after battle.
Defeat
If your character is defeated in combat,
or
ifan entry tellsyou your character is captured
or
lost, you must immediately choose a new
character. You can no longer use the old one.
You must
cross
him
or
her
ON
the
list
of pre-
rolled characters and
erase
the statistics from
the character record sheet.
Do
not, however,
erase
the Event Record. Any treasure carried
is lost and must also be erased-it cannot be
recovered. You must now choose
a
new char-
acter from the surviving characters on the
pre-mlled list and record the statistics on the
Character Sheet.
T h e
legendary Hammer of Vitroin and
any ofthc special items recorded on the Event
Record
are
exceptions
to
the rule. Because of
their magical natures,
it
is assumed that the
new character ’finds’ them immediately
upon entering Thunderdelve.
When using
a
new character, you may start
at either entrance into Thunderdelve,
or
you
may return immediately to the scene of the
former character’s defeat.
Runic Writings
During play, you may discover inscriptions
or
scrolls
written in runes-the alphabet of
the dwarves. It is not necessary that you
decode and read these runes in order to play,
but they will provide you with valuable clues
that help you make wise decisions. A table of
runes and their equivalents in English can be
found inside the
cover.
All
the inscriptions are located on page
39.
Please
refer to this page when
so
directed by
(an entry.)
nent, cmss off
a
box under Victory Record.
This may
be
found inside the cover. This
record cN.cts your score at the end of the
game.
Victory
Once
the victory
at
the end
of
the adven-
ture is achieved, return to this section and
determine your score.
Magic Items
In any
solo
adventure,
it
is necessary
IO
adapt the rules by which magic items oper-
ate. The following items are just
some
of the
magic
that can
be
found in Thunderdelve
that require modification.
Potion
of
Healing: This potion can be used
at any time except during
a
battle.
O n c e
com-
bat begins, no potion can
be
used.
All
Other
Potions: Other potions can only
be used in combat situations. The effects of
the potion
last
only until the current combat
ends. As soon as the current battle
is
over,
the
potion wears
off.
Condition
Each G P of treasure retained
Each
box
filled
on
Victory Record
Each
roam
or
hall mapped
Each character you surrenderednart
Each character defeated
in
combat
Points
+I
+
100
+
20
-1500
-2500
Based upon y w r total score, you will be
given
a
rank.
Total Scose
oooo
-
24,999
Rank
-
mateur
Her0
.,-,xrhero
Living Legend
25,000
-
37,499
37,500
-
44,999
45,000
or higher
Scroll of
Protection
VI.
U n d c r d If, while
reading an entry, you are attacked by
undead, you may read this
scroll
before
com-
bat begins. The undead immediately
flee.
An Important Point:
Often when playing
a
solo
adventure,
it
is tempting to
ignore fights and bad dice
rolls, to read ahead in the
entries, and to ignore bad
results. Resist these temp-
tations! This game has
been crafted to approxi-
mate the feel of a game run
by
a Dungeon Master.
Much of the suspense is
lost unless dice are read
accurately, fights are
fought fairly, and entries
are read in their proper
order.
3
THE BEGINNING
OE
7
THE TALE
SI.
You settle yourcompact dwarf frame into
a
comfortable chair and kick your booted feet
up
on
the table. Closing your weary eyes, yau
tip the chair back and
let
the warm smells
of
theinndriftover you. Thelastcopper in your
purse
was
just exchanged for
a
frugal meal,
and you
are
wondering how
to
remedy your
poverty, when you feel
a
tug at your b w t -
strap. You slowly open one eye and glare
at
the young boy perched nervously at your
side.
“Excuse
me, please,” he whispers.
“There’s adwarfgentleman in the back room
who has asked to speak with you.”
“What about?” you ask suspiciously.
“ I don’t know:’ the boy stammers, “but
he told me if
I
didn’t bring you he’d boil me
for
a
pudding.”
“Any other message?” you ask, closing
your eye.
“He said it paid
well.”
You sit up and take your feet
ofT
the table.
You didn’t know there
were
a n y more
dwarves in this area. You heard that the last
was
driven out years ago from
a
nearby ruin
called Rumble Bell. Their clan
was
supposed
to be extinct. Never
one
to
let ignorance
stand in your way, you rise to your feet and
follow the boy into
a
small room. The boy
leaves quickly, closing the d w r .
The r w m is lit only by the flames in the
fireplace.
A
boiling
p t
of
beef hangs
over
the
fire, filling the room with its rich aroma.
Some broth boils over and, with
a
hiss,
steams on the logs.
Seated
at the table
before
you is
an
ancient dwarf. His shiny black eyes
are
locked
on
you
as
he clenches his hands,
then
releases
them. He motions you
to
a
chair
withanodofhishead. Heopenshismouthto
speak, and you notice that
several
of his old
teeth have been replaced with gold.
“I’ve
heard rumors,” he says, “that you
are
a
worthy fighter.” You shrug your shoul-
ders. H e chuckles.
“Good,
you’re tight-
mouthed. My
n a m e
is Nimron. I’m the
Clanmaster
of
the dwarves in these parts.”
“ I
didn’t think there
were
any,” you State
bluntly.
“Oh, yes,” he says, “though not as many
as
once.
And the
rest
have been reduced
to
poverty. But once
we
were
prosperous, and
our goods
were
well-known throughout the
world.” His
voice
falls
to
a
whisper. “Fifty
years
ago
I
was
master of the richest dwarves
in the realm. Long did
we
and
our
ancestors
prosper
in
our home of Thunderdelve. The
upper mansions
were
beautiful indeed and
werr
called, in our tongue, the Halls of Para-
dise.”
“Paradise,” you sneer. “There’s no such
place. It’s
a
legend taught me at my mother’s
beard.”
“Legend!” snaps Nimron. “Speak not
to
me oflegends! No, my young ignorant, Para-
disc is real enough. O u r mansions were
famed for their beauty and industry, and still
they lie at Thunderdelve beneath the moun-
tain outside this very town. There lie our
mines and Forge. There rots our art and
craft, all that is
our
love
for home and stone.
There indeed waits
our
paradise. Speak not
to
me
of
emmv leeends:
I
have walked within
the reality.”
“If
it’s
so
real.
then why is it spoken ofonlv
as
a
pixy tale for young dwarves?”
Nimron’s eyes flare up, then sink down
to
stare
at
the table before him. “My mines
became the breeding ground for
a
hideous
fyrsnaca, the giant flame serpents
of
the
earth’s heart. Whether it came by chance o r
was
maliciously directed by a n evil wizard
I
justly cheated,
Ido
not know. Surely, though,
its cunning and fury were well-planned. In
sudden onslaught, the fyrsnaca ate the bar-
racks, the Keeper’s home, and much
of
my
suite. It erupted from the mines, burying
our
forge, devouring the very stone
of
Thunder-
delve, breathing fire, slaying my people,
destroying Paradise.”
H e sits silently for
a
moment. then looks
back at you. “In our panic, no proper defense
was
made. Nor
was
it possible! The fyrsnaca
attacked, then burrowed back into the mck,
then
rose
and attacked again!
I
barely
escaped by secret stairs, the Keeper’s babe in
my arms, the fyrsnaca’s fiery breath at
our
back. My own wife and children
were
lost.”
“What became
of
them and the Keeper,
I
do not know. Every rescue party I sent failed
to return. At last Icould spareno moreofour
pitiful remnant.
I
raised the Keeper’s babe
as
my own, training her for the day when
revenge would ripen into action. She
is
Grona
Marblefist, the Champion, hereditary
Keeper of the Forge
of
Thunderdelve. Now
she has ventured into the halls of Thunder-
delve. and she too
has
failed. She is acaptive.
I
ask you
to
bring her back”
He
closes
his eyes, bringing his hands up to
his face and pressing his head against them. It
seems at first that he is in danger
of
being
overcome by grief, but you quickly notice
that grief is not the emotion he is struggling
against. H e
is
doing his best
to
contain
an
anger that has been festering inside him for
fifty years. Slowly, he
lowers
his hands and
turns to
stare
into the fire. In
a
low
voice, he
resumes speaking.
“Several
years back, the bandit, Redface.
and his men took up residence in our outer
halls. Somehow they have avoided the
fyrsnaca’s wrath.
I
ask you
to
rescue
G m n a
from them.
I
do not ask you to drive the ban-
dits out, just return Grona. All
I
require is
Grona! You may keep any treasure that you
find.”
Nimron pulls
a
valuable ring from his fin-
ger and hands it
to
you without looking.
“This ring
I
give you:’ he says. “It will out-
line all the secret ways of Paradise with
a
wit-
chfire, allowing you freer passage.” H e pulls
a
small piece of leather from his pocket.
“Here, too, is
a
rough map
of
Paradise.
It
will give you
a
general idea of your location.
I
believe that
Grona
is held in the Sewants’
quarter.”
Nimron
turns
back to you and smiles.
“Surely this is
a
simple matter for one such
as
yourself?” You smile and
nod.
Nimmn sighs.
“I
am glad you consent. It is unwise
to
ven-
ture beyond the bandits’ confines.
I
am cer-
tain rhe rest of Thunderdelve is filled with
evil beyond your ken. It is most important
that you bring Grona back safely. Do not
attempt more.”
He
gives you
a
bag of
100
gp and tells
you
of
a
secret door that will take you into the
back halls
of
Paradise if the front gate is
impassable. A strange gleam comes into his
eye as he leans toward you. “If you fail to
return with
Grona,”
he whispers, “more than
your own life is forfeit.”
“1‘11
get her,” you mutter as you grab the
gold and ragged map from the table. You
leave
Nimron’s dusky room and go to the sta-
ble
where
you have been making your bed.
You pick up your few belongings, don your
harness, and head
off
toward the mountain
outside oftown. A short march brings you
to
the main gates ofThunderdelve, the entrance
to the Halls of Paradise.
Go
to
E n t r y
I .
..
-
4
Zgłoś jeśli naruszono regulamin