TSR 9190 - B1-9 - In Search of Adventure.pdf

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I
B1-9
Campaign Adyenture for Character Level&-3
.
9-
Official
Game
Adventure
t
of
the B-series modules,
p
n
epic adventure series
set
'
and Duchy
of
Karameikos
PRODUCT*
or
"OUR
IY.GIU..IOY.
TSR,
h e .
DUNGEONS
G
DRAGONS, DGD. PRODUCTS
OF
YOUR IMAGINATION,
and the
TSR
logo
are trademarks
owned by
TSR.
lnc.
THE
LOST
CITY
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Wandering Monster Table: Level
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Wandering Monster Table: Level
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INTRODUCTION
Welcome to the D&D” adventure
g:
ame
world!
You
have in your hands a compiladon
of the best of the D&Dmadventures, from
l t h e
earliest days of the game to the present.
The
whole has been reorganized and re-editeo
TO
provide a continuing set of adventures for
characters of levels
1-3.
This book is intended
as
a companion
vol-
ume
to the gazetteer
G a l ,
The
Grand
Duchy
of
Kameikm. That book covers the
affairs of the Duchy in depth, this one pro-
vides a series of detailed adventures taking
place in that setting.
The
gazetteer is not
required to play these adventures, but its
background material
is
useful for extended
campaign play.
Most
of the material in this b k has been
previously published in the B-series of advcn-
Nre modules. To keep
as
much of the original
material in punt
as
possible, we have created
an
antholngy of connected advcnnrres. much
like
a ~ollection short stories. In sclccting
of
the
material for
this
anthology, we have tried
to gather
as
many different
types
of adven-
tures and
styles
of play
as
possible. The overall
campaign framework herein allows a high
degree of player choice and flexibility for the
DM, while gcncrally keeping
the
adventures
in order of difficulty.
The early adventures are mostly exploratory
in nature, while the last
is
a challenging
adventure of political intrigue, with
the
char-
actcn likely to be working for opposing fac-
tions. All of
the
adventures are designed for
5-8
characters of level
1-3.
The
setting of the adventures
is
the Grand
Duchy of
Karameikos.
a wild land overmn
with monsters that is only nominally under
the sway of its ruler, Duke Stefan Karameikos.
Towns are few and often isolated by hostile
humanoids. Small farms and hamlets dot the
counuyside. threatened on
every
side. Only
by the
efforts
of the powerful and heroic few
can the Grand Duchy survivc, grow, and pros-
per. It is among
this
powerful elite that the
player characters strive to
take
thcir place.
The
players’ characters will begin in the
small town of Threshold in the northern pan
of the Duchy. From here they
will
be able to
proceed on any one of several adventures that
will take them to the far comets of
the
Duchy
and beyond, to return at last to the capital city
of Specularum to prepare for even higher level
adventures yet to come.
In order to play the advenruresin
this
book.
the players should have suitably low
level
characters,
thc
D&DO Basic Playen Book,
pencils, dice, and some graph paper for map-
ping.
The
DM should have in addition to the-
se,
the D&Dm Basic Dungeon Masten
Book
and, optionally, gazetteer
GAZ1.
How
to use
this
book
Adventure
Flow
Cbart
to undcntand how the
adventures
fit
together. Next, look at the
descriptionsof the Duchy of Karameikos and
the town of Threshold to
learn
about the
world in D&D adventures!
party actions will have on the setting. This als,
0
eivcs
thc
DM
a
chancc
to
evaluate
the
D h V C l
5
&d make any desired adjustments
i o
‘th
e
overall balance of
the
campaim.
adventuresare summarized in aspecial section
just before the map section. They include: the
Archer Bush, Chameleon Man, Crone of Cha-
os,
Cynidiceans, Decapus, Wailing Fey, Bone
Golem,
Haunt, Lava Lizard. Werefox (lycan-
thrope). Pirhana Bird, Polymar, Sirenflower,
Steam Weevil, Vampire
Roses,
Water Weird,
and
the
Witch Sisten.
The
section
starts
on
page
124.
When a monster
is
described in an individ-
ual encounter description. its abilities are
given in abbreviated form. While the exact
statistics chosen and thcir order
vary
from
adventure to adventure, the general form is:
Name (number appearing): Armor Class; Hit
Dice or Class and
Level;
hit points; Move-
ment per turn (per round); Number of
Attacks per round; Damage per attack;
Save
as
Class/Lcvcl; Morale; Alignment;
Other abilities (where appropriate)
Spells (listed by
level)
Weapons and equipment
Getring
started
Ask
your players if
they
want to spend a
ses-
sion leaming about the town or whether they
want
tn adventurc immediately.
The
intro-
duction to the town can
wait
always wait
if
the
playcn are d o u s to begin play. Ifthc playcn
are ready for an in-depth campaign. tell
them
as
much
as
the general background informa-
tion on the duchy
as
you think they should
know, then play out their arrival in town.
Introduce the main
NF’Cs
they will meet and
show
them the general map of Threshold.
If
the
session will emphasize play over set-
ting, read the selected adventure thoroughly
before running
it
for tbc players. Note
the
important monsters. probable routes of tra-
vel, and
any
special traps or challenges the
party will have to overcome. Be sure you
understand how each piece of the adventure
works to
make
the gaming session fun.
The
Dungeon Master’s “Adventure Back-
ground
explains
the pu’pooc of the adventure,
and may include
secret
information about the
d
g
or major
“CS
in
the
advenue.
?his
information
is
not availableto the player
charac-
ters at
the
heginning
nf
the
adventure, hut they
may &over
romc
of
it
during play.
The
“Players’ Background” gives the infor-
mation that the player characters are assumed
to know before the adventure begins.
Most of the adventure
is
text
that is keyed to
a map of the area in which the adventure takes
place.
The
number of the encounter matches
the location of thc encounter on the maps.
Encounter information
that
appean
i
a box
n
can be read aloud
to
the playcn at
the
proper
time.
This
material represents what the char-
acters can
see,
hear,
smell
or otherwise detect
at
the
beginning of an encounter.
The
rest of
the encounter information may or may not be
revealed by the DM. based on the actions of
the player characters. The DM can add more
details to the encounter information, as
desired: room dimensions, smells, rounds,
monster acuons if the party does nothing, etc.
Many
adventures have a concluding sec-
tion. This gives the long-term results of the
players’ actions and any notes any changes the
Abbreviations
AC
=
Armor Class
HD
=
Hit Dice
hp
=
Hit Points
M
=
Movement
V
#AT
=
Number of Attacks
D
=
Damage
SA
=
Special Attacks
Save
=
Save
As
MI
=
Morale
AL
=
Alignment
L
=
Lawful
N
=
Neutral
C
=
Chaotic
XP
=
Experience Points
F
=
Fighter
M
=
Magic-User
C
=
Cleric
T
=
Thief
D
=
Dwad
E
=
Elf
H
=
Halfling
NM
=
Normal Man
Str
=
Strength
Int
=
lntclligence
Wis
=
Wisdom
Dex
=
Dexterity
Con
=
Constitution
Cha
=
Charisma
d
=
type of die
3
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