TSR 9106 - B8 - Journey to the Rock.pdf
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Basic Game Adventure
v
4
Michael
Malone
TABLE
OF
CONTENTS
PART 1: INTRODUCTION
............................................
2
Adventure Background.
.......................................................
2
..............................
2
Notes for the Dungeon Master
Optional Encounters.
........
When Characters are Killed
. .
Additional Rules
...................................................
3
Abbreviations
...............................................................
3
PART 2: STARTING THE ADVENTURE
..............................
.4
Players' Background.
.........................................................
4
The Forest
...
.................................
4
.................................
4
PART 3: THE WESTERN TRAIL
.....................................
5
Western Trail Encounters.
.....................................................
5
PART 4: THE NORTHERN TRAIL.
..................................
10
Northern Trail Encounter
......................................
10
PART 5: THE SOUTH
..................................
19
Southern Trail Encounters
................................
19
PART
6:
THE ROCK
................................................
24
PART
7:
ADDITIONAL ADVENTURES
......................................
30
PART 8: NEW MONSTERS
..................... .......
31
PART 9: PREGENERATED CHARACTERS
.................................
Editor: Edward G. Sollers
Cover Artist: Larry Elmore
Interior Artist: Doug Watson
Graphic Design: Ruth Hoyer
Maps: David S. "Diesel" LaForce
Copyright
1984
TSR, Inc. All Rights Reserved
Printed in U S.A.
This product 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.
Distributed to the hook trade in the United States by Random
House, Inc. and in Canada by Random
House
ofCanada, Ltd. Dis-
tributed to the toy and hobby trade hy regional distributors. Distrib-
uted in the United Kingdom by TSR UK, Ltd.
DUNGEONS
&
DRAGONS, D&D, PRODUCTS OF YOUR
IMAGINATION, and the TSR logo
are
trademarks owned by
TSR, Inc.
17/18
LIST OF TABLES AND MAPS
Western Trail Optional Encounters.
...............................................
5
Northern Trail Optional Encounters.
.............................................
10
Southern Trail Optional Encounters.
.............................................
19
Dungeon Master's Adventure Map.
....................................
inside
cover
The Hall
of
The Rock (DMs Map).
....................................
inside
cover
Jenlar Temlin's Map and Letter
..............................................
TSR, Inc.
TSR UK Ltd.
POB
756
The Mill, Rathmore Road
15/16
Lake Geneva,
WI
Cambridge
CB14AD
The Hall of The Rock (Players' Map)
............................................
29
United Kingdom
53147
TSR, Inc.
PRODUCTSOF YOUR IMAGINATION'"
9106
ISBN
0-88038-158-2
RT
1:
INTRODUCTION
The information in this module is for the
Dungeon Master (DM). If you plan to play
this module as a character, please do not read
beyond this point.
talisman is recovered, Arkayz will know how
to find his hidden colleague, and Arkayz and
his colleague will work together to save the
people of Tuma.
Although the talisman of Lirdrium Arkayz
has considerable magical power, it is not an
item that player characters will be able to use;
the talisman was made for Arkayz alone. The
talisman will be important to the adventure,
however, if the party reaches The Hall of The
Rock. Further information about the talis-
man is given in
PART 6.
not required to use the optional encounters.
Some of the optional encounters are battle
encounters
or
problems for characters to
solve. In almost all cases, it is better to tailor
an encounter to the condition and abilities of
a party. An optional encounter that is too
tough can ruin a game early. Some of the
encounters reward characters for non-hostile
play. If your player characters get severely
hurt in
a
battle and need help, you can use
a
benevolent encounter to heal them
or
provide
them with information. These encounters
should be played in the order listed, because
the characters can take action in some
optional encounters that will have an effect
on later optional encounters.
You can also use optional battle encounters
to encourage player characters to return to
the trails if they decide to march overland
instead.
You are not required to use die rolls to
decide on a type of encounter, although the
tables are set up to allow you to do so. If you
decide to use dice to determine when and
which optional encounters occur, it is recom-
mended that you make an encounter check
for every six hours that characters spend trav-
eling in the wilderness, typically at dawn,
noon, dusk, and midnight. The tables are set
up
so
that certain encounters can occur only
at night.
The creatures listed in the night encount-
ers are more numerous, and more likely to be
hostile to the player characters. If your play-
ers ask about night travel, tell them that their
characters, as “seasoned adventurers,” know
that the chances of a hostile encounter are
higher at night.
The Rock glows at night. If the characters
are traveling at night, they will be able to see
the glow from a mile away.
Adventure Background
Thousands of years ago, Tuma was a city of
wealth and glory, and its people lived by a
code of wisdom, honor, justice, and peace.
This city of Law roused envy and hatred in
the hearts of those who followed the ways of
Chaos. Many times evil armies attempted to
destroy Tuma, but its defenders were always
victorious. Finally, the enemies of Tuma used
powerful evil sorceries to remove the inhabit-
ants of Tuma to another plane of existence,
where they are still trapped. In time, they
were able to banish the city itself. Over the
centuries, Tuma became
a
forgotten city, the
subject of superstition and whispererd leg-
ends. Only one man knows its true story-
Lirdrium Arkayz.
Arkayz was once part of the ruling council
of the city of Tuma. During the final defense
of the city, the council decided that two mem-
bers of the council would go into hiding,
so
that if the city fell, the two hidden members
could continue the fight. Arkayz was one of
the two, but he was not allowed to know the
identity of the other,
so
that he could not
betray his colleague if captured. The council
created a magical talisman which would give
the chosen ones the power they neeeded to
fight evil. The talisman was in two parts that
had to be joined for its magic to be used. The
talisman was the way the chosen ones would
recognize each other, for no impostor would
be able to use the magic of the amulet. The
amulet also kept the chosen ones from aging.
Arkayz’ half was hidden in the Hall of The
Rock.
The enemies of Tuma could not destroy the
talisman, but they cast
a
spell that made it
impossible for anyone from Tuma to recover
it from its hiding place. Arkayz has hired
adventurers to get the talisman for him, but
all have failed. Although he is a just and hon-
orable man, Arkayz never reveals the nature
of the talisman
or
his own true identity, unless
absolutely necessary. As far as anyone else is
concerned, Arkayz is a wise and eccentric
wizard who long ago gave up adventuring to
study philosophy and write poetry. If the
player characters reach the Hall of The Rock,
the magic that prevents Arkayz from entering
The Rock will be broken. He can then
recover the talisman even if the player char-
acters donot. If the player characters succeed
in their mission, Arkayz will at last have a
chance to free his people. Once his part of the
Notes for the Dungeon Master
This module
is
designed for
6
to
8
characters
of levels 1 to 3. If your players do not have
characters, they can use the characters in
PART
9.
Journey
to
The Rock
is different from
most modules for the DUNGEONS
&
DRAGONSO Basic Game in that most of the
adventure takes place in a wilderness setting.
The module includes complete rules for han-
dling wilderness encounters.
Please read this module thoroughly before
beginning the adventure. Three trails lead to
the party’s destination, and you must be
familiar with them all. In addition, this
module includes several new monsters, which
are fully described in “New Monsters.”
Whenever non-player characters (NPCs)
or
monsters are used, their abilities are listed
this way:
Name (number appearing): Armor Class;
Hit Dice
or
Character Class and Level; hit
points; Movement per turn (per round);
Number of Attacks per round; Damage
per attack; Save as CladLevel; Morale;
Alignment; Other abilities (where appro-
priate)
Spells (listed by level)
When Characters are Killed
Weapons and equipment when appropri-
ate
Sometimes, through bad luck
or
foolish play,
a player character is killed. Losing a charac-
ter is one of the “risks” of playing, but a
player can become disappointed if his or her
character is killed early in an adventure,
before the player has had a chance to do
much playing. A player need not be reduced
to simply watching others play when his
or
her character is killed.
If you want to bring
a
player back into the
game after his
or
her character is killed, cre-
ate an encounter in which the remaining
player characters meet an NPC adventurer
who wants to join the party on its adventure.
The player then runs the NPC as a new
player character. The “Human” listing in
the “Monster” section of the rules lists many
The Dungeon Master’s “Adventure Back-
ground” explains the purpose of the journey,
and includes secret information about
Lirdrium Arkayz (the major NPC) and about
the city of Tuma. This information is not
available to the player characters at the
beginning of the module, but they may dis-
cover some of it during play.
Optional Encounters
Each of the three trails to The Rock has an
Optional Encounter Table appropriate to the
terrain. The optional encounters are
intended to provide additional challenges
or
assistance for the player characters. You are
2
PART 1: INTRODUCTION
Movement is..
.
Abbreviations
AC
=
Armor Class
HD
=
Hit Dice
hp
=
Hit Points
MV
=
Movement
#AT
=
Number of Attacks
D
=
Damage
SA
=
Special Attacks
Save
=
Save As
ML
=
Morale
AL
=
Alignment
L
=
Lawful
N
=
Neutral
C
=
Chaotic
XP
=
Experience Points
F
=
Fighter
MU
=
Magic-User
C1
=
Cleric
T
=
Thief
Dw
=
Dwarf
E
=
Elf
H
=
Halfling
NM
=
Normal Man
d
=
type of die
cp
=
copper piece
sp
=
silver piece
ep
=
electrum piece
gp
=
gold piece
pp
=
platinum piece
ST
=
Strength
WS =Wisdom
CN
=
Constitution
IN
=
Intelligence
DX
=
Dexterity
CH
=
Charisma
OL
=
Open Locks (Thief Ability)
FT
=
Find Traps (Thief Ability)
RT
=
Remove Traps (Thief Ability)
CW
=
Climb Walls (Thief Ability)
MS
=
Move Silently (Thief Ability)
HS
=
Hide in Shadows (Thief Ability)
PP
=
Pick Pockets (Thief Ability)
HN
=
Hear Noise
ways to introduce an NPC to the party. You
can choose one of these reasons or create
a
different one.
The new player character should be one of
the pre-generated characters included with
this adventure. If all these characters are being
used as player characters, use one of the sam-
ple characters listed on
page 34
of the
DUNGEONS
&
DRAGONSO Basic Rule-
book.
All
of the characters on
page 34
are first
level characters. If you want to make the new
character a 2nd or 3rd level character, adjust
hit points, spells, and special abilities accord-
ingly.
Terrain
On a good road
Clear, city, trail,
3/2 Normal
Normal
grasslands
Forest, hills, desert,
2/3 Normal
broken
Mountain, jungle,
1/2 Normal
swamp
A party can move through several different
types of terrain in a single day
if
its move-
ment rate gives it enough movement to do
so.
A
party traveling in the wilderness can
increase the number of miles traveled per day
by using
a
forced march.
A forced march
increases the number of miles traveled per
day by 50
%
.
However, the whole day after a
forced march must be spent resting.
Rest.
Characters and mounts must rest one
full day for each six days they spend travel-
ing. Those who do not rest when required to
do so have a -1 penalty on hit rolls and dam-
age rolls until they rest.
Scale.
This module includes encounters that
take place in the wilderness. Unlike
dungeons, the basic measure of wilderness
distance is the yard. One yard equals three
feet. The dungeon movement rate number is
also used for outdoor movement, but the
number is read as yards instead of feet. The
distance moved in
a
combat round is also
read as yards.
Missile and spell ranges are also read as
yards in the wilderness.
The area affectedby a spell is
not
read as
yards!
Thus, a
fireball
spell cast in the wil-
derness would have
a
range of 240
yards,
but
still affect an area 40
feet
in diameter.
Encounter Distance.
Encounters in the wil-
derness may begin. at much longer distances
than in dungeons. The distance may depend
upon local terrain; a monster seen coming
out of a ravine that is only
20
yards away is
encountered at that distance. If uncertain
how far away the monster is, roll 4d6 and
multiply the result by
10.
This number, 40-
240, is the distance in yards at which the
monster is first encountered.
Wilderness encounters that occur at night
use standard dungeon encounter distances.
Surprise.
This is handled in the same way as
in the D&D@ Basic Game, except that if
either group is surprised, the encounter dis-
tance is 10-40 yards.
If
three
or
more crea-
tures surprise a party, they may have moved
into a circle around the party.
Additional Rules
Horses.
The horses used in this adventure
are war horses with the following statistics:
War Home: AC 7; HD 3; hp 16 each; MV
120‘ (40’); #AT
2
hooves; D 1-6/1-6;
Save F2; ML 9; AL N; XP 35)
A war horse does not normally attack unless
the rider guides it. While guiding the horse’s
attack, the mounted character cannot attack or
cast spells, but can take other actions (such as
changing weapons
or
drinking a potion).
When not ridden,
a
war horse will defend itself
without guidance. Any character class can ride
a war horse.
A war horse can carry 4,000 cn of weight at
the normal movement rate, or up to 8,000 cn
of weight at half the normal movement rate.
War horses can wear barding (horse
armor) that gives them an armor class of 5,
instead of the normal armor class of 7. Bard-
ing costs 150 gp and has an encumbrance of
600 cn.
Movement in the Wilderness.
The number
of miles
a
character travels per day in the wil-
derness equals the normal movement rate
divided by 5. For example, a character who
moves 90’ per turn can travel up to 18 miles
per day in the wilderness. The movement
rate for mounted travel is figured in the same
way. A character on an unencumbered war
horse can ride 24 miles per day (1
20’
divided
by 5 equals 24).
A party in the wilderness must travel at the
speed of its slowest member or else leave the
slower adventurers behind.
The terrain a party moves through affects
the distance
it
can travel in a day. The table
below gives the change in movement for dif-
ferent types of terrain.
3
PART
2:
STARTING THE ADVENTURE
Hakeem the Merchant, normal human: AC
9; HD
1;
hp 4; MV 120’ (40’); #AT 1; D
1-6; Save NM; ML 6; AL L; XP 5
Hakeem
is
armed with a short sword, but he
is not wearing armor. He carries 35 gp.
If player characters ask others (such as tavern
patrons or innkeepers) about Jenlar Temlin
or Lirdrium Arkayz, they will be told that
both are highly respected. Arkayz is a philos-
opher, sage, and advisor. The characters can
get directions to The Manor from anyone
they ask.
a small village two miles off the south edge of
the map. This village is directly south of the
Forest of Carm. When the party decides to
visit The Manor, start them at the south edge
of the map, at any of the three trails leading
into the Forest of Carm. The player charac-
ters will not have any encounters on the trail
leading to The Manor.
All boxed text in the “Player’s Back-
ground” and elsewhere in the module is
encounter or event description for the play-
ers. Boxed text usually comes before the
DM’s information for the encounter.
Read the boxed “Players’ Background” to
the players to start the adventure.
for hiring you are these: If you go to The
Rock and bring
its
secret back, Master
Arkayz will pay 400 gold pieces to each of
you. You will also be able
to
keep whatever
treasures you find along the way. Master
Arkayz only wishes to have the secret of
The Rock; he has no need for more wealth.
We will provide war horses for all of you, if
you do not already have them. You can
start now or rest here overnight and set out
in the morning.”
Jenlar Temlin, Champion (7th Level
Fighter): AC 6; F7; hp 42; MV 120’
(40’); #AT 1; D ld4 (‘2 for magic
weapon); Save F7; ML 9; AL L; XP 450
Combat Rolls: The hit rolls of a 7th level
fighter are given in the D&D Expert game
rules. If you do not have these rules, use
the “4. to 5” line on the Basic Game Mon-
sters’ Hit Chart. The saving throws of a
7th level fighter are given in the Basic
Game Saving Throw Chart.
Magical Items: dagger
+2,
ring
ofprotection
+f
Other Notes: Jenlar Tenlin is not wearing
armor. His AC is due to a +2 dexterity
bonus and to his magical ring.
2 Guards (2nd Level Fighters): AC 4; F2; hp
16, 14; MV 60’ (20’); #AT 1; D 1-8;Save
F2; ML 8; AL L; XP 20
If the player characters bargain for a higher
price, you can raise the payment. The maxi-
mum Jenlar will pay is 500 gp. If they ask to
speak to Lirdrium Arkayz direrctly, Jenlar
tells them that “Master Arkayz is engaged in
some magical experiments that cannot be
interrupted
.”
Whenever the characters are ready to
leave, Jenlar Temlin speaks to them a final
time.
THE
FOREST
With Jenlar Temlin’s map to guide you,
you head for The Manor. Soon you enter
the forest, following a narrow trail that
leads to the north. The forest
is
bright
with the red and gold colors of autumn,
and fallen leaves carpet the forest floor.
Sometimes you catch a fleeting glimpse of
a rabbit or squirrel that flees at your
approach. However, you see nothing, ani-
mal or monster, that could threaten you.
The trail seems peaceful and safe. As dusk
approaches, the trail opens into a large
clearing. A majestic building of white
marble stands in the middle of the clear-
ing. The elegant house is not fortified or
protected by a defensive wall. An open
courtyard decorated with statues of heroic
adventurers and fierce monsters sur-
rounds the house. From the descriptions
of the villagers, you know at once that this
is The Manor of Lirdrium Arkayz-the
start of your adventure.
Players’
Background
For weeks, you’ve been looking for adven-
ture in this forsaken wilderness, with
nothing much to show for it. It’s autumn
now, with winter fast-approaching, and
you’ll be in real trouble if you don’t earn
some treasure soon.
As you’re finishing breakfast at
a
cheap
inn, a traveler walks into the common
room. In a loud voice he says, “Peace be
upon you all! I, Hakeem the merchant,
seek Hargath Stonehand and his worthy
friends!
”
If Hargath Stonehand is not a player charac-
ter, use some other player character’s name.
If anyone decides to talk to Hakeem, he says,
“As I passed through Sylvanhome forest
on
the way here, I stopped at The Manor,
a fine palace owned by the wizard
Lirdrium Arkayz. His servant Jenlar
Temlin paid me to look for you and deliver
his message to you. The wizard needs
adventurers to undertake a quest, and he
is
willing to pay well anyone who answers
his call. The letter of his servant explains
all. Good day, my friends.” He lays a
scroll on your table, then turns to leave.
No one is in sight. If the characters scout
clearing, they will find nothing threatening.
When they call out or try to enter, the doors of
the house open silently.
I have a warning to give you, one that
might help you on your way. Master
Arkayz wrote it himself and hopes that
you will be wise enough to remember it,
and use it when you need it.”
Jenlar Temlin reaches into his robe and
brings out a small scroll. He unwinds it,
clears his throat and begins to read.
“
‘Golden dreams can quickly turn to night-
mares filled with flames that burn. Dark
clouds may not bring you light, but watch
for silver linings bright. Strength is not as
strength might look; remember falsely-cov-
ered books! Simple treasures won’t grow
old, and
all
that glitters is not gold.’
”
Jenlar
winds up the scroll and adds, “Legends also
say that the secret is in
two
parts, visible and
invisible. Good luck to you
all.”
THE
MANOR
Two fighters answer the door. They say,
“We have expected you. Jenlar Temlin is
waiting to see you.” They escort you into a
lavishly-furnished room with a long table
in the middle. A middle-aged man in a red
robe sits at the head of the table. He rises
when you enter. His hair and long, droop-
ing mustache are red, and his eyes are
green. He has the look of a tough, experi-
enced warrior. He says, “I trust you had a
safe journey. Evil creatures have learned
not to bother us here. Welcome to The
Manor. I am Jenlar Temlin. The terms
Tell the player characters that they have heard
local people talking about Jenlar Temlin-he
has a reputation as a brave, honorable, and
trustworthy fighter. Then give them Jenlar
Temlin’s letter and Jenlar Temlin’s map. If the
characters follow Hakeem out of the inn, they
will see him preparing to ride away on a mule.
If they question him further, he says that he
believes Jenlar Temlin and Lirdrium Arkayz
to be trustworthy, but he knows nothing else
about them.
4
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