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author | Norbert Preining <norbert@preining.info> | 2019-09-02 13:46:59 +0900 |
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committer | Norbert Preining <norbert@preining.info> | 2019-09-02 13:46:59 +0900 |
commit | e0c6872cf40896c7be36b11dcc744620f10adf1d (patch) | |
tree | 60335e10d2f4354b0674ec22d7b53f0f8abee672 /macros/latex/contrib/rpg-module/examples/b1.tex |
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diff --git a/macros/latex/contrib/rpg-module/examples/b1.tex b/macros/latex/contrib/rpg-module/examples/b1.tex new file mode 100644 index 0000000000..0274f3bedd --- /dev/null +++ b/macros/latex/contrib/rpg-module/examples/b1.tex @@ -0,0 +1,301 @@ +\documentclass[letterpaper,sansserif,tightsqueeze]{rpg-module} + +\usepackage{parskip} % Add spacing between paras instead of indents + +\title{B1: In Search of the Unknown} + +% Compress title spacing compared to default + +\addtolength{\topmargin}{-0.3cm} +\addtolength{\textheight}{0.7cm} + +% Initialise counters + +\setcounter{page}{20} + +\begin{document} + +\onecolumn + +\begin{center} +Page intentionally left blank. +\end{center} + +\twocolumn + +\section*{KEY TO THE LOWER LEVEL} + +The lower level of the complex is rough and unfinished. The +walls are irregular and coarse, not at all like the more finished +walls of the level above (except for the two rooms on +this level which are more like those in the upper portion and +in a state of relative completion). The corridors are roughly +10' wide, and they are irregular and rough, making mapping +difficult. The floors are uneven, and in some cases rock +chips and debris cover the pathways between rooms and +chambers. The doors are as in the upper level, but the secret +doors are either rock or disguised by rock so as to appear +unnoticeable. + +\section{WANDERING MONSTERS} + +Check every second turn; 1 in 6 (roll a 6-sided die). If a monster +is indicated, roll a six-sided die again and compare to +the list below to determine what type of monster appears. +Then check for surprise. The abbreviations which follow are +the same as used and explained in the section entitled MONSTER +LIST. +\begin{enumerate} +\item\stats{troglodyte}{1--4}{9,8,5,4} +\item\stats{crab_spider}{1}{12} +\item\stats{kobold}{2--7}{4,4,3,3,2,2,1} +\item\stats{orc}{1--8}{6,5,5,4,4,3,3,2} +\item\stats{zombie}{1--2}{8,7} +\item\stats{goblin}{2--7}{5,5,4,4,3,2,1} +\end{enumerate} + +\section{ENCOUNTER AREAS} + +\setcounter{subsection}{37} + +\subsection{ACCESS ROOM} +This room is filled with piles of rock and +rubble, as well as mining equipment: rock carts, mining +jacks, timbers, pickaxes, etc. It is apparent that there has +been no mining activity for quite some time. + +Monster: + +Treasure \& Location: + +\subsection{MUSEUM} +This room is an unfinished museum, a special +monument to the achievements of the stronghold's most illustrious +inhabitants. + +The west wall is a sectioned fresco showing various events +and deeds from the life of Rogahn, and the several views +pictured are: a young boy raising a sword, a young man +slaying a wild boar, a warrior carrying off a dead barbarian, +and a hero in the midst of a large battle hacking barbarian +foes to pieces. + +The east wall is a similar sectioned fresco showing cameos +from the life of Zelligar: a boy gazing upward at a starry night +sky, a young man diligently studying a great tome, an earnest +magician changing water to wine before a delighted +audience, and a powerful wizard casting a type of death +fog over an enemy army from a hilltop. + +The north wall section is unfinished, but several sections of +frescoes show the two great men together: shaking hands for +the first time in younger days, winning a great battle against +barbarians in a hill pass, gazing upward together from the +wilderness to a craggy rock outcropping (recognizable to +the adventurers as the place where the stronghold was built), +with a fourth space blank. Next to the frescoes are other mementoes +from the past: a parchment letter of thanks for help +in the war against the barbarians from a prominent landowner, +a barbarian curved sword, and a skeleton of the barbarian +chief (so identified by a wall plaque in the common +language). There is more blank space on the wall, apparently +for further additions to the room's collection of items. + +The frescoes are painted and they cannot be removed. +None of the mementoes is of any particular worth or value. + +Monster: + +Treasure \& Location: + +\section{40--56. CAVERNS OF QUASQUETON} + +\setcounter{subsection}{39} + +The bulk of the lower +level of the complex is a series of unfinished caves and caverns, +which are mostly devoid of special detail—all being +characterized by irregular walls of rough rock. Uneven floors +strewn with bits of rock and rubble, and joined by winding +corridors. The majority of the rooms are empty of furnishings. + +\subsection{SECRET CAVERN} + +Monster: + +Treasure \& Location: + +\subsection{CAVERN} + +Monster: + +Treasure \& Location: + +\subsection{WEBBED CAVE} + +The entrance to this room is covered +with silky but sticky webs, which must be cut or burned +through to gain access to it. See web spell for details in D\&D +Basic booklet. + +Monster: + +Treasure \& Location: + +\subsection{CAVERN} + +Monster: + +Treasure \& Location: + +\subsection{CAVERN} + +Monster: + +Treasure \& Location: + +\subsection{CAVERN OF THE MYSTICAL STONE} +This ante-chamber is +the resting place for a large, glowing chunk of rock which +appears to be mica. The stone radiates magic strongly. + +The stone rests permanently in its place and is not removable. +Although chips can easily be broken off the rock by +hand, only one chip at a time may be broken away; until +anything is done with it, the rest of the rock will remain impervious +to breaking. + +Once a chip is removed, its glow will begin to fade, and after +three rounds (thirty seconds) it will be a normal piece of mica +with no magical properties (as will be the case if it is removed +from this room). The chip's magical properties are manifested +only if it is consumed (or placed in the mouth) by any +character before three rounds have passed after breaking +off from the chunk. The magical effects are highly variable +and each individual can only be once affected—even if a +future return to the rock is made at a later time. If any character +places a chip within his or her mouth, a 20-sided die is +rolled to determine the effect according to the following table: + +\begin{enumerate} +\item Immediately teleports the character and his gear to the +webbed cave (room 42) +\item Immediately blinds the character for 1--6 hours of game +time (no combat, must be led by other adventurers) +\item Raises strength rating permanently by 1 point +\item Raises charisma rating permanently by 1 point +\item Raises wisdom rating permanently by 1 point +\item Raises intelligence rating permanently by 1 point +\item Raises dexterity rating permanently by 1 point +\item Lowers strength rating permanently by 1 point +\item Lowers charisma rating permanently by \ point +\item Lowers intelligence rating permanently by 1 point +\item Cures all damage on one character +\item Causes invisibility for 1--6 hours of game time (subject to +normal restrictions) +\item Poison (saving throw at +1) +\item Makes a 500 g.p. gem (pearl) appear in character's +hand +\item Gives a permanent +1 to any single weapon carried by +character (if more than one now carried, roll randomly to +determine which) +\item Heals all lost hit points of character (if any) +\item Causes idiocy for 1--4 hours (unable to function intelligently +or fight, must be led by other adventurers) +\item Gives a special one-time bonus of 1--6 hit points to the +character (these are the first ones lost the next time damage +or injury is taken) +\item Gives a curse: the character will sleep for 72 hours +straight each month, beginning one day before and +ending one day after each new moon (can only be removed +by a remove curse spell) +\item Has no effect +\end{enumerate} + +Monster: + +Treasure \& Location: + +\subsection{SUNKEN CAVERN} +This small cavern lies at the bottom of +a short, sloping corridor. The walls are wet with moisture, and +glisten in any reflected light. + +Monster: + +Treasure \& Location: + +\subsection{CAVERN} + +Monster: + +Treasure \& Location: + +\subsection{ARENA CAVERN} +This cavern, designed as a small theatre +or arena, is unfinished. The center portion of the room is +sunken about 15' below the floor level, and the sides slope +downward from the surrounding walls to form a small amphitheatre. + +Monster: + +Treasure \& Location: + +\subsection{PHOSPHORESCENT CAVE} +This medium-sized cavern +and its irregularly-shaped eastern arm present an eerie sight +to explorers. A soft phosphorescent glow bathes the entire +area independent of any other illumination, and the strange +light is caused by the widespread growth (on walls, ceiling, +and even parts of the floor) of a light purplish mold. The mold +itself is harmless. + +Monster: + +Treasure \& Location: + +\subsection{WATER PIT} +This room contains the 8' deep pool of water +into which any unwary adventurers are precipitated from the +trap on the upper level (see the special description of the +trap under the description of room 36). As described there, +the water is extremely cold. Anyone entering the water +(whether voluntarily or not) must spend a full hour recovering +from its chilly effects. +The pool is about 20' across and is filled by a cold spring. + +Monster: + +Treasure \& Location: + +\subsection{SIDE CAVERN} +This cavern is unusual only in that its eastern +rock wall is striated with irregular diagonal streaks of a +bluish ore (of no unusual use or value to the adventurers). + +Monster: + +Treasure \& Location: + +\subsection{RAISED CAVERN} +This room, off the southeast corner of +the grand cavern, is accessible by climbing four upward +steps. Its eastern wall also shows diagonal streaks of the +same bluish ore noticeable in room 51. The room has a low +ceiling (only 5'), so some humans may find it difficult to stand +fully erect. + +% Monster: +% +% Treasure \& Location: +% +% \subsection{GRAND CAVERN OF THE BATS} +% This majestic cave is the +% largest in the complex, and is impressive due to its size and +% volume, for the ceiling is almost 60' above. A corridor sloping +% downward into the cavern (noticeable even by nondwarves) +% gives primary access to the room on its south wall. +% A secondary entrance/exit is via a secret door to the west, +% while steps to the southeast lead up to room 52. + +\end{document} |