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authorNorbert Preining <norbert@preining.info>2019-09-02 13:46:59 +0900
committerNorbert Preining <norbert@preining.info>2019-09-02 13:46:59 +0900
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+\documentclass[letterpaper,serif,tightsqueeze]{rpg-module}
+
+\usepackage{parskip} % Add spacing between paras instead of indents
+
+\title{B3: Palace of the Silver Princess}
+
+% Compress title spacing compared to default
+
+\addtolength{\topmargin}{-0.3cm}
+\addtolength{\textheight}{0.7cm}
+
+% Initialise counters
+
+\setcounter{page}{21}
+\setcounter{part}{3}
+\setcounter{subsection}{44}
+
+\begin{document}
+
+\onecolumn
+
+\begin{center}
+Page intentionally left blank.
+\end{center}
+
+\twocolumn
+
+locusts are stone gray and may not be noticed until they move or
+until the party approaches within 20. They are very nervous and
+will flee most of the time rather than fight. They flee by jumping up
+to 60. Unfortunately, when they panic their only thought is to
+escape. There is a 50\% chance that they will try to flee by jumping
+right through the party. If they try to jump through the party,
+choose a character at random and roll to see if that character has
+been hit. If so, the character takes 1--4 points of damage from being
+battered. The locust then flies away.
+
+Cave locusts can also attack and bite for 1--2 points (but not when
+they are fleeing). When frightened or attacked, cave locusts make
+a loud shrieking noise to warn their fellows. This shriek has a 20\%
+chance per round of attracting wandering monsters to investigate.
+
+If cornered, a cave locust will spit a brown gooey substance up to
+10' at its attackers. To hit a character, the locust need only make
+an attack against armor class 9, no matter what type of armor the
+individual is wearing. A character hit by cave locust spittle must
+save vs. Poison or be unable to do anything for 1 turn due to the
+awful smell. After this time he or she will be used to the smell, but
+any character approaching within 5' of the victim must also save or
+be violently ill. This effect will last until the spittle is washed off.
+
+The blue glow of the stalactites and stalagmites is caused by a type
+of moss. The moss is harmless. It can be used as a weak light
+source, casting light up to 10'. If the players search the cave they
+will find a small silver statuette of a dragon readying for flight. The
+statuette is in a niche along the north wall. The statuette looks the
+same as the one found in room 33 (for more details see room 33).
+
+\includegraphics[width=\linewidth]{CaveLocust.png}
+
+\subsection{CAVE POOL}
+\begin{boxtext}
+A large pool of pitch black water fills the room. You see the glint
+of gold coming from the far side of the pool. A hot wind blows
+through the cave. Moisture fills the air and tiny beads of water
+form on clothing, skin, and hair. The floor is damp and slick.
+\end{boxtext}
+Once the characters have entered the cave they will be able to see
+the crowned head of a large statue of a man. The statue seems to
+be made of bronze. The eyes of the statue are small rubies (value
+50 gp each). The glint of gold comes from a crown on top of the
+statue's head. The crown appears to be made of gold. The statue
+really is bronze, but the crown is only gold paint.
+
+The liquid in the pool is a kind of ink. The water of the pool is heated
+by hot springs. The hot water absorbs color from a particular kind
+of mineral lining the pool. The result is a deep purple ink. Anything
+which comes in contact with the ink will be stained purple. Since
+the ink is permanent it will have to wear off naturally (1--6 days). It
+will not stain non-porous surfaces which do not absorb water very
+well (such as steel). The ink will not harm characters.
+
+Once the characters reach the statue they will find that the rubies
+can be pried out easily. If the party carefully examines the statue,
+there is a 50\% chance they will discover that the head of the statue
+can be unscrewed. Hidden inside the head, packed in a protective
+oilskin bag, is a \textbf{ring of protection +1}.
+\subsection{BLADE TRAP}
+At the corner of the corridor is a trap. When a character walks over
+a pressure plate in the floor the trap might be sprung. Roll ld6. The
+trap will be sprung on a roll of 1. Roll separately for each character
+that walks around the corner. If the trap is sprung, a weighted
+blade (like a guillotine blade) will fall from the ceiling causing 1--10
+points of damage to the person who sprung the trap. The blade is
+hidden in the ceiling.
+\subsection{TROGLODYTE ROOM}
+\begin{boxtext}
+In the center of the room you see three human-like reptiles with
+short tails, long legs, and a spiny ``comb'' on their heads and
+arms. They block the way out.
+\end{boxtext}
+The human-like reptiles are \stats{troglodyte}{3}{9 each}.
+Troglodytes are intelligent. They hate most other creatures and will try to kill
+anyone they meet. Hence they will attack on sight. Troglodytes
+have a chameleon-like power to blend into their surroundings
+(normally they surprise on 1--4 on ld6), but they are not using the
+ability at the moment. Troglodytes secrete an oil when fighting
+which smells so bad that characters will be nauseated unless they
+save vs. Poison. Nauseated characters have a penalty of \minus 2 on their
+``to hit'' rolls while in melee combat with the troglodytes.
+\subsection{WATCH ROOM}
+\begin{boxtext}
+This room is higher than the surrounding countryside so that
+guards could look out on the surrounding land when standing
+watch. There are windows in the west and south walls. You
+notice that the red glow still surrounds the palace. In the center
+of the room is an iron ladder. The ladder leads to a trap door in
+the ceiling. By the south wall you see a statue that looks like a
+cleric. He looks frightened and had apparently just finished
+scratching a message into the wall. The inscription reads:
+\begin{quote}
+Evil red eye, malefaction!\\
+Sweet music from strings;\\
+Priceless Blade of Destruction,\\
+Salvation rides on dragon's wings!
+\end{quote}
+\end{boxtext}
+The chief palace cleric had divined the evil intent of Arik when
+disaster struck. He hurriedly left the inscription\,---\,clues as to how
+to destroy the ruby\,---\,in the faint hope that it might help rescuers.
+
+This trap door is the only way the party can reach the second level
+of the dungeon. It is important that the party reach the second level
+and finish their mission, but it is also important that they encounter
+a number of monsters and traps before reaching the second level.
+If they reached the second level too easily the adventure would not
+be a challenge. On the other hand, since they must reach the
+second level, the DM might consider sending the vision of a Protector
+to the party if they cannot find the way to this trap door leading
+to the second level.
+
+\onecolumninline{\part{Second Dungeon Level}
+\textbf{Wandering Monsters}
+
+The second dungeon level has its own wandering monster table. Check for wandering monsters every other turn. Roll ld6: the party will
+encounter a wandering monster if a 1 is rolled. The wandering monster will be first seen 20--120 feet (2d6\x 10') away from the party when
+encountered, in any direction and doing anything the DM chooses. To determine exactly which monster is encountered, use the Wandering
+Monster Table: Level 2 below:
+\begin{center}
+\textbf{Wandering Monster Table: Level 2} (Roll ld6)
+\end{center}
+\begin{wanderingmonsters}
+\wanderitem{ghoul}{}
+\wanderitem{goblin}{}
+\wanderitem{harpy}{1--3}
+\wanderitem{hobgoblin}{}
+\wanderitem{medusa}{1}
+\wanderitem{zombie}{}
+\end{wanderingmonsters}
+
+It is suggested that the monsters Harpy and Medusa be encountered no more than once as wandering monsters. If the DM rolls a wandering
+monster encounter with a second Harpy or Medusa the DM should choose a wandering monster from the table for Level One instead. This is
+because both monsters are very difficult challenges. If encountered too many times, the encounters might upset the play balance.
+
+All the monsters on the second level wandering monster table appear in both editions of the D\&D\registered Basic rules. Only those monsters with
+unusual powers are described below.
+
+\textbf{Ghoul}\,---\,A successful attack by a ghoul will paralyze any creature of ogre-size or smaller, except elves, unless the victim saves vs. Paralysis.
+Elves are immune to the paralysis, but still take normal damage from a ghoul's attacks. Paralysis lasts for 2--8 turns.
+
+\textbf{Harpy}\,---\,Any character hearing the harpy's song must save vs. Spells or be charmed. Charmed individuals will move toward the harpy,
+resisting any attempt to stop them, but not otherwise attacking. If a character successfully saves the character will not be affected by the harpy
+song for that encounter. Harpies are resistant to magic and have a +2 on all their saves.
+
+\textbf{Medusa}\,---\,Looking at a medusa will turn a character to stone unless the victim saves vs. Turn to Stone. A medusa can also attack with her
+snaky hair. The bite of the snakes is poisonous (save vs. Poison or die in one turn) and when the snakes hit they cause 1-6 points of damage.
+Anyone who tries to attack a medusa without looking at it must subtract 4 from their ``to hit'' roll. A medusa is resistant to magic and gains +2 on
+saves vs. Spells only, other saving throws are normal.\vspace{-1ex}
+
+\hrulefill
+\begin{center}
+\textbf{Key to Dungeon Level Two}
+\end{center}}
+\subsection{WATCH TOWER}
+\begin{boxtext}
+This watch tower has 6 windows overlooking the surrounding
+lands. There is a trap door in the center of the floor. A stone
+statue of a guard stands looking out each window. Except for
+the statues the room looks empty.
+\end{boxtext}
+The room is empty except for the statues.
+\subsection{PASSAGEWAY}
+\begin{boxtext}
+As soon as you open the door, bright lights flood the hallway.
+You see three swords fighting each other, as if being held by
+invisible men.
+\end{boxtext}
+The fighting swords and bright light is.an illusion pIaced there by
+the palace magic-user to frighten intruders who might enter the
+palace through the tower. The illusion is triggered by the door
+opening without the password ``Argenta'' being spoken. If any
+character touches the illusion it will be dispelled.
+\subsection{LABORATORY}
+\begin{boxtext}
+You see a room filled with stuffed animals, shelves filled with
+books and scrolls, and jars of powders and herbs. Strange
+symbols* are painted on the walls. An iron statue of a warrior
+stands in the southeast corner of the room. A polishing cloth is
+draped over the warrior's shield.
+\end{boxtext}
+This room was the palace magic-user's laboratory. The iron statue
+is actually a \stats{living_iron_statue}{1}{18}.
+Living iron statues have bodies which can absorb iron and steel. When hit, they will take normal
+damage, but if a non-magical metal weapon is used, the attacker
+must save vs. Spells or the weapon will become stuck in the body of
+the living iron statue, and can only be removed if the statue is killed.
+\subsection{STOREROOM}
+\begin{boxtext}
+This small room appears to be empty.
+\end{boxtext}
+The room once held stores of various sorts but has recently been
+cleaned out.
+\subsection{MIRABILIS' ROOM}
+\begin{boxtext}
+A plain bed and a huge wooden desk dominate this sparsely
+furnished bedchamber. A broom lies in one corner near a pile of
+dirt. A tattered pair of silk bedroom slippers lie on the floor near
+the bed. A small nightstand has been overturned. While you
+watch, a small black kitten races out from under the bed, bats
+one of the slippers around, then runs back under the bed.
+\end{boxtext}
+\changealignment{panther}{Lawful}
+The room is the bedroom of the palace magic-user. The black
+kitten is his familiar and pet. Three times a day the kitten can
+transform itself into a \stats{panther}{1}{18}.
+The transformation lasts 10 rounds. When in kitten form the creature is harmless. Note that
+while panthers are usually neutral in alignment, the kitten/panther is lawful because this magical animal is the familiar of a
+lawful magic-user.
+
+\end{document}