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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/b3.tex |
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diff --git a/macros/latex/contrib/rpg-module/examples/b3.tex b/macros/latex/contrib/rpg-module/examples/b3.tex new file mode 100644 index 0000000000..261073c0a5 --- /dev/null +++ b/macros/latex/contrib/rpg-module/examples/b3.tex @@ -0,0 +1,240 @@ +\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} |