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diff --git a/macros/latex/contrib/rpg-module/examples/x2.tex b/macros/latex/contrib/rpg-module/examples/x2.tex new file mode 100644 index 0000000000..c0669c2933 --- /dev/null +++ b/macros/latex/contrib/rpg-module/examples/x2.tex @@ -0,0 +1,178 @@ +\documentclass[letterpaper,serif]{rpg-module} + +\usepackage{parskip} % Add spacing between paras instead of indents +\usepackage{enumitem} % Control spacing in description list + +\begin{document} + +\onecolumn + +\begin{center} +Page intentionally left blank. +\end{center} + +\twocolumn + +\title{Dungeon Module X2\\ +Castle Amber\\ +(Ch\^{a}teau d'Amberville)} + +\subtitle{An Adventure for Character Levels 3--6} + +\coverimage{X2_CoverImage.png} + +\abstract{Trapped in the mysterious Castle Amber, you find yourselves cut off from the world you know. +The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, +lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long +enough to find it? + +This module contains referee notes, background information, maps, and exploration keys intended for +use with the D\&D Expert rules. Be sure to look for other D\&D modules from TSR, the Game Wizards!} + +\copyrightblock{\vspace{3ex}Distributed to the book trade in the United States by Random House, Inc. +and in Canada by Random House of Canada. Ltd. + +Distributed to the toy and hobby trade by regional distributors. + +\copyright 1981 TSR Hobbies, Inc. All Rights Reserved. + +DUNGEONS \& DRAGONS and D\&D are registered trademarks owned by TSR Hobbies, Inc.\vspace{1ex}} + +\contactblock[p{4.5cm} p{6.0cm} p{7.2cm}]{% +\vspace{-24pt} +PRINTED IN U.S.A. + +ISBN 0--935696--51--2 +}{\includegraphics[width=4cm]{TSR_Logo.png}}{% +\vspace{-36pt} +TSR Hobbies, Inc. + +POB 756 + +Lake Geneva, WI 53147 +\vspace{-11pt} +\begin{flushright} +\textbf{\large 9051} +\end{flushright} +} + +\maketitle + + + +%% START OF PAGE 1 %% + +\showtitle[DUNGEONS \& DRAGONS\registered~Expert Set\\ +Dungeon Module X2\\ +CASTLE AMBER\\ +(CH\^{A}TEAU D'AMBERVILLE)] + +Castle Amber is intended for use with the DUNGEONS \& \mbox{DRAGONS} Expert Set, which continues and expands the +D\&D\registered~Basic rules. This module cannot be used without the D\&D Basic and Expert rules. + +\part{Introduction} +The information in this module is only for the Dungeon Master who +will guide the players through the adventure. Knowledge of the +contents of this module will spoil the surprise and excitement for +players. If you plan to participate in this module as a player, please +stop reading now. + +\section*{Notes for the Dungeon Master} +Before beginning to play, the DM should read the module thoroughly +to become familiar with it in detail. The information that is +boxed is to be read aloud to the players at the appropriate time. +The material that is not boxed is for the DM's use and should only +be revealed to the players at the DM's discretion. + +This module has been designed for a party of 6 to 10 characters, +between the 3rd and 6th levels of experience. The total of the +party's experience levels should be from 26 to 34, with a total of 30 +being best. For example: a party might be made up of a 4th level +fighter, a 6th level cleric, a 5th level magic-user, a 3rd level thief, a +5th level dwarf, a 4th level elf and a 3rd level halfling for a total of +30\,---\,(4\+6\+5\+3\+5\+4\+3 $=$ 30). If the party has a strength of less +than 26 levels or more than 34, the DM may wish to adjust the +strength of the monsters in this module\,---\,either making them +smaller and less numerous or larger and more numerous. Each +party should have at least 1 magic-user or elf and 1 cleric. + +Castle Amber (Ch\^{a}teau D'Amberville) is made up of 9 parts\,---\,some provide wilderness adventures and +some provide dungeonlike adventures. +\begin{description}[labelindent=1em,leftmargin=1em] +\item[Part One] (this section) outlines the scope of the adventure and describes the family of Amber (D'Amberville). +\item[Part Two] details the West Wing of the Amber family mansion (dungeon adventure). +\item[Part Three] describes the Indoor Forest in the central part of the mansion, which is built like a greenhouse (wilderness adventure). +\item[Part Four] is a description of the family Chapel (dungeon adventure). +\item[Part Five] describes the plan of the East Wing (dungeon adventure). +\item[Part Six] details the dungeon under the mansion (dungeon adventure). +\item[Part Seven] is a description of Averoigne, based on a fantasy world created by the author Clark +Ashton Smith\footnote{Permission to base Part Seven on the Averoigne stories of Clark Ashton Smith was +graciously granted by CASiana Literary Enterprises, Inc.} (wilderness adventure). +\item[Part Eight] describes the Tomb of Stephen Amber (La Tombe \'{E}tienne D'Amberville)\,---\,(dungeon adventure). +\item[Part Nine] gives details on the new monsters introduced in this module. +\end{description} +During the adventures the DM should be careful to give the player +characters a reasonable chance for survival. The emphasis is on +reasonable. Try to be impartial and fair, but if players persist at +taking unreasonable risks, or if bravery turns into foolhardiness, +the DM should make it clear that the characters will die unless they +act more intelligently. Everyone should cooperate to make the +adventure fun and exciting. + +When describing monster encounters, the DM should not describe +them only by what they look like. After all, there are four +other senses as well\,---\,smell, sound, taste and feelings of heat, +cold, wetness and so forth. The DM should try to vary the approach +to encounters whenever possible. For example: the party +might first hear a monster coming before actually meeting the +monster. Such advance warnings are also a good way to warn a +party that an encounter might be too difficult to handle. The DM +should try to avoid letting unplanned wandering monsters ruin the +balance of the adventure, making it too tough for the party. +The descriptions of each room give only a minimum of detail. The +DM should feel free to add any additional details, such as the +dimensions of the room, so long as this does not alter the challenge +of the encounter. Additional detail is not necessary, but it may +strengthen the atmosphere of the adventure. + +This module is not designed to be played completely in a single +session; a number of gaming sessions will be needed to finish it. If +the party tries to complete the entire module without stopping +periodically to regain lost hit points and restore spells, they are all +quite likely to die. The party has an unknown powerful ally looking +after them. Prince Stephen Amber (described in detail in a later +section) will send a cloud of amber light to encircle the party at the +end of a gaming session. This light will protect the party from all +wandering monsters and provides nourishment. The amber light +will also restore all lost hit points to wounded characters and allows +magic-users, elves and clerics a chance to regain their spells. Time +outside the amber light stops while it continues for those within the +light. Thus, if characters gain enough experience to reach higher +experience levels they may train and study between gaming sessions +and rise in experience levels. Those characters who gain +experience levels may use the abilities gained at the new level the +next time they play. In general, the DM will find that a single part of +the module is equaf to one gaming session. + +For the convenience of the DM, whenever a monster or NPC is +described in the text, the game statistics will be listed in parentheses +in the following order: + +\textbf{Monster Name} (Armor Class; Hit Dice or Class/Level; hit points; +Number of Attacks per round; Damage per attack; Movement per +turn (round); Save As: Class/Level; Morale; Alignment; and Abilities +for NPCs, if necessary.) + +Abbreviations which are used are: + +Armor Class = \textbf{AC}, Hit Dice = \textbf{HD}, Cleric = \textbf{C}, Dwarf = \textbf{D}, Elf = \textbf{E}, +Fighter = \textbf{F}, Halfling = \textbf{H}, Magic-User = \textbf{M}, Thief = \textbf{T}, +Normal Man = \textbf{NM}; Level = \textbf{\#}, hit points = \textbf{hp}, Number of Attacks = \textbf{\#AT}; +Damage = \textbf{D}, Movement = \textbf{MV}, Save As = \textbf{Save}, Morale = \textbf{ML}; Alignment = \textbf{AL}; +Strength = \textbf{S}, Intelligence = \textbf{I}, Wisdom = \textbf{W}, Dexterity = \textbf{D}, +Constitution = \textbf{C}, Charisma = \textbf{Ch}. + +Class/Level is only used for NPCs, while Hit Dice is used for all other monsters. It should be noted +that movement in a game turn is three times the movement rate per round. + +\end{document} |