From e0c6872cf40896c7be36b11dcc744620f10adf1d Mon Sep 17 00:00:00 2001 From: Norbert Preining Date: Mon, 2 Sep 2019 13:46:59 +0900 Subject: Initial commit --- .../contrib/rpg-module/examples/README.examples | 23 + macros/latex/contrib/rpg-module/examples/b1.pdf | Bin 0 -> 37696 bytes macros/latex/contrib/rpg-module/examples/b1.tex | 301 ++++++ macros/latex/contrib/rpg-module/examples/b3.pdf | Bin 0 -> 548133 bytes macros/latex/contrib/rpg-module/examples/b3.tex | 240 +++++ macros/latex/contrib/rpg-module/examples/basic.pdf | Bin 0 -> 314028 bytes macros/latex/contrib/rpg-module/examples/basic.tex | 234 ++++ .../contrib/rpg-module/examples/monster_manual.pdf | Bin 0 -> 229154 bytes .../contrib/rpg-module/examples/monster_manual.tex | 1115 ++++++++++++++++++++ macros/latex/contrib/rpg-module/examples/x2.pdf | Bin 0 -> 977552 bytes macros/latex/contrib/rpg-module/examples/x2.tex | 178 ++++ 11 files changed, 2091 insertions(+) create mode 100644 macros/latex/contrib/rpg-module/examples/README.examples create mode 100644 macros/latex/contrib/rpg-module/examples/b1.pdf create mode 100644 macros/latex/contrib/rpg-module/examples/b1.tex create mode 100644 macros/latex/contrib/rpg-module/examples/b3.pdf create mode 100644 macros/latex/contrib/rpg-module/examples/b3.tex create mode 100644 macros/latex/contrib/rpg-module/examples/basic.pdf create mode 100644 macros/latex/contrib/rpg-module/examples/basic.tex create mode 100644 macros/latex/contrib/rpg-module/examples/monster_manual.pdf create mode 100644 macros/latex/contrib/rpg-module/examples/monster_manual.tex create mode 100644 macros/latex/contrib/rpg-module/examples/x2.pdf create mode 100644 macros/latex/contrib/rpg-module/examples/x2.tex (limited to 'macros/latex/contrib/rpg-module/examples') diff --git a/macros/latex/contrib/rpg-module/examples/README.examples b/macros/latex/contrib/rpg-module/examples/README.examples new file mode 100644 index 0000000000..ef535f3b4a --- /dev/null +++ b/macros/latex/contrib/rpg-module/examples/README.examples @@ -0,0 +1,23 @@ +This directory contains the following examples of how to use the rpg_module class: + +monster_manual.tex A complete listing of all the monsters from basic_stats.sty, + in new monster format, stat block format and wandering monster + table format. + +b1.tex Reproduction of p.21-22 of B1: In Search of the Unknown, by + Mike Carr. Copyright 1979, 1981 TSR Hobbies, Inc. + +b3.tex Reproduction of p.22-23 of B3: Palace of the Silver Princess, + by Jean Wells and Tom Moldvay. Copyright 1981 TSR Hobbies, Inc. + +x2.tex Reproduction of p.1-2 of X2: Castle Amber by Tom Moldvay. + Copyright 1981 TSR Hobbies, Inc. + +basic.tex Reproduction of p.B45-B46 of the Dungeons & Dragons Basic + Rulebook by Tom Moldvay. Copyright 1981 TSR Hobbies, Inc. + +Copyright for the original works reproduced above originally belonged to TSR Hobbies, Inc. +and now belongs to Wizards of the Coast, Inc. The text and artwork in these examples is +reproduced under "fair use" copyright terms, for the purpose of comparing typographic +styles. The original works can be purchased in PDF format from Wizards of the Coast at +www.dndclassics.com. diff --git a/macros/latex/contrib/rpg-module/examples/b1.pdf b/macros/latex/contrib/rpg-module/examples/b1.pdf new file mode 100644 index 0000000000..c4cc827497 Binary files /dev/null and b/macros/latex/contrib/rpg-module/examples/b1.pdf differ 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} diff --git a/macros/latex/contrib/rpg-module/examples/b3.pdf b/macros/latex/contrib/rpg-module/examples/b3.pdf new file mode 100644 index 0000000000..7f6c32e5ea Binary files /dev/null and b/macros/latex/contrib/rpg-module/examples/b3.pdf differ 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} diff --git a/macros/latex/contrib/rpg-module/examples/basic.pdf b/macros/latex/contrib/rpg-module/examples/basic.pdf new file mode 100644 index 0000000000..2fb4a72445 Binary files /dev/null and b/macros/latex/contrib/rpg-module/examples/basic.pdf differ diff --git a/macros/latex/contrib/rpg-module/examples/basic.tex b/macros/latex/contrib/rpg-module/examples/basic.tex new file mode 100644 index 0000000000..f3cf4a2de5 --- /dev/null +++ b/macros/latex/contrib/rpg-module/examples/basic.tex @@ -0,0 +1,234 @@ +\documentclass[letterpaper,serif,tightsqueeze]{rpg-module} + +\usepackage{parskip} % Add spacing between paras instead of indents +\usepackage{enumitem} % Control spacing in description list + +\renewcommand{\newmonsterfont}{\bfseries} % Redefine new monster headings to use a smaller font +\renewcommand{\newmonsterbottomskip}{0ex} % Reduce the space below New Monster sections + +\setcounter{page}{44} % Page and section numbers +\setcounter{part}{6} + +\RequirePackage{fancyhdr} % Change page numbering style +\fancypagestyle{plain}{% + \fancyhf{} % clear all header and footer fields + \fancyfoot[C]{B\thepage} % page numbering + \renewcommand{\headrulewidth}{0pt} + \renewcommand{\footrulewidth}{0pt} +} +\pagestyle{plain} + +% Redefine troglodyte/zombie so damage fits on one line + +\monster{troglodyte}{Troglodyte}{||5|2*|120'|40'||||3|2 claws\?1 bite|1d4\x 3|1d4 each|Fighter: 2|9|Chaotic|1--8|5--40|A|25} +\monster{zombie}{Zombie}{||8|2|120'|40'||||1|1 weapon|1d8|1d8~or~weapon|Fighter: 1|12|Chaotic|2--8|4--24|Nil|20} + +% Redefine veteran to be more generic for New Monster block + +\monster{veteran}{Veteran}{||2|1--3|60'|20'||||1|1 weapon|1d8|1d8~or~weapon|Fighter: 1--3|9 (varies)|Any|2--8|2--12|V|10} + +% 3/4 symbol + +\newcommand{\threequarters}{{\usefont{T1}{lmr}{m}{n}\sfrac{3}{4}} } + + + +\begin{document} + +\onecolumn + +\begin{center} +Page intentionally left blank +\end{center} + +\twocolumn + +\begin{newmonster}{troglodyte} +A troglodyte is an intelligent human-like reptile with a short tail, +long legs, and a spiny ``comb'' on its head and arms. Troglodytes +walk upright and use their hands as well as humans. They hate +most other creatures, and will try to kill anyone they meet. They +have a chameleon-like ability to change colors, and use it to hide +by rock walls, surprising on a roll of 1--4 (on 1d6). They secrete an +oil which produces a stench that will nauseate humans and demihumans +unless the victims save vs. Poison. Nauseated characters +will have a penalty of \minus 2 on their ``to hit'' rolls while in hand-to-hand +combat with the troglodytes. + +\includegraphics[width=\linewidth]{troglodyte.png} +\end{newmonster} +\vspace{-3ex}\textbf{Undead:} (see \textbf{Ghoul}, \textbf{Skeleton}, \textbf{Wight} and \textbf{Zombie}) + +Undead are evil creatures who have been created through dark +magic. They are unaffected by things that affect living creatures, +such as poison, and are not affected by spells which affect the +mind, such as \textbf{sleep} and \textbf{charm person}. They do not make noise. + +\begin{newmonster}{veteran} +Veterans are low-level fighters, usually returning from or going to a +war. To determine each veteran's level and alignment, use the +method outlined under \textbf{Creating an NPC Party} (page B52). A +party of veterans may be of mixed levels and alignments, or the +DM may wish to give all members the same levels. +\end{newmonster} +\textbf{Were-creature} (werebear, wearboar, wererat, weretiger, or werewolf); see \textbf{Lycanthropes}.\\[1ex] +\begin{newmonster}{wight} +A wight is an \textbf{undead} spirit living in the body of a dead human or +demi-human. It can only be hit by silvered or magical weapons. +Wights are greatly feared, as they drain life energy when striking a +victim. Each hit drains one level of experience or hit die (life +energy, see page B29). EXAMPLE: A 3rd level fighter struck by a +wight becomes a 2nd level fighter, keeping only enough experience +points to be at the midpoint of 2nd level, and losing 1 hit die +of hit points. Any person totally drained of life energy by a wight +will become a wight in 1--4 days, and will be under control of the +wight who drained him or her. +\end{newmonster} +\begin{newmonster2}{wolf}{dire_wolf} +\textbf{Wolves:} Wolves are meat-eaters and hunt in packs. Though +wolves prefer the wilderness, they will occasionally be found in +caves. Captured wolf cubs can be trained like dogs (if the DM permits), +but it is difficult. If 3 wolves or less are encountered, or if a +pack is reduced to less than 50\% of its original numbers, their +morale score is 6 rather than 8. + +\textbf{Dire Wolves:} Dire wolves may be found in caves, woods, or +mountains. They are larger and more ferocious than normal +wolves, and are semi-intelligent. They are fierce enemies and +usually hunt in packs. They are sometimes trained by goblins to be +used as mounts. Captured dire wolf cubs can be trained like dogs +(if the DM permits), but they are even more savage than normal +wolves. +\end{newmonster2} +\begin{newmonster}{yellow_mold} +This deadly fungus covers an area of 10 square feet (2' by 5', for +example), though many are sometimes found together. Yellow +mold can only be killed by fire; a torch will do 1--4 points of damage +to it each round. It will eat through wood and leather but does not +harm metal or stone. It does not actually attack, but if it is touched +(by a torch, for. example) the touch may cause the mold to squirt +out a 10'\x 10'\x 10' cloud of spores. There is a 50\% chance per hit +that the mold will squirt out this cloud. Anyone caught within the +cloud must save vs. Death Ray or choke to death within 6 rounds. +\end{newmonster} +\begin{newmonster}{zombie} +Zombies are undead humans or demi-humans animated by some +evil cleric or magic-user. As all undead, they may be ``Turned'' by +a cleric but are not affected by sleep or charm spells or any form +of mind reading. They are often placed to guard treasures, since +they make no noise until they attack. Zombies will always attack on +sight, but can be destroyed by normal weapons. They are slow +fighters, and always strike last (no initiative roll needed). +\end{newmonster} + +\begin{onecolumnfloat}[t] +\part{Treasure} +\end{onecolumnfloat} +\begin{onecolumnfloat}[hb!] +\begin{center} +\textbf{TREASURE TYPES} +\end{center} +\vspace{1ex} +\addtolength{\tabcolsep}{0.6mm} +\begin{tabularx}{\linewidth}{clllll>{\raggedright\arraybackslash\hsize=1.9cm}X>{\raggedright\arraybackslash\hsize=4.5cm}X} +% Need a bit of a hack to get table headers spanning 2 rows unfortunately +& \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{1000's of} & + \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{1000's of} & \multicolumn{1}{b}{*Gems and}\\[-0.7ex] +\tableheader[b]{Type & Copper & Silver & Electrum & Gold & Platinum & Jewelry & Magic Items} +A & 25\% 1--6 & 30\% 1--6 & 20\% 1--4 & 35\% 2--12 & 25\% 1--2 & 50\% 6--36 & 30\% Any 3\\ +B & 50\% 1--8 & 25\% 1--6 & 25\% 1--4 & 25\% 1--3 & Nil & 25\% 1--6 & 10\% 1 sword, armor, or weapon\\ +C & 20\% 1--12 & 30\% 1--4 & 10\% 1--4 & Nil & Nil & 25\% 1--4 & 10\% Any 2\\ +D & 10\% 1--8 & 15\% 1--12 & Nil & 60\% 1--6 & Nil & 30\% 1--8 & 15\% Any 2 + 1 potion\\ +E & 5\% 1--10 & 30\% 1--12 & 25\% 1--4 & 25\% 1--8 & Nil & 10\% 1--10 & 25\% Any 3 + 1 scroll\\ +F & Nil & 10\% 2--20 & 20\% 1--8 & 45\% 1--12 & 30\% 1--3 & 20\% 2--24\?10\%~1--12 & 30\% Any 3 except weapons + 1 potion + 1 scroll\\ +G & Nil & Nil & Nil & 50\% 10--40 & 50\% 1--6 & 25\% 3--18\?25\%~1--10 & 35\% Any 4 + 1 scroll\\ +H & 25\% 3--24 & 50\% 1--100 & 50\% 10--40 & 50\% 10--60 & 25\% 5--20 & 50\% 1--100\?50\%~10--40 & 15\% Any 4 + 1 potion + 1 scroll\\ +I & Nil & Nil & Nil & Nil & 30\% 1--8 & 50\% 2--12 & 15\% Any 1\\ +J & 25\% 1--4 & 10\% 1--3 & Nil & Nil & Nil & Nil & Nil\\ +K & Nil & 30\% 1--6 & 10\% 1--2 & Nil & Nil & Nil & Nil\\ +L & Nil & Nil & Nil & Nil & Nil & 50\% 1--4\?Nil & Nil\\ +M & Nil & Nil & Nil & 40\% 2--8 & 50\% 5--30 & 55\% 5--20\?45\%~2--12 & Nil\\ +N & Nil & Nil & Nil & Nil & Nil & Nil & 40\% 2--8 potions\\ +O & Nil & Nil & Nil & Nil & Nil & Nil & 50\% 1--4 scrolls\\ +\end{tabularx} +% Can't have a footnote inside a float, here is a workaround +\begin{enumerate}[leftmargin=5cm,rightmargin=5cm] +\item[*] Roll twice, once for each category (Gems and Jewelry). The chances are the same unless two notations are made, in which case the order given is for ``Gems/Jewelry''. +\end{enumerate} +\end{onecolumnfloat} + +The coins, gems, jewelry and magic items that a party finds during +an adventure is known as \textbf{treasure}. Wealth (coins, gems, jewelry +and other items of value) is worth experience points to the player +and allows the player to pay for better equipment, hire more retainers, +and purchase special services (from higher level spell +casters, for example). Magic items will usually give a character +abilities not normally possessed and are useful on later adventures. +Treasure is normally found in the lairs of monsters, but may be +paid to a character by a high level NPC for performing a mission or +job. Treasures are determined randomly or chosen by the DM. The +DM should always determine the contents of a large treasure +hoard before play in order to determine how best to hide and protect +the treasure from theft, and if magic items are present, the DM +may want to allow the monsters to use the items, such as a bugbear +using a \textbf{sword\+1}. + +RANDOM TREASURES: To determine a monster's treasure at +random, the DM uses the following step-by-step procedure: +%\begin{description}[labelindent=1em,leftmargin=1em] +\begin{enumerate} +\item Find the Treasure Type in the monster description. Find the +same letter on the Treasure Types table hereafter; that +line will be used to find the actual treasure. +\item Read across the Treasure Type line to find which types of +treasure may be present. Each type will have a percentage +and a range. If the DM rolls (on d\%) a number equal to or +less than the percentage given, that type of treasure is +present. The DM should roll for each percentage and +make a note of what types are present. +\item Roll dice (the type depends on the range given) to find the +amount of each type of treasure (found in step 2, above) which is present. +\item If any magic items are present, the magic item subtables (page B46) +must be used to find the actual types. +\end{enumerate} + +PLACED TREASURES: The DM may choose treasures instead of +rolling for them randomly, or may choose a result if rolls give too +much or too little treasure. The choices should be made carefully, +since most of the experience the characters will get will be from +treasure (usually \threequarters or more). It will often be easier for the DM to +decide how much experience to give out (considering the size and +levels of experience in the party) and place the treasures to give +this result. However, the monsters should be tough enough to +make sure that the characters earn their treasure! + +ADJUSTMENTS TO TREASURE: Treasures A through O are +large, and generally only for use when large numbers or fairly difficult +monsters are encountered. The lairs of most human-like +monsters contain at least the number of creatures given as the +wilderness ``No. Appearing'' (the number in parentheses). An encounter +with less than a full lair should yield less treasure. On the +other hand if 1--4 is the ``No. Appearing'', even one will have the +normal amount of treasure, and no adjustment is necessary. + +The DM may create Treasure Types other than the ones listed. +Some other valuable items could be rugs, wall hangings, rare +wines, silverware and other kitchen items, or even animal skins. +The DM should give each special item a value, in gold pieces (and, +if the optional encumbrance rules are used, an encumbrance). + +To aid the DM, the average values (in gold pieces) of each treasure +type are given below. These averages do not include the possible +magic in the treasures. After rolling for treasures, the DM may refer +to this list to see whether the treasure is larger or smaller than +average and may then adjust the treasure as desired. + +\begin{tabular}{p{0.25cm} c r p{0.25cm} c r p{0.25cm} c r} +& A & 17,000 & & F & 5,000 & & J & 25\\ +& B & 2,000 & & G & 25,000 & & K & 125\\ +& C & 1,000 & & H & 50,000 & & L & 250\\ +& D & 4,000 & & I & 8,000 & & M & 15,000\\ +& E & 2,500\\ +\end{tabular} + +\end{document} diff --git a/macros/latex/contrib/rpg-module/examples/monster_manual.pdf b/macros/latex/contrib/rpg-module/examples/monster_manual.pdf new file mode 100644 index 0000000000..71b7fd9695 Binary files /dev/null and b/macros/latex/contrib/rpg-module/examples/monster_manual.pdf differ diff --git a/macros/latex/contrib/rpg-module/examples/monster_manual.tex b/macros/latex/contrib/rpg-module/examples/monster_manual.tex new file mode 100644 index 0000000000..af2d46c450 --- /dev/null +++ b/macros/latex/contrib/rpg-module/examples/monster_manual.tex @@ -0,0 +1,1115 @@ +%% monster_manual.tex +% +% Example file showing typesetting of all Basic statblocks for the Adventure Module class + +\documentclass[a4paper,serif]{rpg-module} + +\usepackage{lipsum} + +\begin{document} +\raggedbottom + +\title{Monster Manual} + +\showtitle + +This document shows how to list all of the monsters from the Basic Stats style (\verb|basic-stats.sty|). +Each monster is listed first in the ``New Monster'' format, then underneath as a statblock. In +Part~\ref{wandering_monsters}, the monsters are listed again in tabular format. + +\part{Monsters from the Basic/Expert Rulebooks} + +\begin{newmonster}{ant} +\lipsum[1] +\end{newmonster} +\statblock{ant}{3}{4 each} + +\begin{newmonster}{white_ape}\end{newmonster} +\statblock{white_ape}{3}{4 each} + +\begin{newmonster}{basilisk}\end{newmonster} +\statblock{basilisk}{3}{4 each} + +% Bat + +% Shorten the Vampire Bat name so it fits in the tabular format +\pgfkeys{/vampire_bat/SingleName/.initial = {Vampire Bat}} + +\begin{newmonster3}{bat}{giant_bat}{vampire_bat} +\lipsum[1] +\end{newmonster3} +% Restore the name to Giant Vampire Bat +\pgfkeys{/vampire_bat/SingleName/.initial = {Giant Vampire Bat}} +\statblock{bat}{3}{4 each} +\statblock{giant_bat}{3}{4 each} +\statblock{vampire_bat}{3}{4 each} + +% Bear + +\begin{newmonster2}{black_bear}{grizzly_bear}\end{newmonster2} +\begin{newmonster2*}{polar_bear}{cave_bear}{}{}\lipsum[2]\end{newmonster2*} +\statblock{black_bear}{3}{4 each} +\statblock{grizzly_bear}{3}{4 each} +\statblock{polar_bear}{3}{4 each} +\statblock{cave_bear}{3}{4 each} + +\begin{newmonster}{bee}\end{newmonster} +\statblock{bee}{3}{4 each} + +% Beetle + +\begin{newmonster3}{fire_beetle}{oil_beetle}{tiger_beetle}\lipsum[3]\end{newmonster3} +\statblock{fire_beetle}{3}{4 each} +\statblock{oil_beetle}{3}{4 each} +\statblock{tiger_beetle}{3}{4 each} + +\begin{newmonster}{black_pudding}\end{newmonster} +\statblock{black_pudding}{3}{4 each} + +\begin{newmonster}{blink_dog}\end{newmonster} +\statblock{blink_dog}{3}{4 each} + +\begin{newmonster}{boar}\end{newmonster} +\statblock{boar}{3}{4 each} + +\begin{newmonster}{bugbear}\end{newmonster} +\statblock{bugbear}{3}{4 each} + +\begin{newmonster}{caecilia}\end{newmonster} +\statblock{caecilia}{3}{4 each} + +\begin{newmonster}{camel}\end{newmonster} +\statblock{camel}{3}{4 each} + +\begin{newmonster}{carrion_crawler}\end{newmonster} +\statblock{carrion_crawler}{3}{4 each} + +% Great Cat + +\begin{newmonster3}{mountain_lion}{panther}{lion}\end{newmonster3} +\begin{newmonster2*}{tiger}{sabre_tooth_tiger}{}{}\lipsum[4]\end{newmonster2*} +\statblock{mountain_lion}{3}{4 each} +\statblock{panther}{3}{4 each} +\statblock{lion}{3}{4 each} +\statblock{tiger}{3}{4 each} +\statblock{sabre_tooth_tiger}{3}{4 each} + +\begin{newmonster}{cave_locust}\end{newmonster} +\statblock{cave_locust}{3}{4 each} + +\begin{newmonster}{centaur}\end{newmonster} +\statblock{centaur}{3}{4 each} + +\begin{newmonster}{centipede}\end{newmonster} +\statblock{centipede}{3}{4 each} + +\begin{newmonster}{chimera}\end{newmonster} +\statblock{chimera}{3}{4 each} + +\begin{newmonster}{cockatrice}\end{newmonster} +\statblock{cockatrice}{3}{4 each} + +\begin{newmonster}{crab}\end{newmonster} +\statblock{crab}{3}{4 each} + +% Crocodile + +\begin{newmonster3}{crocodile}{large_crocodile}{giant_crocodile}\end{newmonster3} +\statblock{crocodile}{3}{4 each} +\statblock{large_crocodile}{3}{4 each} +\statblock{giant_crocodile}{3}{4 each} + +\begin{newmonster}{cyclops}\end{newmonster} +\statblock{cyclops}{3}{4 each} + +% Dinosaur + +\begin{newmonster3}{stegosaurus}{triceratops}{tyrannosaurus_rex}\end{newmonster3} +\statblock{stegosaurus}{3}{4 each} +\statblock{triceratops}{3}{4 each} +\statblock{tyrannosaurus_rex}{3}{4 each} + +\begin{newmonster}{displacer_beast}\end{newmonster} +\statblock{displacer_beast}{3}{4 each} + +\begin{newmonster}{djinni}\end{newmonster} +\statblock{djinni}{3}{4 each} + +\begin{newmonster}{doppleganger}\end{newmonster} +\statblock{doppleganger}{3}{4 each} + +% Dragon + +\begin{newmonster}{white_dragon}\end{newmonster} +\statblock{white_dragon}{3}{4 each} + +\begin{newmonster}{black_dragon}\end{newmonster} +\statblock{black_dragon}{3}{4 each} + +\begin{newmonster}{green_dragon}\end{newmonster} +\statblock{green_dragon}{3}{4 each} + +\begin{newmonster}{blue_dragon}\end{newmonster} +\statblock{blue_dragon}{3}{4 each} + +\begin{newmonster}{red_dragon}\end{newmonster} +\statblock{red_dragon}{3}{4 each} + +\begin{newmonster}{gold_dragon}\end{newmonster} +\statblock{gold_dragon}{3}{4 each} + +\begin{newmonster}{dragon_turtle}\end{newmonster} +\statblock{dragon_turtle}{3}{4 each} + +\begin{newmonster}{dryad}\end{newmonster} +\statblock{dryad}{3}{4 each} + +\begin{newmonster}{dwarf}\end{newmonster} +\statblock{dwarf}{3}{4 each} + +\begin{newmonster}{efreeti}\end{newmonster} +\statblock{efreeti}{3}{4 each} + +% Elemental + +\begin{newmonster2}{air_elemental}{earth_elemental}\end{newmonster2} +\begin{newmonster2*}{fire_elemental}{water_elemental}{}{}\end{newmonster2*} +\statblock{lesser_air_elemental}{3}{4 each} +\statblock{air_elemental}{3}{4 each} +\statblock{greater_air_elemental}{3}{4 each} +\statblock{lesser_earth_elemental}{3}{4 each} +\statblock{earth_elemental}{3}{4 each} +\statblock{greater_earth_elemental}{3}{4 each} +\statblock{lesser_fire_elemental}{3}{4 each} +\statblock{fire_elemental}{3}{4 each} +\statblock{greater_fire_elemental}{3}{4 each} +\statblock{lesser_water_elemental}{3}{4 each} +\statblock{water_elemental}{3}{4 each} +\statblock{greater_water_elemental}{3}{4 each} + +\begin{newmonster}{elephant}\end{newmonster} +\statblock{elephant}{3}{4 each} + +\begin{newmonster}{elf}\end{newmonster} +\statblock{elf}{3}{4 each} + +\begin{newmonster}{ferret}\end{newmonster} +\statblock{ferret}{3}{4 each} + +% Giant Fish + +\begin{newmonster2}{piranha}{rockfish}\end{newmonster2} +\begin{newmonster2*}{catfish}{sturgeon}{}{}\end{newmonster2*} +\statblock{piranha}{3}{4 each} +\statblock{rockfish}{3}{4 each} +\statblock{catfish}{3}{4 each} +\statblock{sturgeon}{3}{4 each} + +\begin{newmonster}{gargoyle}\end{newmonster} +\statblock{gargoyle}{3}{4 each} + +\begin{newmonster}{gelatinous_cube}\end{newmonster} +\statblock{gelatinous_cube}{3}{4 each} + +\begin{newmonster}{ghoul}\end{newmonster} +\statblock{ghoul}{3}{4 each} + +% Giant + +\begin{newmonster3}{hill_giant}{stone_giant}{frost_giant}\end{newmonster3} +\begin{newmonster3*}{fire_giant}{cloud_giant}{storm_giant}{}{}\end{newmonster3*} +\statblock{hill_giant}{3}{4 each} +\statblock{stone_giant}{3}{4 each} +\statblock{frost_giant}{3}{4 each} +\statblock{fire_giant}{3}{4 each} +\statblock{cloud_giant}{3}{4 each} +\statblock{storm_giant}{3}{4 each} + +\begin{newmonster}{gnoll}\end{newmonster} +\statblock{gnoll}{3}{4 each} + +\begin{newmonster}{gnome}\end{newmonster} +\statblock{gnome}{3}{4 each} + +\begin{newmonster}{goblin}\end{newmonster} +\statblock{goblin}{3}{4 each} + +% Golem + +\begin{newmonster2}{wood_golem}{bone_golem}\end{newmonster2} +\begin{newmonster2*}{amber_golem}{bronze_golem}{}{}\end{newmonster2*} +\statblock{wood_golem}{3}{4 each} +\statblock{bone_golem}{3}{4 each} +\statblock{amber_golem}{3}{4 each} +\statblock{bronze_golem}{3}{4 each} + +\begin{newmonster}{gorgon}\end{newmonster} +\statblock{gorgon}{3}{4 each} + +\begin{newmonster}{gray_ooze}\end{newmonster} +\statblock{gray_ooze}{3}{4 each} +\statblock{grey_ooze}{3}{4 each} + +\begin{newmonster}{green_slime}\end{newmonster} +\statblock{green_slime}{3}{4 each} + +\begin{newmonster}{griffon}\end{newmonster} +\statblock{griffon}{3}{4 each} + +\begin{newmonster}{halfling}\end{newmonster} +\statblock{halfling}{3}{4 each} + +\begin{newmonster}{harpy}\end{newmonster} +\statblock{harpy}{3}{4 each} + +% Hawk + +\begin{newmonster2}{hawk}{hawk_giant}\end{newmonster2} +\statblock{hawk}{3}{4 each} +\statblock{hawk_giant}{3}{4 each} + +% Herd Animal + +\begin{newmonster3}{antelope}{goat}{deer}\end{newmonster3} +\begin{newmonster2*}{caribou}{ox}{}{}\end{newmonster2*} +\begin{newmonster2*}{elk}{moose}{}{}\end{newmonster2*} +\statblock{antelope}{3}{4 each} +\statblock{goat}{3}{4 each} +\statblock{deer}{3}{4 each} +\statblock{caribou}{3}{4 each} +\statblock{ox}{3}{4 each} +\statblock{elk}{3}{4 each} +\statblock{moose}{3}{4 each} + +% Hellhound + +\begin{newmonster}{hellhound}\end{newmonster} +\statblock{hellhound_3}{3}{4 each} +\statblock{hellhound_4}{3}{4 each} +\statblock{hellhound_5}{3}{4 each} +\statblock{hellhound_6}{3}{4 each} +\statblock{hellhound_7}{3}{4 each} + +\begin{newmonster}{hippogriff}\end{newmonster} +\statblock{hippogriff}{3}{4 each} + +\begin{newmonster}{hobgoblin}\end{newmonster} +\statblock{hobgoblin}{3}{4 each} + +% Horse + +\begin{newmonster3}{riding_horse}{war_horse}{draft_horse}\end{newmonster3} +\statblock{riding_horse}{3}{4 each} +\statblock{war_horse}{3}{4 each} +\statblock{draft_horse}{3}{4 each} + +% Hydra + +\begin{newmonster}{hydra}\end{newmonster} +\statblock{hydra_5}{3}{4 each} +\statblock{hydra_6}{3}{4 each} +\statblock{hydra_7}{3}{4 each} +\statblock{hydra_8}{3}{4 each} +\statblock{hydra_9}{3}{4 each} +\statblock{hydra_10}{3}{4 each} +\statblock{hydra_11}{3}{4 each} +\statblock{hydra_12}{3}{4 each} + +% Insect Swarm + +\begin{newmonster}{insect_swarm}\end{newmonster} +\statblock{insect_swarm_2}{3}{4 each} +\statblock{insect_swarm_3}{3}{4 each} +\statblock{insect_swarm_4}{3}{4 each} + +\begin{newmonster}{invisible_stalker}\end{newmonster} +\statblock{invisible_stalker}{3}{4 each} + +\begin{newmonster}{kobold}\end{newmonster} +\statblock{kobold}{3}{4 each} + +\begin{newmonster}{leech}\end{newmonster} +\statblock{leech}{3}{4 each} + +% Living Statue + +\begin{newmonster3}{living_crystal_statue}{living_iron_statue}{living_rock_statue}\end{newmonster3} +\statblock{living_crystal_statue}{3}{4 each} +\statblock{living_iron_statue}{3}{4 each} +\statblock{living_rock_statue}{3}{4 each} + +% Giant Lizard + +\begin{newmonster2}{gecko}{draco}\end{newmonster2} +\begin{newmonster2*}{horned_chameleon}{tuatara}{}{}\end{newmonster2*} +\statblock{gecko}{3}{4 each} +\statblock{draco}{3}{4 each} +\statblock{horned_chameleon}{3}{4 each} +\statblock{tuatara}{3}{4 each} + +\begin{newmonster}{lizard_man}\end{newmonster} +\statblock{lizard_man}{3}{4 each} + +% Lycanthrope + +\begin{newmonster3}{wererat}{werewolf}{wereboar}\end{newmonster3} +\begin{newmonster3*}{weretiger}{werebear}{devil_swine}{}{}\end{newmonster3*} +\statblock{wererat}{3}{4 each} +\statblock{werewolf}{3}{4 each} +\statblock{wereboar}{3}{4 each} +\statblock{weretiger}{3}{4 each} +\statblock{werebear}{3}{4 each} +\statblock{devil_swine}{3}{4 each} + +\begin{newmonster}{manticore}\end{newmonster} +\statblock{manticore}{3}{4 each} + +\begin{newmonster}{mastodon}\end{newmonster} +\statblock{mastodon}{3}{4 each} + +\begin{newmonster}{medusa}\end{newmonster} +\statblock{medusa}{3}{4 each} + +% Men + +\begin{newmonster3}{normal_human}{acolyte}{medium}\end{newmonster3} +\begin{newmonster3*}{veteran}{berserker}{bandit}{}{}\end{newmonster3*} +\begin{newmonster3*}{brigand}{buccaneer}{pirate}{}{}\end{newmonster3*} +\begin{newmonster3*}{nomad}{dervish}{merchant}{}{}\end{newmonster3*} +\begin{newmonster2*}{trader}{noble}{}{}\end{newmonster2*} +\statblock{normal_human}{3}{4 each} +\statblock{acolyte}{3}{4 each} +\statblock{medium}{3}{4 each} +\statblock{veteran_1}{3}{4 each} +\statblock{veteran_2}{3}{4 each} +\statblock{veteran_3}{3}{4 each} +\statblock{berserker}{3}{4 each} +\statblock{bandit}{3}{4 each} +\statblock{brigand}{3}{4 each} +\statblock{brigand_chain}{3}{4 each} +\statblock{buccaneer}{3}{4 each} +\statblock{buccaneer_chain}{3}{4 each} +\statblock{pirate}{3}{4 each} +\statblock{pirate_chain}{3}{4 each} +\statblock{nomad}{3}{4 each} +\statblock{nomad_chain}{3}{4 each} +\statblock{dervish}{3}{4 each} +\statblock{dervish_chain}{3}{4 each} +\statblock{merchant}{3}{4 each} +\statblock{trader}{3}{4 each} +\statblock{noble}{3}{4 each} + +\begin{newmonster}{merman}\end{newmonster} +\statblock{merman_1}{3}{4 each} +\statblock{merman_2}{3}{4 each} +\statblock{merman_3}{3}{4 each} +\statblock{merman_4}{3}{4 each} + +\begin{newmonster}{minotaur}\end{newmonster} +\statblock{minotaur}{3}{4 each} + +\begin{newmonster}{mule}\end{newmonster} +\statblock{mule}{3}{4 each} + +\begin{newmonster}{mummy}\end{newmonster} +\statblock{mummy}{3}{4 each} + +\begin{newmonster}{neanderthal}\end{newmonster} +\statblock{neanderthal}{3}{4 each} + +\begin{newmonster}{nixie}\end{newmonster} +\statblock{nixie}{3}{4 each} + +\begin{newmonster}{ochre_jelly}\end{newmonster} +\statblock{ochre_jelly}{3}{4 each} + +\begin{newmonster}{octopus}\end{newmonster} +\statblock{octopus}{3}{4 each} + +\begin{newmonster}{ogre}\end{newmonster} +\statblock{ogre}{3}{4 each} + +\begin{newmonster}{orc}\end{newmonster} +\statblock{orc}{3}{4 each} + +\begin{newmonster}{owl_bear}\end{newmonster} +\statblock{owl_bear}{3}{4 each} + +\begin{newmonster}{pegasus}\end{newmonster} +\statblock{pegasus}{3}{4 each} + +\begin{newmonster}{pixie}\end{newmonster} +\statblock{pixie}{3}{4 each} + +% Pterodactyl + +\begin{newmonster2}{pterodactyl}{pteranodon}\end{newmonster2} +\statblock{pterodactyl}{3}{4 each} +\statblock{pteranodon}{3}{4 each} + +\begin{newmonster}{purple_worm}\end{newmonster} +\statblock{purple_worm}{3}{4 each} + +% Rat + +\begin{newmonster2}{rat}{giant_rat} +\lipsum[1] +\end{newmonster2} +\statblock{rat}{3}{4 each} +\statblock{giant_rat}{3}{4 each} + +\begin{newmonster}{rhagodessa}\end{newmonster} +\statblock{rhagodessa}{3}{4 each} + +% Rhinoceros + +\begin{newmonster2}{rhinoceros}{wooly_rhinoceros}\end{newmonster2} +\statblock{rhinoceros}{3}{4 each} +\statblock{wooly_rhinoceros}{3}{4 each} + +\begin{newmonster}{robber_fly}\end{newmonster} +\statblock{robber_fly}{3}{4 each} + +% Roc + +\begin{newmonster3}{small_roc}{large_roc}{giant_roc}\end{newmonster3} +\statblock{small_roc}{3}{4 each} +\statblock{large_roc}{3}{4 each} +\statblock{giant_roc}{3}{4 each} + +\begin{newmonster}{rock_baboon}\end{newmonster} +\statblock{rock_baboon}{3}{4 each} + +\begin{newmonster}{rust_monster}\end{newmonster} +\statblock{rust_monster}{3}{4 each} + +% Salamander + +\begin{newmonster2}{flame_salamander}{frost_salamander}\end{newmonster2} +\statblock{flame_salamander}{3}{4 each} +\statblock{frost_salamander}{3}{4 each} + +\begin{newmonster}{scorpion}\end{newmonster} +\statblock{scorpion}{3}{4 each} + +\begin{newmonster}{sea_dragon}\end{newmonster} +\statblock{sea_dragon_5}{3}{4 each} +\statblock{sea_dragon_6}{3}{4 each} +\statblock{sea_dragon_7}{3}{4 each} +\statblock{sea_dragon_8}{3}{4 each} +\statblock{sea_dragon_9}{3}{4 each} +\statblock{sea_dragon_10}{3}{4 each} +\statblock{sea_dragon_11}{3}{4 each} + +\begin{newmonster}{sea_serpent}\end{newmonster} +\statblock{sea_serpent}{3}{4 each} + +\begin{newmonster}{shadow}\end{newmonster} +\statblock{shadow}{3}{4 each} + +% Shark + +\begin{newmonster3}{bull_shark}{mako_shark}{great_white_shark}\end{newmonster3} +\statblock{bull_shark}{3}{4 each} +\statblock{mako_shark}{3}{4 each} +\statblock{great_white_shark}{3}{4 each} + +\begin{newmonster}{shrew}\end{newmonster} +\statblock{shrew}{3}{4 each} + +\begin{newmonster}{shrieker}\end{newmonster} +\statblock{shrieker}{3}{4 each} + +\begin{newmonster}{skeleton}\end{newmonster} +\statblock{skeleton}{3}{4 each} + +% Snake + +\begin{newmonster3}{spitting_cobra}{pit_viper}{sea_snake}\end{newmonster3} +\begin{newmonster2*}{rattlesnake}{rock_python}{}{}\end{newmonster2*} +\statblock{spitting_cobra}{3}{4 each} +\statblock{pit_viper}{3}{4 each} +\statblock{sea_snake}{3}{4 each} +\statblock{rattlesnake}{3}{4 each} +\statblock{rock_python}{3}{4 each} + +\begin{newmonster}{spectre}\end{newmonster} +\statblock{spectre}{3}{4 each} + +% Spider + +\begin{newmonster3}{crab_spider}{black_widow}{tarantella}\end{newmonster3} +\statblock{crab_spider}{3}{4 each} +\statblock{black_widow}{3}{4 each} +\statblock{tarantella}{3}{4 each} + +\begin{newmonster}{sprite}\end{newmonster} +\statblock{sprite}{3}{4 each} + +\begin{newmonster}{squid}\end{newmonster} +\statblock{squid}{3}{4 each} + +\begin{newmonster}{stirge}\end{newmonster} +\statblock{stirge}{3}{4 each} + +% Termite + +\begin{newmonster3}{swamp_termite}{freshwater_termite}{sea_termite}\end{newmonster3} +\statblock{swamp_termite}{3}{4 each} +\statblock{freshwater_termite}{3}{4 each} +\statblock{sea_termite}{3}{4 each} + +\begin{newmonster}{thoul}\end{newmonster} +\statblock{thoul}{3}{4 each} + +\begin{newmonster}{titanothere}\end{newmonster} +\statblock{titanothere}{3}{4 each} + +\begin{newmonster}{toad}\end{newmonster} +\statblock{toad}{3}{4 each} + +\begin{newmonster}{treant}\end{newmonster} +\statblock{treant}{3}{4 each} + +\begin{newmonster}{troglodyte}\end{newmonster} +\statblock{troglodyte}{3}{4 each} + +\begin{newmonster}{troll}\end{newmonster} +\statblock{troll}{3}{4 each} + +\begin{newmonster}{unicorn}\end{newmonster} +\statblock{unicorn}{3}{4 each} + +\begin{newmonster}{vampire}\end{newmonster} +\statblock{vampire_7}{3}{4 each} +\statblock{vampire_8}{3}{4 each} +\statblock{vampire_9}{3}{4 each} + +\begin{newmonster}{weasel}\end{newmonster} +\statblock{weasel}{3}{4 each} + +% Whale + +\begin{newmonster3}{killer_whale}{narwhal}{sperm_whale}\end{newmonster3} +\statblock{killer_whale}{3}{4 each} +\statblock{narwhal}{3}{4 each} +\statblock{sperm_whale}{3}{4 each} + +\begin{newmonster}{wight}\end{newmonster} +\statblock{wight}{3}{4 each} + +% Wolf + +\begin{newmonster2}{wolf}{dire_wolf}\end{newmonster2} +\statblock{wolf}{3}{4 each} +\statblock{dire_wolf}{3}{4 each} + +\begin{newmonster}{wraith}\end{newmonster} +\statblock{wraith}{3}{4 each} + +\begin{newmonster}{wyvern}\end{newmonster} +\statblock{wyvern}{3}{4 each} + +\begin{newmonster}{yellow_mold}\end{newmonster} +\statblock{yellow_mold}{3}{4 each} +\statblock{yellow_mould}{3}{4 each} + +\begin{newmonster}{zombie}\end{newmonster} +\statblock{zombie}{3}{4 each} + +\part{Monsters from B3: Palace of the Silver Princess} + +\begin{newmonster}{archer_bush_orange} +This is the Archer Bush from the 1st edition of B3, with the orange cover. +\end{newmonster} +\statblock{archer_bush_orange}{3}{4 each} +\begin{newmonster}{archer_bush} +This is the Archer Bush from the 2nd edition of B3, with the green cover. +\end{newmonster} +\statblock{archer_bush}{3}{4 each} +\begin{newmonster}{baric}\end{newmonster} +\statblock{baric}{3}{4 each} +\begin{newmonster}{bubble}\end{newmonster} +\statblock{bubble}{3}{4 each} +\begin{newmonster}{decapus_orange} +This is the Decapus from the 1st (orange) edition of B3. +\end{newmonster} +\statblock{decapus_orange}{3}{4 each} +\begin{newmonster}{decapus} +This is the Decapus from the 2nd (green) edition of B3. +\end{newmonster} +\statblock{decapus}{3}{4 each} +\begin{newmonster}{diger}\end{newmonster} +\statblock{diger}{3}{4 each} +\begin{newmonster}{ghost}\end{newmonster} +\statblock{ghost}{3}{4 each} +\begin{newmonster}{marble_snake}\end{newmonster} +\statblock{marble_snake}{3}{4 each} +\begin{newmonster}{jupiter_blood_sucker} +The Jupiter Blood Sucker appeared in the 1st edition of B3, and was replaced by the Vampire Rose in the 2nd edition. +\end{newmonster} +\statblock{jupiter_blood_sucker}{3}{4 each} +\begin{newmonster}{marmoset}\end{newmonster} +\statblock{marmoset}{3}{4 each} +\begin{newmonster}{protector}\end{newmonster} +\statblock{protector}{3}{4 each} +\begin{newmonster}{purple_moss}\end{newmonster} +\statblock{purple_moss}{3}{4 each} +\begin{newmonster}{ubue}\end{newmonster} +\statblock{ubue}{3}{4 each} +\begin{newmonster}{vampire_rose} +Appeared in the 2nd edition of B3 and also in X2 (Castle Amber). Supplanted the Jupiter Blood Sucker from the 1st edition of B3. +\end{newmonster} +\statblock{vampire_rose}{3}{4 each} + +\part{Monsters from B4: The Lost City} + +\begin{newmonster}{banshee}\end{newmonster} +\statblock{banshee}{3}{4 each} +\begin{newmonster}{cynidicean}\end{newmonster} +\statblock{cynidicean}{3}{4 each} +\begin{newmonster}{werefox}\end{newmonster} +\statblock{werefox}{3}{4 each} +\begin{newmonster}{polymar}\end{newmonster} +\statblock{polymar}{3}{4 each} +\begin{newmonster}{zargon}\end{newmonster} +\statblock{zargon}{1}{80} + +\part{Monsters from X1: Isle of Dread} + +\begin{newmonster3}{allosaurus}{ankylosaurus}{brontosaurus}\end{newmonster3} +\begin{newmonster3*}{dimetrodon}{plesiosaurus}{trachodon}{}{}\end{newmonster3*} +\statblock{allosaurus}{3}{4 each} +\statblock{ankylosaurus}{3}{4 each} +\statblock{brontosaurus}{3}{4 each} +\statblock{dimetrodon}{3}{4 each} +\statblock{plesiosaurus}{3}{4 each} +\statblock{trachodon}{3}{4 each} + +\begin{newmonster}{aranea} +Appeared in X1 and also in X2 (Castle Amber). +\end{newmonster} +\statblock{aranea}{3}{4 each} +\begin{newmonster}{giant_elk}\end{newmonster} +\statblock{giant_elk}{3}{4 each} +\begin{newmonster}{grangeri}\end{newmonster} +\statblock{grangeri}{3}{4 each} +\begin{newmonster}{kopru}\end{newmonster} +\statblock{kopru}{3}{4 each} +\begin{newmonster}{megatherium}\end{newmonster} +\statblock{megatherium}{3}{4 each} +\begin{newmonster}{native}\end{newmonster} +\statblock{native}{3}{4 each} +\begin{newmonster}{oyster}\end{newmonster} +\statblock{oyster}{3}{4 each} +\begin{newmonster}{phanaton}\end{newmonster} +\statblock{phanaton}{3}{4 each} +\begin{newmonster}{phororhacos}\end{newmonster} +\statblock{phororhacos}{3}{4 each} +\begin{newmonster}{rakasta} +Appeared in X1 and also in X2 (Castle Amber). +\end{newmonster} +\statblock{rakasta}{3}{4 each} + +\part{Monsters from X2: Castle Amber} + +\begin{newmonster}{amber_lotus_flower}\end{newmonster} +\statblock{amber_lotus_flower}{3}{4 each} + +\begin{newmonster}{amoeba}\end{newmonster} +\statblock{amoeba_10}{3}{4 each} +\statblock{amoeba_11}{3}{4 each} +\statblock{amoeba_12}{3}{4 each} +\statblock{amoeba_13}{3}{4 each} +\statblock{amoeba_14}{3}{4 each} +\statblock{amoeba_15}{3}{4 each} + +\begin{newmonster}{brain_collector}\end{newmonster} +\statblock{brain_collector}{3}{4 each} +\begin{newmonster}{death_demon}\end{newmonster} +\statblock{death_demon}{3}{4 each} +\begin{newmonster}{mud_golem}\end{newmonster} +\statblock{mud_golem}{3}{4 each} +\begin{newmonster}{grab_grass}\end{newmonster} +\statblock{grab_grass}{3}{4 each} +\begin{newmonster}{gremlin}\end{newmonster} +\statblock{gremlin}{3}{4 each} +\begin{newmonster}{killer_tree}\end{newmonster} +\statblock{killer_tree}{3}{4 each} +\begin{newmonster}{lupin}\end{newmonster} +\statblock{lupin}{3}{4 each} + +\begin{newmonster2}{hypnos_magen}{demos_magen}\end{newmonster2} +\begin{newmonster2*}{caldron_magen}{galvan_magen}{}{}\end{newmonster2*} +\statblock{hypnos_magen}{3}{4 each} +\statblock{demos_magen}{3}{4 each} +\statblock{caldron_magen}{3}{4 each} +\statblock{galvan_magen}{3}{4 each} + +\begin{newmonster}{pagan}\end{newmonster} +\statblock{pagan}{3}{4 each} +\begin{newmonster}{phantom}\end{newmonster} +\statblock{phantom}{3}{4 each} +\begin{newmonster}{slime_worm}\end{newmonster} +\statblock{slime_worm}{3}{4 each} + +\begin{newmonster}{sun_brother}\end{newmonster} +\statblock{sun_brother_10}{3}{4 each} +\statblock{sun_brother_11}{3}{4 each} +\statblock{sun_brother_12}{3}{4 each} +\statblock{sun_brother_13}{3}{4 each} +\statblock{sun_brother_14}{3}{4 each} + +\onecolumn + +\part{Monsters Listed in Tabular Form} +\label{wandering_monsters} +\begin{wanderingmonsters} +\wanderitem{acolyte}{} +\wanderitem{air_elemental}{} +\wanderitem{allosaurus}{} +\wanderitem{amber_golem}{} +\wanderitem{amber_lotus_flower}{} +\wanderitem{amoeba_10}{} +\wanderitem{amoeba_11}{} +\wanderitem{amoeba_12}{} +\wanderitem{amoeba_13}{} +\wanderitem{amoeba_14}{} +\wanderitem{amoeba_15}{} +\wanderitem{ankylosaurus}{} +\wanderitem{ant}{} +\wanderitem{antelope}{} +\wanderitem{aranea}{} +\wanderitem{archer_bush}{} +\wanderitem{archer_bush_orange}{} +\wanderitem{bandit}{} +\wanderitem{banshee}{} +\wanderitem{baric}{} +\wanderitem{basilisk}{} +\wanderitem{bat}{} +\wanderitem{bee}{} +\wanderitem{berserker}{} +\wanderitem{black_bear}{} +\wanderitem{black_dragon}{} +\wanderitem{black_pudding}{} +\wanderitem{black_widow}{} +\wanderitem{blink_dog}{} +\wanderitem{blue_dragon}{} +\wanderitem{boar}{} +\wanderitem{bone_golem}{} +\wanderitem{brain_collector}{} +\wanderitem{brigand}{} +\wanderitem{brigand_chain}{} +\wanderitem{brontosaurus}{} +\wanderitem{bronze_golem}{} +\wanderitem{bubble}{} +\wanderitem{buccaneer}{} +\wanderitem{buccaneer_chain}{} +\wanderitem{bugbear}{} +\wanderitem{bull_shark}{} +\wanderitem{caecilia}{} +\wanderitem{caldron_magen}{} +\wanderitem{camel}{} +\wanderitem{caribou}{} +\wanderitem{carrion_crawler}{} +\wanderitem{catfish}{} +\wanderitem{cave_bear}{} +\end{wanderingmonsters} +\begin{wanderingmonsters} +\wanderitem[50]{cave_locust}{} +\wanderitem{centaur}{} +\wanderitem{centipede}{} +\wanderitem{chimera}{} +\wanderitem{cloud_giant}{} +\wanderitem{cockatrice}{} +\wanderitem{crab}{} +\wanderitem{crab_spider}{} +\wanderitem{crocodile}{} +\wanderitem{cyclops}{} +\wanderitem{cynidicean}{} +\wanderitem{death_demon}{} +\wanderitem{decapus}{} +\wanderitem{decapus_orange}{} +\wanderitem{deer}{} +\wanderitem{demos_magen}{} +\wanderitem{dervish}{} +\wanderitem{dervish_chain}{} +\wanderitem{devil_swine}{} +\wanderitem{diger}{} +\wanderitem{dimetrodon}{} +\wanderitem{dire_wolf}{} +\wanderitem{displacer_beast}{} +\wanderitem{djinni}{} +\wanderitem{doppleganger}{} +\wanderitem{draco}{} +\wanderitem{draft_horse}{} +\wanderitem{dragon_turtle}{} +\wanderitem{dryad}{} +\wanderitem{dwarf}{} +\wanderitem{earth_elemental}{} +\wanderitem{efreeti}{} +\wanderitem{elephant}{} +\wanderitem{elf}{} +\wanderitem{elk}{} +\wanderitem{ferret}{} +\wanderitem{fire_beetle}{} +\wanderitem{fire_elemental}{} +\wanderitem{fire_giant}{} +\wanderitem{flame_salamander}{} +\wanderitem{freshwater_termite}{} +\wanderitem{frost_giant}{} +\wanderitem{frost_salamander}{} +\wanderitem{galvan_magen}{} +\wanderitem{gargoyle}{} +\wanderitem{gecko}{} +\wanderitem{gelatinous_cube}{} +\wanderitem{ghost}{} +\wanderitem{ghoul}{} +\wanderitem{giant_bat}{} +\wanderitem{giant_crocodile}{} +\wanderitem{giant_elk}{} +\wanderitem{giant_rat}{} +\wanderitem{giant_roc}{} +\end{wanderingmonsters} +\begin{wanderingmonsters} +\wanderitem[104]{gnoll}{} +\wanderitem{gnome}{} +\wanderitem{goat}{} +\wanderitem{goblin}{} +\wanderitem{gold_dragon}{} +\wanderitem{gorgon}{} +\wanderitem{grab_grass}{} +\wanderitem{grangeri}{} +\wanderitem{gray_ooze}{} +\wanderitem{greater_air_elemental}{} +\wanderitem{greater_earth_elemental}{} +\wanderitem{greater_fire_elemental}{} +\wanderitem{greater_water_elemental}{} +\wanderitem{great_white_shark}{} +\wanderitem{green_dragon}{} +\wanderitem{green_slime}{} +\wanderitem{gremlin}{} +\wanderitem{grey_ooze}{} +\wanderitem{griffon}{} +\wanderitem{grizzly_bear}{} +\wanderitem{halfling}{} +\wanderitem{harpy}{} +\wanderitem{hawk}{} +\wanderitem{hawk_giant}{} +\wanderitem{hellhound_3}{} +\wanderitem{hellhound_4}{} +\wanderitem{hellhound_5}{} +\wanderitem{hellhound_6}{} +\wanderitem{hellhound_7}{} +\wanderitem{hill_giant}{} +\wanderitem{hippogriff}{} +\wanderitem{hobgoblin}{} +\wanderitem{horned_chameleon}{} +\wanderitem{hydra_10}{} +\wanderitem{hydra_11}{} +\wanderitem{hydra_12}{} +\wanderitem{hydra_5}{} +\wanderitem{hydra_6}{} +\wanderitem{hydra_7}{} +\wanderitem{hydra_8}{} +\wanderitem{hydra_9}{} +\wanderitem{hypnos_magen}{} +\wanderitem{insect_swarm_2}{} +\wanderitem{insect_swarm_3}{} +\wanderitem{insect_swarm_4}{} +\wanderitem{invisible_stalker}{} +\wanderitem{jupiter_blood_sucker}{} +\wanderitem{killer_tree}{} +\wanderitem{killer_whale}{} +\wanderitem{kobold}{} +\wanderitem{kopru}{} +\wanderitem{large_crocodile}{} +\wanderitem{large_roc}{} +\wanderitem{leech}{} +\end{wanderingmonsters} +\begin{wanderingmonsters} +\wanderitem[158]{lesser_air_elemental}{} +\wanderitem{lesser_earth_elemental}{} +\wanderitem{lesser_fire_elemental}{} +\wanderitem{lesser_water_elemental}{} +\wanderitem{lion}{} +\wanderitem{living_crystal_statue}{} +\wanderitem{living_iron_statue}{} +\wanderitem{living_rock_statue}{} +\wanderitem{lizard_man}{} +\wanderitem{lupin}{} +\wanderitem{mako_shark}{} +\wanderitem{manticore}{} +\wanderitem{marble_snake}{} +\wanderitem{marmoset}{} +\wanderitem{mastodon}{} +\wanderitem{medium}{} +\wanderitem{medusa}{} +\wanderitem{megatherium}{} +\wanderitem{merchant}{} +\wanderitem{merman_1}{} +\wanderitem{merman_2}{} +\wanderitem{merman_3}{} +\wanderitem{merman_4}{} +\wanderitem{minotaur}{} +\wanderitem{moose}{} +\wanderitem{mountain_lion}{} +\wanderitem{mud_golem}{} +\wanderitem{mule}{} +\wanderitem{mummy}{} +\wanderitem{narwhal}{} +\wanderitem{native}{} +\wanderitem{neanderthal}{} +\wanderitem{nixie}{} +\wanderitem{noble}{} +\wanderitem{nomad}{} +\wanderitem{nomad_chain}{} +\wanderitem{normal_human}{} +\wanderitem{ochre_jelly}{} +\wanderitem{octopus}{} +\wanderitem{ogre}{} +\wanderitem{oil_beetle}{} +\wanderitem{orc}{} +\wanderitem{owl_bear}{} +\wanderitem{ox}{} +\wanderitem{oyster}{} +\wanderitem{pagan}{} +\wanderitem{panther}{} +\wanderitem{pegasus}{} +\wanderitem{phanaton}{} +\wanderitem{phantom}{} +\wanderitem{phororhacos}{} +\wanderitem{piranha}{} +\wanderitem{pirate}{} +\wanderitem{pirate_chain}{} +\end{wanderingmonsters} +\begin{wanderingmonsters} +\wanderitem[212]{pit_viper}{} +\wanderitem{pixie}{} +\wanderitem{plesiosaurus}{} +\wanderitem{polar_bear}{} +\wanderitem{polymar}{} +\wanderitem{protector}{} +\wanderitem{pteranodon}{} +\wanderitem{pterodactyl}{} +\wanderitem{purple_moss}{} +\wanderitem{purple_worm}{} +\wanderitem{rakasta}{} +\wanderitem{rat}{} +\wanderitem{rattlesnake}{} +\wanderitem{red_dragon}{} +\wanderitem{rhagodessa}{} +\wanderitem{rhinoceros}{} +\wanderitem{riding_horse}{} +\wanderitem{robber_fly}{} +\wanderitem{rock_baboon}{} +\wanderitem{rockfish}{} +\wanderitem{rock_python}{} +\wanderitem{rust_monster}{} +\wanderitem{sabre_tooth_tiger}{} +\wanderitem{scorpion}{} +\wanderitem{sea_dragon_10}{} +\wanderitem{sea_dragon_11}{} +\wanderitem{sea_dragon_5}{} +\wanderitem{sea_dragon_6}{} +\wanderitem{sea_dragon_7}{} +\wanderitem{sea_dragon_8}{} +\wanderitem{sea_dragon_9}{} +\wanderitem{sea_serpent}{} +\wanderitem{sea_snake}{} +\wanderitem{sea_termite}{} +\wanderitem{shadow}{} +\wanderitem{shrew}{} +\wanderitem{shrieker}{} +\wanderitem{skeleton}{} +\wanderitem{slime_worm}{} +\wanderitem{small_roc}{} +\wanderitem{spectre}{} +\wanderitem{sperm_whale}{} +\wanderitem{spitting_cobra}{} +\wanderitem{sprite}{} +\wanderitem{squid}{} +\wanderitem{stegosaurus}{} +\wanderitem{stirge}{} +\wanderitem{stone_giant}{} +\wanderitem{storm_giant}{} +\wanderitem{sturgeon}{} +\wanderitem{sun_brother_10}{} +\wanderitem{sun_brother_11}{} +\wanderitem{sun_brother_12}{} +\wanderitem{sun_brother_13}{} +\end{wanderingmonsters} +\begin{wanderingmonsters} +\wanderitem[266]{sun_brother_14}{} +\wanderitem{swamp_termite}{} +\wanderitem{tarantella}{} +\wanderitem{thoul}{} +\wanderitem{tiger}{} +\wanderitem{tiger_beetle}{} +\wanderitem{titanothere}{} +\wanderitem{toad}{} +\wanderitem{trachodon}{} +\wanderitem{trader}{} +\wanderitem{treant}{} +\wanderitem{triceratops}{} +\wanderitem{troglodyte}{} +\wanderitem{troll}{} +\wanderitem{tuatara}{} +\wanderitem{tyrannosaurus_rex}{} +\wanderitem{ubue}{} +\wanderitem{unicorn}{} +\wanderitem{vampire_7}{} +\wanderitem{vampire_8}{} +\wanderitem{vampire_9}{} +\wanderitem{vampire_bat}{} +\wanderitem{vampire_rose}{} +\wanderitem{veteran_1}{} +\wanderitem{veteran_2}{} +\wanderitem{veteran_3}{} +\wanderitem{war_horse}{} +\wanderitem{water_elemental}{} +\wanderitem{weasel}{} +\wanderitem{werebear}{} +\wanderitem{wereboar}{} +\wanderitem{werefox}{} +\wanderitem{wererat}{} +\wanderitem{weretiger}{} +\wanderitem{werewolf}{} +\wanderitem{white_ape}{} +\wanderitem{white_dragon}{} +\wanderitem{wight}{} +\wanderitem{wolf}{} +\wanderitem{wood_golem}{} +\wanderitem{wooly_rhinoceros}{} +\wanderitem{wraith}{} +\wanderitem{wyvern}{} +\wanderitem{yellow_mold}{} +\wanderitem{yellow_mould}{} +\wanderitem{zombie}{} +\wanderitem{zargon}{1} +\end{wanderingmonsters} + +\twocolumn + +% +% License section +% + +\part{Open Game Content} +\label{ogl} + +\begin{ogl} +\item System Reference Document, Copyright \copyright 2000--2003, Wizards of the Coast, Inc., by Jonathan Tweet, Monte Cook, +Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James +Wyatt, based on original material by E. Gary Gygax and Dave Arneson. +\end{ogl} + +% +% Table of Contents +% + +\newpage + +\tableofcontents + +\end{document} diff --git a/macros/latex/contrib/rpg-module/examples/x2.pdf b/macros/latex/contrib/rpg-module/examples/x2.pdf new file mode 100644 index 0000000000..99884c7eb9 Binary files /dev/null and b/macros/latex/contrib/rpg-module/examples/x2.pdf differ 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} -- cgit v1.2.3