TSR 9508 The Silver Key.pdf

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Introbuction
The Silver Key is an AD&D@adventure for two
to six PCs of 2nd to 8th level. The PCs should
have a total of at least 12 levels between them.
One of the PCs should be a ranger or possess
other significant woodcraft skills, one PC
should speak orcish, and at least one PC should
be skilled at sneaking, spying, and finding
things out in an urban environment.
While The Silver Ke14 is written for a cam-
paign with very few magical items, it could be
adapted to a more conventional style with a
minimum of DM effort. Given the difficulty
and special circumstances of this adventure, the
DM should use the negative hp rules even if
they are not normally used in the campaign, as
well as utilizing the optional nonweapon profi-
ciency rules.
bat, the players must be able to pick tht
moment to fight, or they will not succe(
This adventure takes place in the hui
of Honshar, which can be set in any gar
world. The campaign should have a his
antagonism and occasional fighting bet
orcs and humans (and their demihuma
In The Silver Key, orcs are about to attacK nwi-
shar. A human traitor has defected to the orcs
after stealing the Cu’egu, a magical item vital to
Honshar ’s defense. The PCs are transformed
into orcs and sent to retrieve the Cu’egu and res-
cue the traitor (whom the Honsharians believe
was captured by orcs). During most of the
adventure, the PCs will remain in orc form.
Chapter 1presents background information
on Honshar, discusses possible adventure
hooks, and starts the adventure. The trip to the
orc stronghold and the events inside it are cov-
ered by Chapters 2 and 3. Chapter 4 details the
return journey to Honshar and the conclusions
of the adventure.
Getting through The Silver Key requires a
great deal of role-playing. The PCs will have to
sneak, wheedle, talk fast, and generally do their
best to avoid fighting. While there is plenty of
material for players who enjoy a rousing com-
e
ission
plied by their gods, contacted Lord Herpein (a
man who had long ago sold his services to evil)
and told him that the time had come to honor
his vows to the dark gods. Herpein was
ordered to steal the Ca’egu and defect to the
orcs. This traitor used his high military rank to
arrange an ambush. He departed from a border
camp with a small cavalry escort and the mage
Otasura. The orcs attacked, killed most (if not
all) of the cavalry, and ”captured” Lord Her-
pein and the Ca’ega.
Beginning the Abventure
Otasura of Twofold House will recruit the
PCs into this adventure. Otasura is a tiny,
ancient, birdlike woman. She moves with great
grace and has bright, active eyes. Her duties as
a tenured professor at the War College of Hon-
A border barony with a very strong military
bent, Honshar exists in the twilight line
between the orc-dominated mountains and the
human highlands and seacoasts. The barony is
currently experiencing a period of unusually
intense orc activity.Honshar has already sent
all of its noncombatants to places of relative
safety. This has happened before; the Honshari-
ans fully expect to fall back to Honshar for a
while. Then, when the time is right, they will
reclaim their land.
At the start of the adventure, the orcs are
pressing the Honsharians hard. The overt move-
ment of armies is a small part of the orc leader-
ship’s grand plan to conquer Honshar. The orcs
have also implemented a plan for cutting the
attack short, since the). do not want a long siege.
The orc priests, acting on information sup-
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k
shar include researching spells to give soldiers
special talents when needed.
Twofold House is both a family designation
and an actual location. Otasura is a rich and
influential citizen of Honshar, and her ancestral
home reflectsthis. The wealth of Twofold
House comes from a network of farms, trading
companies, distilleries, and mills. The income
from Twofold House’s business interests sup-
ports magecraft.
vided information, pulled strings, taught
spells, etc., to them. Now she is collecting
on these past favors.
Arrange it so that the PCs own property in or
near Honshar. Players care when their PCs’
inn will be burned down!
+
The PCs have heard rumors of Honshar’s
War College (a school that trains officers and
battle-mages)and wish to investigate.
+
The PCs want fine quality armor and weap-
ons and have heard tales of Honsharian
smiths. Honshar (out of sheer necessity)has
some very fine armorers and weapon smiths.
+
Otasura of Twofold House, hf M13: AC 6
(armor spell 21 points); MV 9 (old age);
hp 27; THACO 16; #AT 1; Dmg ld6
(quarterstaff)or ld4 (dagger);SA spells;
SZ M (5’3” tall); ML elite (14);AL LN.
S 6, D 14, C 10, I 15, W 13, Ch 15.
Personality: serious, droll.
Spells (5/5/5/4/4/2):
Although humans predominate in Honshar,
there are a few dwarves, mostly stonemasons,
sent to provide engineering support. There
are also some elves who are there both to
scout and to show a presence to their human
allies. This provides a logical excuse for the
presence of any non-human PCs in the PC
group.
+
1st-armor, com-
prehend languages, shield, unseen servant,
wizard mark; 2nd--ESP, locate object, mir-
ror image, stinking cloud, strength; 3rd-
clairaudience, clairvoyance, dispel magic,
infravision (variant-augments infravi-
sion if target already has it), protection
from normal missiZes; 4th-enchanted
weapon, improved invisibility, magic mir-
ror, stoneskin; 5th-contact other plane,
extension 11, teleport (x2) (variant-
allows caster to remain behind), 6th-
ensnarement,legend lore.
When you have selected a hook and the PCs
are ready to talk to Otasura about her mission,
read or paraphrase the following to the players:
The DM should provide a reason for Otasura
to recruit the PCs to her cause and work it into
the ongoing campaign in some fashion. Here
are some adventure hooks:
The PCs could be part of Honshar’s military.
A superior officer could assign the PCs to
help Otasura, who is a VIP after all. Or the
PCs could be part of the escort that Lord
+
Herpein uses in his disappearing act. This
presents an opportunity to play through an
interesting battle encounter.
Otasura could be developed as a mentor or
friend for the PCs. Or the DM could
arrange it so that the PCs owe Otasura
favors. For example, she might have pro-
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