03 - D&D - Assault on Raven's Ruin.pdf

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Room 14:
Room 6: Storage Room
(page 8)
Trapped Corridor
Information about each room is
included here. When the PCs en-
ter a room, read the italicized in-
formation to the players. Other
information for your reference is
also included here. While the
players are deciding what to do,
flip to the indicated page and pre-
pare.
This large room isfilled with sup-
plies of various kinds. You see several
ropes, sacks, and torches at one end of
the room. Across from the door are
sacks offlour and otherfoodstujs; from
the smell, most of it has rotted. At the
east end of the room are four barrels
stacked in the corner and a tall cabinet.
This corridor goes ahe
tance bejore turning to
can see rocks and simik
corner. It is rather cold
can hear the drip of WG
tance.
In this cell are two skeletons chained
to thefar wall.
If the characters do more than
glance at the skeletons, they will
notice a gold ring on one’s finger.
The skeletons will animate and
attack anyone who enters the
room.
There is a pit trap
dor. Walking along
the hall will be sa
weight of someone w
the center of the hall 1
floor to collapse, so
will fall into a pit. Tk
eton in the pit.
This storage room conceals a
secret entrance to Room 13. It is
hidden behind the barrels in thg
corner. In addition, the handle to
the cabinet has a needle trap
which injects a sleep poison into
anyone who opens it incorrectly.
Room 5B:
(page 8)
This cell appears relatively clean In
the corner as a small cot on which rests a
\-
Opening it causes a large brick to
fall from the ceiling If the PC
opening the door fails to save
This large room was once a formal
dining room A large table surrounded
by chairs is in the center ofthe room,
and a cabinetfull ofdishes is in the GOT-
Asyou look around the room, you
hear a low growl As a pair of wolves
Room I : Trap Room
(page 6)
The door to this room is
locked, and a sign on the door
says “do not enter” in Common.
If the characters open the door,
read the following.
It looks as though no one has entered
this roomfor a long time. It is bare ex-
ceptfor a large chest in the middle of the
floor and ajw
zt from here
The room is in poor condition and
has obviously not been taken care offor
some time. Dust covers the floor and
cobwebs cling to the walls and ceiling.
You do see evidence, however, of the
presence of the humanoids-there are
tracks, and a few small, broken spears
lie in the corner, next to the stairs.
feathers in the corners.
Room 4: Hallway
If the PCs enter, they will see a
chest. Opening the chest tugs a
rope which runs through the walls
on a pulley system. It will cause
tar and feathers to be released
from trap doors on the ceiling.
dust, oldfurs, broken spears, and other
trash scattered about. A few tupestries
stillgrace the walls, as do several black
sconces set to hold torches. Several doors
are visible aloq its len~cth.
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Room 13:
Room 15:
-
~dor
fuage 13)
Raven’s Study
(page 13)
Room 10: Trap Room (page 11)
Raven’s Room
(Page 14)
\-
r
I
This appears to be a sitting room.
There are three chairs against each wall
and a door on thefar wall. Thefloor is
made of varnished hardwood, and a
large rug occupies the center ofthefloor.
Read this introduction if the
PCs enter from Room 1 1 :
This well-kept, large room seems to
have withstood the ravages of time. You
can see a chest, a dresser, a desk and
chair, and the corner ofa bed. Just in-
side the door lie a pair ofgoblins, ap-
parently fast asleep.
It seems thegoblins never found their
way into this room-it is quite clean
compared to the rest of the keep. The
room is comfortably furnished with a
couch, a table, and a desk with a pad-
ded chaiz Bookshelves sit against the
walls. The shelves hold many books, as
well as several scrolls and many piles of
parchments.
iorgoes ahead a short dis-
turning to the right. You
and similar debris at the
rather cold here, and you
drip of water in the dis-
There is a mud pit underneath
this room with a monster in it. If
the characters walk on the rug,
they will fall into the pit and be at-
tacked by the creature, a ga-
lumph.
a pit trap in this corri-
,ng along the edges of
Nil1 be safe, but the
3omeone walking down
of the hall will cause the
illapse, so an intruder
o a pit. There is a skel-
Read this introduction if the
PCs enter from Room 13:
This well-kept, large room seems to
have withstood the ravages of time. You
can see a chest, a dresser, and a desk
and table. Just inside the room is a
large bed which looks quite comfort-
able. Lying on the bed is a middle-aged
man with black hair. He seems to be
fast asleep. Over thefoot of the bed is a
woodcarving of a peacdul pastoral
scene with a number of sheepgrazing in
a field while a pair of shepherds doze
under a nearby tree.
/
The wall carving is cursed, and
anyone entering this room will
fall asleep.
Room 1 1 : Guard Room (page 1 I)
The doors to this room have been bat-
tered, and their locks are broken. The
inside of the room is awesome to be-
hold. At thefar end ofthe room, a rich-
ly dressed hobgoblin sits in a finely
carved chair. Around the chair are
chests, bags, piles of coins, and other
valuables. The hobgoblin stands and
barks a command in its language. Two
goblins with bowsjump upfrom their
hiding places behind the treasurkwhile
goblins and wolves advance on you
from the sides ofthe room. It looks like
you are infor a tough battle.
This area is a kitchen. There is a
large fireplace at the south end of the
room, and wind howls mournfully
from the chimney. A large table, obvi-
ously usedforfood preparation, sits in
the middle of the room. Along the east
wall is a set of cupboards and shelves,
and before them dishes, pans, and serv-
ing utensils are scattered. A number of
spider webs are visible in the corners.
North of the cupboards are some
large piles of moldering food. You see
several rats crawling among thefood.
Loom 3: Guest Room
This large room was once richly dec-
orated with tapestries and fine furni-
ture, but it is now ruined. Shreds of
tapestries hangfrom the walls, a pile of
furs and trash sits in one corner, and a
desk and table have been smashed and
lie piled next to thefireplace in another
corner. The reason for the room’s poor
condition becomes apparent as you no-
tice theglowing red eyes ofseveralgob-
lins in the room.
Y
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1 ntlzobuct I on
Name of Monster (number encountered): AC (armor
class); HD (hit dice); hp (hit points); MV (movement
rate); #AT (number of attacks); THACO (see below);
Dmg (damage inflicted per attack); Save as (what the
monster’s saving throw is based on); ML (morale rat-
ing); AL (alignment); XP (experience reward for de-
feating the monster); Treasure (how much treasure the
monster has).
This adventure is designed for four to six characters of
2nd or 3rd level. If there are more than six players or if
the characters are of higher levels, the Dungeon Master
(DM) should make some of the encounters more difficult.
He or she can do this by increasing the number of mon-
sters encountered; by increasing a monster’s hit dice, hit
points, and/or the amount of damage inflicted by its at-
tack; or by lowering a monster’s armor class, which will
make the monster harder to hit.
Note that boxed text should be read aloud to the play-
ers.
One of the entries, THACO, may be new to beginning
players and DMs. It stands for “To Hit Armor Class 0.”
To determine the roll a monster needs to hit a character
with a specific armor class, simply subtract the target’s
AC from the monster’s THACO number. Thus, if a mon-
ster’s THACO is 19 and its target is AC 3, the monster
needs to roll a 16 or better to hit the character.
What’s Needed to Play?
Assault on Raven’s Ruin is the third in a series of adventures
for the new DUNGEONS & DRAGONS@Game. It is a
self-contained product that does not require the DM to
purchase the first modules in the series, and it does not
leave any loose ends dangling to be tied up by the next
module. Though the adventure may be located in the ar-
ea of Thunder Rift, which will be described in an upcom-
ing product, the DM may adapt it easily to any setting.
The only things needed to play this module are the D&D@
Game, a few friends, some paper and pencils, and a thirst
for adventure!
Wandering Monsters
From time to time, the DM may wish to introduce a wan-
dering monster into the game. There is no strict rule in
this adventure about when such encounters should occur.
A good rule of thumb, however, is to use them when the
game is slowing down or if the players’ party is too strong
for the adventure. Wandering monster encounters can al-
so force the players to move on if they seem to be spend-
ing too much time in an area that isn’t important to the
adventure as a whole.
Use the following table for generating random wander-
ing monster encounters.
Adventure Overview
Years ago, a master thief called Raven retired near the
small village of Kleine. He built an underground keep in
the Burning Hills, using the labor of the goblins that lived
there. Raven drove the humanoids away after they com-
pleted the keep, and he settled in. About two years ago,
Raven disappeared, and he is now presumed dead.
Recently, the goblins returned to the keep, known now
as Raven’s Ruin. They use it as a headquarters and have
begun harassing travelers and raiding local farms. A dar-
ing raid took place just a few days ago, during which the
goblins snuck into Kleine and stole a magical scepter that
was used in court proceedings. The player characters
(PCs) are asked to go to Raven’s Ruin and retrieve the
scepter, find out who or what is organizing the human-
oids, and put an end to the raids.
Roll ld8
Monster
No. Appearing
1-3
Goblins
1d4
4-5
Kobolds
1d4
Giant Rats
1d4
-
6
7
Black Bear
1d2
8
2 d4
Large Ravens
Statistics for ravens are found on the last page of this
module. The other monsters are described in the Rule
Book found in the D&D Game.
Monsters
Throughout the course of this adventure, the characters
will confront dangerous monsters. When such encounters
occur, information about each monster is presented in the
following format.
2
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