D&D - In the Phantom's Wake.pdf

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An Official Game Adventure
In the Phantom's Wake
'Table of Contents
Introduction ........
DM's Background
Monster Table
Other D&D" Products ........................
16
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Credits
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..........................
Cover Art
Robh Ruppel
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TSR Ltd.
Poster Map Art .................. Dino Design
Stand-up Character Art ....... Robin Raab Lake Genera
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Chew Hinton
.........................
Interior Art
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Cambridge, CBI ?LB
Typography ................. Angelika Lokotz
United Stater
United KinEdom
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intnobuction
In the Phantom's Wake is one of a series of 16-page
adventures for the DUNGEONS & DRAGONS" game, It
can be played with two to four players of 3rd to 5th level,
with or without a DUNGEON MASTER"'.
In the Phantom's Wake can be used in any other cam-
paign setting. The only other things needed to enjoy this
adventure are some paper and pencils, dice, and a few
good friends.
Playing Without A DUNGEON MASTER'"
If In the Phantom's Wake is played without a DM", the
players need one player (the Caller) who will read the
boxed text given on the inside cover whenever a room or
hallway is entered. As soon as the boxed text is read, all
players decides what their characters are going to do.
Once the decisions are made, the Caller flips through the
book to find the details of that location. If a player's action
is listed under the room heading, there will be details on
what happens next. If the player's action is not listed, it has
had no important result. Characters can always fight mon-
sters and can often run from them.
When a monster is fought, players roll attacks for their
characters in the usual way. When it is the monsters' turn
to attack, one player rolls the monster's attack against
another player. Players should not roll attacks for monsters
that are fighting their own characters (unless they are play-
ing this adventure solo). Unless otherwise stated, charac-
ters can flee from a combat that goes badly. The monster
gets a free attack at the character's back.
Adventure Setting
For centuries, rumors regarding a ghostly ship have per-
sisted throughout the lands of Thunder Rift. Generally the
sightings (or the rumors thereof) coincide with stormy,
rainy weather or near bodies of water. Strangely enough,
the craft has been sighted in locations like Wizardspire
where large water bodies are nonexistent. The characters
unwittingly stumble upon this legend when they discover a
magical astrolabe and have an opportunity to solve its sin-
ister mystery.
Monster Statistics
Throughout this D&D@game adventure, the players'
heroes will be called upon to battle strange and undead
enemies. Whenever such creatures appear, information
about them will be presented in the following format:
Monster Name (quantity encountered): AC (Armor
Class); HD (Hit Dice): hp (Hit Points); MV (Move-
ment Rate); #AT (Number of Attacks per round);
THACO (See below); Dmg (Damage inflicted per
attack): Save as (type of character the monster's sav-
ing throws are made as); ML (Morale): AL (Align-
ment); XP (Experience Points earned for defeating
the monster); Treasure (Any valuables and magical
items carried by the monster).
Playing With a DUNGEON MASTER"
If a Dungeon Master is available, the DM is the one who
reads the boxed text on the inside cover. The DM is
responsible for playing the NPCs and monsters that the
characters encounter (reading their dialogue, making up
their speeches, rolling their attacks, etc.).
One notation, THACO, may be unknown to new players
and Dungeon Masters. THACO simply means "To Hit
&mor Class 0." By subtracting the attack roll (made with
ld20) from the THACO number, the DM can tell what
armor class a monster hit. Thus, if the DM rolls an 8 for a
monster with a THACO of 15, the monster will hit a hero
with an armor class of 7 or worse (15-8 = 7).
What's Needed to Play?
This adventure is intended for use with the DUNGEONS
& DRAGONS boxed game. It can be used with many other
TSR products, such as the D&D" Rules Cyclopedia or the
DRAGON QUEST'" game (or even the ADVANCED
DUNGEONS & DRAGONS" 2nd Edition Game with only
a little effort on the part of the Dungeon Master). Although
this is part of a series of adventure modules, it is a fully
self-contained story.
This adventure begins north of the Marshwood in the
valley of Thunder Rift. Full information about this location
can be found in the DUNGEONS & DRAGONS game
accessory, Thunder Rifr (#9357). It is not necessary to own
Thunder Rift to play this adventure; the accessory simply
gives background information and campaign details that a
DM might find useful.
Maps
In addition to the poster map on which players move
their figures, a detailed map of the phantom ship is shown
on the inside cover of this booklet. This map, for the DM
or Caller only, shows the position of traps, treasures, and
other important features. The DM/Caller should keep this
map secret from the players during the game. When play-
ing without a DM, the cover map is used by the Caller to
describe the rooms as the characters enter them.
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The In the Phantom's Wake adventure casts the player
characters on board a ghost ship. Shortly before the adven-
ture starts, they found a magical astrolabe rumored to
come from a haunted place. Accidentally triggering its
power, they found themselves aboard a cursed phantom
ship. Now they must discover a way home,
Some Adventure Lead-Ins
* The Infuriated Wizard
The characters. through either their own actions or
the rumors created by an enemy of theirs, have in-
curred the wrath of a very powcrlul wizard. The wiz-
ard uses a magical astrolabe to cast a curse against the
chwacters (see page 13 for a picture of the astrolabe).
The device relepoi-ti- them to the hold of a shost ship:
the Hoiinndes. Curses. being what they are, must
always have an escape. The characters must find
Starting Without A DUNGEON MASTER
If In the Phantom's Wake is played without a DM", do
not read past this page at this time. Instead, pick one
player to be the Caller. The Caller takes the module cover
and finds Location 1 on the Lower Deck. The adventure
begins at The Advenrure chapter on page 4. The Caller
keeps the module cover and reads the boxed text each time
a new location is entered. At that point, each player
decides what his character is going to do.
Typical actions include fight, check out (a specific fea-
ture), flee, wait, watch the rear, findhemove traps (if a
thief), and so on. Once the decisions are made, the Caller
turns to the page with the full details of that location.
Ignore any actions that do not have a boldfaced listing.
Sometimes there will be a boldfaced instruction to make
another decision. The secondary actions that have an
effect will have an itolic listing. One useful practice is to
have a piece of paper handy to cover the outcomes of pos-
sible actions to avoid accidently reading too far.
Finally, it is important to keep track of the number of
creatures each character destroys. In the Epilogue, the
number of creatures slain plays an important part in how
the adventure ends.
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small alcove. In the center of the alcove. on a pedestal,
sits an astrolabe. As the characters investigate the
astrolabe. they accidentally trigger its magic and it
sendr rhem on a perilous .journey to the Hoiiundr.~, a
phantom ship.
The Missing Daughter
A weary old salt (sailor) arks the characters to find
his lost daughter. offering up to 300 gp foi- their ser-
vices (he'd offer more. hut he doesn't have it). She
reportedly disappeared three weeks ago after she
found R strange astrolabe. The sailor still ha:; the astro-
labe but has been unable to discover its secret. When
he shows it to the characters. they accidentally dis-
cover a way to activate it. The astrolabe releimi-ts all of
the characters onto the deck of the phantom ship. (The
person they seek is found dead uhen they investigate
Location #19.)
Starting With a DUNGEON MASTER'"
When playing this adventure module with a group of
players and a Dungeon Master, the DM" should start the
adventure with a brief opening to set the scene.
Location descriptions begin on page 4. The party starts
in Location 1. The DM reads the boxed text to the party as
they enter each area.
The DM should keep track of the number of creatures
each character destroys. In the Epilogue, the number of
creatures slain plays an important part in how the adven-
ture ends.
The Adventure Lead-Ins section gives several ways to
begin this adventure. Some assume accessory material. If
you don't have is material, use another lead-in. In short,
chose the beginning you like. Begin the adventure from
there, making the transition from lead-in to actual adven-
ture as long or short as you desire.
* The Pirates' Grotto
(Requires Thndet- Rift)
The characters begin the adventure in one of the
port cities along either the Drake River or along one of
the lakes in the Rift (Kleine. Melinir, or Torlynn).
While in town. they hear rumors of a magical astrolabe
that has come from a haunted place. The astrolabe is
on display in a tavern named The Pirnfcs' Grotto. The
proprietor is charFinS a 3 cp fee for people to view or
study it. While the characters study the astrolabe; they
accidently trigger its effect. and wake UD on the Hoi-
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