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Tree Lords
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SILVANESTI LANDS PHENOMENA
d20 Die Roll/Resulting Effect
below sea level in a matter of seconds. All PCs
1) A fog rolls in, blocking the PCs path. Elven
must make a Dexterity check, or lose their foot-
faces appear in the fog, and begin wailing, warn-
ing.
ing the PCs to go no further. Everyone makes a
8) A tree spontaneously combusts, then
saving throw vs. spell or affected by fear for 1d6
screams in pain.
turns.
9) The ground under 1-4 PCs turns into quick-
2) Any large rocks that the PCs come upon are
sand, trapping them. PCs with the swimming
unstable. If pushed or sat upon, one of the fol-
proficiency may escape if they make their check.
lowing happens (roll 1d4).
Nonswimmers can tread water for half their
Strengths worth of rounds. After this, they must
1) Rock explodes in a 10 radius. Every PC in
make Strength checks each round to stay afloat.
affected area save vs. breath weapon or take
Failure means the PC has gone under. See PH pg
1d8 points of damage.
122 for rules on holding breath.
2) Rock bursts into a pool of grey liquid. Much
10) A fissure opens up in the earth, and spews
like sitting on a water balloon.
out a tasteless, odorless gas. All must make a
3) Rock is under the effect of a stone shape
save vs. poison (DM secretly rolls this). Those
spell when touched, remains in that way for
who fail see that which they fear the most, about
four hours.
to attack.
4) Rock spouts a magic mouth and begins
11) A horrendous gurgling noise comes from
berating the PCs, keeping its tirade for 1d4
every direction, continues for two rounds, then
hours.
ceases abruptly.
3) A massive rainstorm of mud, duration of
12) Particularly disgusting liquid oozes from
4d6 turns. Movement modified by x ½ (see Ta-
the ground, pooling in the depressions made by
ble 75, DMG). All combatants penalized 2 on
the PCs feet (DMs choice of liquid, could even
attack, damage, and surprise rolls.
be an ooze, slime, or jelly).
4) PCs find healthy looking, non-poisonous
13) PCs find rocks made of wood and trees
fruit-bearing trees. If any fruit is picked, red
made of rock.
blood flows from fruit stem as well as from
14) A grove of trees grow upside down, their
branch. Tree screams in pain.
roots facing the sun.
5) PCs find a bed of red roses, with several
15) A huge bush in the shape of a dragon at-
dead animals around the plants. Any who stop
tacks the party (AC 10: MV 6; HD 2; hp 12;
and smell the roses must save at 1 vs. poison
THAC0 19; #AT 1; Dmg 1-4; ML 20; AL N)
or die. Making the save makes the victim help-
16) A massive oak tree features a herring grow-
less from nausea for one round.
ing out of its trunk.
6) A fierce wind blows up from out of nowhere
17) A pretty flower bed which smells like sew-
for 1d6 turns. The wind is gale force. Missile
erage, or a patch of stinkweed and crabgrass
combat is at 4 for point blank and 6 for short
which smells like roses.
ranges. No missile combat allowed at medium
18) A patch of elathas, used in making fire-
and long ranges. Melee combat is at 4 to hit
bane. It appears normal. However, if used to
and damage rolls. Movement is halved. Each PC
make a salve, the wearer suffers a 4 penalty on
attempting to stand and/or move in the gale must
saves vs. fire, with failure causing the victim to
make an ability check vs. Strength. Failure
burst into flame doing 364 points of damage for
knocks the PC off his feet, doing 1d3 points of
1d6 rounds.
damage.
19) It rains dead squirrels and chipmunks for
7) The plate of ground which the PCs are
2d6 turns.
standing on suddenly drops, intact, to a point 40
20) PCs find a rose60 long and 20 high.
Official Game
Adventure
T REE L ORDS
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Table of Contents
Introduction .................................... 3
Part One: Silvanesti Kirath (Scout) ................... 4
Part Two: Scout Equipment ....................... 13
Part Three: Adventures .......................... 18
Scenario One: Field Test ........................ 18
Scenario Two: WE’RE the Cavalry? ............... 19
Scenario Three: The Unnameable ................. 22
Scenario Four: The Lost ........................ 25
Scenario Five: The Test ......................... 29
Mini-Adventure Ideas .......................... 32
Credits:
Design: John Terra
Cartography: Dennis Kauth
Interior Illustration: Terry Dykstra
Typography: Gaye O’Keefe, Tracey Zamagne
Cover Illustration: Brom
Production: Dee Barnett
TSR, Inc.
POB 756
lake Geneva
WI 53147 U.S.A.
TSR, Ltd.
120 Church End, Cherry Hinton
Cambridge CB1 3LB
United Kingdom
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. Distributed to the book and hobby trade in the United Kingdom by Random Century
Group and TSR Ltd.
ADVANCED DUNGEONS & DRAGONS, AD&D and DRAGONLANCE are registered trademarks owned by TSR, Inc. The TSR logo is a
trademark owned by TSR, Inc.
This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the
material or artwork contained herein is prohibited without the express written permission of TSR, Inc.
Printed in U.S.A.
Copyright © 1991 TSR, Inc. All Rights Reserved.
1-56076-125-3
Permission granted to photocopy or
print this product for personal use.
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T REE L ORDS : T HE S ILVANESTI S COUTS
Using This Product: The Tree Lords adventure
supplement is designed for a predominantly elven
campaign set on the continent of Ansalon after the
War of the Lance has been won.
The work is divided into three sections. The first
section features the Warrior Kit for the scout, as
well as several Silvanesti scout NPCs who will act
as the PCs’ commanders, connections, resources,
and even foes. Section two lists unique equipment
found among the scouts, things which theoreti-
cally make the PCs’ task of scouting the forest that
much easier. The final section of the book features
several complete adventures that, if played se-
quentially, can take a party of six to eight PCs from
novice status (first and second level), to seasoned
veteran status (seventh through ninth level). In ad-
dition, the final section includes many ideas for
further adventures.
It is strongly recommended that all PCs be
Silvanesti, as the whole reason for this series of ad-
ventures is the reclamation of the Silvanesti home-
land in the wake of the War of the Lance. As a rule,
Silvanesti are loathe to be indebted to non-
Silvanesti, and probably would not want such folk
helping them, preferring to keep the problem “in
the family.”
in an earlier, happier time was intimately familiar
to all Silvanesti elves. A land which once nurtured
a friendly wood, the Silvanesti homeland, which is
now a hideous mass of death and corruption.
Once the land has been scouted out to the satis-
faction of the Silvanesti leadership, armies will be
sent to take care of the places too powerful for
small parties of heroes, and healers will be sent to
the areas with the most damage to be healed.
Until then, the future of the Silvanesti lies on the
shoulders of the kirath. No attempts at settlements
are to be made until the land is clear, for the
Silvanesti do not want to waste their most precious
resource, their own people, in hasty and ill-
conceived settlements. The time of foolishness
and bad judgement died with King Lorac, the elves
insist. Let wisdom prevail in the rebirth of the
blessed homeland.
If the nation of Silvanesti is in the process of be-
ing reborn, then the kirath are the midwives, help-
ing the delivery by watching out for the well being
of both the mother and child, in this case the
Silvanesti people and the land to be reclaimed. So
much like rangers are the kirath, but with far more
responsibility. The nation of Silvanesti awaits their
words before proceeding.
Enough talk: let the Time of Reclamation and
Healing begin!
I NTRODUCTION :
In the year 349 AC, the woods of the Silvanesti
were warped into a grotesque nightmare land-
scape. The ruler at that time, the now dead King
Lorac, used an orb of dragonkind in an effort to
drive Queen Takhisis’ Dragonarmies from the
land. Instead of bringing salvation, the orb took
control of the King, and corrupted the land. The
remnants of the elven armies holding out against
the invaders were scattered.
The War of the Lance is now over, and the year
is 353 AC. The Silvanesti elves are now in the proc-
ess of reclaiming their land, assessing the damage
and trying to bring about healing. Before going in
full-scale, common sense and prudence call for a
series of reconnaissance journeys by elven war-
riors specially trained in woodcraft and scouting. It
is only through such journeys that the rulers of the
Silvanesti can get the information needed to deter-
mine where the armies and the healers of the land
are to be sent to do the most good. And it takes a
very special breed of elf to confront the unknown
without the backing of vast armies or mighty Wiz-
ards of High Sorcery, and give an accurate ac-
count of what he has seen.
These elves are known as the Vanguard of
Hope, the kirath’ algos, or the kirath for short. The
PCs are kirath who are exploring something which
3
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