TSR 9127 - X8 - Drums on Fire Mountain.pdf

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Expert Game Adventure from the UK
for 5-8 characters of levels 5-8
DRUMS
ON
FIRE
MOUNTAIN
-
- -
-
-
- -
-
-
by Graeme Morris and
Tom
Kirby
TABLE
OF
CONTENTS
INTRODUCTION
Background, T h e Adventure
Abbreviations
2
3
Phil
Gallagher
&
TSR UK Design Team
Editing: Jim Bambra, Phil Gallagher
Typesetting:
Phil Gallagher, Paul
Cockburn, Kim Daniel
Artwork: Brian Williams, Paul Ruiz
Cartography:
Paul Ruiz
Production:
TEKI-NURA-RIA (Encounter areas T1-T17: Map 2)
4
T h e Voyage, T h e Island's Surface
Eastern Jungle, Southern Swamp
6
Trail of the Dead
6
Northern Swamp
7
8
Slopes
of
Ni-Malowa, Village/Harbour
UNDER NI-MALOWA (Encounter areas Nl-N32: Map
3)
Manwu-papas' Tombs
9
Kara-kara Chambers
11
KalnaKaa's Rooms
13
between pages 14
&
15
TEAR-OUT SHEET
Maerie
i
..
KalnaKaa
ii
Players' Sketch Map
iii
Illustration 1, Illustration
2
iii
Illustration 3, Illustration 4
iv
.
Distributed to the book trade by Random House, Inc. and in Can-
ada by Random House
of
Canada, Ltd. Distributed to the toy and
hobby industry by regional distributors. Distributed in the United
Kingdom by TSR UK Ltd.
DUNGEONS
&
DRAGONS and D&D are registered trademarks
owned by TSR, Inc.
O1984
TSR, Inc. All Rights Reserved. Printed in USA.
...
This adventure
is
protected under the copyright laws
of
the United
Stated
of
America. Any reproduction
or
other unauthorized use
of
the material or artwork cantained herein is prohibited without the
express written permission
of
TSR, Inc.
UNDER KI-ATA (Encounter area Kl-K46: Maps 4a-d)
Pursuing KalnaKaa, Standard Features
18
Valley Gate (Map 4a)
19
Village Gate (Map 4b)
20
Heart
of
the Mountain (Map 4c)
21
Sea Gate (Map 4d)
25
Going Back
26
NEW MONSTERS
Kara-kara, Fundamental
Topi, Agarat, Kal-muru
27
28
TSR,Inc.
POB
756
Lake Geneva
WI
53147
USA
TSR UK Ltd.
The Mill
Rathmore Road
Cambridge CB14AD
United Kingdom
LIST O F TABLES
Table 1: Wandering Monsters
5
Table 2: Kara-kara War Canoe
8
Table
3:
Wandering Monsters Under Ki-ata 18
LIST O F MAPS
Outside Cover
Map
1:
Sea
of
Dread
O utside Cover
Map 2: Teki-nura-ria
Map
3:
Under Ni-malowa
h i d e Cover
Map 4: Under Ki-ata
Inside Cover
Map 4a: Valley Gate
Inside Cover
Map 4b: Village Gate
Inside Cover
Map 4c: Heart
of
the Mountain Inside Cover
Map 4d: Sea Gate
Inside Cover
Diagrams 1-2
Inside Cover
Diagram
3
Outside Cover
PRODUCTS OF YOUR IMAGINATION™
TSR,
Inc.
ISBN
0-88038-181-7
394-54370-XTSR0600
Printed In The USA
9127
BACKGROUND
Teki-nura-ria
Teki-nura-ria is a jungle-covered island
located amid the stormy waters south-east
of the Empire
of
Thyatis (see
Maps
1
&
2).
Long ago it was the home
of
a decadent
people who increasingly took to a life
below ground and were eventually des-
troyed by their own excesses and attacks
from a primitive, humanoid race known as
the kara-kara (see
NEW MONSTERS
-
page
27).
The kara-kara occupied the
island and gave it its name, which means
“mountain
of
death”. Over the years, their
tribal memory
of
how they gained the
island faded and they came to regard the
former occupants as their “Ancestors”.
The waters around Teki-nura-ria were not
only stormy but also roamed by kal-murus
(ship-bane: see
NEW MONSTERS
-
page
28),
elemental beasts which attacked the
crews of ships from the civilised lands to
the north-west. T h e kara-kara learned to
take advantage of this by plundering ships
which the kal-murus had ravaged.
lycanthropy. H e is cunning and cruel and
his appearance befits his animal form. He
is fat and swarthy, with small, piggy eyes,
black, bristly hair and a matching beard
and moustache.
He had fled with his daughter Maerie and
three charmed henchmen, and arrived by
chance at the island.
At
first the kara-kara
were hostile, but when they saw KalnaKaa
in his swine form, they hailed him as their
pig god, T a p u , and accepted him as their
master.
Having found a secure base at last, Kalna-
Kaa found and explored parts
of
the net-
work
o
the “Ancestors” chambers, and
f
took u p residence in some of them. He also
found the kal-murus and bent them
to
his
will. Then he began to coordinate the
attacks of the kara-kara and the elementals
into a campaign
of
piracy and revenge
against those who haddriven him from his
home.
Only the Venture returned, but
i t
brought a
kara-kara captive. Rollo Bargmann was
not a man to resort to torture, but the use of
magic gave him subtler means of inter-
rogation. Eventually the kara-kara became
insane and killed itself, but by then
Rollo
Bargmann knew enough
to
send an ex-
pedition
to
destroy the threat of Teki-nura-
ria, and all he needed was a group of bold
adventurers...
1
THE ADVENTURE
T h e adventure begins in the city port
of
Thyatis (see
Map
l ) ,
where the party will
be
approached by Malmir, the elven sea
captain (fully recovered after his adven-
ture). Malmir will introduce himself and
explain that his master, Rollo Bargmann,
wishes
to
hire the adventurers
for
a
dangerous but profitable voyage and will
ask them
to
visit Rollo Bargmann at their
very earliest convenience.
If they ask, Malmir will tell theadventurers
where the merchant’s house is, but it is well
known amongst the citizens
of
Thyatis,
who will also vouch for the good character
of
Malmir and Rollo Bargmann.
When the adventurers go
to
Rollo B a r g
mann’s house, he will welcome them in
and, after the usual introductions, will
explain the problem which is crippling the
Rollo
Bargmann
T h e attacks began to cost the members of
the Thyatis Seafaring Merchants’ Guild
dear, and one of them, Rollo Bargmann,
volunteered
to
send out two
of
his ships
(the Belle Venture and the Dawn Lark) to
investigate the runiours
of
unnatural fogs
and green-skinned pirates.
KalnaKaa
KalnaKaa is a magic-user/devil swine,
driven from his home after contracting
2
Seafaring Merchants’ Guild. He will tell
them all he knows about the kara-kara,
their island and the ocean around it. Some
of the information which the DM should
give the players is contained in the page
from the Wise Mariner’s Almanac and the
page from the Diary
o
Rollo Bargmann.
f
The rest was extracted by Rollo Bargmann
from the kara-kara captive, and is listed
below:
Rollo will ask the party to help him and his
fellow merchants by eliminating the kara-
kara’s new leader. It should not be nec-
essary, he will explain, to destroy the kara-
kara themselves since until recently they
have been thought
of
only as a nuisance. If
the adventurers accept in principle, Rollo
will offer the party a formal, written
contract with the following terms:
ABBREVIATIONS
Monster statistics are listed in the
following order:
Number; Name; Armour class (AC); Hit
dice(HD);Hit points(hp);Movement rates
(MV); Number of attacks (#AT); Damage
(D); Save as (Save); Morale (ML); Align-
ment (AL); Experience point value (XP);
Roll needed to hit armour class zero
(THACO
-
see below); Source
(book
and
page number).
T h e following abbreviations are used:
C -cleric;
F
-
fighter; MU
-
magic-user;
E
-
elf; L
-
lawful;
N
-
neutral; C
-
chaotic;
S
-
strength;
I
-
intelligence; W
wisdom;
D
dexterity; C
-
con-
stitution; CH - charisma; B - D&D™
Dungeon Masters Rulebook;
E
D&D
Expert Rulebook.
-
the shape
of
-
the
the kara-kara island (the
DM should give the players the Sketch
Map from the Pull-out Sheet)
-
the kara-kara have a long, annual cere-
mony during which most
of
them will
be in their underground temple; drums
beat for the duration
of
the ceremony
-
there are hundreds
of
kara-kara and an
open attack on them would be suicidal
-
a tunnel, forbidden
to
ordinary kara-
kara, leads north-west from the Trail of
the Dead (shown on the Sketch Map);
the tunnel is said
to
lead
to
a valley
of
tombs where there is a secret way into
the underground temple
-
the kara-kara have a new leader under
whom they have plundered more ships
than ever
hahnp a eninn
tp nl ha y py i l i
eytat y k ah(d
t ed t e tg g
r s- r
o i em
nc
u
treasure) which is found on the island
-
upon completion
of
the mission and
their return
to
Thyatis, each surviving
party member will receive 5,OOOgp from
the Seafaring Merchants’ Guild.
party will leave Thyatis on the
morning tide aboard the Belle Venture
which has been repaired after its earlier
voyage (the urgent departure is in order
to arrive during the kara-kara ceremony)
-
the ship will take them
to
the island
of
the kara-kara where they will eliminate
the savages’ new leader
-
on board ship the adventurers will be
under the command
of
Captain Malmir,
but may do as they see fit on the island
-
neither the captain
or
his crew will help
the party on the island
-
-
-
THACO
=
To
Hit Armour Class Zero. This
is the roll on 1d20 needed by a creature to
hit an opponent with AC
0.
In most cases,
the
roll
needed
to
hit other armour classes
=
THACO minus AC.
3
THE VOYAGE
T h e voyage
to
Teki-nura-ria is rough but
uneventful. Captain Malmir and his crew
are highly skilled mariners, and will firmly
refuse any and all offers
of
help from the
party. Malmir will navigate the Belle
Venture o n a wide sweep around the island
and approach it from the east. The Venture
will arrive at the island (see area T1) at
dawn on the ninth day
of
the voyage.
T h e adventurers will be p u t ashore in a
lifeboat (see Expert rulebook
-
p43) and
Malmir will tell them that the ship will
wait
5
days. H e will teach them a special
whistle to be used as a signal on their
return. T h e DM should use the Sketch M a p
(on the Pull-out Sheet)
to
show the players
where the ship is anchored (area T1).
Malmir will disguise the ship as a rock
using
a
hallucinatory terrain spell from a
scroll. Neither he nor any
of
his crew will
willingly accompany the adventurers onto
the island. Even if charmed, Malmir
and/or the crewmen would be very reluc-
tant companions since their first loyalty is
to
Rollo Bargman who ordered them
to
stay on the ship.
T h e kara-kara will not see the Belle
Venture arrive and will not spot it while it
waits, hidden, for the party.
THE ISLAND’S SURFACE
Teki-nura-ria can be thought
of
as consist-
i n g
of
six areas as shown o n M a p
2:
the
Eastern Jungle (p6), the Southern Swamp
(p6), the Trail
of
the Dead (p6), the
Northern Swamp (p7), the Slopes
of
Ni-
malowa (p8) and the Village/Harbour
(p8). Each
of
these areas has one o r more
fixed encounters and most have wandering
monsters.
Movement
Nearly the whole
of
Teki-nura-ria is
covered by dense vegetation. T h i s makes
movement difficult, and
so
the DM should
use underground movement rates
for
mon-
sters and characters at all times.
During the ceremony, most
of
the kara-
kara will be in the village (area T16) o r the
caverns under the volcano Ni-malowa
(areas N9-Nl6). The only exceptions to this
will be the guards o n the Trail
of
the Dead
(area T 4 ) and the kara-kara patrols (see
Wandering Monsters). These kara-kara
will attack any intruders o n sight but, if
they fail a morale check during combat,
they will attempt
to
flee back
to
their
village. Any kara-kara warriors killed o n
patrol should be deducted from the total
number given for the dancing chamber
(area N16).
If any attacking kara-kara elude the party,
the tribe will be warned that there are
intruders o n the island. If none
of
the
warriors in a patrol escapes, the tribe will
still realise that there are intruders on the
island, but not until
3
hours later, when the
patrol fails
to
return
to
the village.
T h e kara-kara will not want
to
disrupt the
ceremony in order
to
deal with intruders,
and will increase the size
of
their patrols
from 9
to
13 warriors. However, if and
when the adventurers halt the ceremony in
the volcano temple (area N15), the kara-
kara will make every attempt
to
destroy
them. If they are unable
to
follow the party
underground, the kara-kara will send out
extra patrols over the whole island (see
Wandering Monsters).
The
Kara-kara
T h e annual ceremony
of
the kara-kara
starts at dawn o n the appointed day and
lasts for four days and four nights, ending
at dawn o n the fifth day. T h e adventurers
arrive at the island at dawn on the third day
and so they will have 48 hours before the
ceremony ends.
So
long as the ceremony is
in progress, the drums in the volcano
temple (area N15) can be heard all over the
surface
of
the island.
4
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