TSR 9044B - B3 - Palace of the Silver Princess.pdf

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The Palace of the Silver Princess
A conversion of the Dungeons and Dragons module of the same name
Years ago the valley was green, and animals ran free through golden fields of grain. The princess
Argenta ruled over this peaceful land and the people were secure and happy. Then one day a warrior
riding a red dragon appeared in the skies over the princess’ castle and almost overnight the tiny kingdom
fell into ruin. Now only ruins and rumors remain, and what legends there are tell of a fabulous ruby still
buried somewhere within the Palace of the Silver Princess.
This module is for use with the D&D® 3 Edition rules and is specially designed for beginning players and
DMs. Contained within are maps of the palace and its dungeons, background information, and rumors
and legends as well as many new monsters.
© 1981, TSR Hobbies, Inc., All Rights Reserved.
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.
DUNGEONS & DRAGONS and D&D are registered trademarks of TSR Hobbies, Inc.
TSR Hobbies, Inc.
POB 756
Lake Geneva, WI 53147
9044
PRINTED IN U.S.A.
ISBN 0–935696–31–8
Product Number:
9044
Year Published:
1981
Converted from Basic Dungeons and Dragons to 3rd Edition D&D by Erica Balsley
(CountryGrrlHere@aol.com)
3rd Edition conversion edited by Scott Greene (keeper@rpgplanet.com)
Last Updated:
08/01/01
Summary of Conversion:
This is a conversion of the original version of this module, as presented on
the Wizards of the Coast website. Just as a special note to DMs:
WARNING! This module is what we
experienced gamers call a Monty Haul! There is a LOT of treasure here, but not a lot of monsters or traps
guarding it. You may want to consider taking out a lot of the loot to keep your player characters from
becoming fabulously wealthy, or add a lot more monsters. I didn’t change any of the treasure values
when I did this conversion, except for the value of the
ice harp
(now
harp of charming)
in room
EL 24
(its
value came out much higher using the magic item creation rules than the value it was given originally).
GENERAL CONVERSION NOTES
1. A few minor grammatical and spelling errors were corrected in the text.
2. All traps have been converted based on or modified from the Sample Mechanical Traps list on page
115 of the DMG.
3. All treasure and trap descriptions have been moved from the general text describing the room and
given their own paragraph to make them easier for the DM to discern.
4. All unfinished rooms and descriptions from the original module have been left unfinished as the
author originally intended. The DM can fill these in by using the Dungeon Encounter Tables in the
DMG (pages 118–126 of the DMG).
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5. Any references to the Basic D&D rulebooks have been changed to refer to the proper 3 Edition Core
Rulebook.
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6. General conversions from Basic D&D to 3 Edition are underlined.
7. I added blank description blocks for rooms
EL 37
and
EL 38,
which seem to have been left out of the
original text.
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8.
I converted the pre–generated characters in the back of the module by giving them maximum hit
points for their class, and re–calculating their hit points and AC using 3e rules. I also gave the
demihumans classes based on the abilities and weapons they were given. I didn’t choose skills or
feats for these pre–gens, leaving that up to any player that might want to select one to run.
9. References to magic and magic items have been altered from
bold
to
italic
to reflect the new format
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used in 3 Edition.
10. The rules for lifting the portcullises have been replaced by Strength DCs. I converted these by
dividing the number of Strength points required to lift the portcullis in the original module by 5, and
adding that to 15.
11. The section on drowning (page 7 of the original module) was removed in its entirety since new rules
cover drowning.
SPECIFIC CONVERSIONS
1. The tinker and his daughter now have stats. The tinker is a 5th-level Expert, and his daughter is a 1st-
level Expert. The class skills for the tinker (and the key ability for each skill) are: Appraise (Int), Bluff
(Cha), Craft (any three) (Int), Handle Animal (Cha), Innuendo (Wis), Knowledge (local lore and
rumors) (Int), Profession (tinker) (Int), Spot (Wis), and Sense Motive (Wis). They are otherwise
identical to the Commoner class.
2. On the rumor list, the rumor about how the Palace came to be in its dilapidated state has no
indication as to whether or not it is true or false. I made it false.
3. I made a few changes to the random encounter charts. I changed the acolytes to adepts, the
barbarians to barbarians, and the cave bear to a dire badger (at 6 HD, even a regular brown bear is a
bit much for low–level characters!).
4. I changed the cave bear cub in room
EL 8
to a regular bear cub (I used the brown bear stats, and
dropped the size to Small and the HD to 2).
st
5. The illusion of the warrior in room
EL 12
has been given the stats and abilities of a 1 level warrior
NPC class, and is assumed to be a figment from a
shadow conjuring
spell.
6. I changed the name of the
ice harp
in room
EL 24
to a
harp of charming,
keeping in line with the 3e
format of giving magic items names that better describe their abilities.
7. Since stone golems are a little too tough for a 1st–3rd level module, I converted the crystal warrior in
room
UL 2
as just a Medium–size animated object. Think of it as a bargain basement stone golem
that the palace wizard whipped up with an
animate object
and
permanence
spell. Stone Golem Lite!
8. The ghosts of Princess Argenta and the Silver Warrior have been converted as the ghosts of a 5th-
level aristocrat (Argenta) and a 5th-level fighter (Silver Warrior). In the description of this encounter, I
also made a clarification about the legends behind the Palace of the Silver Princess, and made a few
alterations to the nature of the encounter with these two restless spirits. Now, instead of just an
encounter with two ghosts, it’s an encounter with a good and an evil ghost at odds with each other. I
also added a few unpleasant political consequences for the characters gaining such a valuable
gemstone as “My Lady’s Heart.”
9. I converted Cathrandamus as a chaotic evil cleric of Nerull. The two dwarves, Xyzom and Boron, are
chaotic evil rogue dwarves (rogue in the true sense, that is, not the rogue character class). Aleigha
the werebear is but a naïve innocent who has been misled by Cathrandamus’ charisma and power.
10. I rearranged the description of the
Sword of Spartrusia
to allow player–character bards to make
Bardic Knowledge checks to learn about the legends behind the sword.
11. There were “wolf soldiers” on the encounter chart at the end of the module, but no mention of who
they are or what they are doing in the Palace. I wrote a short description of them and gave them a
reason to be in the ruins.
12. I made a few changes to the nature of some of the original monsters, to affect a better conversion to
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3 Edition. I’ve tinkered a little with their descriptions and abilities, but they are mostly as they were
originally written.
a.
Archer Bushes:
These plants can’t move and don’t really attack on their own except as a reflex
reaction, so I converted them as a wilderness hazard rather than an actual monster.
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b.
Barics.
Barics, in D&D 3 Edition, are Small beasts. I dropped their base hit dice down to 2,
since Small monsters rarely have 5 HD as the barics were originally written. Even at 2 HD, the 5
HD of the original barics is still well within the advancement range if the DM wants to beef them
back up. There is only one half–dead baric in this adventure, and it is severely weakened from
c.
d.
e.
f.
g.
h.
i.
starvaion, so reducing the barics to 2 HD wont affect “continuity” or the flow of the adventure at
all.
Bubbles.
I altered the description of the bubbles somewhat, and expanded their capabilities.
They are still weird, though.
Decapus.
I increased the base HD of the decapus from 3 HD to 5 HD, bringing it more in line
with its size (assumed from the cover art), and the number and type of special abilities it has.
This is now probably the most dangerous monster in the module, and will pose quite a challenge
to most low–level parties!
Giant Marmosets:
There seemed to be a discrepancy in the size of this animal. In the text
describing them in the dungeon they are 8 feet tall, but in the text describing the monster itself it
says that “Some monkeys grow large enough for a halfling to comfortably ride . . .” Well, at 8 feet
tall, a
human
could practically ride one! I dropped their size to 5 feet tall, with a 7-foot long tail.
Otherwise, I converted them as written.
Jupiter Bloodsuckers:
I expanded the description of the Jupiter bloodsucker, and detailed its
abilities a little more.
Protectors.
I gave the protectors the ability to case divine spells, since they had no powers at all
in the original version other than to float around and be lawful. Giving these creatures divine spell
ability wont affect the flow of the module at all. As a matter of fact, the things are barely even
used in the adventure, except in the capacity of “innkeepers” in the tower level. Giving them these
powers wont really change all that much, and will make a powerless creature a little more useful
in other adventures, should a DM want to use them. They are now effective lawful neutral
outsiders who can use divine magic to further the goals of law.
Purple Moss.
I converted this as a dungeon hazard, rather than an actual monster. I also
expanded its abilities and how fire affects it.
Ubues.
These odd beings only live in the Misty Swamp and its environs. Taking a cue from the
text, one could assume that they are the result of a
polymorph
spell that went awry in the wild–
magic swamp. I also converted them as Large humanoids since they didn’t seem strong enough
to be giants, and I couldn’t tell from the picture how big they were.
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Dungeons & Dragons® 3 Edition
Dungeon Module #B3
Palace of the Silver Princess
PART 1: INTRODUCTION
A great many of the things found in the
Palace of the Silver Princess
are there to add color and to give
the DM ideas upon which to expand. This module has been specially designed to give the beginning DM,
as well as the more experienced DM, a framework on which to build a whole dungeon complex. This
module can also be used as the basis for an ongoing campaign, as it provides rumors, legends and other
information that give a campaign foundation and background. To expand the dungeon, the DM need but
open up the blocked passageways and add new and challenging dungeon levels. This should be done
only after most of the encounter areas have been explored.
Many of the rooms have spaces for monsters, treasure, and/or traps. Some examples have been
given of how to stock these rooms in other areas of this module. By leaving some areas blank, the DM
can use creativity to add challenge to the module and make it fit into his or her world and campaign. It
also insures that even if some players read the module before playing in it, they will not know exactly
what is going to happen in every room. Do not fill all of the rooms at once. Leave some empty to be filled
at a later time. This will help add color and suspense to the adventure; a room visited earlier which proved
to be empty and a possible resting place might be occupied now by a monster that doesn’t wish to share
its room with adventurers. Many monsters and treasures can be found in the DUNGEONS &
DRAGONS® 3e Core Rules. These are the ones that should be used until the players have advanced
past third level.
The new monsters and treasures found in this module should not be used until the entire module has
been explored, and the DM has drawn new maps to expand the palace. These new monsters and
treasures have been placed in certain areas and play balance has been carefully considered in placing
them. If these monsters and/or treasures are moved elsewhere in the module before the players discover
them where they have originally been placed, the module will become unbalanced and perhaps too
difficult, especially for first level adventurers. Once all the monsters and treasures have been discovered,
the DM may wish to place new monsters and treasures elsewhere.
This module, like all DUNGEONS & DRAGONS products, is a guideline to use as a creative basis for
your own campaign. It is designed to teach a new DM how to design and run a D&D adventure, while not
being too difficult for low level adventurers and new players. Good luck and enjoy.
PART 2:
DUNGEON MASTER’S INFORMATION
The information given below should be read carefully. Part of it can be given to players. It will be up to
the DM to decide exactly what the players should know about the palace. This information can be altered
if desired. The DM is encouraged to add whatever he or she wants to this information to give more color
to the palace.
The dead soldiers found on the entrance level are from an unnamed army. It will be up to the DM to
decide where they came from, why they are in the palace and any other information concerning the dead
soldiers. They could be from a lost city; from a hidden fortress of highly skilled thieves and fighters; or
from a forgotten race or tribe of people. The DM could even have these soldiers be a scouting party for a
larger brigade who plan on taking the ruined palace and making it a fort or base station from which to
work. The possibilities are as endless as the imagination of the DM.
The dungeon is constructed of marble. The doors are of iron–reinforced oak (2” thick, hardness 5, 20
hp, Break DC stuck 23, locked 25). The passageways are fairly clean due to the gelatinous cube that
roams the hallways. All passageways are 10’×10’.
Torch sconces are mounted every ten feet along all the passageways on alternating sides. None
have torches. Arrases will frequently be seen throughout the palace as well as pots of dead plant life.
Legend
Ancient legends of the land speak of a beautiful young princess called Argenta who lived in a wonderful
enchanted palace made of every type of marble known. Her palace was in the heart of a rich, fertile
valley filled with gentle creatures that could do no harm. Exotic flowers and plant life grew everywhere,
water ran sweet, and clear and the skies were always clear and warm.
Mica flickered in all the rocks and was often found in the streams making them glisten like diamonds
in the bright sunlight. Early morning dewdrops clung gently to leaves of small trees and grass, appearing
like fairy jewels scattered from wild dance the night before. Wild birds with long, colorful tails and bright
faces filled the air with the sweet sounds of their love songs. Tiny animals freely darted in and out of the
underbrush, fearing nothing, as there were no enemies anywhere to be found. The dwarves that lived in
the valley loved Princess Argenta very much. They worked her silver and ruby mines so that the elves
that shared the valley with them could make beautiful jewelry and weapons. Everything in the valley was
peaceful.
One day, according to legend, a ruby the size of an apple was found. A perfect ruby. The dwarves
cut the ruby carefully so that its size would not be diminished. The elves polished the ruby until it shone
so that it was almost impossible to gaze upon. They presented it to the princess and told her that it was
as lovely as she, and they called it “My Lady’s Heart.” So pleased was the princess that she decided to
honor her friends, the elves and dwarves, with a grand party; a masquerade ball. Everyone was invited to
come.
One the eve of the grand ball, people poured into the valley from everywhere. How so many people
had heard about the party no one knew, but the princess did not mind. She was proud of the ruby and
wanted everyone to see “My Lady’s Heart.” She should not have been so eager to show the ruby, as one
guest was interested in more than its beauty alone. He had come to steal it. His eyes also roamed freely
to the princess, and he gazed upon her as much as he gazed upon the brilliant gem. Princess Argenta
saw this, and in her innocence smiled backed at him. Two dwarves and an elf saw this, and when they
challenged him after the party, they were never seen or heard from again.
Many weeks after the party a red dragon was seen in the skies of the valley. The dragon burned the
rich land with its breath and terrorized the gentle people of the valley. The land was left scorched and
barren. Those valley people unfortunate to get close enough to the dragon (but fortunate enough to live)
swore that they saw a man in silver and blue armor riding on its back.
Some folks still say that they see a red dragon in the skies over the valley. Many say that they see a
saddle on the dragon’s back and loose reins near its head.
The valley is now dead, the palace is in ruins. No one knows exactly what happened to the princess.
Some believe that the man on the dragon carried her away. Others think that he killed her and stole what
treasure he could find. But all stories say that the ruby, “My Lady’s Heart,” is still hidden in the palace.
Lands, Cities, and Villages
The information given below describes the surrounding lands near the Palace of the Silver Princess in the
land of the Princes of Glantri.
A brief outline of each village is given, including its size and what the life is like there. There is one
Barony, and this seat of rulership controls most of the area. Further information about the surrounding
land may be added by the DM where and when desired.
As play continues and the characters advance beyond 3rd level, the DM may plan adventures into the
neighboring wilderness, as a break from dungeon adventures or as part of a dungeon adventure.
Remember, characters must travel through the mountains and wilderness before actually reaching the
palace ruins. However, DMs are urged not to attempt wilderness adventures until players have reached
expert level and are now using the D&D® Expert game rules.
Gulluvia:
This is a ruthless place filled with terror. The ruler of this chaotic nightmare is Lady D’hmis.
She rules this barony with a firm and unforgiving hand. To gain supreme rulership of the tiny barony, she
killed her husband. A prime example of the type of laws her ladyship favors is one forbidding males,
except those in her service, from being on the streets after the sunset unless accompanied by a female
who is age 15 or older. This law meets little resistance, as everyone fears her baronial guards. Though
D’hmis’ warriors are primarily male, her commanders are all females; tough, chaotic women who instill
fear by a mere gaze and who fear little save D’hmis and the elite male fighters who serve as her personal
bodyguards and paramours.
Dead Mule:
This little shire was once a peaceful place, named by the group of miners who settled
here after their pack mule died. The shire is now occupied by Gulluvian soldiers, and no one in the shire
seems to know why. All they know is that soldiers camp outside the shire, and occasionally terrorize the
surrounding countryside. If the mayor knows why the soldiers are here, he isn’t saying.
N’Sau:
This small farming village is still untouched by the cruel hand of D’hmis. The village is so
small that there is no tavern or inn here. A small general store doubles as a tavern or meeting hall when
needed. The main crop grown here is wheat.
Thorold:
This lovely little village prides itself on the fact that it raises the best thoroughbred horses in
all of Glantri for the Barony of Gulluvia. Thorold, though it appears peaceful and perhaps even lawful, is
just as chaotic as Gulluvia. The mayor of Thorold is a distant cousin of D’hmis, and follows her laws and
orders to the letter. The village is rather large and has three taverns, a general store, and two smithies.
Mere:
This tiny village is primarily inhabited by halflings, though human folk, elves and dwarves live
here too. This village is also under the protection of Gulluvia, but because it is located so near the Misty
Swamp, D’hmis has little to do with it except at tax time, which is every three months. Escaped slaves
and prisoners come here to equip themselves before journeying north through the swamp. Mereians say
nothing about the slaves or prisoners, fearing that D’hmis would send guards to their village to catch them
(and they want as little to do with Gulluvia as possible). This village has two taverns, one general store,
and an inn.
Velders:
This canton is under the protection of Gulluvia, though this does Velders little good. The
Gulluvian guards fear the Abaddon Woods and do not like to travel through it to reach Velders except in
large groups. Orcs, kobolds and other vile creatures make periodic raids on the small farms on the
outskirts of the canton. There is only a trading post in the center of town.
Misty Swamp:
No one knows exactly what lies behind the veil of ever–present mist that hovers over
the swamp. Some old timers say that the dwarves who make Anterian Brandy live in the swamp near
their secret ingredient, the swamp water. This is speculation, as no one really knows what the secret
ingredient of Anterian Brandy is. Others whisper tales of an evil wizard living there in a massive tower of
shiny black stone. Sometimes, in the dead of winter, fierce thunderstorms can be heard near the swamp,
but no one ever sees any lightning. The only thing people who live near the swamp will agree on is that
most wizards and elves had best stay clear of it or they will find that their spells will not function properly.
One young wizard tried to catch a rabbit with a
web
spell near the swamp one day and ended up with
dozens of rabbits, all neatly webbed, scattered about her feet. She didn’t really mind having the extra
rabbits, but the fact that she couldn’t control her magic scared her (as it does many other spell casters).
She was one of the fortunate ones; others have not been so lucky. Once a band of daring adventurers
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