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Advanced Dungeons & Dragons - Free

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Alternative Plotline: The<br />

following possible course of events<br />

is not covered by the Events Key. If<br />

the PCs decide to kill all the<br />

natives, assume that some natives<br />

escape and return with other tribes<br />

in 7-16 (1d10+6) days. If this<br />

occurs, the vast number of hostile<br />

natives (200 + Bullywugs and 300 +<br />

Grippli) inhibit the PC operations<br />

to such an extent through guerilla<br />

tactics, sabotage, and occasional<br />

open assaults that most of the<br />

workers are slain, and the obelisk<br />

cannot be moved. The PC expedition<br />

fails. The PCs also change alignment<br />

to evil when they attempt to<br />

exterminate the natives, each PC<br />

losing one level of experience.<br />

Events Key<br />

Instead of an Encounter Key for Part<br />

2, you are provided with a series of<br />

events that occur at set times.<br />

Review all the information given<br />

below to be familiar with the<br />

overall setup and handle PC actions<br />

as needed.<br />

A large amount of information is<br />

given here. You are not expected to<br />

assimilate all of it. Use as much as<br />

you can but avoid getting hung up on<br />

details. Keep the game moving. This<br />

large mass of data all fits together<br />

to construct the big picture of the<br />

social and political events in the<br />

area. It is never all needed at<br />

once, and many minor details may not<br />

come to light during play.<br />

Use this section in the same manner<br />

as you would use a normal encounter<br />

key during the game. Refer to other<br />

sections (Maze Notes, Native Life)<br />

for information as needed, based on<br />

PC actions.<br />

Important Note: "Day 1" is the first<br />

day of logging operations not the<br />

first day of this part of the<br />

adventure, which begins about 12<br />

days earlier when the expedition<br />

sails from the capital city.<br />

When the characters have again<br />

landed on the beach near the jungle,<br />

read the following to the players:<br />

It's a jungle out there! This place<br />

is hot and steamy, infested with<br />

mosquitoes and who knows what else.<br />

There are snakes and big flying bugs<br />

in the tree-tops. And you're<br />

expected to keep order in this mess<br />

and protect the workers as best you<br />

can.<br />

The force field still covers the<br />

maze and obelisk. You have your map<br />

and can easily enter the maze and<br />

turn off the field whenever you<br />

like. We won't play out that part.<br />

The obelisk is 65 feet tall. The<br />

main spire is 20 feet wide at the<br />

base, tapering to 10 feet wide at<br />

60-foot height. The cap is 5 feet<br />

tall and 10 feet square at its base,<br />

tapering sharply to a point. The<br />

obelisk appears to be made of a<br />

single piece of stonelike material<br />

and rests on the stone floor of the<br />

maze. The official method of moving<br />

it seems to be best, though a long<br />

and involved affair. Digging around<br />

or under it could topple it, magic<br />

might adversely affect it, and your<br />

lives and honor are at risk if it<br />

breaks.<br />

Use the maze room descriptions from<br />

Part 1, with the changes noted<br />

above, as needed. When the PCs have<br />

settled in and are ready to start<br />

the obelisk-moving operation,<br />

proceed to Day 1.<br />

The players may want everyone in the<br />

expedition to stay on the boats at<br />

night for safety. The NPCs all feel<br />

that this is unreasonable and<br />

ridiculous, so they refuse. If<br />

threatened or forced to stay on<br />

shipboard during the night, very<br />

little productive work is done the<br />

next day (the quarters on ship are<br />

cramped and not to the NPCs'<br />

liking). The workers eventually<br />

mutiny against the PC leaders. If<br />

this occurs, a mass, unarmed attack<br />

on the PCs results in their capture.<br />

They are given the choice of riding<br />

back to the capital or staying in<br />

the jungle alone. Spell casters are<br />

stripped of their components, spell<br />

books, holy symbols, etc.<br />

If the PCs spend the nights on<br />

shipboard while the workers stay on<br />

land, work proceeds at about half<br />

normal pace the next day.

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