Advanced Dungeons & Dragons - Free
Advanced Dungeons & Dragons - Free
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.