d20 Greywood Publishing Caverns of the Snow Witch.pdf

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caverns of the snow witch
Based on the Fighting Fantasy book by
Ian Livingstone
Credits
Author: Jamie Wallis
Editor: Sean Borthwick
Producer: Mike Dymond
Art Director: Martin McKenna
Cover Illustration: Les Edwards
Internal Illustrations: Janine Johnston
Graphic Design: Martin McKenna
Cartography: Martin McKenna and Jamie Wallis
Typography: Jamie Wallis
Project Manager: Geoff Oades
Finance Planning: Nigel Dixon
Lead Playtester: Tim Birkbeck
Playtesters: Chris Gooch, Karen McDonald, Mike Wilson
TABLE OF CONTENTS
Introduction
2
Luck and Turn / Rebuke Undead
4
Stand alone Luck Checks
4
Adventure Summary
2
Opposed Luck Checks
4
Preparation
2
Optional Luck rule
4
Quick Play
2
Restoring Luck
4
Campaign Integration
2
Normal regeneration of ability points
5
How to use this Book
2
Magical means - spells and potions
5
Using Maps & Miniatures
2
Discretionary Awards by the DM.
5
Scenario Awards
5
Luck
3
Monsters and Luck
5
New Ability Score
3
Standard Point Buy Method
3
Caverns of the Snow Witch
5
Using Luck
3
For the DM
5
Luck Difficulty Class
3
Background
5
Minimum Luck Score
3
The Dungeon
7
Saving Throws & Luck
3
Into the Wilderness
19
Skills & Luck
3
Opposed Skill Checks & Luck
4
Appendix 1 - New Monsters
26
Checks Without Rolls & Luck
4
Appendix 2 - New Magic
34
Combat & Luck
4
Using Luck to hit an opponent
4
Appendix 3 - Campaign Play
36
Using Luck to increase the damage dealt
4
Appendix 4 - Characters
36
Using Luck to reduce the damage taken
4
Luck and Magic
4
legal notice
The d20 conversion of Caverns of the Snow Witch is © 2003 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of
Myriador Ltd. 'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permis-
sion. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and
are used with permission. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and
are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. The d20 con-
version of Caverns of the Snow Witch is presented under v1.0a of the Open Game License (OGL) and as required a copy of the OGL can be found
at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the System
Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the
OGL) is also to be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster
names, art work, cartography, trade marks, trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product
Identity, this includes but is not limited to: Fighting Fantasy, Myriador, Firetop Mountain, Gilford, Fang, River Kok, Red River, Allansia, Titan,
Icefinger Mountains, Pagan plains, Crystal Caverns, Stonebridge, Moonstone Hills, Firetop Mountain, Darkwood Forest, Sarian Jax, Ellion G'aarak,
Rhana Quinn, Dekion Strom, Big Jim Sun, Brogan, Hagan, Brak and Gorgok, Glom, Rillion, T'armeru, Adolynn, Ulgrad, Yorgar the Prism mage,
Frasor, Icefang, The Snow Witch, Redswift, Stubb, Baron Sukumvit, Deathtrap Dungeon, Trial of Champions, Garin, Sorric, Rangard, Kollos,
Morri, Raast the herbalist, Ash, Drasshk the Man-Orc, Uthdar, King Gillibran, Bigleg, Banshee, Bird-man, Brain Slayer, Crystal Warrior, Death
Hawk, Flesh Grub, Ice Demon, Night Stalker, Sentinel, Snow Wolf, Titan Trolls., Titan Hilltroll.
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Introduction
Caverns of the Snow Witch was the ninth of the
Fighting Fantasy series of books. First published in
1984, this revolutionary new idea, part book part
game, gave the reader a unique experience - a fantasy
adventure where you are the hero.
The Fighting Fantasy series has 59 titles to date
and has sold over 15 million copies worldwide and
has been translated into over 20 languages. The
Warlock of Firetop Mountain alone sold over 2 million
copies. Now the Fighting Fantasy books are being
re-released allowing a new generation of players to
explore the Citadel of Chaos, confront the Warlock of
Firetop Mountain or get lost in the Forest of Doom.
This book is a conversion of Caverns of the Snow
Witch into a D20 role-playing game scenario. The
original books were a solo experience; we have writ-
ten this scenario to allow players to challenge the
Snow Witch on their own or as part of a group of
adventurers. The inclusion of the new Luck rules give
the single player a good chance of success without
making groups of players too powerful.
The Fighting Fantasy books could be picked up
and played with a minimum of preparation, we have
written this scenario to reflect this including pregen-
erated characters, full colour maps and other play aids
to get you started quickly. For more information about
Roleplay games, Fighting Fantasy and the Caverns
of the Snow Witch visit the Myriador website:
www.myriador.com
Adventure Summary
The Snow Witch dwells within the Crystal Caverns.
These fabled Caverns are located in the frozen heights
of the Icefinger Mountains on Allansia.
You are working as a caravan guard for Big Jim Sun
when the outpost you are headed to is attacked by a
savage monster. Tracking this monster takes you into
a the long lost labyrinth of the Crystal Caverns ... and
beyond.
Caverns of the Snow Witch is an adventure designed
for single adventurers or small adventuring groups
based on the Fighting Fantasy book of the same
name
Preparation
In addition to the books required (as stated on the
cover of this product), which will be referred to as the
DMG, PHB and MM, a set of polyhedral dice (D4, D6,
D8, D10, D12 and D20) is also needed to play. Pull out
Character sheets of the four pre-generated characters
can be found in Appendix 4 - Characters.
Full colour maps and pre-generated character sheets
can be downloaded free from www.myriador.com
Quick Play
One of the great attractions of the Fighting Fantasy
series of books is that it is very easy to pick up a book
and start playing, everything you need is provided in
the books, you just need to grab a pencil to get straight
into the action. We have tried to write this scenario in
the same way, providing you with everything we can
so that you can get on and play the game without hav-
ing to spend ages preparing. Simply hand out the pre-
generated characters, get your dice and start playing.
Detailed dungeon floor plans, pregenerated charac-
ter sheets with rules' summaries and character and
monster tokens are available free to owners of this
book
and
can
be
downloaded
from
www.myriador.com
Notes are included in the back of this book to help
you integrate this scenario into an ongoing campaign,
or visit our website: www.myriador.com where more
information can be found about Titan, the Fighting
Fantasy world.
Campaign Integration
Although this scenario is designed to be played as a
stand-alone adventure using the pregenerated charac-
ters provided or a party of newly created 8th level
characters, there is no reason why it couldn't be used
as a part of an on-going campaign. Guidelines and
advice are included in the appendices to help you
integrate this scenario into an on-going campaign and
suggestions are included about adjusting difficulty
levels (see Appendix 3 - Campaign Play ).
How to use this Book
The first pages of this scenario contain background
information for the DM. Later pages contain the rules
for the new (optional) Luck ability, these rules should
be studied by the DM and the players. Towards the
back of the book you will find summaries of new
monsters, spells and magic items as well as advice
about integrating this adventure into your campaigns.
The bulk of the book contains the scenario informa-
tion. Each location entry in the scenario is shown on
the main map provided, a full colour 1" = 5 feet map
of each location can be obtained free from: www.myr-
iador.com A description of each location is provided
for the DM detailing its contents and any monsters
present. The shaded text boxes contain information
that the DM can either read out or paraphrase to the
players. Other information should be kept secret from
the players until they discover it. Descriptions of how
each monster is likely to react are included in the
room descriptions. The DM controls all the creatures
within the adventure except the player characters and
is free to change their behaviour as he / she sees fit.
The DM is advised to read through the scenario at
least once before you play.
Using Maps & Miniatures
Using maps and miniature figures adds a whole new
dimension to playing this game, they help the DM to
'set the scene' and players to see where characters and
monsters are, what the dungeon looks like and make
combat more exciting and realistic.
Full colour maps, pregenerated character sheets and
character and monster tokens are all available free to
owners of this book from; www.myriador.com (make
sure you have your copy of this book available when
downloading these free extras)
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