| Display a Printer Friendly Version Wyrm Food [comments:(2),
views:(5846), rating:(4.5)] Author: John Dunn Homepage: http:// System: AD&D 2nd Edition Type: Scenario Category: Fantasy Requirements: The adventure begins in media res, with the party having just arrived
in the Dragon's Lair. Unfortunately for them, the dragon is a great
deal more powerful than they anticipated. As a result, the
adventurers must either make a deal with the dragon, or die trying.
The deal that they make sends the party to a fictionalized
Victorian London to retrieve 2 barrels of Chocolate Melba Sauce and
two bunches of bananas.
Wyrm Food
An AD&D 2nd Edition Adventure
By John Dunn
AD&D 2nd Edition and all associated
concepts are copyright TSR Corp
DM's Note:
The characters for this adventure were created using rules from
the old, orange-spine Dragonlance adventures book. Access to this
book would be of great convenience for the DM and players, however,
the adventure may be run without it. Furthermore, all numbers on the
character sheets(THAC0's, Saving throws, etc.) already take magical,
racial, and attribute based bonuses into account.
Notes of interest on the character sheets are as follows:
1)Truman's Rod of Lordly Might is actually possessed (and
disassembled) by Onceup. The first time Truman goes to use this
weapon, tell him that it's missing.
2)Every time Timerran makes a grab for his pouches, use DungeonMaster
reference #3. This is also the current list of equipment that
Timerran has. If Timerran's player does not frequently steal things,
have more things gradually appear in Timerran's pouches, especially
minor possessions of other party members and items from the market in
scene 2.
3) For full information on Onceup's BattleGnome, see DungeonMaster
reference #4.
Firearms for this time (Victorian) period are significantly more
advanced than those discussed in the Players Handbook. As a
consequence, please refer to DM reference #2 whenever a firearm is
fired.
Lastly, familiarity with at least one of the Sherlock Holmes
short stories is strongly recommended. This should help in the
Role-playing of the character, as he is one of the prominent NPCs in
this adventure. Make certain to read one of the stories by Sir
Arthur Conan Doyle, and not an imitator. Others fail to capture the
character quite as well as Doyle intended him.
With those minor details out of the way, on to the plot summary.
The adventure begins in media res, with the party having just arrived
in the Dragon's Lair. Unfortunately for them, the dragon is a great
deal more powerful than they anticipated. As a result, the
adventurers must either make a deal with the dragon, or die trying.
The deal that they make sends the party to a fictionalized
Victorian London to retrieve 2 barrels of Chocolate Melba Sauce and
two bunches of bananas. Of course, the party has no advance warning
of where they will be going, and must quickly adapt to the Victorian
lifestyle.
After a brief foray into the Victorian culture, the players
become witnesses of a Jack the Ripper murder. They are the only
witnesses, and are, of course as outsiders, quickly accused of the
crime. At the scene of the crime, they conveniently meet Sherlock
Holmes. Holmes decides to accept their story--for the moment at
least. He also agrees to help them gain the Chocolate Melba sauce
they seek, in return for assistance in solving the Jack the Ripper
case. (Chronological inconsistencies are written off to Artistic
License here, bear with me please.)
The party need not agree to work with Holmes, but cooperation
with the detective is their easiest route to return. Working with
Holmes, the party may discover that Jack the Ripper leaves a magical
trail. Eventually, the party will confront Jack the Ripper, discover
that he is a vampire, and, working with Sherlock should manage to
slay him, and solve the mystery. As a reward, Sherlock will provide
the party with the Sauce and bananas they seek, along with a few
choice firearms to take back with them.
Upon their return to Krynn, the party needs to deal with
Grandias, the dragon. If they did not recover the Melba Sauce and
bananas, Grandias attempts to slay them as punishment. If they did
recover these items, Grandias, attempts to eat them, after dunking in
the sauce and coating with bananas. If the party cooperated with
Sherlock, and brought firearms back to Krynn with them, they have a
good shot at defeating the dragon. If not, it really is a nasty end
either way...
Begin the adventure by reading aloud (or paraphrasing) the
introductory paragraph from Scene 1. Then, read off the class and
race of each character and pass out the sheets to the players. Give
them time to choose spells and familiarize themselves with their
equipment. Then, reread the introduction, and let the players take
it from there.
Scene 1: Cutting a deal with a dragon
Having finally completed your travels, you have entered
the den of the dragon. The great Red wyrm's size alone is
unbelievably imposing, its head is larger than even the
largest member of the party, and its gaze transfixes you.
It appears the creature was awakened at your entrance, and
now glares at your small band. The creature speaks In a
deep, hissing voice, "Greetingz, mortalz. What bringz you
to my realm?"
The massive wyrm before them is named Grandias. (See full
attributes on GM Reference #1) He is fascinated, for the moment, by
these 'mortalz' who have entered his cavern. At the moment, he does
not plan to kill them, instead, he wishes to toy with them, first
finding out information of the outside world, then later using them
for his own schemes.
Hopefully the party will not immediately attack the beast.
If they do, this could be the shortest RPGA event in history.
However, try to avoid killing the players at this point--the first
scene is kind of early for such activity. However, let the dragon
greatly weaken them, berating them all the while. Make it clear that
they really do not stand a chance of defeating the creature at this
point. During the second or third round of combat--the players
should REALLY be feeling the damage at this point--have Grandias
offer them a parley.
Whether the players reach this point by parley or through
discussion with the dragon is somewhat irrelevant, but the dragon
will mention that he seeks the taste of a special magical substance
once more. One which is not available in the current era in this
world. Grandias will then explain that if the adventurers will
retrieve some of this substance for him, he will leave their world,
and allow them the glory of becoming renowned as Dragon slayers.
(Grandias is lying, however, even if the players think to cast detect
lie, fake a die roll, and tell the player that he/she was unable to
penetrate the creature's magic resistance.)
When the party agrees to this (not if, this is their only
real option, for fighting the dragon would lead to certain doom),
Grandias will explain further that he actually seeks two items. The
two are readily available in a location to which he will send them,
as long as they will cooperate. Grandias will then explain that the
items are known as Chocolate Melba sauce, and bananas. The sauce is
a brownish-syrupy liquid, which he needs two barrels of. The bananas
are a yellow fruit, which he needs two large bunches of.
If the party asks why Grandias wants them to go, he will
explain that he would not fit in the place where they must go. He
will reassure them that there really is no implicit danger in the
situation, and that the time involved should be minimal. He also
suggests to them that the location they are going to is one in which
extensive fighting is frowned upon. If they ask how they will get to
this place, Grandias assures them that he can provide appropriate
transportation through dragon magic.
When the party acknowledges that they understand this,
Grandias will hand the party's mage an amulet which he explains will
serve to bring them back to his lair after they have completed their
mission. He will tell them that the amulet is activated by immersion
in the Chocolate Melba sauce, and that if they do not use it within
two days time, the amulet will cease to function.
After the party acknowledges understanding of all of these
factors, Grandias will gesture with his right claw, and a mystic
portal will open. The outline of the portal will be a constantly
changing shimmering of bright colors, and the center of the portal
will depict a damp alleyway, adjacent to what looks like a stone
building.
When the party steps through the portal, first have them
all make constitution checks to deal with the disorientation of the
portal. Any who fail are at -6 to their constitution for the next
1d10 minutes. Then proceed to scene 2.
Scene 2: So...anybody know where we are?
Your mind is assaulted by a barrage of musty odors
associated with life in the city. Intermingled with them is
the smell of ash, and the noises of loud talking, as if from
a city marketplace. Looking to your left, you see that you
are in a dead end alleyway, with buildings on either side of
you which rise for at least 60 feet! At the open end of the
alleyway, you see people walking back and forth on a main
street. At a glance, you realize that all of these people
are humans, all of whom are dressed in a very peculiar fashion.
Describe the clothing that the passersby are wearing as
that of a Victorian style (out of character--the characters should
have NO idea what Victorian fashion looked like, but it is A LOT
easier to just say Victorian to the players.)
As an aside to the party's cleric, now would be a REALLY
good time to mention, that he has lost contact with his deity. Until
he returns to his home plane, he cannot relearn any spells beyond
first and second level.
The party has arrived in Gaslight era London, but do not
tell the players that, until they ask someone. When they do attempt
to converse with people, the populace of the area will in general
view them as either demons or peasants, depending upon the individual
character. All non-humans dressed in medieval garb will be viewed as
demons. All humans dressed in medieval garb will be viewed as simple
peasants, or foreigners. Furthermore, the party members will be
speaking a language quite different from that of the area. A Tongues
spell (or the wearing of Gareth's ring) is necessary for any verbal
communication with the Londoners.
When they do finally manage to communicate with someone,
they will get a variety of reactions. First off, will be the way
people will react to their clothing and their inhuman appearances.
Women of the Era will turn and run in terror. Men will draw firearms
and point them at the party members. As a consequence, the party
members will probably want to attempt to get more suitable clothing
as quickly as possible. (Note: in character, the party members
should have NO idea what a pistol is, even when it is pointed at them
in a hostile manner.)
The end of the alleyway opens up into a street market. In
the market are small stands, the shops carry a wide variety of wares,
see below for specific shops. Also, feel free to improvise any other
shops you feel are necessary, however, no Chocolate Melba sauce
should be available at this encounter. Take care to remember that
the players have no appropriate British currency for the period. To
resolve this the players might either visit a bank to exchange their
gold, or they might attempt to conduct their transactions in gold.
If they do not exchange their jewels and gold pieces, make sure that
every street vendor overcharges them ridiculously for all of their
purchases. (e.g.:"Well, yes the sweater is a bit flea bitten, but
with inflation, I afraid that I can't sell it for less than 75 pieces
of gold.) All of these vendors should speak with a thick Cockney
accent.
Street Vendors:
1)Vegetable cart 1: The vegetable cart that the players
inspect will, of course, not have any bananas available. An old,
half-deaf, very dirty old woman will be the vendor. If asked, she
will identify herself as Mary. If the players do not immediately buy
something, she will proceed to tell them her life's story, which will
be a sad one indeed. She will with intermittent sobs, explain how
1)this cart is her only means of survival, 2)she has no place to go,
3)she has grown up on the street, 4)she has developing Tuberculosis,
5)she cannot afford to clothe her children. If the PCs either cast a
cure disease or buy something off her cart and leave a generous tip,
she will of course be most grateful. If they ask her where they can
get bananas, she will launch into her life's story again, referring
them to Vegetable cart2 if they offer her money or healing.
2)Vegetable cart 2: The second vegetable cart that the
players deal with will be manned by 3 children. Two boys and a girl,
between ages 7-10. The oldest of the boys will introduce himself as
Skip, and point to the other 2 as his brother and sister Michael and
Kel. If the players ask to purchase bananas, Skip will say that they
do have some, and will offer to sell them to the players. Skip will
happen to have 2 bunches, which will be in reasonably good shape. If
the players should decide to buy them, the young trio will look at
them with incredibly cute, sad children's eyes, in an attempt to get
a bigger payment/handout for the fruit.
3)Fish and Chips vendor: The players, if hungry, might
follow their noses to the distinctive scent of a fish and chips cart.
The cart driver will be a stereotypical old fisherman. He will be
moderately abusive, but will readily sell the party a meal for a
reasonable price. The fish will be boiled, and the chips (fries)
covered in vinegar. Both will be wrapped in newspaper, and if the
players choose to examine the newspaper, at least one of them will be
a front page which mentions the the Jack the Ripper murders. (Give
the players Player handout #1)
4)Baker: The baker's cart--again, the players can follow
their noses to this one--will display an appetizing variety of
muffins, scones, fruit and meat pies, and breads. The food will
range in quality from fresh baked to week old, and of course priced
appropriately. The baker is a fat, relatively jolly man who will
introduce himself as Jacob Hardings, if asked. If the players
approach, obviously hungry and looking poor, he will offer them some
of the week old bread. If asked about chocolate melba sauce, he will
explain that he could procure the appropriate amount for the party,
but he has none on hand. It will take him 24 hours and cost the
party 50 Pounds to acquire the appropriate amount.
5)Clothier(Men's used): As the characters walk by this
stand, a 'smartly' dressed man will step forth and bar the players
from continuing. Wearing a top hat, and a dressy Victorian suit, he
will look at the men in the party, and say, "Good-day, Guvnors.
Surely, ya don't want ta be travellin' in this town lookin' like
that!" When the players either try to force past or ask him why not,
he will introduce himself in a 'used-car salesman' style as Harold
Callaway. Callaway will then proceed to explain just how horridly
out of fashion they are dressed, and how he can have them dressed
just as smartly as he, for a mere pittance. Callaway will bring them
over to his 'cart.' It is actually an enclosed wagon, complete with
changing room. There he will let the players take their pick of the
clothing available, characters will be able to find just about
anything of men's Victorian fashion here. Callaway will charge them
5 Pounds per person for the outfits, and refer any women to Amelia
Lacey's shop just down the way. He will also refer any 'little
people' to the children's used clothier, owned by Arthur Harrison,
also in the market area.
6)Clothier(Women's used): The players will find Amelia
Lacey's Used women's wear only after encountering Harold Callaway
(cart 5). Amelia is a poorly dressed, but otherwise attractive,
young woman who has an assortment of used women's clothing on her
market cart. Basically anything is available here, but all will be
slightly dirty, and clearly patched and mended in various spots.
Amelia will charge low prices to the players and generally be very
gracious for whatever she can get. Amelia will also be VERY
attracted to any male PCs who treat her with any respect. Amelia
will also mention to female PCs to be careful about what they wear
out at night, or else they might attract the attention of 'the
Ripper.' If the players enquire further as to just who or what that
is, Amelia will express shock, and then hand them a copy of
yesterdays newspaper. (Player Handout #1 again.)
7)Clothier(children's used): Arthur Harrison will also only
be encountered after Harold Callaway (cart 5). Harrison is a
friendly, grandfatherly sort of man. He deals in used children's
clothes. If asked why, he will explain that his wife had run the
business for many years, and when she passed away, he felt obligated
to watch out for all of the same "yungin's" that she had cared for.
Harrison will only have a reasonable selection of clothing which
could fit Dwarves, Gnomes, and Kender. His prices, however, will be
less than reasonable, because he will explain that he needs the money
to care for the children of the city.
8)Used book dealer: This will be a number of carts which
seem to have overflowed themselves. A small awning will stretch out
from one cart, covering about 5 large crates filled with books, and
the cart itself will be covered. Stacks of books will also litter
the area. A tall, thin, old man will introduce the himself to the
players as Mitch Drummond. He will ask the players what they are
looking for, and readily direct them to an appropriate book. He
will, notably, charge lower prices to men than to women, and will be
reluctant to sell the books to any women. Available books include,
Dracula, Frankenstein, The King James Bible, The Origin of Species,
Great Expectations, Jane Eyre, Plato's Republic, and just about
anything else that comes to mind published before 1900.
9)Gunsmith: The Gunsmith will be a small shop, manned by an
Obnoxious American (no Cockney accent here) wearing a cowboy hat and
a leather duster. He will introduce himself as Fast Draw Billy.
Billy will explain that he has an assortment of six-shooters for sale
at reasonable prices. Unfortunately for the players, Billy will not
have any rifles available at the moment. The six-shooters will go
for 25 pounds a piece, and rounds, with a fast loader for 1 Pound for
6 shots. Without a speed loader, the bullets will go for 12
shots/pound.
10)Money Changer: This one is not actually a cart, per se.
Instead, if the players ask any non-merchant or a friendly passing
clergyman where they could exchange their currency for some of the
currency used by the people of this land, they will be referred to
Trisket and Churlston, Money Lenders. This will be a small corner
office about a block away from street market. The room will be
ridiculously warm, and the windows fogged up with steam and smoke.
Inside, the room is dimly lit, and the sounds of 15 scribes recording
numbers in record books, and two men counting out coins may be heard.
Trisket and Churlston are two elderly men, who will offer the PCs an
exchange rate of 5 Pounds per gold piece. Trisket will be
sickeningly and hypocritically friendly and courteous. Churlston
will be rude and unfriendly, especially if the speaking PC is not
dressed in the Victorian style. (A hideous rate of exchange, but it
is a foreign country.) If the players role-play it well enough, the
money changers will reluctantly raise their rate as high as 25
pounds:gold piece. If the players attempt to start a robbery,
mention to them that they noticed what appeared to be one of the
city's guardsmen, dressed in blue and a peculiar helmet standing
outside of the entrance to the shop.
Allow the players some time to get oriented, and explore
the shops. Then, preferably after they have gotten some more
appropriate clothes (or have decided to stay clothed as they already
are) proceed to Scene 3.
Scene 3: The Game is afoot.
The sun has just set, and as you continue to wander
through this confusing city, you pass an alleyway on your
left. From it, you here a loud feminine shriek. Glancing
that way, you see a tall dark form in a cloak, and top hat
hovering over a woman laying on the ground. The cloaked
person glances your way, then pivots and runs down the alley
away from you.
When the players rush down the alleyway to see what has
happened to the woman, they will find her body lying in a pool of
blood. She is quite clearly dead, and she has been dissected with
all the precision of an expert surgeon. If any party members attempt
to follow the man in the top hat, the alleyway will take a sharp turn
to the right and dead end. The person will be gone. No doors,
windows, or fire escapes are in the alleyway on the first two floors.
Regardless of what the players do, Jack the Ripper must
escape at this point. The players will miss, or Jack will make magic
resistance rolls to prevent any actions attempted to slow him down.
If magic is cast against him, tell the players it failed, and leave
them uncertain as to whether it was the nature of the plane which
caused the failure, or the magic resistance of the subject it was
cast upon.
30 seconds, real time, after scene begins, the party will
hear a whistle blown, and 5 british police officers (bobbies) men in
blue, wearing peculiar cylindrical hats, and wielding clubs will
appear. The officers will immediately draw clubs, and attempt to
arrest the party. (Treat the officers as 3rd level fighters, AC:9,
with 15 HPs.)
If a melee breaks out, have more and more officers show up,
until the party is somewhat overwhelmed. Also, suggest to the
players that these men are reminiscent of city guardsmen found in
towns throughout Krynn. Remind them that fighting such individuals
tends to lead to powerful mages working against the party.
Cooperation with such representatives of the city government could
yield them the items that they seek and a speedier return. The
police officers will be slightly less than abusive, however, they
will act as if they are certain they have found the criminals behind
the Jack the Ripper case.
The constables will demand the players identifications at
this point. Being wholly rational men of the industrial era, if the
PCs tell the truth, the constables will of course not believe a word
of it. Faking an accurate story should also be rather difficult for
the players, as they have no real experience with this world.
Lastly, the constables will threaten greater and greater violence, as
they continue to believe that the adventurers are creating wilder and
wilder stories of their origination.
The officers will finally attempt to handcuff the party
members, and then just as they turn to lead them away, a new figure
will appear walking down the alleyways towards the conflict. He will
be of moderate height, smoking a distinctive, curved pipe, and
wearing a deerstalker cap. As he approaches the officers, all will
turn. The apparent leader of the officers will turn to the man in
awe, and say, "Good Evening, Mr. Holmes. It seems we have finally
solved the Jack the Ripper case. Here are our murderers!" gesturing
to the party members as he speaks.
Holmes looks at the party, looks back at the officer, and
says, "You are in error, good sir. Jack the Ripper is clearly a
single individual, as could be noted by the style of the incisions
made on victims, and clearly a man taller than any of these, as could
be noted by the angle from which the incisions were made. No, you
have not found your murders, now set these people free, so that I may
hear their story." The officer steps back in awe, and gestures for
the rest of his men to comply with the request to set the party
members free.
At this point, Holmes turns to the party, and says,
"Good-day, it seems that you are the first surviving witnesses to the
mystery of the Jack the Ripper murders. With your cooperation, I
imagine that the issue can be more easily resolved." Holmes starts to
turn away from the party at this point, then turns back, and says,"Oh
yes, I am Sherlock Holmes, consulting detective, and you are?"
After introductions have been taken care of, Holmes will
turn to the constables, and say, "Inform Inspector Lestrade that I am
working on the case. If he has any further questions, I am certain
that he will know where to get in touch with me." The officers will
nod, and leave, while Holmes begins to interview the players. Holmes
will demand their full story, and while he will express some degree
of disbelief when they tell the truth, he will accept it. Holmes
will also know immediately when they are lying. If they choose to
lie, he will point out flaws in their stories, and demand the truth.
(Flaws could include a comment about the way their lips trembled when
they said something, which Holmes would state, "Was a clear signal of
an interview subject not telling the full story.")
While Holmes listens to their story, he will ask various
members of the party to take turns telling it. He will also invite
them back to his rooms 'at 221B Baker Street' for a spot of tea, and
brandy and cigars while they discuss the matter of Jack the Ripper.
When Holmes hears of their quest to recover the Chocolate
Melba sauce and to gain the bananas, he will assure them that he will
help them in their mission if they assist him in his. He promises
them that he shall gather all of the items on their list, if they
will help him hunt down Jack the Ripper tonight.
When the party arrives at 221B, proceed to scene 4.
If the party has somehow managed to escape the police, and
avoid contact with Holmes, have them devise their own method to
acquire the much sought after Melba Sauce. Then, just before they
retrieve it, have them come across London Bridge, and run scene 5
without the assistance of Holmes.
Scene 4: Now what do we do?
You ascend seventeen steps to the first floor of a
cramped brick building, the number on the door reads 221B.
As you enter, you find yourselves in a cramped room,
smelling of tobacco. Holmes removes his long coat, gestures
for you to do likewise, and dons a robe. While you remove
your outermost garments, Holmes picks up a violin, and
begins to play a haunting melody while gazing off into space.
'After seeing our murderer, what sort of person do you think
he is?' inquires Holmes.
Sherlock will wait patiently while the players give their
descriptions. After they finish, he will make a profound leap of
logic--take whatever the players say, and twist it dramatically--that
will yield the following: Jack the Ripper is a very athletic young
man who specializes in the surgical field. He apparently has some
sort of mystical powers, as, even after considering all probable
options, it seems that only the impossible remain. Apparently the
members of the party possess similar powers--Holmes will simply know
this, regardless of whether or not they have demonstrated or admitted
to them. Thus, these people must come from a similar place as Jack
the Ripper. Holmes will then ask them if they know Jack or if they
are constables from the same place seeking Jacks return.
If the players ask any questions about how he yielded this
result, he will, of course, respond, "Simple deduction." At this
point, Holmes will walk over to the desk in the room, and pull out a
map. Unfolding it, Sherlock will explain that this is a map of
London, and point out a number of different murder sites on the map.
After speaking for several moments, on the different sites, and going
through about 30 seconds worth of apparently disconnected pieces of
information, Holmes will slam his finger down at the intersection of
the London bridge and Upper Thames street.
He will then explain that the murder sites have been
following a pattern which, while it initially appeared random is in
fact very specific. Holmes will pull out a notebook, and compare
several notations to the map he presents. Sherlock will then explain
that the murder sites are forming a complex gothic cross. The next
murder site should be the exact center of the cross which is the
intersection of London bridge and Upper Thames street.
Holmes will then answer any questions that the players
have. By this point, Holmes will have come to the definitive answer
that Jack the Ripper is a member of the mythological species
identified as Vampires. While such seems to be a wholly illogical
conclusion, he will explain that factors of note included that none
of the victims were wearing any religious paraphernalia, the murders
occurred solely during hours after sunset, the victim always
disappeared into the London mist, and there were always a pair of
puncture wounds on the victims neck. (A factor the PCs did NOT
notice, no matter how closely they looked.)
Sherlock will now produce a copy of the novel Dracula by
Bram Stoker. The players may peruse the book if they wish. Holmes
will explain that he fears the novel speaks the truth, and that one
of these vampiric creatures is, indeed, invading London. If the
players attempt to read the novel, they will recognize the
information in the novel as consistent with what they know of
vampires. They will also note that the book contains many notes in
the margins, slips of paper inserted as many spots. Holmes will
explain that he has studied the book extensively, and fears that it
is far more accurate than the public suspects.
Holmes will then make the offer of more appropriate
clothing for the period to all party members. He will then suggest
that they arm themselves appropriately for such an encounter, taking
care to grab a cross from his desk, and a wooden stake from the pile
of firewood next to the fireplace. Holmes will then suggest that the
players arm themselves similarly, also offering each of them a 6 shot
revolver, then set off. Holmes will readily explain how the weapon
is used. All players may use them, however they will suffer the
non-proficiency penalty incurred. (Again, see DM reference #2 for
full info on firearms in this scenario.)
When the players leave 221B for the London Bridge, proceed
to scene 5.
Scene 5: And now, the hunt.
Night continues to enshroud this forbidding city. No
moon shows through the clouds, and a thick mist floods the
street as you leave the small room and enter the night
streets. Peculiar lamps appear approximately every 35 feet.
Each one contains a sputtering flame which cast eerie,
flickering shadows through the fog. The night feels as if
danger lurks behind every corner, the harsh night stalking
your small group.
Holmes will lead the party through the streets, but while
they travel, take care to keep them unnerved. During the walk, have
all of the following happen at least once:
--Have a black cat run across the street before them.
--Have gurgling noises which remind them of a ghost's voice.
(Actually coming from the city sewers.)
--Have a howling wind blow through a local cemetery.
--Have a skeleton like form approach the party. (Who turns out to be
a cripple, begging them for a handout.)
--A flight of bats dives down and flies through the party, rushing
from a nearby church steeple.
After the players have become thoroughly unnerved about the
situation, Sherlock will motion for them to stop. They will have
reached the famous London Bridge. Emphasize its incredible size, and
grandeur sweeping overhead, then have Holmes suggest that the party
waits in a side alley, taking care to maintain the watch for the
appearance of Jack the Ripper.
Stress the dripping sounds in the distance, the rushing
water through the Thames, the fog rolling in and filling the city,
and the noises of occasional solitary footsteps on the cobblestones.
After the players have become unnerved, or the party starts
to get bored with the waiting, have a couple walk past the end of the
alleyway. The couple then turns and ducks into the very alleyway the
party is waiting in. Apparently both are oblivious to the party's
presence. The girl is giggling, and the man leans over to plant a
kiss on her lips. At this point, Holmes jumps up, and shouts,
"ALRIGHT JACK! That will be quite enough." The girl shrieks in
shock, and the 'man' turns to face the party. He lets out a
terrifying shriek, bares his fangs, at the party, and launches an
attack against our intrepid heroes.
Jack the Ripper is, of course, a powerful vampire. Jack's
ego is more than overpowering enough, that he will fight to the death
when dealing with the party. However, he feels that his foes do not
have a chance against him. Remember, that a vampire can only be
slain by a) exposure to sunlight, b) immersion in running water
(conveniently the Thames!), or c) a wooden stake through the heart.
Vampires also are immune to attacks by non-magical weapons, can
regenerate 3 hps/round, and assume gaseous form when reduced to 0 hit
points. The vampires attack does, of course, also act as an energy
drain attack, draining 1 level per successful hit. The vampire is
immune to sleep, charm, hold, poison, and paralysis. Cold and
electrical spells only do 1/2 damage. Holy water and holy symbols do
2-7hps of damage. Jack is an Ex-3rd level mage, sent to Earth
following an unfortunate encounter with Grandias after having been
transformed to a vampire, and thus has a few spells appropriate to
his former profession. As a vampire, Jack's gaze also has the
ability of a charm spell, save vs. spells at -2 if a player is
subjected to the gaze. Lastly, Jack has the ability to invoke the
spider climb spell at will.
Jack the Ripper
AC: 1; THAC0: 11; Damage: 5-10 + Energy Drain; Hit Dice: 8+3;
Hit Points: 59
Spells: Shield; Wall of Fog; Darkness, 15' Radius
If Jack is defeated rather than simply slain, he will
reveal that he comes from the same realm as they. He will also
mention that he had dealt with Grandias in the past. Jack will ask
to return with them, but if the players should agree to this,
Sherlock will shove a stake through the vampire and toss his body
into the Thames. Holmes will explain that such a creature has no
right to live in the realm of mortal man.
After the Jack is defeated, Holmes will invite them back to
221B Baker street. There he will offer each a pipe, and wish to
discuss their views of the case, along with his own views. Holmes
will also be curious as to the nature of the realm they come from.
Finally, after the discussion has worked itself out, Holmes will
explain that he has the Chocolate Melba Sauce they have been looking
for, and will give it to them as a parting gift. He will roll the
two barrels out onto the center of the rug, and then tell them to do
as they see fit with them.
After the players dip the amulet into the Chocolate Sauce,
goto Scene 6.
Scene 6: It couldn't be THAT easy
As you dip the amulet Grandias had given you into the
chocolate, the world begins to swirl around you. You experience the
same sense of vertigo that you underwent travelling to that strange
world, and as your vision clears, you see Grandias before you once
more, setting atop his pile of gold. The great wyrm is smiling down
at you, apparently awaiting your gifts.
When the party steps through the portal, again, first have
them all make constitution checks to deal with the disorientation of
the portal. Any who fail are at -6 to their constitution for the
next 1d10 minutes.
Grandias will immediately ask if the party has brought the
items he requested they bring to him. If they do not have both,
things will go rather poorly for them. Grandias will immediately let
out a roar of fury, pronounce the party as incompetent labor, and
proceed to attack. (See DM Reference #1 for stats).
If the players do have the items, Grandias will open the
first barrel of chocolate sauce, stick a claw in, to test its flavor
and run the claw to his mouth. The dragon will smile, and pronounce
it excellent. He will then test one of the bananas in a similar
fashion. Grandias will then set the barrels and bananas aside, turn
to the party, and say, "Your work was most acceptable. Now comes the
time for your repayment." Grandias's face will break into a broad
grin, and he will say, "I have always wanted to try a human-banana
split."
With that Grandias will launch into an attack. However, he
will withhold the use of his breath weapon unless things go badly for
him--he does not want a HOT fudge sundae, he would much rather have
it properly chilled.
If the party is doing poorly, have Truman notice that there
is a footman's Dragonlance laying in Grandias's treasure hoard. The
weapon recieves a +5 to hit and does the wielders Max Hit points +6
to any dragon struck by it. (If this fails to even the odds, there
are not very many options left...)
If they do not survive, offer them your sympathy, and
explain that the odds were not exactly in their favor, even with the
aid of 6-shooters.
DungeonMaster Reference #1
Grandias the Great Red Wyrm
THAC0: -11 Hit Dice: 20 Hit Points: 140
AC: -11 Magic Resistance: 65%
Attacks: Bite: 3d10+12 Dragon Fear:
Claw: 1d10+12 save at -4 vs.
Claw: 1d10+12 petrification. or
Tail: 2d10+24 -2 to hit and
Wings: 1d10+12 damage for all
Breath: 24d10 +12 combat.
Special Abilities:
Immune to fire Suggestion 1/day
Affect normal fires 3x/day Hypnotism 1/day
Pyrotechnics 3x/day Detect gems in 100'rad 3x/day
Heat metal 1/day Detect Invisible
Claraudience (in lair)
Spells: (Cast as if 21st level spellcaster)
Wizard:
1st: Detect Magic, Sleep
2nd: ESP, Tasha's Uncotrollable Hideous Laughter
3rd: Lightning Bolt, Dispel Magic
4th: Dimension Door, Wall of Fire
5th: Dimension Cross (New spell, enabled Grandias to open the portal
to Victorian England for the PCs)
Priest
1st: Cure Light Wounds, Protetection from Good
2nd: Hold Person
Personality: Grandias is surprisingly polite for a red dragon. He
is also unbelievably cunning. All of his actions serve to forward
his own master scheme, which no one else could ever dream to
understand. He has a fetish for the taste of demihuman flesh,
especially after it has been dunked in Chocolate sauce, and roasted
with a mild breath. Grandias enjoys playing the roll of chess master
with all others being his pawns.
DungeonMaster Reference #2
Firearms in the adventure
The only firearm which need appear in this adventure is the
somewhat traditional, 6-shot revolver. The weapon has a base damage
of 1d10. When fired on Krynn, the weapon will have the additional
effect of instilling fear (per the spell) on all creatures of animal
intelligence or lower. The weapon has a rate of fire of 3
attacks/round. Reloading has a base time of 3/bullets per round. If
an high-speed loader is used, the reload time is reduced to 1 round.
Onceup's Battlegnome is a notable exception to these rules,
whenever he's using that weapon, refer to DM reference #4.
On a roll of a natural one, the gun jams, and will not fire any
further rounds until an intelligence check at one half is made. One
attempt can be per round to unjam the gun.
On a roll of twenty, damage the firearm does is doubled.
The base damage of the pistol is 1d10.
On every 10 rolled, rolled the damage die again and add to the
previous roll. E.G: an attack suceeds, and damage is rolled, the
first roll is a 10. The player rolls again and rolls a 7. The
player adds this to the 10 for a damage value of 17.
The range is: S:5, M:15, L:35
When firing at a creature larger than mansize, give a +1 to hit
for each additional size level. E.G:
Large=+1
Huge=+2
Gargantuan=+3 Namely DRAGONS!
DungeonMaster Reference #3
Timerran's Pouches
d100 Roll CONTENTS
1-2 Dagger
3-4 Ball of string
5-6 Skeleton key
7-8 ring with a purple stone
9-10 embroidered handkerchief
11-12 wineglass
13-14 bag of marbles
15-16 bottle of blue ink
17-18 non essential item from a random party member
19-20 13 gold pieces
21-22 pot of glue
23-24 5 arrowheads
25-26 small lock
27-28 blank piece of parchment
29-30 sealing wax
31-32 deck of cards
33-34 squirrel fur
35-36 bear's claw
37-38 whistle
39-40 flint and steel kit
41-42 map of Palanthus
43-44 map of Silvanost
45-46 map of Caergoth
47-48 writing quill
49-50 Thin book, entitled, 'History of Mt. Nevermind'
51-52 tin flute
53-54 small, ebony statue of a horse
55-56 5 nails
57-58 small hammer
59-60 3 candles
61-62 1/2 pound of raisins
63-64 filled wineskin
65-66 1 week of rations
67-68 magnifying lens
69-70 small hourglass
71-72 bottle of cheap perfume
73-74 6 fishhooks
75-76 bar of soap
77-78 2 sewing needles
79-80 sharpening stone
81-82 butter knife
83-84 short bowstring
85-86 tin cup
87-88 tin plate
89-90 2 sets of silverware
91-92 6 eagles feathers
93-94 Amulet vs. Undead (DMG p.159)
95-96 Chime of Opening (DMG p.163)
97-98 Potion of Extra Healing
99-100 Wand of Magic Missiles (99 charges)
Dungeonmaster Reference #4
The BattleGnome
The Battlegnome: This is a suit of armor, with just enough space
inside to contain a gnome, but which stands tall enough to resemble a
knight of Solamnia. The suit is self powered, by a steam boiler
mounted on the back to resemble a backpack. While it can walk, it
tends to do so with a VERY unsteady gate. The inside of the suit at
times gets somewhat warm, but is still tolerable. The 'engine' also
has a loud whistle which goes off whenever water needs to be added.
A cannon is mounted on the left shoulder of the battlegnome, this can
be fired 3 times (for 2d8 damage), and then needs to be taken apart
and reloaded. The reloading process takes 1d6 turns. Before the
shoulder cannon is fired, another loud warning whistle goes off, for
the portion of the round before it is actually fired. Further, when
the device is in motion, loud windchimes shake and rattle to warn
anyone that the Battlegnome is approaching.
The mechanization system on the Battlegnome is fairly reliable,
at semi-regular intervals (say once every couple of hours, game time)
have Onceup make a die roll, if a 1 is rolled, the system fails and
requires an overhaul, otherwise it will continue to work. HOWEVER,
the Battlegnome is a VERY noisy device. As long as it is being used,
the party cannot sneak up on anyone. The Battlegnome also has a
movement rate of 8'.
Whenever the shoulder cannon is fired, 2 things immediately
happen, the first is Onceup must make an engineering roll. If he
succeeds all goes well. If not, something went wrong with the cannon
this time. It explodes in a 10' radius, and everyone in that area
takes 2d8 damage for every round left in the cannon at the time.
(The cannon holds 3 rounds, so up to 6d8.) If the cannon fires
successfully, then Onceup must make a dexterity roll at 1/2, or the
recoil knocks the unstable suit over.
If the suit is knocked over in this way, Onceup is effectively
'Turtled.' Other party members will need a combined strength of 28
to lift the suit back up on it's feet. Onceup can abandon the suit
at this point, but if he does so, his armor class will be reduced to
that of the leather armor he is wearing.
Characters
Fedkirk Granitebite 9th Level Male Dwarven Fighter Chaotic Good
Str:18/95 +2 to hit/+5 Damage
Dex:16 +1 React/Missile, -2 Defensive
Con:17 +3 HPs
Int:6
Wis:8
Cha:13
Age:53 Height:4'0" AC:-4
Weight:150 Rear AC:0
Hair/Eyes:Red/Brown Armor Type: Field Plate & Shield
Hit Points:78
SAVING THROWS **************************
Poison, Paralysis, Death:4 * Current HPs: *
Rod, Staff, Wand:6 * *
Petrification, Polymorph:9 * *
Breath Weapon:9 * *
Spell:7 **************************
Nonweapon Proficiencies:
Blacksmithing(18), Blind-Fighting, Weaponsmithing(3)
Languages:
Common, Dwarven
Weapon: Attacks/rd Modified THAC0 Damage
Hammer, +3 (Melee) 2/1 7 1d4+9/1d4+8
-Dwarven Thrower 1/1 6 1d4+9/1d4+8
Dagger 3/2 10 1d4+5/1d3+5
Dagger(Thrown) 2/1 9 1d4+5/1d3+5
Magic Items:
Field Plate +2, Shield +1, Hammer +3-Dwarven Thrower,
Ring of Regeneration
Possessions:
Dagger. Large flask of Dwarven Spirits, 2 Weeks of Iron
Rations, Hooded Lantern, 1 Flask of Oil, Flint and Steel,
50' Rope, Horned Helm
Wealth: 153 Gold pieces
HISTORY: Fedkirk is a Hill Dwarf of the Granitebite clan. He grew
up with his parents who were travelling blacksmiths. Early on, he
mastered the trade of blacksmithing, however, Fedkirk felt the need
to adventure before settling down to such an 'ordinary' job.
At the young age of 35, Fedkirk left his parents home, and set
out to face the world. Fedkirk has worked as a mercenary with
various companies, and has also fought with the Solamnic knights on
occassion. During the war of the lance, Fedkirk served with a number
of different ground units. He neither cared for, nor wished to work
with any dragons. While Fedkirk earned several recognitions in the
war, when it ended, he found himself out of a job.
As a result, Fedkirk has tried to continue stubbornly fighting
the battle against all of the evil dragons and draconians. Fedkirk
has been in a number of adventuring parties who have succeeded in
dragon-slaying quests.
PERSONALITY: Incredibly stubborn, not that bright, aggressive, and
impatient are terms which pretty well sum up Fedkirk. He wants his
way be it right or wrong, and he wants it NOW. Fedkirk will listen
to the advice of other party members, but he will generally discard
the advice as inaccurate, and make a point to find flaws in their
logic. However, the flaws are usually in his logic rather than the
person's he is arguing with. Fedkirk is also very stingy, and wants
to make absolutely certain that he gets at LEAST his fair share of
any treasure the party gains.
OTHER CHARACTERS:
Gareth: She's attractive, but she's a human, hardly your type.
She's also a spellcaster, and stuck up, both of which mean you can't
trust her very far. However her spells have saved your back once or
twice, so you're friendly to her, in an uneasy manner.
Timerran: Well, he's friendly enough, but he's a Kender, and he
never seems to stop asking questions. You're courteous to him, but
you also keep an eye on him to make sure he doesn't steal your stuff.
Onceup: Reorx only knows why you were stuck in a group with a Gnome.
He talks to fast, thinks to slow, and is always trying to break with
traditional means of doing things. That always makes it your job to
pull him out of trouble.
Truman: A respectable, noble Solamnian knight. Baah, humbug. He's
only here to suit his pride. Well, you'll follow his lead, but in
combat, you'll show him who the better warrior is. In the meantime,
you'll show the rest of the party that he's a fake noble.
Milnarin: A cleric of Gilean. Well, these neutral types tend to be
untrustable, but Milnarin seems friendly enough. However, when he
gets on his high horse, and starts babbling off mindless facts, it's
far too much for you.
Gareth Marchstorm 9th Level Female Human Wizard of the Red Robes
Lawful Neutral
Str:8
Dex:16
Con:11
Int:18
Wis:13
Cha:15
Age:23 Height:5'5" AC: 1
Weight:125 Rear AC: 3
Hair/Eyes:Brown/Blue Armor Type:Bracers of Defense
Hit Points:27
SAVING THROWS **************************
Poison, Paralysis, Death:13 * Current HPs: *
Rod, Staff, Wand:9 * *
Petrification, Polymorph:11 * *
Breath Weapon:13 * *
Spell:10 **************************
Nonweapon Proficiencies:
Herbalism(16), Spellcraft(16), Engineering(15), Singing(15),
Direction Sense(14)
Languages:
Common, Elvish, Dwarven, Gnome, Kender
Weapon: Attacks/rd Modified THAC0 Damage
Dagger +2 1/1 16 1d4+2/1d3+2
Quarterstaff 1/1 18 1d6/1d6
Magic Items:
Bracers of Defense (AC:3), Wand of Frost(23 Charges),
Potion of Extra Healing, Dagger +2, Ring of Tongues--New Magic
Item, allows the wearer to communicate verbally with anyone.
Possessions:
Spell components, backpack, 2 flasks of oil, spell book,
2 weeks of rations, 1 filled wineskin.
Wealth: 95 Gold pieces
HISTORY: Gareth grew up in Palanthus. Her parents were rich, minor
nobles, and she was spoiled terribly. However, when the time came
for her to be wed and face the real world, Gareth stomped her foot
like a pouting little girl, and her Daddy gave in. Instead, Gareth
used her father's connections to gain an apprenticeship to a minor
mage. Much to everyone's surprise, Gareth was found to be naturally
skilled in the area, and soon made her way to the Wayreth Tower of
High Sorcery. There she passed her test with as much ease as anyone
ever had, but was forced to learn a great deal of self-reliance and
independence. She also came to know herself even better when she
used her magic to slay an illusion of her father during the test.
Gareth was given the red robes as a result of her testing, and
was turned loose on the world as a mage. She has travelled the world
since, taking advantage of as many people as possible, and making
certain that everyone knows who she is. While she has made a number
of enemies in this way, she has also gained the adoration of men in
various cities throughout Anslon.
PERSONALITY: Gareth acts like a stuck-up little rich girl. She
relies on the rest of the party to take care of her, however she also
treats them with discourtesy. She makes it a point to have everyone
else respect her, whether or not she deserves the respect. Gareth
also knows she is very physically attractive and makes a point of
showing and reminding others just how attractive she is.
OTHER CHARACTERS:
Fedkirk: This slovenly Dwarf is not your style at all. He's
unintelligent, and discourteous, however, he has saved your back in
combat before. It's your duty as a true noble to protect his kind,
the Gods only know why.
Timerran: This inquisitive little Kender is always running off with
your spell components. To shut him up, you'll sometimes make up
stories to keep him occupied, but that only seems to attract him
more. He's an annoyance.
Onceup: A Tinker Gnome. Why in the world a race of people wastes so
much time playing with foolish technology which only gets them into
more trouble in the first place is beyond you. Onceup epitomizes
this, and that's frustrating. Maybe you'll teach him magic instead.
Truman: While this guys relatively handsome, and sort of smart, he's
not quite your type. You'll play with his emotions in the meantime,
for fun, and pretend to follow his lead to. But when it comes down
to money of him, you'll take the money and run.
Milnarin: While you respect Milnarin's life philosophy, and find him
moderately attractive, you wouldn't want to spend your life with him.
You listen to his wisdom, and his teachings, but try to tell him just
as much back. After all, you know FAR more.
Spells:
1st Level (Choose 4) 2nd Level (Choose 3)
__ __ __Burning Hands __ __ __Continual Light
__ __ __Color Spray __ __ __Darkness 15' Radius
__ __ __Comprehend Languages __ __ __Knock
__ __ __Enlarge __ __ __Pyrotechnics
__ __ __Alarm __ __ __ESP
__ __ __Unseen Servant __ __ __Blur
__ __ __Detect Magic __ __ __Summon Swarm
__ __ __Detect Undead
3rd Level (Choose 3) 4th Level (Choose 2)
__ __ __Fly __ __ __Dimension Door
__ __ __Haste __ __ __Evard's Black Tentacles
__ __ __Tongues __ __ __Fear
__ __ __Wraithform __ __ __Stoneskin
__ __ __Water Breathing
__ __ __Monster Summoning I
5th level (Choose 1)
__ __ __Teleport
__ __ __Transmute Rock to Mud
__ __ __Conjure Elemental
__ __ __Cone of Cold
Milnarin 9th level male Elven Priest of Gilean Lawful Neutral
Str:10
Dex:14
Con:12
Int:9
Wis:16
Cha:9
Age:250 Height:6'0" AC:2
Weight:150 Rear AC:2
Hair/Eyes:Silver/Blue Armor Type:Chain mail +2
Hit Points:42
SAVING THROWS **************************
Poison, Paralysis, Death:7 * Current HPs: *
Rod, Staff, Wand:11 * *
Petrification, Polymorph:10 * *
Breath Weapon:13 * *
Spell:12 **************************
Nonweapon Proficiencies:
Astrology(9), Healing(14), Spellcraft(7), Herbalism(7),
Reed Flute(13), Reading/Writing(10)
Languages:
Common, Elvish
Weapon: Attacks/rd Modified THAC0 Damage
Mace of disruption 1/1 15 1d6+1/1d6
Sling 1/1 16 1d4+1/1d6+1
Quarterstaff 1/1 16 1d6/1d6
Warhammer 1/1 16 1d4+1/1d4
Whip 1/1 16 1d2/1
Club 1/1 16 1d6/1d3
Magic Items:
Medallion of Faith, Mace of Disruption, Chain Mail +2,
Wand of Fear, Potion of Extra Healing
Possessions:
Religious text, 20 sheets parchment, vial of ink, 2 Quills,
Sling and 20 bullets, 2 vials holy water, 1 week of rations,
waterskin.
Wealth: 82 Gold Pieces
HISTORY: Milnarin grew up in the city of Qualinost. His family were
commoners, who owned a carpentry store. While Milnarin enjoyed
working with them, he also felt that there must be more to life.
Milnarin read fiercely during this time, acquiring a great deal of
philosophical and moderately historical knowledge. Milnarin greatly
enjoyed the pleasure of reading, and virtually absorbs information.
When the Holy Order of the Stars were recently resurrected,
Milnarin felt the call of Gilean. He responded happily, and has
since served the god of knowledge. Milnarin travels the world in
hopes of cataloging as much of the world's information as is possible
and also in hopes of spreading this knowledge throughout. Treasure
that he gains is used almost exclusively for the founding and
maintenance of teaching facilities.
PERSONALITY: Milnarin lives for new experiences and knowledge, and
always listens carefully when others speak. He makes a point of
carefully notating all he hears in his journal so that he may tell
others of the wonders of the world. Whenever no one else is talking
Milnarin tells tales of Ancient History, and also rattles off trivial
facts to the group to expand their knowledge of the world. Milnarin
stives to enlighten the uninformed, and teach the masses. While he
recognizes the boundaries between good and evil, he realizes that
knowledge is vital to the survival of all and is held by all.
OTHER CHARACTERS:
Fedkirk: This dwarf is too foolhardy for his own good. You try to
teach him, but nothing sinks into that thick skull of his. Perhaps
if you persuaded the Kender to borrow his weapon, he'd think better
without it.
Gareth: An attractive, but human, female. As a wizard of the red
robes, she understands the balance of the cosmos, but as a stuck up
noblewoman, she fails to see the value of knowledge. Perhaps if you
teach her enough, she'll better understand.
Timerran: The Kender is friendly, and he appreciates your knowledge,
so you make it a point to tell him all you know. In return, he'll
sometimes borrow things from other party members for you, you just
have to phrase it properly so he doesn't think he's stealing them.
Onceup: The Gnome is a positive well of information, a great deal of
which you record from him, however, sometimes you feel he terribly
misapplies the information he has. Perhaps your guidance could help
him to be a better tinker.
Truman: Your noble party leader, you follow his leadership, but
always offer your advice in such matters. Perhaps with your
guidance, he could become the great knight that he already sees
himself as having become.Spells:
1st Level(choose 7) 2nd Level(choose 6)
___ ___ ___Detect Magic ___ ___ ___Know Alignment
___ ___ ___Detect Poison ___ ___ ___Speak with Animals
___ ___ ___Detect Snares & Pits ___ ___ ___Messenger
___ ___ ___Locate Animal or Plant ___ ___ ___Find Traps
___ ___ ___Endure Cold/Heat ___ ___ ___Barkskin
___ ___ ___Protection from Evil ___ ___ ___Withdraw
___ ___ ___Sanctuary ___ ___ ___Resist Fire/Cold
___ ___ ___Augury
3rd Level(choose 3) 4th Level(choose2)
___ ___ ___Create Food & Water ___ ___ ___Detect Lie
___ ___ ___Locate Object ___ ___ ___Tongues
___ ___ ___Speak with Dead ___ ___ ___Divination
___ ___ ___Dispel Magic ___ ___ ___Spell Immunity
___ ___ ___Remove Curse
___ ___ ___Remove Paralysis
5th Level
___ ___ ___Plane Shift
___ ___ ___Commune
___ ___ ___True Seeing
Onceup(onatimewhenthe...) 8th Level Male Gnome Tinker Neutral Good
Str:9
Dex:15 (-1 Defensive Adjustment)
Con:11
Int:18
Wis:6 (-1 to Magical defense)
Cha:10
Age:68 Height:3'9" AC:1 (Dex does not apply)(5)
Weight:125 Rear AC:1(6)
Hair/Eyes:Brown/Grey Armor Type:Battlegnome(next page)
Hit Points: 30
SAVING THROWS **************************
Poison, Paralysis, Death:9 * Current HPs: *
Rod, Staff, Wand:8 * *
Petrification, Polymorph:8 * *
Breath Weapon:12 * *
Spell:9 **************************
Nonweapon Proficiencies:
Mining(1), Weather Sense(1), Blacksmithing(4), Carpentry(4),
Leatherworking(13), Pottery(8), Engineering(10), History of Mount
Nevermind(5), Gem cutting(8), Armorer(11), Weaponsmithing(10)
Languages:
Common
Weapon: Attacks/rd Modified THAC0 Damage
Battlegnome cannon 1/1 16 2d8/2d8
Short Sword 1/1 16 1d6/1d8
Dagger 1/1 16 1d4/1d3
Sling 1/1 16 1d4+1/1d6+1
Dart 3/1 16 1d3/1d2
Magic Items:
Disassembled Rod of Lordly Might (Truman's), ring of
protection+2
Possessions: BattleGnome, Suit of Leather Armor, Short Sword,
Assortment of pulleys, gears, clockwork parts, wires, & fuel for the
BattleGnome, 6 reloads for the Battlegnome's cannon, 2 Weeks
rations, 1 filled waterskin, 20 pages of parchment, sealing wax,
quill, vial of ink.
Wealth: 9 Gold Pieces
HISTORY: Onceuponatimewhentheworldwasyoungtherewasthisgreatbig
explosionandthennotlongafterwardsthegnomescametoliveonKrynnafterthat
MountNevermindwasbuiltandthenafewmillenialaterIwasbornsorryIdon'tknow
whathappenedinbetweentheconstructionofNevermindandwhenIwasbornbut
that'sbesidethepointanywaysrightSobacktothestoryIgrewupinMount
NevermindandwasinductedintotheKineticsguildwhenIwasstillveryyoung
ThereIlearnedMyLifequestwhichistogainasmuchknowledgeaboutexplosives
andtheirapplicationsinamilitaryscenarioasispossiblefromthereIbeganto
workwithasubstanceknownasgunpowderworkingwiththisIfoundthatby
containingitwithinacylinderIcoulduseittoshootapelletofanyknown
substanceoutfromtheotherendfromthisIfoundthatthemorepoderIusedthemore
powerfultheblastwaswhichcouldbefiredfromtheweaponHoweverreallybig
weaponscouldn'tbecarriedbynormalsizedGnomessoIdeducedthatastronger
suittocarrytheseweaponsmightneedtobebuiltSoIbeganworkontheBattlegnome
whichseemedlikeareallygoodideaatthetimebecauseitallowedgnomestolook
morelikebigpeopletooasidefromjustallowingustofirethesereallybigguns
WellittookmeafewattemptsatittofinallygetthingstoworkjustrightbutonceI
goteverythingworkingitmakesareallyneattoySoIdecidedtogooutintothe
worldandtestmyinventionandsofarit'sworkedwellwithinthedeisgnbutthere
wasthisonetimewhenthingsdidnotquiteworkrightand...
PERSONALITY:Obviously, you've by now noticed that Onceup, like all
Gnomes tends to run his phrases together. Onceup is also obsessed
with Gunpowder, his Lifequest, and with his Battlegnome. Whenever
the opportunity for working with either one arises, he takes full
advantage of it to the exclusion of all else. Onceup is also always
willing ot do whatever he can to improve the lives of his companions
by fixing their equipment so that it works better.
OTHER CHARACTERS:
Fedkirk: A dwarf, and follower of Reorx. While you respect his
warfare ability, he doesn't seem to respect your inventions. Perhaps
if you perfom impressively enough or repair one of his pieces of
equipment he would like you better.
Gareth: A beautiful human mage, but not exactly your style. Aside
from the fact that she's too slow to action, she doesn't respect the
wonders of technology. She keeps offering to teach you magic, so
instead, you offer to teach her the wonders of kinetics.
Timerran: A friendly Kender who is always willing to listen to your
great research on kinetics, especially when you explode something.
He borrowed Truman's rod of lordly might for you so that you could
make it better for Truman.
Truman: A noble knight of Solamnia who once saved your life when you
were testing the BattleGnome against some hobgoblins. Well, in
return, you had Timerran borrow his rod of lordly might. You've been
working on improving it, but right now, it doesn't quite work right.
Milnarin: This cleric has worked as a wonderful scribe for your
research from time to time. He also has fed you some interesting
facts which have been intrumental in aiding your lifequest. You
respect him, and are grateful for his help.The Battlegnome:
This is a suit of armor, with just enough space
inside to contain a gnome, but which stands tall enough to resemble a
knight of Solamnia. The suit is self powered, by a steam boiler
mounted on the back to resemble a backpack. While it can walk, it
tends to do so with a VERY unsteady gate. The inside of the suit at
times gets somewhat warm, but is still tolerable. The 'engine' also
has a loud whistle which goes off whenever water needs to be added.
A cannon is mounted on the left shoulder of the battlegnome, this can
be fired 3 times (for 2d8 damage), and then needs to be taken apart
and reloaded. The reloading process takes 1d6 turns. Before the
shoulder cannon is fired, another loud warning whistle goes off, for
the portion of the round before it is actually fired. Further, when
the device is in motion, loud windchimes shake and rattle to warn
anyone that the Battlegnome is approaching.
Timerran Kristoff 9th Level Kender (Thief)Handler Chaotic Good
Str:9
Dex:19 +3React/Missile, -4 Combat
Con:12
Int:11
Wis:7
Cha:14
Age:25 Height:3'5" AC:1
Weight:80 Rear AC:5
Hair/Eyes:Brown/Blue Armor Type:Leather
Hit Points:37
SAVING THROWS **************************
Poison, Paralysis, Death:9 * Current HPs: *
Rod, Staff, Wand:8 * *
Petrification, Polymorph:8 * *
Breath Weapon:12 * *
Spell:9 **************************
Nonweapon Proficiencies:
Singing(14), Juggling(18), Reading Lips(9), Tumbling(19)
Languages:
Common, Elvish
Weapon: Attacks/rd Modified THAC0 Damage
Dagger+3 1/1 13 1d4+3/1d3+3
Dart 3/1 12 1d3/1d2
Sling 1/1 12 1d4/1d4
Short Sword 1/1 16 1d6/1d8
Magic Items:
Leather Armor +1, Ring of Protection +2, Folding Boat, Dagger+3
Possessions:
Lots and Lots of fun stuff throughout your pouches. Of course,
you're never entirely certain what you'll grab... or might
accidentally fall into them.
'Handling' Skills:
Pick Pockets:95% Open Locks:95%
Find/Remove Traps:65% Move Silently:65%
Hide in Shadows:65% Detect Noise:60%
Climb Walls:55% Read Languages10%
Kender Taunt: Timerran may taunt those who anger him, shouting out
truly effective insults, and forcing the tauntee, on a failed saving
throw vs. spell, to attack him at a -2 to hit, and a +2 to their
armor class, due to irrationality.
Kender Fearlessness: Timerran is immune to all natural and magical
fear.
HISTORY: Timerran was struck by Wanderlust about 5 years ago, and
has been travelling the realms ever since. He has scene the Gnomes
of Mount Nevermind, the great city of Palanthus, and the Dwarven
citadel of Thorbardin. Getting into all of these places was kind of
tricky since for no apparent reason they didn't like Kender, but
Timerran made his way in anyways. Timmeran seeks to someday live
comfortably with his fellow Kender, but until that time he wants to
see as much of the world as is possible so that he can tell his
grandchildren of all of the wonderful sights. Timmeran has not yet
met any attractive female Kender with whom he would like to spend his
time, and he really is not worried about it at the moment. Timerran
met Truman 6 months ago, and has decided that adventuring with him
would be the best way to see the world.
PERSONALITY: Timmeran is a very friendly young Kender. However,
sometimes he's a little bit too friendly, and occassionally (read
always!) too inquisitive. Timerran is always seeing fascinating
things during his journey's and somehow a lot of these items seem to
accidentally fall into his pouches for no apparent reason. Timmerran
also wants to see everything possible and if he can't see things
resorts to pouting. If pouting fails to work, Timerran will try
taunting those who get in his way of adventure. Whenever Timerran or
anyone else needs something, Timerran reaches into his pouches,
hoping to find the appropriate item.
OTHER CHARACTERS:
Fedkirk: A really great warrior, who you always try to get wonderful
stories about his past adventures from. However, sometimes he's got
other things to do, which get's frustrating. You also like to borrow
his helm to look at it better.
Gareth: A pretty human, lady wizard. She carries all sorts of neat
things in her pouches just like you do. You sometimes borrow her
stuff without telling her, because it's fun to play with, but you
always put them back when you're through with them.
Onceup: A really friendly gnome, with this absolutely incredible suit
of armor. You always offer to help him take it apart, because it's
so shiny and makes such neat noises, but sometimes he doesn't want
you to play with his stuff, he thinks you might break it.
Truman: A really great warrior, who can tell fun stories, but he
sometimes gets angry with you when he discovers that you've found one
of his daggers and forgotten to return it to him.
Milnarin: An Elven cleric of Gilean who can tell incredible stories
about things that happened in the past. You always try to get him to
tell stories to you, and sometimes you'll do favors for him to
persuade him to tell you more stories.
Truman Hillmaker|9th Level male human Knight of the Rose|Lawful Good
Str:18/21 (+1to hit/+3 Damage)
Dex:15 (-1 Defensive adjustment)
Con:16
Int:11
Wis:14
Cha:9
Age:23 Height:6'3" AC:-4
Weight:215 Rear AC:0
Hair/Eyes:Brown/Brown Armor Type:Full Plate and Shield
Hit Points:95
SAVING THROWS **************************
Poison, Paralysis, Death:8 * Current HPs: *
Rod, Staff, Wand:10 * *
Petrification, Polymorph:9 * *
Breath Weapon:9 * *
Spell:11 **************************
Nonweapon Proficiencies:
Blindfighting, Endurance(16), Weaponsmithing(8), Armorer(9),
Hunting(13), Navigation(9)
Languages:
Common, Elvish
Weapon: Attacks/rd Modified THAC0 Damage
Longsword+3, 2/1 7 1d8+8/1d12+8
frostbrand 2/1 4 1d8+11/1d12+11
Dagger 2/1 10 1d4+5/1d3+5
Heavy Crossbow 1/1 10 1d4+3/1d6+3
Footman's lance 2/1 6 1d6+5/1d8+5
Warhammer 2/1 11 1d4+3/1d4+4
Sling(stone) 3/2 11 1d4/1d4
Longbow 2/1 11 1d6/1d6
Shortsword 3/2 11 1d6+3/1d8+3
Magic Items:
Longsword +3, Frost brand; Full Plate+1; Shield+2;
Rod of Lordly Might, 2 potions of healing
Possessions:
Dagger, Heavy Crossbow, 24 bolts, Backpack, 50' rope,
Flint&Steel, Hooded Lantern, 2 flasks of oil, 2 weeks of
rations, 1 filled wineskin
Wealth: 125 Gold Pieces
HISTORY: Truman grew up in Palanthus always dreaming of one day
becoming a member of the Knights of Solamnia. He had heard many
great stories of the organization, and when he turned 17 left the
city and sought out the organization. After a great deal of
searching, and some very fast talking, Palanthus managed to get
himself a position as a squire.
Over time, during the War of the Lance, Truman gained the
respect of his superiors, and was promoted through the ranks,
eventually managing to gain membership in the elite Knights of the
Rose. Recently, Truman was given orders to dispose of a powerful
dragon who was reputed to be bothering a small town. Noble knight to
the core, Truman volunteered for the duty even though he was ordered
to gather his own team of adventurers as insufficient knights could
be spared, and he was not given either a dragon or a Dragonlance to
help take care of the dangerous matter.
PERSONALITY: Truman exemplifies the very soul of Knightly valor. He
would go to whatever lengths necessary to protect his comrades and
innocents around him, would never consider lying or cheating, and
would always fight to the death if need be. He respects others,
though tries to convert them to his own code of honor, something that
few others are capable of observing.
OTHER CHARACTERS:
Fedkirk: A great Dwarven warrior who you managed to hire to join your
cause. He fights well at your side, but sometimes he's a bit too
agressive, and doesn't seem to fully respect the proper knightly code
of honor.
Gareth: An attractive noble woman who would make a wonderful wife,
but unfortunately she wears the robes of a red wizard. You try to
convert her to the cause of good, but she just doesn't seem to quite
appreciate the cause.
Timerran: A kender, who is constantly borrowing things from fellow
party members. While his courage is unquestionable, his honor is
apparently non-existent. However, you dare not mention this for fear
of insulting the naive young Kender.
Onceup: A gnome who's life you saved. In return he has become your
ardent follower. Unfortunately, his idea of combat using his
technological tools is far more often a detriment than an assistance.
Milnarin: An elven priest of Gilean. While his knowledge and skills
in war are certainly a benefit, the fact that he is both neutral and
incapable of healing are a detriment to the party. You would seek to
convert him to following Palandine, but you suspect such a cause
would be hopeless.
|