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The Book of Lairs
Table of Contents
How to Use
The Book of Lairs
.............................
3-4
Terrain
Mountains
The Armorer (JW)
................ 5
Ogre Mage (JW)
................ 6
Shadows (JW)
................ 8
Zombies (JW)
................ 9
Undead (JW)
. . . . . . . . . . . . . . . 10
Mummies (JW)
. . . . . . . . . . . . . . . 11
Brigands (MB)
. . . . . . . . . . . . 12-16
Rock Reptiles (MB)
. . . . . . . . . . . . 17-18
Sylph (MB)
. . . . . . . . . . . . 19-20
Basilisks (JW)
. . . . . . . . . . . . . . . 21
Harpies (MB)
. . . . . . . . . . . . 22-23
Trolls (MB)
. . . . . . . . . . . . 24-25
Dinosaurs (JW)
. . . . . . . . . . . . . . . 26
Sixteen-Headed Hydra (JW)
. . . . . . . . . . . . . . . 27
Hu Hsien (Oriental Adventures) (MB) . . . . . . . . . . . . . . . 28
Hills
Cave Bears (JW)
Goblins (JW)
Wights (JW)
Ogres (JW)
Forest
Leopards (JW)
Orcs (JW)
Apes, Carnivorous (MB)
Bear (MB)
Buckawns (JW)
Centaurs (MB)
Faerie Dragon (MB)
Kobolds (JW)
Animal Trainer (MB)
Drow Elf (JW)
Ghouls (JW)
Hobgoblins (MB)
Pixies (MB)
Vampiress (JW)
Gray Elves (JW)
Quicklings (MB)
Rakshasas (MB)
. . . . . . . . . . . . . . . 33
. . . . . . . . . . . . . . . 34
. . . . . . . . . . . . 35-36
. . . . . . . . . . . . 37-38
. . . . . . . . . . . . . . . 39
. . . . . . . . . . . . 40-41
. . . . . . . . . . . . . . . 42
. . . . . . . . . . . . . . . 43
. . . . . . . . . . . . 44-45
. . . . . . . . . . . . . . . 46
. . . . . . . . . . . . . . . 47
. . . . . . . . . . . . 48-50
. . . . . . . . . . . . 51-52
. . . . . . . . . . . . . . . 53
. . . . . . . . . . . . . . . 54
. . . . . . . . . . . . 55-57
. . . . . . . . . . . . 58-59
...............
...............
...............
...............
29
30
31
32
Monster (Author)
Page
Swamp and Jungle
Gnolls (JW)
Groaning Spirit (JW)
Werewolves (JW)
Lizard Men (MB)
Guardian Naga (JW)
Steppes and Plains
Spectre (JW)
Spotted Lions (JW)
Birds of the Open Spaces (JW)
Thri-Kreen (JW)
Bandits (JW)
Village, City, Ruins
The Alchemist (JW)
The Architect (JW)
The Jeweler (JW)
The Weapon Master (JW)
Innkeeper (JW)
Gargoyles (MB)
Pseudo-Undead (JW)
Ghost (JW)
Desert
Skeletons (JW)
Lich (JW)
Stone Golem (JW)
Aquatic, Coastal
Dryad (MB)
Otters, Giant (JW)
Buccaneers (JW)
Sahuagin (MB)
Alphabetized Table of Contents
Combined Monster Statistics Chart
. . . . . . . . . . . . 83-84
. . . . . . . . . . . . . . . 85
. . . . . . . . . . . . . . . 86
. . . . . . . . . . . . 87-88
. . . . . . . . . . . . . . . 89
. . . . . . . . . . . . . . . 90
. . . . . . . . . . . . 91-92
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
. . . . . . . . . . . . . . . . . . . . . . . 94-95
. . . . . . . . . . . . . . . 60
. . . . . . . . . . . . . . . 61
. . . . . . . . . . . . . . . 62
. . . . . . . . . . . . 63-65
. . . . . . . . . . . . . . . 66
. . . . . . . . . . . . . . . 67
. . . . . . . . . . . . . . . 68
. . . . . . . . . . . . . . . 69
. . . . . . . . . . . . 70-71
. . . . . . . . . . . . . . . 72
. . . . . . . . . . . . . . . 73
. . . . . . . . . . . . . . . 74
. . . . . . . . . . . . . . . 75
. . . . . . . . . . . . . . . 76
. . . . . . . . . . . . . . . 77
. . . . . . . . . . . . 78-79
. . . . . . . . . . . . 80-81
. . . . . . . . . . . . . . . 82
CREDITS
Editing: Mike Breault
Typography: Betty Elmore and Kim Lindau
Keylining: Colleen O'Malley
Cartography: David C. Sutherland III
Cover Art: Clyde Caldwell
Interior Art: Larry Day and Valeric Valusek
Printed in U.S.A.
0-88038-319-4
9177
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 distribu-
tors. Distributed in the United Kingdom by TSR UK Ltd.
This adventure is protected under the copyright laws of the United States of America. Any
reproduction or other unauthorized use of the material or artwork contained herein is pro-
hibited without the express written permission of TSR Inc.
©Copyright 1986 TSR Inc. All Rights Reserved.
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How to Use
The Book of Lairs
The intent of this book is to provide the ref-
eree with a series of pregenerated encounters
to insert into any AD&D® game campaign.
Each creature encounter is itself a series of en-
counters that can be used all at once or in part
during a game. The referee can easily use
these encounters without much preparation
during the middle of a game or can use them
to start off an adventure.
The adventures in this book are organized
into terrain groupings. Within each terrain
type, the adventures are listed in order of in-
creasing difficulty (from adventures designed
for low-level parties to those created for high-
level groups).
An index in the back of this book lists the
adventures in alphabetical order with average
party levels. Also in the back of the book are
tables listing the statistics for all the monsters
encountered in this book. This can be re-
moved and used as a reference sheet by the
DM.
should be made.
The
(Average)
listing for the Total Party
Levels is a calculation that should be made at
This is the main body of the adventure and in-
cludes a detailed description of the lair as well
as the monsters' tactics and several separate
the beginning of the adventure by the DM.
This is an indication of the power and type of
creatures a party should be facing. If the party
average falls below or above the listing for the
encounter by more than one, changes should
be made in the encounter.
Experience points appear under three dif-
ferent listings for each encounter:
Total Magic
X.P., Total g.p. X.P.,
and
Monster X.P.
The
Total Magic X.P.
listing deals with the
magical treasures of the encounter. The
Dungeon Masters Guide
experience point val-
ues for the magical items in the adventure are
added into this total. In the case of charged
encounters within the adventure. These en-
counters eventually lead to the climactic battle
in which all is won or lost.
The beginning of this section gives a little
bit of background on the creature(s) and why
this encounter is where it is. Then there is a
short description of the encounter area and
what is there and easily observable. The rest of
the information is the series of encounters the
party will meet when dealing with the crea-
ture listed. Sometimes the end of the en-
counter has a brief listing that can lead the
party to other encounters in
The Book of Lairs.
Encounter Format
The creature featured in each adventure is
listed at the top of the first page of the adven-
ture. Next to the creature name is a number in
parentheses. This is the total number of these
creatures that might be encountered during
the adventure. At the top of the first column
of text is a box that contains general informa-
tion pertinent to the adventure. This box lists
the terrain, total party levels, total magic
X.P., total g.p. X.P., and three degrees of
items, their full charge value has been given in
case the referee wants to make changes in the
encounter and present their players with fully
charged items. It is a simple matter to scale
down this experience if a lesser charged item is
desired.
The
Total g.p. X.P.
listing indicates the to-
tal gold piece value of the encounter. All of
the treasures have been added into this figure
Terms Used in
The Book of Lairs
There is a set of fairly standard terms used
throughout the text of this work that are de-
fined here. Every DM should be familiar with
these terms.
When a new monster is introduced in an
adventure, its statistics are given in the follow-
ing paragraph so that the DM will not have to
thumb through the book looking for the crea-
ture's stats.
IN:
Intelligence represents the reasoning
and learning abilities of a character or crea-
ture.
Intelligence
Rating
Represents
0
Nonintelligent or unrateable
1
Animal intelligence
2-4
Semi-intelligent
5-7
Low intelligence
8-10
Average (human) intelligence
11-12
Very intelligent
13-14
Highly intelligent
15-16
Exceptionally intelligent
17-18
Genius-level intelligence
19-20
Supra-genius
21+
Godlike intelligence
and appropriate subtractions should be made
if the party does not find all of the treasure.
The
Monster X.P.
entry is computed from
the
Dungeon Masters Guide
listings and a
subjective addition has been made for the
tricks and traps of any given encounter. Three
listings are provided under the monster expe-
rience points. These listings are used by the
DM as the situation merits. The
Kill
listing is
monster X.P.
The
terrain
of the encounter is given at the
top of the box. This gives the type of area the
PCs must be in to encounter this particular
monsters. The adventures appear in terrain
groupings in the table of contents. In this way,
a DM can easily see what adventures are avail-
able for the type of terrain the PCs are cur-
rently journeying through.
The listing for
Total Party Levels
is an aid to
the referee to determine the power of the
group the adventure was designed for. If a
party is larger or smaller than the total party
levels listed, adjustments should be made.
Adjustments can be made in several areas. To
adjust the encounter downward for a weaker
party, several things can be done. In all cases
the creatures found in this book have above
average hit point totals; halving these totals
for a weaker party is one answer. Halving the
damage done by traps is also another solution.
In the case where the encounter must be made
tougher, a simple increase in the number of
creatures can bring the encounter level up to
where it should be. In both of these changes a
modification to the
Monster X.P.
number
used when the players have killed all the crea-
tures in the encounter. The
Defeat
entry is
used in the event the party drives off some of
the creatures or otherwise meets and wins out
over the encounters without causing the death
of all the monsters. The
Retreat
listing is used
if the party made an effort to defeat the crea-
tures in the adventure, but were forced to re-
treat. This last entry enables the DM to
recognize that the party learned from the en-
counter, but just could not quite finish it off.
Every encounter has one to three
Set Up
features. These are bits of information or situ-
ations to help the referee get the party into the
adventure. They can also be used to get the
party back on track if the group has taken an
unplanned tangent and not gone the way the
Dungeon Master thought they would.
This section may also contain information
pertinent to all of the ways the PCs could get
into the adventure (i.e., there may be three
different people or situations that introduce
the PCs to the adventure, but all three would
enable the PCs to gain certain basic informa-
tion).
Following the Set Up is the
Lair
section.
3
DX:
Dexterity deals with a number of
physical attributes from hand-eye coordina-
tion to speed of movement.
Dexterity
Score
Attack
Adj.
Defensive
Adj.
Move: Movement represents the usual
speed a monster is able to maintain for lengths
of time. Short bursts of greater speed are pos-
sible. If more than one speed is listed, the
monster can travel via two or more different
methods:
gp:
gold pieces
cp: copper pieces
sp: silver pieces
ep:
electrum pieces
pp: platinum pieces
3
4
5
6
7
8
-3
-2
-1
0
0
0
0
0
0
0
0
0
0
+1
+2
+4
+3
+2
+1
0
0
0
0
0
0
0
0
-1
-2
X" = ground speed
/X" = flying speed
/ /X" = swimming speed
(X") = burrowing speed
Ability Checks
In an effort to simplify life for both players
and DMs, and to give a character's abilities the
importance they deserve, recent TSR®
products have made use of a mechanism for
resolving actions called the
Ability Check.
When asked to make an Ability Check
(e.g., a Wisdom Check, a Dexterity Check,
9
10
11
12
13
14
15
16
17
18
19
+3
+3
-3
-4
-4
CN:
Constitution encompasses the charac-
ter's physique as it affects his resistance to
hardship.
ST.
Strength is a measure of muscle power
and also factors in extra hitting and damaging
abilities.
Strength
Score
3
4-5
6-7
8-9
10-11
12-13
14-15
16
17
18
18(01-50%)
18(51-75%)
18(76-90%)
18(91-99%)
18(100%)
19
To Hit
Damage
Adj.
Adj.
-1
-3
-2
-1
-1
None
None
None
None
None
None
None
None
None
+1
None
+1
+1
+1
+2
+1
+3
+2
+3
+4
+2
+2
+5
+6
+3
+7
+3
Doors
1
1
1
1-2
1-2
1-2
1-2
1-3
1-3
1-3
1-3
1-4
1-4
1-4(1)
1-5(2)
7in8(3)
CH:
Charisma is a combination of a char-
acter's persuasiveness and personal magnetism
and is used if a character gets the chance to
talk.
WS:
Wisdom is a combination of a charac-
ter's judgment, will power, and intuitiveness.
AC:
Armor Class is a measure of how diffi-
cult it is to hit a creature. It reflects the type of
protection worn or inherent protection a crea-
ture has due to its physical or magical nature
or its speed.
*X" = climbing in a web
@X" = climbing in trees
HD:
Hit Dice are used to calculate the
number of hit points a monster has. This
number also determines the THACO of the
creature (see below) and saves of a creature.
hp:
In most cases the hit points of the crea-
tures in this book are near maximum because
these creatures are "superior" versions of their
species.
#AT.
Number of attacks shows the number
of physical attacks the creature is able to make
during a given melee round. The 3 / 2 listing
means a creature can attack once on the odd
melee rounds and twice on the even melee
rounds.
Dmg:
Damage per attack indicates the hit
point range a creature can inflict after a suc-
cessful strike.
THACO:
This is an acronym for "To Hit
Armor Class 0 (zero)." This gives the number
that needs to be rolled on 1d20 for that being
to hit Armor Class 0. To determine whether
the attack hits another Armor Class, subtract
that Armor Class number from the THACO
to see what number needs to be rolled for a
hit. If a creature with a THACO of 15 attacks a
PC with an Armor Class of 4, the creature
needs to roll an 11 (15 - 4) to hit. If the PC is
Armor Class — 3, however, the creature needs
to roll an 18 (15 - [ - 3 ] = 15 + 3)
This number eliminates the need to consult
tables or keep charts for each character. One
simple calculation tells you whether the attack
hits.
You
will find that this calculation quickly
becomes automatic.
SA:
Special Attacks detail such things as
dragon breath, magic use, and the like special
abilities of creatures.
5D: Special Defenses detail things like de-
fensive magic, camouflage abilities, etc. that
must be factored into a fight with that type of
creature.
MR: Magic Resistance is the percentage
chance that a creature is able to ignore the ef-
fects of a spell cast at it.
AL:
Alignment indicates the behavior of
the monster, whether it is of good or evil in-
tent.
etc.), roll 1d20 against the character's appro-
priate ability score. A roll equal to or less than
the appropriate score means the action suc-
ceeded, while a roll greater than the ability
score indicates failure and the character suffers
whatever dire consequences await. Sometimes
an Ability Check enables a character to avoid
all or some of the damage from an attack.
Some actions are especially easy or difficult
and have bonuses or penalties to the ability
score to reflect the level of difficulty.
The Ability Check is a wonderful mecha-
nism for resolving the results of almost any
action. The DM needs to decide which ability
applies to the situation, whether there should
be any modifiers due to circumstances, and
then roll away.
The
Dungeoneer's
Survival Guide
The Book of Lairs
is designed to be a stand-
alone product. You should be able to play an
adventure in this book without consulting any
of the monster manuals or other reference
books (except for spell effects and magical
item effects, which could not be included be-
cause of space constraints).
Nonetheless, this book contains many ref-
erences to rules in the
Dungeoneer's Survival
Guide.
The D5G contains so many new rules
and rules revisions that it was decided to im-
form you of the source of these new rules when
they affect the play of the adventures. It is not
necessary to refer to the D5G for the rules—
they have been included in the text (or simple
substitutes for complex rules have been in-
cluded here). We just thought you would like
to know where all the new rules were coming
from.
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