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The Tortured Land
A Solo Adventure for Dungeons &
Dragons (fifth edition)
by PAUL BIMLER
CREDITS:
All text by Paul Bimler
Art by Dominick Critelli, William McAusland,
Patrick E. Pullen, Michael LaBossiere, Brett Neufeld
Maps by Paul Bimler
Playtested by: David La Boon, Kristina Chun, John Todsen
David Bond, Scott Niedjela, Scott Sirota, Randoulph Castor
Dedicated to my Mum Margaret and my Aunty Norma
Who instilled in me a love of books and learning.
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon Master’s Guide,
D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
THE TORTURED LAND
ADVENTURE IN THE FRIGID NORTH
Welcome to the next solo adventure
in the series that was started with
The Death Knight’s Squire.
This
adventure sees your PC continuing
their quest across Faerun, exploring
the area north of the Moonsea known
as The Ride, and venturing into The
Tortured Land. This adventure is
designed for a single level 4 player,
without a DM, and comes after the
Level 3 adventure
Citadel of the
Raven.
It can also be played as a
standalone. The written narrative
entries in this book serve in place of
the dungeon master, and guide you
through the adventure.
Based on feedback, this adventure is
written to be a little more
challenging than our previous
gamebooks, and contains a few hard
to deadly encounters. Bear this in
mind as you set out on your quest. It
is definitely
not
a pushover!
INTRODUCTION
WHAT WILL YOU
NEED?
All you will need for this adventure
is a level 4 PC, ideally created using
the guidelines in the
Player’s
Handbook
and, if you like, one other
core sourcebook (not including
Unearthed Arcana).
You can use any
race and player combo you like, but
keep in mind that this adventure is
designed to be balanced for core
classes. If you are using a homebrew
class, and find the adventure too
easy, then perhaps you need to
examine aspects of your class to see
whether they are OP. The adventure
has been extensively playtested to
make sure it is not too easy, nor
ridiculously difficult to complete.
TOKENS
If you are playing a tabletop style of
adventure with printed map, find
something to function as PC and
monster tokens: game tokens, coins,
dice, anything with a bit of weight.
PROGRESS POINTS
Some of our previous adventures
used a mechanic named
Progress
Points,
and future adventures will
also. However, this book does not use
that mechanic as it doesn’t fit with
the story. Time is not so much of a
factor here. As you will discover,
survival, useful items, and avoiding
exhaustion are more relevant factors
as you journey across
The Tortured
Land.
!
All battle maps utilise a standard 5 ft.
grid. When moving diagonally, treat
every
other
square as 10 ft of
movement.
Every class has combat feats; a
fighter’s action surge, a bard’s
cutting words, a barbarian’s rage, a
rogue’s sneak attack… the list is long
and varied. Use these in your combat
encounters. You do not need to be
prompted by the text to do this.
FEATS
MOVEMENT
All encounters in this adventure are
managed via the use of custom
combat sheets, which are found at the
back of the book (but don’t look
now!) They progress you through a
series of events that make up each
encounter, and which can take many
different paths.
You will need to roll dice, saving
throws and all other appropriate rolls
for yourself AND any enemies. Keep
in mind that a few of the encounters
in this adventure would be
considered ‘deadly’. You will enter
some dangerous places in the course
of this adventure, and if you blunder
into somewhere you shouldn’t be,
you may end up paying for it with
your life!
COMBAT SHEETS
Death saves:
There are no death saves in this
adventure, unless there are two or
more PCs (see below), or an NPC
present. If you die, you will simply
have to roll up another PC and try
again!
Max HP:
To balance out the above rule of no
death saves, and to account for the
fact that there is only one of you,
we’ve added the additional rule that
when you level up, you take max HP
instead of rolling. It keeps the
combat a bit more interesting and
means you’re not so squishy! So, take
max HP for every level of your PC
(and your con mod too).
HOUSE RULES
If you are playing with a friend as a
two-player party,
death saves are
allowed,
but also, ignore the Max
HP rule. To make the game more
balanced, you should also consult the
Multi PC Conversion Table
at the
back of the book, after the Combat
Sheets section. This contains
adjusted monster numbers for every
encounter, depending on whether
you are adventuring with 2, 3 or 4
PCs.
When the narrative text calls for
skill checks, all PCs will get to try,
but the DC is raised by 2.
Also, keep tabs on
who
is interacting
with whatever is going on in terms of
what’s happening in the story - it
could be both of you, or, if
appropriate, it could be just one of
you while the other stands a little
way off observing.
You can also run this adventure as a
DM’d campaign. The DM keeps the
Adventure Book to themself, runs the
combat, and both DM and players
have the maps visible. The DM
controls the maps and reads the
entries to the player.
DM IDEAS:
DMs, if you are
running this adventure for any
number of players then obviously
you have free license to read
whatever entries you want and
examine the elements of the book in
depth. Whole encounters of your
own could easily be inserted into the
adventure, as long as you know the
start and end entry numbers.
Theoretically, this adventure could
MULTIPLAYER AND
DM VERSIONS OF
THE QUEST
serve as the framework for a multi-
week campaign.
SPELLCASTING
I have given options throughout the
adventure for casting spells (eg: “Do
you know the spell Detect Magic? You
could use this to see whether this weapon
is enchanted or not.”).
So if you’re
playing a mage, think about what
spells could be useful in a solo
adventure. (Hint: combat spells are
what you should probably focus on,
although you will get occasional
opportunities to use other spells as
well). When in combat, you do not
need to be prompted by the text
entry to cast spells.
So, feel free to cast spells even if the
text does not call for it. Use common
sense. For example, if you want to
cast
Feather Fall
to prevent fall
damage, but the option is not given,
still go ahead and cast it, avoiding
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