5E Solo Gamebooks - Citadel of the Raven.pdf

(8013 KB) Pobierz
1
Citadel Of
The Raven
A Solo Gamebook Adventure
for Dungeons & Dragons (fifth edition)
by PAUL BIMLER
 
 
CREDITS:    
All  text  by  Paul  Bimler  
Art  by  Patrick  E.  Pullen,  William  McAusland,  Thomas  Conroy,  Christof  Grobelski,  
Brett  Neufeld,Joseph  G.,  Johan  Jaeger,  Gary  Dupuis,  Wesnoth  Community  Artists,    
Sinister  Order,  Tom  Prante,  Daniel  Walthall,  Theodore  Kittelsen,  John  D.  Batten.  
Maps  by  Paul  Bimler  
Playtesting  /  Editing  by:  David  Bond,  Kristina  Chun,  Shayne  Rodrigues,    
David  La  Boon,  John  Todsen,  Adrian  Aguirre  Riofrio,  James  Svoboda  
 
 
 
 
 
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.
2
CITADEL OF THE RAVEN:
THE EPIC JOURNEY CONTINUES!
 
INTRODUCTION
Welcome to the third in our series of solo
adventures,
Citadel of the Raven,
the sequel
to the adventure begun in
Tyrant of Zhentil
Keep
. This is a Dungeons & Dragons Fifth
Edition adventure designed for one level 3
player, without a DM. It can also be played
by two players without a DM, as a DM+1
adventure or even as a full DM-led campaign
with multiple players, but it is primarily
designed for a solo player. The narrative
entries in this book serve in place of the
dungeon master and guide you through the
adventure.
Like the first two gamebooks, this adventure
is set in the Forgotten Realms.
Citadel of the
Raven
sees your PC embarking on a mission
they received in
Tyrant of Zhentil Keep
from
a secret society of warriors known as the
Knights of Myth Drannor.
That will all
become clear once you start playing the
adventure.
What you can expect is a mixture of combat
and opportunities for roleplay. Roleplay in
the solo PC format means considering each
option carefully. It can also mean playing
your PC true to form, thinking through the
implications of each potential choice and then
trying to make the wisest decision possible,
based on the information your PC has
gathered.
It might be a good idea to go and play
through
Tyrant of Zhentil Keep
before you
embark on this quest.
Citadel of the Raven
is
playable as a standalone, but there are many
clues and items gained in
Tyrant of Zhentil
Keep
that may – or may not! – prove useful
in this quest.
3
These books are written for players
who can’t find a group, DMs who
seem to have had that role thrust on
hem
them for all eternity, and anyone
who’s curious to find out how a solo
adventure works.
M APS
Important note: Don’t look at
the maps until you are
specifically directed to! You
will only be spoiling the
surprise and gameplay for
yourself.
This adventure is played
using this book, and the
maps that came with it. If you
have access to a printer, you could print the
maps as you encounter them, for a physical
tabletop experience. Or, if you want to
pursue the quest from your laptop or tablet,
you can load the appropriate .jpg file into a
VTT (virtual tabletop) like Fantasy Grounds
or Roll20, and place and move your tokens
using your device.
The PDF contains active links that you click
on to move you between entries. Sometimes
the maps will display numbers on little pieces
of parchment. These represent numbered
entries and you can turn to those entries in
the .pdf to explore those locations.
GRID
With maps featuring a square grid, each
square measures 5 ft. unless otherwise stated.
PROGRESS POINTS
Now and then you will be asked to keep track
of a stat named
Progress Points.
This score
measures time, and time is of the essence in
this adventure. Your progress through this
adventure is measured using progress points,
and you only have a limited amount to spend
during the completion of the adventure. If
you reach 20 progress points and still haven’t
completed the adventure, you have,
unfortunately, failed! The heat is on! This
also necessarily implies that you can’t explore
everything, which leads to replayabil
replayability. For
now, create a box on your character sheet
marked
Progress Points
and leave it empty.
If at any time you reach 20 progress
points, go immediately to entry 356.
356
COM
CO BAT SH EETS
All encounters in this adventure
are managed via the use of
custom comb sheets, which are
combat
found at the back of the
Adventure Booklet (but don’t look
now!) They detail the
monster tactics and
circumstances that make up each
combat encounter.
You will need to roll dice, saving throws and
all other appropriate rolls for yourself AND
any enemies. Some encounters will be easy,
some hard. And, of course, as there’s no
death saves in this adventure (more on that
below), every decision you make is crucial to
your character’s survival.
FLANKING
Unless otherwise stated, flanking rules are
used in every combat encounter. See the
Dungeon Master’s Guide
, p251, for rules on
flanking.
FEATS
Every class has its special feats; a fighter’s
action surge, a bard’s cutting words, a
barbarian’s rage, a rogue’s cunning action, a
cleric’s turn undead, a paladin’s divine
sense… the list is long and varied. Where
possible, I have tried to work these into the
story, and you should feel free to bring these
into combat and other situations when called
for. There may also be opportunities where
you think that a particular feat is well suited
to a situation but the option is not given in
the text. If you think there is a way that this
can be resolved within the context of this
quest while still keeping the adventure fair,
4
honest and balanced, then – loosely speaking
- you should roleplay that as you see fit and
resolve any encounters accordingly. The last
thing I want this adventure to be is too
prescriptive.
H OUSE RULES
No Death Saves!
There are no death saves in this adventure,
unless there are two or more PCs (see below).
A death save implies that there is someone
there to revive you, at least that’s how I’ve
always understood the rule. And so it stands
to reason that a solo character wouldn’t have
death saves. If you die, you will
oll
simply have to roll up
another PC and try
again!
M ax H P:
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).
M ULTIPLAYER AND DM
VERSIONS OF TH E QU EST
If you are playing with a friend as a two-
player party, death saves are allowed. To
make the game more balanced, you should
also double monster numbers, unless fighting
a significant villain NPC or final boss. In
that case, you should increase the villain’s /
Boss’s AC by 2, and its HP by half as much
again. Also, ignore the max HP rule for
your multiple PCs, unless you want a really
easy adventure.
When the narrative text calls for skill checks,
both 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+1
campaign. The DM keeps the text to
themselves, runs the combat, and both DM
and player have the maps visible. The DM
reads the entries to the player and obviously
can improvise and inject their
own flavour into things.
You could also co
combine
both the above methods to
run this as a DM’d
adventure with two
players. Beyond that,
I’ll leave the maths up
to you!
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. The way to do it would be to find
those passages that serve as travel
description, and then take note of that and
use that as a launching off / returning point
for your encounter or sidequest. You could
add additional map destinations or replace
existing encounters with ones of your own.
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
5
Zgłoś jeśli naruszono regulamin