Most recent edit on 2008-12-21 11:28:59 by LoreWeaver
Additions:
Script Output: (from: http://www.peccable.com/roleplaying/moldvay.php∞)
Edited on 2008-12-21 11:25:43 by LoreWeaver
Additions:
<tbody><tr><td><i>SCENARIO - </i> #5 <b>Visiting a Lost Shrine:</b> To remove a curse or recover a sacred item, the players must travel to a shrine which has been lost for ages. The characters usually have only a rough idea of its location. The players may have to consult an oracle or seer during their visit.</td><td width="30%"><i>SETTING - </i>#5 <b>Ancient temple</b></td></tr></tbody></table><br/><br/>
Deletions:
<tbody><tr><td><i>SCENARIO - </i> #5 <b>Visiting a Lost Shrine:</b> To remove a curse or recover a sacred item, the players must travel to a shrine which has been lost for ages. The characters usually have only a rough idea of its location. The players may have to consult an oracle or seer during their visit.</td><td width="30%"><i>SETTING - </i>#5 <b>Ancient temple</b></td></tr></tbody></table><hr><br>
Edited on 2008-12-21 11:25:06 by LoreWeaver
Additions:
| SCENARIO - #5 Visiting a Lost Shrine: To remove a curse or recover a sacred item, the players must travel to a shrine which has been lost for ages. The characters usually have only a rough idea of its location. The players may have to consult an oracle or seer during their visit. | SETTING - #5 Ancient temple |
| ENCOUNTER #1 |
| CONTENTS - Monster (Roll of 1) | TREASURE - No (Roll of 6) |
5 Halflings (Lawful, AC 7, Damage weapon, Morale 7) HP: 3 2 6 3 1 XP: 25 | |
| ENCOUNTER #2 |
| CONTENTS - Monster (Roll of 1) | TREASURE - Yes (Roll of 1) |
A Crab Spider (Neutral, AC 7, Damage 1d8 + poison, Morale 7) HP: 4 XP: 25 | U 29,000 silver pieces
|
| ENCOUNTER #3 |
| CONTENTS - Trap (Roll of 3) | TREASURE - No (Roll of 5) |
Room Trap Ceiling Block falls: Save vs. Turn to Stone or take 1d10 points of damage |
Edited on 2008-09-07 11:40:41 by LoneGunman
Additions:
SCENARIO - Rescuing Prisoners & Destroying an Ancient Evil: Valuable and important persons are being held prisoner by bandits, a tribe of orcs, and an evil magic user. The party sets out to rescue the prisoners because they have been hired to (for an expected reward), for a debt of honor. The evil is a monster that has been deeply buried and reawakened by recent digging. This ancient evil may have to be destroyed before the ruins are resettled.
- TREASURE - Unguarded Treasure: 200 silver pieces (tarnished silver vase and candle holders - 2 lbs)
- CONTENTS - Special: Talking statue (poses riddle and triggers shifting block)
- TREASURE - Unguarded Treasure: 600 silver pieces, 20 gold pieces (statue)
- CONTENTS - Special: Shifting block to close off corridor (controlled by talking statue)
ENCOUNTER #10
- CONTENTS - Special: Magic gate to another part of the dungeon
- TREASURE - None
Notes: Bees and geckos are albino. Geckos breathe fire and can be used to clear fungus and bees.
Deletions:
SCENARIO - Rescuing Prisoners & Destroying an Ancient Evil: Valuable and important persons are being held prisoner by bandits, a tribe of orcs, and an evil magic user. The party sets out to rescue the prisoners because they have been hired to (for an expected reward), for a debt of honor, or for some other reason. e demands for ransom. The evil is a monster that has been deeply buried and reawakened by recent digging. This ancient evil may have to be destroyed before the ruins are resettled.
- CONTENTS - Special: Talking statue
- TREASURE - Unguarded Treasure: 600 silver pieces, 20 gold pieces
- CONTENTS - Special: Shifting block to close off corridor
ENCOUNTER #10
- CONTENTS - Special: Magic gate to another part of the dungeon
Edited on 2008-09-04 19:08:16 by LoneGunman
Additions:
SCENARIO - Rescuing Prisoners & Destroying an Ancient Evil: Valuable and important persons are being held prisoner by bandits, a tribe of orcs, and an evil magic user. The party sets out to rescue the prisoners because they have been hired to (for an expected reward), for a debt of honor, or for some other reason. e demands for ransom. The evil is a monster that has been deeply buried and reawakened by recent digging. This ancient evil may have to be destroyed before the ruins are resettled.
Deletions:
SCENARIO - Rescuing Prisoners & Destroying an Ancient Evil: Valuable and important persons are being held prisoner by bandits, a tribe of orcs, and an evil magic user. The party sets out to rescue the prisoners because they have been hired to (for an expected reward), for a debt of honor, or for some other reason. e demands for ransom.
The evil is a monster that has been deeply buried and reawakened by recent digging. This ancient evil may have to be destroyed before the ruins are resettled.
Edited on 2008-09-04 19:06:36 by LoneGunman
Additions:
SCENARIO - Rescuing Prisoners & Destroying an Ancient Evil: Valuable and important persons are being held prisoner by bandits, a tribe of orcs, and an evil magic user. The party sets out to rescue the prisoners because they have been hired to (for an expected reward), for a debt of honor, or for some other reason. e demands for ransom.
The evil is a monster that has been deeply buried and reawakened by recent digging. This ancient evil may have to be destroyed before the ruins are resettled.
SETTING - Ancient temple w/ Crypt or tomb
Deletions:
SCENARIO - #8 Rescuing Prisoners: Valuable and important persons are being held prisoner by bandits, a tribe of orcs, or an evil magic user. The party sets out to rescue the prisoners because they have been hired to (for an expected reward), for a debt of honor, or for some other reason. Sometimes the player characters are only hired to guard an individual who is talking over the demands for ransom.
SETTING - #5 Ancient temple
SCENARIO - #4 Destroying an Ancient Evil: The evil is usually a monster or NPC (the exact type not known by the players). Sometimes the evil has been deeply buried and reawakened by recent digging. This theme is often used along with others; for example, an ancient evil may have to be destroyed before some ruins are resettled.
SETTING - #4 Crypt or tomb
Edited on 2008-09-04 18:59:14 by LoneGunman
Additions:
ENCOUNTER #1
- CONTENTS - Empty
- TREASURE - Unguarded Treasure: 200 silver pieces
ENCOUNTER #2
- CONTENTS - 3 Gecko Lizards (Neutral, AC 5, Damage 1d8, Morale 7) HP: 19 22 22 XP: 150
- TREASURE - U
ENCOUNTER #3
- CONTENTS - Special: Talking statue
- TREASURE - Unguarded Treasure: 600 silver pieces, 20 gold pieces
ENCOUNTER #4
- CONTENTS - 3 Bandits (Neutral/Chaotic, AC 7, Damage 1d6, Morale 8) HP: 2 3 5 XP: 30
- TREASURE - None
ENCOUNTER #5
- CONTENTS - Special: Shifting block to close off corridor
- TREASURE - Unguarded Treasure: 300 silver pieces
ENCOUNTER #6
- CONTENTS - Special: Room turns or sinks while the door locks
- TREASURE - No (Roll of 4)
ENCOUNTER #7
- CONTENTS - 6 Acolytes (Any Alignment, AC 2, Damage 1d6, Morale 7) HP: 1 1 5 1 1 5 XP: 60
- TREASURE - U
ENCOUNTER #8
- CONTENTS - 4 Acolytes (Any Alignment, AC 2, Damage 1d6, Morale 7) HP: 5 6 4 1 XP: 40
- TREASURE - U
ENCOUNTER #9
- CONTENTS - 3 Orcs (Chaotic, AC 7, Damage weapon, Morale 8) HP: 6 6 3 XP: 30
- TREASURE - D 6,000 gold pieces
ENCOUNTER #10
- CONTENTS - Special: Magic gate to another part of the dungeon
- TREASURE - None
ENCOUNTER #11
- CONTENTS - Special: Trap door to tunnels
- TREASURE - Unguarded Treasure: 200 silver pieces
ENCOUNTER #12
- CONTENTS - 7 Killer Bees (Neutral, AC 7, Damage 1-3 + poison, Morale 6) HP: 3 2 2 3 1 4 1 XP: 42
- TREASURE - Special: Honey
Deletions:
- ENCOUNTER #1
- CONTENTS - Empty
- TREASURE - Unguarded Treasure: 200 silver pieces
ENCOUNTER #2
- CONTENTS - 3 Gecko Lizards (Neutral, AC 5, Damage 1d8, Morale 7) HP: 19 22 22 XP: 150
- TREASURE - U
ENCOUNTER #3
- CONTENTS - Special: Talking statue
- TREASURE - Unguarded Treasure: 600 silver pieces, 20 gold pieces
ENCOUNTER #4
- CONTENTS - 3 Bandits (Neutral/Chaotic, AC 7, Damage 1d6, Morale 8) HP: 2 3 5 XP: 30
- TREASURE - None
ENCOUNTER #5
- CONTENTS - Special: Shifting block to close off corridor
- TREASURE - Unguarded Treasure: 300 silver pieces
ENCOUNTER #6
- CONTENTS - Special: Room turns or sinks while the door locks
- TREASURE - No (Roll of 4)
ENCOUNTER #7
- CONTENTS - 6 Acolytes (Any Alignment, AC 2, Damage 1d6, Morale 7) HP: 1 1 5 1 1 5 XP: 60
- TREASURE - U
ENCOUNTER #8
- CONTENTS - 4 Acolytes (Any Alignment, AC 2, Damage 1d6, Morale 7) HP: 5 6 4 1 XP: 40
- TREASURE - U
ENCOUNTER #9
- CONTENTS - 3 Orcs (Chaotic, AC 7, Damage weapon, Morale 8) HP: 6 6 3 XP: 30
- TREASURE - D 6,000 gold pieces
ENCOUNTER #10
- CONTENTS - Special: Magic gate to another part of the dungeon
- TREASURE - None
ENCOUNTER #11
- CONTENTS - Special: Trap door to tunnels
- TREASURE - Unguarded Treasure: 200 silver pieces
ENCOUNTER #12
- CONTENTS - 7 Killer Bees (Neutral, AC 7, Damage 1-3 + poison, Morale 6) HP: 3 2 2 3 1 4 1 XP: 42
- TREASURE - Special: Honey
Edited on 2008-09-04 18:54:59 by LoneGunman
Additions:
- ENCOUNTER #7
ENCOUNTER #8
ENCOUNTER #9
ENCOUNTER #10
ENCOUNTER #11
ENCOUNTER #12
Edited on 2008-09-04 18:53:23 by LoneGunman
Additions:
- ENCOUNTER #2
ENCOUNTER #3
ENCOUNTER #4
ENCOUNTER #5
ENCOUNTER #6
ENCOUNTER #2
ENCOUNTER #3
ENCOUNTER #4
ENCOUNTER #5
ENCOUNTER #6
Deletions:
Output 1:
- ENCOUNTER #2
- ENCOUNTER #3
- ENCOUNTER #4
- ENCOUNTER #5
- ENCOUNTER #6
- ENCOUNTER #1
- ENCOUNTER #2
- ENCOUNTER #3
- ENCOUNTER #4
- ENCOUNTER #5
- ENCOUNTER #6
Oldest known version of this page was edited on 2008-09-04 18:51:52 by LoneGunman []
Page view:
Output 1:
SCENARIO - #8 Rescuing Prisoners: Valuable and important persons are being held prisoner by bandits, a tribe of orcs, or an evil magic user. The party sets out to rescue the prisoners because they have been hired to (for an expected reward), for a debt of honor, or for some other reason. Sometimes the player characters are only hired to guard an individual who is talking over the demands for ransom.
SETTING - #5 Ancient temple
SCENARIO - #4 Destroying an Ancient Evil: The evil is usually a monster or NPC (the exact type not known by the players). Sometimes the evil has been deeply buried and reawakened by recent digging. This theme is often used along with others; for example, an ancient evil may have to be destroyed before some ruins are resettled.
SETTING - #4 Crypt or tomb
- ENCOUNTER #1
- CONTENTS - Empty
- TREASURE - Unguarded Treasure: 200 silver pieces
- ENCOUNTER #2
- CONTENTS - 3 Gecko Lizards (Neutral, AC 5, Damage 1d8, Morale 7) HP: 19 22 22 XP: 150
- TREASURE - U
- ENCOUNTER #3
- CONTENTS - Special: Talking statue
- TREASURE - Unguarded Treasure: 600 silver pieces, 20 gold pieces
- ENCOUNTER #4
- CONTENTS - 3 Bandits (Neutral/Chaotic, AC 7, Damage 1d6, Morale 8) HP: 2 3 5 XP: 30
- TREASURE - None
- ENCOUNTER #5
- CONTENTS - Special: Shifting block to close off corridor
- TREASURE - Unguarded Treasure: 300 silver pieces
- ENCOUNTER #6
- CONTENTS - Special: Room turns or sinks while the door locks
- TREASURE - No (Roll of 4)
- ENCOUNTER #1
- CONTENTS - 6 Acolytes (Any Alignment, AC 2, Damage 1d6, Morale 7) HP: 1 1 5 1 1 5 XP: 60
- TREASURE - U
- ENCOUNTER #2
- CONTENTS - 4 Acolytes (Any Alignment, AC 2, Damage 1d6, Morale 7) HP: 5 6 4 1 XP: 40
- TREASURE - U
- ENCOUNTER #3
- CONTENTS - 3 Orcs (Chaotic, AC 7, Damage weapon, Morale 8) HP: 6 6 3 XP: 30
- TREASURE - D 6,000 gold pieces
- ENCOUNTER #4
- CONTENTS - Special: Magic gate to another part of the dungeon
- TREASURE - None
- ENCOUNTER #5
- CONTENTS - Special: Trap door to tunnels
- TREASURE - Unguarded Treasure: 200 silver pieces
- ENCOUNTER #6
- CONTENTS - 7 Killer Bees (Neutral, AC 7, Damage 1-3 + poison, Morale 6) HP: 3 2 2 3 1 4 1 XP: 42
- TREASURE - Special: Honey