B3- Palace of the Silver Princess Warp Quest Module

 

Introduction

 

            This Warp Quest Adventure is adapted from the D&D Basic Adventure Module Palace of the Silver Princess.  Dungeons and Dragons and Palace of the Silver Princess are copyright © Wizards of the Coast and are included here under the Fair Use copyright laws.  A PDF of Adventure Module is available free from WotC at: http://www.wizards.com/dnd/article.asp?x=dnd/dx20020121x

 

            The adventures and special combat resolution rules are modified from the D20 System Reference Document under the Open Gaming License.

 

Dice and Miniatures

 

            You will need a twenty sided die (d20) and a six sided die (d6).  You can use Fantasy miniatures or counters to keep track of your characters progress on the board.  If the players of this module wish to expand it into a more traditional miniature game, they can assign characters and medium sized miniatures a 6” movement and large creatures a 12” movement, and play out combat on a small battlefield. 

 

Decks

           

            There are two module decks that are listed below.  The player draws one card from the deck corresponding to the module they are on and then react to the challenge given.

 

Board

 

            The standard Warp Quest map with two modules is used.

 

Adventurers

 

            Each Player chooses 1 character to play. The winner is the player who manages to get his character to the end of module 2 first.  If more than one character lands on the same space they may or may not choose to battle.

           

Level Race Class

AC

HP

Att

Dmg

Save

Spells and Abilities

1st Level Human Paladin

19

2

+3

2

+4

Cure Wounds 1

1st Level Dwarf Fighter

20

3

+3

2

+3

 

1st Level Aasimar Cleric

16

2

+2

1

+3

Command 13 (x2); Cure Wounds 1 (x2)

1st Level Human Wizard

17

1

-2

1

+2

Magic Missile 1; Sleep 13

1st Level Elf Bard

14

1

3

1

+2

Charm 16

 

Spells (each spell is usable once per adventure; ergo, Command (x2) means two Command spells available)

 

Cure Wounds 1- Heals 1HP

 

Command 13, Fear 16, Sleep 13, Charm 16, Fear 16- Target must roll 1d20 + Save (+2 for monsters). If the modified roll is less than the number stated, that character or monster is defeated.

 

Magic Missile 1- Automatically deals 1 Dmg to Target.

 

Special Abilities

 

Hide 13- Character or monster must roll 1d20 and add their Save score (+2 for monsters) to the roll.  If the modified roll is less than 13, then the character successfully hiding automatically wins initiative and gets Att+2 and Dmg+2 for the duration of that round of combat.

 

Extra Attack- This is the number of additional attacks the character or monster receives each combat round.

 

Turn Sequence

· Players take turns.

· Each turn consists of 3 phases:

1. Move Phase

2. Draw Phase

3. Challenge Phase

 

Move Phase

· Roll 1D6. Move that number of spaces towards the end space.

· You automatically stop when you enter the end space.

· If you are the first to land on the end space your party acquires the Objective.

· Once a party has acquired the Objective then all other

players may move their parties in either direction on the path.

· The party with the Objective must move towards the start space.

· The first party with the Objective to reach the start space wins the game.

 

Draw Phase

· If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.

· If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.

 

Challenges

 

Monsters

 

1.      Roll for 1d20 for initiative. Highest number goes first. Reroll ties.

2.      Roll 1d20 to hit for character or monster and add its Att score to the roll (Roll for extra attacks as well, if applicable).

3.      If the Modified Roll is greater than the target’s AC, then the attack hit.  The target subtracts the attackers Dmg score from its HP. 

·        For Characters- If HP is lowered to 0 or less, than the character is defeated and that player is out of the game. If the Dmg is “Poison Gas”, “Venom” or “Paralysis”, then the player must roll 1d20 + the character’s Save.  If the modified roll is less than the number given, than the character is defeated and the player is out of the game.

·        For Monsters- If the Monster’s HP is reduced to 0 or less, than the monster is defeated and the player ends his turn.

·        After completing the Attack round for the character who won initiative, then #2 and 3 above is repeated for the character who lost initiative.

 

Traps

 

            If a trap card is drawn, then the player must roll for 1d20 and add that character’s Save score to the roll.  If the modified roll is less than the number stated, than that character receives the penalty/ damage of that trap. 

 

Treasure

           

            If a magic item is drawn, than the player may attach that item to their character, providing it meets the criteria listed.

 

Module 1: Entrance Level

Card

AC

HP

Att

Dmg

Special

Double Portcullis

 

 

 

 

Go Back 1d6 spaces

Purple Moss

11

1

+3

Poison Gas 13

 

Kobold

13

1

+3

1

 

Cobra

13

1

+3

Venom 13

 

Carrion Crawler

13

1

+3

Paralysis 13

 

Candella the Thief

13

1

+3

1

Hide 13; Henchman

Duchess the Thief

13

1

+3

1

Hide 13; Henchman

Bear Cub

13

1

+3

1

Extra Attack (x2)

Stone Trap

 

 

 

3

Save 13

Sword +1

 

 

 

 

Att +1 to Fighter, Paladin or Thief

Travis the Crazed

13

1

+3

1

 

Mass of Corpses

 

 

 

 

Go back 1d6 spaces

Dagger +2

 

 

 

 

Att +1 to Thief or Wizard

Marmoset Monkey

15

2

+5

1

Extra Attack (x3)

Orc

14

1

+3

1

 

Bandit

14

1

+3

1

Hide 13

Evil Acolyte

18

1

+3

1

 

 

Module 2: Upper Level

Card

AC

HP

Att

Dmg

Special

Living Statue

16

2

+4

1

Extra Attack

Hobgoblin

15

2

+4

2

 

Enchanted Great Cat

16

3

+4

1

Extra Attack (x2)

Ubue

13

3

+4

1

Extra Attack (x2)

Jupiter Blood Sucker

15

4

+4

2

 

Decapus

15

4

+4

1

Extra Attack (x8)

Poltergeist Trap

 

 

 

1

Save 16

Catharandamus

The Evil Cleric

18

3

+4

2

Fear Spell Save 16 or go back 1d6 spaces

Xyzorn the Evil Dwarf

18

3

+4

1

 

Boron the Evil Dwarf

18

3

+4

1

 

Werebear

18

4

+5

2

Extra Attack (x2)

Giant Marble Snake

 

 

 

 

Charm Save 16 or go back 1d6 spaces

Goblin

13

1

+3

1

 

Berserkers

13

1

+3

1

 

Bandit

14

1

+3

1

Hide 13

Sword +2

 

 

 

 

Att +2 to Fighter, Paladin or Thief

Sword +1

 

 

 

 

Att +1 to Fighter, Paladin or Thief

 

Optional Rule: Leveling

           

            Characters completing the adventure may raise to the next Level:

 

Level Race Class

AC

HP

Att

Dmg

Save

Spells and Abilities

1st Level Human Paladin

19

3

+4

2

+4

Cure Wounds 1

Courage

1st Level Dwarf Fighter

20

4

+4

2

+3

 

1st Level Aasimar Cleric

16

3

+3

2

+4

Command (x2); Cure Wounds 1 (x2)

1st Level Human Wizard

17

2

-1

1

+2

Magic Missile 1(x2); Sleep 13

1st Level Elf Bard

17

2

4

2

+2

Inspire Courage; Sleep 13