B3- Palace of the Silver Princess Warp
Quest Module
Introduction
This Warp
Quest Adventure is adapted from the
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 |