5E Solo Gamebooks - Dread Vault of Tgozur.pdf

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Adventurers Wanted!
The Dread Vault
of Tgozur
A Solo Adventure for Dungeons &
Dragons (fifth edition)
by PAUL BIMLER
CREDITS:
All text by Paul Bimler
Art by William McAusland, Patrick E. Pullen, Arcana Games
Playtested by
Charles Perreault,
David La Boon, Jason Svedin
Maps by Paul Bimler
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Welcome to
Adventurers Wanted!
This is a short solo adventure for
D&D 5e, set in the Forgotten
Realms, and can be dropped into any
ongoing campaign, solo or otherwise.
DMs might want to use this
adventure to help their characters
gain some gold, or just to give them
something to do between sessions.
This series of adventures is also
designed to perhaps partially plug
the gap between my major solo
adventures, such as
The Tortured
Land
or
Citadel of the Raven,
which
generally take about 4 months to
write.
The Dread Vault of Tgozur
is designed
for a single level 10 player, without a
DM. The written narrative entries in
this book serve in place of the
dungeon master and guide you
through the adventure.
INTRODUCTION
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
WHAT WILL YOU
NEED?
All you will need for this adventure
is a level 10 PC. 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.
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
HOUSE RULES
All battle maps utilise a standard 5 ft.
grid. When moving diagonally, treat
every
other
square as 10 ft of
movement.
MOVEMENT
No 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).
SKILLS
Skill checks will be asked for when
appropriate.
OTHER ISSUES
If you are playing with a friend as a
two-player party,
death saves are
allowed,
but also, ignore the Max
HP rule. This adventure is balanced
for either 1 x Level 10 PC, or 2 x
Level 6 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 themselves, runs
the combat, and both DM and
players have the maps visible. The
DM controls the maps and reads the
entries to the player.
MULTIPLAYER AND
DM VERSIONS OF
THE QUEST
Any issues where you are not sure of
the judgement or how you should
play it, just exercise common sense
and ask yourself…
WHAT WOULD A DM DO?
This should be your guide when in
doubt.
GO WITH IT
Feel free to improvise. The last thing
I want this adventure to be is too
prescriptive. You might decide that
the monster you are fighting does
something different, even if it’s not
so great for your PC. If it’s in the
spirit of the game, go with it.
Sometimes you may need to roleplay
something your character would
definitely
do in this circumstance. In
that situation, you have my
permission to perhaps look an entry
or two ahead to see what the
outcome is, and decide which is the
fairest outcome for your character.
Try to keep this sort of thing for an
emergency, however, when you are
certain you
must
play it in this way.
If you have healing abilities (Lay
hands, Goodberry, Cure wounds etc),
or healing potions, use those when
you like and as appropriate, following
normal 5e rules. You do not need to
be prompted by the text to use these.
RESTING AND
HEALING
REPLAYABILITY
While this short solo quest does not
possess the replayability of one of our
longer quests such as
Tyrant of
Zhentil Keep,
you can still run
multiple PCs through it and retain
the element of surprise by using the
following suggestion.
Instead of basing your choices on
previous playthroughs, instead play
your PC true to form, or else
randomize their choices by using a
d6. When choosing between two
options, 1-3=option 1, 4-6=option 2.
When 3 choices are available, 1-
2=option 1, 3-4=option 2, 5-
6=option 3.
Common:
100
Uncommon:
500
Rare:
1000
For ability scores, use point-buy or
standard array.
There are no restrictions on race or
class – go with whatever you’re
feeling, but keep in mind that this
adventure is designed to be balanced
with core classes. If you’re new to
D&D just stick with creating a
character using the
Player’s
Handbook,
as the PHB already
contains numerous options for
character creation. For the sake of
my own sanity, I do not include feat
options for non-core classes in the
adventure text. I can’t possibly
account for every known class and
their feats by level and still keep the
adventure entries at a manageable
size! So if you are playing a
non-core class, and in
general really,
accept that you
won’t be able
to do
everythin
everything
you can think of –
that’s just the
nature of
this style
of play.
With all
that out of
the way, let’s get
into the
adventure!
If you are new to our adventures,
please create a level 10 character,
equipping them with gear according
to class. In addition to that, let’s say
they’ve already completed one quest
and received 2000 gp, which they can
spend before the quest begins. This
includes the purchase of common to
rare magic items, which the player
may have picked up on their
travels. For each common
to rare magic item
you wish to
add to your
inventory,
deduct the
following
amounts
from
your
starting
gold:
CHARACTER
CREATION
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