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Title: A One/Two-Round Dungeons & Dragons Living Greyhawk™ Furyondy Regional Adventure by Name

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0% found this document useful (0 votes)
143 views

Title: A One/Two-Round Dungeons & Dragons Living Greyhawk™ Furyondy Regional Adventure by Name

template

Uploaded by

mike_mckeown_3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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FUR7-XX

Title
A One/Two-Round Dungeons & Dragons® Living Greyhawk™
Furyondy Regional Adventure
Version X

by Name
Reviewed by: John du Bois, Britt Frey
Playtesters: Names List these in alphabetical order.

Blurb. A one/two-round Furyondy Regional adventure for APLs X-X.

Resources for this adventure [and the authors of those works] include title [author], title [author], title
[author] and title [author]. List these in alphabetical order.

How to use this template: This might look daunting at first, but it is actually fairly simple. Instructions to
the author are in blue text and should be deleted when you are finished writing. Examples are in red text
and should also be deleted when you are finished writing. Text that you need to change is highlighted in
green. Text that you can leave alone is in black. If, after the review, I return a copy of the adventure to
you, look for comments in the right margin of the document. Those portions are areas about which I have
particular concerns and/or need to be corrected.
It is a good idea to find a recent adventure for comparison to ensure that your formatting is correct.
Any year 7 IUZ adventures should have a reliable format with few errors. Also, be sure to consult the
accompanying document, entitled “FUR Adventure Writing Guidelines,” listing various guidelines and tips
for writing and formatting Furyondy regional adventures.

Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.

This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.

DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s
Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. 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, Inc. This product is a work of fiction. Any similarity to actual
people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc.

Visit the LIVING GREYHAWK website at www.rpga.com.

For questions specific to this document, please e-mail your Circle member at [email protected]; for LIVING
GREYHAWK campaign questions email [email protected].
RPGA® SANCTIONED PLAY paraphrase or read aloud when appropriate.
Information on nonplayer characters (NPCs) and
Most likely you ordered this adventure as part of monsters appear in abbreviated form in the
an RPGA even from the RPGA website, or you adventure text. Refer to Appendix 1 for full
received it from your senior gamemaster. To play information on NPCs and monsters. For your
this adventure as part of the LIVING GREYHAWK™ convenience, Appendix 1 is organized by APL
campaign—a worldwide, ongoing D&D campaign Along with this adventure, you’ll find an RPGA
set in the GREYHAWK setting—you must sanction it Session Tracking sheet. If you’re playing this
as part of an RPGA event. This event could be as adventure as part of an RPGA-sanctioned event,
elaborate as a big convention, or as simple as a complete and turn in this sheet to your senior GM
group of friends meeting at the DM’s house. directly after play. You’ll also find a LIVING
To sanction an RPGA event, you must be at GREYHAWK Adventure Record (AR). You need one
least a HERALD-LEVEL gamemaster. The person copy of this for each participating player.
who sanctions the event is called the senior
gamemaster, and is in charge of making sure the
event is sanctioned before play, runs smoothly on LIVING GREYHAWK LEVELS
the date sanctioned, and then reported back to the
RPGA in a timely manner. The person who runs
OF PLAY
Because players bring their own characters to
the game is called the table Dungeon Master (or
LIVING GREYHAWK games, this adventure’s
usually just DM). Sometimes (and almost all the
challenges are proportionate to the modified
time in the cases of home events) the senior
average character level of the PCs participating in
gamemaster is also the table DM. You don’t have
the adventure. To determine this modified Average
to be a HERALD-LEVEL GM to run this adventure if
Party Level (APL) follow the steps below:
you are not the senior GM.
1. Determine the character level for each of the
By sanctioning and reporting this adventure
PCs participating in the adventure.
you accomplish a couple of things. First it is an
If PCs bring animals that have been trained for
official game, and you can use the AR to advance
combat (most likely dogs trained for war),
your LIVING GREYHAWK character. Second player
other than those brought by virtue of a class
and DMs gain rewards for sanctioned RPGA play
ability (such as animal companions, familiars
if they are members of the DUNGEONS & DRAGONS
paladin’s mounts) or the warhorse of a
REWARDS program. Playing this adventure is worth
character with the Mounted Combat feat, use
two (2) points.
the sidebar chart to determine the number of
This adventure retires from RPGA-sanctioned
levels you add to the sum of step one. Add
play on December 31, 2008.
each character’s animals separately. A single
To learn more about the LIVING GREYHAWK
PC may only bring four or fewer animals of
character creation and development, RPGA event
this type, and animals with different CRs are
sanctioning, and DUNGEONS & DRAGONS
added separately.
REWARDS, visit the RPGA website at
www.rpga.com. Mundane
# of Animals
Animals Effect
on APL
PLAYERS READ NO FARTHER 1 2 3 4
If you are planning on playing this adventure, stop
CR of Animal

reading now. The rest of the information in this 1/4 & 1/6 0 0 0 1
adventure is for the DM only. If you read farther 1/3 & 1/2 0 0 1 1
than this section, you’ll know too much about its
challenges, which kills the fun. Also, if you’re 1 1 1 2 3
playing this adventure as part of an RPGA-
2 2 3 4 5
sanctioned event, reading beyond this point
makes you ineligible to do so. 3 3 4 5 6

4 4 6 7 8
PREPARING FOR PLAY
To get the most out of this adventure, you need 5 5 7 8 9
copies of the following D&D books: Player’s
6 6 8 9 10
Handbook, Dungeon Master’s Guide, Monster
Manual, and Spell Compendium. 7 7 9 10 11
Throughout this adventure, text in bold Sum the results of step 1 and 2, and divide by the
italics provides player information for you to number of characters playing in the

FUR7-XX Adventure Title Page 1


adventure. Round to the nearest whole damage as if he or she paid for Standard Upkeep,
number. may refill spell component pouches and healer’s
If you are running a table of six PCs, add one to kits, and may restock up to 20 arrows or bolts if
that average. the character has at least four ranks in Craft
(bowmaking). The player is allowed to Take 10 on
Throughout this adventure, APLs categorize the this roll.
level of challenge the PCs face. APLs are given in More information about Lifestyle and Upkeep
even-numbered increments. If the APL of your can be found in the “Lifestyle and Upkeep” section
group falls on an odd number, ask them before of Chapter 3 of the Living Greyhawk Campaign
the adventure begins whether they would like to Sourcebook.
play a harder or easier adventure. Based on their
choice, use either the higher or the lower adjacent
APL.
ADVENTURE BACKGROUND
APL also affects the amount of experience This section details any history that is relevant to
and gold a PC can gain at the end of the your adventure.
adventure. If a player character is three character
levels or more either higher or lower than the APL ADVENTURE SUMMARY
at which this adventure is being played, that This section contains the judge’s introduction and
character receives only one-half of the experience background and summary of adventure flow
points and gold for the adventure. This simulates (encounter 1, encounter 2, etc.
the fact that either the PC was not challenged as
much as normal or relied on help by higher-level
characters to reach the objectives. PREPARATION FOR PLAY
Furthermore, a PC who is four or more levels Prior to this and any other Furyondy regional
higher than the highest APL supported by the adventure, the DM should ask the PCs the
adventure may not play the adventure. following questions:
LIVING GREYHAWK adventures are designed for  Do you or any items you possess detect
APL 2 and higher. Four or five 1st-level characters as evil?
may find the challenge of an APL 2 adventure  If items detect as evil, do you plan to
difficult. Suggest the following to these groups to bring them on this adventure?
help increase their chances of success:  Are you presently wanted for any crimes
1. Enlist a sixth player. in Furyondy?
2. Advise characters to buy riding dogs to If the PCs detect as evil or possess any items that
help protect them and fight for them. do, be sure that they are aware that both are
criminal acts in the kingdom and that they are
TIME UNITS AND UPKEEP likely to be arrested and prosecuted if captured.
This is a standard number-round Furyondy This section summarizes any information that the
Regional adventure, set in location. All characters judge should determine about the participating
with a home region of Furyondy pay x Time Units. PCs prior to the adventure beginning. For
Out of metaregion characters pay x*2 Time Units. example, this could include determining whether
Adventurer’s Standard Upkeep costs 12 gp the PCs possess a particular Favor or item. It can
per Time Unit. Rich Upkeep costs 50 gp per Time also be used for pre-rolled skill checks if you do
Unit. Luxury Upkeep costs 100 gp per Time Unit. not wish to alert the players that something is
Characters that fail to pay at least Standard happening (for example, having elf characters
Upkeep will retain temporary ability damage until pre-roll Search checks if a secret door is located
the next adventure, must buy new spell somewhere in the adventure).
component pouches and healer’s kits, and may Sometimes it becomes necessary to put in a
suffer other in-game penalties (or possibly gain in- bullet list of items in the adventure. This section is
game benefits) as may be detailed in this a good example of a section in which bullet lists
adventure. may be appropriate. To use bullet points, use the
A character that does not pay for at least following word processor style. Using the style has
Standard Upkeep may also avoid the above- many benefits:
described penalties by living off the wild. If the  It keeps the same look and feel for all
character possesses four or more ranks in the your items.
Survival skill and succeeds at a DC 20 Survival  You don’t have to worry about your
check, the character will heal temporary ability margins, it is already done

FUR7-XX Adventure Title Page 2


 The Circle won’t get on your case about ALL APLs (EL 3)
your bullet lists. Poisoned Arrow Trap: CR 3; mechanical;
touch trigger; manual reset; lock bypass (Open
Include here all relevant AR items from previous lock DC 30); Atk +12 ranged (1d8 plus poison,
adventures. arrow); poison (Large monstrous scorpion venom,
DC 14 Fortitude save resists, 1d4 Con/1d4 Con);
Search DC 19; Disable Device DC 15; Market
INTRODUCTION value 2,900 gp.
The adventure starts here. This section includes
the introduction to get the player characters Creatures: Any creature the PCs might encounter
involved in the adventure. is described here. This section provides a physical
description of the monster, as well as general
1: SAMPLE ENCOUNTER motivations and some background.
Include a creature’s abbreviated statistics.
Encounter 1 text goes here. Repeat this type of
See “D&D Specific Formats,” below, for the proper
layout for each subsequent encounter. Each
way to format creature statistics. Monsters that
encounter is split up into subsections; below are
can be found in the Monster Manual should use
the subsections, their descriptions, and the order
the Monster Stat Block detailed below and include
in which they appear.
only the number of creatures appearing, the
Text that should be read aloud should use the
creatures’ hit points, and special equipment, as
“Read Aloud Text” style. It provides a distinct
well as a Monster Manual page number for easy
format that will set it off from the other text in the
reference. Full statistics for creatures that cannot
adventure. Keep these sections as brief as
be found in the Monster Manual, such as
possible.
creatures from new sources or advanced
creatures, should be detailed in an easily-
The path forks ahead. One path bends to the
referenced appendix. (New magic items, spells,
right, leading into a dense forest. Eerie noises
and other items should also be fully described in
emanate from those dark sylvan depths. The
the appendix.) This allows judges to easily keep
other path leads to the left into a group of
the items on their DM screens or their campaign
craggy hills. A flock of vultures flies in lazy
notebook.
circles over those highlands.
NPC hit points should equal the average of
the hit dice rolls plus any bonuses or penalties due
The section that follows the read-aloud text
to feats and the creature’s Constitution score.
provides the judge with information on interesting
Round down any fractions
features, NPCs, traps, and other specifics of the
Example: male human fighter 3; hp 25, Con
encounter that play off the read-aloud text. This
16. (5.5 + 5.5 + 5.5 + 9).
information immediately follows the read-aloud
text and is not set off in any special way. Simple
Note: Creatures that pose a threat to the PCs
encounters can get by with just a general
have a challenge rating. Refer to the Dungeon
description. However, a particularly complex
Master’s Guide, Chapter 3, Challenge Ratings and
encounter might require more structure.
Encounter Levels for an understanding about how
For items that need statistics, use the
to calculate Challenge Ratings (CRs) and
following format:
Encounter Levels (ELs) for a mixed group of
Wooden Doors: 1 in. thick; hardness 5; hp
monsters or monsters of varying levels.
10; AC 5; Break DC 18.
Further, especially difficult circumstances that
favor the opponents may modify the Encounter
Trap(s): The Trap section describes in detail any
Level for the encounter. If the opponents have a
traps (magic or mundane) that PCs might trigger
significant advantage over the PCs, it may be
in the encounter. Remember: dwarves can use
appropriate to assign a higher Encounter Level.
their Search skill to locate difficult stonework traps
Refer to Chapter 2 of the Dungeon Master’s
just like rogues can, anyone can search for traps
Guide for further discussion of adjusting
whose DC to find them is 20 or less, and anyone
Encounter Levels.
can take 20 on a search for traps. (See DMG 71-
74 for example traps). Below is one such
Use the following templates for the various types
example:
of stat blocks.
Abbreviated Stat Block: NPCs the PCs will
not fight.

FUR7-XX Adventure Title Page 3


Mulroony: male gnome barbarian 12/ rogue APL 6 (EL 6)
6. Gurlg the Thug: male human warrior 7; hp
56; Appendix 1.
Abbreviated Stat Block with Skill Modifier:
NPCs who may make a Skill check during the Tactics: Describe the opponent’s combat tactics
adventure, but who the NPCs are not expected to here.
fight.
Teldarrin: male human sorcerer 14 (Sense Treasure: The PCs can gain the following
Motive +5). treasure here:
This section lists any treasure that the PCs can
Monster Stat Block: Monsters that appear in find during the encounter. Use the following
the adventure as the standard Monster Manual format to list the treasure found in the encounter.
variety monster. If using multiples of the same Loot: The value per character of all mundane
type of monster, use the same hit point totals for equipment found such as nonmagical weapons
each unless one or more should have significantly and armor. Calculate this figure by dividing the full
different hit points from the normal monster. market price of all found items by 12.
Multiple different hit point totals add complexity Coin: The per character value of all coins,
for the DM without adding anything useful for the gems, jewelry, works of art and so on. These items
players. In the APL 2 example below, the author are sold at full market price. Calculate how much
wanted to reduce the challenge somewhat by each character receives by dividing the full market
lowering the hit point totals on two of the zombies. price of all these items by 6.
The other examples, however, did not require Magic: List all magical and nonstandard items
significantly different totals. which the PCs find or gain access to. Follow each
item by a gp value in parenthesis. Calculate this
APL X (EL Y) figure by dividing the full market price of the item
Monster (#): hp X (each); Source page XXX. by 12.
Total: Total value per character of all treasure.
APL 2 (EL 2)
Human Commoner Zombies (3): hp 16, 8, 8; APL A: Loot XX gp; Coin XX gp; Magic XX gp
Monster Manual 266. item name (XX gp each [if more than one]); Total
XX gp.
APL 4 (EL 4) APL 2: Loot 12 gp; Coin 0 gp; Magic 13 gp;
Human Commoner Zombies (6): hp 16 scroll of protection from arrows (13 gp); Total 25
each; Monster Manual 266. gp.
APL 4: Loot 25 gp; Coin 0 gp; Magic 180 gp;
APL 6 (EL 6) scroll of protection from arrows (13 gp), ring of
Troglodyte Zombies (6): hp 29 each; protection +1 (167 gp); Total 205 gp.
Monster Manual 266. APL 6: Loot 16 gp; Coin 0 gp; Magic 214 gp;
2 potions of cure light wounds (8 gp each), scroll
Reference Stat Block: Advanced or classed of haste (31 gp), ring of protection +1 (167 gp);
monsters or NPCS that the PCs may fight should Total 230 gp.
not include the full stat block in the adventure text Detect Magic Results: Scroll of haste (faint
but, instead, a reference stat block should appear transmutation). List all magic items and their
in the adventure text. detect magic auras.
APL X (EL Y)
Monster (#): hp X (each); see Appendix 1. Troubleshooting: Sometimes the PCs pursue
unusual paths or actions that do not fit into the
APL 2 (EL 2) structure of the adventure. Use this section to help
Gurlg the Thug: male human warrior 3; hp the DM resolve unusual situations.
24; Appendix 1.
Development: Use this section to help the DM
APL 4 (EL 4) determine the next encounter based on the PCs
Gurlg the Thug: male human warrior 5; hp actions in this and previous encounters.
40; Appendix 1.

FUR7-XX Adventure Title Page 4


CONCLUSION
This section contains the wrap-up of the
adventure. Include any rewards given to the
characters, final explanations, and other
conditions that the game master might need.

FUR7-XX Adventure Title Page 5


APL 6 AA XP
EXPERIENCE POINT APL 8 AA XP
SUMMARY Sum of all experience awards above.
To award experience for this adventure, add up
the values for the objectives accomplished. Then TREASURE SUMMARY
assign the experience award. Award the total During an adventure, characters encounter
value (objectives plus roleplaying) to each treasure, usually finding it in the possession of
character. their foes. Every encounter that features treasure
Generally, to award XP for a combat encounter has a “treasure” section within the encounter
the judge should award 30 XP per EL defeated in description, giving information about the loot,
the encounter. So at APL 2 the party defeats a coins, and magic items that make up the
monster at EL 4 and gets 120 XP, while at APL 4 encounter’s treasure.
the monster is EL 6 awarding the party 180 XP. The loot total is the number of gold pieces
The XP that can be awarded in an adventure is each character gains if the foes are plundered of
subject to certain maximum amounts. Authors all their earthly possessions. Looting the bodies
should refer to the Living Greyhawk Writer’s takes at least 10 minutes per every 5 enemies,
Guidelines for the most recent version of these and if the characters cannot take the time to loot
rules including separate rules regarding the the bodies, they do not gain this gold. If you feel it
maximum amount of XP that can be awarded for is reasonable that characters can go back to loot
story awards and for discretionary roleplaying. the bodies, and those bodies are there (i.e., not
carted off by dungeon scavengers, removed from
1: Encounter Name the scene by the local watch, and so on),
Experience objective characters may return to retrieve loot. If the
APL 2 AA XP characters do not loot the body, the gold piece
APL 4 AA XP value for the loot is subtracted from the encounter
APL 6 AA XP totals given below.
APL 8 AA XP The coin total is the number of gold pieces
each character gains if they take the coin
2: Encounter Name available. A normal adventuring party can usually
Experience objective gather this wealth in a round or so. If for some
APL 2 AA XP reason, they pass up this treasure, the coin total is
APL 4 AA XP subtracted from the encounter totals given below.
APL 6 AA XP Next, the magic items are listed. Magic item
APL 8 AA XP treasure is the hardest to adjudicate, because they
are varied and because characters may want to
Story Award use them during the adventure. Many times
Objective(s) met: characters must cast identify, analyze dweomer or
APL 2 AA XP similar spell to determine what the item does and
APL 4 AA XP how to activate it. Other times they may attempt
APL 6 AA XP to use the item blindly. If the magic item is
APL 8 AA XP consumable (a potion, scroll, magic bolts, etc.)
and the item is used before the end of the
Discretionary roleplaying award adventure, its total is subtracted from the
APL 2 AA XP adventure totals below.
APL 4 AA XP Once you have subtracted the value for
APL 6 AA XP unclaimed treasure from each encounter add it up
APL 8 AA XP and that is the number of gold pieces a characters
Note to authors: the roleplaying award and story total and coin value increase at the end of the
awards must be 20% or less of the total award for adventure. Write the total in the GP Gained field
the adventure and may only be awarded when of the adventure certificate.
less than the maximum number of ELs for the Loot = Looted gear from enemy; Coin = Coin,
APL is used. Gems, Jewelry, and other valuables; Magic =
Magic Items.
Total possible experience:
APL 2 AA XP
APL 4 AA XP

FUR7-XX Adventure Title Page 6


X: Encounter Name 2,400 characters (including spaces) or one column
APL A: Loot xx gp; Coin yy gp; Magic zz gp – of text.
item name (value gp each per single item); Total
xx gp. Favor of Gurd Firebeard: You have performed a
APL B: Loot xx gp; Coin yy gp; Magic zz gp – valuable service for the Ironcart clan of dwarves
item name (value gp each per single item) ; Total in the Rakers Mountains and you have earned the
xx gp. favor of their cleric, Gurd Firebeard. When the
APL C: Loot xx gp; Coin yy gp; Magic zz gp – PC exercises this favor, Gurd Firebeard will
item name (value gp each per single item) ; Total upgrade any one magical weapon that the PC
xx gp. owns to add the Halfling Bane special ability. This
favor counts only as access and the PC must pay
Total Possible Treasure the difference in market value for the upgrade.
APL A: Loot WW gp; Coin XX gp; Magic YY Until this favor is expended, the character is
gp; Total ZZ gp. deemed to have an Influence Point with the
APL B: Loot WW gp; Coin XX gp; Magic YY Ironcart clan of dwarves.
gp; Total ZZ gp.
APL C: Loot WW gp; Coin XX gp; Magic YY Slippers of Uberness: These slippers are made
gp; Total ZZ gp. of the finest silk from the lake isle of Uberness.
While wearing them, your feet feel very
1: Sample Encounter comfortable.
APL A: Loot 0 gp; Coin 50 gp; Magic 0 gp;
Total 50 gp. Staff of Coolness: This +1 frost quarterstaff has
APL B: Loot 0 gp; Coin 100 gp; Magic 0 gp; all sorts of neat things carved on it. It also has a
Total 100 gp. black-light colored glow to it, making you the envy
APL C: Loot 0 gp; Coin 150 gp; Magic 0 gp; of all your friends.
Total 150 gp. Moderate evocation; CL 8th; Craft Magic Arms
and Armor, chill metal or ice storm; 8,300 gp;
2: Second Sample Weight 4 lbs.
APL A: Loot 12 gp; Coin 0 gp; Magic 13 gp –
scroll of protection from arrows (13 gp); Total 25 ITEM ACCESS
gp. APL 2:
APL B: Loot 25 gp; Coin 0 gp; Magic 180 gp –  Wand of cure light wounds (Adventure;
scroll of protection from arrows (13 gp), ring of DMG)
protection +1 (167 gp); Total 205 gp.  Adamantine dagger (Adventure; DMG;
APL C: Loot 16 gp; Coin 0 gp; Magic 214 gp – 3,002 gp)
potion of cure light wounds (2 @ 8 gp each), scroll
of haste (31 gp), ring of protection +1 (167 gp); APL 4 (all of APL 2 plus the following):
Total 230 gp.  Slippers of Uberness (Adventure; see
above)
Total Possible Treasure
APL A: Loot 12 gp; Coin 50 gp; Magic 13 gp; APL 6 (all of APLs 2-4 plus the following):
Total 75 gp.  +2 greatsword (Adventure; DMG; 8,350
APL B: Loot 25 gp; Coin 100 gp; Magic 180 gp)
gp; Total 305 gp.  Staff of coolness (Adventure; see above)
APL C: Loot 16 gp; Coin 150 gp; Magic 214  Goggles of day (Adventure; CL 3rd; Libris
gp; Total 380 gp. Mortis; 4,500 gp)

ADVENTURE RECORD Only include CL and cost information for non-


standard items. See the goggles of day entry,
ITEMS above, for how to lay out a nonstandard item.
List all things to be included on the AR. You This section of the AR only has space for 20
should not include any item to which the PCs lines of text detailing magic items; do not exceed
have “core” access (listed in the Living this limit, as excess items will be removed.
Greyhawk Campaign Sourcebook). Because of
space limitations, this section should have a
maximum of 450 words. This equates to roughly

FUR7-XX Adventure Title Page 7


APPENDIX 1: ALL APLS
This appendix is for listing the various monsters Spell-Like Abilities (CL Xth):
that are not straight out of the MM. Break the At will—
encounters down by APL and list the full stat X/day—
block of all non-standard monsters. Sort the Already cast
monsters by encounter. PLEASE FILL IN THE Abilities Str XX, Dex XX, Con XX, Int XX, Wis XX,
HIDDEN TEXT; you can see this text by Cha XX
SQ
selecting Tools -> Options on the MS Word
Feats Feat, Feat, Feat, Feat, Feat
menu, selecting the View tab, and checking the
Skills Skill +#, Skill +#, Skill +#, Skill +#,
box next to “Hidden Text”. Possessions combat gear plus
Spellbook spells prepared plus 0—
1: ENCOUNTER NAME Special Attack/Quality (XX)
M ONSTER NAME CR XX Special Attack/Quality (XX)
Gender race class level Special Attack/Quality (XX)
AL Size type (subtype) Skills
Init +X; Senses Listen +X, Spot +X
Aura
Languages Common
Power-Up Suite (Status – spell, spell):
List any statistics that differ from those
AC XX, touch XX, flat-footed XX
(+/-X size, +/-X Dex, +X class, +X armor, +X shield, appearing in the main stat block.
+X deflection, +X insight, +X natural) Physical Description: If significant.
Miss Chance
hp XX (XX HD); regeneration/fast healing; DR 1: GARGOYLE ENCOUNTER
Immune G A R G O Y L E , A D VA N C E D CR 10
Resist ; SR XX CE Large magical beast (earth)
Fort +X (+X against poison), Ref +X, Will +X Init +1; Senses darkvision 60’; Listen +8, Spot +4
Weakness Languages Common
Speed xx ft. in armor type (xx squares), base AC 16, touch 10, flat-footed 15
movement xx ft., other movement mode XX ft.; (-1 size, +1 Dex, +5 natural)
Melee weapon +X (damage) or/and hp 111 (12 HD); DR 10/magic
Ranged weapon +X (damage) Fort +9 Ref +8, Will +7
Space X ft.; Reach X ft. Speed 45 ft. (9 squares), fly 75 ft. (average)
Base Atk +X; Grp +X Melee claw +15 (1d6+6) or
Atk Options 2 claws each +15 (1d6+6) and
Special Actions bite +14 (1d8+6) and
Combat Gear gore +14 (1d8+6)
Class Spells Prepared (CL Xth): Space 10 ft.; Reach 10 ft.
9th— Base Atk +10; Grp +16
8th— Atk Options Power Attack
7th—
Abilities Str 23, Dex 12, Con 22, Int 6, Wis 11, Cha
6th—
7
5th—
SQ freeze
4th—
Feats Multiattack, Power Attack, Weapon Focus
3rd—
(claw, bite, gore)
2nd—
Skills Hide +13, Listen +8, Spot +4
1st—
0— Freeze (SQ) When the gargoyle is standing still, an
D: Domain spell. Deity: XX. Domains: Name, Name observer must make a successful Spot check (DC
OR 20) to notice it is really alive.
Class Spells Known (CL Xth): Skills +8 to Hide in a background of worked
9th (x/day)— stone.
8th (x/day)—
7th (x/day)— 2: NPC ENCOUNTER
6th (x/day)— FARLARA SURESTRIKE CR 5
5th (x/day)— Female human (Oer) fighter 3/cleric 2
4th (x/day)— N Medium humanoid (human)
3rd (x/day)— Init -1; Senses Listen +3, Spot +3
2nd (x/day)— Languages Common
1st (x/day)—
0 (x/day)— AC 21, touch 9, flat-footed 21
Already cast (-1 Dex, +9 armor, +3 shield)

FUR7-XX Adventure Title Page 8


hp 41 (5 HD)
Fort +7, Ref +2, Will +6
Speed 20 ft. in full plate (4 squares), base movement
30 ft.
Melee +1 bastard sword +8 (1d10+3/19-20)
Ranged mwk heavy crossbow +5 (1d10/19-20)
Base Atk +4; Grp +6
Atk Options
Special Actions
Combat Gear
Class Spells Prepared (CL Xth):
9th—
8th—
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—
0—
D: Domain spell. Deity: XX. Domains: Name, Name
OR
Class Spells Known (CL Xth):
9th (x/day)—
8th (x/day)—
7th (x/day)—
6th (x/day)—
5th (x/day)—
4th (x/day)—
3rd (x/day)—
2nd (x/day)—
1st (x/day)—
0 (x/day)—
Already cast
Spell-Like Abilities (CL Xth):
At will—
X/day—
Already cast
Abilities Str XX, Dex XX, Con XX, Int XX, Wis XX,
Cha XX
SQ
Feats Feat, Feat, Feat, Feat, Feat
Skills Skill +#, Skill +#, Skill +#, Skill +#,
Possessions combat gear plus
Spellbook spells prepared plus 0—
Special Attack/Quality (XX)
Special Attack/Quality (XX)
Special Attack/Quality (XX)
Skills

Power-Up Suite (Status – spell, spell):


List any statistics that differ from those
appearing in the main stat block.
Physical Description: If significant.

FUR7-XX Adventure Title Page 9


APL X
APL Y
APL Z
APPENDIX 2: NEW RULES ITEMS
All new rules items from sources other than the PH, DMG, or MM go in this section. If you do not have
any DM aids or maps, replace this line with “N/A”

FEATS
List alphabetically. Include source and page:

Scorpion’s Resolve
Like the scorpion, you are not easily distracted.
Benefit: You gain a +4 bonus on saving
throws against mind-affecting spells and
abilities.
Source: Sandstorm 53

MAGIC ITEMS
List alphabetically; see above.

MUNDANE EQUIPMENT
List alphabetically; see above.

SPELLS
List alphabetically; see above.
APPENDIX 3: DM AID OR MAP
DM aids and maps go in this section. Use page breaks between each. Every combat and every
encounter in which tactical positioning is important MUST be accompanied by a detailed map. It is
recommended that authors for Furyondy regional adventures create maps that can be mapped with one
set of D&D Dungeon Tiles if possible. A utility for creating maps with these tiles (even if you do not own
them) can be found at http://www.wizards.com/default.asp?x=dnd/dnd/20061121t.
PLAYERS’ HANDOUT X
Player handouts go in this section. Use page breaks between each. If you don’t have any handouts,
replace this line with “N/A”

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