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AD&D - Birthright - 3118 - The Sword of Roele (2e) (lvl 5-8)

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Published by Capn_Ragnar, 2022-12-22 00:26:02

AD&D - Birthright - 3118 - The Sword of Roele (2e) (lvl 5-8)

AD&D - Birthright - 3118 - The Sword of Roele (2e) (lvl 5-8)

Keywords: AD&D,Dungeons & Dragons,DnD,TTRPG,TSR,Birthright

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TSR, Inc. TSR Ltd.
201 Sheridan Springs Road 120 Church End

Lake Geneva Cherry Hinton
WI 53147
USA. Cambridge CBI 3LB
United Kingdom

3116XXX1901
ISBN 0-7669-0374-0

ADSID, ADVANCEDDUNGEONSISDRAGONSan, d DUNGEONMASTEaRre registered trademarks owned by TSR, Inc.
BIRIHRIGXaInd the TSR logo are trademark owned by TSR, Ins.

AU TSR characters,character names,and the distinctive likenesses thereof are trademark owned by TSR, Inc.
01996 TSR,Inc.All Rights Reserved. Made in the U.S.A.

Random House and its affiiate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.
Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR
Ltd. This material is protected under the copyright law of the United States of America. Any reproduction or unauthorized use of the
llaterial contained herein is pmhibited without the express written consent of TSR, Inc.











The Three Brother Mages)

%e Anuirean Empire. ”

es the Three Brothers, who say t
ra will soon attempt to. claim t









Y

houses are built on a mountain plateau. worthiness, as a
up with the raiders,

re cards are neede
E21). If the PCs





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and friendly with visitor

lightning bolt", wraithform; 4th-ener- Rainblossom, sylph (elemental, air
vation, fire shield", ice storm", impo- kin): AC 9; M V 12, F136 (A);H D 3;
tence (t), stoneskin';, true darkness (t);
5th-cloudkill, cone of cold, teleport", hp 22; THACO 17; #AT 0; Dmg 0; SA
vulnerability,wall of stone.
Realm Spellbook: alchemy, forge ley spells as 7th-level wizard, invisible at
line, summon monsters, transport. will, summon an air elemental

" Favored spell, (t) new spell. ng cloud, summon

Fitnat, monkey familiar (mammal,i
small): AC 7; MV 9; H D 1+ 1; hp 11;
THACO 19; #AT 1; Dmg 1; SZ S ( 1 '
tall); M L average (9);Int semi ( 3 )

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1



enough to guarantee them a place in the
order’s pantheon of heroes. The architect
used transmute rock to mud spell to carve
out 20- by 20-foot areas. The ceilings are
all 12 feet high (tall enough for hunched
giants and upright golems to pass
through). The halls are unlit except where
noted otherwise.

1. The E well
hidden by vines and leaves and risembles

a small hole or cave entrance-just large

enough for a halfling or dwarf tunnel

fighter to wriggle into. The entrance was

once a series of broad steps carved into

ere completely

rance was deliber-

he ground around

chameleon power to blend into the stone

(-4 penalty t o PCs’ surprise rolls). The

guard won’t come out to fight aga

bers, but fighting in

s its own problems. S1

ing and bludgeoning weapons are almost

useless in the narrow tunnel (-2 to attack

rolls, -4 t o damage) pierci

weapons work normally.

Troglodyte sentry: AC 5; MV 12;
H D 2 ; hp 15;THACO 19;#AT 3 or 1;

Dmg ld3/ld3/ld4+1 or 2d4 (sDear\:

vs. poison lose ld6 rete a nauseating

gap to prevent others from c
gh. The tribe then surrounds

. Chamber of Lions:

ngs were left for the s
all fountain still b









ncient knights, we
bronze plate arm0
scimitars. Beside the ghostly
stands a ghostly halfling warrior in gleam-
ing c h a i i armor, the eye sv
or*deron his buckler.

'riors (12):AC 3 ;
Fl 12: HD 4 + 3 ;hp 2 6 , 2 5 ( ~ 3 )2,4,

13) is not locked or trapped.

b: The ashes

r are kept here, and
ded in the murals on
st of the captains of















of the S i n . Other p a i e l s show The weird’s treasure is all kept in the
ing, monks copying manuscripts, bath’s waters: 900 gp, seven moonstones
easants sowing crops, hunters in the (50 gp each), three heavy golden anklets
rests, and a shepherd driving offa wolf
(800 g p each), and a pair of earrings (6
he panels are wellireadered, but are
bably too heavy for the PCs to bother gp the pair).
dra ‘ng along with them.
31. Wemic Burial Chamber: The gr
R e high priest liked to keep a few lionlike servants of the order who brau
the word of Avani into the wide plains a
secrets from his subordinates, such as the hinterlands of the Sun Coat$ were buried
two secret doors. The first secret door
Phere. The were three of thc gxeatest
l e d s down to the treasury. It is well-hid-
shamans o Avani and three of the greatest
den in the room’s panelling.
knights of the order.
The second secret door is an entire The wemics no longer rest peacefully.

et of El-Mimar made them monster zombies to

30. Consort's Quartms: In








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