LCOTD Multi-Player Rules

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Copyright © 2013 All Rights reserved, Christopher J.A.

Young and Pen & Forge


Productions.
Original artwork by Travis Hanson

Unauthorized reproduction except for the purpose of review is prohibited by law.


Path of Legends, Title logo, Pen & Forge logo and all Dwarven Battle Dice artwork are
copyright © 2012 by Christopher J. A. Young.

Published under the terms of the Open Game Licence version 1.0a, Copyright 2000,
Wizards of the Coast Inc.

Made in Canada, eh.


Lost City of the Dwarves: Multi-Player Rules

Lost City of the Dwarves


Multi-Player Rules
Lost City of the Dwarves wasn’t originally designed for multiple char-
acters, although running the adventure with two heroes can be
done without altering the story and by designating one of you to
be the main character. Running the adventure with more than two
heroes goes beyond the scope of the book, but with these addi-
tions and slight story modifications you should be able to run a full
party of adventurers through the lost city as a small, entry-level
campaign in the Path of Legends setting. And while you techni-
cally don’t need a GM to run the adventure, allowing everyone to
take part in the action, it would help if at least one player has read
Lost City of the Dwarves as the intended solo adventure. That way
you will be able to summarize some of the rather lengthy plot de-
scriptions and keep the adventure moving.
Rule Number One: The first rule for converting Lost City of the
Dwarves from a solo adventure to a multi-player game is to desig-
nate one person to be the main character. No matter what, there
has to be a singular Hero that the story focuses on. There will be
a few places where only the main Hero will take part in a certain
task, but otherwise the whole party should be able to take part
in the adventure. Everybody else will play the role of the loyal
sidekick(s), but with the addition of the new campaign treasure
items they can end up with some pretty neat stuff.
Rule Number Two: Hatchet the Dwarf acts only as a narration
for the story. Aside from delivering important story info and mov-
ing the adventure in the right direction, he does not interact in any
other way. This is only really relevant with combat. In the areas
where Hatchet is supposed to be helping the main character fight
the hordes of monster, sidekicks now take his place. This can be
explained by saying that, instead of being an able Dwarven war-
rior, Hatchet is instead an aged Dwarven warrior with very little
left to offer. This may get a little weird at times, but that’s the price
of adapting the book into a multi-player adventure.

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Christopher J.A. Young

Rule Number Three: Replace any ‘instant death’ occurrences


with ‘you manage to survive with just 1 hit point left’. Apply this
penalty to one of the characters and move on with the adventure
as if you hadn’t failed that particular task.
Rule Number Four: Everybody rolls for surprise when determin-
ing if a trap/bad situation is activated. Even if only one character
fails the roll, the entire party must face the consequences.
Rule Number Five: It doesn’t matter how you got here. For a
large party it might seem unlikely that everybody could fit onto the
same griffon, but what really matters is that you are all stranded in
this newly discovered city with no gear.
With those five important rules out of the way, all that’s left is to
figure out just how much you will be modifying the adventure to
compensate for the extra players:
Two players: No other changes. There are plenty of items found
along the way to equip two characters, and with the second player
replacing Hatchet in combat you shouldn’t need to adjust the mon-
ster count either.
Three players: Increase every monster encounter by one addi-
tional monster, the toughest one if there is more than one type
of monster present, even if it’s a unique monster. Unfortunate-
ly you don’t get to duplicate any unique treasure that they might
have. Instead, add one random potion to every treasure find in the
book by rolling on the Random Treasure Table in the Codex unless
your fought an extra unique, boss-type monster in which case you
should roll on the new Campaign Treasure Table. Whenever you
get a chance to barter with some Dwarves, usually at each level-up,
use the new Campaign Treasure Table in this supplement instead
of the Random Treasure Table in the Codex.
Four or Five players: Double the monster count at every encoun-
ter, even unique monsters, and always use the Campaign Treasure
Table to roll for an extra item with every treasure find and when
bartering with Dwarves. There is going to be a LOT of dice rolling

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Lost City of the Dwarves: Multi-Player Rules

during some of the combat segments so stock up on your twenty-


sided dice. I don’t recommend playing this adventure with more
than five players.
Don’t give your party any extra treasure for the bonus items re-
ceived by solving the word puzzles, but you may instead roll for
these items on the new Campaign Treasure Table. Don’t treat
Goblin or Rhodent equipment as treasure finds. During the start
of the adventure, when you are desperate for equipment, you may
claim one suit of piecemeal armor (+2 AC) for every two Goblins/
Hobgoblins you defeat. All claimed Goblin weapons should be
considered 1d6 melee weapons, and all Hobgoblin weapons should
be considered 1d8 melee weapons. When getting equipped for
the first time in the encampment, outfit all players with the same
equipment except for the Folded Blade, if you get it, which is a
unique treasure item. Don’t treat this equipment as a treasure find.
Aside from the monster count and treasure increases there will
be some adaptations made to specific parts of the story. Just fol-
low the instructions for those particular section, which will usually
entail reading a new paragraph from below that replaces the solo-
adventure paragraph. You may want to flip through the adventure
and mark these areas beforehand so that when you do come across
them you won’t forget that they are modified for your adventure.
Post-it notes work great for real books, and you should be able to
highlight these paragraphs, and save those changes, with a PDF.
Below are the changes needed for the first book, Discovery, fol-
lowed by the changes needed for the second book, Deliverance.
-8-
(Read this part before continuing with the existing paragraph.)
Before continuing on with your adventure you notice the re-
mains of an Elven warrior who must have fallen at the start of the
invasion. His weapons are long gone, but you may still claim his
+1 Elven chainmail (+6 AC total). While removing the armor, you
realize that the warrior was lying on his empty quiver which rattles
slightly when you pick it up. By opening a hidden compartment in
the bottom you find an empty vial of Elven Liquid Fire along with
a full vial. After a quick examination you figure out how the empty

3
Christopher J.A. Young

vial had been inserted into the quiver’s compartment to break the
seal, yet not expose the liquid to the air, and coat the arrow heads
that were inserted into the specially designed base. You have found
a Quiver of Fire and now know the secret of the Elven burning
arrows. If you choose to use the vial of Liquid Fire in this quiver,
replenishing the reservoir in its base, then you may fill it with 20
arrows that will ignite when drawn, each dealing an additional 1d4
fire damage. After 20 arrows have been used in this way then the
Liquid Fire will have been exhausted. (Now continue with para-
graph 8)
-27-
Only the Hero receives an item from the Forge Master in this
section, but he informs the sidekicks that they will also get similar
items in a day or so when there is time to make more.
-112-
With 3 or more players, add a Rhodent Marksman to the battle
with the rest of the archers as the second ‘boss’ enemy. This spe-
cial archer is using the enchanted bow Double Shot.
Rhodent Marksman
init:+3 HP:6 AC:16 attack:+4 damage:2d6+2

You should also upgrade the Rhodent Sword Master with two
masterwork shortswords.
Rhodent Sword Master
init:+3 HP:16 AC:16 attack:+3 damage:1d6+1

-131-
(Read this modified paragraph in place of the first paragraph in
this section of the book.)
Before heading out you stop at the barracks for last minute sup-
plies. “Okay, Outsider, now it gets dangerous. You’ll need this.”
Handing you a double crossbow and a quiver of bolts, you give
him a questioning look. “That’s the only one I could find. We don’t
deal much in ranged combat. Where we’re headed, we need to
pass through the Spawning Grounds, and yes, it’s as pleasant as it
sounds.”
(This is just to verify that there is only one crossbow for the
party to use. Now continue on with this section.)

4
Lost City of the Dwarves: Multi-Player Rules

-163-
This section must be played out as written, with only Hatchet
and the main Hero taking part. Due to the situation, no sidekicks
may aid the Hero in this fight.
-281-
This is just to verify that, with 3 or more players, the treasure
find for this section will include two masterwork shortswords (1d6
damage with a non-magical +1 attack bonus) and the bow Double
Shot as described in the treasure section of this book.
-284-
The sidekick(s) will be replacing Hatchet in this section. Since his
battles are not completely described, roll for each wave of mon-
sters that the sidekick(s) will fight just as you will do for the main
Hero, ignoring the extra descriptions. Those descriptions are only
meant for the main Hero. Follow any rules for adding extra mon-
sters according to player numbers.
-301-
The special item that is given to Hatchet at the end of this sec-
tion can instead go to a sidekick.
-317-
This section starts a whole new area in the adventure. The main
Hero and one sidekick will have special items to help them survive
this area, but anyone else will need to deal with the venom that
some monsters have.
There are two types of mutated goblins in this area that deal
venom with every attack. This venom will damage all three of a
character’s stats by 1 unless they make a successful Constitution
roll of 12 or higher. If any one of a character’s stats falls to zero,
they will fall into a coma and probably die. The mutated Elves and
Rhodents in this area use weapons to attack and therefore do not
transmit their venom.
-323-
There is a special type of potion found here, and no matter how
many party members there are, only the main Hero and one side-
kick gets one of the special potions.

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Christopher J.A. Young

Below are the changes needed for the second book, Deliverance.
Introduction on page 1
(Replace the starting paragraph with the modified one below.)
Despite your best attempts to heal Hatchet you can see that he
isn’t recovering as you would expect. You have even given him
the Dwarven Torque of healing to wear, but before you cross the
bridge it is apparent that there is something wrong. During the
long walk back through the ruined streets he is quiet when you
would expect him to be talking non-stop about your victory. By the
time you reach the Lady’s garden your sight tells you that there is
definitely something wrong with Hatchet, and while you can’t quite
put your finger on it he simply looks different to you. The Lady
notices it too and voices her concern immediately.
(This is to verify that the sidekick who had the Dwarven Torque
must now give it up to Hatchet and remove it from their inventory.)
-17-
Only one character (probably the sneakiest) needs to perform
the task at this section while any others can stay behind.
-27-
Do not increase the monster count for this particular paragraph
no matter how many characters are in the party.
-31-
Do not increase the monster count for this particular paragraph
no matter how many characters are in the party.
-41-
At this point in the story, all sidekicks will be equipped with
Dwarven Mail (+5 AC, damage reduction by 1).

6
Lost City of the Dwarves: Multi-Player Rules

-44-
Do not add any extra attacks for this event, but each player must
roll to avoid all of the attacks.
-60-
The item given in this section should go to the character with
no enchanted weapons at all. If more than one character fits this
description then the Hero may fairly decide who gets this item. Do
not give any additional treasure drops for this section.
-62-
Only increase the monster count for this particular paragraph by
1 with 3 or more players.
-69-
Since all sidekicks will be fighting alongside the Hero for this
battle, a few changes need to be made. When rolling for the waves
of Rhodents, re-roll a result of 2, 3, 11 or 12. Those waves will not
be used with sidekicks present. Also, do not increase the number
of monsters in these waves no matter how many characters are in
the party.
-86-
Each extra person in the party with a ranged attack can pre-
occupy 1 Rhodent Archer while their comrade retreats from the
mine. If all Rhodent Archers are kept busy, or eliminated, then the
retreating character is considered out of danger until they reach
the party.
Rhodent Archer
init:+0 HP:4 AC:13 attack:+1 damage:1d6

Rhodent Archer
init:+0 HP:4 AC:13 attack:+1 damage:1d6

Rhodent Archer
init:+0 HP:4 AC:13 attack:+1 damage:1d6

-93-
For this battle, assume that all sidekicks fight together as a team
(or on their own if there is only 1 sidekick). Roll 1d6 to determine
whom the Lady will help each round — 1-2: Hatchet; 3-4: Hero;
5-6: Sidekick(s).

7
Christopher J.A. Young

-101-
The competition in this section will be run differently depending
on the number of players.
2 players: Run the competition as outlined in the novel, with the
single sidekick aiding the Hero during the Goblin waves.
3 or more players: The competition is now between the players,
not between the Hero and the Dwarves. The Hero proceeds as
the story indicates, getting a head start with the Lightning Strikes,
but the sidekicks each have a Dwarven ballista operator to help
them, adding the bonus ‘Dwarves’ kills to their own. Each player
should have their own chart to keep track of Goblin kills, but the
sidekicks will leave the ‘start’ row completely blank. All players will
battle the same Goblin waves together, only rolling for a new wave
once the current one is completely defeated, but players should roll
for initiative to determine who goes first (and gets to choose the
weaker Goblins each round). Bonus Goblins mentioned in each
wave description are only allotted to one sidekick, determined with
a roll of the die.
-109-
Only increase the monster count for this particular paragraph by
1 with 3 or more players.
-111-
While in this area of the city, each character can only claim 1 cloak,
bow and spear from the fallen enemies. It is not possible to carry
more than that and still have full mobility while adventuring and
fighting monsters. Also, if only 1 character fails a Sneak Attack in
this area then the entire party will be detected. Rhodent Bombers
will be considered the stronger monster for the sake of increasing
monsters with 3 players.
-119-
Do not increase the number of monsters in this area no matter
how many characters are in the party.
-121-
This particular battle is unaffected by the number of players and
should be played as is in the novel.

8
Lost City of the Dwarves: Multi-Player Rules

-133-
No sidekicks will be able to accompany the Hero for this battle.
-137-
With 3 or more players, the accomplishment BODY COUNT is
only awarded to the character with the most Goblin kills.
Add 1 Hobgoblin Lieutenant to the battle for every sidekick
present. They will engage in melee combat.
Hobgoblin Lieutenant
init:+1 HP:10 AC:16 attack:+2 damage:1d8+1

Add 1 random item from the Campaign Treasure Table for each
Hobgoblin Lieutenant.
-139-
Do not increase the number of monsters in this area no matter
how many characters are in the party, but all fights must be 1 on 1.
No teaming up on the monsters under these conditions. Also, only
the Hero gets to automatically succeed with Sneak Attack checks
here. Sidekicks will fail on a roll of 1 on 1d6 no matter how many
bonuses they have.
-143-
The special item in this section is awarded to both characters with
2 players or only the victorious character with 3 or more players.
-147-
Do not increase the number of monsters in this area no matter
how many characters are in the party.
-150-
Assume that all sidekicks were given a running start before the
Hero goes through with this action, meaning that they each only
need to survive 5d6 blunt damage from the aftermath.
-165-
(Replace the last sentence of this section with this sentence.)
If any character in your party is going into battle without an en-
chanted weapon turn to 60, other wise turn to 101.

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Christopher J.A. Young

-169-
Do not increase the number of monsters in this area no matter
how many characters are in the party.
-175-
In this particular incident, the Surprise roll does not affect the
entire party, only the affected character. To keep things simple,
it is assumed that any players making the Surprise roll in this
section will succeed with it.
-199-
This particular battle is unaffected by the number of players and
should be played as is in the novel.

10
Lost City of the Dwarves: Multi-Player Rules

Campaign Random Treasure Table


Roll% Item found
01-02 Bands of Armour
03-04 Shield of Frost †
05-06 Shield of Bashing †
07-09 Elven Chainmail *
10-12 Dwarven Chain Shirt *
13-14 Belt of Strength
15-16 Ring of Striking
17-18 Gloves of Striking
19-20 Elven Liquid Fire
21-24 Potion of Invulnerability
25-29 Potion of Regeneration
30-33 Potion of Speed
34-38 Potion of Healing
39-43 Potion of Extra Healing
44-48 Potion of Restoration
49-52 Potion of Fire Resistance
53-56 Potion of Giant Strength
57-60 Potion of Heroism
61-69 Amulet of Apothecary
70-72 Masterwork Elven Shortblade *
73-75 Masterwork Elven Longblade *
76-78 Masterwork Elven Pike *
79-80 +1 Elven Arrows (50)
81-83 Masterwork Elven Longbow *
84-85 Double Shot †
86-87 Flaming Shortsword †
88-89 Keen Battlesword †
90-91 Greataxe of Cleaving †
92-93 Horn of Battle †
94-95 Thunder Sledge †
96-00 Psion Stone (roll on Psion Stone table below)
† These are unique items. If rolled a second time, replace with a similar item
with a +1 enchantment or re-roll. There is a 5% chance per character level that
the enchantment of a replacement item will instead be +2.
* When finding one of these items there is a 10% chance per character level
that the item will have a +1 enchantment.

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Christopher J.A. Young

Psion Stone Table


d20 Psion Stone found
1-2 +5 hit points - personal (BV12)
3-4 +1 armor class - personal (BV12)
5-6 +1 attack - weapon (BV12)
7-8 +1 damage - weapon (BV12)
9-10 +1 initiative - personal (BV12)
11-12 +1 Strength - personal (BV12)
13-14 +1 Dexterity - personal (BV12)
15-16 +1 Constitution - personal (BV12)

17 Maximize health (healing aids restore maximum hit


points) - personal (BV12)
18 Combat Regeneration (heal 1 hit point/melee round in
combat only) - personal (BV14)
19 Fate stone – exchange any d20 roll for a natural 20 1/day -
personal (BV14)
20 Damage Resistance (ignore 1 hit point of damage from all
attacks) - personal (BV14)

Campaign Random Treasure Descriptions


Amulet of the Apothecary: Usually a simple necklace with a
single, rune-carved, golden crystal, these
one-use magical amulets have the power
to bestow upon you the effects as if you
had used any basic potion of your choice;
Extra Healing, Heroism, Invulnerability,
Restoration or Speed. Another advantage of this item
is that it can be used instantaneously in battle.

12
Lost City of the Dwarves: Multi-Player Rules

Bands of Armour: Armbands that give you +2 AC


when worn.
Belt of Strength: Grants you 18 Strength (+3
to hit and +3 damage) with all melee attacks and
thrown weapons.
Double Shot: This +1 Elven short bow (1d6) is enchanted to
allow the user to shoot two arrows at once. This is rolled as a
single attack but the damage is rolled separately for each arrow as
2d6+2.

Dwarven Chain Shirt (+4 AC): While most of the quality


armor found in the lost city is sized for Dwarves, this chain shirt
is wearable by humans.
Elven Masterwork Items: When the Century Siege started
there happened to be an Elven Nobel visiting the city with
her contingent of elite Elven warriors. Though severely
outnumbered, the Elves managed to hold their own at the
beginning of the battle before being separated and driven deep
into the city. In the end, none survived the surprise attack but
many of their artifacts did. Most were claimed by the invading
forces, but it is still possible to find some of these Elven weapons
and armor, all of Masterwork quality (+1 to hit for weapons) and
some even holding an enchantment.
Elven +1 Arrows: Always found in bundles of 50, and always
enchanted, it is often wondered if the Elves ever used non-
magical arrows.

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Christopher J.A. Young

Elven Chainmail (+5 AC): A full suit of fine chain armor for
human-sized warriors.

Elven Longblade (1d8): A quality long sword made in the


fashion of the curved Elven blade.

Elven Shortblade (1d6): The fabled weapon of choice that no


Elven warrior would do without. Its elegant design and perfect
balance grant the wielder a non-magical +1 to initiative when
used in battle.

Elven Longbow (1d8): This is the weapon that the Elves


are most well known for. They are so well crafted that it is not
uncommon for an Elven longbow to be passed on for several
generations.

Elven Pike (1d8): These exceptional pole arms can be used


one-handed, but when wielded with both hands the user not only
gains the benefit of the standard +1 damage bonus but also an
increased threat range, dealing a critical hit on a roll of 19 or 20.

14
Lost City of the Dwarves: Multi-Player Rules

Elven Liquid Fire: These small, fragile flasks are filled with a
combustible liquid that ignites when exposed to air. While usable
as a grenade weapon, this liquid is better known for being used
on arrows. Unfortunately, how the Elves accomplish this safely
is a well-guarded secret that has not been shared with outsiders.
When used as a grenade weapon, the thrower needs only hit AC
10 plus the creature’s Initiative bonus, if any. A hit deals 5d4
non-magical fire damage to the creature on the first round, 3d4
damage at the beginning of the second round and 1d4 of damage
at the beginning of the third round of combat. A miss results
in a five-foot puddle of fire that burns brightly for three rounds
somewhere behind your opponents.
Flaming Short Sword (1d6): An enchanted +1
short sword that also deals +1d6 fire damage to
all creatures. It can also be used as a permanent
torch that never burns out, even under water.
Gloves of Striking: Magical gloves that give you
+2 to hit with all attacks.
Great Axe of Cleaving (2d6): This massive +1 Dwarven axe
must be wielded with both hands. It is also
enchanted with the ability to cleave through
multiple opponents. Should an opponent
be struck down with this weapon by being
reduced to zero hit points, any “leftover”
damage that would have reduced the creature
to a negative hit point value is instead
delivered to an adjacent opponent (if any) as a
follow-though attack. This follow-though attack is
treated as a free, second attack that requires a successful
attack roll to deliver the damage.
Horn of Battle: When this enchanted horn is
sounded at the beginning of combat, all allies of the
one blowing the horn will gain a morale bonus of +1
on all attack and damage rolls. For this bonus to come

15
Christopher J.A. Young

into full effect the horn must be sounded


for the entire first round of combat. If the
one sounding the horn does anything else in
that first round, or is successfully attacked
and receives damage, then the enchantment
ends immediately. Otherwise, if the attempt
to sound the horn for one full round is
successful, then the enchantment will remain
for the entire battle and the character with
the horn can now engage in combat normally
while also receiving the benefits of
the enchantment.
Keen Battlesword (1d10): This large +1 sword must be
wielded with both hands by characters with 15 Strength or
less. Characters with a 16 or 17 Strength may use the sword
one-handed, but at a -1 penalty to attacks and damage
rolls, but a character with an 18 Strength may wield
it normally with one hand. The enchantment on this
blade keeps it razor sharp, granting the user a critical hit
on a roll of 18, 19 or 20.
Potion of Healing: Restores 1d6+3 hit points.
Potion of Extra Healing: Restores 3d6+9 hit points.
Potion of Fire Resistance: Makes you immune to
normal fire and take only half damage from magical fire.
Potion of Giant Strength: Grants +5 to hit and
damage with melee and thrown weapons.
Potion of Heroism: Grants +2 to hit and damage
with all weapons.
Potion of Invulnerability: Grants you +2 to your
armor class and allows you to ignore the first 4 hit
points of damage delivered to you by any non-magical
weapon or attack.
Potion of Regeneration: Allows you to recover 3
hit points every melee round, even if brought to zero
hit points.

16
Lost City of the Dwarves: Multi-Player Rules

Potion of Restoration: Restores all damaged abilities to their


full value.
Potion of Speed: Gives you twice as many attacks per round in
combat, which also means that you will get twice as many ranged
attacks before an opponent closes in for melee combat.

Psion stones: These rare gemstones are cut and polished by


the Dwarves to bring out their mystic potential. They are always
found attached to some sort of band, usually leather, that can be
wrapped around the head, neck or arms, though a few are made
to be wrapped around the handle of a weapon. The effects of a
Psion stone are permanent as long as the item is worn, but a per-
son may only wear up to three
stones at one time or have
two stones on one weap-
on at a time.
Ring of Striking: While wearing
this ring, all attacks do an additional +2 damage.
Shield of Bashing: This +1 Mithryl shield (for a total +3 AC) is
light enough to wield as a secondary weapon. The user can opt to
make a second attack with it every round
with no attack penalty, treating the shield
as a 1d6 bludgeoning weapon. Keep in
mind that whenever the shield is used
this way, the user does not get any AC
bonus from it when he is attacked next.
The +1 enchantment functions both
defensively and offensively depending on
how the shield is being used.

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Christopher J.A. Young

Shield of Frost: This +2 metal shield grants an additional +2


AC bonus (+4 AC total), and acts like a permanent Potion of Fire
Resistance for as long as it is held.
Thunder Sledge (1d10): The
enchantments on this large Dwarven
war hammer enable the +1 weapon
to be wielded easily in one hand.
It gets its namesake from the clap
of thunder that the weapon emits
whenever the wielder rolls an 18,
19 or 20 on an attack, dealing an
additional 1d6 of sonic damage to
the target.

18

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