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LCOTD Multi-Player Rules
LCOTD Multi-Player Rules
LCOTD Multi-Player Rules
Published under the terms of the Open Game Licence version 1.0a, Copyright 2000,
Wizards of the Coast Inc.
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Christopher J.A. Young
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Lost City of the Dwarves: Multi-Player Rules
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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.)
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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).
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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).
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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.
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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.
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Lost City of the Dwarves: Multi-Player Rules
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Christopher J.A. Young
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Lost City of the Dwarves: Multi-Player Rules
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Christopher J.A. Young
Elven Chainmail (+5 AC): A full suit of fine chain armor for
human-sized warriors.
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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
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Christopher J.A. Young
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Lost City of the Dwarves: Multi-Player Rules
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