Lamentations of the Flame Princess - Tower of the Stargazer [LFP0006_oef_2010].pdf
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Credits
James Edward Raggi IV
Writing, Layout
lotfp@lotfp.com
Peter Mullen
Cover Art
www.freewebs.com/mullenart
Dean Clayton
Interior Art
www.wix.com/samhain777/Dean-Clayton
Ramsey Dow
Cartography
yesmar@speakeasy.net
Caroline Byrne
David Macauley
Zak Smith
Editing
Maria Kyytinen
Additional Proofreading
An Adventure for Beginning Players, Characters, and Referees
Compatible with
Labyrinth Lord, LotFP Weird Fantasy Role-Playing, OSRIC, and Swords &
Wizardry Core Rules
Labyrinth Lord™ is copyright 2007-2009, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™
are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ Trademark License
1.1 available at
www.goblinoidgames.com
.
This product uses the OSRIC™ System (Oldschool System Reference and Index Compilation™). The
OSRIC™ system text may be found at
http://www.knights-n-knaves.com/osric
. The OSRIC™ text is copyright
of Stuart Marshall. "OSRIC™" and "Oldschool System Reference and Index Compilation™" are trademarks
of Stuart Marshall and Matthew Finch and may be used only in accordance with the OSRIC™ license.
Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch.
LotFP and LotFP Weird Fantasy Role-Playing are trademarks owned by James Edward Raggi IV. LotFP is
not affiliated with Matthew J. Finch, Daniel Proctor, Stuart Marshall, Goblinoid Games, or Mythmere Games.
© 2010 James Edward Raggi IV
ISBN 978-952-5904-15-4
www.lotfp.com/RPG/
http://lotfp.blogspot.com
1
Author’s Notes
As I was putting the format for Weird Fantasy Role-Playing together, I
realized that I should include at least one introductory adventure with the
game. You see, rules are nice, and they can suggest a style of play, but
rules which specify too much make for rather poor role-playing games.
So, I decided to make the rules more generic so people could use the game
any way they darn well pleased, and I’d use the introductory adventure
to showcase the type of adventure that I thought the rules would best
complement.
Because it was to be an introductory adventure, I did not want to do
anything too fancy. I wanted to keep it basic and make it both an example
of my game in action as well as paying homage to fantasy adventure
gaming as a whole. I wanted to celebrate the basic framework of an
adventure module, take an utterly cliché concept and show that with a
little creativity and attention to detail, a “cliché concept” can work just as
well as innovation at the game table – a point of view which extends to
“old school” games as a whole.
And what is more cliché than a wizard’s tower?
I went to work and brought the idea to life. I decided in the end that the
adventure should fulfill three design goals:
Be simple and easy enough to work as an introductory adventure for
new players
Be challenging enough to be an enjoyable adventure for experienced
players
Be an example to new Referees about how to design and run adventures
The first two seem like contradictory goals, but a good adventure should
be a good adventure for
everyone
. While Weird Fantasy Role-Playing is
designed to be picked up by a complete gaming novice and easily
understood, the reality is most of the people buying it will be quite
experienced gamers, and many who do not buy the full game will be
purchasing the adventure separately. It’s got to work for everyone.
2
The third point is really the trickiest, because to over-explain everything,
as is my wont, risks squeezing the magic out of it. Yet I remember my
own first days of role-playing, with no mentor or older brother or anything
of the sort to introduce me to how it works. It was just me, a rulebook,
and a few modules. I was trying to understand just from the books and it
was me that taught it to all my friends. And I was clueless. I hope I can
do some good in the gaming world to help new Referees get the most out
of pre-published adventures and maybe help them make their own
adventures a little bit better as well.
Of course I have no way of knowing if I will attain all these goals. Only
you, the reader, the Referee, can tell me that. Shoot me an email at
lotfp@lotfp.com and tell me how I did, and let me know what happened
to your players when they attempted to explore the Tower of the Stargazer.
James Edward Raggi IV
May 8, 2010
Helsinki, Finland
3
Referee Introduction
This adventure is designed for a party of four to eight first level characters.
There should be a variety of classes represented among the party.
This adventure is designed to highlight common issues in adventure
gaming, so there are a good variety of puzzles, traps, and encounters.
Some of these are rather unforgiving and beyond the ability of first level
characters to survive. That said, none of these encounters are necessary
to complete this adventure.
There is no “plot” as such for the adventure. This is presented merely as
a location the PCs explore for the purpose of gaining treasure. Because
there is no greater goal, players will be tempted to have their characters
try and do everything within the adventure in hopes of revealing more
loot. This will hurt them. Much of the loot is not hidden very well, and if
the players can figure out the puzzles that block access to the treasure,
there really isn’t too much in the way of danger to be had. But there is
plenty of deadly danger within this tower, and those that are too curious,
that fiddle with things “just because” with no actual identifiable purpose,
will be in trouble.
Because this is a tutorial module, there will be shaded sections like this.
Information in this box is more involved information for the Referee
from the designer, detailing options, how to “read between the lines” of
adventure text, explaining the reasons that things have been placed as
they are, and recollections of how situations played out during the
playtesting of this adventure.
One common adventuring challenge that this adventure does not use is
random encounters. The adventure location is somewhat remote and the
adventure is intended for beginning characters, and that combination leads
to stalled play if there are deaths or serious injuries suffered during the
adventure. While that still may happen (this tower is a dangerous place,
after all!), it will mostly be driven by the players’ own actions. No need
to further complicate their decisions and rush them in this case. However,
time can still work against them. There are many locations where the
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