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TSR, Inc.
PRODUCTS OF YOUR IMAGINATION-
ADVANCED DUNGEONS & DRAGONS. AD&D. DUNGEONS £, DRAGONS. D&D. and PRODUCTS OF YOUR IMAGINATION are Itadematks owned by TSR
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3-D DRAGON TILES
For use with the DUNGEONS & DRAGONS® and ADVANCED DUNGEONS & DRAGONS® Games
TABLE OF CONTENTS
What you get with 3-D Dragon Tiles 1
How to use the Dragon Tiles 2
Dungeon adventure: The Kidnapping of Princess Arelina
Preparing for the adventure 2
Beginning the adventure 2
Encounter key 2
Ending the adventure 7
TSR, Inc. TSR (UK) Ltd. The 3-D Dragon Tiles are made up of two pillar figures (may be used to make
POB 756 The Mill, Rathmore Road types of shapes: three-dimensional figures, walls)
Lake Geneva, Cambridge CB14AD and two-dimensional feature tiles. This set wall fence figures (may be used as
WI 53147 United Kingdom
includes: wall)
84 die-cut feature tiles
8 player character figures
4 nonplayer character figures The 3-D figures are printed on the booklet's
11 creature figures inside covers. The feature tiles are printed on
1 double door figure two die-cut sheets included with the booklet.
3 single door figures A special Dungeon Mapping Grid is printed
6 corner figures on the booklet's outside cover.
TSR, Inc. 4 wall figures Also included with the booklet is a special
PRODUCTS OF VOUH IMAGINATION"
1 curtain figure DM Sheet, which contains adventure maps
2 bricked-up window figures and prerolled characters.
1 mirror figure "The Kidnapping of Princess Arelina" is a
1 tapestry figure special D&D®/AD&D™ adventure designed
1 hanging swords figure so that you may use the Dragon Tiles in play.
ISBN 0-88038-108-6
394-54143-XTSR0800
9121
Dungeon adventure:
"The Kidnapping of Princess Arelina"
Pressure plates lie in the floor just north of Bookshelves cover the entire north wall of 4. BEDROOM
each gargoyle statue. If a character steps on this musty library. Many books, their
3-D figures: walls, single doors, corners,
one of the plates, the gargoyle's clawed wings leather covers ripped and rotting, have
bricked-up window, broken mirror, black
of stone swing out to hit the character. Any fallen to the floor.
curtain, giant rats, wererats
character who activates this trap must roll A fireplace filled with spider webs and
Feature tiles: rotting bed, extinguished can-
ld20. If the dice roll is greater than his Dex- dry kindling stands along the west wall.
delabras, round wooden table, square
terity score, the character takes Id6 points of Two swords draped in cobwebs hang
wooden table, chest (treasure chest),
damage. Each statue takes 6 points of dam- above the mantle. Candelabras stand on
lumpy rug, spiral stairs, centipedes
age before it can be destroyed. each side of the fireplace. None of the can-
dles is burning.
A massive four-post bed, covered by rot-
2. HALLWAY A sofa and two stuffed chairs face the
ting, filthy blankets, stands along this
fireplace, and a large, thick rug lies in
3-D figures: walls, double door, single doors, room's west wall. The bed's pillows are
front of the sofa.
bricked-up window, black curtain, bro- shapeless masses.
A wooden desk stands in the southwest
ken mirror A large black curtain hangs along the
corner of the room. Several bottles and
Feature tiles: cobwebs, table room's northwest corner, which juts
crystal goblets litter the desktop. An ink-
inward. A small, round table stands near
well, a feather quill, and a parchment
The sound of scurrying rats echoes from the curtain.
scroll lie between the bottles. A wooden
the north end of the hall. Cobwebs cover A chest rests against the room's north
chair stands before the desk.
the ceiling and hang down into the hall- wall; a lumpy rug lies in front of the chest.
way, which is musty and damp. To the east of the chest, a broken mirror
As soon as the characters enter this room, a hangs on the wall. Pieces of broken glass
Rotting black curtains hang along one
ghoul rises from the sofa to face them. A few litter the floor below the mirror.
section of the east wall. A long wooden
seconds later, three more ghouls rise from the A square wooden table stands against
table stands to the north of the curtains.
sofa and chairs. They all attack. the room's south wall.
Doors stand in the west and east walls of
this hallway's north end. A bricked-up
Ghouls (4): AC 6; HD 2; hp 11, 8, 7, 5; MV As soon as characters enter this room, they
window rests in the north wall, and a
90' (30'); #AT 3; D 1-3/1-3/1-6; Save F2; see two wererats freeze for an instant, and
cracked mirror hangs from one of the win-
ML 9; AL C/CE; XP 25; SA touch causes then leap forward to attack.
dow's bricks.
paralysis unless victim makes a saving
A jumble of footprints criss-crosses the throw vs. paralysis; SD immune to sleep
dusty floor. Wererats (2): AC 7/6; HD 3/3*1; hp 15, 12;
and charm spells MV 120' (40'); #AT 1; D 1-8; Save F3;
The black curtains open onto a closet. Rot- ML 12; ALC/LE; XP 50; SA can only be
Most of the books that line the north wall of hit by silver or magical weapons
ting clothes hang on pegs in the closet wall.
this room are worthless. If characters take the
Several pairs of mud-caked shoes and boots
time to check the books carefully, they may The wererats fight until they are destroyed.
lie on the closet floor. If characters rummage
find nine valuable books. Each is worth 10 After Id4 rounds, two giant rats rush out
through the clothes, they find 2 sp.
The window and mirror are illusions. A gP- from under the bed to attack the characters.
door that leads to area 6 stands behind these A secret door behind one of the book-
illusions. shelves along the north wall leads to area 4. Giant Rats (2): AC 7; HD '/a; hp 3, 2; MV
If characters study the footprints closely, If a character cleans the cobwebs off one of 120' (40'); #AT 1; D 1-3; Save NM; ML
they see that some are fairly fresh. The char- the swords that hangs above the fireplace, the 8; AL N/NE; XP 5; SA 5% chance of dis-
acters cannot follow the footprints in one spe- sword gives off a dim, bluish glow. Each ease per bite
cific direction, however. sword is a silver longsword *1.
A trapdoor lies beneath the rug in this If characters disturb the black curtain along
room. If characters open the trapdoor, they the northwest wall, a huge spider (from area
3. LIBRARY
find a ladder that leads down into darkness. 5) crawls out to attack the characters.
3-D Figures: walls, single doors, corners, Unless the characters are unusually clumsy,
ghouls, hanging swords they should not fall through this trapdoor, as Huge Spider: AC 7/6; HD 2/2*2; hp 12; MV
Feature tiles: bookshelves, pile of books, its door opens toward the characters. If the 120' (40'); #AT 1; D 1-8; SaveFl; ML 7;
desk, unlit fireplace, square rug, sofa, two characters go through the trapdoor, go to AL N; XP 25; SA can leap 3 feet, bite
stuffed chairs, wooden chair, extinguished area 12. inflicts poison unless victim makes saving
candelabras The bottles on the desk contain old wine. If throw vs. poison (+1 bonus)
a character takes a drink from any of the bot-
The door to this area is locked. Characters tles, the wine tastes bitter, but has no effect if If characters step on the lumpy rug along the
must have a combined Strength of 24 or the character immediately spits it out. Any north wall, three giant centipedes crawl out
higher to break down the door. character who drinks from one of the bottles to attack the characters.
must make a saving throw vs. poison or be
sick for 1 hour. That character also suffers a -
1 hit roll penalty for that time.
The scroll on the desk contains the spell
cure light wounds.
A small vial containing a potion of healing
lies in the top desk drawer.
'THE KIDNAPPING OF PRINCESS ARELINA'
Giant Centipedes (3): AC 9; HD 'A; hp 2, 2, A large bathtub stands against the north Ghouls (2): AC 6; HD 2; hp 8, 6; MV 90'
1; MV 60' (20'); #AT 1; D poison; Save wall of this square room. A bricked-up (30'); #AT3;D 1-3/1-3/1-6; Save F2; ML
NM; ML 7; AL N; XP 6; SA bites inflict window rests in the wall above the tub. A 9; AL C/N; XP 25; SA touch causes
poison unless victim makes saving throw tin basin, partially filled with brackish paralysis unless victim makes saving
vs. poison (+4 bonus) water, stands on a wooden table against throw vs. paralysis; SD immune to sleep
the east wall. A broken mirror hangs and charm spells
If characters rummage through the chest, above the basin.
they find a potion of invisibility and a wand of A threadbare rug lies in the center of The chamber from which the ghouls came is
secret door detection. A ring of protection *1 the floor. Dust covers everything here. empty.
lies on the floor behind the chest. If characters search behind the green cur-
If characters move the rug, dozens of cock- tain, they find a locked door. A piece of pale,
5. WATCH TOWER roaches scurry out. The cockroaches are blue silk is caught in the door. It is a piece of
harmless. Princess Arelina's robe.
3-D figures: walls, single door, corners,
If characters inspect the basin, they find a A secret door in the wall to the east of the
bricked-up windows
sealed vial of holy water resting at the bot- portraits leads to the kitchen (area 10).
Feature tile: spiral staircase
tom. If characters search under the sofa, they
find a clerical scroll. On the scroll are two
As soon as characters open the black curtain
7. SITTING ROOM neutralize poison spells.
that covers the door to this area, a huge spi-
der rushes out to attack. (Characters may 3-D figures: walls, single doors, corners,
already have fought this spider in area 4). If 8. DINING ROOM
green curtains, skeletons, ghouls, hanging
characters open the door to this area, another picture 3-D figures: walls, single doors, corners,
huge spider drops from the ceiling and Feature tiles: rocking chair, sofa, unlit can- black curtains, tapestry
attacks. dles on table, wooden chair, rug, extin- Feature tiles: wooden chairs, table, lit can-
guished candelabra dles on tables, cabinet, shadows
Huge Spiders (2): AC 7/6; HD 2/2*2; hp 12,
7;MV12O' (4O');#ATl;Dl-8;SaveFl; A rocking chair stands against the east A tall archway stands in the east wall of
ML 7; AL N; XP 25; SA bite inflicts poi- wall of this long room. Dust and mold this dimly-lit room. Black curtains hang
son unless victim makes saving throw vs. cover a high-backed wooden chair that along the east wall on both sides of the
poison (*1 bonus) stands in the southwest corner. A green archway. A huge tapestry hangs on the
curtain hangs in the room's southeast cor- west wall.
If characters go beyond the door to this area, ner. Along the north wall stands an ornate
they find a dark spiral staircase that leads Two huge portraits hang in the center of china cabinet. A door stands in the wall to
upward. If the characters go up the stairs, the north wall. the east of the cabinet.
read the following boxed text to the players. A moldy sofa stands along the south A long dining table dominates the cen-
wall. End tables, each holding unlit can- ter of the room. Ten high-backed wooden
The stairs open into a dark, barren room. dles, stand on both sides of the sofa. A chairs surround the table. Brass candela-
Empty torch sconces line the walls. long rug lies in front of the sofa. Sitting bras, covered with wax drippings, sit at
Bricked-up windows rest in each wall of stiffly on the sofa are two skeletons, each end of the table. Colored candles
the tower room. clutching teacups in their boney fingers. flicker softly in the candelabras. The dim
light casts strange, moving shadows about
If characters inspect the windows, they see As soon as characters see the skeletons, the the room.
that cracks run between the mortar around skeletons rise to attack. Several china settings are placed
some of the bricks. Characters cannot pull around the table. A glass goblet and sev-
any of the bricks loose, but they can look Skeletons (2): AC 7; HD 1; hp 5, 5; M V 6 0 ' eral pieces of silverware accompany each
through the cracks. If they do, they see sev- (2O');#AT1;D 1-6; Save Fl; ML 12; AL setting. Suddenly, two of the goblets rise
eral of King Limakhan's archers standing C/N; XP 10; SD lk damage from sharp gracefully into the air and tip slightly.
around the iron fence. and edged weapons, immune to sleep, Pale, rose-colored liquid drains slowly
After 2d4 rounds, the door at the bottom of charm, hold, and cold-based spells from the goblets.
the stairs slams shut. Characters cannot reo- Knives and forks move about on a few
pen it from the inside. Characters must have If characters throw a full vial of holy water at of the plates and dishes. Two large silver
a combined Strength of 30 or higher to break the skeletons and hit them, the water causes a platters suddenly float through the arch-
down the door. total of 2d4 points of damage. way into the room.
Wererat: AC 7/6; HD 3/3*1; hp 15, 12; MV ceiling are harmless. 17. WEST STORAGE ROOM
120' (40'); #AT 1; D 1-8; Save F3; ML As Jahat fights the characters, he tries to
12; AL C/LE; XP 50; SA can only be hit draw them toward the tunnel off the room's 3-D figures: walls, wall fence, single doors,
by silver or magical weapons east wall. Any character who is backed more corners, magic-user, princess
than 5 feet into the tunnel is grabbed by two Feature tiles: boxes, stack of boxes
As the characters fight the rats, two of the ghouls. The ghouls live in this short tunnel.
kidnappers (Jahat from area 15, Jelek from They do not come out of the tunnel for any Rusak, a magic-user and the last of the kid-
area 16) try to trap the characters in the tun- reason. nappers, is in this room guarding Princess
nel. They come to the east end of the tunnel If characters back Jahat more than 5 feet Arelina, who is gagged and tied in the south-
and throw burning oil at the east end of the into the tunnel, a scream suddenly pierces the east corner of the room.
rubble pile. They then stand behind the air. Then there is silence. Unless the characters were extremely
burning oil and fire their crossbows into the quiet, Rusak heard the characters approach-
space between the wall and the rubble pile. Ghouls (2): AC 6; HD 2; hp 10, 8; MV 90' ing this room, and prepared for their
(See area 15 for Jahat's statistics, and area (30'); #AT3; D 1-3/1-3/1-6; Save F2; ML entrance. As soon as the characters open the
16 for Jelek's statistics.) 9; AL C/CE; XP 25; SA touch causes door to the room, Rusak casts a fireball spell
paralysis unless victim makes saving at the door. Read the following boxed text to
If characters continue down the tunnel
throw vs. paralysis; SD immune to sleep the players when the characters enter the
toward the west, they come to a pile of rubble
that blocks the west wall. The west end of the and charm spells
tunnel has caved in. This tunnel once con-
nected to area 12. 16. WINE CELLAR The door opens onto a dark hallway. Sud-
If characters inspect the rubble, they find a denly, a flash of light bursts from deep
3-D Figures: walls, single doors, corners, inside the hall. Flames surge through the
wooden chest buried under some of the rocks. fighters
The chest contains nine bottles of wine. The hallway just inside the door, blasting the
Feature tiles: stacks of casks, stacks of boxes, door's wood to bits and filling the hall with
wine in six of the bottles has gone sour, but
broken glass fire. The sound of exploding bottles pops
the wine in the other three bottles is in excel-
lent condition. Each bottle is worth 3 sp. in the room beyond. Hot liquid splatters
If characters have defeated Jahat and Jelek, the entire area.
skip to the boxed text below and read it to the A rolling laugh sweeps out of the room.
15. CELLAR PRISON players as the characters enter this room. "Stay back!" the voice says. "There's a
3-D figures: walls, single door, corners, If the characters have not defeated the kid- lot more where that came from!"
ghouls, fighters nappers, Jahat steps out of area 15, stands in
Feature tile: flock of bats the hallway, and fires his crossbow at the The door to this room burns and crumbles to
characters as they try to enter this room. cinders in a few seconds. After the door has
If characters have defeated Jahat and Jelek, Jahat is protecting Jelek, who is standing stopped burning, the characters may safely
skip to the boxed text below and read it to the guard in the northwest corner of this room. enter the room.
players as the characters enter this room. Jahat continues to fire his crossbow as he Once they are in the room, the characters
If the characters have not defeated the kid- follows the characters into this room. see burning boxes and exploding wine bot-
nappers, Jelek cracks open the door between tles, but they do not see Rusak.
areas 16 and 13, and fires his crossbow at the A jumble of boxes and casks fills this Just after casting the fireball spell, Rusak cast
characters as they try to enter this room. room. Many of the boxes are ripped open, an invisibility spell on himself.
Jelek is protecting Jahat, who is standing and several wine bottles have been
guard just inside the door to this room. smashed. Broken glass and corks litter the Rusak, fourth level magic-user: AC 10; hp
Jelek stops firing as soon as characters floor, which is stained a dark red. 15; MV 120' (40'); #AT 1; D 1-4; Save
enter this room. He does not follow the char- MU4; ML 12; AL N; S 11; I 13; W 12;
acters. If characters have not defeated Jelek, he DX 14; CN 12; CH 15
attacks immediately. Spells.
This dark room is cold and damp. A First level: ventriloquism, magic missile
rusted iron gate stands open at the far end Jelek, fourth level fighter: AC 5; hp 20; MV Second level: darkness (15' radius)
•of the room. Several bats hang from the 90' (30'); #AT 1; D 1-6; Save F4; ML 10;
ceiling in front of the gate. AL N; S 15; I 13; W 8; DX 14; CN 15; Rusak stole several magic scrolls before he,
CH 13 Jahat, and Jelek kidnapped the princess. He
If characters have not defeated Jahat, he Jelek is armed with four loaded crossbows, 20 used the spells on the scrolls to break into the
attacks immediately. extra bows, and a shortsword. house of towers and keep its creatures at bay.
He has already used all of his scroll spells.
Jahat, third level fighter: AC 6; hp 17; MV Any character who hides behind the boxes or Rusak fights to the death. Jahat and Jelek,
120' (40'); #AT 1; D 1-8; Save F3; ML casks may improve his Armor Class by 4. If if they are still alive, come to Rusak's aid.
10; AL N; S 15; I 11; W 7; DX 10; CN 8; the characters badly wound Jelek, he retreats None of the kidnappers harms Princess Are-
CH8 into area 17. lina, although they constantly say they will.
Jahat is armed with three loaded crossbows, If characters inspect the wine, they find As soon as the characters free the princess,
15 extra bolts, and a longsword. that most of it has gone sour. If they take the she dashes to them, throwing her arms
time to go through all of the boxes, they are around the character in front. She thanks the
This room is the cellar prison. The cell at the only able to find 25 bottles that are still of any characters, and then asks them to take her
back of the room is empty. The bats on the value. Each is worth 2 sp. home.
Ending the adventure 3-D Figure Sheet 2: Long Wall
As the characters lead the princess out of the Sections, Short Wall Sections,
house of towers, King Limakhan, who fol- and Hanging Figures Diagram 2
lowed the characters to the house, cries out Cut along the heavy solid lines of each piece
with joy at the first sight of his daughter. He on this sheet, until you have two Long Wall
runs forward so quickly that his bodyguards Sections, two Short Wall Sections, and six
can hardly keep up. Hanging Figures.
The king rushes to hug Arelina, and
exclaims, "My princess, my daughter, joy of Long/Short Wall Sections:
my life! Today you are born again for me!" 1. Fold along the light solid lines as shown
The king turns toward the characters. in Diagram 2. Make sure that the wall trian-
"You are skilled and courageous. I am a man gles that border each wall fold behind the full-
of my word. Come to my castle to heal your color wall section. The 2-color stone pattern
wounds, rest your bodies, and collect your is marked by a " 1 " on Diagram 2.
proper reward!" 2. Apply a few drops of glue to the wall tri-
angles' blank panels. Then firmly press the
How to cut out and wall triangles against the wall. If you use
tape, wrap small pieces of tape around the
assemble the 3-D figures tops and bottoms of the wall where the trian-
gles meet the wall.
To put these figures together, you will need
scissors, and glue or tape. Hanging Figures:
Tear 3-D Figure Sheets 1, 3, and 4 along 1. Fold each of the Hanging Figures along
their perforations. Then cut along the score the light solid lines so that each figure stands
between 3-D Figure Sheets 2 and 5. You now like a tent. The full-color illustrations should
have five different 3-D Figure Sheets. show on both sides.
Diagram 3
Diagram 4
lines marked by arrows on Diagram 5. Do Press the triangle firmly against the right side Note: These Monster Figures rest horizon-
not apply glue anywhere else on Double Door of Double Door Frame B. tally, so they have no back sides.
Frame A. If you use tape, attach the Double Door
4. Press Double Door Frame A firmly Stands to Double Door Frame B as you 3-D Figure Sheet 5:
together with Double Door Frame B ("2" on would the wall triangles in Diagram 2.
Diagram 5). Make sure that the full-color
Single Doors and Monster Figures
The double door should now stand on its
sides are showing on both sides of the door own. Single Doors:
frame. 9. Get 3-D Figure Sheet 3 and cut out the Cut out, fold, and assemble these figures as
If you use tape, wrap small pieces of tape Door Inserts along the heavy solid lines. you would the Double Door (Diagram 5).
around the ends of the door frames (top and 10. Place the Double Door Insert ("5" on Monster Figures:
bottom). Use the arrows in Diagram 5 as Diagram 5) in the slot between Double Door
Cut out, fold, and assemble these figures as
guidelines for placing the tape. Frames A & B. You should be able to freely
you would the Character Figures (Diagram
9121XXX1501
PREROLLED CHARACTERS DM Sheet
Berklai Kuat
Fourth level fighter Third level ranger ABBREVIATIONS
Penchuri Ambil
Fourth level thief Third level thief
Strength 11 Dexterity 18 Strength 9 Dexterity 14
Intelligence 9 Constitution 15 Intelligence 10 Constitution 12
Wisdom 12 Charisma 9 Wisdom 14 Charisma 11
Armor Class 3 Hit points 17 Armor Class 6 Hit points 12
Weapons: shortsword; two throwing dag- Weapons: club, dart, dagger, shortsword
gers; sling with 20 bullets
Equipment: leather armor; ring of protec-
Equipment: leather armor; thieves' picks tion +2; thieves' picks and tools; grapple
and tools; two small sacks, grapple hook; hook; 50 feet of rope; iron spike; flask of
50 feet of rope; flask of oil; boots of oil ofslipperiness
elvenkind
DM Sheet
DM Map 1: House of Towers Main Level
Gargoyle Statue
Cobwebs
Fireplace
Spiral Staircase
Bricked-up Window
Hanging Mirror
Locked Door
Candles
Door
Double Doors
Box Skeleton
Scale: 1 square=5 feet
Trapdoor in Ceiling Chest Beneath Rubble
®1984 TSR, Inc. All Rights Reserved
3-D Figure Sheet 1
Cut along heavy solid lines. Fold along light solid lines. ®1984 TSR, Inc. All Rights Reserved.
Apply glue to Apply glue to Apply glue to Apply glue to Apply glue to Apply glue to
this panel. this panel. this panel. this panel. this panel. this panel.
Apply glue to Apply glue to Apply glue to Apply glue to Apply glue to Apply glue to
this panel. this panel. this panel. this panel. this panel. this panel.
Princess Male Male Male
Arelina Magic-user Fighter Fighter Ambil Teman
Sii
Apply glue tc Apply glue to Apply glue to Apply glue to Apply glue to Apply glue to
this panel. this panel. this panel. this panel. this panel. this panel.
LONG WALL SECTION 1 LONG WALL SECTION 2 SHORT WALL SECTIONS 1 & 2 HANGING FIGURES
Tapestry
Figure
9121XXX1427
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Apply glue to
this panel.
Apply glue to
this panel.
Cut along
heavy solid
lines. Apply glue to this panel. Apply glue to this panel. Apply glue to this panel.
Fold along PILLAR FIGURE 1 PILLAR FIGURE 2 PILLAR FIGURE 3
light solid
lines.
Apply glue to
this panel.
Rust Monster
3-D Figure
Sheet 4
Apply glue to this panel. Apply glue to this panel. Apply glue to this panel.
: TSR, Inc.
PILLAR FIGURE 4 PILLAR FIGURE 5 PILLAR FIGURE 6
All Rights Reserved.
PILLAR FIGURES
®1984 TSR, Inc. All Rights Reserved.
Cut out sections marked with an "X."
Apply glue to
this panel. Apply glue to this panel. Apply glue to this panel Apply glue to this panel
Apply glue to
this panel. Apply glue to this panel. Apply glue to this panel. Apply glue to this panel.
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3-D DRAGON TILES 2-D FEATURE TILE SHEET 1
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3-D DRAGON TILES featuring
The Kidnapping of Princess Arelina
by Garry Spiegle
46363 09121
9121XXX1426