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    Official GameAccessory

    N EW BEGINNINGS

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    Table of Contents

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Chapter One: Creating Characters . . . . . . . . . . . . . . . . . . 4Chapter Two: Tips for Beginning Players . . . . . . . . . . . . . . 9Chapter Three: Tips on Role Playing . . . . . . . . . . . . . . . . 12Chapter Four: What Would You Do? . . . . . . . . . . . . . . . 15Chapter Five: A First Adventure . . . . . . . . . . . . . . . . . . . 25Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

    Credits:

    Design: Mark Acres Interior Illustration: Valerie ValusekEditing: Michael Stern Cartography: David C. Sutherland IIIEditorial Coordinator: Karen Boomgarden Typography: Tracey ZamagneCover Illustration: Jeff Easley Production: Sarah Feggestad

    TSR, Inc.POB 756Lake GenevaWI 53147 U.S.A.

    TSR, Ltd.120 Church End, Cherry Hinton

    Cambridge CB1 3LBUnited Kingdom

    Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributedto the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR, Ltd.

    ADVANCED DUNGEONS & DRAGONS, AD&D, and DRAGONLANCE are registered trademarks owned by TSR, Inc. PRODUCTS OFYOUR IMAGINATION and the TSR logo are trademarks owned by TSR, Inc.

    This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of thematerial or artwork contained herein is prohibited without the express written permission of TSR, Inc.

    Printed in U.S.A.

    1991 TSR, Inc. All Rights Reserved.

    Permission granted to photocopy orprint this product for personal use.

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    I NTRODUCTION

    Welcome to a challenging new realm of fantasyadventuring on the continent of Taladas in theDRAGONLANCE campaign world of Krynn!

    New Beginnings is specially designed to helpnew players of the AD&D 2nd Edition game begin

    campaign play in Taladas. However, even experi-enced Dungeon Masters should realize that start-ing any new campaign, especially with beginningplayers, is a challenging task indeed.

    The players must assimilate a great deal of mate-rial in a relatively short period of time, and unlessthat material is presented in a clear, organizedfashion, new players may become discouraged.Using New Beginnings, DMs will find they can getnew players started quicker, and with far less frus-tration than would otherwise be the case.

    Experienced players and DMs should find thatthis module can still be quite helpful as they movetheir campaigns from other settings into Taladas,where many things, including some game rules,are different from the established norm.

    H OW T O U SE T HISM O D U L E

    Because New Beginnings helps players begincampaign play on the newly-described continentof Taladas, it is assumed that readers of this mate-rial already own the Time of the Dragons boxed setwhich contains the Taladas campaign setting itself.Players who dont have the boxed set will need tohook up with a group adventuring in the Taladassetting in order to use this module.

    Further, this module uses the AD&D 2nd Editiongame rules. Players should have access to theAD&D 2nd Edition Players Handbook, and DMsshould have a copy of the AD&D 2nd EditionDungeon Masters Guide. Finally, it is recom-mended, although not necessary, that the DM haveaccess to the DRAGONLANCE Adventures hard-cover book.

    Most of the material in this module is for use byboth players and DMs. All of the text except that inthe final chapter may be read by players and DMs

    alike. The text in the final chapter, and the mapsmarked DMs Map are for the DM only.New Beginnings is divided into five chapters.

    Chapter One helps new players to create a charac-ter for campaign play in the Taladas setting. It in-cludes a step-by-step review of the charactercreation process, tips on choosing character racesand classes for a Taladas campaign, and a newcharacter sheet. Permission is granted for playersto photocopy the new character sheet for personaluse only. Experienced players may use Chapter

    One without the aid of the DM to help them createa Taladas campaign character. The character mustbe approved by their DM for use in his or hergame, however. New players should use ChapterOne along with the DM to help them in the proc-

    ess of creating Taladas campaign characters.Chapter Two outlines many helpful tips for be-ginning players. These include suggestions abouthow to make gaming sessions more fun for every-one involved. The chapter covers advice on suchimportant topics as equipping the character, gath-ering information, and group tactics. Players mayread this information for themselves, or DMs canshare it with new players in an informal way.

    Chapter Three helps new players round outtheir newly created character, by adding distinc-tive personality traits and personal goals for thecharacter, and stresses the importance of goodrole playing. Like Chapter Two, it may be read bythe players alone or discussed by a group.

    Chapter Four presents a series of What WouldYou Do? encounters for individual characterswithin each character class. These encounterspresent typical situations that might normally con-front a first level character on the continent of Tala-das. Players decide what their character would doin each situation, and determine the outcome.Suggested courses of action and answers to rele-vant rules questions are printed in boxes so playerscan see how their own solutions measure up tothose of more experienced players (and how wellthey conform to the rules of the game).

    Chapter Four also contains an interesting dryrun encounter for an entire party. This is designedto let players see how their different characters caninteract to solve common problems and overcomecommon obstacles.

    Lastly, Chapter Five contains a short capsule ad-venture that the DM can use to launch his or herTaladas campaign. The adventure has been de-signed so that the players can encounter many ofthe differing races, cultures, and religions thatmake Taladas unique and challenging.

    A BBREVIATIONSThroughout this book, standard abbreviations

    are used without further explanation. For exam-ple, AC means armor class, hp stands for hitpoints, and so on. All references to existing sourcematerials are to the AD&D 2nd Edition books.Common abbreviations used are:

    PHB = Players Handbook DMG = Dungeon Masters GuideRBT = The Rule Book to Taladas GBT = The Guide Book to Taladas

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    4

    CHAPTER O NE : CREATING C HARACTERS

    As a beginning player of the AD&D game, youare about to become someone new! This new per-sona is the character you will create and role playthroughout the campaign. This chapter explains,in a simple, step-by-step fashion, the best way togo about creating that character.

    W HAT YOU N EEDIn order to create a character, you will need the

    following things:1. Scratch paper and pencils;2. A set of gaming dice, including at least one 4-

    sided die (d4), one six-sided die (d6), one eight-sided die (d8), one ten-sided die (d10), and onetwenty-sided die (d20);

    3. A copy of the AD&D 2nd Edition Players Handbook;

    4. A copy of The Rule Book to Taladas from theTime of the Dragons boxed set;

    5. A character sheet. It is strongly recommendedthat players photocopy both sides of the charactersheet on pages 31 and 32 of this booklet for theirpersonal use.

    New players should create characters only withtheir DMs help and guidance. The DM needs theabove materials, and a copy of the AD&D 2nd Edi-t i o n D u n g e o n M a s t e r s G u i d e . A c o p y o fDRAGONLANCE Adventures is strongly recom-mended, although not strictly necessary.

    BEFORE S TARTINGBefore beginning the character creation process,

    players must know which of the several methods forrolling basic ability scores their DM wants them touse. Be sure to clear the method to be used with theDM who will be running your Taladas campaign.

    Throughout the process of creating a character,make all notations on the character sheet in pencil; almost everything you write will eventually needto be erased and altered as the character pro-gresses through his or her life of adventure.

    Make all calculations needed in the charactercreation process on scratch paper; enter only thefinal results on the character sheet.

    Finally, it would be helpful to read through thisentire chapter once before beginning.

    C HARACTER C REATIONS TEPS

    1. Write or print your own name in the space onthe character sheet marked player.

    2. Using the method approved by your DM, roll

    dice to determine the characters six ability scores.Jot down the six ability scores on scratch paper.Dont enter them on the character sheet yet; theymay be modified.

    3. Choose the characters race. This is an ex-tremely important decision. The choice is limitedonly by the minimum and maximum ability scoresallowed for all races (humans are exempt from thisrestriction). Players should consult Table 7: RacialAbility Requirements in the PHB and RacialAbility Requirements for New Races in the RBT.Also, see Choosing The Characters Race, be-low.

    4. If the character is nonhuman (elf, dwarf, Ba-kali, etc.), consult Table 8: Racial Ability Adjust-ments in the PHB and Racial Adjustments forNew Races in the RBT. Add or subtract the appro-priate modifiers for each ability to the scores ob-tained in Step 2.

    5. If the character has a Strength score of 18, rollpercentile dice to determine Strength bonus as ex-plained in the PHB.

    6. Enter the adjusted ability scores in the appro-priate spaces on the character sheet.

    7. Consult Tables 1-6 of the PHB. Enter the infor-mation relevant to each ability score in the spacesprovided on the character sheet. For example, acharacter with a Strength of 9 would enter 35 forWgt Allow, 90 for Max Press, and so on.

    8. Enter the information on the characters spe-cial racial abilities and limitations in the spacesprovided. Each entry should be a brief note to helpthe player remember the ability during play. Forexample, under Racial Abilities for a half-elfcharacter, the following notes would be proper:

    Resist sleep and charm-related spells, 30%.Infravision, 60 feet.Spot concealed door, 1 in 6.Find concealed, 1 in 3.Find secret door, 1 in 2.

    Special racial abilities are summarized in thePHB and the RBT. Limitations include maximumobtainable experience levels in certain classes(available from the DM) and miscellaneous otherrestrictions in the race descriptions.

    9. Choose the characters sex and enter this inthe place provided on the character sheet.10. Determine the characters age, height and

    weight and enter the information in the appropri-ate spaces on the character sheet. Consolidatedage, height and weight tables are included at theend of this chapter. Do not determine the charac-ters maximum age; this is for the DM alone to de-termine and know.

    11. Consult the consolidated movement chart atthe end of this chapter to determine the characters

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    base movement number. Enter this number in thespace provide on the character sheet.

    12. Choose the characters class. Nonhumancharacters may be eligible to be multi-classed.Class options available to a character are restrictedby the characters ability scores (Table 13, PHB)and race (as noted in the race description). Beforechoosing a character class, see Choosing theCharacters Class below. When the choice is

    made, enter the information in the space providedon the character sheet.

    13. Choose the characters alignment. SeeChoosing the Characters Alignment below. En-ter the chosen alignment in the space provided.

    14. Determine the characters hit points, as ex-plained in the character class descriptions. Be sureto add any bonuses allowed for good Constitutionscores.

    15 . Consul t Table 60: Character SavingThrows of the PHB. Enter the numbers shown inthe appropriate space on the character sheet. Inthe space next to each saving throw number, noteany modifiers that might apply to some throws. Forexample, paladins gain a +2 to all saving throws,while dwarves receive a saving throw bonus basedon their Constitution score.

    16. Make notes in the spaces provided for anyspecial abilities or limitations of the charactersclass. For example, a paladin character wouldhave numerous notes under class abilities, such as:

    Detect evil intent60 feet.+2 all saving throws.Immune to disease.

    These notes are for the players own referenceduring play. In the class abilities space, playersshould also record their scores for such things asthieving abilities (for thief class characters),spheres of access (for priest class characters),moon of influence (for Taladan wizards), and soon.

    17. Enter the characters experience level on thecharacter sheet. All new characters begin at level

    one.18. Enter 20 in the space for THAC0 on the

    character sheet.19. Together with the DM, determine what, if

    any, weapon proficiencies, secondary skills, andlanguages the character knows. Enter these, alongwith the appropriate ability score modifiers in thespace provided. (The DM must tell the playerswhether or not he is using the rules for proficien-cies. He should also indicate to the players how heintends to handle the question of languages. TheDM should consult the Languages chapter inthe RBT in particular concerning this question.)

    20. In cooperation with the DM, players whosecharacters can cast spells should determine whatstarting spells are available to them. Wizardsshould record these on a separate sheet of paperwhich will become their spell book. Priests shouldalready have determined their spheres of access inearlier consultation with the DM.

    21. Together with the DM, players should deter-mine their starting available money, and recordthis amount under Current Funds.

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    6

    A DDITIONAL C HARACTER S HEETD A T A

    The back of the character sheet provides spaceto record equipment, weapons, armor, and magicitems. The DM will determine how characters mayequip themselves. Usually, DMs allow beginningcharacters to spend money from their startingfunds to buy equipment at standard prices. Some

    DMs prefer to wait, and let equipping the charac-ter be a part of the first adventure. Certain Taladascharacters have their starting equipment alreadyspecified for them.

    The back of the character sheet also providesspaces to record the spells (if any) that a charactercurrently has available. When the characters de-cide what spell or spells to have prepared for thefirst days adventuring, they should be enteredhere, along with any pertinent data about the spell.

    There is a space on the front of the charactersheet to record attacks allowed per round. TheDM should help the character fill in this space,based on class, level, and the type of proficiencyrules (if any) being used.

    C HOOSING THECHARACTER S RACE

    The race chosen for a character is extremely im-portant. Race can effect the characters choice ofclasses, advancement in the chosen class orclasses, alignment, background and personality.

    In the Taladas campaign, there are more races tochoose from than those given in the standardAD&D 2nd Edition rules, and even more than areincluded in the DRAGONLANCE Adventures supplement!

    The DM should carefully review with new play-ers their various choices of race. Particular atten-tion should be paid to giving players at least a briefsummary of background information about thenew PC races in Taladas. It is perfectly appropriatefor the DM to state frankly that he or she has somepreference for using or not using certain new PCraces. For example, a DM could certainly tell theplayers that it will be more difficult to work an ogreor Bakali PC into the type of campaign he or shehas planned. However, a good DM will certainly

    leave all options open to those players who wantto try them.

    For the player, the most important considerationin the choice of character race should not be gamerules, mechanics, or even how relatively powerfula given race seems to be. As new players becomemore familiar with the game, they will see that thegame rules balance out the various special abilitiesof the different races, so that no one race is reallymore powerful than any other.

    Instead, the real questions a new player should

    ask himself are these: How well can I play the roleof a character of this race? How much fun will it beto pretend to be of this race? Would I enjoy takingthe role of a Bakali, or an ogre, or a dwarf?

    A common mistake that new players often fallinto is devaluing humans. The nonhuman racesgenerally have the ability to combine classes; forexample, an elf can be a fighter/mage/thief allrolled into one. However, new players should real-ize that such multi-class characters tend to ad-vance in level at a much s lower pace thansingle-classed characters. Dont forget that whilehumans have no special abilities, they have nospecial limitations either, a fact that can becomevery important as the campaign begins to develop.

    C HOOSING THECHARACTER S CLASS

    Like race, character class is an important deci-sion. It really boils down to this question: How willthe character make his or her way in the world? Ifforce of arms is the desired answer, the playershould choose the warrior class. If the mysteries ofmagic are attractive, the player should choose thewizard class. The priest and rogue classes eachhave certain abilities that are very desirable aswell.

    Again, the basic question is which class will bemore fun for the player to play. A player who thrillsto combat will probably do poorly as a kenderthief; a player who dreams of casting powerfulmagics would not be well suited for a warrior char-acter.

    In the Taladas campaign, however, there is much

    more to choosing character class than in otherAD&D campaigns. The DM should take pains tomake the players aware of the many different typesof characters that can be found in each class in Ta-ladas, as these are summarized in the player char-acter kits provided in the RBT.

    It is especially important for DMs to take note ofthe special rules that pertain to priests in the Tala-das campaign. The DM should be familiar with theinformation on priests in the DRAGONLANCE Ad- ventures book if possible, and most definitely withthose rules outlined in the RBT. These new rulesshould be made available to all players who are

    even considering the priest class for their charac-ters.Players who intend to play together as part of a

    group might want to consider group balance inchoosing their class as well. It is usually importantto have the special capabilities of all four majorclasses represented in a party of adventurers. Forexample, a group of eight elven fighter/mage/ thieves might suddenly find themselves in desper-ate need of a priest when confronted by a horde ofundead, or even when deeply engaged in a seriousbattle. Magic is often needed to aid even the most

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    heroic fighter. The talents of a thief can turn thetide in many cases, and sometimes help avoid anunnecessary and costly fight. All the classes areequally important to the success of a group, andthe success of the group is almost always importantto the success (and survival) of the individual char-acters.

    C HOOSING THE

    C HARACTER S ALIGNMENTBefore players choose their characters align-

    ments, the DM should be certain that they under-stand that the moral alignment they choose maygreatly effect their courses of action in the future.

    While players are free to choose between agood, neutral, or evil moral alignment, the choiceof an evil alignment is strongly discouraged. First of

    all, it is much more difficult to be a successful evilcharacter in a well run Taladas campaign. Whilethere are certainly evil characters who thrive andprosper on the continent, all are governed by thebasic law of Krynnthe law imposed by the HighGod. That is the Law of Consequence. While evilmay be chosen, it is in the nature of evil to con-sume itself; the consequences of evil will be visited on the character sooner or later.

    Players should not assume that their characters

    race automatically determines their alignment. InTaladas, there are ogres, goblins, minotaurs andmany others who deviate from the natural ten-dency of their races toward evil. In some cases, thisneed not even impede their relations with similarbeings. For example, a lawful good minotaurcould champion the cause of justice (as he sees it)in the arena, and become a highly respectedchampion, even though the basic philosophy ofminotaur society is rooted in lawful evil.

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    C ONSOLIDATED H EIGHT AND W EIGHT T ABLERace

    Dwarf 43/41Elf 55/50Gnome 38/36Half-elf 60/58

    Kender 32/30Human 60/59Bakali 70/68Goblin 40/38Minotaur 84/82Ogre 104/98

    Height in Inches Weight in PoundsBase* Modifier Base*

    130/10590/7072/68110/85

    52/48140/100160/12074/70180/170230/220

    1d101d101d62d6

    2d82d102d122d82d62d8

    * Format is male/female

    Modifier4d103d105d43d12

    5d46d106d104d415d1010d10

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    C ONSOLIDATED A GE T ABLERace

    Starting AgeBase Age

    Dwarf 40 5d6Elf 100 5d6Gnome 60 3d12Half-elf 15 1d6Kender 20 3d4Human 15 1d4Bakali 1 4 1d6

    Goblin 20 1d6Minotaur 16 1d8Ogre 25 1d10

    VariableMaximum Age Range(Base + Variable)250 + 2d100350 + 4d100200 + 3d100125 + 3d20100 + 1d10090 + 2d20100 + 5d10

    70 + 2d10100 + 2d2050 + 4d20

    C ONSOLIDATED M OVEMENT T ABLERace Base Movement Rate

    Human 12Dwarf 6Elf 12Half-elf 12Gnome 6Kender 6Bakali 9 (Swim 9)Goblin 6Minotaur 9Ogre 9

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    CHAPTER T WO : T IPS FOR BEGINNING PLAYERS

    Beginning players who are completely newto the AD&D game may feel overwhelmed atfirst. This is only naturalit seems that theresa lot to learn. Rest assured that once youveplayed in a few gaming sessions, the rules willseem l ike second nature to you. However,there are several things you can do to makeplaying the game more fun. Some of these aregame related; others are of a more social na-t u r e .

    EQUIPPING YOURC HARACTER

    When it comes time to purchase the equip-ment for your first character, you will quicklydiscover that, just as in real life, you are on alimited budgetin most cases, a very limitedb u d g e t . Wi t h s o m a n y g o o d i e s t o c h o o s efrom, how can you make the most of the fewsilver pieces you have? Here are some sugges-tions for each character class:

    A LL P LAYERSThere are a few items that every PC should

    have, simply because they have so many usesin so many different situations.

    Rope: Every PC needs a length of rope, atleast 50 feet or more if it can be easily carriedgiven your other gear. Rope has obvious valuefor climbing, but it can also be used to bindprisoners, string a way across an otherwise im-passable chasm, set a trap for pursuers, lashlogs together to make a raft, and probably athousand other things that you wont realizeuntil your next gaming session!

    Dagger or Knife: Every PC (except thosepriests whose religions forbid its use) should

    have a dagger or at least a good, sharp knife.This is one of the few weapons that can be usedwhen a foe is boxing or wrestling with you. Agood knife can also be essential to survival inthe wild. If nothing else, it gives you a goodquick way to adjust the length of your rope!

    Flint and Steel: Modern matches dont existin the fantasy world of Taladas. Rubbing twosticks together may eventually give you a few

    sparks to start your campfire, but it isnt verypractical for use in combat. Fire has so manyuses in a campaign that it is almost suicidal to bewithout a source of fireespecially for charac-ters who lack infravision. Such characters will

    need some source of illumination. Lanterns arebest, but expensive; a few torches or candlesshould always be packed along.

    Pack, sack or bag: Whether its a finely madebackpack or a gunny sack, every characterneeds something to put stuff in so he can carryit around without being badly encumbered.

    Oil: At least one flask of oil is highly recom-mended. Nothing slows down a mob of pur-suers like some oil poured over the floor of acorridor and set on fire.

    Holy water: This is an absolute must forpriests, as it is required for a bless spell. Othercharacters will find it extremely useful againstthe lower forms of undead (skeletons, zom-bies, and the like).

    Food: DMs take a dim view of characterswho dont think to eat. It always catches upwith you.

    Wineskin: Something for carrying water or

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    wine. Going without water is worse than go-ing without food.

    Iron spike or piton: An extremely versatiletool for traversing difficult terrain obstacles,especially when used in concert with a lengthof rope.

    W ARRIOR

    CLASS

    Weapons: Dont overload. Weapons are ex-pensive and their weight adds up quickly. Twoor three good weapons is usually plenty. Atleast one missile weapon (spear, bow and ar-row, sling, etc.) can be extremely useful.

    Armor: Starting out, you cant afford thegood stuff, so keep it simple. A shield is usuallya cheap bonus to armor class, but dont beafraid to drop it if it gets in the way. Multi-classed characters and thieves must also becareful about the miscellaneous restrictionson themsuch as no spell casting while wear-ing armor (except elven chainmail).

    P R I E S T C L A S SWeapons: Given the choice between more

    holy water or another weapon, take the holy water (youre much more effective with it).

    Holy Symbols, mirrors, garlic: Can also beeffective against the undead. Always try to dis-p lay your holy symbol prominent ly, so youwont be fumbling for it when it comes time todispel some threatening undead menace.

    T HIEF C LASSLockp icks : Dont forget to buy a se t of

    thieves tools when you first equip your char-acter. Theres nothing worse than not havingthe right tool to do an essential job.

    Armor and weapons: Try to keep these at aminimum. Most a l l of your th ieving abi l i t iesrely on being unencumbered.

    W IZARDSArmor and weapons: Dont bother. Duck

    into the shadows or behind some hulking war-rior when a fight breaks out. Try to save asmuch money as you can. Youll need it whenyou get to higher levels for spells and magicalitems.

    G ATHERING I NFORMATIONSome players think the AD&D game is a

    combat game, pure and simple. While its truethat combat provides much of the thrill andexci tement of the game, surviving combatmakes the game even more fun. One way to

    increase the odds of survival is to gather infor-mat ion.B e f o r e y o u r u s h r i g h t o u t t o t h a t f i r s t

    dungeon you hear about, ask some questions.What do the locals know about the area?What types of foes are you likely to encoun-ter? What type of terrain will you have to crossto get to where you want to go? Who is thatmysterious fellow at the next table listening toyou as you question the innkeeper?

    Many times the DM can be a gold mine ofinformationif the players think to ask. Othertimes, PCs must work harder to get necessaryinformation. If you want to know what the en-emy is up to, find people who are close tohim. Do some favors, grease some palms, andvital tips will start flowing your way. Remem-ber that in almost any organization or society,there is someone who will talk if given suffi-cient incentive.

    G ROUP T ACTICS

    Each group of player characters is unique,with personalities and character capabilitiesall its own. Thus, it is almost impossible laydown hard and fas t ru les for group tac t icswhile adventuring. There are a few generalpoints, nonetheless, that you may find helpful.

    First, try to protect the spell casters. Sure,they may seem useless at times, but theres noreplacing that timely feather fall or cure light wounds spell when you need it. At low experi-ence levels, wizards are particularly vulnerable.

    When t ravel l ing , whether outdoors or indungeon environments , i t s usual ly a goodidea to arrange your walking order so that thespell casters are near the center of the group.This makes them harder to hit with missile fireand often protects them in the first round ortwo of melee. During this time, they can castspells that may turn the tide of battle.

    Another rule to live by is to always post aguard. Whether camping out, staying at aninn, or having supper with the king of Armach,

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    have someone on guard. Remember to al-ways expect the unexpected.

    Along the same lines, try always to developsome standard formations and procedures.This is particularly useful in dungeon environ-ments. Before opening the door to an un-known room containing unknown dangers,

    have the party arranged so that someone canlisten at the door, another can open it, whilestill others provide cover, and spell casters areready to let fly their magics.

    If you can help it, never waste time squab-bling over petty matters: Many a first levelparty has been wiped out while arguing aboutwhos going to get the left over copper piecefrom the treasure horde. DMs love to catchunwary characters with their chain maildown.

    Lastly, when all else fails, run away! Unlessbeing true to her alignment prevents yourcharacters fleeing, it is almost always better tolive to fight another day.

    T HE S OCIAL FACTORGaming sessions are social events in the real

    wor ld , a s we l l a s adven tu re s i n a f an t a syworld. Thoughtfulness for your fellow gamerswill go a long way toward making the gamingsession more fun for everyone. (It will also

    make the other players more willing to risktheir characters necks to save your charac-ter!)

    Try to arrive on time. It is terribly annoyingto have five or six characters all fixed up andready to go adventuring, but feeling that theyhave to wait for the wizard to arrive.

    Have the i tems you need wi th you. As agamer, you will need pencils and paper. Hav-ing your own dice is a good idea; sets can pur-c h a s e d i n m o s t h o b b y s t o r e s a t v e r yreasonable prices. Having your own copy ofthe AD&D 2nd Edi t ion P laye r s Handbook and other gaming supplements i s a lso ex-tremely helpful; you wont have to interruptthe DM all the time with rules questions.

    Try your best not to be a rules lawyer. Nomatter how carved in stone a rule may seem,no two DMs will run the same encounter thesame way or interpret the same rule the same

    way in a l l s i t ua t ions . Un le s s t he DM hasthrown the rule book away completely, try notto worry about the rules. The real fun of thegame comes from the sense of drama, excite-ment , danger, and adventure , not f rom thegame mechanics.

    Try not to laugh too hard when the other fel-lows character dies, and its his own silly fault.Nobody likes to feel foolish. Next time, youmay be the one who forgets to bring the holywater!

    Encourage everyone to take an active role.When one or two players come to dominate agroup, play can become stale; everything is al-ways done in the same s ty le and manner.Also, those who arent participating probablyarent having much fun. Do what you can toencourage the more shy p layers to jo in infreely.

    Last, but certainly not least, dont take things too seriously. Remember, its only a game.E v e n w h e n y o u r b e l o v e d c h a r a c t e r d i e s which may happenremember that his or herfuneral expenses will not be tax deductible inthe real world. The purpose of the game is tohave fun.

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    CHAPTER THREE : T IPS O N ROLE PLAYING

    The AD&D game is a role playing game. Itisnt a board game, or a video game, which of-ten derive their life from the rules or the com-ponents. Rather, the AD&D game derives itslife, and its fun, from the interactions between

    the players and between the players and DM.The more each player can make his characterseem like a living, memorable human being(or gnome, elf, dwarf, or whatever the casemay be), the more fun the game will be for ev-eryone.

    P ERSONALITY T RAITSAt this moment, your new character exists

    only on paper. As a player, your role in the

    game is to make this collection of numberscome to life. You do this by the way you makethe character think, talk, and act.

    It may seem that your choice of the charac-ters race and class, along with his or her abilityscores, would be enough to dictate what per-sonality traits the character will have. Actually,this isnt the case at all. As is noted in the AD&D2nd Edition Players Handbook, two characterswith identical scores, race, and class could havevery, very different personalities.

    Consider two warriors, both young humanmales. One might come from a backgroundthat has left him unsure of himself, and there-fore eager (perhaps overeager) to prove him-self. Such a character might be very carefulnot to appear to be afraid. This could be ex-pressed in different ways. The unsure charac-ter might carry himself in a bold, arrogant way,swaggering, speaking his mind, perhaps be-coming a bit of a bully. On the other hand, theunsure character might be a grim faced youth,always serious, always careful and methodi-

    cal, yet always the first one into battle.A statistical twin to this first young warrior

    might be a comical characterone who is delib-erately full of bravado and bluster, not becausehes unsure of himself, but simply because heand everyone else finds it amusing.

    As you think about your own character, tryto pick one or two definite personality traitsand incorporate into your mental image of the

    character. Here is a list of a few such traits; youwill doubtless think of many more:

    G r i m Methodica l Brooding

    Cheerful, even in adversity Zany sense of humor - a punster or joker Intellectual - always learning and teaching Elitist - thinks hes slightly better than others Scrupulously honest Well intentioned but easily led astray Hedonis t ic - addic ted to crea ture com-

    forts like a warm bed, excellent food, etc.Idealistic Romantic Courteous

    Plagued by feelings of guilt Taciturn - talks very little Blabbermouth - talks all the time Contemplative - likes to think things over, ar-

    rives at cool, clear-headed decisions I m p u l s i v e - m a k e s s n a p d e c i s i o n s a n d

    plunges blindly into action Ruled by reason Ruled by passions Loves animals Detests the outdoors Lazy whenever possible Vain about dress or appearance Slovenly Well, by now you get the idea. To start out,

    pick just one or two traits to emphasize as youact out the role of your character. Others willfollow naturally.

    C ASTING AGAINST T YPECasting against type is a common expres-

    sion used by film and stage directors. It means

    to fill a role with someone of a personality typecontrary to that of the character. You can usethis to create a highly interesting and oftena m u s i n g p e r s o n a l i t y f o r y o u r A D & D g a m echaracter as well.

    Not all warriors need be brave and tough,nor all wizards wise and cultured. Try applyinga personal i ty contrary to the s tereotypica lnorm of your character s c lass or race . A

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    rough, boisterous wizard might make for aninteres t ing character, jus t as a squeamishdwarf warrior might make for an amusing one.Have fun with it, and try to be original.

    EXPRESSING TRAITSPersonality traits are expressed in thought,

    word, and deed. In a role playing game, noone can know your character s thoughts un-less you voice them or act them out. Throughyour characters words and deeds you let oth-ers know how his or her mind works.

    LANGUAGETry to crea te a character is t ic pa t tern of

    speech for your character. Consider how dif-ferent, and yet completely accurate, both ofthe following statements are. See how mucht h e y c o n v e y a b o u t t h e p e r s o n a l i t y o f t h espeaker:

    Look! A couple of hobgoblins! Lets jump e m !

    Ahem, excuse me, good comrades. There appear to be two rather nasty looking brutes,hobgoblins, I should say, quite near to us.Might I suggest that we attack post haste?

    Notice that both of these characters are say-ing the same thing, but in extremely differentways. Those differences communicate more

    than just the intended information; they alsotell us about the personality of the characters.

    V O I C EAlong with the actual words used, a charac-

    t e r s v o i c e c a n c o n v e y m u c h a b o u t h i m .Voice refers to a combination of accent,pitch, and inflection. Is your characters voicehigh, medium, low, or downright gut tura l?How does he pronounce his vowels? Does hespeak in short clips, a slow drawl, or a sing

    song? Pick a voice for your character, and tryto stick with it. It will quickly become naturalfor you to use tha t voice whenever youreplaying the character, and wi l l grea t ly en-hance the game.

    G ESTURES AND M ANNERISMSIf it suits your characters personality, use

    your hands when speaking as your character.

    Whatever gestures seem to coincide with hervoice will help to define the character evenmore. Facial expression is important too.When your character is angry, does she turnred-faced and bluster? Or does she coldly, qui-etly, arch one eyebrow? Both can convey a lotabout the type of person the character reallyis.

    C HARACTER G OALSJust like real people in real life, PCs should

    have goals that they strive for. Some obviousgoals are imposed by the game system, suchas staying alive and advancing in experiencelevel. But these are merely mechanical goalsthey dont tell us anything about the charac-ter.

    A character s race and class will obviously

    have some influence on his goals, at lest hisprofessional goals. For example, it is naturalfor warriors to crave glory and great victories,for wizards to constantly search for a betterspell, or for priests to wish to advance withinthei r h ierarchyif there i s one . In s implergame terms these might translate into a war-rior s quest that for that perfect weapon, amages search for a particular artifact, or a

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    clerics desire to erect a great temple to his orher god.

    There can be other goals as well, that char-acters of any class could have. These might beas mundane as owning a quiet inn in the coun-try or as grandiose as changing the politicalstructure of a society. In any case, they aregoals that are not confined to any one class orrace.

    Try to pick at least two, distinct, specificgoals your character will strive for throughouther career as an adventurer. You might wantto link your characters goals with the reasonthat he or she took up adventuring in the firstplace. After all, why would any sane personchoose to risk his or her neck on a daily basis?For monetary gain alone? Perhaps; but doubt-less there is more to the story than meets theeye.

    NPCsP l a y e r s o f t e n n e e d t o b e r e m i n d e d t h a t

    NPCs are people (at least most of the time),too! A good DM will bring some NPCs to lifeso vividly that the players will never forgett h e m . B u t t h e D M c a n t d o t h a t f o r e v e r yfarmer, merchant, pilgrim and hobgoblin thePCs run intothere are just too many.

    Often, as beginning characters gain somemoney, they begin to hire NPCs to performcertain tasks or services for them. Eventually,there may be hired, mercenary NPCs joiningthe characters in their adventures. The DMshould take careful measures to make sure thePCs treat the NPCs like real people, but theplayers need to help in this as well.

    For example, a PC warrior who hires somemercenary soldiers can hardly expect them tobe the ones to open every dungeon door!NPC hirelings and henchmen arent cannonfodder to be blown away at the PCs discretion

    or whim. If they are treated that way, the PCmay find himself with serious problems: aban-doned at the crucial moment, facing the con-sequences of an alignment change, or evenworse, unable to hire anyone in the future be-cause his reputation has preceded him!

    T HE I MPORTANCE OF R OLEPLAYING

    Once you have been involved in even onetruly outstanding gaming session, you will un-derstand that good role playing, actually tak-ing on the role of the character, is the mostimportant and the most fun element in anyrole playing game.

    Good role playing is more important thanthe game rules. It is more important than vic-tories or defeats. It is what makes the gamefun. It is what makes some of the adventuresthat occur around the gaming table seem soreal, so exciting, so funny, and so laden withpathos tha t you may s t i l l be remember ingthem and talking about them years into the fu-

    ture.

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    C HAPTER FOUR : W HAT W OULD YOU D O ?

    This chapter contains a sampling of encounters,or portions of encounters, designed for solo play.Players should use their newly created characters,fully equipped, to play these encounters.

    Each encounter begins with a description of thebasic situation faced by the player character. After

    this, you will find one or more questions pertainingto the encounter. The answers to these questionsare boxed underneath the questions. Playersshould try to answer the questions, then comparetheir answers to those provided. In this way, newplayers have a chance to get familiar with both therules of the game and the capabilities of their newcharacters.

    The encounters are arranged in groups accord-ing to character class. The first group is for war-riors, the second for wizards, and so on. Playersshould try the encounters in each group for whichtheir character is equipped; for example, an elvenfighter/mage/thief could try all of the encountersexcept those for priests. For additional practice,players can play all of the encounters, using the ap-propriate characters.

    PCs are assumed to have all of their hit pointsand full equipment at the start of each of theseencounters.

    If played with a DM, these encounters can beembellished rather easily to add more life to theNPCs and a hightened sense of drama. However,in no way should these encounters actually countas part of the characters life. These are intended tobe dry runs, encounters that help new playerslearn to play.

    At the end of this chapter is one encounter for agroup of PCs. This encounter does require a DM,but it should still be considered a dry run.

    W ARRIOR ENCOUNTERS1 . A S TAND -U P F IGHT

    Battle rages all around. To the left, right, rear andfront, friendly forces are engaged in individual me-lees with ruthless Thenolite foes. For a brief mo-ment, you find yourself unengaged, then, you seea Thenolite light infantry man raise his shield and

    spear.Cmon, then, dog! he shouts at you.The foe is only 10 feet away. He wears studded

    leather armor and a gleaming bronze helmet. Hecarries a large shield and a spear 9 feet long. On hisbelt, a longsword hangs in its scabbard.

    Initial Questions:A. What would you estimate this mans armor class to be? B. If your estimate is correct, what do youthink you will need to roll to hit this foe (yourTHAC0 number)? C. If he hits you, how muchdamage will he probably do with his spear (ignor-

    ing any strength or other bonuses)? D. Using thestandard initiative procedure, how would the DMdetermine who gets to attack first?

    Once youve taken a stab at the questions, whynot have a stab at the Thenolite? Here are the sta-tistics you need to fight him:

    Thenolite infantryman: AC 7; MV 12; HD 1; hp5; THAC0 20; #AT 1; Dmg 1d6 (spear); AL LE.

    Fight a mock combat with the Thenolite. Forpurposes of this combat, ignore weapon speciali-zation and proficiency rules, and use the standardinitiative procedure. Dont do anything fancy; just

    have your character and the Thenolite beat oneach other until one or the other is defeated. Thisought to give you a pretty good feel for how thenumbers work.

    If you think youre comfortable with the basics,try these questions on for size:

    E. Assume the DM is using the optional modi-fiers to initiative. What modifiers, if any, would ap-ply to the Thenolites initiative roll?

    F . Assume the GM is us ing the opt ional

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    Weapon Type vs. Armor Modifiers. What modi-fiers would apply to your characters attacks on theThenolite, and his on your character?

    G. Assume you are a specialist with yourweapon, and the Thenolite is not a specialist withhis. How would this affect the combat betweenyour character and him?

    Now, try the combat again, using weapon speedto modify initiative and weapon type vs. armormodifiers. When this is through, you will have aneven better idea of the fighting capabilities of yourcharacter.

    2 . S URPRISE !You are exploring an ancient tomb from the time

    of the old empire of Aurim. Advancing cautiouslydown a narrow, stone passageway, you come to asharp right turn. Peeking carefully around the cor-ner, you find yourself staring directly into the eyesof a huge spider! The beast flexes its powerful man-dibles in delight at the prospect of so healthy a

    meal!Initial Questions:

    A. Will the DM check for surprise at the start of thisencounter?

    B. Who is more likely to be surprised, your charac-ter or the spider?

    C. How will the DM determine if your character, thespider, or both, are surprised?

    D. If the spider is surprised, and your character isnot, how will this benefit your character?

    Try taking the role of the DM, and make the surprisechecks for both your PC and the spider. If it is sur-prised, and your PC isnt, go ahead and attack the spi-der. If your PC is surprised and the spider isnt, itattacks. (In this case, the PC loses any adjustments toAC for high Dexterity.)

    Huge spider: AC 6; MV 18; HD 2+2; hp 10;THAC0 19, #AT 1; Dmg 1-6; SA Poison (Type A); Size,M; AL N.

    Note: If the PC is bitten by the spider, he must makea saving throw vs. poison with a +1 modifier. Failingthe saving throw means the PC loses 15 hit points.

    After playing out the surprise round, roll initiativeand conduct a mock combat with the spider. Onceyouve finished, (or been finished, as the case may be)try tackling these questions:

    E: If the DM was using the Weapons vs. ArmorType Modifiers, how would they apply to this com-bat?

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    F: What happens if the PC suffers multiple poison-ous bites from the spider?

    3. D EATH O VER D ISTANCE

    To play this encounter, assume your character hasthe following equipment: one melee weapon of yourchoice, one long bow, (20 flight arrows), one carefullyscored flask of oil equipped with rag wicks, and flintand steel. Assume your character is proficient with thelongbow, but not a specialist.

    You stand atop a low knoll in the midst of an openfield. Ilquar goblin war cries choke the air all aroundyou. Suddenly, four of the menacing creatures scram-ble toward you, wielding their gnarled spears. Theyare about 200 yards away. Remaining calm, you pluckan arrow from your quiver and take aim.

    Goblins (4): AC 6; MV 6; HD 1-1; hp 5, 4, 4, 3;THAC0 20; #AT 1; Dmg 1d6 (Spear); Morale 12; AL LE.

    Initial Questions:A. What is the PCs to hit number with the first ar-

    row shot? (Ignore weapon type vs. armor modifiers.)B. What modifiers apply to the attack roll for the first

    shot?

    C. How many shots is the PC allowed?D. What modifiers apply to any shots after the first?

    Go ahead and stage the fight, with your PC using hisor her missile weapon and the goblins continuing toclose. In the first round, the goblins will close to 140yards; in the second round, they will close to 80 yards;in the third round, three (if that many are left) willcharge, while the fourth (if left) will close to 30 yards,intending to join the fray next round.

    The first time through, have your PC use her bowuntil the goblins have charged. The PC may use hermelee weapons in the rounds following the charge.

    When the fight is over, ask yourself this question:E. In game terms, what are the effects of a charge?

    Now, play out the encounter again. This time, letyour PC light and hurl her flask of oil at one of thecharging goblins (if any live long enough to charge).

    When youre done, take a shot at these questions:F. How far can the PC throw the flask of oil?G. What modifiers apply to the attack roll?H. What damage will the oil do if it hits?

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    T HIEF ENCOUNTERSThese encounters are specifically designed for

    thieves. Players whose characters are multi-classedshould use primarily their thief characteristics whenplaying these encounters.

    This series of encounters and questions is linked to-gether to form a mini-adventure. Your thief PC haslearned that a moderately well-off minotaur merchantin the great city of Kristophan has obtained a secretmap. According to your PCs sources, this map showsthe location of a long-lost tomb of one of the greatrulers of ancient Aurim. Such a find could be worthriches beyond imagining!

    In addition, this merchant is known to dabble in the

    purchase and sale of the occasional minor magic item.Being that they have yet to begin their adventuring ca-reers, your PCs party of adventurers is sorely lackingin magic items.

    Lastly, the merchant is also well-known as one whocorrupts local officials and deals in stolen goods; infact, the map itself was probably stolen.

    Thus, for the greater good of your comrades (andyour purse), you have decided to try to steal the map(and any magic items you might come across) fromthe modest villa of the merchant Baldameris!

    4. P REPARATIONYou realize that such a major score perpetrated a

    villa in the New City section of Kristophan is an ambi-tious task for a first level thief.

    In preparation, you casually case the villa duringdaylight hours. The house has a high, two-story outerwall with no windows and only one large gate. Astrange type of mark, like some weird lettering, adornsthis gate. An armed guard lets servants come and gothrough this, the only entrance. At times, the barking

    of a dog echoes from inside the interior courtyard.

    Questions:A. What further information might your PC want be-

    fore attempting to burgle this villa?B. Where might such information be found? How?

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    As far as a time when the villa might be empty isconcerned, it is common knowledge in Kristophanthat even household servants are given the day offwhen major cases are to be tried in the imperialarena...

    5. T HE FIRST O BSTACLESArena day arrives. Baldameris, his family, and

    servants all leave the villa to attend to the bloodytrials. They will almost certainly be gone until latein the evening. When night falls, and the Saionespatrol has just passed, you make your move. Thefirst obstacle is the wall. It is a smooth, cracked ma-sonry wall, slightly over 20 feet high. The gate is nobetter for climbing. To avoid attention, you havebrought no rope.

    Initial Questions:A. What is your PCs chance to successfully

    climb the wall?B. How fast can your PC climb the wall?

    Go ahead and give the wall a try. Roll percentiledice. If the roll is greater than the percent chanceto climb the wall, your PC fails; he simply isnt ableto climb this wall. Otherwise, the climb succeedsin one round.

    Assuming the climb is successful, your PC is nowat the top of the wall. Peering into the courtyard,he sees the armed guard carelessly strolling aboutthe garden, occasionally stopping to listen to thedistant cheers of the arena crowd, sighing in hisdispleasure at having to be on duty this night, then

    walking on. There is an entrance into the villaproper about 30 feet from your PCs position.

    Stop for a moment and ask yourself these ques-tions:

    C. What is the first thing your PC must do?D. Would it be better to try to sneak into the

    house, or sneak up behind the guard to attack him?

    Roll to see if the climb down the wall is success-ful. Failure not only means falling damage, butnoise as well, which will certainly alert the guard.For purposes of this encounter, assume the roll wassuccessful. Now, the thief must move silently tothe door. Try these questions:

    E. What is your PCs chance to move silently?F. What happens if he doesnt?

    Now, roll to see if your thief makes his silentmovement. If he fails, make a surprise roll for theguard. As soon as the round of surprise ends (as-suming the guard is still alive!) the guard rushes tothe attack, shouting for the Saiones as he does so.Play out the combat, simply to see how well yourthief would fare, then go on to Encounter 6.

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    20

    Guard, human (1): AC 5 (chainmail); MV 12;HD 1-1; hp 5; #AT 1; Dmg 1d8 (S-M) or 1d12 (L)(Longsword); THAC0 20; AL N.

    6. M AKING THE PINCHInside the house, you move quickly to the room

    where a bribed servant girl suggested that Balda-meris might stash his valuables. Its a large room onthe second floor of the villa with a balcony over-looking the courtyard. Several large, curvedcouches are scattered about the room, with smallmarble tables adjacent to them. The back wall,about 20 feet long, features marble shelves filledwith all types of ceramics, small sculptures, andbric-a-brac. Carefully, you begin examining theitems on the shelf. After about three minutes, youreach for a small statue and find that it slidesslightly on its base. A panel in the wall slides open!

    The doorway opens onto an extremely narrow,dark staircase. Descending cautiously, you reach aroom beneath the floor level of the villa. Fortu-nately, you have flint and steel, and are able to light

    a candle you find on a small table in the room. Theroom is quite tiny, and, aside from the table andcandle, contains nothing except a large woodenchest with iron bands. The chest is 3 feet long andstands about 2 feet high.

    The chest is locked.

    Initial Questions:A. What is your thiefs chance to pick the lock?B. What should your thief do after picking the

    lock?

    Make the rolls to attempt to pick the lock. If suc-cessful, make the rolls to find traps. (Notice that inactual play, the DM would make the find traps roll,and simply tell the player whether or not the char-acter found a trap.)

    Of course, the chest is trapped. If you found thetrap, your PC would know that as soon as the chestis opened, two tiny darts would spring out, up-ward, into the face or chest of the person openingthe lid. The darts are probably poisoned. Nowwhat?

    C. Assume that your character made the rolls topick the lock and then found the trap. Would it bebest at this point to try to remove the trap?

    D. If your character doesnt try to remove thetrap, what might he do instead?

    Opening the chest, your character indeed findshis or her hearts desire! There, neatly folded into aflat leather case, is the map! Also in the chest areseveral gemstonestwo emeralds, five sapphires,and a diamond. Finally, there is a gold brooch, anda slender, tapered, white ivory rod about 15 incheslong. In retrospect, think about these questions:

    E. What course of action would you have takenhad your character not been able to pick the lock?

    F. What would have happened if your characterfailed to spot the trap?

    7. ESCAPE ?His goods carefully stashed in a small bag worn

    on a strap across his or her shoulder, your PC thiefsnuffs out the candle and, attempting to move si-lently, climbs back up the narrow, steep stairs.Near the top of the stairs, he listens intently for anysound from the room above, but hears nothing. Hepasses back through the secret door, crosses to themarble shelves, and twists the small statue, once

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    again closing the door. He turns to leave the roomand, 10 feet away, in the doorway, sees the guardwalking toward him through the dimly lit corridor!

    Roll 1d10 for both the guard and the thief! On aroll of 1-3, the party rolled for is surprised. If thethief is surprised, and the guard isnt, the guardmoves to attack immediately (the guard gets onefree melee round). Combat then proceeds byrounds, using the normal procedure. Play out the

    fight, then have a go at these questions:A. Assume the thief is not surprised, but theguard is. What is the best course of action for thethief?

    B. Assume neither character is surprised. What isthe best course of action for the thief?

    Play out the remainder of the action. If the thiefgets away down the wall, he will probably escape;the gate can be opened from the inside, and theguard will have to run through the house to getback down to the courtyard level. The thief hassufficient time to get away. Ah, but...

    C. Wheres that dog?

    P RIEST ENCOUNTERSThe following encounters assume that the play-

    ers character is a priest of good, or at least neutral,moral alignment. Evil priest PCs are to be stronglydiscouraged by the DM. The two encounters thatfollow will help players of priest PCs learn the ba-sics of spell casting, turning undead, combat, andthe strictures of alignment. These players will also

    benefit from trying out the warrior encountersabove. Players of priest class characters will gainmore experience later, when playing with a group.This is because many of the special things a priestcan do, particularly at lower levels, are of greatbenefit to other, allied PCs.

    In the following encounter, it is assumed thepriest has a bless spell prepared, in addition to anyothers he or she may be allowed.

    8. C ONFRONTATION W ITH EVILYour PC has spent several days in the town of Jala

    in northern Armach, very quietly doing what good

    she could do. Word of your priest PCs presencehas spread, however; and given current condi-tions, especially the growing popularity of the cultof Usa, you have deemed it best for your characterto move on.

    As your PC leaves Jala, walking alone down acrude trail, she sees in the distance, by the moon-light, a furtive, human-sized form. The hooded figureflits behind a low ridge at the edge of an open field.

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    Your priest proceeds, slowly and cautiously, keep-ing a careful eye on the area where this figure disap-peared. At a distance of about 150 yards, theridgetop is suddenly alive with movement. Againstthe backdrop of the pale moon, two disheveled hu-man figures shamble forward awkwardly, flanked oneach side by four other figuresskeletons!

    Bring me her heart! The command rings outthrough the night air, and the skeletons deftly startforward. The disheveled figures struggle to followand keep up.

    Skeletons (8): AC 7; MV 12; HD 1; hp 7, 7, 6, 4,4, 3, 3, 1; THAC0 19; #AT 1; Dmg 1d6; AL N; SizeM. Not affected by sleep, charm and cold-basedspells. Holy water causes 2-8 points damage.

    Zombies (2): AC 8; MV 6; HD 2; hp 7, 9; THAC018; #AT 1; Dmg 1d8; AL N; Size M. Sleep, charm,hold and cold-based spells have no effect. Alwaysattack last in round. Holy water does 2-8 points ofdamage.

    Initial Question:

    A. What is your PCs best course of action?

    In this first run-through, assume your PC suc-cessfully casts the bless spell on herself in the firstround. In this round, the skeletons close to within30 yards, while the 2 zombies only come within 90yards. Now answer these questions:

    B. Is there any chance the PCs bless spell couldfail at this point?

    C. What are the effects of this spell?

    In the upcoming round, melee is possibletheskeletons attempt to close on your PC and attack.In this round, your priest will certainly try to turn

    all the undead horde attacking her. Before shedoes, ask yourself these questions:

    D. What is your PCs chance to turn the undead?E. What are the results of success?F. If the attempt fails, can another attempt be

    made?

    Now, roll initiative for the round. Roll for yourPC and the skeletons; do not roll for the zombies,as they will move only after everything else hashappened (zombies always move last). If the skele-tons win the initiative, all close on your PC; fourare able to actually attack. Resolve the attacks andrecord damage to your PC (if any).

    If your priest wins the initiative, or is still alive af-ter taking four attacks, have her make the attempt

    to turn the undead. (As you do, role-play yourcharacter forcefully proclaiming, Begone, foulcreatures of the night! or some similar traditional,heroic balderdash.) Note the results on scratch pa-per.

    Finally, continue the combat round by round un-til it ends. Note that a PC with movement greaterthan 6 may have a good chance to run away fromthe zombies, as they are quite slow and alwayslose the initiative.

    9. FRIENDS CAN K IL L YOUYour PC is of lawful good alignment (at least for

    purposes of this encounter). She accompanies therest of her group to a market place to buy supplies.While there; she notices the thief in the party pick-ing the pocket of a passerby. Hmm...

    There are two questions that the player shouldconsider carefully. The answer to each effects theanswer to the other:

    A. What should your PC do?B. What might be the results of not doing any-

    thing?

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    W IZARD ENCOUNTERSFirst level wizards can be difficult to play, espe-

    cially solo, because they have so few hit points (vir-

    tually any successful attack will kill them) and onlyone spell with which to attack or defend them-selves. Beginning wizards must often use their witsand their ability to make themselves valuable toothers in order to stay alive. On the other hand,even a single first level spell can be tremendouslyeffectiveif the wizard gets to cast it!

    10. S NOOZE T IMEYour first level wizard PC is exploring an under-

    ground dungeon. He is in the middle of a long cor-ridor, a mere 10 feet wide and extending about 100feet in either direction. Without warning, fourtough human bandits suddenly drop in, only 30feet in front of him, through a trap door in the ceil-ing! Luckily, the wizard is not surprised. He hasprepared one (your choice) of the following spells:sleep or color spray. Before casting the spell, askyourself this:

    A. How will the decision to use a spell affect theinitiative die roll?

    B. What will happen if your wizard chooses tocast the spell and loses the initiative?

    C. What other options does your wizard have?

    For now, lets assume your PC wizard does de-cide to cast his spell, and is lucky enough to winthe initiative. The spell is cast. Note that unlessthese bandits are more powerful than they look,they gain no saving throw against either of thesespells! In fact these are 1 hit die bandits. Sleep willhit 2d4 of them; color spray will get 1d6 of them.Make the die rolls. Then let any unaffected banditsclose and make their one attack. (THAC0 20; Dmg1d6). Now, what about that spell? Try answeringthis:

    C. Assume that all the bandits were affected bythe spell. What is the possible outcome?

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    Whether or not your wizard survived this mockcombat, you should now see that if the wizardwere part of a group that included one or two fight-ers, he would be a powerful figure indeed! Theycould protect him until the spell was cast.

    I I . S HOOTING BLANKSYour wizard slays bandits in the above encoun-

    ter and continues merrily on his way. He gets nomore than 40 feet, however, when two of the late,lamented bandits best friends appearone ateach end of the corridor. Yikes!

    A. What would you have your character do?How long will it be before the wizard can cast an-

    other spell?

    A G ROUP ENCOUNTERThis encounter is for several player characters of

    different classes. Running it requires a DM.The encounter is quite simple. The PCs are

    placed in a completely enclosed, very large space:a room with stone walls, ceiling, and floor measur-ing 100 feet by 100 feet with a 10 foot high ceiling.The DM has a party of NPCs who are exact dupli-cates of the PCs in every respect except clothing,facial appearance, and, obviously, thought proc-esses. Characters from only one group can leavethe room alive. The NPCs are lined up about 10feet apart near the center of one wall; the PCs arelined up identically near the center of the oppositewall.

    As DMs are fond of saying, What do you want to do?

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    C HAPTER F IVE : A F IRST A DVENTURE

    This chapter is for the eyes of the DM only. If youplan to play a character in this adventure, do notread beyond this point!

    SETTING AND SYNOPSISThe PCs meet one another for the first time in the

    small rural village of Boremium. This community islocated in High Vale in the League of the Mino-taurs, on the trail running south from Jalum. Thevillage sits at the point where the trail from Jalumintersects the trail to the Pathar Frontier, near abridge over the Lenika River. The exact locationcan easily be found by comparing the DMs mapsin this module to the map of the League and Ar-mach in the Time of the Dragons boxed set.

    Boremium is alive with rumors and its citizensare discontent. Most of the frontier garrisons of theLeague have been removed to the threatened bor-der with Thenol. As a consequence, High Vale hassuffered, as creatures once subdued in the NewMountains and the High Vale Range have returnedto their old haunts and their old habits.

    As the PCs are learning to know one another andgathering information from the locals, a raidsweeps through Boremium! A mixture of humans,goblins, and undead ride through the village, burn-ing buildings, slaying innocents, and providing thePCs with their first taste of actual combat. Becauseof the PCs intervention, the raiders quickly retiretoward the Darcika Woods to the west.

    The PCs are given the opportunity to set off intothe forest, seeking the raiders base camp and at-

    tempting to gather information about them for theimperial government. Further enticement for thePCs is provided by legends concerning a longabandoned fortress from the time of Aurim hiddenwithin the wooded boundaries of Darcika.

    The PCs can easily locate the site. It did serve as abase for the raiders, but most of them have sincedispersed. All that remain are a few priests of Usafrom across the nearby Armach border, a specialguard, and a few of the undead commanded bythe priests.

    If the PCs can defeat these villains, they can learnthe secret purpose behind the raid on Boremium,

    and gain a clue as to the location of a fabulous trea-sure hidden somewhere in the Conquered Lands...

    DM s B ACKGROUNDThe raiders are followers of the evil god Usa,

    (known as Hiteh to the folk of Armach). The Usacult, though driven underground, is growing rap-idly in Armach. It is now powerful enough to sup-ply priests and men for pillaging raids into the

    neighboring lands of the League.These raids are being encouraged by Bishop

    Trandamere, who is ruler of the kingdom of Thenolin all but name. Recently, Armach and the Leaguehave settled their own hostilities, and the Leaguesborder legions have been concentrated in defen-sive positions on the Thenol frontier.

    Trandamere, who is turning Thenol into a virtualtheocracy under the priests of Hiteh, finds it easyto influence the priests of Usa in nearby Armach.Having Armach raiders threatening High Vale maybe reason enough for the League to withdrawtroops from the Thenol border. While the govern-ment of Armach will certainly protest its innocenceof any knowledge of such raids, the skirmishesmay have the added benefit for Trandamere ofdriving a wedge between Armach and the League.

    T HE V ILLAGE OF BOREMIUM

    Boremium was never more than a simple village,but until recently it was quite a prosperous one.The farmlands of the region are fertile; the forest tothe west is a good source of lumber, and the HighVale Range did support considerable mining activ-ity. Boremiums location near the only major trailand bridge across the Lenika River made it a natu-ral center for industry and trade.

    The DMs map shows the center of the village.The imperial quarters, which serve as a residencefor visiting imperial officials, is a stone villa in theminotaur style. The remaining buildings are madeof wood, including the local arena, which consistsof little more than a flat field surrounded bywooden bleacher style seats and a wooden wall.The market booths are in a large wooden barn,open on both sides, the barn divided into stallswhich are rented by merchants passing throughthe village to hawk their wares. The map shows afew individual businesses where the PCs mightcare to trade; prices here are only slightly aboveaverage, but selection of merchandise is some-what limited.

    The mining and lumber trades continue here, al-though increased raids on work parties by bands ofgoblins, bandits, ogres, and other fierce mountaindenizens are driving off the work force. As the

    work force shrinks, so does the trade on which thevillage depends.

    G ETTING S TARTEDSet the positions of the moons of Krynn accord-

    ing to the instructions in the RBT. Have the PCs be-gin in the tavern room of the inn at Boremium. Thetime is dusk; the season is early summer. Chance

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    has the PCs sitting close to one another; conversa-tion among them should arise naturally. Have eachPC explain how he or she came to be in Boremiumat this time. If some players have difficulty makingup a suitable background story, here are some sug-gestions:

    1. Warrior characters have heard rumors of trou-ble in High Vale. Its common knowledge that thegarrison troops have all but been removed, andthe imperial presence in the area is very weak. Theactivities of goblins, ogres and the like would natu-rally draw young warriors, eager to prove theirmettle, and anxious to turn a coin or two.

    2. One or more wizards have heard a tale (al-though false) that the fabulous spellbook of theThird High Wizard of the old empire of Aurim liesin a ruin somewhere near this tiny village. How itcame to be here is a mystery that dates back to theCataclysm.

    3. Thieves have heard that mining for iron orehas decreased in the High Vale Range, while min-ers turn their attention to a newly-discovered, po-tentially far more valuable mining opportunity.

    The combination of a possible gold or silver findalong with the lack of imperial presence in the areashould be more than enough to attract any sanethief.

    4. Priests have wandered here randomly, di-rected here by strange dreams, or simply felt avague calling toward this region, where there isincreased suffering because of the activity of evilcreatures from the mountains.

    When the PCs have become semi-acquainted,or when one of them asks more about their sur-roundings, provide a brief description of the vil-lage (theyve seen it on their way in) and go toEncounter 1. In the encounters that follow, boxedtext is to be read aloud to the players.

    ENCOUNTERSI . A T THE I NN

    The inn shows signs of fading prosperity. It iscrowded enough, though most of the cus-tomers are drinking and eating lightly. The inn-keeper, a thin man with a pinched look abouthis face, flutters from the kitchen to the mainroom and back, constantly inquiring of the cus-

    tomers if everything is alright, and what more hecan bring them. The dishes, obviously oncequite fine, are now chipped and cracked.

    In all, there are some 30 customers jammed intothe room, not counting the PCs. One patron of noteis the huge minotaur who sits at the head of the largetable by the western wall, enjoying the fire and thedeference of his 4 well-dressed human companions.This is Balakas, the local administrator, who reports

    to the provincial governor himself.The bulk of the customers are local farmers. Two

    dwarves sit among a group of human miners; theyare enjoying a brief holiday from their work in themines of the High Vale Range.

    One man sits alone at the table nearest the east-ern wall. He wears a plain brown cloak over awhite linen shirt, plain brown breeches, and sim-ple soft boots. This is Arnaulf, a priest of Mislaxa.Arnaulf is not as fanatical as the priestesses of Ilda-mar in nearby Armach, though he knows Mislaxaas the Earthspirit and worships her as such. Arnaulfpolitely but firmly declines contact with anyonewho approaches him.

    PCs who listen to the conversation around them,or who engage the locals in conversation, can hearthe following rumors. Whether or not each ofthem is true is indicated after the text.

    1. Goblins, hobgoblins, ogres, and other crea-tures, not identifiable, are raiding the mines in theHigh Vale Range. Many miners have left the minesfor other work, and operations are suffering as aconsequence. (True)

    2. The lumber trade has slowed, for much thesame reason. (True)

    3. A huge dragon was seen winging high in thenight sky not more than a week ago. It was headedtoward the High Vale Range. (Utterly false)

    4. A mad trapper from deep in the forests was inthe village a week ago. He said some hideous ritualwas taking place among the ruins of the old Aurimfortress in the forest west of the village. (Partlytruethere is an old fortress there, but no ritual.)

    5. Business in the village is slow. (True)6. It is said that the ruins of that old fortress con-

    tain a fabulous treasure, though none of those whoknow the site well have ever found it. (False.)

    The general atmosphere in the inn is friendly to-ward strangerseven toward Balakas. This villagemakes much of its living off of the travelers andmerchants who come here, and it would beagainst their best interests for the locals to treatanyone with anything but courtesy.

    When the PCs have become acquainted andpicked up some of these rumors, move on toEncounter 2.

    2 . R AID !

    Suddenly, a thunder of hoofbeats can be heard,and seconds later, a mixture of guttural andshrill whoops and cries pierce the early eveningair. The front door of the inn crashes openloudly. A man, who looks for all the world like ascreaming lunatic, stands in the doorway, abloody spear in one hand, and a flask of oil inthe other!

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    Usas raid has hit town. The raiders are dividedinto three groups:

    Group A

    Clerics of Usa (Human) (3): AC 5 (Scale mail andshield); MV 12; C 1; hp 6, 7, 8; THAC0 20; #AT 1;Dmg 1d8(S-M) or 1d12(L) (Longsword); AL NE; ML13. Spells prepared - #1: bless; #2: curse; #3: pu-trefy food and drink.

    Usa Fanatics (4): AC 10; MV 12; F 0; THAC0 20;#AT 1; Dmg 1d6(S-M) or 1d8(L) (Spear); AL NE; ML11.

    Skeletons (12): AC 7; MV 12; HD 1; THAC0 19;#AT 1; Dmg 1d6; AL N. Not affected by sleep,charm, hold, and cold based spells. Take half dam-age from sharp or edged weapons. Holy watercauses 2-8 points of damage.

    Zombies (4): AC 8; MV 6; HD 2; THAC0 18; #AT 1;Dmg 1d8; AL N. Not affected by sleep, charm, holdand cold based spells. Always attack last in round.Holy water does 2-8 points of damage.

    The 3 clerics and the 4 fanatics are mounted onlight horses, AC 7; MV 24; HD 2; #AT 2; Dmg 1-4/1-4; THAC0 18; Size (L). The horses themselves donot attack unless cornered.

    Group B

    Group B consists of 20 Usa fanatics (as above).

    Group C

    Goblins (20): AC 6; MV 6; HD 1-1; THAC0 20; #AT1; Dmg 1d6; AL LE; Size S; ML 11.

    The leader of the raid is Eran, a cleric of Usa: AC4 (banded mail); MV 12; C 3; THAC0 20; #AT 1;Dmg 1d8 (S-M) or 1d12 (L) (Long sword); STR 11;DEX 10; CON 9; INT 13; WIS 15; CHR 14. Spellsprepared: (1st) bless, curse, putrefy food and drink,detect snares and pits; (2nd) aid, silence 15 radius.

    Eran is mounted on a light horse. He rides be-tween Group B and Group C.

    Group As task is to set fire to the inn and stables,randomly slaughter a few people, and withdraw.Group Bs task is to set fire to business buildings,deface the imperial quarters if possible, and coverthe withdrawal of the other two groups. Group Cstask is to torch the local arena and randomlyslaughter villagers.

    Group B entered the village, whooping andscreaming, only after Groups A and C were alreadywell into the heart of town and in position to strike.

    When the encounter begins for the PCs, one of thefanatics with Group A has dismounted and enteredthe inn. He intends to hurl his oil, step outside, andremount. Clerics #1 and #3 are just outside the inn

    door with 8 skeletons and the 4 zombies. As soon asthe man withdraws, the clerics will direct the undeadinside to slaughter all they can reach. If at all possible,cleric #3 will enter the inn long enough to cast his pu- trefy food and drink spell.

    Meanwhile, cleric #2 with 4 skeletons is break-ing in the window of the back guest room andworking his way systematically down the hall, kill-

    ing anything in his path.The mounted fanatics of Group A are to guardthe front of the building and help the clerics to es-cape, if need be. Neither they nor anyone elsecares what happens to the skeletons and zombies.

    While the attack on the inn takes place, GroupsB and C are simultaneously striking their objec-tives. Group B is to cover the withdrawal, particu-larly of the goblins, who are on foot.

    Of the people in the inn, all will panic and at-tempt to escape, with the exception of Arnaulf.Most run upstairs, trying to either reach the roof, oreven jump out a window. Arnaulf tries to movehimself to safety, and at the same time carefully ob-serves the actions of everyone else. His chief con-cern is to keep himself from being revealed as apriest. As a last resort to protect himself, he will at-tempt to turn undead, use his prepared spell, andthen enter combat, even though he has noweapon.

    Arnaulf: AC 10; MV 12; C 1; THAC0 20; #AT 1;Dmg 1-2 (unarmed combat only); AL NG; STR 11,DEX 9, CON 10, INT 11, WIS 13, CHR 9. Spell pre-pared: bless.

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    The PCs may take whatever actions they desire;however, with everyone else trying to escape, theywill have to either attack the escaping villagers(treat them as zero-level NPCs) to clear a path forthemselves, or turn and face the raiders. If they canfight their way outside, they may well come intocontact and combat with other groups of raiders.In all, the raid will last only 15 rounds. If the raidingforce has not fled prior to that because of failedmorale checks, they voluntarily attempt to with-draw at the end of that time.

    The raiding force will retreat out of the village,across the trail, and head due west into the forest,making for the ruined fortress.

    Any goblin prisoners taken by the PCs will gladlytalk in exchange for their lives, or a reasonable be-lief that they will be spared. The goblins know lit-tle, other than that their little band was sent downfrom the mountains by the headman of their vil-lage to aid in the raid. They came mainly for thepromise of whatever booty they could lay theirhands on, which was not much. Human fanatic orpriest prisoners will sooner die than give any infor-

    mation.The goblins have an average of 8 silver pieces

    each on them. None of the other raiders carry anymoney. Should Eran have been slain in the com-bat, PCs can find on his body, in addition to his ar-mor and sword, a scroll of protection from undead (carried as a last resort in case he failed control hisundead servants).

    3. A FTER THE RAIDWhat happens after the raid depends largely on

    what the PCs did during the raid. If they actively

    fought the raiding force, they will be sought out byBalakas the Minotaur as soon as the fighting isover.

    Balakas is in a deep fix. He cannot send for impe-rial troops to pursue the raiders; at the moment,there are none to spare. On the other hand, failureto respond will weaken the prestige of the govern-ment (and the minotaur race) in the eyes of the vil-lagers. Complaints might be sent up the chain ofcommand; Balakas might be made to look bad.

    Balakas solution lies with the PCs. What heneeds is information about the raiders, and per-haps some prisoners. If the PCs agree to providethis, he will reward them handsomely. Balakas willbegin by offering the equivalent of 500 gp in steel(he can be bargained up to 1,000 if the PCs try).This is a lump sum for the party, not for each PC!

    If the PCs are slow to figure it out, Balakas willeven suggest that the raiders might have basedthemselves in the ruins of the abandoned fort, inthe woods to the west of the village. Any man ofthe village can give general directions to the ruin.

    If the PCs did not try to fight the raiders, or be-haved in some other, equally disgraceful way, Ba-lakas will publicly announce the reward he is

    offering for information and prisoners. The PCscan then volunteer for the job.

    Arnauf will come to visit the PCs shortly after theraiders leave. If any were wounded in the fighting,he will offer 1 potion of healing. He will also urgethe party to take up Balakas offer of a reward. Fur-ther, if the potion of healing is not used after thefirst encounter, he will let the PCs have it anyway,provided they undertake Balakas mission.

    4. To THE R UINSTo the west of the village, the ground rises in a se-

    ries of low hills with rocky outcroppings, markedby several high ridges. For several hundred yards,the forest is somewhat sparse, having been repeat-edly harvested. However, at a distance of about600 to 800 yards, the forest becomes much moredense, the underbrush much thicker, and groundrises more steeply. Still, it is less than a mile to theruined fort, and no encounters should occur dur-ing the journey.

    The raiders left a trail that is not too difficult to

    follow. However, while all of the undead and gob-lin tracks stop at the fortress, all of the hoof printscontinue on past it.

    5. ERAN S BANDWhen they plunged into the woods, the survi-

    vors of Erans band of raiders divided into twogroups. Surviving priests, goblins, and undeadmade for the ruined fortress; surviving fanatics ac-companied them to the fortress, then made theirway to their homes in Armach. Eran and his smallcrew dont even need their horses; the goblinshave agreed to supply their short term needs.

    Unless the PCs followed hot on the heels of theraiders (difficult, since the PCs probably lackhorses) only the survivors of the goblins, undeadand clerics will be at the ruins when the PCs arrive.

    Surveying the fortress, the PCs will see that theterm ruin indeed applies. The great fortress,built before the Cataclysm, is barely standing at all.The fortress was once a triangular-shaped stonestructure some 40 feet high and 100 yards long oneach side. Each corner of the triangle had a hightower with battlements. Now, the towers and mostof the walls lie in heaps of stone rubble. Vegetationhas overgrown the interior of the ruin. In places, it

    seems as if the earth itself is determined to destroythe ancient structure, for huge blocks of granite jutup from the ground at odd angles beneath and be-tween the tumbled blocks.

    If the PCs carefully search the ruins, they willeventually discover, at the spot marked on theDMs map, a small cavern opening. This is so smallthat human size or larger characters must crawl toenter it. The passageway slopes down very gradu-ally, but after about 20 feet, it opens onto a stonestairway.

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    The stairway is of new constructionbuilt withinthe last 10 years. Any dwarven characters in theparty should be able to recognize this.

    At the foot of the stairs stand two large woodendoors, covered with bronze plating. The doors areextremely heavy, but not locked. Behind the doorslies the first temple to Usa ever built within this re-gion.

    The following descriptions are keyed to the DMsmap:

    1. Main Temple Room: As soon as the doorsswing open, the PCs are confronted by all of the re-maining undead from the raid on Boremium. Eranhas posted them here as silent sentinels. Their in-structions are simple: they are to attack anyone oranything that attempts to enter. They cannot besurprised, since they have nothing to do but watchfor the doors to open. If the PCs somehow man-aged to destroy all of the undead from the raid, theroom is empty when they enter. (It is a just rewardfor a job well done.)

    The main temple room is not yet complete. The

    walls are of bare stone, devoid of decoration.However, at the far end of the room is a statue ofUsa. Priest class characters will immediately recog-nize this god, not as Usa, but as Hiteh. An emptyaltar stone lies before the statue, but is perfectlyclean, as it has not yet been used for any sacrificialrites.

    Three rounds after the PCs open the doors, or onthe first round after the undead are defeated, a bel-low of rage sounds from the area marked as room 2on the DMs map. From behind the blue silk cur-tain a minotaur emerges, a huge axe grippedtightly in his hands. He wastes no time in charging

    at the PCs, seeking out obvious spell casters as hispreferred targets.This minotaur is a former arena fighter, one of

    the few of his race to convert to the new faith.Now, he serves the priesthood of Usa however hecan: in this case, as guardian of this new, secrettemple.

    Minotaur guard: AC 4 (bronze plate mail); MV9; F 5; THAC0 16; #AT 1 (3/2 if specialization isused); Dmg 1d8; Size L; AL LE; STR 17; DEX 10;CON 13; INT 9; WIS 10; CHR 8.

    As the minotaur charges, any remaining priestsfrom the raid, including Eran, also enter the battle.Their spells are as listed in Encounter 2, minus anyused in that encounter which they have not hadtime to regain. As all these NPCs are fanatical fol-lowers of Usa, they fight to the death.

    2. Priests Quarters: This large, unfinished roomcontains little of interest. There are four cots usedby the three priests and the minotaur, trunks con-taining common clothing, and the combined trea-sure of the priests, which amounts to only 87pieces of silver.

    3. Erans Quarters: These are the unfinished quar-ters for the high priest of the temple, currently be-ing used by Eran. Here the PCs can find a decentbed, several changes of common clothing, and abag containing 600 gp worth of steel. Also here areErans armor, sword, dagger, and the scroll of pro- tection from undead. There is also a small writingtable with quill, ink, and vellum. Lying beneath theplain papers on the table is a brief letter. The textreads:

    My Dear Son Eran:

    I call you a son in the faith, for he whom youknow as Usa I too know well.

    Your efforts on behalf of our friends in Armach, Iknow well. May Usa reward you generously!

    And, I think he will. Once your work in HighVale is complete, you must visit me. I have ob-tained information concerning a great discovery inthe Steamwall Mountains, and would reward yourfine work by allowing you to take part in a small ex-pedition I am planning.

    May the blessings of Usa-Hiteh be with you.Trandamere

    6. FINAL N OTESThe discovery of Trandameres letter ends the ad-

    venture within this module. Calculate experiencepoints for each of the player characters, and letthem divide up the spoils as they see fit. Severalloose ends are left deliberately, so the DM canhave several things to develop in his own cam-paign. These include:

    1. The continuing problems in the area from theHigh Vale Range to Boremium. Many adventurescould be set here, simply cleaning up the area,given