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Tsr02512 - Dungeon Master - Survival Kit

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168 views96 pages

Tsr02512 - Dungeon Master - Survival Kit

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altlinda1970
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Daneeon Master Survival Kit Table of Contents Introduction, 2 Handouts, 3 Cards, 5 Maps, 10 Languages of Mystara, 14 Credits Designer: Steven E, Schend ‘Additional Design Concepts: Jeff Grubb Editor: William W. Connors Project Coordinators: Andria Hayday & Roger Moore Art Coordinator: Peggy Cooper Cover Artist: Henry Higginbotham * Interior Artist: Eric Hotz Graphics Coordinator: Sarah Feggestad Page Design: Dee Bamett # Border Graphics: Randy Asplund-Faith Electronic Prepress Coordinator: Tim Coumbe ‘Typography: Angelika Lokotz Cartography: Diesel LaForce ‘Spécial Thanks to Karen Boomgarden, Anne Brown, and John Rateliff TSR, Ine, TSR Led. 201 Sheridan Springs 120 Church End Lake Geneva Cherry Hinton WI53147 Cambridge, CB1 SLB USA. United Kingdom 2XXX1901 wast Dunczons & Daacons, ADED, Monsra00s Conusuion, snd Duscion Masran ate rgitered trademarks owned by TSR, fac, Mrstata, KARE, DM, and the TSR logo ae tradertks ovmed by TSR Inc.All TSR characters, character nares, andthe distinctive lenesestheteot, are tadeniarks owned by TSR, Ine 01995°TSR, Ine. All ighs Reseed. Random House and it afiiste companies have worldwide dsibuson nights in the book endef ‘snd hobby trade by regional distibutors, Distibuted ta the book and hobby tad ln the Un righelavs of the United States of Aretiea, Any reproduction os unauthor ten consent of lsh Janguage products of TSR, Inc. Distlbuted ta the tay Kingdons by TSR La. Tis material protected under the copy :d.se ofthe material or atwork contained hersin x prohibited without the express wie Introduction Welcome again to the world of MysTaRA™ and the DM™ Survival Kit. Everything in this box, from this book and the Campaign Log to the handouts and cards, is designed with an eye toward helping the DM create more exciting AD&D® adventures for his players. After all, the thing that sets a role-playing game apart from all other types of entertain- ment is its ability to duplicate the drama and mood of a play, novel, or movie Anything that the DM can do to en- hance this aspect of play, within the boundaries of good taste and common sense, makes the session more fun for everyone involved The book you hold in your hands pro- vides information on all the components in this kit. It begins with a quick over- view of the numerous loose sheets that came in the box. Details on the playing cards come next. This includes a description of 25 magical items and a copy of the power- ful Deck of the Spheres. ‘After that, we'll discuss how to design maps. There’s a lot more to making a map than just drawing a few lines and ‘marking some encounters. A good map can make the DM's job easier and the whole adventure more fun. Next, it’s time to examine languages, You'll learn what makes the elvish dia- lect different from that of the dwarves and even get a look into the secret runes of magicians. Before long, you'll be able to design written languages of your peas ae Handouts he DM Girval Ke cones wth any loose shes slat Iothaselacluded wa the Kaguusnce™ toned sox Mscor these fall into two general categories: DM forms and player handouts. The former are certain to make a DM's job easier while the latter will add a great deal of flavor to an other- wise bland gaming session. Before we move on to the other various loose sheets and their intended DRACONs® game. The first six of the loase sheets depict generic maps. A Dungeon Master can use these as is, or modify them from adventure to adventure. Keys describing the important areas of these maps can be found on their reverse sides, although care has been taken to insure that no key appears on the back of the map it de- scribes. This allows the DM to keep the key to himself while the players look over the map. The next two handouts are blank, but feature borders depicting various types of scrolls or documents. These can be used by the DM to make notices, letters, or similar documents that will be pre- sented to the players during the game. ‘The next sheet depicts a wanted poster and a royal proclamation. These can be filled out and used as handbills or posters, Props like this can be very useful to DMs who want to spice up their games. Sheets 10 and 11 are printed with the hex and graph pat tems frequently used by a Dungeon Master when making maps for his campaign. A large and small version of each pattern has been included, giving the DM plenty of options when laying out a map. Alphabets The next two sheets provide keys that will allow the Dungeon Master to write messages in the languages of Mystara's dwarves and elves. One of the many magescripts found in the Known World is also included, so that various ‘magical writings can be created as well. A blank version of the Form has been included to allow enterprising Dungeon Masters to create new languages of their own, Adventuring Forms Sheets 14 through 16 (as Encounter Sheets The last few handouts are designed to help a Dungeon Master keep track of the monsters that he uses in his cam- paign. Sheet 23 is a blank Monstrous Compenpium? form that can be used by a DM when he designs a new monster for his game. Sheet 24 contains blank encounter tables. One is a 2-20 (1d8+1d12) table and the other is designed to use percentile dice. A DM should use whichever of these he is most com- fortable with for his games, as neither is preferred over the other. well as the back of sheet 17) are printed with a variety of forms that the Dungeon Master can use to record important infor- mation and statistics about his game. Some of these are filled out before an adventure is played, while others are used to keep track of what has happened during a gam- ing session. Character Record Sheets The front of sheet 17 and both sides of sheet 18 are printed with special char- acter sheets designed to make it easy for a Dungeon Master to keep track of the Nonplayer Characters. One is sim pler than the other, being designed for keeping track of minor characters The next four sheets are designed for use by the players in a DM’s campaign. Each of these is a special character sheet designed to be used by one of the four basic classes in the AD&D® game, Caras Within the Survival Kitis a set of 55 cards. These are divided into two distinct decks, each intended to be used in a differ ent way by the Dungeon Master. These introduce the DM and his players to a number of magical items unique to Mystara, including one very special artifact, the Deck of the Spheres, which is included with the Survival Kit This deck of 25 cards depicts various magical items and artifacts to be found in Mystara. Many of them correspond to standard magical items found within the DUNGEON Mastex® Guide, but they have some historical and legendary ties to countries of Glantri and Karameikos. The information on the back of each card is grouped into three categories: facts, history, and rumors. The facts entry gives the DM a basic description of the magical powers asso- ciated with the item. In many cases, additional information can be found in the DuNcron Masrer Guide The history section of the entry will provide the DM with a brief description Of the item’s past. These can be used to create an adventure involving the item or to answer questions posed by the players about its heritage. The last section, runtors, provides the DM with one or more rumors about the item. These can be uncovered with a litle effort by anyone, although rogues will probably be better at this. For the most part, these are not true, ‘There are a number of ways that each of these magical items can be inserted into a MySTARA campaign. The history con each card often identifies who last held the item, where it was last seen, and vague or not-so-vague hints of what itcan do. From this information, the DM design adventures that result in the discovery of specific items, The recovery of many of these items will allow the DM to introduce a new ally or enemy to the campaign. For example, the mute thief of Glantri City, Cat, could easily be ed if the PCs need to hire a spy. In this way, they could come into possession of Cars Ring As only alittle is known about some of these characters, DMs are free to customize these NPCs so that they will fit any campaign. Each magical item card contains hints, mysteries, and things left unsaid, Often, all that’s needed to ture is the ention of the rumors and history of an item to s' curiosity, The greatest legends are inspired by quests ofthis type, whether it’s the Knights of the Round Table searching for the Holy Grail or Mystara’s newest pique the P adventurers taking to the trails to find the missing Golden Bracers of Zamash. The pow. hat govern the Fates of mortals are often said to work in mysterious ways. On Mystara, an at power exists that can greatly alter the course of a man's life with the simple drawing of a card, Known as the Deck of the Spheres, this is pethaps the most powerful magical item on the planet. In order to understand the power of this item, one must know some- jing of the universe and its struc sure, The sages of Myst a have long he nature of the cos mos. Each has his or her own views speculated on on the plans ofthe immortals and the ultimate fate ofall that is, For all thei differences, however, these are a few things upon which these scholars agree. The universe is composed of sic elements, each of which is five tr nendously powerful and com: mands the loyalty of many immor tals. These aspects are commonly called spheres, and they are energy, entropy, matter, thought, and The De later given such variant titles as the Deck of Fate or the Deck of Immortal Enticememt, the Spher was created by a group of five immortals. Most sages agree that this ‘was an experiment to observe how mortals reacted to the temptation of changing their fates with the cards. When encountered, the deck appears to be made of 30 small ivory plaques the size of playing cards. The back is a collage of symbols and designs. Ifa character worships a particu Immortal, the symbol of that Immortal’s sphere n the design. Or ferently, For each person sees the Dec ferent light most prominent feature see the deck Spheresina The Dect o by any mortal or Immortal, for it moves and acts as it wil. Wh ie Spheres is not owned or cont ever someone draws a card from it, there is a 1 in 6 chance that the deck will vanish. From 2 to 12 days l reappear in another location as far as 100 point at which it was last found. E , it will iles from the ied drawn vanishes as it invokes its power and to the deck The Legend of the Deck The only truly reliable legend that has managed to survive about the deck is an old song written 400 years ago in Ylaruam. This verse exists only as a carving on the wall of forgotten king's tomb. Few have seen this macabre script, and Fewer still believe its tale. To all whe follow this suffering tail, recall these words of one t00 frail He whose hand revealed in darkest ight 4am appointment with eternal night Time and Khoronus set forth the rules forever unchanged yet changing fools The scaled Great One mined the Spheres, bringing fon the material fears. Razud's power grew from each thunderous clap, each turning card, each deadly tap. Diulanna wrapped the deck in thought, apng by herces it might be sought And in the end came Masauseu's kiss, the gift ofthe endless, black abyss While those who know of the tomb discount the reliability, Of these carvings, the five Immortals generally believed to have created the deck are accurately named, though their ‘motivations remain shielded From mortal eyes. This legend and others like it add to the sense of wonder, that players will experience when their characters come across the trail of the deck ofthe spheres. DMs are encouraged to create NPCs who have had dealings with the deck. Cards of the Deck The abilities of the various cards that make up the deck rep- resent the Five Spheres of the Immortals. Some cards are wholly good in effect and others utterly evil. For the most part, however, they combine rewards and drawbacks. Thirty cards compose the deck of the spheres. These are divided into five groups of six cards. Each of these groups is said to have been created by a single Immortal who sought to give it the powers of his own sphere. While legends differ as to the exact nature of the deck’s powers and its ultimate purpose, all agree that itis a thing not to be tampered with lightly. Among these cards one may find vast wealth, great enlightenment, or agonizing death, Each man's reward is in the hand of fate. The Cards of Matter ‘These six cards draw their power from the Sphere of Mat- ter, which is closely tied to elemental earth. [vis the sphere of matter that provides structure to the universe, forit forms the building blocks of all things. The Dragon The PC gains some ability normally associated with a dragon. Simultaneously, the nearest dragon is robbed of this power. The dragon is instantly aware of what is happening and will attempt to destroy the PC so that its stolen power can be recovered. The DM should roll once on each of the three charts below to determine the nature of the ability gained), the color of dragon affected, and the age of the creature. 148 Ability Diagonype Dragon Age 1 Breath weapon Black Very young 2 Ammorclass Blue Young 3 Flight Green Juvenile 4 Clawattack Red Young adult 5 Biteattack © White ‘Adult 6 Dragon fear Brass Mature adult 7 Kick Bronze old 8 Special abilities Copper Very old 9 Spellcasting Gold Venerable 10 Dragon senses Silver Wyrm ‘The Gem ‘Within the next 24 hours, che character will come across a single gem with a gold piece value equal to the number of experience points that he had at the instant he drew the card. This gem wil be utterly flawless and is liable to attract 2 great deal of attention if sold or displayed, ‘The Forest ‘The person drawing this card gains the ability to poly- ‘morph into a forest creature. The exact type of creature should be determined using the Conjured Animals table of the Monstrous Couirenoivitt, At the same time, the charac- ter is teleported to a region of forest. If the PC leaves that area for more than one week he will die. Exactly one year after his transformation, the PCs assumes his animal form and cannot become human again. The Giant ‘The PC's Strength score is boosted to 19 for one year. Fol- lowing that, it drops to 3 for one year. The Sword If the PC is carrying a sword, it becomes enchanted. The DM should roll 1d4 to determine the “plus” associated with the weapon. If he does not have a sword, his favorite ‘weapon is cursed, with 1d4 being rolled to find out the “minus” of the weapon. ‘The Treant The character's skin hardens into a thick bark. This reduces his Charisma and Dexterity to a maximum of 6, but gives him a base Armor Class of 2. The Cards of Energy Tied to the powerful element of fire, the sphere of energy provides the impetus for change and activity. Whether that change is for good or evil, it draws its power from the sphere of energy. ‘The Arena ‘A number of monsters swiftly materialize nearby and attack the character. The DM should randomly roll these beasts on the Monster Summosing tables at the back of the Monstrous Comrenoium, stopping only after reaching a total Hit Die value equal to or exceeding the level of the character. Ifthe hero defeats these beasts alone, he receives enough experience points to advance { level. ‘The Enemy The drawing of this card summons forth a powerful extraplanar creature of the DM's choice. This monster knows who has drawn the card and that it can only return home by destroying that person. ‘The Flame The PC drawing this card is immune to any normal or magical flames, and can cast a burning hands spel three times per day. He suffers double damage from all cold- or ice- based attacks. The Lightning The PC is immune to normal or magical electricity, and ‘can cast shocking grasp thrice per day. Immersion in water causes him 1d4 points of damage per round, The Mage The PC is immune to all spells, both offensive and defen- sive, including beneficial magic, The character is unable to cast spells himself or use any magical items. ‘The Sun All of the PC's ability scores are boosted to 19 for 24 hours. At the end of that time, his body bursts into flames and is consumed, The Cards of Time Drawing their power from the Sphere of Time and its ties to the element of water, these cards promote change and the evolution of all things. Time directly opposes matter, for the latter resists change in any form. The Elf If the character is not an elf, he is instantly transformed into one. He retains his original class, even if t is normally closed to elves. Ifthe character is an elf, he gains 5,000 expe- rience points, The Healer ‘The character drawing this card gains the ability to regen- erate 1 hit point per 10 minute tum, Wounds caused by fire oracid cannot be regenerated. The Hourglass ‘The character instantly ages 30 years, In addition, he must make a system shock roll to avoid death due to the sudden alteration of his body. The Moon ‘The character drawing this card instantly gains 2 points of Dexterity. At the next full moon, however, he discovers that he has become a lycanthrope. The exact nature of the trans- formation should be decided by the DM based upon the alignment of the character. For example, a chaotic good character might become a werebear. ‘The Sleeper The victim falls asleep and cannot be awakened by any power less than a wish for 10 years per level. The sleeper does not age during this magical slumber, but can be slain easily if undefended. The Tower When it is drawn, this card is instantly transformed into a small metal tower not unlike the rook from a chess game. In truth, it has all the powers and abilities of Dacru’s iustant fortress. The Cards of Thought ‘As an intangible thing, the sphere of thought is empowered by the element of air. Thought provides the essence of intel- ligence and is the force behind science and learning. It ‘opposes the chaotic drive of energy, which seeks change without regard to its consequences. The Fool The character's Wisdom score is automatically reduced to a maximum of 6. The Idiot The person drawing this card has his Intelligence score reduced to a maximum of 6, ‘The Mentor ‘The drawing of this card instantly raises the character's Intelligence score to 19 for one year. At the end of that time, this score falls to 3 fora like period. The Rogue The character's alignment shifts to chaotic. If the charac- ter was already chaotic, he gains enough experience points, to advance one level The Scales The character's alignment instantly becomes lawful, with all the penalties associated with such a shift. Those who are already lawful gain one level of experience. ‘The Stars The drawing of this card instantly raises the character's Wisdom score to 19 for one year. At the end of that time, this score falls to 3 fora like period The Cards of Entropy all attack and damage rolls. In addition, anyone attacking him gains a +4 bonus to such rolls. Ifthe character survives this period, he gains enough experience points to rise one experience leve The Spectre The victim of this card becomes a spectre with Hit Dice equal to his level upon nightfall. When this happens, he is an NPC under the control of the DM. At suntise, the char- acter returns to normal with no memory of what has hap- pened. Only a wish can end this curse. The Tomb The person unlucky enough to draw this card is immedi- ately affected as if by an imprisonment spell The Sphere of Entropy, often called the Sphere of Death, has no elemen tal affiliation. It represents the decay and destruction that must ultimately come to all things. ‘The Arrow The character becomes a master archer, gaining a +4 bonus when employing bows. However, anyone firing such weapons at him also receives this bonus. The Asp The character is instantly affected by a dreadful vulnerability to poi sons. In the future, all saving throws required due to toxins su penalty and any damage in! poisons is doubled. ed by ‘The Dagger Ifthe character is carnying a dagger, the weapon is instantly cursed. The DM should roll 1d4 to determine the “minus” associated with the weapon, If the vietim does not have such an aws the card, his favored weapon becomes enchanted. In this case, the DM should roll 14 to determine the “plus” associated with the weapon. item on him at the time he The Gauntlet For the next week, the person who drew this card suffers a~4 penalty on Maps Maps are one of the most important elements of an AD&D game, but they are sometimes rushed and neglected. Maps are provided in all published Mystaka products, but individ- tual DMs will often want to create maps of their own. In this section, we'll discuss the types of maps that DMs need, how to create them, and how to make them an exciting part of any gaming session. Before a Dungeon Master puts pen to paper he must decide a few things about the map he is going to make. Most importantly, the DM must decide exactly what he wants to use his map for. Starting on a project like this with out considering the limitations and advantages of various map types often leads to an unsatisfactory result. fe ph Paper Creating maps often involves the use of special paper that employs either a square ot hexagonal grid. Both types of paper are included among the loose sheets that came with your Survival Kit. Gridded paper is not absolutely neces sary for the creation of useful game maps. If a map is intended for display rather than play value, many DMs pre- fer to draw their maps freehand on blank paper. Beginning DMs, however will find it much easier to create maps with either hex or graph paper. ‘Asa tule, hex paper is used for larger maps. For example, the maps of Kara- meikos and of the Known World in the Kanuueikos boxed set are drawn on hex paper. Smaller maps, like those depict- ing the inside of a castle or the depths of a dungeon, are drawn on square graph paper. sing the right scale for a map is as important as seleet- ing the correct type of paper on which to draw it. In this sec- tion, well look at some of the most common types of maps and the scales that are usually best for them. Country maps These maps of entire countries are often done with a scale ‘oF 8 miles per hex. They should provide basic territory dis- tinctions, city and town placements, and major geographical details from rivers to prominent mountains and hills. Larger or smaller countries will, of course, call for maps with dif- ferent scales. Regional maps These are closer looks at territories within a country. They are often done at a scale of 4 miles per hex, doubling the detail of a country map. Regional maps add such details. as road systems, small towns or villages, local landmarks, and minor keeps or towers unaffiliated with particular cities. Even a totally uncivilized area can have details like caves within hills, passes through mountains, and areas of high ground in a swamp. City maps Pulling the map focus even closer, city maps can have a {great variety of detail. Often drawn on graph paper with a scale of 100 feet to a square, these maps show the general shape of the city, how it fits within the surrounding terrain, ‘and its major divisions (dock area, trade area, baron’s castle, etc). District Maps Providing detailed views of sections of a city, district maps are often drawn on graph paper with a scale of 25 or 50 feet toa square, They provide street layouts and building outlines, identify landmarks within the city, and provide a general sense of the city’s security by mapping defenses and walls. Specific buildings are often keyed as places of inter- est. Interior Maps ‘Also known as dungeon maps when they detail an area to bbe explored as part of an adventure, these are the most com- monly used maps in the ADVANCED DUNGEONS & DRAGONS game. These are highly detailed depictions that show the shapes of rooms, as well as their general contents in some cases. They are most often drawn at a scale of 5 or 10 feet per square. Encounter Maps These maps, which are drawn on paper with a Y-inch- squate grid, are used for particular game encounters. They often depict an individual room or area of wilderness and are frequently used with miniatures to play out battles or other elements of an encounter. Scales on maps of this type vary, but scales of 1 yard, 5 feet, or 10 feet to the square are typical. Diagrams ‘These are not actually maps and are often drawn on blank paper. These detailed drawings depict elements not clearly visible on any of the other map types. Examples of common diagrams include the workings of a trap or other device, sketches of an important feature in a room, or close-up views of an item found by the heroes, Realistic Mapping How a Dungeon Master makes his maps is not nearly as important as what he puts on them, Whether a map is sup- posed to depict a haunted swamp or the ruins of an ancient temple, a DM must work hard to make sure that his maps are realistic. After all, even in a world as full of magic and enchantment as MYSTARA, there are standards of believabil- ity that must be maintained. Climates ‘There are three major elements that a prospective cartogra- pher must keep in mind when designing a map: climate, ter rain, and ground cover (or vegetation). All of these play an imporant role in determining the types of animals, monsters, and settlements that one is likely to encounter in a given area, In game terms, the first of these refers to the average temper- ature of a region. Although technically a function of climate, factors like rainfall are reflected in terrain type (see below). Arctic The northern- and southernmost regions of a world are usually nothing more than frozen wastes, Even if there is no land, as with our own north pole, a vast continent of ice will have formed over the ocean. The arctic regions of a world are generally found beyond 75? latitude. Life is almost unheard of in arctic regions Sub-arctic These regions of tundra and permafrost are generally found between 50 and 75° latitude. Although there is some seasonal variation here, summers are fleeting and little more than a brief thaw. Life is uncommon here, but can be found ‘even in this harsh environment. Cool Between 45 and 50° latitude, life is abundant. Seasonal changes are fairly pronounced, but there are enough. resources here to allow for the survival of a diverse array of flora and fauna. Temperate These regions, which generally exist between 35 and 45° latitude, are probably the best suited for human and demi- Vv human life. Seasonal variation is drastic, but neither winter nor summer is dominant. Life is generally abundant and civ- ilizations flourish in temperate zones. Warm Closer to the equator, between 30 and 35°, winters are shorter and mild. Plants and animals flourish here and, in wet regions, thick forests cover the countryside. Sub-tropical In these regions, found between 20 and 80° latitude, win- ters are short and pleasant while summers are hot and lengthy. Life is abundant, with many creatures growing much larger than they would in cooler climates. Tropical Within 20° of the equator, winter is unheard of. Temper- atures can be oppressively hot and, if there is water, jungles can flourish. Tropical oceans tend to be clear and blue, for they are too warm to support the algae and similar life forms that tint cooler waters. Terrain Types Within any given climate there are many diverse terrains. Our own Antarctica, for example, has vast regions of frozen plains, cracked and splintered expanses of broken terrain, and towering mountains. Conversely, almost any type of terrain can be found in any climate. For example, the veldt of Africa and the prairies of Canada are both examples of grasslands, despite the fact that they are found in two very diverse climates. Barren This type of terrain often stretches for great distances, often marking places where ancient glaciers have flattened the original geography of a region. The salt flats of Utah are a good example of this barren terrain. Broken. Through either natural erosion or supernatural disaster, this is an area of cracked and broken land. Such places are difficult to cross without a dedicated effort. Examples of this terrain include the badlands of the American west and the shattered ice sheets of the poles. Clear This type of terrain is similar to the barren/plains group. However, in many cases, it reflects the work of man. The rolling farmlands of the United States and Canada are excel- lent examples of clear terrain. 12 Coastal For the purposes of this discussion, coastal regions are assumed to be those that border on seas and oceans. Such places are marked by the erosion they have suffered at the hands of time and tide. Desert Regions of this type were often grasslands long ago. Changes in climate, however, have left them stripped of their topsoil and reduced to infertile stretches of sand. Often, they are found in tropical or sub-tropical climates. Foothills Rougher and more challenging to cross through than hills, these regions are generally found in proximity to mountain ranges. They often form a buffer zone with smooth terrain on one side and towering peaks on the other. Hills One of the most common terrain types, hills are gentle changes in the landscape caused by erosion or other natural contouring effects. Lake/River As a tule, any body of fresh water can fall into this cate- gory. Such places are generally teaming with life, though they are not usually inhabited by the larger sorts of crea- tures that one will find in the sea. Mountain Mountainous terrain is generally found in places where two tectonic plates are in collision. At their peaks, they can be as dangerously cold as any arctic region and, on the high- est summits, have air so thin that humans and their kin can- not survive. Ocean, Depths Far beneath the surface of the sea is another world. Here, where the sunlight does not penetrate, live creatures unlike any found nearer the surface. Even in the tropics, the temperature here is cold and the water pressure deadly to anything that did not evolve for life in this monstrous place. Ocean, Surface Life in the upper regions of the sea is abundant, even in extreme climates. Here are found the fish, whales, and sim- ilar creatures that sailors have come to know, and often fear, over the centuries. Shore While coastal regions (described above) are assumed to border the sea, these are found along lakes and rivers. They are not generally as eroded as coasts, for the effects of tides are much less pronounced here. Swamp In places where a river is blocked or a spring bubbles up without enough force to create a lake, swamps form. These are assumed to be filled with fresh water, although it is often stagnant and polluted, Marsh These regions are like swamps, save that they contain salt water. As a tule, these are associated with tidal pools or other such inlets. Vegetation The final major element that defines an area is the vegeta tion that covers it. Itis quite possible for regions with simi- lar climates and geography to have radically different, characters because of the vegetation that covers them, After all, the Pacific Northwest is not unlike New England in, geography. The former, however, isa lush rain forest while the latter is an area of moderate woodlands. Clear Some areas, for whatever reason, are devoid of vegeta- tion. For the most part this indicates an inhospitable cli- mate and/or a lack of precipitation. Examples of clear terrain include the Sahara desert and the arctic ice sheets. Grassland ‘This category includes both tended farmlands and natural ‘expanses of grass like the African veldt. Such places are often dry, but receive enough rain to support plants and the animals that graze upon them. Scrub ‘Regions of scrub are often found where the soil or other factors make it impossible for a full-fledged forest to grow. Stunted trees and britle shrubs can make these regions dif- ficult to navigate. Woods Wooded areas are something of a halfway point between scrub and forests. They are marked by numerous trees, but these are not so tightly packed as to prevent the growth of thick underbrush, Forest ‘Areas with plentiful rainfall or abundant ground water often give rise to forests. These are similar to woods, but have more trees and, because less light filters down to the surface, somewhat less undergrowth. Rain forest Exceptionally moist areas will often develop richly wooded areas with great tangles of vines and other plants filling the region. These places generally receive a great deal of rain and have abundant ground water. Jungle The heaviest of all vegetation types, jungles are found only in the most fertile of places. An area of jungle must have plentiful supplies of water, fertile soil, and an excellent climate (usually tropical or sub-tropical) The Works of Man The natural world has rules about what goes where and how vatious climates are arranged. This is also true of men. and the other races of Mystara. For the most part, these con- cers are economic and military in nature, ‘Towns and Cities ‘Towns and cities spring up along water ways or natural harbors because these are economically viable areas. This is especially true of newly explored or colonized regions Crossroads are also common places for men to establish communities, for the same reasons. Castles and Fortifications Military structures of all kinds are built where they will serve a purpose. A castle might be placed on high ground ‘where it overlooks an important harbor or at the confluence of two major rivers. Often, small communities spring up around such places Minor Roads Medieval roads were hardly ever straight routes from one place to another. They followed the lay of the land and were rarely more than footpaths. Often, minor roads might be blocked by felled trees, heavy snow, or rockfalls. Major Roads Karameikos and the neighboring nations are laced by a system of paved roads laid out by the Thyatians. Such con- structions were expensive and rare in our own Middle Ages and ought to be the same in your campaign world. 13 Languages ig of Mystara On the world of Mystara, education and literacy have spread beyond the noblemen, traders, scholars, and priests. ‘The vast majority of common people can read and write, something unheard of in our own Middle Ages. The people of the Known World's cities are largely educated folk, In major capitals, such as Mirros, the ability to ee Gee age, some 70 or 80% of the population are literate. Glantri is the only country in the Known World that can boast that ercrcoietel i peorleaet iene ise least one language. There are many languages in the Known World. Indeed, there are well veez0 huts tnialsieeeet dale) snoe) of these are dicently desvented from Thyatian, but they still differ greatly. After all, English, French, and Spank wee dl panes fon Lace ed one canard cll thera identical The standard dialect for traders and travelers alike is Thyatian Common, gen- erally referred to only as Common. haere Gast ime inne World, it is almost always possible to find someone in even the smallest vil- [le Ghee posh attr min en The purpose of this section is not to pre- sent detailed description of the various languages of Mystara. Such a project ‘would demand its own boxed set and be tremendously tedious, Instead, it shows DMs how to spice up games with written alphabets for a number of races and classes. A DM can add a touch of mystery to his game ses- sions simply by using these alphabets to create secret mes- sages or cryptograms for players to decipher. Dengar Dengar, the dwarvish language, is an ancient tongue. Unlike the elvish language, Dengar is highly organized, set in its grammar, and very resistant to change. Rockhome Dwarvish is the most common and widespread form of this language. Writing Dwarvish isa runic alphabet created to be carved into stone; because of this, every letter contains only straight lines. The script has a noted lack of vowels, which appear as tick- marks around the preceding consonant. Messages are written from a starting mark—usually at the center of a runestone or other piece of rock—and wound around the starting point in a counterclockwise direction. ‘The orientation of the letters stays the same, so the reader doesn't have to twist the stone to read the message. Sentences also have their closing marks, with spaces left between individual words. This method of writing allows dwarves to maximize the amount of information on a given surface. Vowels Vowels are often assumed in dwarvish script, leading to ‘numerous pronunciations of the same word. When they are indicated, vowels take the form of dots chipped into the stone around the letter they follow. A tick in the upper-right indicates an ‘a", one in the lower-right an ‘e’, one in the lower left an “o", and one in the upper left a “u.” The letter "y" never serves as a vowel in Dengar, and the letter “i” is unknown, Punctuation The closing mark for a sentence is a column of three dots, while a double column of dots ends a paragraph. A com- plete message always ends with three such columns. ‘Quotations are underlined in the dwarvish script, as are all proper names. A proper name within a quotation is dou- ble underlined Grammar Dwarves never spell out numbers. Thus, there is no “seven” in Dengar, there is only *7." Numericals always follow the objects they apply to in Dengar. Thus, a dwarf will write “today I killed orcs 5” not "today [killed 5 orcs.” Elvish ‘The ancient tongue of the elves is unified and dynamic. While any elf can be understood by any other elf, the num- ber of dialects among the fair folk is enormous. Even the language of the almost forgotten Shadow Elves is not difi- cult For other clans to understand Writing Elvish writing is an elegant, sweeping script. Often flowery in structure and certainly beautiful to look at, it contrasts greatly with the alphabet of the dwarves. Written originally on trees or branches, elvish is oriented vertically, with mul- tiple columns being employed for longer messages. Words are never broken across columns, though sentences often are, Grammar Elvish inscriptions always begin and end with distinctive ‘markings that identify the writer. Each elf has his own glyph for this purpose, something as unique as any human signa: ture. The signature mark at the end of a document is a mir- ror image of the one used at the beginning. While the dwarvish language is short and clipped, elvish is exactly the opposite. Descriptive phrases and flowery prose turn even the shortest elvish message into a lengthy missive. For example, where a man might write “meet me at dawn tomorrow,” an elf would feel compelled to inscribe “we shall meet on the morrow, when the golden arrows of the rising sun first pierce the velvety black of night's spread: ing bosom.” Punctuation Elves end their sentences with a circle not unlike the “6” in English. A paragraph also ends with a circle, but such marks are darkened to form a dot. The former is known as a sun- ‘mark and the latter as a moon-mark, although they are often just called a sun and moon. 15 Magescript Wizards are a mysterious and secretive lot. Their powers are their lifeblood, and they take great care in concealing the methods of magic from prying eyes. In order to do this, each wizard uses a personalized alphabet (commonly called a magescript) when recording enchantments in his spellbook. The secrets of these unique alphabets are so difficult to break that even a well-practiced mage must cast a read magic spell to decipher another wizard’s magescript. Writing Magescript is generally weitten and read from left to right, just like English or Common, Because of the unique nature of the world’s many magescripts, one would be foolish to take this as a given. [e's not uncommon to find a wizard who records his spell: book from right to left, in mitror image, or even spiraling out from the middle of the page The average spell requires @ min- imurm of one halE page per level to record, Because a wizard fre quently includes diagrams, mne- monics, and other notes with a spell description, this is seldom the case. A good rule of thumb is one page per level. wc AbHLN, Wolf. ddl AC EMR NAL an Grammar Most magescripts employ litele or no punctuation, making it that much harder for prying eyes to decipher them. It is not uncommon, however, for a wizard to decorate hhis magescript in such a way as to fool would-be readers into thinking that itincluded such symbols Another concept missing from most magescripts is the paragraph. Sentences are either completed on one line or indented under the line on which the sentence started. There is no break in the flow of the writing to indicate the point at which one topic ends and the next has grown more rare over the centuries, scrolls or spells in spellbooks are marked and signed by the mage who wrote or inscribed the spell. Generally, a scroll that bears th of its author is either fairly old or the work of son a greater than average ego to satiate eone with Scrolls Magical spells recorded on scrolls often employ a tightly compressed, highly charged version of magescript. The power required for the spell to take effect is held in check only by the scroll’s text. As a rule, a scroll will have 3 lines of text per level of spell recorded on it. begins. Sometimes, though this practice 16 ADVANCED DUNGEONS & DRAGONS and DUNGEON MASTER are registered trademarks owned by TSR, nc. DISA en as cao oncarrerer is Cre aia rn mean ty 2512XXX1901 ie Villains Foul and Fiendish eS Es equals 10 Feet Sample Map: Village Map Key 1, Temple Almost every village will have at least one temple in it. While it is the duty of the noble who lives in the keep to protect the town from physical harm, the people will look: to the keepers of their temples for emotional and cultural protection, The nature of the Immortals worshiped in a town’s temples will generally dictate the philosophy of its inhabitants. Interior details on this type of structure can be found on the Temple handout. 2. Stonemason Another fixture of every town is a skilled stonemason. Craftsmen of this type are often dwarves or have studied under such folk, for none on Mystara are more skilled in the shaping of stone and the working ofreckthan the bearded 3, Farm House Without food, the village would quickly fail. In addition to the farms shown on this map, any village of good size will be ringed with cultivated land and ranches. These dwellings will be simple, for the farmers who live within them are not likely to have much in the way of luxuries. 4, Barn Every farm and ranch is certain to have a barn associated. with it, These useful buildings are used to store farm equip- ment, house livestock or mounts, and store grain, 5. Inn Ia village is of any size or is located in a place where tray- elers are not uncommon, it will have at least one inn. Details on this structure can be found on the Tavers / Ini handout. 6. Mayor's House ‘No matter what the title, every village will have @ leader of some sort, As a rule, his house will be more noble than those of the other townsfolk, reflecting his stature and importance 7. Village Meeting Hall This hall is often associated with the home of the mayor, for it is here that town meetings or similar gatherings are held. On festival or market days, quite a crowd may gather here. 2512 © 1995TSR Inc. All ght Reserved By pemision of TS. ne: his ane maybe eda fo penal sony, 8. Tannery This place serves the needs of the public for tanned hides and leather goods. The master of this shop will be skilled in the fashioning and repair of belts, harnesses, and perhaps even leather armor. The tanning process generally gives this place a strong, unpleasant odor. 9. Brewer The brewer keeps the public demand for beer, ale, and the like satisfied. In some towns, the brewer will make wines or even hard liquor, but in larger towns that duty will fall to another. Ifthe brewer is a master at his craft, travels may come from far and wide to sample his ales. 10. General Store ‘This type of emporium carries a wide variety of household goods. The proprietor generally buys his stock from travel- ing merchants and local craftsmen who don’t maintain their ‘own shops. A general store like this is a good place for out- siders to visit if they need directions or want to pick up the Jatest in local gossip. 11. Miller ‘The most important aspect oF a miller’s trade is a source of power for his grinding stone, In most eases, this will be a river or small cascade. In some places, especially those where flowing water is not to be found, a windmill might be used or the grinding stone driven by oxen. 12. Blacksmith ‘Another of the town’s most important people, the black- smith sees to manufacture and repair of iron and steel objects. If there is no armory in town, he will have some skill in the maintenance of arms and armor, but is unlikely to manufacture these goods himself. 13. Wheelwright In addition to the fashioning of wheels, carts, and wagons, a good wheelwright will undertake many other carpentry chores. His skill with the manufacture of wheels makes a good bet for the construction of sound barrels. Handout 1 ‘Scale: 1 Inch equals 10 Handout 2 Sample Map: Castle Map Key 1. Main Gate In the case of a small keep, this will be nothing more than a large gate supported by the outer wall. Larger or more mod- ‘em fortresses include an entire gate house. In order to make the gate difficult for attackers to breach, it will often be defended by murder holes (through which archers may fire or boiling oil may be poured), multiple gates, traps, and even magical defenses. While there may be other gates in the wall, this is the one through which any caravan or other large group must pass. 2. Outer Walls This is the first line of defense against any attacker. As such, it will always be as thick and tall as supplies and bud- gets permit, Catwalks running along the top of the wall. permit archers to fire into attacking troops and pipes allow boiling oil, hot coals, or other unpleasant substances to be poured onto those outside the castle. 3. Inner Walls ‘These barriers are seldom quite as thick as the outer walls. ‘Their main purpose is to create a killing field between the outer and inner walls. If the outer wall is breached, attack- xs will then be forced to charge through the space between the two barriers while arrows and the like rain down on. them. To make matters worse, pits, shaspened stakes, and other hazards are often placed between the two walls. 4, Inner Gate Like the inner wall, this structure is seldom as sturdy as its counterpart in the castle's outer defenses. Still, in a large castle, this could be a complete gate house with murder holes, traps, and a full complement of troops. As with all aspects of castle construction, money and supplies are the ‘major factors. 5. Towers In addition to providing structural anchors for the castle's walls, the towers are an important element in the defensive strategy. A well designed castle will have all of its towers Positioned so that archers can carve up attackers with vol- ley after volley of arcows. If possible, weak points in the ‘walls will be positioned so that fire from more than one tower can cover them. It isn’t uncommon for siege engines like catapults, bombards, or the like to be mounted atop the towers 2512 ©1958 TSR Ine Al Rigs Reserved By permis of TS. fe. this pe yb eroded fr psoas only 6. Stables This is where the horses and other livestock living in the castle are kept. Asa rule, there will be cattle, horses, don- keys, chickens, and perhaps a few less common creatures living here, All of the supplies needed to keep the animals, fed and cared for are stored here as well. 7. Workshops ‘These lesser structures provide work places for the black- smiths, armorers, wheelwrights, and others whose work is vital to daly life in the castle 8. The Keep ‘At the heart of every castle is the keep inside of which the noble who owns the castle dwells. The keep is the seat of his power and the elegance of his home will reflect the extent of that influence, The wealthier the noble, the more ‘grandiose his home will be 9, Courtyard In actuality, many castles have two courtyards, marked as ‘9a and 9b on the map, The former is the outer courtyard, Which is often used by neighboring villages as a market- place or for public festivals and ceremonies. The inner courtyard is used by knights for practicing battle skills, squires for training, and nobility for holding private celebra-~ tions and ceremonies. Handout 2 eae nen ° Sample Map: Wizard’s Tower Map Key 1, Entrance Depending on the personality of the wizard, this may be an elegant parlor designed to impress visitors with the wealth and prestige of the spellcaster or a sedate chamber with a few chairs and, pethaps, a bell that can be rung to get the ‘wizard’s attention. It will probably have some manner of defensive of divinational magic woven over it, for there isn't a wizard alive that wants to be caught off guard in his ‘own home If the wizard operates any sort oF a business, this area will serve as an office. In general, it will be manned by an underling, usually an apprentice, and the wizard himself ‘will make an appearance only when business requires it. 2. Apprentice’s Room If the wizard has an apprentice, this is where he lives, stud ies, and sleeps, It may be fairly comfortable or quite spartan in its decor, In either case, it will have a trunk or dresser for the apprentice’s effects and a table for his studies. If there is no apprentice, this area may be used asa guest room. 3. Kitchen This area will be equipped with a stove and racks for cook- ery and utensils. A trap door in the floor provides access to pantry below. In many cases, the cooking will be done by an apprentice, Some higher level mages, however, will ‘employ magical creatures like unseen servants to make theit meals. 4, Dining Room Whether the decor of the tower is elegant or reserved, this area will generally be one of the better appointed rooms in the tower. Iti here that the wizard will take his meals, meet with important visitors, and conduct much of his business with the outside world, To that end, the dining room must speak well of the mage, his power, and his knowledge. 5. Lounge While the dining room is often used for formal meetings ‘with visitors, the lounge is where he converses with his friends. Itis also the place where the wizard comes to relax and consider important matters, As such, it will be the most comfortable place in the tower. 2512 ©1995 TSR, fe. Al Rights Reserved Dy permite TR. th ae my be reproduced peal ely, 6. Wizard's Chambers ‘This is where the master of the tower (and his family, if he has one) resides. It will reflect his own tastes and probably have a number of magical spells set about it. Some of these will be designed to make the room more comfortable, others will be traps set up to protect the wizard from intruders. A hidden cache will generally be found some- ‘where in the room that allows the wizard to keep his most important possessions safe from prying (or scrying) eyes. 7. Library This room will be lined with shelves holding books, scrolls, tablets, slates, and just about any other form of text one might imagine, Itis here that the wizard does his research and instructs his apprentice 8. Study When the wizard is engrossed in a project, he will often retire to this area for thought and research, While not as. comfortable as the lounge, it is not as spartan as the library. One on one meetings with the wizard, especially those of some importance, are held here. 9. Casting Room ‘This chamber is generally barren and stark. The walls will be masked with magical runes and hold shelves for a few important trinkets sed in spelleasting, but nothing that might distract from concentration. It is here that the wizard comes when he wishes to invoke his magical powers, 10, Laboratory This chamber will be filled with all manner of magical sup- plies and mysterious experiments, tis here that the wizard delves into the secret mysteries of the universe in his end- less search for magical might, All of the master’s spell com- ponents and other arcane possessions will be kept here, Every manner of protective spell available to the wizard will be woven over this room, for none may enter it, not even his apprentice, without his blessing, 11, Door to the Tower Roof From time to time, the wizard will have need to visit the top of his tower. Whether that's just to catch some fresh air, ptactice his astrology, or conduct a magical experiment, this is the portal that allows him to access the tower's top. Handout 3 SECOND Floor ‘Scale: 1 INch equals 20 Feet my 9) 2812 ©1995 TsR nc. AU Rpts Reserved Sample Map: Monster’s Cavern Map Key 1, Entrance In the case of intelligent monsters, this area is often pro- tected by traps, illusions, or lesser creatures that serve the ‘owner of the lair Ifthe resident monster is not intelligent, it ‘may well be littered with the bones, armor, and equipment of past victims. While not as deadly as a trap or guardian monster, these can be quite effective in deterring tres- passers 2. Guard Post ‘As with the entrance, this area is frequently set with a trap by intelligent monsters. It can also be used to set up ambushes or for the posting of a guardian monster. If the creature who lives here is a spelleaster, it might be that a continual darkness ot fog spell has been placed here to make intruders think twice before continuing on. 3. Antechamber ‘This area will often contain a spring or other water supply. In cold regions, it might be a volcanic vent or other source of heat. Ifthe monster keeps animals of its own, either as pets or for food, they will often be housed here. 4, Refuse Pit All of the monster's garbage gets dumped here. This includes uneaten portions of past prey, offal, and the like. It is not unlikely that a few items of value, things that the monster had no use for, have been discarded here as well. However, as the place is swarming with beetles, maggots, and other disgusting creatures, recovering these treasures can be a job that tequires a strong stomach, rpm of TS, fc this ge yb ere fr prs ve nly 5. Secondary Chamber Ifthe monster living here is intelligent, it might use this chamber for a storage area or armory, Simlatly, it might be a sort of “guest room” in which allied monsters or prisoners are Kept. In the latter case, of course, the room will proba- bbly be equipped with bars or a trap of some sort to ensure that the hostage does not escape. Unintelligent monsters ‘may use this area to store food that they plan on using later, 6. Monster's Chamber. This is where the resident monster sleeps. Depending upon the exact nature of the creature, it may have furs scattered ‘on the floor, roosts affixed to the ceiling, or any number of other amenities. If the monster is intelligent, it may well have traps placed so that it will be protected while it sleeps, 7. Treasure chamber Ifthe monster that lives within this complex likes to hoard treasure, this is where he will keep his ill-gotten prizes. An {intelligent monster will almost certainly have placed one or ‘mote traps here to keep thieves from stealing his loot. Handout 4 Sample Castle 2512 ©1995 TSK. Inc AlRlghts Reseed By pemieon o TSI hi page my be ese personal se oly, Handout 5 2512 1995 TSR Ine AlLRighs Reserved Sample Map: Temple Map Key 1. Grand Hall ‘This area is designed to impress visitors to the temple with the power and importance of the Immortal to which it is dedicated. As such, it wil be lavishly decorated with ban= ners, statuary, frescoes, and other works of art. 2, Dormitory This room is used by the acolytes who are studying the ‘worship of the temple’s patron Immortal. There will usu- ally be a dozen or so bunks, each with a chest for personal effects, as well as a small shrine that can be used for private worship services, In many cases, several bookcases will stand along the walls with inspirational texts for the acolytes and one ortwo tables for work and study. 3, Library Every temple maintains a fairly large library with religious books, histories of the faith, and a great assortment of gen- ‘etal reference materials, There are also a number of desks ‘with inkwells and sheets of parchment, paper, or papyrus for those who wish to record their own words for future ‘generations. As a nule, this facility is open to all members of the faith. 4. Office All of the temple's business affairs are conducted here. There will be records of past transactions, budgets for future expenditures, and, depending upon the size of the temple's following, a treasury of considerable value, 5. Infirmary {In cases where an Immortal teaches healing and compas- sion, his temples will maintain a number of beds for mem- bers of the faith who have fallen ill. Fone or more of these beds is not occupied, it will generally be made available to travelers who pay homage to the temple's patron at little or no cost. 6, Storage Just about everything that the keepers of the temple need to operate the facility will be kept here. This includes their assorted sacraments, supplies for the hospital, and even routine janitorial equipment. By serio of TS. ts page maybe race for pon ony Main Temple This is where services honoring the immortals are held. “The focus of the room will be an elaborate altar and an assortment of religious relics vital to the Faith. If the temple supports public services, there will be seating (usually benches or pews) for between 50 and 150 persons. Unbe- lievers may or may not be admitted to this area, depending upon the mandates of the church 8, Kitchen ‘The temple's kitchen wil be staffed by acolytes and outfit. ted with a fairly good assortment of cookery and utensils. Since almost every faith has some manner of dietary restric- tion, a skilled hand will oversee the youngsters in their workings. There is usually a storage chamber beneath this room that serves as a pantry or wine cellar. 9. Assembly Hall This room is most frequently used as cafeteria for the tem- ple staff. On important days, itis also used as.a feasting hall for members of the faithful. Lastly, itis occasionally pressed into service as a meeting hall when important business matters arise. 10. High Priest's Chambers ‘This is the area where the high priest (and his family, if any) makes his home. It will be decorated in accordance with the requirements of the faith, so it may be quite spar- tan or lavish and elegant. The odds are that it will also have ‘ private library and secret cache for the high priest’s valu- ables. 11, Sacristy ‘This room is kept locked when not in use for it contains the ‘most valuable of the temple’s holy relics, and other irre- placeable treasures of the faith. 12, Lesser Temple ‘This area is not nearly as impressive as the main temple. It is used for small, private services or when the larger temple is otherwise engaged. Handout 5 Re i & g 5 y z YD Sample Map: Tavern or Inn Map Key. 1, Stables & Pens ‘This area is used for the care and feeding of horses, mules, and other mounts, From time to time, one might find chick- ens, cows, ot other animals kept by the inn’s owner here, The typical cost for stabling a horse is 5 sp per night. Stables in cities may charge more while those in the coun- try may charge a little less. 2. Taproom ‘This is the main eating and dining hall of the inn, It is here that the guests will gather for meals and to pass the hours sharing stories and playing games of chance. The seating capacity of this room will vary from inn to inn, but most will comfortably host between 30 and 50 guests, The typi- cal cost fora meal ranges from 5 cp for breakfast or lunch to 2 sp for a good, wholesome dinner. 3. Bar ‘This is the area where drinks are kept and served. A num- ber of stools, generally between 10 and 15, will be provided for those who wish to sit at the bar, The cost for a typical drink will run from 1 cp to 5 cp. Unusual vintages, when available, may cost much more. 4, Kitchen, ‘This is where all of the cooking for the inn’s staff and patrons is done. A good deal of food will be stored here, as will some firewood, coal, or other fuel For the stoves and fireplace. Cooking utensils will hang on the walls, while shelves will hold plates, bowls, cups, and the like. 5. Common room ‘These rooms are available for rent by groups of 6 or 8 indi- viduals, A typical fee is 5 sp per night or 3 gp for a week This doesn’t include meals, but many inns will offer a slightly higher rate that includes one or more meals each day. 6, Private room The best type of room that a traveler is likely to encounter, these will cost 1 gp per night or 6 gp per week. Typically, private rooms will comfortably sleep only one or two ‘guests, but usually include at least one meal per day. 2512 © 1985 TSR, nc. Al Rights Reserved By pormson o TSR: his age my be eroded fr ean only 7. Staff room In many cases, part of an employee's wage will be living quarters and meals. When this is so, these are the rooms assigned to the people who work at the inn. When one of these is vacant, it will be rented as a private room. 8. Owner’s room Cenainly the most comfortably of all the inn’s accommo- dations, this is the room where the owner and his wife reside. It is seldom made available to guests, but might be offered if the price were right. 9. Bunk room, ‘The cheapest of accommodations, this area is nothing more than a dormitory with several bunks set in it, Guests are afforded no privacy, and must share the place with who- ever (or whatever) else the innkeeper has tented a bunk to, ‘The typical fee for passing the night here is 5 ep per day or 3 sp fora week's lodging. 10. Storage Just about everything that the innkeeper needs to keep his establishment operational will be kept here. In cases where all of the local inns are filled up and space is still in demand, ‘enterprising innkeepers have been known to rent out space in their storage rooms for 1 ep a night. Handout 6 2512 © 199S4TSR, Ic AIL Righs Reserved By prion FSR nth pge may be creed or pron ny Handout 7 2512 © 995TSR Inc AIRighs Reseed By prion oF SRI tn pge may ber poe or psoas nly Handout 7. ——$—$_$_—{ 3512 1995S Inc AU Rigs Reserved Ry peminion TSI. the age ny be rep fa ron ie oy Handout 8 A ight 3 perio TS. nc th pe maybe ep eran Handout 9 - + tee ++ . toi 'th TR Fe ha np eaten Manin, oS Larrys A eM 8 Sil een i + ++ + + th & + +4 ; apt frets pas ea ee ge OP Ee ed lions hare ee eS Sh 2512 21995 TSR Ie A Rigs Rested Dy prmlain of FR Inc the pe my beeper penal oy Handout 10 2512 ©1955 TSR Inc AllRighe Rened Ty person TS Ta Fs ge ay Be eed 1995 TSR lo. All Rh teed By perm TSR, th ape maybe ped for pene only Handout 11 3512 ©1998 75K toc AlRighes Reserved) Py penon TSR ha pape my be eral apna oy Handout 11 Sound Example Character ‘A mane, pain a patycar ac air, bear B bib, bee © uses or K— ch church, nature D dead, dragon E bee, monkey © thread, burial Fife; phobia G gag, ghost H helmet, who 1 pie,sky i pit, nymph 1 ples, beer J jar, soldier K kick talk kw choir, acquire 1 ‘tall, lama M autumn, dumb No align, aut ng bring, tongue © ne, flow Additional Remarks: 2 1995 TSR ne: Al Rights user Dwarvish Alphabet Key 6 ou 00 00 Piet ise rea | weer Ld le pot, honest caught, paw boy, enjoy sour, fow! boot, canoe took, could drop, punch use low or K— raven, fear sing, cost shape, lash tiger, blot think, sloth use, cute cut, unsafe fur, lear velvet, valor with, one —use Zor KS— ‘yes, onion zebra, czar vision, mirage Sound Example Character Number 0 100 500 1000, Fy perma TR Sh ae my be reper parson only. Handout 12

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