100%(1)100% found this document useful (1 vote) 168 views96 pagesTsr02512 - Dungeon Master - Survival Kit
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
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 wieIntroduction
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 yourpeas 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 deckThe 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 onMaps
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-
Vvhuman 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. Theyare 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.
13Languages
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.
15Magescript
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
16ADVANCED DUNGEONS & DRAGONS and DUNGEON MASTER are registered trademarks owned by TSR, nc.
DISA en as cao oncarrerer is
Cre aia rn mean ty
2512XXX1901ie
Villains Foul and FiendisheS
Es
equals 10 FeetSample 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 2Sample 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 2eae 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 3SECOND Floor
‘Scale: 1 INch equals 20 Feetmy
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 4Sample Castle
2512 ©1995 TSK. Inc AlRlghts Reseed By pemieon o TSI hi page my be ese personal se oly, Handout 52512 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 5Re
i
&
g
5
y
z
YDSample 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 62512 © 199S4TSR, Ic AIL Righs Reserved By prion FSR nth pge may be creed or pron ny Handout 72512 © 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 8A 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 102512 ©1955 TSR Inc AllRighe Rened
Ty person TS Ta Fs ge ay Be eed1995 TSR lo. All Rh
teed
By perm TSR, th ape maybe ped for pene only
Handout 113512 ©1998 75K toc AlRighes Reserved) Py penon TSR ha pape my be eral apna oy Handout 11Sound 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