TOURNAMENT NOTES

Originally run at GenCon XIII, this module contains only 2
parts of the 7 part ADVANCED DUNGEONS & DRAGONS
Open. To replay the entire GenCon Open Tournament
it is necessary to have the following modules in addition
to this one: A2 (THE SECRET OF THE SLAVERS’ STOCKADE),
A3 (ASSAULT ON THE AERIE OF THE SLAVE LORDS), &&
A4 (IN THE DUNGEONS OF THE SLAVE LORDS). In the original
tournament, modules A1, A2 and part of A3 were used for the
1st rounds, the 2nd part of A3 was the semi-final, && A4
was the final round. A1 && A2 each contain 2 sessions
(the above ground && underground sessions). Therefore
there are 5 first rounds, each requiring 9 players for a
total of 45 players in the tournament (minimum). However,
since this #number# is beyond most people wishing to try
tournament play, it is suggested that each module be handled
as 1 entire round instead ov 2.

The small maps included in this booklet show those areas ov
this mod to be used for tournament play. The darker
screened areas do NOT xist for the purposes ov the tournament.
THE DOORS && passages that lead to them should NOT be
mentioned or indicated. In both cases, players start at #1 on
the encounter areas if the mod is to be used as 2 separate
rounds. If the module is to be played as a single round,
the characters should START at AREA #1 on the surface &&
continue to play until AREA 21 on the lower level is reached.
The info found at The End of each session (assuming
the party has been successful) should, if 5 separate rounds
are being played, lead the characters directly to the Aerie
of the Slave Lords.

Certain conventions were followed in tournament play to insure
that many situations were handled in the same way:
1.
2.
3.
4.
5.

The players are presented with <pregens>.
All characteristics have been listed, along with equipment,
spells, and magick items. Players may NOT add to or
alter this list. This will guarantee that all players START with
the same chances. Players should be allowed the USE of
the PLAYERS HANDBOOK, but NOT ov the MONSTER MANUAL
nor the DUNGEON MASTERS GUIDE, although all
magick items they possess will be known && understood
by the owner completely.

There are no wandering monsters in tournament play. All
encounters have already been listed and there is no
need to have random encounters: these are only for
campaign Play.

Monsters will FIGHT to the best ov their ability && will show
no mercy |or| quarter; attempts to bargain with them will
result in failure. Monsters encountered in tournament
Play need never check morale && will NOT retreat |or| FLEE
unless it is so noted in the text. Monsters will be fully aware
of the capabilities ov their weapons, magick items &&
spells and will USE these to their advantage.

Note that between these modules, the tournament characters
do NOT advance in level. Although tournament
characters may accumulate XP for their
adventures, they will NOT be able to ADVANCE in level until
the requisite amount ov Time is spent in training. The pacing
of the mods is such that characters are NOT allowed
sufficient Time to do this between Adventures.
A scoring system has been provided at The End ov the
mod to help standardize the scoring for the tournament
sessions. This scoring sheet is NOT identical to the
one used in the GenCon Open but may be used as a
method of determining top players from session to session.

TOURNAMENT SCORING

For this tournament, the highest scores will be awarded for completing the most room encounters before time
runs out. Scoring also takes into consideration the #number# ov characters surviving.

                                                                  ROOMS ENCOUNTERED
Number of 
Characters
Surviving
1. 2. 3. 4. 5. 6. 7. 8. 9.
1. 5 50 95 140 185 230 275 320 365
2. 10 55 100 145 190 235 280 325 370
3. 15 60 105 150 195 240 285 330 375
4. 20 65 110 155 200 245 290 335 380
5. 25 70 115 160 205 250 295 340 385
6. 30 75 120 165 210 255 300 345 390
7. 35 80 125 170 215 260 305 350 395
8. 40 85 130 175 220 265 310 355 400
9. 45 90 135 180 225 270 315 360 405

SCORING ADJUSTMENT.

Start: +7 for casting invisibility on hobbit.
Room 1: +4 for attempting to find trap.
Room 2: No adjustments.
Room 3: -4 for sending 1 character alone.
Room 3: -4 for attempting to use sleep spell.
Room 3: +4 for attempting to turn undead.
Room 4: -4 for attempting to cross on charred section.
Room 4: +4 for using spider climb, levitate, or climb walls.
Room 5a, b: -4 for destroying barrels.
Room 5a, b: +8 for using vinegar in barrels on sundew.
Room 5a, b: +4 for using missile fire/avoiding direct combat.
Room 12: +8 for checking manacles.
Room 12: +8 for not charging down the hall.
Room 12: -8 for casting fireball.
Room 15: +4 for levitate, spider climb |or| climb walls.
Room 15: +4 for making raft out ov door.
Room 15: -4 for attempting to swim in METAL armor.
Room 16: +4 for casting slow spell.
Room 16: +4 for casting wall of fog.
Room 16: +4 for casting paralyzation.
Room 17: +4 for attempting to find trap.
Room 17: +8 for casting dispel magick.
Room 18: +4 for casting blindness on priestess.
Room 18: +4 for casting silence on priestess.
Room 18: +4 for casting dispel magick |or| avoiding silenced AREA.

>>Key to the Temple Level: 
1. Secret door and spike trap

1a. Outside entrance>>