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>>