B1 IN SEARCH OF THE UNKNOWN

DUNGEONS & DRAGONS
Introductory Module

This package (a cover folder with maps and descriptive booklet within) forms a complete module for use with
BASIC DUNGEONS & DRAGONS®. It is especially designed as an instructional aid for beginning Dungeon
Masters and players, specifically created to enable new Dungeon Masters to Initiate play with a minimum of
preparation. With only minor modifications, this module is also eminently suitable for use with ADVA NeED DUNGEONS
& DRAGONS-as well.

In addition to descriptive and situational materia', this module also includes special informational sections giving:
background history and legends, listings of possible monsters and treasures and how to place them, a list of
adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting
players.

If you enjoy this module, look for more releases in the D & D® family from TSR, The Game Wiza rds!

Basic DUNGEONS & DRAGONS
Special Instructional Dungeon Module #1
IN SEARCH OF THE UNKNOWN
by Mike Carr

1st Edition AD&D Conversion

INTRODUCTION: This package forms the special instructional module for play of <1st Edition ADVANCED DUNGEONS & DRAGONS>, and <>
is specifically designed for beginning players &
DMs. Due to its special design, it has numerous
applications and serves a multiplicity of purposes.

Most material within this module is that contained in the [1st Edition AD&D]
books, <including the 5 Best of Dragon magazine compilations, which by Now should be regarded as being Official>. In some instances, new material
(such as additional monsters, magick items, etc.) is included,
and when this is so, every effort has been made to provide a
pertinent explanation of important aspects and effects.

Those who intend to be beginning players using this module
would be well advised to stop reading this NOW and to avoid
further examination of the module details or Game map. The
reason for this is that enjoyment of the module will be much
more enhanced when the challenge of the unknown and
unexpected confronts the participants, who will not be able
to benefit from any familiarity with the Game situation other
than the background provided by the referee.  This element
of  the unknown and the resultant exploration in search of unknown
treasures (with hostile monsters and unexpected
dangers to outwit and overcome) is precisely what 1e ADVANCED
DUNGEONS & DRAGONS is all about, and "knowing too much"
can greatly spoil the fun of the gaming experience that
makes 1e AD&D so special.  So, if you're going to be a player in
this module, stop reading here, resist the TEMPTATION (which
will be considerable) to go further in examining the contents,
put the module aside, and wait for your DM
to get ready to USE this package for gaming. You
won't be sorry!

NOTES FOR  THE DM

As a beginning DM, you find this module
helpful in many ways. 1st of all, it serves as a graphic
example of a beginning dungeon.  For this reason, it should
provide illustrative to fledgling DMs who will
BENEFIT from a LOOK at what another dungeon design "looks
like".  Those designing their own dungeons will want to note
various aspects of this dungeon which willl give them
valuable insights into the creative process which allows
them to formulate their own unique dungeon and Game setting.
Thos going on to design thei rown dungeons and
campaigns should be advised of the various playing aids
available from TSR as Official 1e ADVANCED DUNGEONS & DRAGONS accessories -- most notably the various <random dungeon generators online> <(see the list in within the online DUNGEON MASTERS GUIDE, in the section AIDS TO PLAYING
ADVANCED DUNGEONS & DRAGONS)> whiich allow preparation of large map
areas with a minimum of Time and effort.

2nd, this package provides an almsot "ready-made"
game situation which can be utilized for 1 or more playings.
Some initial preparation is necessary in addition to
reading the material through 1 or more times before
using it in a Game.  The preparation, however, is interesting
and fun as well as instructional, for it shows a Dungeon Master
(or DM) "stocks" the dungeon with associated treasures
and mosnters before any adventuring begins.  Separate lists
of mosnters and treasures to key with the various locations
inside the dungeon insure that no 2 similar modules will
be the same when set up by different DM's, and will also
guarantee that players will NOT know what to expect in any
given room of location.  As for PCs, participants
can USE their own charactres rolled up according to
the guidelines <rules> within the 1e ADVANCED DUNGEONS & DRAGONS
rulebook |or| choose from a list of pregens
supplied in the .html ROGUES GALLERY (incl. possible hirelings and/or henchmen
to accompany the PCs in their adventuring).

<In 1st Edition AD&D, PCs tend to be more powerful than NPCs. Higher ability scores,
and more magick items. Optional PC versions of the NPCs in the ROGUES GALLERY
will be provided. Characters begin at levels 0-3. For 0 level characters, 50% of 1st level characters begin at 0 level, of which there are two tiers, 0A and 0B. Only the 0B tier will be used, so that the characters will be identical to 1st level characters, except that their saving throw numbers will suck. To counterbalance this, PCs get 1 Luck Point at all even-numbered levels (including 0). Whenever a save is failed, then 1 LP is automatically used to make that failure a success. The only way to get more LP is to level up. DM, if you USE Luck Points, then please DO NOT FUDGE. Even though Gary recommends a bit of fudging on page 110 of the DMG (ROLLING DICE AND CONTROL OF THE GAME), Luck Points should only be used in campaigns where the DM does not fudge, for Game Balance.>

3rdly, there are several salient points of good dungeon
design illustrated in this module which new DM's would be
wise to note.  Likewise, they should keep these factors in
mind when they START to design their own Game maps and
situations.

1) Since it is important to offer a challenge commensurate
to the players' level, this 2-level dungeon design in made
specifically for <low-level 1st Edition AD&D> for exploration by beginning
players in a party of 3 to 6 adventurers <PCs and NPCs with 1 or more levels, NOT including 0 level PCs and 0 level NPCs in the 3 to 6 range.> This is reflected in various
ways:

    a) In general, this dungoen is less deadly and more forgiving
    than 1 designed to test experienced
    players.  It is designed to be fairly challenging, however,
    and is by no means "easy".  Careless adventurers
    will pay the penalty for a lack ov caution --
    only 1 of the many lessons to b elearned within the
    dungeon!

    b) The dungeon is designed to be instructive for new
    players.  Most of it should be relatively easy to map, although
    there are difficult sections -- especially on the
    lower level where irregular rock caverns and
    passageways will prove a real challenge.

    c) The monsters encountered will generally be commensurate
    with the adventurers' ability to defeat
    them. For the few that are too formidable,  the adventurers
    will ahv to learn the necessary Art of fleeing
    or else employ more powerful means against them.

    d) The treasures to be found will generally be small, although
    a couple of more lucrative finds are possible if
    the adventurers are clever or lucky.

2) The dungeon includes a good assortment of typical features
which players can learn to expect, including some
interesting tricks & traps:

    a) Several one-way secret doors
    b) Illusions and magick mouths
    c) A <gust of wind> corridor which may extinguish torches and open flames
    d) A room of myserious pools
    e) A room of doors
    f) A water pit trap which suddenly drops adventurers to the lower level
    g) A portcullis trap where vertical bars drop behind the party in a dead end corridor
    h) A pair of <teleport without error> rooms to confuse explorers
    i) Several magickal treasures -- most beneficial, some cursed <optional: place the     cursed items from Dragon #77 through the 2 dungeon levels>
    j) Mysterious containers with a variety of contents for examination

3) There is a lejend |story| explaining some details of the
setting and providing a background (i.e., why it exists, its
background, how the characters became involved with it,
etc.).  Of course, players/adventurers will probably only know
bits of this information -- or perhaps only rumors of dubious
reliability. Most good dungeons (and indeed, entire Game
campaigns) REST upon a firm basis of interesting background
and "history" as set for the players by the Game moderator,
or <GM>.

4) The setting is neither too simple nor too difficult. Adventurers
can exit by either returning to the entrance or
locating the other secret exit. 2 ways down to the lower
level are available for discovery, and a trap may also bring
adventurers unexpectedly there.

PREPARATION FOR THE USE OF THE MODULE

The USE of this module by the GM 1st requires a
verking familiarity with its layout and various design
features.  Therefore, the 1st step is to completely read the
module, doing so with care and with reference to the 2
maps provided to learn the basic layout and location of the
various parts described in the written commentary.  A
2nd and 3rd reading will also prove beneficial in preparing
for a Game employing the module.

Once the DM has obtained a background knowledge of the
situation and the various features of the AREA to be
explored, he must key the 2 maps by placing various
monsters & trasures within the dungeon complex.  To do
so, <roll 2 times on the Room Contents table in Appendix A of the DMG for each numbered AREA. Then roll for 1 Trick in Appendix H of the DMG for each
numbered AREA. This has been done for you in advance, but the Hope is that you will have the Time to randomly generate and creatively interpret your own unique set of Room Contents and Tricks. Just remember, you'll be starting with 3 rolls for each numbered AREA. 2 rolls for Room Contents, 1 roll for a Trick>.

Upon examination of the 2 Game maps, it will be noticed
that each prominent room or chamber has an <Arabic>
numeral for designation purposes.  Each <Arabic>  numeral
corresponds to a written description within the body commentary
which accompanies the maps and which is contained
in this booklet, and these are arranged in
numerical order.  The basic descriptions are standard, but in
most cases there is no mention ov either monsters inhabiting
a particular AREA |or| specific treasures to be found within (except
for occasional items which are part of the furnishings
and which may have some unusual value).  A space exists
after each description with a brief area for listing <2 Room Contents & 1 Trick
which are within that room>. <See APPENDIX 2 for detailed instructions on how
to stock the rooms ov this Dungeon Module>. <With 2 rolls for Room Contents, 30% of the areas would be 'empty' if not for the trick>. <In some cases, treasure (50% chance for each treasure) will be hidden or concealed
in some manner.  <Again, see APPENDIX 2 for fruther details on usiung Appendix A and Appendix H to stock this Dungeon Module>.

Once the dungeon has been keyed and the <GM's>
prep is compleat, he must assist the players
in getting READY for the adventure.  The 1st step is in providing
them with the backstroy outline which sets the stage
for the Game.  This "Player's Backstory Sheet" (which dffers
in some ways from the more detailed description background
for the referee) <is found in APPENDIX 3>. <You may either read this
backstory aloud, send it in text for the players to read, or both>.

Once the players know the backstory, they can prepare
their characters for the adventure.  If new characters are
needed (as they will be if the players are just starting their
1st Game), they can be rolled up by using the dice and following
the <character creation list which was added to the PLAYERS HANDBOOK.>
<Part of this is determining the amount of starting money (the number of
GP he has to begin with), and this amount is available
for the purchase of arms && equipment for adventuring.>
Once the players <have purchased equipment (in either Hommlet or Nulb or Verbobonc), they are READY to START adventuring!> A written record of abilities,
wealth, and equipment owned and carried is kept by each
player.

As an alternative to spending Time rolling the characters up,
<the ROGUES GALLERY is a potential source for PCs, although the Official
data is for NPCs.>

<1. Randomly generate a character.

2. Apply the modifiers on page 100 of the DMG.
    2a. Scores above 18 are a special case **

2a. 0-level characters cannot have scores over 18.
The minimum level for a 19 is 3rd.
The minmum level for a 20 is 6th.
The minimum level for a 21 is 9th.
STR advances in steps, not whole numbers, although it is still only the knight-types and the
fighter-types that get the bonuses for exceptional STR.
Furthermore, for each point above 19, subtract 1 from all of the other ability scores.

3. For each 1 level that a character has, the character has a chance for 1 magick item.
START with the item(s) listed in the ROGUES GALLERY.
Once those are done, make the rolls for the magick items.
IF YOUR CHARACTER CANNOT USE IT, HE OR SHE DOES NOT HAVE IT.
Do not re-roll in the above case. 1 of your chances are used up.
Certain items use up a chance automatically. Magick armor & shields are NOT available. For other verboten items, see the article in Dragon #99.>

If there are only 2 or 3 players, |or| if a party wishes additional
assistance, 1 or more hirelings |or| henchmen (NPCs
who will be a part of the party but who will
not be under the total control of the players) can be added
to the group of adventurers at the GM's
discretion.  These characters can also be from the <ROGUES GALLERY>, <and
they can be used as written>.

When players have hirelings (characters who serve for pay)
|or| henchmen (characters who serve out of admiration |or|
loyalty, the GM must USE common sense in
their employment in the Game. Obviously, allowing
players to assemble large bands of armed assistants @ this
stage of the Game would be unfair and unbalancing, so it
will be unusual to see more than 1 or 2 NPCs
appearing in the 1st games.  Only after players
have survived to earn some repute and wealth to attract
(and afford) them will they be able to locate additional adventurers
to aid their exploration.

<
House Rule: Maximum # of Figures
See the Charisma table in the PLAYERS HANDBOOK.
Change the max. number of henchmen column, and change that to:
Max. Number of Figures
Figures are: hirelings, henchmen, followers (unavailable to low-level characters),
animals, animated undead, and familiars.
Charisma is NOT a dump stat.
Average Charisma allows for 4 figures to be attached to a single PC.
18 Charisma allows for 15 figures.
>

<Seeking <figures> is a matter to be handled by the DM, in accord with the
guidelines in the DUNGEON MASTERS GUIDE. Loyalty scores should be calculated for figures attached to a PC. See pages 36-37 of the DMG, or the article in Dragon #107 for details about how Loyalty works in the Game.>

An alternative to having <figures> under
player control <(assuming successful Loyalty checks)>
is simply to have non-player adventurers
available for single-game participation. In this case, an additional
character accompanies the group and participates,
but is independent of player control other than to be
helpful and generally cooperative. The GM
runs the character in essence, although his actions will
generally follow the desires and suggestions of the players
(unless an unduly hazardous action is demanded). The independent
character participates in return for a share of the
treasure gained, <(cf. PLAYERS HANDBOOK, Appendix 5)>
and this share (which will at least be proportional,
|or| even greater than proportional if the character
is better than the PCs) must be agreed upon
before the adventure starts.  If your players are trying to
attract such help, roll a die to see how hard a bargain the
extra character drives in order to be convinved that participating
is worthwhile. . . After the adventure has been completed,
the exra character might simply take his treasure
share and disappear from further USE, or if the GM desires,
be available for similar service in future quests.  The section entitled
THE CHARACTER LISTS give additional suggestions
for the employment of non-player hirelings and henchmen.
<Limit independent NPCs to 1 or 2 to the party>.
<The Inn of the Welcome Wench has excellent examples of independent NPCs>.

Once the players have completed their preparations for the
Game, the referee finishes "setting the stage" by bringing
the PCs from the backstory to the
place where the Game adventure will begin. <Recommended: The Village of Hommlet>.
This is usually simply a matter of providing a brief narrative (such as, "Your
group, after purchasing supplies and getting organized, left
their town and went cross country till a deserted pathway
was found which led into the hills, and finally to a craggy
outcropping of rock . . ."). <So, hand-waving The Village of Hommlet, or whatever starting point one uses, is possible. However, it is recommended that the playres buy their equipment in-game, and role-play with each other and the people in Hommlet, before commencing exploration of one of the dungeons on the campaign map, such as this one. YMMV.>  Use of the LEJEND TABLE is also made at this Time. <Lejends of B1 are typically gained through interaction with the local NPCs.>

To START the adventure, the players must decide on an order
of march for all of the characters in their group -- who will be
in front, who in the middle, who at the rear, and so on. This
should be diagrammed ona  sheet of paper and given to
the GM for reference, and any change in the
order of march during the adventure should be noted. In a
standard 10' wide corridor, the msot common arrangement
is 2 adventurers side by side in each rank, although 3
characters could operate together in a single rank if all of
their weapons were short and easily wielded (daggers |or|
small hand axes, for instance).

One player in the group should be designated as the
leader, or "caller" for the party, while another 1 or 2
players can be selected as mappers (at least 1 is a must!).
Although individual players have the right to decide their
own actions and relay them to the GM as play
progresses, the caller will be the one who gives the DM the
details on the group's course of action as they MOVE around
and explore (such instructions as "We'll MOVE slowly down
this corridor to the east. . . " |or|" "We'll break down this door
while so-and-so covers our rear. . . " are typical directions
given by a caller to the GM).  In the course of the adventure,
the caller will naturally discuss the options available to the
party with the rest of the adventurers, but it is he who the GM
relies upon for official instructions (although individual
players can still pursue alternate courses of action at appropriate
times, if they insist, by telling the GM).
Once a caller (or any player) speaks and indicates an
action is being taken, it is begun -- even if he quickly
changes his mind (especially if he realizes he's made a
mistake or an error in judgment).  Use your discretion in such
cases. <cf. Enforce Statements>

The player |or| players mapping the explored AREA should
USE graph paper.  Orient them according to the same directions
on the referee's map (with the top being north in almost
all caes).  After that, allow them to draw their maps from
your descriptions as they wish -- but make certain that your
verbal descriptions of the areas they explore are accurate
(although you can say such things as "approximately 60'",
especially in large |or| open areas, or places where
there are irregular rock surfaces).  Above all, AVOID the considerable
TEMPTATION to correct their maps once they have
drawn them.  It will NOT be be uncommon for players to shew you
their map (especially if they're confused) and ask you, "Is
this right?".  In most such instances, you should AVOID correcting
any mistakes there, unless it would be obvious through
the eyes of the adventuring characters.  Encourage good
mapping skills and an attention to detail rather than falling
into the rut of continual player map questions.

Exploration of the entire AREA comprising the module may
well TAKE more than 1 Game session.  It is also quite
possible that adventurers (especially if wounded or reduced
in #) may want to pull out of the stronghold
and prepare for a return visit, when refreshed or reinforced. If
this is done, they must work their way to an exit and discuss
with you the pertinent details and Time passage until their
return.  In such cases, the exact status of areas already explored
will depend on your judgment -- whether areas cleared of
monsters might in some cases be re-occupied by
new ones, doors left open closed again and locked, or
whatever.

If the exploring adventurers wish to suspend the Game
temporarily during a REST period (when the adventuring
characters stop to sleep, as they <should> do every 24 hours),
appropriate notes should be made of each adventurer's
status so that resumption of the Game can begin at the
same point on the next meeting of the players.  Their choice
ov where to <ENCAMP> is a factor to consider, as well, since a
check for wandering monsters must be made up to 3
times for any 8-hour period they remain there (these checks
are made at a normal 1 in 6 chance).  It is customary to have
1 or more adventurers in the party standing guard at any
1 Time, as the party members sleep in shifts in order to always
have continual protection (although the devious GM
may give a slight chance of a guard being asleep if a
monster comes . . .). Just as with march order, it is important
that players provide the GM with the sleeping location
of each member and the placement of the guard |or|
guards, since this may be crucial if and when a monster approaches
from a given direction.

XP earned and any benefits gained will only
be applicable if & when the adventurers successfully exit
the dungeon; experience gained in an adventure is only
credited after the adventure is complete.  However, successfully
exiting the dungeon and then returning later would
allow the characters to USE experience gained on the
previous foray, if applicable.

TIME
    As adventures go on, the GM is responsible for
keeping track of Time elapsed.

In normal movment and exploration, each turn in considered
to be 10 minutes (<see Time in the PH for details>).
If an encounter |or| melee occurs, the
GM immeidately (but temporarily, for the duration
ov the encounter) adjusts the Time frame to <combat> rounds
consisting of <1 minute each round, further subdivided into
10 segments of 6 seconds each, if needed (see Time in the PH for
details).

Every 3rd turn of adventuring, the GM should TAKE a die roll
for the possible appearance of wandering monsters at the
indicated chances (which are normally 1 in 6, but which
may vary depending upon location and commotion caused
by adventurers) may necessitate additional checks.

Paper & pencil can be used to tally Time, and the GM
should monitor its passage as he sees fit, but keeping in
mind that exploring, mapping, and examining various
features takes up considerable Time -- with the larger the
AREA and the greater the care taken in examining, the more
Time consumed.  Wasted Time is also a factor which should
be noted, as players may waste Time arguing or needlessly
discussing unimportant manners <matters?> |or| by simply blundering
around aimlessly.  OTOH, Time can pass quickly
if adventurers MOVE rapidly through areas which have been
previously explored and mapped.  In all cases the DM
should USE his good judgment and common sense.
<Also see Time In The Dungeon in the DMG>

Generally, <6> hours of each 24 must be spent
resting & sleeping, and prudent adventurers will sleep in
shifts with a GUARD always awake.  As a general rule, 3
checks will be made "night" for possible wandering
monsters.

The passage of a day -- or 24 hours -- will mena the healing
of 1 HP of damage to each character.

COMPUTING EXPERIENCE

@ the conclusion ov an adventure (the party's emergence
from the dungeon), the surviving characters divide the
treasure (with equal shares generally awarded to each and
magickal |or| special items diced for by eligible characters)
and experience is computed.  Henchmen and hirelings
usually get an equal share of any treasure, although their
XP award may vary at the DM's
discretion from 1/2 to the full amount awarded to PCs,
depending upon their accomplishments.

As an example, let us assume that two 1st level PCs
(an MU & a fighter) and a 1st level hireling
(a <merc>) survive an adventure and return to the outside
world from a dungeon which has claimed several of their
comrades.  The treasure they carry out with them amounts to
the following: 630 GP, nine 50 GP gems, a scroll of 2
MU spells, a +1 <long> sword, a ring of protection +1.
In the course ov their adventure, their party caused the following
monsters to be slain: 8 kobolds, 5 orcs, and a giant tick.

<
In this instance,
XP is tallied for the treasure,
XP is tallied for the monsters,
XP is tallied for the magick items,
XP is tallied for the successful use of spells and/or class abilities,
XP is tallied for good role-playing,
XP is tallied for good ideas,
XP is tallied for attendance.

Monsters, easy combat (no one takes damage) = 1/2 XP
Monsters, difficult combat (1 or more at 0 HP or less) = x2 XP

100 XP is the amount given for
successful use of spells,
successful use of class abilities,
good role-playing,
and good ideas.

Attendance XP is 100 XP per level of the PC.
Multi-classed characters use EL (Effective Level).
EL = highest class level + number of classes.

Characters of 0 level receive a 20% XP bonus in this adventure.
Characters of 4th or higher level receive a -20% XP penalty in this adventure.

<cf. Suggested Agreements for the Division of Treasure, in the PH>.

Once enough Points are accumulated, a character can rise
to the next higher level of xperience, and gain the benefits
ov the new level.

<This requires training if a new class ability or access to a new spell level
is granted. Note that weapon specialization and weapon skills are NOT
considered to be class abilities.

Examples:
Fighters never need to train.
Wizards train for levels 3 and 5 and 7, etc.
Priests train for levels 3 and 5 and 7, etc.
Thieves train for levels 4 and 10.
Monks train at every level.

Typical training cost is from 1500 to 6000 GP per current level.
An average cost of 4000 GP per current level can be used.
Alternatively, training cost depends on that characters performance
leading up to the training. See GAINING EXPERIENCE LEVELS in the DMG.
>

Wealth obtained, besides counting initially
for XP, can be used to purchase equipment or
supplies,  defray everyday expenses <cf. MLE, Monthly Living Expenses,
in the DMG>, attract hirelings,
sponsor various enterprises, |or| can be spent in any manner
(including payments of tithes to the church, especially for
<priests!>).

HOW TO BE AN EFFECTIVE GM

<cf. CONDUCTING THE GAME, DMG>
<cf. CONDUCTING THE GAME, Dragon magazine>

The GM, as referee, is the pivotal figure in any
game of 1st Edition ADVANCED DUNGEONS & DRAGONS.
Accordingly, his ability
& expertise -- as well as fairness -- will be important
factors in whether |or| NOT the Game will be enjoyable for all ov
the participants, as well as for himself.

<cf. DUNGEONS & DRAGONS is only as good as the DM, by Gary Gygax>

1st Edition AD&D is a RPG, and is unlike traditional games
which have a firm basis of regulated activity & repetitious
action. 1st Edition AD&D is free-flowing, and often goes in unknown &
unpredictable directions -- and that is precisely the reason
it is so different && challenging.  The GM is best
described as the moderator of the action, for he oversees
the whole process, keeps the Game moving, resolves the
action based upon events occurring and player choices
made,  & monitors the actions && events outside the
player group (i.e. handles mosnters encountered, determines
the actions of NPCs encountered,
etc.).  His responsibilities are considerable, but his foremost
concern should be to provide an enjoyable Game which is
challenging to the players.  This means that risk should be
balanced with reward, and that Game situations are neither
too "easy" nor too deadly.  Above all, he must be fair,
reasonable (without kowtowing to the unreasonable demands
ov the players), and worthy ov the respect ov all the
participants.

Beginning GMs who are NOT familiar with the
game often ask the most common 1st question, "Exactly
how do you referee the Game?".  The answer is that there is
no single best way -- different GMs have different styles, just
as individual players do.  However, there are certain guidelines
which are important to follow . . .

1st of all, it is crucial keep in mind that 1st Edition AD&D is a Game
based on player interaction & player choice.  The Game
generally follows  the course ov the player's actions -- if NOT
always their plans!  As moderator, you present an ever-changing
situation as it occurs (sort of like an unfolding story,
|or| even a movie, if you like to think in those terms), and the
players respond pretty much as they DESIRE.  As the Game
goes on, you are presenting them with 100 different
opportunities && choices -- xactly how the Game goes
will depend on their response to those opportunities &&
choices.  For instance, if players decide to walk down a
corridor and find a dead end with 3 doors, they have a
# of choices -- simply turn around and ignore the
doors, Listen at 1 |or| more before proceeding elsewhere,
try to open 1 or more (either normally, by forcing them, or
even by simply bashing them in), or whatever.  You describe
the situation, then await their decision as to a course ov
action.  Ov course, some decisions will b more difficult, |or|
QUICK, |or| crucial to SURVIVAL -- and as always, Imagination
&& resourcefulness, as well as QUICK thinking, will usually b
rewarded.

2nd ov all, a gurd GM remains "above zee battle" &&
does NOT attempt to influence player actions |or| channel the
activity in a particular direction.  The GM should
do all he can to assist players in their quest without actually
providing important info unless the players themselves
discover it |or| put the pieces ov a puzzling problem together
through deduction |or| quest.ioning, |or| a combination
ov the  2.  A large part of The Game consists ov player
quest.ions, many ov which are "what do we see?".  Your jerb
as GM is to answer those quest.ions without giving
too much away.  You need NOT hint to players any info
that they do NOT ask for on their own, xcept in unusual
instances.  Allow them to ax the quest.ions, and allow them
to make the choices.

In the same vein, as GM you will enjoy watching
players wrestle with the problems you present them with.
Although you may set up situations to challenge them, you
must understand that u r NOT their adversary, nor r
u necessarily out to "defeat" them.  U will enjoy
moderating a well-played Game where players respond to
the challenges encountered much more than 1 where
the adventurers foolishly meet their demise in QUICK Time.
However, if your players abandon caution |or| make stoopid
Ms. Takes, let them pay the price -- but be fair.  In many
cases, a danger due to lack ov caution can be overcome,
|or| a Ms. Take in judgment countered by QUICK thinking &&
resourcefulness, but let your players do the thinking && the
doing.

As DM, U are the Game moderator.  This
means you set the tempo ov the Game && are responsible
for keeping it moving.  Above all, you remain in control ov the
situation, although with reasonable players your Game
should always be in control.  If playres are unusually SLOW |or|
dilly-dally unnecessarily, remind them that Time is wasting. If
they persist, allow additional chances for wandering
monsters to appear -- |or| at least START rolling the dice to
make the players think that you are doing so.  If players are
argumentative with each other, remind them their noise also
serves to attract unwelcome monsters; if they persist, shew
them that this is true.

Lastly, it is important to remember that the GM
is the final arbiter in his |or| her Game.  If players disagree with
you, hear them out and reasonably consider their
complaint.   However, you are the final judge -- and they
should understand that, as well as the fact that NOT everything
will go their way, |or| as they expect.  Be fair, but be firm.
With human Nature as it is, players wil undoubtedly attempt
to try to TALK you into (or out ov) all sorts of things: part of the
fun ov being a GM is this verbal interplay.  But IN THE END, what
you say is what goes.

USING THIS MODULE WITH 1st Edition ADVANCED DUNGEONS & DRAGONS

Although this module is specifically designed for USE with
Basic D&D, experienced players will have no difficulty in
using this package with the rules for 1st Edition ADVANCED D&D.

GMs who wish to employ the module with 1st Edition AD&D
will have no problem utilizing the 2 level maps and the
descriptive copy to form the basic outline.  In a similar
manner, the Lejend Table will be used as described.  The
GM, however, can disregard the various lists of monsters,
treasures, and NPCs and make appropriate
substitutions using the greater && more challenging
ideas ov his own which will match the greater experience ov
his 1st Edition AD&D players.  Likewise, more formidable && deadly
tricks && traps will be called for in order to fully challenge
the mettle ov the more sophisticated players.

BACKGROUND

Many years ago, rumor has it, 2 noted personages in the
AREA, Rogahn the Fearless (a fighter of renown) && Zelligar
the Unknown (an MU ov mystery && power) pooled
their resources && expertise to construct a Home &&
stronghold for the 2 ov them to USE as a base of operations.
The location ov this hidden complex was chosen with
care, since both men disliked visitors && intruders.  <Some distance> from the nearest settlement, <some distance> from travelled routes, and high
upon a craggy hill, the new construction took shape.
Carved out ov the rock protrusion which crested the heavily
forested hill, this mystical hideaway was well hidden, and its
rumored xistence was never common knowledge.  Even
less well known was its name, the Caverns of Quasqueton.

<T1-4 The Temple of Elemental Evil>
<B1 = BEWARE EVIL>
<B2 = LOW ROAD (The Keep)>
<B2 = DANGER (The Caves of Chaos)>
<B3 = EVIL LURKS HERE>

Construction ov the complex, it is said, took over 10 years,
even with the aid ov magick && the verk ov hundreds ov
slaves && laborers.  Vast amounts ov rock were removed
&& tumbled off the rough cliffs into large piles Now overgrown
with vegetation.  A single tower was constructed
above ground for lookout purposes, even though there was
little to see other than a hilly, forested wilderness for miles
around.

Roghan && Zelligar lived in their joint SANCTUARY for quite
some Time, conducting their affairs from within except for
occasional adventures in the outside world where both men
attempted to add to their reputations as foremost practitioners
ov their respective arts.

<Optional: double the levels of Burne && Rufus in Hommlet... if this is done, either of both will accompany the party for 1 and only 1 Game session>

The deeds && adventures ov these 2 characters were
never well known, since they both kept their distance from
civilization.  Some say, and perhaps rightly so, that their
motives were based on greed && some kin dof vague (or
C) E. No one knows for sure.

What is known more widely is the reputation ov each.  Despite
their questionable alignment of suspected evil, both
Roghan && Zelligar capped their reputation ov power
when they joined forces to stop an <invasion of the Wolf Nomads>
threatening <Perrenland>. Roghan SLEW a
horde of <Wolf Nomads> single-handedly && Zelligar's powerful
magick put their army to flight.  A grateful populace rewarded
the pair && their henchmen with considerable
treasure, after which the 2 retired to their hideaway.  Most
ov the reward treasure was apparently used to finance the
further construction ov Quasqueton, although some ov it may
yet be hidden somewhere.  In any case, the hill stronghold
was NOT completed in its entirety when, years later, the
intrepid pair apparently embarked on their last adventure.

Some years ago, Rogahn && Zelligar apparently decided
upon a joint foray into the lands of the hated <Wolf Nomads>.
Taking most ov their henchmen && associates along in a
great armed band, the 2 personages disappeared into
the forbidding alien lands to the north, far from the hills
and forests surrounding <and near to> Quasqueton.

<
Word reached civilization, some years ago, that told ov some great battle in
<the lands ov the Wolf Nomads> where Rogahn && Zelligar met
their demise.  Rumors of this clash had few details -- and no substantiation ov the story.  The only thing certain is that Rogahn &&
Zelligar have been GONE far too long.  If only 1 had the
knowledge && wherewithal to find their hideaway, he
would have great things to xplore!  And who knows what
riches of wealth && magick might be there for the taking???
>

Note: in the mythical WORLD OF GREYHAWK (available
from TSR) the stronghold can be considered within any one
of the following lands -- the Barony of Ratik, the Duchy of
Tenh, or the Theocracy of the Pale.

LEJEND TABLE

Prior to the 1st adventure into the stronghold, the GM
will utilize this table to impart "backstory knowledge"
(from rumors |or| lejends known) to the adventurers.

<Optional: let them earn these lejends with good TALK rolls
in taverns && inns, such as the Inn of the Welcome Wench.
Place a limit on the total # of lejends available -- roll once on the
table below for each PC in the party.>

The table itself includes bits && scraps of info regarding
the place to be xplored -- most ov it accurate;
however, lejends && rumors being what they are, some ov
the info is false && misleading.  It will be up to the
players to act upon the info they <discover>; the
GM will tell them that these are lejends |or|
rumors they have heard about the place, and that is all (it
will be up to the players to decide upon the value |or|
veracity of such info).

To determine legends/rumors known, each PC
will cast a 4-sided die in secret conference with the
GM (NPCs |or| henchmen/hirelings
will get no roll).  The result ov the roll will give the #
ov rumors/lejends known by the individual rolling the die:

    1. One lejend known
    2. Two lejends known
    3. Three lejends known
    4. No lejends known

<Optional: base the # ov lejends known on a character's INT && CHA.
16 = 1, 17 = 2, 18 = 3. So, at most, a character could have 6 lejends. Bards
would get 1 additional lejend for each level they have. Rumors gained from INT |or|
bard levels are known before the Game. Rumors gained from CHA are gained in
inns && taverns.>

Rolls ov 1, 2, or 3 will result in that many rolls on the Lejend
Table using d20.  A roll ov a 4 indicates that the adventurer
has no knowledge ov any rumors |or| lejends pertaining to
the stronghold: any info he desires he must attempt
to obtain from the other players adventuring with him.

The lejends/rumors known are determined by the player's
roll ov the d20, & the GM reads the appropriate
info off the table to the player for each roll (this is
done secretly, where the other playres cannot overhear).  The
GM then tells the player that this is the extent of background
info known by his |or| her PC; whether |or|
NOT the player chooses to share this information (all or only
part of it) with the other players is a personal decision.  In this
manner each player is given a chance to see what bits ov
additional info their character knows before the adventure
starts.

LEJEND TABLE (d20)

"F" denotes a false lejend |or| rumor, but the player will NOT
know it is false.

1) The Name ov the stronghold is Queasqueton.

2)F Zelligar had a wizard's workshop in the stronghold
where he worked on magick stronger than any known
to man.

3)F Rogahn owned a fantastic gem as big as a man's fist
that was worth over 100,000 GP; he kept it hidden
in his personal quarters.

4) Zelligar && Rogahn had orc slaves to do the menial
verk, and some lived permanently @ the stronghold.

5) The complex has 2 levels.

6) Part ov the complex is unfinished.

7) The complex has a rear xit which is secret && well hidden.

8) No outsiders have ever entered the complex && returned
to tell the tale.

9) Troglodytes hav emoved into the complex in the
absence of its normal inhabitants.

10)F The place is protected by the <deities> themselves, &&
1 member of any party ov intruders is doomed to
certain death.

11)F The treasures ov Zelligar && Rogahn are safely hidden
in a pool ov water.

12)F The entire place is filled with guards left behind by
Zelligar && Rogahn.

13) Rogahn's trophy room has battle relics and SLAIN
monster remains from his adventures.

14) There is a room with many pools of water within the complex.

15) The very walls speak to visitors.

16)F An enchanted stone within the stronghold will grant a
wish to anyone who chips off a piece of it and places it
within their mouth.

17)F All treasures ov Zelligar && Roghan are cursed to
bring ill to any who possess them.

18)F Zelligar && Rogahn have actually returned to their
stronghold, and woe be to any unwelcome visitors!

19) There are secret doors, rooms, and passageways in
parts ov the complex.

20) The complex has more than 1 level.

Note: when rolling on this table, roll again if any number
duplicates 1 already rolled by the same player.

THE DUNGEON

This AREA for xploration is designed to challenge a party ov
3-8 adventurers (PCs && henchmen |or| hirelings)
ov up to the 3rd level ov xperience, and is specifically
intended for USE with 1st Edition ADVANCED DUNGEONS & DRAGONS.
Players will find it beneficial to have a mix ov characters in
their party who will complement each other and who will
possess a variety ov abilities due to their different classes
(fighters, wizards, priests, thieves, etc.). Additionally, the
carrying ov 1 or 2 useful magick items will likewise be of
great help (although more numerous |or| more powerful such
items will unbalance the situation).

If a GM wishes to USE the module with 1st Edition ADVANCED
DUNGEONS & DRAGONS, a separate set of guidelines
will be found @ the end ov the module to enable this
conversion.

The Caverns of Quasqueton, as mentioned in the background
description , are hewn from a great rock outcropping
@ the crest ov a large wooded hill. Winds buffet the hill
continuously, blowing && whistling through the trees, vines,
&& other vegetation which blanket the prominence on all
sides.  The rock itself is a heavy blackish slate, and is evident
all throughout the caverns on both levels.

The air within the caverns is heavy, wet, and musty.  In some
portions ov the complex, a layer ov dust lies upon everything,
undisturbed for years.  Burning anything within is SLOW &&
difficult, for the entire atmosphere resists combustion.
Torches && lanterns will burn smokily.

There are many doors within the dungeon (the term
"dungeon" being used generically for the entire underground
AREA, as it usually is in
<1st Edition ADVANCED DUNGEONS & DRAGONS>), &&
some ov them are secret doors, discernible only by special
xamination |or| perhaps by an elf with his |or| her inborn
ability to notice them.  In all cases, unless otherwise noted,
doors will be locked 1/3 ov the Time -- and any roll ov a
1 or 2 on a d6 will mean they will bar
entrance unless the lock is sprung |or| broken.  Breaking the
lock |or| breaking down the entire door wil be a noisy undertaking,
to be sure, and may serve to attract unwelcome
monsters . . .

The 2 levels ov the dungeon are approx. =equal= in
size && are located 1 above the other.  If the 2 maps
could be placed over 1 another, the 3 access points
between levels would directly correspond to their locations
on the maps && lead directly to each other up && down.

       THE CAVERNS OF QUASQUETON

KEY TO THE UPPER LEVEL

Within the complex, the upper level is a rather finished
abode with generally gurd stonework && masonry overall.
There are rough spots, |or| portions where workmanship is NOT
as gurd os overall, but for the most part the construction
&& xcavation are well done.  The walls are relatively
smoothly hewn && finished && in generally gurd repair.
The floors, while uneven in places, are likewise in gurd condition.
Corridors generally measure 10' in width, while ceilings
for the most part are approximately 8' to 10' above the
floor. The blackish stone ffrom which the halls && caverns
were hewn is evident overall.  Doors are uniformly ov heavy
wooden construction, approximately 5 |or| 6 inches thick.

WANDERING MONSTERS

Check every 3rd turn; 1 in 6 (roll a d6). If a monster
is indicated, roll a d6 again  && compare to the
list below to determine what type ov mosnter appears.  Then
check for surprise.  The abbreviations which follow are the
same as used and xplained in the section entitled
MONSTER LIST.

1. Orcs (1-4) --
HP: 6, 4, 3, 1;
#AT: 1;
D: d6 (fauchard)
D: d6 (pike)
D: 2d4 (scorpion)
D: 1-8 (long sword) & 1-8 (battle ax)
AC 6 (small wooden shield)
AC 6 (buckler)
AC 6 (medium shield)
AC 6 (medium shield)
AT 6 (ring mail & shield)
SA: None.
XP: 16, 14, 13, 11

2. Giant Centipedes (1-2) --
HP: 2 each
<HP: 1 each>
#AT: 1
D: Nil
AC 9
SA: Bite does no damage but save vs poison must be made (+4 on die).
XP: 32, 32
<XP: 31, 31>

3. Kobolds (1-6) --
HP: 4, 3, 3, 2, 2, 1
<HP: 3, 2, 2, 1, 1, 1>
#AT: 1
D: 1d6-1 (short sword)
D: 1d6-1 |or| 1d6-1 (short sword |or| spear)
D: 2d4-1 (spiked wooden bat)
D: 2d4-1 (spiked wooden bat)
D: 2d4-1 (spiked wooden bat)
D: 1d6-1 |or| 1d6-1 (short sword |or| spear)
AT: 6 (studded leather & small wooden shield)
SA: None
XP: 9, 8, 8, 7, 7, 6
<XP: 8, 7, 7, 6, 6, 6>

4. Troglodytes (1-2) --
HP: 6, 5
#AT: 3 (claw/claw/bite)
#AT: 1 (javelin)
D: 1-3/1-3/2-5
D: 1-6
AC: 5
SA: Emit odor when enraged
XP: 48, 46

5. Giant Rats (2-5) --
HP: 4, 3, 2, 1, 1
<HP: 3, 2, 1, 1, 1>
#AT: 1
D: 1-3
AC 7
SA: Bire has 5% chance of causing disease
XP: 11, 10, 9, 8, 8
<XP: 10, 9, 8, 8, 8>

6. Berserkers (MM) (1-2) --
Berserkers (Dragon) (1-2) --
HP: 12, 12
#AT: 1
D: 2-7 (footman's flail)
D: 1-8 (battle ax)
AC/AT: 10 (non-bulky furs) <fur value = x>
AC/AT:  8 (leather armor)
SA: +2 on attacks vs normal men

ENCOUNTER AREAS

ENTRANCE.
A cave-like opening, somewhat obscured by
vegetation, is noticeable at the end of a treacherous pathway
which leads up to the craggy outcropping ov black
rock. By sweeping aside some ov the vines && branches,
the opening becomes easily accessible to human-size xplorers.

The opening leads straight into the rock formation, with a 10'
wide corridor leading the way to a large wooden door.  The
door opens freely, and close xamination will reveal
bits ov wood have been chiped away from the edge,
indicating that it has previously been forced (this fact will
certainly be known if adventurers indicate they are xamining
the door; otherwise there will be a 10% chance per adventurer,
cumulative, of this being noticed -- 40% if 4 adventurers, etc.).

>>One>>