Tsr06060 - R1 to the Aid of Falx (5-9)

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    TSR Uobbles Inc

    b y Frank MentzerAn RPGA'" AD&D'" Tournament Module for 6 characters, levels 5 - 9

    Falx, a silver dragon and nephew of old Bahamut himself, has a problem. He needs a hardy band of adventurers toexplore some caves near his lair, for the dark powers lurking therein have stolen five potions -of silver dragon controlCan you penetrate the dangerous complex without triggering the alarms, to find and destroy all the potions beforesundown?This is the first of the RPGA series of AD&D modules. Each RPGA module has been used at an official Gen Con@tournament and has been designed to provide maximum entertainment. TO THE AID OF FALX is usable in campaignor tournament play, and may be scored by points or using the RPGA Tournament system. This adventure is designedfor a balanced party of 5-8 characters of levels5-9, nd 6 tournament characters are provided, along with standardAND isometric maps, scenario and character background information, and detailed encounter descriptions for theDM.This product is protected under the copyright laws ofthew United States ofAmerica. Any reproduction or other unauthorized useofthe material or artwork containe

    herein is prohibited without the written consent of TSR Hobbies, Inc.ADVANCED DUNGEONS & DRAGONS is a registered trademark of TSR Hobbies, Inc.The designation "TM" is used to refer to other trademarks owned by TSR Hobbies, Inc.

    @ 1982TSR Hobbies, Inc. All Rights Reserved.RPGA'" DIVISION OF TSR HOBBIES, INC.in U.S.A.0-935676-96-2

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    A UTH0RS PR EFACEThis is the first of a series of AD&D modules availa-ble through the Role Playing Game Association GiftCatalog. It was originally written for use at the 1981GEN CON@South game convention, and was reusedlater the same year. In both cases it was the FinalRound of the tournament, and was successful in chal-lenging the players to perform well and quickly.This was my first effort in the publishable module

    field, and came out short and concise. I am much infavor of dungeons that could exist as given fora lengthof game time, and avoid improbable combinations orcreatures that would tear each other up during theweeks between adventurous visitors. I am also muchopposed to non-standard AD&D games; my owncampaign has been going for 6 years, as I write this,using 2 new monsters, no new spells or classes, andNO variant procedures. And nobodys complainedabout repetitive adventures; theres enough in the sys-tem for many years of exciting, varied play withoutgetting into so-called improvements.The module was designed to entertain as well aschallenge. If you like what you find herein, try the otherRPGA modules now available; they have all survivedthe acid test of actual use in tournament play. Andmay you make all your saving throws!Frank Mentzer

    B A C K G R O U N D : Your group is composed of char-acters selected from many applicants, answering a callfrom Falx Templamut, a silver dragon and grandson ofold Bahamut himself. You meet Falx on a plateau on amountainside, where he now keeps his lair (with wivesBig Aliceand Sillitellimut) and guards theentrances toa particularly dangerous assortment of caves, keepingthe dark powers therein from escaping. Falx is muchtoo large to enter the caves in his dragon form, andfeels that his spell abilities would not keep him safeenough in the caves without his breath weapons.Falx has discovered that the powers lurking under-ground have found- tolen, actually- ive potions ofsilver dragon contro l. A vampire, suddenly appearingbefore a merchants party, charmed them away and isbelieved to have taken them to these caves. Fearing thepossibilities, Falx has asked for aid. You are his cham-pions, his last hope before he is forced to call on hisgrandfather for an embarrassing rescue- f he comesat all! Falx will reward you richly for exploring thecaves, finding the five potions, and destroying enoughof the enemy to delay their plans.There have been attempts at escape from the west-ern cave entrances, says Falx; humans, or huma-noids, at least. I have kept my vigil, and have chasedthem back into their foul hole; but Ican do little to harmthe occasional bat flitting in and out of the caves atnight (again, the western caves); I fear it may be thevampire, against which I am nearly ineffective. Hebows his great head in shame, and continues: I willreward you with a powerful magic item of your choicefrom my modest hoard each time you bring out one ofthe potions. The bottles themselves are easily recog-nized, being of a leaded silvery ceramic. But beware!

    Other groups, who have since run away after taheavy losses, reported the existence of a large, run organization inside; take care, lest you bebushed or overcome by sheer numbers!After giving you a map of the beginnings of the entrances, he wishes you well and adds as an athought, Ive heard strange noisescoming from wrecently, and there have been more frequent atteat escape. I fear that the dark powers may make assault at sundown of this very day! Make haste, ancarefu

    I T E M S A V A IL A B L E F R O M FA L XArmor: Any +3Weapons: Any +3 except missilesScrolls: Clerical only; up to 5 spell levelsHeal OR RestorationPotions: Any except Poison or Oils; 4 pocount as 1 itemWands: ONLY Magic Detection or Secret Dand Trap Detection, 15 charges eRods: Cance at on (on yStaves: Staff of Curing OR Staff of StrikinRings: Warmth or Fire Resistance ONLMiscellaneous: Boots of LevitationBracers of Defense, AC2Dust of AppearanceJ avelins of Piercing (2 count as 1item)Helm of Comprehending Languand Reading MagicKeoghtoms Ointment (1 jar)Necklace of AdaptionRope of Climbing

    charges each)

    This page may be reproduced or personal use In playing thls RPGA Aadventure

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    : DM ABBREV/AT/ONS: The abbreviations usthroughout are:?:the Background aloud to the

    ts (if used; not included in thisthe cave entrances, to scale

    IS long as necessary to reviewnpare equipment, spells, andle limit to the event. At the endthe playersfill out theirevalu-yours; then collect the sheetsi f the votes (you get the sameunless you have been notified/ill be posted at the end of theof players,iE WILL CONTINUEROUND OF PLAY;)endingon availabilityof DMsllayers may only use the P lay-! figures, hex sheets, and soand often helpful. Items NOTide, Monster Manual, and ref-the Players Handbook.lefore running it. If you under-d background, you should bewithout many problems. Anders in your group WILL con-slower, faster, better, or worsed regardless of how far the#e dventures are a frameworkwill demonstrate their ability.! this is an AD&D game.IS understanding ANYTHINGTournament Director, prefer-? Debriefing session. THANK

    ACMHD#ATDTHACOSTsdMgem

    hP

    N LGLE NGN NECG CNCE

    General Notat ion sArmor ClassMovement rate, in Inches (yards outdooHit Dicehit pointsNumber of AttacksDamageBase roll needed to hit Armor Class zeroBase saving throw vs. spellsdie (used to indicate type; 2d6 means 2 sixA gem worth M; roman numerals are use

    feet indoor)

    sided dice)so M=1000, D=500, C=OO, L=50, X=10.

    Alignment Sm Sizeabbreviations Med abbreviationsLg

    Spel l N o a #ionsC Casting time of spellR Range of spellDR Duration of spellrST

    rounds of time, each 1 minute longsegments of time, each 6 seconds longTurns of time, each 10 minutes long(10s =1r)(lor = 1T)

    F OR MAT(the way the information is presented in tencounter keys) is standardized, and runs like this:Monster (AC:#, M:# HD:# hp:#@, #AT:#, D:#/#THACO:# STs:# ALIGNMENT, Size; notes).Spell format is: Spell Name (C:#,R:#, DR:#)NOTE O N SPELLS: Although a good descriptiof the Potions was obtained from Falx, a Locate Objespell will NOT be successful in locating them UNTone has been found. If studied carefully, the potibottles may be found with Locate Object spells therafter (assuming they are within range: rooms 5, 6,10d, 14).Thisspell will NOTgivetherange, butwill gdirection if the object is within the range of the spenote the vertical direction as well as the horizontClever players will thereby deduce the depth of somareas of the dungeon.SECRET DOORS: If an elf or half-elf announcthe intention of searching for a secret door alongsection of wall where one exists, that character WIautomatically find the secret door. NO secret doors wbe found in passing. Secret doors may onlyopened by making a successful open doors roll (per Strength) or with a knock spell.

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    If an alarm is raised, the organized com-es will rise to the occasion, manning stra-raps, and weapons in their possession. The

    nd take all logical actions, but note that theough 14and theconnecting corridors) unlessforcedthe vampires. The thieves may, however,

    10) in defense of thego anywhere but the crypt (room 6).hieves will NOTalertthevampires (room5) unless

    When the party leaves the caves withore potions of Silver Dragon Control, Falx wille them 1 item per potion. The party may select onet of available items (more than oneif the BACK-otion, will smash them. If asked, however, he willerely pour the Potion out on the ground, allowing thettle at no charge (note that the

    Dispel Magic effects- uch as that in Room 1).The party may re-enter the caves as often as theybuilding their stock of items as they find moretoo much delay; theack in force at dusk, as hinted at in the BACK-

    The players should roll their ownnd all other normal ADLID game mechanics.ll also keep track of items used, spells cast,so forth. The DM should keep trackpells and items used by marking off the appropriates on the Character Guide. The DM must keep trackails. No variants fromrd AD&D procedures will be permitted, but thes allowed great leeway in procedures not specified

    All walls are normal stone, and easily climb-of those in rooms 8,9, and 10 (as noted in the text).he walls in these areas have been treated and fixed to

    t a slippery, no-cracks, non-climbable surface.he wall up the the battlements in room 9 is the same ase others but has hard-to-see footholds, eliminatingthe need for a Climb Walls roll once they areowing a Dexterity Rollfor classes with-mbing ability (roll d20; the wall is climbed suc-sfully if the result is less than the characters Dexter-

    All doors are locked unless specified oth-ise; if the lock is picked successfully, adoor may belently and automatically. A knock spell willn the complex, normal or secret, unlessin the text.

    ENCOUNTER KEYSPart I: The Cave Entrances

    A: This corridor leads to a dead end. The wall aend ( A l ) is a deep black color; it is a Gate toNegative Material Plane. It cannot be passed byexcept undead, and will feel cold and smooth totouch. A lonespectre (AC: 2, Id : 15/30, HD: 7+3, hpD: d8 and drain 2 levels, THACO: 13, STs: 13, LE, is lurking here, and will surpriise the party; howevwill miss on its first swing, but (if not Turned) will normally thereafter. If Turned, the spectre willthrough the Gate, never to return.

    B : Entrance to the complex (see Part II, hereaftC: A medium-sized black pudd ing (AC: 6, M: 610, hp: 36, D: 3d8, THACO: 10, STs: 14, N, Med; immto all but fire, dissolves woocl and metal) is in thniche to the north at this point (Cl).t will attaanything approaches, and will give chase only untcorridor turns southward, as it will retreat from

    sunlight. Once aroused, it will not return to the nbut will linger in the large area directly south of it. Ino treasure.D: Entrance to the lair of the 3 silver dragons (AMV: 9/24, HD: 9-11 ,#AT: 3, D: d6/d6/5d6, breaths frost and paralyzing gas).Falx Templamut: HD 10, age 6,hp 60; speaks, spel1book;THACO: 10, STs: 8Big Alice: HD 11, age 5, hp 5THACO: 10, STs: 8Sillitellimut: HD 9, Age 8, tip ;THACO: 12, STs: 7Falxspellbook: ( L l)comprehemagic, enlarge, light, magic

    shield, sleep; (L2)knock, miard lock; (L3) dispel magicning bolt, tongues; (L4) diimnemonic enhancer. wall 01

    At the beginning of the scenarfollowing spell selection: magicimage, web, dispel magic, lighthancer (x2, but used already

    15; speaks, no s

    72; speaks, no sp

    ?nd anguages, d missile, read mrror mage, web:, hold person, vension door, rf fireio, Falx will know: missile (x8), mning bolt, rarysto learn the a

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    11: THE COMPLEX1. ENTRANCE: The magic-user vampire (room 5)

    permanency . It has used them to permanize aaffect in this room. The area affected willas magical, but cannot be dispelled by the par-t will remove spells in effect and prevent casting asby a 9th level magic-user, and will neutralize

    continual light gem goes out (the first visibly no-e effect), but to no avail, as the characters can-Each passage through will removewing items (in tournament use):#1 Light gems of Felonius and Arpen; potions ofwater breathing, plant control, ESP,diminution,speed, and Huxleys extra healing.#2 All original light gems and potions remaining.

    oll for spells in effect and items found, as needed,this area. Note thatpotions of Silver Dragon Control are in bottlesprotected against dispelling. These bottlesif desired; theust ask Falx permission first, of course (which

    If th e roo m i s care fu l l ysearched , a small note will be C ryp t w e s t, ra ts east :

    *A Permanency can on ly be dispelled by a caster ofthe caster of the Permanen-- n th is case, the creator of the scrolls (17th level)nd at normal chances.2. CRYPT ENTRANCE: In each of the 10 alcoveswights (AC: 5, M: 12,3, hp: 25@, D: d4 and 1 level drain, THACO: 15,s: 16, CE, Med) wait for intruders to pass. There are 2n each alcove; roll for surprise and initiativey. Lack of surprise means that the wights

    them. Note that, if surprised, a cleric can onlyime, and (unless surprised themselves)

    m 3) or into the Crypt (room 6), as applicable.

    3. WIGHT LAIR: Here live 8 wights (AC: 5, M:HD: 4+3, hp: 25@, D: d4 and 1 level drain, THACO:STs: 16, CE, Med) along with any that arrive duTurning. If Turned, they will all line up against the nwall, and, if approached by the Turning cleric, move to avoid him or her. If approached by anyelse, they may attack and defend normally. Their tsure is in a pile in the northeast corner, and consof: 16,OOOcp, 6,0OOsp, 4,00Oep, 3,OOOgp, 10 Mgems4. C U BIC L E: Note that the secret door must be fo

    to get into this area. This empty 10 square roommusty and has rough walls. If a Find Traps rosuccessful (orde tec t i nv i s i b i l i t y us ed ) ,asmall holebe found in the middle of the east wall. (This leadthe vampire lair, room5, hereafter).5. VAMPIRE LAIR: There are two small (A wiholes connecting this lair to the crypt and the seccubicle, which are the entrances for anyone or athing in gaseousform. In the room are twocoffinsanbell, hanging from a sconce and connected to a wthat leads into the ceiling. The vampires will be aslduring the daylight hours unless awakened by thievessignal (room 9a) of pulling a lever which ri

    this bell. The location of this lair is secret, andno otcreature knows of it.If they areattacked whileasleep, thevampires wilsurprised for the first round, after which they mayup and attack normally (the magic-user vampire usspells and/or his Wand in addition to Charmingtempts and normal swings).VAMPIRES: AC: 1, M: 12/18, HD: 8+3, hp: 35(48(#2), D: d6+4 and 2 level drain, THACO: 12, 13(#1), 10(#2), CE, Med; regenerate 3hp/r, immto sleep, charm, hold, poison, paralysis; lh damfrom cold, electricity; At Will: gaseous form

    shapechange to bat; gaze=Charm, save at -2,; defrom sunlight, running water, or wooden stake aholy wafers.Treasures - 1: 1,5OOsp, 3,OOOgp, 5 Mgems, poof Polymorph Self, Gauntlets of Ogre Power,#2: 1,50Osp, 3,OOOgp, 9 Mgems, Ring of ProtectionScrolls Raise Dead, Heal, Restoration x2; WandLightning 10 chg; Potion of Silver Dragon Contr

    The magic-user vampire (#2) has the followspells. Note that spells with an asterisk (* ) are thosdoes NOT have if awakened, but does have if aler(even in emergencies, it will usually take the timrelearn one or two).

    Magic missileReduce*Sleep*Darkness 15*InvisibilityMirror ImageDispel MagicGust of Wind*Hold Person*Fire TrapMinor GlobeWall of Force

    x2, Cls, R 15Cls, R 4.5, DR 9TCls , R 12, DR 45rC ~S ,9, DR 19rc 2%C ~S ,R 18rC ~ S , 12C ~S ,9, DR 1sC ~S , 12, DR 18rc3s,C ~S ,R 9rC ~S ,3, DR 19r

    r

    5

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    6 . T H E C R YPT: After descending the stairs south ofrypt, the party will seean archwayahead. Strangenes are inscribed along it. If r e a d ma g i c is used (andDetect as magical), they will be found to

    Enter Not the Lands of the Dead,Lest Ye Be Entom bed in th e Frozen W aste.

    d the inscription, in common: be-e the mummies. Note that the party will NOTfinder inscription unless they search the north sideThe cold, dark crypt is dark and unlit. The corridor- ll areas to the north of the archwaye Evil. (Rememberto reveal onlyas much of theight permits; the entire area will seem blueld and featureless to infravision.) There are fourllars near the center of the room, each 10in the exact center, between them, sits ation bottle. It is one of the potions of Silverontrol, sitting in the middle of a 10 squareh o f w a rd in g (Fire) which will explode if entered byving being (14 points of fire damage, save vs.s for YZdamage).Under the potion bottle is a wire, attached to it andournament note: If both thecharacters try to find this- he thief and the monk- nd one misses, thel automatically beable to find it and Remove it,ls necessary.) If not Removed, the trap will been the bottle is picked up: the wire rings atheceiling, causingall within 6tonto their packs for food during the first round (noWhen the potion bottle is picked up (whether stillt), it will release a small undetectablewhich causes the 8 mummies buriedhe floor (at M on map) to rise up and attack.move in from all directions, chasing the nearest

    ction at a time (a 60 degree wedge), each TurnIf Turned, the mummies (AC: 3, M: 6, HD: 6+3, hp:63, D: d12 and disease, THACO: 13, STs: 14, LE, Med;- tand in place,otionless and helpless, for ld4 rounds; h damagem all weapons) will return to their places under theor. They will not, in any event, leave the Crypt area.If the room is searched before touching the potionle, the party will find the cracks in the floor outlin-

    brown mold in the center of each wallt thesouth), which is nearly invisible and will do8 points of cold damage to anyone coming within5.grow to 10 square, 20 square, or square, respectively. Under EACH patch of mold onalls is a small niche, containing 2 potions of gas-form (6 in all). Cold attacks on the mold will causeant (or may kill it),and will not affect

    ns underneath.

    6a. This secret door leads to a stairway which g10 down from the hallway (between areas 7 and9)the crypt.7 . RECEPTION ROOM: Tlhe corridor comes dead end, with a lever in the west wall. A small cracvisible on the walls and floor, 10 from the end. lever cannot be pulled sideways, but may be pusdown at a distance with a long item (such as the mopole arm, in tournament play). If depressed, the lwill cause the last 10 of the lcorridor (an elevato

    start to descend; the floor (and the east and west wwill move downwards at the rate of 2 per round.7 a . W A T C H M A N : A cloaked figure holding a waits near the bottom of the 30 elevator shaft.cannot be seen from the top, but if the characterswatching as the elevator descends, a widening crappearing in the north wall (bottom) will slowly rehis presence. He will not make any hostile actions,when the elevator nears the floor (or if any spelattacks are begun by the party) he will say BONZtriggering his R o d o f B e g u i l i n g a n d charming every(except the monk, in tournament play- 0% resis

    at L9 and up- o saving throw for anyone). In dso, he uses 1 of the 5 charges in it. DO NOT REPTHE COMMAND, ESPECIALLY IF ASKED BK TPLAYERS!In this subsequent encounter, the DM should infthe party of their actions, and i3Sk only the monk plafor his or her actions and responses.TheWa tch ma n (L5 Thief, AC: 6 [leather armor unrobes], hp: 20, D: d6+1 using short sword also hidunder robes; THACO: 16, STs: 13) will get the parapproach the eastern door (7b), claiming that s

    gargoyles keep raiding him, and asking that thetaught a lesson. He will approach the levers in the wwall, explaining (if asked) thalt one sends the elevup, one opens the eastern dolor, and one does sothing else (not revealing the purpose of the alever). After making sure that the party is ready fodoor to open, he will pull lever #1, which causeseastern section of the floor (3iDx20) to drop, dumthe party down a slide trap into room 8 (hereafter).slide returns to its normal position, as a solid floor,segments.If the monk attacks the Watchman while the parin the room, the Watchman will cry for help. Ifoccurs, the party MUST then do everything in tpower to help their old friend the Watchman and this strange monks attacks (using spells of h o l dson and/or We b , tackling, and so forth). Two or mparty members can automatically tackle and down the monk unless the monk (with vastly supmovement) does nothing but evade them.If the monk attacks the Watchman as he approacthe levers, the party WILL be dumped into roosimultaneously with the monks attack(s). The Waman will use the Rod once again (with a50% chancBeguiling the monk) beforedrawing hissword. If bhurt, he will try to pull lever#3,alerting the Guardat 9a. Note that if stunned, the Watchman cannot plever, and will merely stand aind try to defend.6

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    The levers (counting from the south, closest to the

    Lever #1 dumps the victims down the slide trap.Lever #2 causes the elevator to rise, revealing (tothose on this level) the piston mechanism below it.Lever #3 Sounds the alert at the Guardpost (9a).

    ) do the following things:

    7b. FALSE DOOR: This is detectable as such only byears to be a normal door.

    8. WERERAT BREEDING AREA: There are 32 were-large, dark, very smelly room; 8 are at point

    remember the range of the characters lights, andThe wererats (AC: 6, M: 12, HD: 3+1, hp: 20@, D: d6e, THACO: 16, STs: 16, LE, Med) have no weapons.

    st corner of the room: 8,OOOsp, 3,00Oep, 8ritical Wounds, Heal; one (magic-user) of Cone ofold, Ice Storm; one of a Curse (Intelligence drops toRemove Curse); and of course, one Po-r Dragon Control.The walls of this room are very slippery and smooth,ible to climb unless magical means aree wererats will attack anything entering the

    learned a few words. If addressed in Cant, checknormally with +15% bonus.te that a c loudk i l l spell will slay wererats in a mostnient fashion. It should be cast to move towardss in thesouth end, regardlessof the partys pointso, it will slay all 24 in that area, leaving onlypoint 8C to be fought in other ways.8a . DOOR: At the foot of the stairs, the north door hasgn on it. If read, the reader takes ld4+9 pointssaving throw) from a fiery explosion,within lOsavevs.spelisforfullor1/2damage. Itf i r e t rap , placed by the vampire magic-user, anded will set the door afire, burning it down. On the north wall of the 10 cubicle thereinth another small sign; this one lookse, but is not a trap, and says:

    Do Not Enter ! Lycanthrope Breed ing Room!No noise can be heard inside the room.SPY DOORS in areas 8 (above) and 10 (hereafter):30 high with smooth, slippery

    walls. There are SPY DOORS in each room (includeach of the rooms in area lo), located as noted on tmap and about5 from the ceiling in each case. Thecannot be opened from within these areas unlesk noc k spell is used. Each Spy Door can be seen afaint outline in the stone wall, about 3 square. Each sdoor can be opened easily from the other side, purposes of feeding and observation.9. GUARD POST: A squad of 6 Thief guards is staoned here atop a 20 high wall, and behind rough b

    tlements (3 stone cubes). A successful attempt at HeNoise at door 9b will detect their casual chattingThieves Cant. If alerted by the Watchman (7 ) ,howevthey will have 4 additional thieves with them, and wnot make any noise. They will always attack any nothief humanoid they see, using sling bullets, unhailed in their Cant (with the exception of the vampleader, of course).If attacked, they will use any and all of the defenmechanisms descri bed below, triggerable by the 6 lers at point 9a:

    #1

    #2

    #3

    #4

    #5

    #6

    Closes and locks door 9b; the door cthereafter only be opened by a Bend Battempt, or magically.Opensdoor 9c; the trolls therein will entergroups of 5, starting the round after the dois opened and every 3 rounds thereafteDumps the 4 battlement stones, each string any target directly below it (THACO: 1for d10+8 points of damage.Opens pipes in the wall just below each btlement stone, spewing oil down the w(making it impossible to climb) and filliroom 9 at the rate of 1 deep per roundignited, all within will take 3d6 points damage (normal fire) per round; no savithrow unless the character stops all othactivity to shield from it.Alerts all other thieves to the attack; oroom full (8 thieves) will arrive in ld4 roundThe Guildmaster (from room 14, hereaftwill also arrive in ld4 rounds, bringing useful possessions with him.Alerts the vampires to the attack, ringitheir bell. The lesser will arrive in ld4rounds; the otherwill study spells unless tbell rings again later.

    Note that the guards atop the ledge are just out of t10 range of the Rod of Begui l ing if it is used from tlower area (9), and the players must remember tcommand word to use it at all.If peacefully approached by a thief (the halfling,tournament play), the guards will allow him or herpass, pointing out some hard-to-see footholds in tsheer wall below the battlements. They will not, hoever, give any directions, and will become suspicio(but not hostile) if asked for some.7

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    The following chart is used to find the Armor Class,Level, and race of the thieves encountered inld the DMwish to (or have time to)culate individual attacks with realism. Race abbre-

    H = human; 0 = half-orc; 'h = halfling

    9A :#1 AC 5, L#2 AC 6, Lf #3 AC 5, L#4 AC 4, L#5 AC 5, Lf #6 AC 6, L

    11A (first reinforcements)#7 AC 5, L#8 AC 6, L#9 AC 5, Lf #10 AC 5, L11B:#11#12#13#14#15#16f #17#18

    11C:#19f #20#21#22#23f #24#25#26

    AC 5,AC 4,AC 5,AC 6,AC 6,AC 7,AC 6,AC 6,

    AC 5,AC 6,AC 5,AC 4,AC 7,AC 6,AC 5,AC 6,

    The 'If" at the beginning of some lines indicatesthe character is a multiclassed Fighter/Thief, should attack as a Fighter unless backstabbing.

    Each thief has a longsworld, 2throwing daggehand daggers, a sling, and :20 sling stones. HalFighter/Thieves carryall of thlese (replacing longswwith shortsword) plus a shortbow, 20arrows, athrowing axe in addition.

    159123456

    6111326

    4356471113

    3781116312632

    Missilebonus+2+1+2+3+2+1

    +2+1+2+2

    +2+3+2+1+10+1+1

    +2+1+2+30+2+2+1

    11D:#1-6above, plus the watchman (Room7a, thief #27),plus:#28 AC 6, L 8, hp 39 +214: Guildmaster#29 AC 2, L 10, hP 42 +3

    L 5-6have +1 sword and +2dagger;L 7- 8have+2sword and +3dagger.8

    Weapon +Strengthbonuses000

    -e1/ +30+1/ +1

    0o/+100+1/ +2o/+1+ / +00o/+10+ / +

    0o/+10-11/ +20+1/ +2*+2/ +2*+1/ +1*

    +2/ +2*

    +1/ +2plus weapon

    RaceHH'hH0'h

    H0H'h

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    10. TROLL BREEDING GROUND: The 20 trolls inather in clans of 5 each in these rooms (loa,, lOc, 10d). The whole groups treasure is kept in ae in the southwest corner of room 10d. If entere-y way of a Spy Door (see DM note pre-the corridor entrance to 10d may be blockedw eb spell, for instance), leaving only5 trolls toto gain the treasure.TROLLS: AC: 4, M: 12, HD: 6+6, hp: 35@, #AT: 3, D:d4+4/d4+4/2d6, THACO: 13, STs 13, CE, Lg; re-generate 3hp/r after 3r.Treasure: 2,00Oep, 6,OOOgp, 5 Mgems, Ring of Pro-tection +4, Wand of Illumination (4chg),3 Potions:Healing, Climbing, Silver Dragon Control.

    11. THIEVES RESIDENCES: Each of these rooms- ave vs. poison or be paralyzed d6), and a wooden table and chairs. Each thiefsker contains lOOgp, 2 Cgems, and a Potion of

    11b: 4 thieves (see checklist).l l c , d, e: 8 thieves each (see checklist).12. STORAGE ROOMS: Each of these small rooms isd high with various non-magical, non-treasure pro-Each storage room also has extra weapons (ofusable by Thieves: club, dagger, dart,ing, sword) and raw meat for the monsters, keptin sealed leather bags. In storage room 12b isSl ing of Seeking and Speed (Sling +2, shoots twiced) mixed in with normal slings, and noticeabley with a detect magic spell.13. SNOOPER SLAYER: This false door has a trap

    it, where it is undetectable except by a clericalspell. The door is not locked and will openwhoever tries it. Behind it, triggered by theis a deadly spring-set bank ofoned daggers. They will strike everyone in the 10Do not roll for to hitsfor the daggers; the numberer is equal to the AC of theim, calculated without dexterity or shield bonusesuded, however, if the character statesup as the door is opened). Each dagger thatd4+2 points of damage, and each hit requires

    s). (A neutral ize or s low po ison spell, however,affect all the poison, not just one hits worth.) Trig-p will set off a general alarm, alerting allieves and the Guildmaster, with effects similar ton room 9 for lever#5.

    14. GUILDMASTERS RESIDENCE: The door to troom has a sign on it which reads Guildmaster Garlin Thieves Cant writing. The door is not locked. Garhimself is dozing in his chair, feet on the desk, whichin the northeastern corner of the room. (I f an alarm hbeen sounded, whether by the Watchman [7] Guapost [gal or trap [13 and 151, Garlet will be somewhein the Thief territory of the complex with a patrol.) Troom contains the desk and its padded chair, a bed achest of drawers, wooden table and chairs, and 3 lachests.Garlet will wake if any loud noises are made in tcorridor. If he is still asleep when intruders arrivethief can quietlyopen the unlocked door, sneak in, abackstab him! (In the tournament, the halfling is aumatically successful at Moving Silently and surprisithe Guildmaster, and hitting for maximum damatripled- f thats what the player wants to do.)GUILDMASTER GARLET: L10 Thief, AC: 2, hp: base THACO: 16, STs: 12, #AT: 2 (+1 sword anddagger, the dagger poisoned but at -1 to hit, lehanded), D: d8+2/d4+1; Str 18 (+1/+2), Dex 18,backstab; Robe of Blending, Ring of Protection +If alerted by noise or alarm he will be ready, using Robe to hide (detectable only by Intelligence 15greater, at l%/point). He will, in that case, be carryithe following items (usually stored in his locked desPotions of Gaseous Form, Invisibility, Speed, Pomorph Self; Scrolls of Fireball, Lightning Bolt, Coof Cold (as a L9 caster, 25% chance of error; if err75% no effect, 25% reverse effect).A secret compartment in his desk contains one Ption of Silver Dragon Contro l.The party will not be afind the compartment nor the way to open it unlesdetect invisibi l i ty spell is used, and will probably ha

    to partially dismantle the desk to get the potion.The bottom drawer of the chest of drawers contaan assortment of 10 poisons, all in potion bottles. Othdrawers contain blankets and clothing, all virtuaworthless.Chest #1 contains 2,OOOgp, 10 Mgems, and a Scrof Protection from Undead.Chest#2 contains a poison gas trap, not detectaunless the clerical detect t raps spell is used (fthe room; all within save vs. poison or die).Chest #3 contains3,000gp, 20 Mgems, and a +3 shsword.15. Surprises: Doors 15a and 15b are false doohiding dagger traps identical to #13 (above).HERE ENDS THE SEARCH FOR THE POTIONS

    9

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    M-UFelon usElf324162/62/61X healingWater BStaff ofStriking10chargesRead MagRes ColdLOCObjectRope TrickTonguesMag MissP/EvilShieldSleepUns SvtDet lnvislnvisKnockWebDispelLtng BltSlow

    Cleric ISherlane IHuman I144

    MonkReedHuman227

    Palad nHuxleyHuman040

    Rgr/CIAirpen'h Elf035

    Ftri'ThTeelerMalflin230

    p r sed2/60 (2/6

    2/6318%3/602/6

    3/62/61 '63/602/6

    sons

    1 1 0 1X healingESP HealinHeroilnvis IPlant C none DiminlnvulSpeed& charges

    Res FireHeal

    P/'LycsSlow Pois Rem Curse

    CommandCure LWCure LWCure LWDet MagSanctry

    Hands Hands CommandC Dis Cure LWC Dis Cure LWCure LWDet MagF TrapsHold PHold P

    PP 65FT 50FT 50MS 60HS 56HN 25cw 75RL 25RL 25

    OL 62FT 60MS 70HS 56HN 30CW 98CW 98AuguryAuguryHold PerSi115'Slow PSpt HmrDispel MagPrayerLOCObjCure SWNeut PoisTonguesRaise D x I'88 "

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    Teeler L:5/5

    17 +1 to hit, +1 damage, +100#wt, Doors 1-3,6

    1018 +3 Missile bonus, -4 AC bonus

    o 11 SS 75%,RES 80%+15% reactions

    Bardgates 13%

    rear: 6(d20)6etrification 9etc. 73 race bonus and +2 cloak are included

    HealingHeroism+2 cloak, Ring waterwalking, sling +2, longsword +2, +1/+2 dagger

    (Speaks most poorly, does not write;see intelligence score): Common, Dwarvish, Elvish,Gnomish, Goblin, Halfling, Orcish, Thieves' Cant.HIT : Strength and Dexterity adjusts included.Adjust for magic and situational bonuses/penalties.

    A C 1 0 9 8 7 6 5 4 3 25 6 7 8 9 10 11 12 133 4 5 6 7 8 9 1 0 1 18 proficient, -2 NPP; P roficient:longsword, sling, throwing dagger, hand dagger,dart, hand axe, throwing axe, shortsword.arried: +1 longsword (d8/dl2); +1 dagger +2 vs. small;4 throwing daggers - anges 1/2/3, fire rate 2(d4/d3); 12 darts - anges 1.5/3/4.5, fire rate 3(d3/d2); +2 sling of seeking, 15 bullets - anges5/10/20, fire rate 1 (d4+/d6+1)

    ack, iron rations

    holy wateroil flaskssemi-trained pet mouse (can roll over, sit up, andfetch food)' ropesmall shovelmulticolored caps

    es' picks and tools

    AC:2 hp:30 Align: NG Halfling (Tallfello

    THIEF PERCENTAGESPick Pockets 65Open Locks 62Find Traps 50Move Silently 60Hide in Shadow 56Hear Noise 25Climb Walls 75Read Languages 25

    ABILITIESlnfravision 30'Detect slopes 75%Detect direction 50%Surprise 2/3; with door, 1/3Backstab =3x damageTeeler hides behind a mask of stupidity, but is actuaclever and capable in his (or her - obody is quisure) way. Teeler is known to be full of surprises, anquickly gains the friendship of anyone he/she travewith. Though rustic in appearance, Teeler is a.n expeat hiding weapons underclothing, and usuallyappeadefenseless- often to the great surprise of unsuspecing enemies.

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    Arpen L:5/516 +1 damage, +50#wt, Doors 1-3,151412

    SS 88%, RES 92%14 +lo% reactionse mail and shield

    (d20)112etc. 1314

    Bardgates 10%

    AC:O hp:35 Align:CG Half

    ABILITIESlnfravision 60'Secret doors: 1/6 passing2/6 searchingSurprise 50%, surprised 1/6Tracking: base chance 65%+5 damage vs. bugbear, ettin, giant, gnoll, hobgobkobold, ogre, ogre magi, orc, titan, and troll.SPELLSCommand (C ls, R 1, DR I r)Cure Light Wounds (C ~S ,d8)Cure Light Wounds (C ~S ,d8)Cure Light Wounds ( C ~ S ,d8)Detect Magic (Cir, R 3,DR 1T)Find Traps (C ~S , 3,DR 1T)Hold Person ( C ~S , 6, DR 9r)Speak With Animals ( C ~ S ,R lor)Cure Disease (C lT )

    UNDEAD (d20/d12)Skeleton, Zombie, GhoulShadowWight GhastWraithMummy

    DiminuationSpectre G I I J U Y ~ i i y i i r a V V I L I I G V I I ai iu ~ I U I I L - ~ I L G U I G U L U I G J .powerful combination of talents has already attractemodest following, whom he plans on hiring to estaba future stronghold. Chaotic behavior leads to his arguments with Paladins; under Huxley's watchful ehe will try to cooperate- ith partial success.InvulnerabilitySpeed Shield +1 Plate + I ,gsword +2, two-handed sword +1, 6arrows + I ;Light gem; one Scroll of Protectionropes, Scroll of 3 spells: Slow Poison,

    Common, Elvish, Gnoll, Gnomish,

    H IT : Strength and Dexterity adjusts included.gic and situational bonuses/penalties.' A C l O 9 8 7 6 5 ' 4 3 2needed: 6 7 8 9 10 11 12 13 14 15

    Arpen, the brawny half-elf ranger/cleric, particulan n i n t i c f i n h t c t r r i th n\ , ; l n n r l n i a n t - c i - n e r n n t i ~ r n e

    8 proficient, -2 NPP; Proficient:word, dagger, 2-handed sword, longbow,ace, flail, club, thrown dagger.: +2 longsword (d8/dl2); +I 2-handed swordd6); Longbowand 20arrows- ranges7/14/21, (d6/d6); Dagger (d4/d3), 4 throwing- anges 1/2/3, fire rate 2 (d4/d3)

    EQUIPMENTionsly symbol, 2 holy wafersder boxrope(b, g, w)

    n spikes and hammerer in wineskinThls page may be reproduced for personal use in playing thls RPGA'" AD&D'" adventure

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    PA LADIN Richard Huxley L:7S

    Bardgates 20%I 12W 16 +2ST vs. Mental AttacksD 10CO 11Ch 18 +35% reactions

    18/11 +1 to hit, +3 damage, +100#wt; Doors 1-3,

    SS 75%, RES 80%

    Plate mail and shieldAC rear: 2SAVING THROWSPoison/Death 8Petrification 9Rods, etc. 10Breath 10Spells 11+2 class bonus includedNote +2 wisdom bonusPOTIONS: ESPExtra HealingOTHER M AG I C ITEMS: Shield +1, Plate +1,longsword Flame Tongue +1, Portable Hole,dagger +2, dagger +1LANGUAGES: Common, Elvish, Orcish, GoldDragonTO H1T:Strength and Dexterityadjusts included. Ad-r magic and situational bonuses/penalties.

    A C 1 0 9 8 7 6 5 4 3 2hand: 3 4 5 6 7 8 9 1 0 1 1device: 4 5 6 7 8 9 1 0 1 1 1 2

    WEAPONRY: 6 proficient, -2 NP P; Proficient:Longsword, Longbow, 2-handed sword, spear,lance, daggerarried: +1 Flame Tongue longsword, +2 vs. regener-ating, +3vs. cold-using, avian, or inflammable, +4vs.undead (d8/d12); +2 dagger, +1 dagger, 3normaldaggers (d4/d3);2-handed sword (d12/3d6); spear-ranges 1/2/3, fire rate 1 (d6/d6,2d6 if set vs. charge);longbow and 20 arrows - anges 7/14/21, fire rate2(d6/d6)EQUIPMENTack, iron rationsly symbol, 4 holy wafers

    oil flasks, tinder box0 rope large sackscandles, 3 torcheswineskinsHerbs (b, g, w)

    AC:O hp:40

    A61L TIESAttacks 3/2 roundsDetect Evil 6 rangeLay on Hands l/day, 14pointsCure Disease 2x per weekImmune to all diseasesRadiates P/Evil 10 radiusTURN UNDEAD (d20/d12)T Skeleton, Zombie, Ghoul4 Shadow7 Wight10 Ghast13 Wraith16 Mummy20 Spectre

    Align: LG Hum

    Huxley,as he is usually known, is theclassic Paladvery Lawful, very Good, very dominant. However, values the opinions of mages and clerics, and consuthem often- rovided that they fit his code of ethics,least along good lines. He will not tolerate chaamong his comrades, but tends to give the repentaoffender another chance- ndefinitely.

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    Reed L:9 AC:

    15 +20#wt, Doors 1-2, Bardgates 7%1015 +1 ST vs. Mental Attacks1513 SS 85%, RE S 90%

    armor

    2(d20)oison/Death 10etrification 9, etc. 91 ring included)te +1 Wisdom bonus

    Locks: 62ind Traps: 6070hadow 56Noise 30limb Walls 98None

    "Master of the Nortl

    Ring +, one ContinualLight gem, +2 throwing axe, +2/+3 dagger, +1fauc hard-f or k\NGUAGES: Common, Dwarvish, Elvish3 HIT: Strength and Dexterity adjusts included.4djust for magic and situational bonuses/penalties.

    A C 1 0 9 8 7 6 5 4 3 2hand 6 7 8 9 10 11 12 13 14device: 7 8 9 10 11 12 13 14 15

    EAPONRY: 5 proficient, -3 NPP; Proficient: jostick, dagger, hand axe, fauchard-fork, spearirried: jo stick (d6/d4), +2 dagger / +3 vs. large:d4/d3) +1 fauchard-fork (8' long, d8/d10)ORMAL EQUIPMENTck, iron rationsbly symbol.g of 20small pebblesBok of discipline (studies)eakaway cloak, loinclothTall slate and chalkiter in wineskin;mall bags

    2 hp:27 Align: LN Humi ind"

    ABILITIESAl l ST for %:'A damageST:9 to dodge missiles+4.5 damage with weaponsImm u ne to has e/slow , diseaseHeal self l/day for d4+3Speak with Animals at willSpeak with Plants at willHAND ATTACKS 2/r for 3d4@Stun d6r, kill O/O =victim ACMovement rate 23"Fall 30' if within 4' of wallSurprised only 18% chanceMind mask: ESP works only 20%Feign death up to 18TResist Beguiling, charm, hypnosis, and suggest50%

    neeu IS iar i ious a r r i o ny rrioritci lor iter rorai reliancethe monastic discipline. She travels with very liequipment, but has found so many uses for a magpole arm that she is never seen without her favorite, fauchard-fork. Of solitary personal habits, she ofmeditates on the balance between good and evipoor fighter against undead, she favors clerics companions.

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    Sherlane10 Doors 1-2, Bardgates 2%9

    18 +4 ST vs. Mental Attacks14

    SS 97%, RES 98%+lo% reactions

    VING THROWS (d20)oison/Death 7etrification 10ods, etc. 11

    +4 Wisdom bonus)(d20;d12/d6+6*)Skeleton, Zombie

    Ghoul, Shadow, WightMummySpectreVampireGhostLichSpecialInvisibilityPlant Control

    L:9

    GIC ITEMS: Shield +I, Mace +4, oneContinual Light gem, Scroll of 3 spells: Resist Cold,Resist Fire, HealCommon, Dwarvish, Elvish

    HIT: Strength and Dexterity adjusts included.Adjust for magic and situational bonuses/penalties.A C 1 0 9 8 7 6 5 4 3 2needed: 9 10 11 12 13 14 15 16 17

    4 proficient, -3 NPP ; Proficient:hammer, flail, staff, mace4 mace (d6+l/d6), flail (d6+1/2d4), hammer(d4+l/d4), throwing hammers (2) - anges 1/2/3,fire rate 1 (d4+l/d4)

    EQUIPMENTsholy wafersly water, 6 incenseder boxlarge sackswood stakesiron spikesw)

    AC: 1 hp:44 Align: LG Hum

    SPELLSCommand (Cls, R l", DR l r)Cure Light Wounds ( C ~S ,d8)Cure Light Wounds ( C ~S ,d8)Cure Light Wounds ( C ~S ,d8)Detect Magic (C ~S , 3,DR 1T)Sanctuary (C ~S ,R l l r )Augury (C2r, 79%)Augury (C2r, DR l l r )Hold Person (C ~S , 6, DR 13r)Silence (C ~S , 12, DR 18r)Slow Poison (C ~S ,R 54T)Spiritual Hammer ( C ~S ,3, DR 9r)Dispel Magic ( C ~S , 6)Locate Object (C lT , R 15, DR 9r)Prayer (C l , 6"rad, DR 9r)Cure Serious Wounds (C ~S ,d8+1)Neutralize Poison (C ~S ,R Plerm.)Tongues (C ~S ,"rad, DR 1T)Raise Dead (C lr, R 3)

    Sherlane leads his own church, but appreciates chlenges like this one- specially with Huxley at side. Known as "The Warrior" among his friends, certainly does not avoid combat; however, he has twisdom to avoid it where possible. He is concernabout the elf, not trusting him but reluctantly agreethat a powerful magic-user is vital to the mission.

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    Felonius L:9

    7 -1 to hit, -15#wt, Doors 1, Bardgates 0%181216 +1 missile bonus, -2 AC bonus

    SS 8O%, RES 85%

    rear: 6(d20)

    oison/Death 12etrification 10, etc. 81 ring included)ist Sleep and Charm 90%

    Extra HealingWater Breathing

    on 60'

    urprise 2/3 if 90' in advanceGIC ITEMS: Ring +1, Bracers of De-fense AC 6, one Continual L ight gem, Staff of Strik-ing 10 chg; Scroll of 5 spells: Read Magic, LocateObject, Locate Object, Rope Trick, Tongues

    Common, Elvish, Dwarvish, Gnom-

    2/6 searching

    ish, CentaurH IT : Strength and Dexterity adjusts included.Adiust for magic and situational bonuses/penalties.A C 1 0 9 8 7 6 5 4 3 2needed: 9 10 11 12 13 14 15 16 17

    2 proficient, -5 NPP; Proficient: dart,staff darts, ranges 15/3/45 fire rate 3, d3/d2Staff of striking, 10 chg; +3/charge, maximum of+9/strike (d6+3, +6 or +9)EQUIPMENT

    AC:3 hp:24 Align: N

    SPELLSMagic missile (Cls , R 15)Protection from Evil (C ls , Dr 18r)Shield (C ls, DR 45)Sleep (Cls, R 12, DR 45r)Unseen Servant (Cls , R 3,DR 15T)Detect Invisibility (C ~S , 9,DR 4%)Invisibility (C2s)Knock (C ~S , 6)Web (C ~S ,4.5, DR 18T)Dispel Magic (C ~S , 12)Lightning Bolt (C ~S , 13+)Slow (C ~S , 18,DR 12r)Dimension Door (C ls, to 27")Rary's Mnemonic Enhancer (used)Cloudkill ( C ~S , 1, DR 9r)

    Felonius is a famous and pow'hard to find. Sent by the elvethis mission, he secretly beliethis shows only in his occasand resistance to orders. Heand well, but refuses to carrydoes not like Huxley, but willture when it suits him.

    y symbol, 2 holy waterhoulder bag, iron rationsTorchesants and bootsr in wineskin5Ib.5Ib.

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