TOWER: Each is 40’ high, with battlements, and pierced with arrow slits to protect the east and west corners of the building. The fortress men-at-arms are housed in these structures and in the towers indicated by 26. 26. CENTRAL TOWERS: These structures rise 20’ above the roof of the fortress, with a 5’ battlement on their roof. Their two upper stories house 12 men-at-arms each; 6 in plate (AC 3) with crossbow and sword, 6 in plate and shield (AC 2) with sword (AC 3 or 2, F I, hp 5, #AT 1 or 1/2 for crossbows, D 1-6, ML IO) who are off-duty. It will take one turn for them to get ready for battle. In the two lower floors are the Castellan’s assistants.
Scribe: This individual is a 2nd level cleric, armored in plate & shield, with a mace. (AC 2, C 2, hp II, #AT I, D I-6. ML 8.) He has a hold person spell on a scroll he carries; his own spell is light which he may cast on an opponent’s eyes to blind him. The scribe’s chamber is austere, and there is nothing of value within except a gold holy symbol worth 150 gold pieces. He has 48 gold pieces in his purse. Advisor: This individual is a third level elf (AC 0 due to Dexterity 16 and plate mail +1, E 3, hp 18, #AT 1, D 1-6, ML 12). He wears a ring of fire resistance and carries a short bow (which he uses at + 2 “to hit” due to high Dexterity) and 10 arrows +1. His spells are charm person, read magic, and web. Tapestries and carpets are all about the room (one tapestry is worth 500 g.p.); he has very nice furniture. He wears a jeweled pendant worth 1,000 g.p. and carries 6 platinum and 10 gold pieces in his purse.
CASTELLAN’S CHAMBER: This portion of the fortress is 10’ above the main roof and has battlements. Inside is the private room of the commander of the whole Keep, It is lavishly furnished, with a silver mirror (worth 300 g.p.) on the wall, a malachite bowl (worth 750 g.p.) on a table, and a fox robe (worth 1,200 g.p.) in his armoire*. He has a small silver case (worth 450 g.p.) which contains 40 platinum pieces and 12 gems worth 100 g.p. each. There is a spear +1on the wall by the door. Castellan: 6th level fighter (+ 1 to hit due to his high level), (AC -3 due to Dexterity 16, plate mail + 1, shield + 1, and ring of protection + 1, hp 48, #AT I, D I-6 plus magical bonus, ML 12) with sword +2, dagger +1, and an elven cloak and boots. (He also carries a potion of levitation and a potion of healing with him at all times.) His chain of office is silver with gems (worth 1,800 g.p.), and he carries 10 each of platinum, gold, and electrum pieces, plus a gem worth 500 g.p. He is a very clever fellow, but at times he can be too hasty in his decisions. His bravery and honesty are absolute. If a guest asks him any question, he will do his best to answer, providing that it does not compromise the security of the KEEP.
ADVENTURES OUTSIDE THE KEEP After the group establishes itself and obtains equipment, they will either follow clues gained in conversation with residents of the KEEP or set out exploring on their own (or both). Naturally, they will be trying to find the Caves of Chaos, but this will take some travelling, and in the meantime they might well run into more than they can handle. Thus there are two maps - an AREA MAP for use when the party searches for the caves, and the CAVES OF CHAOS MAP which is a dungeon level map. First, take a look at the AREA MAP. The “Realm” is to the west, off the map. The road branches, one path to the KEEP ON THE BORDERLANDS, the other leading off into the forsaken wilderness beyond the ken of Law. Note that most features are unnamed, so you can name them as suits your campaign. Inspection of the map will also show that there are five special areas. Numbers 1-4 indicate outside encounters and are detailed below. The Caves of the Unknown area is left for you to use as a place to devise your own cavern complex or dungeon maze. You may also wish to expand on the other encounter areas, designing camps, lairs or lost ruins to permit more adventuring. If you do not wish to undertake this at first, simply DO NOT ALLOW YOUR PLAYERS TO LOCATE IT EVEN IF THEY THOROUGHLY SEARCH THE VERY SPACE IT IS IN. (It was hidden by a magical illusion so as to be undetectable . . . ) The normal movement rate is 1 square per hour searching, 3 walking. Walking in the fens is at the rate of 1 square per hour. Walking is done in the forest at 2 squares per hour. (Wilderness adventures are more completely explained in the D&D EXPERT SET rulebook.) Camping Outdoors Overnight: Nothing will bother the party when camped outdoors, unless they are within six squares of a numbered encounter area. For each square they are within the six square range there is a 1 in 6 chance that the monsters there will seek them; so at 6 squares there is a 1 in 6 chance, at 5 there is a 2 in 6, at 4 there is a 3 in 6, at 3 there is a 4 in 6, at 2 there is a 5 in 6 and at I square a 6 in 6 - automatic encounter. Treat otherwise as a normal encounter. Organized parties should post at least one guard in shifts throughout the night. However, if the party posts no guards, the monsters will surprise automatically as the party was sleeping and unaware. If the party has a fire lit, the monsters will never be surprised, even though the party may be. Also take note of what provisions are brought with the party. They are adventuring, not hunting, and so they should not expect to find food. They should bring enough food and water with them. If not, when the party eats all the food, they will either have to try their luck at hunting (1 chance in 6 to catch food for one day for d6 men), or return to the Keep to restock their supplies. Stress to them in some manner that they will probably prefer to return to the Keep, knowing that they will fare better there, and not risk encountering monsters while hunting. If the party attempts to move off the map, have a sign, a wandering stranger, a friendly talking magpie, or some other “helper” tell them that they are moving in the wrong direction.
MOUND OF THE LIZARD MEN: The streams and pools of the fens* are the home of a tribe of exceptionally evil lizard men. Being nocturnal, this group is unknown to the residents of the KEEP, and they will not bother individuals moving about in daylight unless they set foot on the mound, under which the muddy burrows and dens of the tribe are found. One by one, males will