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TARTH MOORDADesign:Editing:Typesetting:Cartography:Web ProductionWeb Development:Graphic Design:An Adventure Sitefor <strong>Complete</strong> ArcaneCREDITSPenny WilliamsPenny WilliamsNancy WalkerRob Lazzaretti, Dennis KauthJulia MartinMark A. JindraSean Glenn, Cynthia FliegeBased on the original DUNGEONS & DRAGONS ® game by E.Gary Gygax and Dave Arneson and on the new edition of theDUNGEONS & DRAGONS game designed by Jonathan Tweet,Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks ownedby Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of theCoast, Inc. All Wizards characters, character names, and the distinctive likenessesthereof are trademarks owned by Wizards of the Coast, Inc.This material is protected under the copyright laws of the UnitedStates of America. Any reproduction or unauthorized use of thematerial or artwork contained herein is prohibitedwithout the express written permission ofWizards of the Coast, Inc.©2004 Wizards of the Coast, Inc.All rights reserved.Made in the U.S.A.This product is a work of fiction.Any similarity to actual people, organizations, places,or events is purely coincidental.This Wizards of the Coast game product contains no Open Game Content.No portion of this work may be reproduced in any form withoutwritten permission. To learn more about the Open Gaming Licenseand the d20 System License,please visit www.wizards.com/d20.For more DUNGEONS & DRAGONS articles, adventures, and information,visit www.wizards.com/dnd<strong>Complete</strong> Arcane offers a wealth of new spells, prestigeclasses, feats, and magic items for arcane spellcasters.Considerable information on running an arcanecampaign is also provided, along with the details ofthree standard classes: the warlock, the warmage, andthe wu jen. A fortified enclave dedicated to one of theseclasses, the warmage, is mentioned in a sidebar in thebook. This adventure site details this isolated warmagetraining facility.Tarth Moorda is an adventure site that can be droppedinto any remote area with a hot, dry climate. A variety ofadventures can take place here, though the intriguewithin the enclave can constitute an adventure in itself.As always, feel free to adapt the material presented hereas you see fit to make it work with your campaign.PREPARATIONYou (the DM) need the D&D core rulebooks—thePlayer’s Handbook, the Dungeon Master’s Guide, and theMonster Manual—as well as <strong>Complete</strong> Arcane—to usethis adventure site. The information presented hereutilizes the D&D v.3.5 rules.To get started, print out the adventure site, includingthe map. Read through it at least once to familiarizeyourself with the situation, site, and major NPCs(particularly their motivations). You must decide whatkind of action takes place—whether the PCs simplystumble upon the place or have a reason to visit.Finally, review the information on warmages in<strong>Complete</strong> Arcane. Monster and NPC statistics areprovided with each encounter area in abbreviated form.BACKGROUNDOn a high crag in the arid hills of the Abbor-Alz standsthe ancient fortress known as Tarth Moorda, whichonce housed the garrisons that defended Urnst againstgnoll and nomad raids from the Bright Desert.Abandoned when adventurers finally drove off thehumanoid tribes, Tarth Moorda stood empty for manyyears and eventually fell into ruin. Finally, some fifteenyears ago, the Duke of Urnst gave the old fortress to theOrder of the Fire Hawk, an enclave of warmages whowanted an isolated stronghold in which to train newinitiates.The Fire Hawks renovated the fortress and reinforcedits defenses. Some of the old buildings wererazed to make room for student quarters; others weresimply refurbished and put to new use. The area wasthoroughly scouted and defenses against mundane andmagical intrusion were set in place.1

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