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SPELL CASTINGfireball, lightning bolt) which have variable strength. Other informationregarding scroll spells will be given by your Dungeon Master as the needarises.THE ADVENTUREWhen you go on an adventure, you, and in all probability one or moreother characters, will go to explore some underground labyrinth or area ofland outdoors. Your Dungeon Master will have carefully prepared a mapof the place you and your party are to enter, a map showing alloutstanding features of the place, with numbers and/or letters to keyencounter/special interest areas. Your DM will give you certaininformation prior to the odventure - you might have to ask questions ofthe local populace, or you might have heard rumors or know of legends -so your party can properly equip itself for the expedition, hire men-atarms,and obtain mounts or whatever in order to have the best possiblechance for success in dungeon or wilderness setting. Of course, goingabout a city or town might in itself be interesting, informative, anddangerous, so a third sort of adventure can occur at any time, the.city ortown adventure. These three major types of adventures have elements inENCUMBRANCEand the standard map-making equipment. Travel will be at a slow rate inunknown areas, for your party will be exploring, looking for foes toover<strong>com</strong>e, and searching for new finds of lost temples, dungeons, and thelike. If the expedition continues for several days, there will be a need tohunt for game to provide food, unless some inhabited area is found -athorp, hamlet, village, or town - in which case your party will then beable to have another short adventure.Town Adventures: Cities, towns, and sometimes even large villagesprovide the setting for highly interesting, informative, and often hazardousaffairs and incidents. Even be<strong>com</strong>ing an active character in a campaigntypically requires interaction with the populace of the habitation, locatingquarters, buying supplies and equipment, seeking information. Thesesame activities in a <strong>com</strong>pletely strange town require forethought and skill.Care must be taken in a11 one says and does. Questions about rank,profession, god and alignment are perilous, and use of an alignmenttongue is socially repulsive in most places. There are usually beggars,bandits, and drunks to be dealt with; greedy and grasping merchants andinformants to do business with; inquiring officials or suspicious guards tobe answered. The taverns house many potential helpful or useful<strong>com</strong>mon and differences; so each will be described separately. Thevarious elements of all sorts of odventures are given thereafter. Yourcampaign referee has detailed information, including charts, tables, andmatrices, so he or she will be <strong>com</strong>pletely equipped for conducting any sortof adventure.Dungeon Expeditions: Adventures into the underworld mazes are themost popular. The party equips itself and then sets off to enter and explorethe dungeons of some castle, temple or whatever. Light sources, poles forprobing, rope, spikes, and like equipment are the main tools for suchactivity. And, since none of the party will know the dungeon’s twists andturns, one or more of the adventurers will have to keep a record, a map, ofwhere the party has been. Thus you will be able to find your way out andreturn for yet more adventuring. As your party is exploring and mapping,movement will be slow, and it is wise to have both front and rear guards.In the dungeon will be chambers and rooms - some inhabited, someempty; there will be traps to catch those unaware, tricks to fool the unwise,monsters lurking to devour the unwary. The rewards, however, are great- gold, gems, and magic items. Obtaining these will make you betterable to prepare for further expeditions, more adept in your chosenprofession, more powerful in all respects. All that is necessary is to findyour way in and out, to meet and defeat the guardians of the treasures, tocarry out the wealth ...characters, but they also contain clever and dangerous adversaries. Thenthere are the unlit streets and alleys of the city after dark . . . And whatlies in wait in the deserted ruins of some lost ancient city? Meat and drinkfor the doughty ADVANCED D&derPreparation for one of these adventures is highly important, and one canlead directly into another sort altogether. Here are the basic considerationsyou will need to know to prepare your character for success.ENCUMBRANCEWhatever you select to carry will have both weight and volume (or bulk).Equipment for adventuring is necessary, but too much is deadly. In order tobe able to move with reasonable rapidity and freedom, the number ofitems carried and apparel worn must suit encumbrance restrictions.(Remember that the volume of something can be as critical as its weight,i.e. 20 pounds of feathers in a sack are cumbersome.) To be useful, itemsgenerally must be readily accessible, so this consideration must also beborne in mind. Lastly, as the main purpose of adventuring is to bring backtreasure, provision for carrying out a considerable amount of materialmust also be made. The table below gives you a guideline respectingweight and bulk carried and how movement is affected:Outdoor Exploration: Adventuring into unknown lands or howlingwilderness is extremely perilous at best, for large bands of men, andworse, might roam the area; there are dens of monsters, and tracklesswastes to contend with. Protracted expeditions are, therefore, normallyundertaken by higher level characters. Forays of limited duration arepossible even for characters new to adventuring, and your DM mightsuggest that your party do some local exploration - perhaps to find someruins which are the site of a dungeon or to find a friendly clan of dwarves,etc. Mounts are necessary, of course, as well as supplies, missile weapons,Encumbrancenormal gear - about35# and no greatbulkheavy gear - armorand/or equipment ofabout 70# or fairly bulkyMovement12” - subject canrun quickly9” -subject canmake a lumbering runReaction and Initiativenormal or betternormal, no bonuses101

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