Dungeons & Dragons ~ A New Beginning

KEY-

1.Main Gate
2.Towers
2a. Bailiff’s Tower
2b. Captain’s Tower
3.Stables
4.Warehouse
5.Smithy
6.Provisioner and Trader
7.Private Apartments
7a. Jewel Merchant’s Apartment
7b. Traveling Priest
8.Loan Bank
9.Fountain Square
10.Travelers Inn
11.The Stumbling Giant
12.Mage Guildhouse
13.Chapel of Yondala
14.The Inner Bailey
14a. Inner Gatehouse
14b. Inner Courtyard
14c. Inner Stables
14d. Fortress

BACKGROUND:

The Realm of mankind is narrow and constricted. Always
the forces of Chaos press upon its borders, seeking to enslave
its populace, rape its riches, and steal its treasures. If
it were not for a stout few, many in the Realm would indeed
fall prey to the evil which surrounds them.

Yet, there are always certain exceptional and brave members of humanity,
as well as similar individuals among its allies – dwarves,
elves, and halflings – who rise above the common level
and join battle to stave off the darkness which would otherwise
overwhelm the land. Bold adventurers from the Realm
set off for the Tunlands to seek their fortune. It is these adventurers
who, provided they survive the challenge, carry
the battle to the enemy. Such adventurers meet the forces
of Chaos in a testing ground where only the fittest will return
to relate the tale.

Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return,
hardened and more fit. True, some few who do survive
the process will turn from Law and good and serve the
masters of Chaos, but most will remain faithful and ready to
fight chaos wherever it threatens to infect the Realm.

You are indeed members of that exceptional class, adventurers
who have journeyed to the Keep at Maloren’s Rest
in search of fame and fortune. Of course you are inexperienced,
but you have your skills and a heart that cries
out for adventure. You have it in you to become great, but
you must gain experience and knowledge and greater
skill. There is much to learn, and you are willing and eager
to be about it! Each of you has come with everything which
could possibly be given you to help.

Now you must fend for yourselves; your fate is in your hands, for better or worse.
Ahead, up the winding road, atop a sheer-wailed mount of
stone, looms the great keep. Here, at one of civilization’s
strongholds between good lands and bad, you will base
yourselves and equip for forays against the wicked monsters
who lurk in the wilds. Somewhere nearby, amidst the
dark forests and tangled Fens of Tun, are the Caves of Chaos
where fell creatures lie in wait. All this you know, but before
you dare adventure into such regions you must become
acquainted with the other members of your group, for each
life will depend upon the ability of the others to cooperate
against the common foe.

Now, before you enter the grim fortress, is the time for introductions and an exchange of information,
for fate seems to have decreed that you are to
become an adventurous band who must pass through
many harrowing experiences together on the path which
leads towards greatness.

START:

You have travelled for many days, leaving the Realm of Cormyr, crossing the Stormhorns and
entering into the wilder area of the Tunlands. Farms and
towns have become less frequent and travellers few. The
road has climbed higher as you enter the forested and
mountainous country.

You now move up a narrow, rocky track. A sheer wall of natural
stone is on your left, the path falling away to a steep
cliff on the right. There is a small widening ahead, where
the main gate to the keep is. The blue-clad men-at-arms
who guard the entrance shout at you to give your names
and state your business. All along the wall you see curious
faces peering down at you – eager to welcome new
champions of Law, but ready with crossbow and pole arm
to give another sort of welcome to enemies.