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Lost on the
Golden Way
A Dungeons & Dragons® Living
Forgotten Realms Adventure
By Scott Horn
Amreth Gaunt created by Ed Greenwood
Edited by Michael Eshleman; Developed by M. Sean Molley
Playtested by Jean~Paul Chapleau, Thomas Delzer, Tina Delzer, Philip Diet,
Michael Eshleman, Greg Gershowitz, April Gollar, David Hayes, Dennis Hayes,
Ryan Hinson, John King, Greg Kirkpatrick, Scott Lofty, Jeff Orsborn,
David Racey, Mike Roswick, and Jason Swanson
The Golden Way is one of the longest and most famous trade routes in Faerun. It stretches from the city of Telflamm
on the Easting Reach all the way to Shou Lung in the exotic land of Kara-Tur. Many caravans stop at the fortified
outpost of Uzbeg, near the Lake of Mists. Uzbeg has a reputation for safety and security – so why did all your wagons
disappear last night? A Living Forgotten Realms adventure set in the Hordelands for characters levels 1-4.
Note: This adventure uses the NPC Amreth Gaunt, a character created by Ed Greenwood (see “Eye on the Realms,” Dungeon 172).
Reading the article is not required to run this adventure, but DMs who have a D&D Insider subscription may enjoy having the
additional background information available for roleplaying Amreth.
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20.
This is an official D&D® play document. To find out more about official D&D play and to learn more on how you can schedule and run DUNGEONS
& DRAGONS game events of all sizes, visit our website at www.wizards.com/dnd, and click on “Events.”
DUNGEONS & DRAGONS, D&D, RPGA, Wizards Play Network, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast LLC in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
© 2011 Wizards of the Coast LLC
For rules questions specific to this document, visit www.wizards.com/customerservice.
Permission is granted to photocopy this document for personal use.
The Wizards Play Network Important DM Information
If you want to organize public Living Forgotten Realms As the DM of the session, you have the most important
games at a retail game store, you need to be associated role in facilitating the enjoyment of the game for the
with a Wizards Play Network (WPN) store. If you want players. You take the words on these pages and make
to organize public LFR games outside of a store, you them come alive. The outcome of a fun game session
should be associated with a Wizards Play Network store, often creates stories that live well beyond the play at the
but you can be an independent organizer too. To learn table. Always follow this golden rule:
more about the Wizards Play Network, visit
http://www.wizards.com/wpn Make decisions and adjudications that enhance the
If you want to organize LFR games at home, you fun of the adventure whenever possible.
don't need to be associated with the Wizards Play
Network. You don’t need to report your event to anyone, In support of the golden rule, we offer these guidelines:
and neither the DM nor the players need to have
DCI/RPGA membership numbers. Just find the • You are empowered to make adjustments to the
adventure you want to play, download it, and have fun! adventure and to make decisions about how the
Be sure to keep up with the LFR Community at our group interacts with the world. This is especially
campaign website: http://community.wizards.com/lfr important during non-combat encounters, but you
may also need to adjust the combat encounters for
Preparing for Play groups that are having too easy or too hard of a time
with the adventure.
In order to play this adventure, you’ll need copies of the
• Don't make the adventure too easy or too difficult.
D&D 4th Edition core rulebooks. These are the Player’s
Never being challenged makes for a boring game, and
Handbook, Dungeon Master’s Guide, and Monster Manual, being overwhelmed makes for a frustrating game.
or the corresponding D&D Essentials products. Any Gauge the experience of the players (not the
other rules referenced in this adventure will be noted in characters) with the game, try to feel out (or just ask)
the New Rules Items section at the end of the what they like in a game, and attempt to give each
adventure. player the experience they’re after when they play
Throughout this adventure, text in bold italics D&D. Everyone at the table should get a “chance to
provides player information for you to paraphrase or shine.”
read aloud when appropriate. Information about non- • Be mindful of pacing, and keep the game moving to
player characters (NPCs) and monsters appears in the ensure you finish on time. Watch for stalling, as play
full stat-block format with each combat encounter. For loses momentum when this happens. At the same
non-combat encounters, this information appears in time, make sure that the players don’t finish the
abbreviated form in the adventure text. adventure too early; provide them with a full play
Along with this adventure, you’ll find a session experience. Living Forgotten Realms adventures are
tracking sheet. If you’re playing this adventure as part of designed to be played in about 4 hours; be very
a WPN event (see above), complete and turn in this aware of running long or short, and adjust the pacing
sheet to your organizer directly after play. accordingly. If that means you need to "call" a combat
encounter when it is obvious that the PCs are going
Reading Monster Stat Blocks to win, then feel free to do so.
• Give the players appropriate hints so they can
Most of the information should be easy to understand, as
make informed choices about how to interact with
it mirrors the information presented in the Monster
the environment. Players should always know when
Manual. Attacks may have a letter next to them
enemies are bloodied or affected by conditions. Give
designating the type: M for melee, R for ranged, C for
them clues about how to interact with their
close, and A for area. Auras are designated with the O
surroundings so they can tackle skill challenges,
symbol, as well as the aura keyword.
combats, and puzzles without getting frustrated by a
A lower-case letter (used only for certain melee and
lack of information. Encourage immersion in the
ranged attacks) denotes that the attack can be used as a
adventure and give the players “little victories” for
basic attack. figuring out a good choice from your clues.
• The caravan is carrying general goods – buckles, Four structures, two on each side of the Golden Way,
latches, sheaths and scabbards, small cast-metal stand in Uzbeg’s center. Each building is a walled
bowls with lids, medicinal wines, and a large quantity square surrounding a courtyard accessible through a
of thorthens. single gated entrance large enough to permit a horse-
• A thorthen is a mauve-skinned fruit cultivated in drawn wagon.
northern Sembia. Called “meat melons” for their
savory orange flesh, they are said to taste like roast Though the courtyard is open to the elements, the inner
turkey. Thorthens are fast becoming a staple food of and outer walls form a cavernous hall suitable for
commoners and Gaunt is hoping to capitalize on the sheltering animals and wagons. Stables, rooms for
increasing demand (and increasing prices). sleeping, a tavern, and vaults for valuables are also
• The caravan’s next destination is a settlement called located inside. Each courtyard contains a central well
Uzbeg, known as the most secure base of operations that provides water, and tent shops that offer various
for merchants traveling along the Golden Way. wares. Uzbeg merchants sell mainly travel supplies at a
• This isn’t Gaunt’s normal territory; he tends to number of stalls. Other traders come and go depending
operate in the Heartlands. He’s trying to open up new on the particular mix of merchants currently in
routes and make new contacts, which is why he’s residence and their willingness to sell to or trade with
taken the unusual step of accompanying this caravan. others.
• The Hordelands are both tamer and wilder than in Amreth Gaunt has arranged for one of Uzbeg’s four
centuries past. The Tuigan tribes used to travel these caravanserais to house the caravan for the night. The
lands, raiding and pillaging as they desired. Many wagons and their crews are led towards the enormous
have left their nomadic lifestyle to form the nation of shelter, where most of them will spend the night before
Yaïmunnahar to the east. Getting rid of the nomads
business is taken care of in the morning. Gaunt opts to
hasn’t made the area safer, however; now the tundra
spend his evening in what passes for a luxurious inn
is infested with monsters that the tribes once kept
compared to the standard sleeping arrangements. He
contained.
chooses the PCs to guard him at the inn, while another
• Uzbeg sits near the shores of the Lake of Mists. Some
other group of guards stays in the barn to watch the
old magic went wild in the area back during the
wagons. This assignment is not open to debate
Spellplague, and now all sorts of fey and elementals
(otherwise the PCs would be in the barn when the
call the place home.
wagons disappear and you’d have to make a bunch of
changes to the adventure).
At one point during the trip, a lone elf approaches the
caravan and asks to speak with its master. Gaunt speaks
The night, like all the other nights since you took this
with him briefly. From that point the stranger
job, passes uneventfully. At least you get to spend it
accompanies the caravan. The PCs hear several drivers
inside the hostel’s comfortable common room instead of
mutter the word “feyguide” to one another.
sleeping outside on the dirt.
Amreth Gaunt comes down at dawn and orders you
Streetwise DC 15: Traders dealing in rare Hordelands
to stay put while he checks on the wagons. Over an hour
goods are common along the Golden Way. Some offer
themselves as “feyguides” for strangers interested in passes before one of Uzbeg’s residents enters the room.
visiting the area’s numerous fey crossroads — portals “You Gaunt’s people?” he asks, waiting for
that are said to bridge the gap between Faerûn and the confirmation. “Better come with me then. Your boss is
Feywild. By using the crossroads to enter the Feywild, asking for you.”
feyguides are able to bypass dangers found in the world
and help their charges make good time on their If the PCs ask about what’s going on, the messenger has
journeys. no idea. All he knows is that Gaunt is rather upset and
While most of the caravan members spend the night in taking out his frustrations on Uzbeg’s leader, Taimurel,
small groups, the feyguide keeps to himself. The PCs do in her office. Proceed to Encounter 1 when the PCs
respond to the summons.
Experience Points
The PCs do not earn any XP for this encounter, and it
does not count towards a milestone.
Treasure
The PCs do not find any treasure in this encounter.
Experience Points
The characters receive 105/150 experience points each
for defeating the fey.
Treasure
The PCs do not find any treasure in this encounter.
Experience Points
The characters receive 100/150 experience points each
for defeating the gnomes.
Treasure
The characters can retrieve the focus crystal for the
magic circle, a flawless gem worth 25/50 gold pieces
per PC. They can also find the gnomes’ equipment stash,
which includes a +1 master’s wand of phantom bolt and a
pair of gloves of piercing.
As the last of the wagons are loaded, Harelahur comes Experience Points
running up, looking especially nervous. “I have good The PCs do not earn any XP for this encounter, and it
news and bad news. The good news is that I found does not count towards a milestone.
another crossroad nearby, and it’s charged, so I can
open it.” Treasure
He looks over the wagons, and seems relieved. “The If they allow Harelahur to go free (or if they lie to him
bad news is that I spotted an armed group riding swiftly about letting him go free and persuade him to tell them
this way. It doesn’t look like a random raid; they’re the location of the stash), the PCs can loot the stash.
definitely coming with an objective. We have maybe ten They find a piece of hunter’s flint, a bridle of conjuration,
minutes to leave here and get ahead of them.” and a martial practice manual with instructions for
performing Temporary Fix.
If the PCs don’t trust him, Harelahur can lead them to
the top of the outpost and point out the approaching
riders.
Taimurel and Amreth Gaunt are already in the You escort the caravan crew back to Uzbeg, but without
caravansary office, almost as if they had been waiting the wagons everyone seems to feel defeated even though
there the entire time. Taimurel asks if you discovered their lives have been spared. Reaching the caravansary,
how the caravan was taken. She listens to your story, the guards lead the crew to spare rooms while you are
and then looks up at Gaunt with a smirk. “Well, asked to return to Taimurel’s office.
Amreth, looks like YOUR capable folk had quite a little Both Taimurel and Gaunt listen as you provide the
adventure getting your cargo back. You even got some details of what happened to the caravan, and the
fancy new wagons out of the deal.” subsequent events in the Feywild. When you finish,
Gaunt glowers at Taimurel for a bit before sighing Taimurel nods. “Well… at least you saved some lives
heavily. Although he makes a great show of looking today, and that’s nothing to be ashamed of. Go get your
pained as he reaches for his money pouch, a faint smile rest, you’ll find some rooms waiting for you.”
touches his lips. “Indeed, Mistress, I must concede that
you have a point. I suppose that gaining a fine set of Gaunt pays the 35/45 gold Taimurel promised, since
eladrin wagons is worth a bonus.” the party did save his trained personnel. However, they
do not earn Story Award CORE50, because Gaunt is still
Gaunt gives the PCs the pay originally offered by out a set of wagons.
Taimurel (since it was someone he allowed to join the
caravan who caused its disappearance), and also A Reputation for Callousness
provides access to various items from his stores as a Regardless of whether or not the wagons escaped, if the
reward for obtaining the high-quality eladrin wagons. PCs were careless with the prisoners’ lives in Encounter
This includes Treasure C (a +1 Vistani eye amulet) and 4, add the following for those characters (which might
Treasure D (a +1 four winds ki focus). He also offers access not be the entire party depending on what happened):
to low-level rituals (Treasure H). The PCs earn Story
Award CORE50 as long as they did not treat the Before you leave, Taimurel stops you, anger forming on
prisoners’ lives with disregard during Encounter 4. her face. “You may have done what we hired you to do,
If the PCs allowed Harelahur to escape rather than but you were as heedless of the lives of your fellow
taking him into custody, Gaunt wants to know what travelers as the slavers you fought. I’m going to make
happened, but he doesn’t question whatever story the sure the caravans that come through here know who
PCs tell him. He’s happy as long as his people and goods you are; I doubt they’ll trust you to watch their backs
were recovered, and he even got an upgraded set of again. Now get out of my sight before I decide to have
wagons out of the deal. you thrown out.”
If the PCs brought Harelahur back to face justice, Amreth Gaunt nods solemnly in agreement with
Taimurel insists that since the crime occurred inside Taimurel’s words. “I appreciate what you’ve done, but I
Uzbeg, justice is hers to mete out. Gaunt does not can’t condone your methods. I’m afraid that there won’t
challenge this. Guards quickly drag the elf away, with be a position for you among my guards when this
Harelahur begging and pleading for this life the entire caravan departs Uzbeg in the morning.”
time. If the PCs ask what she will do with him, Taimurel
just smiles evilly. The PCs still receive the Minor Quest XP award if they
Note that the PCs get access to Treasure E (the succeeded at Encounter 6, but they cannot earn
hunter’s flint), Treasure F (the bridle of conjuration) and CORE50 if they were careless with innocent lives. This
Treasure G (the martial practice manual) in different has no impact on CORE49, which is strictly determined
ways depending on whether they let Harelahur go. If by whether or not they permitted Harelahur to go free.
they released the feyguide, they find these items in the
CORE2-4 Lost on the Golden Way Page 26
Encounter 6: “Cold Farewell” Statistics (Low Level)
Winter Court Slave Seeker Level 3 Elite Controller (Leader) Eladrin Slaver Level 2 Brute
Medium fey humanoid, eladrin XP 300 Medium fey humanoid, eladrin XP 125
Initiative +0 Senses Perception +6; low-light vision Initiative +2 Senses Perception +0; low-light vision
Aura of Chilled Blood aura 2; the slave seeker may use an HP 44; Bloodied 22
opportunity action to deal 5 cold damage to any creature within AC 16; Fortitude 16, Reflex 14, Will 13
the aura that hits the slave seeker or his allies with an attack. Speed 6
HP 90; Bloodied 45 m Thump and Lash (standard; at-will) ✦ Weapon
AC 17; Fortitude 16, Reflex 15, Will 16 +7 vs. AC; 2d6 + 5 damage, and the target takes a -2 penalty to
Speed 5 melee attack rolls until the end of its next turn.
m Longsword (standard; at-will) ✦ Cold, Weapon M Slaver’s Tangle (standard; requires a scourge; recharge 4 5 6)
+8 vs AC; 1d8 + 2 damage plus 1d6 cold damage. ✦ Weapon
r Frostbolts (standard; at-will) ✦ Cold +7 vs. AC; 2d6 + 5 damage, and the target is immobilized and takes
Ranged 10; one or two targets; +6 vs Fortitude; 1d6 + 5 cold a -2 penalty to melee attack rolls until the end of its next turn.
damage and the target is slowed (save ends). A slowed target is Fey Step (move; encounter) ✦ Teleportation
instead immobilized (save ends).
The eladrin slaver teleports 5 squares.
A Broken Ice (standard; recharge 5 6) ✦ Cold Feywild Positioning (minor; encounter)
Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 cold damage and the Each fey ally within 5 squares of the eladrin slaver can shift 2
target falls prone. squares as a free action. The creatures ignore difficult terrain during
Winter’s Command (minor 1/round; at-will) the shift.
One ally within line of sight of the Winter Court slave seeker and Alignment Evil Languages Common, Elven
who can hear him makes a basic attack as a free action. Skills Intimidate +6
Numb the Pain (standard; encounter) ✦ Healing Str 14 (+3) Dex 13 (+2) Wis 8 (+0)
The Winter Court slave seeker or an ally adjacent to him regains 20 Con 14 (+3) Int 8 (+0) Cha 11 (+1)
hit points. Equipment Leather armor, mace, scourge
Fey Step (move; encounter) ✦ Teleportation
The Winter Court slave seeker teleports 5 squares. Eladrin Blade of Winter (Level 3) Level 3 Minion
Alignment Evil Languages Common, Elven Medium fey humanoid, eladrin XP 38
Skills Arcana +14, Stealth +5, Bluff +8, Insight +6 Initiative +3 Senses Perception +1; low-light vision
Str 14 (+3) Dex 9 (+0) Wis 10 (+1) HP 1; a missed attack never damages a minion
Con 13 (+2) Int 21 (+6) Cha 14 (+3) AC 17; Fortitude 14, Reflex 15, Will 14
Equipment Chainmail, longsword Speed 6
m Longsword (standard; at-will) ✦ Weapon
Base Gold per PC Treasure C: +1 Vistani eye amulet (Level 2; Dragon 380)
75 / 100 gp Found in the Conclusion
(Encounter 1: 35 / 45 gp, Encounter 4: 5 / 10 gp;
Encounter 6: 35 / 45 gp) Treasure D: +1 four winds ki focus (Level 3; Psionic
Power)
Found in the Conclusion
Treasure
All potential NPC payments or rewards, any treasure Treasure E: hunter’s flint (Level 2; AV)
that the PCs could have looted during the adventure, Found in Encounter 5 or Conclusion
and other monetary awards are included in the “Base
Gold per PC.” At the conclusion of the adventure, each Treasure F: bridle of conjuration (Level 4; AV)
character receives the listed amount of gold, less any Found in Encounter 5 or Conclusion
amounts that they did not find or earn, and may
additionally select one Treasure from the following list. Treasure G: martial practice manual with Temporary
A Treasure may give the PC more gold, a magic Fix (Martial Power 2)
item, or something else of value. Each player makes one Found in Encounter 5 or Conclusion
and only one selection for their character; multiple
players may choose the same Treasure. Some of the Treasure H: ritual book with any single Level 1 ritual
listed Treasures may not be available if the PCs did not from a player resource (low level only) or any single
complete the objective specified in the adventure to Level 1 or Level 2 ritual from a player resource (high
unlock that Treasure. level only)
If a character buys or sells gear during the Found in the Conclusion
adventure (or pays for services, such as NPC ritual
casting) add or subtract the amount from the base gold.
CORE49 Harelahur Owes You One 2. Did the PCs kill any of the illusion-shrouded
You were willing to look the other way and allow prisoners during Encounter 4?
Harelahur to keep his freedom after he helped you a. No
rescue the caravan from the Feywild. Knowing a b. Yes
feyguide with a favorable opinion of you could come in
handy in the future. 3. Did the party let Harelahur go free, or did they
bring him in to face justice?
CORE50 Amreth Gaunt is Not Entirely Dissatisfied a. The PCs allowed Harelahur to go free.
Amreth Gaunt is not a man who provides his gratitude b. The PCs took Harelahur to Uzbeg to face justice.
or favor for run-of-the-mill services. Indeed, he rarely c. The PCs handed Harelahur over to some other
recognizes one of his employees for taking any action group or authority (neither Gaunt nor Taimurel).
short of saving an entire operation.
In this case, however, not only did you manage not 4-5. How do the players and DM rate this adventure (on
to completely botch your task, your actions actually left a scale from 1-5, where 1 is the worst possible rating, 3
him in a better position than he started. The master is average, and 5 is the best possible rating)?
Has Received Story Awards From: Has Received Story Awards From: Has Received Story Awards From:
(cross out those not received) (cross out those not received) (cross out those not received)
CORE2~4 Lost on the Golden Way CORE2~4 Lost on the Golden Way CORE2~4 Lost on the Golden Way
CORE49 Harelahur Owes You One CORE49 Harelahur Owes You One CORE49 Harelahur Owes You One
You were willing to look the other way and allow You were willing to look the other way and allow You were willing to look the other way and allow
Harelahur to keep his freedom after he helped you Harelahur to keep his freedom after he helped you Harelahur to keep his freedom after he helped you
rescue the caravan from the Feywild. Knowing a rescue the caravan from the Feywild. Knowing a rescue the caravan from the Feywild. Knowing a
feyguide with a favorable opinion of you could come in feyguide with a favorable opinion of you could come in feyguide with a favorable opinion of you could come in
handy in the future. handy in the future. handy in the future.
CORE50 Amreth Gaunt is Not Entirely Dissatisfied CORE50 Amreth Gaunt is Not Entirely Dissatisfied CORE50 Amreth Gaunt is Not Entirely Dissatisfied
Amreth Gaunt is not a man who provides his gratitude Amreth Gaunt is not a man who provides his gratitude Amreth Gaunt is not a man who provides his gratitude
or favor for run-of-the-mill services. Indeed, he rarely or favor for run-of-the-mill services. Indeed, he rarely or favor for run-of-the-mill services. Indeed, he rarely
recognizes one of his employees for taking any action recognizes one of his employees for taking any action recognizes one of his employees for taking any action
short of saving an entire operation. short of saving an entire operation. short of saving an entire operation.
In this case, however, not only did you manage not In this case, however, not only did you manage not In this case, however, not only did you manage not
to completely botch your task, your actions actually left to completely botch your task, your actions actually left to completely botch your task, your actions actually left
Gaunt in a better position than he started. The master Gaunt in a better position than he started. The master Gaunt in a better position than he started. The master
merchant is willing to acknowledge this demonstrated merchant is willing to acknowledge this demonstrated merchant is willing to acknowledge this demonstrated
level of competency by filing your name under level of competency by filing your name under level of competency by filing your name under
“perhaps not quite worthless.” Who knows, he might “perhaps not quite worthless.” Who knows, he might “perhaps not quite worthless.” Who knows, he might
even be willing to give you another job at some point in even be willing to give you another job at some point in even be willing to give you another job at some point in
the future. the future. the future.
Even better, Gaunt has offered to tap his extensive Even better, Gaunt has offered to tap his extensive Even better, Gaunt has offered to tap his extensive
network of contacts on your behalf to secure the network of contacts on your behalf to secure the network of contacts on your behalf to secure the
purchase of one Uncommon magic item of your purchase of one Uncommon magic item of your purchase of one Uncommon magic item of your
character level or less. (This means your character level character level or less. (This means your character level character level or less. (This means your character level
at the time you use the favor, not your character level at at the time you use the favor, not your character level at at the time you use the favor, not your character level at
the time you gain the favor.) You pay full market price, the time you gain the favor.) You pay full market price, the time you gain the favor.) You pay full market price,
but you do not need to spend a found-item slot. You but you do not need to spend a found-item slot. You but you do not need to spend a found-item slot. You
may only use this favor at the end of an adventure (after may only use this favor at the end of an adventure (after may only use this favor at the end of an adventure (after
gaining XP) since it takes some time for Gaunt to locate gaining XP) since it takes some time for Gaunt to locate gaining XP) since it takes some time for Gaunt to locate
a seller with the item you want. When you use this a seller with the item you want. When you use this a seller with the item you want. When you use this
favor, strike through this paragraph and record the favor, strike through this paragraph and record the favor, strike through this paragraph and record the
name and level of the item purchased in the space name and level of the item purchased in the space name and level of the item purchased in the space
below. below. below.
S ess i o n T r ac k i n g
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)
D u n g e o n MMaste
asterr
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player WIN/DCI
Name Number
2
a b c
3
4
S ess i o n T r ac k i n g
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)
D u n g e o n MMaste
asterr
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player WIN/DCI
Name Number
2
a b c
3