[net.games.pbm] Re-Posting of the Campaign Handbook

mark@mrstve.UUCP (Mark Smith) (02/24/86)

     It seems that only about 5% of my intended readers received the "real"
 copy of the Campaign Handbook, and about 99% received the "valley version"
 which was intended as a joke, but since hardly anybody received the real one
 they all though the valley version was the real one and I've been getting
 "angry mail" for quite some time now.  Confused?  You should be.  Anyway, here
 is a re-posting of the REAL Campaign Handbook.  I will also be sending copies
 out by mail to those of you who need them.





                 Q U E S T   f o r   t h e   E L F S W O R D

             /\
	     |/
  /\         ||----------------------------------------------------\
  |||||||||||||  ---------------------------------------------------====---
  \/         ||----------------------------------------------------/
	     |\
	     \/
		     C A M P A I G N    H A N D B O O K
		       Version 1.0   Released 02/12/86


ENTERING THE QUEST   revised 01/30/86

     Anyone who has access to the net.games.pbm or knows someone who does can
  enter the "Quest for the ElfSword" campaign.  If you are not immediately
  selected, you will be placed on a waiting list, then as openings arise in the
  game, players will be selected from this list in the order of their original
  request of entry.

     Players should ONLY send in their characters after they have officially
  been selected to play in the campaign.  To be placed on the waiting list,
  one only has to drop me a line with their name and mailing address.  I will
  confirm the receipt of all letters and the waiting list will be posted at the
  end of each week so waiting players can see where they stand.


CHARACTERS   revised 01/30/86

     This section will tell you what to send in and what NOT to send in when
  you finally are ready to send me your character.

       You may choose from these classes:

	       Fighter     Thief      Ranger     Paladin
	       Magic User  Cleric     Archer     Illusionist
	       Druid       Monk       Samuri     Assassin

       You may choose from these races:

	       Human       Elf        Half Elf   Dwarf  
	       Hobbit      Halfling   Gnome      Half-Orc

    If you choose to be a Cleric or a Paladin you must choose a deity from
 the GREEK mythos.  All other class are not required to have a deity, but you
 may feel free to choose one if you so desire.

    You will be sent a character sheet to fill out with the necessary stats and
 other information I will need to process your character.  I will equip your
 characters with suitable weapons and armor and provide him/her with a basic
 adventurer's pack which contains the following:    

		 Food Rations (Good Food) 1 weeks
		 Food Rations (Survival)  2 weeks
		 50' Rope w/ grappel
		 12 iron spikes w/ hammer
		 wooden cross (Clerics all get silver crosses)
                 12 Vials (un)Holy Water
		 razor, soap, etc
		 flint, tinder, etc
		 5 Torches or 1 Lantern (your choice)
		 3 Flasks of Oil (For lantern or Cocktails)
		 1 Bone Mapcase (contains 1 map of the Realm)
		 1 Change of Clothes (tailored just for you)

    You are responsible for keeping track of what you have in your pack at all
 times and replacing items which need replacing while you are in town.  

    When I send you your character I will also include your first installment
 which will place you in one of the many cities or villages within the Realm.


EXPERIENCE POINTS   revised 02/06/86

     I assign experience points based on monsters killed, overcoming certain
  obstacles, magic items and other factors.  I do not give experience for
  monetary treasure although gold does figure into your Score.  My table of
  progression is standard for all character classes.

                	 Level          Experience
                      ===============================  
		           1                0
		           2               2000
		           3               5000
		           4               9000
		           5              14,000
		           6              20,000
		           7              27,000
		              ...and so on...

   For those of you who started at 2nd level.  You have 2000 x.p.  I am
   keeping track of everyones experience points, but it would be wise if
   you kept a record as well. (just in case...)



FORMING PARTIES   revised 2/14/86

    It is desirable later on in the game to form small parties.  You may either
  join up with other active players or join with several NPC characters which
  will be made available from time ot time.  It is mandatory that all PC's have
  at least two (2) companions before they enter into the second module of the
  quest.  Here are some brief guidelines about forming and running parties:

           o There is no limit to the number of characters in a Party.  
	   o There should be at least 3 characters in a Party before
	     leaving the first module.
           o I will provide all addresses necessary so Party members can
	     communicate amongst themselves.
           o If there are communication problems or you would rather not
	     receive mail, Party members may communicate through me.
           o All Parties must elect a spokesman.  You will then decide on a
	     course of action and the spokesman will be responsible for 
	     sending me the move.
           o Being in a party will not lessen your score.  Everyone is scored
	     individually.  All treasure will be divided equally unless there
	     is something which warrants greater shares going to one or more
	     characters (i.e. Two party members kill a monster while on guard
	     duty and the other three members are asleep.  In this case xp. 
	     and treasure would be divided between the two who did all the work)




THE GAMING PROCESS   revised 1/30/86

    Playing a Role Playing Game over the computer is not much different than
 a normal campaign.  The process of the players giving their commands and the
 Game Moderator interpreting them and responding with the results of their
 actions remains the same.  The only difference is that the process is slowed
 down considerably.  To play this game effectively I am using this system:

                     Players send in ther "moves".
                     I respond with the next "installment".
                     Repeat the process...

   MOVES:  A "move" consists of a player's commands.  This command may be as
	   verbose as the player wishes.  A "move" will very often include
	   more commands and information than a normal "in-person" FRP game
	   would.  By having larger commands and "moves" we are able to make
	   up some of the lost time due to slower communications and make the
	   game playable.

   INSTALLMENTS:  An "installment" is my reply to your move.  It will contain
		  the results of your previous actions and provide you with
		  sufficient information so you can formulate your next "move".

		     
   COMBAT:  In order to speed up the melee process, I have devise a system in
	    which most combats can be resolved with only one "move".  The combat
	    process works like this:

		1.  List the order you wish to wield your weapons.
                    The first weapon you list will be your primary
		    weapon and you will use the others only if you
		    are disarmed or if your weapon should break, etc.
		    (Only do this if you wish to change the order your
		    weapons are listed on your character sheet.)

                2.  Generate 20 random "to hit" numbers. (d20)  Leave
		    this figure unmodified.  I will add all "to hit"
                    and damage bonuses.  You will not need to send in
		    your damage rolls since you will never know exactly
		    which weapon you might be wielding when you hit.

                3.  If you are casting a spell, just say which one you
		    are casting and at what level you are casting it at.
		    Also send in your % chance to successfully cast the
		    the desired spell. (See Spell Rules for more details.) 
                    You will be instructed on how many spell points to
		    deduct from your total spell points in the following
		    installment.


   This is an example of how the combat works.  This was an actual encounter
   between 8 Drow and a Ranger and Magic User.  The following text was created
   from the series of "to hits" numbers which the players provided me with.
   Move Silently and Critical Hit rolls were made by me.


=============================================================================

     You silently circle in on the Drow.  Peeking between the dense bushes 
  you see 8 Drow.  They are resting in the dark shade of a large tree.
     CRACK!!!  The sound of a twig snapping reverbrates like a rifle shot.
  You look behind you and see Milton looking quite embarassed.  The Drow
  are now scrutinizing the surrounding area when one of them spots Milton,
  who was unable to duck out of sight quickly enough.
      "Mslakfjsd sdkfkd qooppxsd," mumbles Milton and 5 of the 8 drop to the
  ground, snoring loudly.
      Having already had your bow readied, you unlease your first volley of
  arrows.  MISS...HIT!!!
      Milton fumbles for his dagger while you notch another arrow.  Whiz...
  ARRGGG!!!! CRITICAL HIT!!!   One drow falls with an arrow protruding from
  his skull.  Yech!!  Your second arrow goes wild and thuds into a tree.
      Too late to notch another arrow...the Drow are upon you!!!  Milton
  wades into the fracus swinging his dagger madly.   SLASH!!!  A Drow falls
  back with a nasty cut in his right arm.
      You draw your sword, but the Drow get in their attacks.  Only one of the
  Drow has his weapon readied.  He swings......and misses.  Another one moves
  in to wrestle you to the ground, but trips over his companion.  
      You swing you sword...HIT!!!  You graze the previously wounded Drow with
  a sweeping blow and he falls to the ground, unconscious!!!
      Milton continues to swing his dagger and lands another blow, wounding the
  same one as before.  OUCH!!! Milton crumples to the ground unconscious; a Drow
  standing over him with a large branch.
      The Drow swings again and slices you across your thigh!! 2HP damage.  You 
  return the swing but MISS...
      The second Drow moves in wielding the large branch.  He swings wild.....
  and HITS HIS COMPANION soundly on the skull knocking him out cold.  He pauses
  for a moment, dumbfounded by the turn of events allowing you a free attack,  
  but in your excitement, you drop your weapon.  The Drow regains his senses
  and swings the branch, clipping you on the shoulder.  You fall to the ground,
  dazed. The Drow raises the stick high over his head, ready to finish you off,
  but you manage to slip out your dagger and fling it up at the Drow.  The
  dagger....MISSES...but catches the Drow off guard causing him to miss also.
      You retrieve your sword and regain your feet before the Drow can recover
  from the wild swing.  You now circle each other, waiting for an opening.
  The Drow lunges and you fall back, but quickly respond with a lightning
  thrust which pierces the Drow's midsection.  He falls to his knees.
      "I will spare you on one condition..." you say.
      "I am honored to die in the service of my master, Lord Vlaad Tolinkov..."
  With that he takes out a small vial and consumes its contents before you are
  able to stop him.  In a moment, he dies.  You hurry over to the other Drow
  who is (or was) unconscious, and find a similar bottle, empty, in the palm
  of his hand.

  SUMAMARY:  ELDARION suffered 2hp
	     MILTON was knocked unconscious.  No hp loss.
	     3 DROW were killed 
	     5 DROW were slept.
	     GOLD TAKEN: 198
	     EXPERIENCE: 1400
	     TREASURES: 2 Mitheral Swords, 6 Silver Daggers, a piece of paper
			5 vials of green liquid.

=============================================================================

This ends the combat...  


   As you can see, a lot can be extracted from 20 numbers.  The above combat
   used about 18 of the 20 numbers provided.  If a melee should carry over to
   the next "move" you will be instructed to send in some more combat figures.

 
 SPELLS:  revised 1/31/86

   The campaign is running spells on a "spell point" system.  Here is an outline
 of how this system works:

 _______________________________________________________________________
/\                                                                      \
|O\                 The Tome of Magical Instructions                     \
 \|                                                                       |
  |                                                                       |
  | First, the campaign will now be using a "spell points" system to      |
  | restrict the number of spells cast per day, rather than the book AD&D |
  | system of having a limit on the spells you can memorize. You can cast |
  | any spell that you know, but the higher level the spell the longer    |
  | the casting time and the more spell points it costs you. The cost of  |
  | casting a spell is 3 spell points per spell level if the casting is   |
  | succesful, and 1 point/level if the spell casting fails.              |
  |                                                                       |
  | In the campaign (this is John's private modification) the damage that |
  | a spell does is NOT related to the level of the caster. A first-level |
  | magic user can only cast a first-level magic missile, and this only   |
  | does 1D4+1 points of damage. A third level mage can also cast a       |
  | magic missile spell. In AD&D this is still a first-level spell, but   |
  | does 2D4+2 points of damage. Using this system the first-level spell  |
  | (costing 3 spell points) only does 1D4+1 points of damage. To get     |
  | the extra damage the spell must be cast as a second-level spell,      |
  | with the associated extra cost in spell points and casting time.      |
  | The chance of spell success is also related to the level of the       |
  | spell being cast and to the level of the caster (and also to the      |
  | particular spell being cast).                                         |
  |                                                                       |
  |  Here are the basics of this new spell system:                        |
  |                                                                       |
  |     A Magic User has a certain number of spell points to start with,  |
  |     and gets more spell points each time he/she goes up a level.      | 
  |     (We start with CON spell points, and go up by (CON+1d10)/2 per    |
  |     each level of experience.                                         |
  |                                                                       |
  |     A spell costs 3 points per spell level to cast successfully, and  |
  |     one point per spell level if the casting fails.                   |
  |                                                                       |
  |     The percentage probability of a successful spell-casting goes     |
  |     up by 5% per level of the spell caster, and down by 10% per       |
  |     level at which the spell is being cast.                           |
  |     A mage with a high INT has a bonus on his casting ability of 5%   | 
  |     per INT point above 15.                                           |
  |                                                                       |
  |     The base chance of a successful spell going off is 100% minus     |
  |     10% per level of the spell.  Thus, the base chance of casting a   |
  |     1st level Magic Missile is 90%.  This makes it progressivly       | 
  |     harder to cast the higher level spells. (as it should be)         |
  |                                                                       |
  |     Spell points are regenerated automatically during a nights sleep. |
  |     Partial spell point regeneration occurs for a partial nights sleep|
  |     as follows: Nothing for the first two hours, and then one third   |
  |     of the spell points per successive two-hour period.               |
  |     If the night is interrupted by an encounter, then the night is to |
  |     be treated as two partial nights (i.e. if the night is interrupted|
  |     after 4 hours, a further 6 hours of sleep will be needed to get   |
  |     back up to full strength).                                        |
  |                                                                       |
  |                                                                       |
  |     Extra damage dice are only rolled if the spell is being cast as   |
  |     a higher-level version of the basic spell.                        |
  |                                                                       |
  |  Spells that cost more than 6 spell points for a single spell casting |
  |  do not fully regenerate over one night. Only 6 of these spell points |
  |  come back the first night, a further 6 the second night, etc.        |
  |  This if a magic-user cast a sixth-level spell and a fourth-level     |
  |  spell during one day, then the next day he would still be down 12    |
  |  spell points, and down six on the day after that. Only on the third  |
  |  day would he be back to full spell points.                           |
  |  [The purpose of this modification is to stop people casting six      |
  |  sixth-level spells per day every single day, and is 'explained'      |
  |  by saying that casting high-level spells really takes it out of      |
 /|  the spell-caster, and he needs a lot of rest to recover]             |
|O/                                                                       /
\/_______________________________________________________________________/


  All Magic Users will receive their initial "spell points" when I return
  their characters.  As you increase in levels you will be instructed as to
  the amount of points you may add to this figure.



  THE HISTORY OF THE WORLD  Part I   revised 1/31/86


     This is a map of the known Elven Realm.  While other areas have been 
  recently discovered, they are still uncharted.  


		     M A P  of the  E L V E N   R E A L M
     
                   1    1    2    2    3    3    4    4    5    5    6    6
+--------+----5----0----5----0----5----0----5----0----5----0----5----0----5---+
|  KEY   |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~___^^^^^^^^^^^Foothills^^^^^^^^^^^^^|
|        |~~~~~~~~~~Blue Moon Bay~~~~~~~_____/\/\/\^^^^^^^^^of^^^^^^^^^^^^^^^^|
| /\/\/\ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~______/\/E/\/\^^^^^^Cragsen^^^^^^^^^^^^^|
|Mountain|~~~~~~~~~~~~~~~~~~~~~~~~~o_________/\/\/\^^^^^^^^^^^^^^^^^^^^^^^^^^^|
| ^^^^^^ 5__O~~~~~~~~~~~~~~~~~~~___________~~.................................|
|Foothill|""""_____~~~~~~~~~____________##~~........Plains of DarkElf.........|
| ...... |"""""""""""""~O_###############~........^^......................o...|
| Plains |""Taphos"""""~_##Cathedral####~......./\/\/\/\^^^^^^^/\/\^^..#######|
| ###### |"""Swamp""~~~_####Forest###~~~....../\/\/F/\/\/\/\/\/\/\/\/\##O#####|
| Forest10""""""""""~##############~~__..^^^_~~/\/\/\/\/\/\/\/\/\/\########~~~|
| """""" |""""""""""~~~~#########~~~##../\/\__~^^^^^^G^^^^^^^/\/\^^#####~~~~~~|
| Swamp  |""o""""""""""~~~~~~~~~~~...^/\/\/\___~^^^^^^^^^^^^^^^^^^#O##~~~~~~~~|
| ______ |..""""""""........O....~~~~/\/o/\/\____~###########~#####~~~~~~~~~~~|
| Grass  |.........................../\/\/\/\____##~####H####~###~~~Azul~~~~~~|
| ~~~~~~15.........................../\/\/\/\____###~######~~####~~~~~Sea~~~~~|
| Water  |......Western Plains......./\/\/\^^_____o##~####~#######~~~~~~~~~~~~|
|   o    |.........................../\/\/\/\_______#~~##~######~~~~~~~~~~^^~~|
|Village |.........................../\/\/\/\_________#~~o###"""~~~~~~~~K^/\^~|
|   O    |........................../\/\D\/\___________##~""""""~~~~~~~~~^..^~|
| City  20.........................../\/\/\/\____________~""J""~~~~~~~~~~~~~~~|
|        |..O.....Ten...o.o.o.o....../\/\/\/\_____________~"""""~~~~~~~~~~~~~~|
| 1 char |........Tribes.o.o.o.o..../\/\/\/\_______________~~~"""~~~~~~~~~~~~~|
| = 5 mi |..................o.o...../\/\/\/\_______I_________O~~"~~~~~~~~~~~~~|
|        |........................../\/\/\/\____________________~~~~~~~~~~~~~~|
|       25........##########~~~~~~/\/\/\/\_________________________~~~~~~~~~~~|
|        |^^^#######o#####~~~~~~~~~/\/\/\/\__________O____________~~~~~~~~~~~~|
| ^      |^^^############~~~~~C~~~~/\/\/\/\__________________________~~~~~~~~~|
| | N    |^^^^############~~~~~~~~/\/\/\/\_____________________________~~~~~~~|
| |      |^^^^####A#########~~~~/\/\/\_______________________/\/\o\/\/\/\/\/\~|
|       30^^^^^################/\o\/\___________________/\/\/\/\/\/\/\/\/\/\/\|
|        |^^^^^^###o##########___________________/\/\/\/\Southern Peaks/\/\/\/|
|        |^^^^^^^^^^######______________/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|        |^^^^^B^^^^^^^^^__________/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
+--------+--------------------------------------------------------------------+


Cities  (O)                  Villages  (o)

3,5   Westpoint              3,12   Arkas
3,21  Valar                  10,31  Sunwood
15,7  Seahaven               11,26  Northshire
19,13 Peradas                Ten Tribes is Barbarian Clan which resides in the
44,26 Ashmire                Western Plains.  They never bothered to name their
52,23 Dark Odyssey           villages and they move about frequently.
58,12 Illmar                 24,30  Stoneridge
63,9  Eanor (Capital)        26,4   Moondale       48,18  Fairbourne
                             31,13  Rockpoint      56,29  Stoney Peak
			     41,16  Glendale       65,7   Ashwood

Unidentified Terrain Names            Rivers

   A. Silver Wood Forest              20,12  Rockcastle River      
   B. Foothills of Cavaran            48,19  White Elf River
   C. Dragon's Eye Lake          
   D. Cloudwall Mountains             Passes
   E. Hellfire Mountain        
   F. Granerek Mountains              30,31  Dwarfgate Pass
   G. Foothills of Granerek           35,10  Shadow Rock Pass
   H. Forbidden Forest                47,8   Peryton Pass
   I. White Elf Plains  
   J. Marsh of the Magic Mist       Other smaller name have been omitted, but 
   K. Isle of Doom                  they will be provided as needed...


     Here is a further breakdown of cities and terrain features:

     Silver Wood Forest - This forest is a quiet peaceful place.  It contains
	two villages which are populated mainly by half-elves.  While monsters
	can often be found in this forest they are generally of the nicer sort.

     Foothills of Cavaran - These foothills mark the southwestern boundry of the
	Realm.  No one knows what lies beyond them as fierce monsters roam the
	hills in abundance.

     Dragon's Eye Lake - This sparkling lake is said to have been made from the
	tears of a Golden Dragon whose eggs were brutally smashed by evil
	adventurers.  Several rumors are associated with the lake.  Wishes will
	be granted if a platinum piece is thrown in on a night of a full moon.
	Untold riches lie at the bottom of the lake 400' down.  Dragons often
	meet here for mating rituals.  None of these rumors have been confirmed.

     Cloudwall Mountains - This huge range of mountains separates the Elven
	Kingdoms from the Western Plains.  There are a number of passes which
	lead to either side, but they are most treacherous.  A couple of small
	Dwarven vilages lie within the mountains and several mines are scattered
	across the range.

     Hellfire Mountain - Perhaps the most evil place in the realm, this still
	active volcanoe is the home of Diablo, King of all Red Dragons.  Rumored
	to be well over 1400 years old, he has terrorized the Realm even before
	the Great Elven Conflict.  His treasure hoard supposedly has more wealth
	than all the royal funds put together.  Only one man has ever met this
	vile beast and lived to tell of it.  His name is Mordarken, the Black
	Wizard, the most evil sorceror ever to live in the Realm.  He is rumored
	to command the Dragon to do his bidding but many think the Dragon is the
	one doing the commanding.  Diablo's lair is filled with terrible beasts,
	traps, and a most impressive maze.  No one has ever survived Diablo's
	mountain lair, and only the strongest even venture near the volcanoe.

     Granerek Mountains - The Granerek Mountains mark the northern boundary of
	the Elven Kingdoms.  There is only one pass through the mountains,
	Peryton Pass, name for the frequent attacks of the Perytons which 
	inhabit the cliffs to either side.  The tallest peak, Eagles Peak, has
	several of the largest eagles known to man.  Many an adventurer has
	been literally swept off his feet only to find himself facedown in a
	large nest with hungry hatchlings clicking their beaks together eagerly.
	The raging White Elf River also originates from an underground spring
	near the Western border of the range.

     Foothills of Granerek - Feared as much as Hellfire Mountain, these foot-
	hills have been cast in darkness for nearly 20 years now.  The chaotic
	Storm Giant, Bithor Thunderfists, has moved into the territory to
	supervise the invasion of the Drow.  Thunderfist is second in command
	to Vlaad Tolinkov and rules his own army of undead.  Black thunderheads
	have been in the skies for nearly a decade, lightning, thunder, and
	tremendous rain storms, keeping all but the bravest soul from venturing
	into the foothills.  The only thing more awesome than Thunderfists'
	display of weather control is his magnificent citadel.  (Any further
	description of the citadel at this point would be detrimental to the
	game further on...)

     Forbidden Forest - Ranking right up there with Hellfire Mountain and the
	stormy Foothills of Granerek, this forest is of a much more viler evil.
	Undead swarm the forest which is so thick, night and day have no
	distinction.  Tolinkov has dispatched several garrisons of his fearsome
	Knight Riders to patrol the forest (reason unknown).  In addition to all
	the undead, there is more than a fair share of other creatures who live
	in the forest, including a deranged sorceror.

     White Elf Plains - This large expanse of grasslands is one of the more
	cheerful places in the Realm.  Ashmire, a large Elven City is the heart
	of the plains.  Compared to other parts of the Realm, the plains are 
	rather a safe place to be.

     Marsh of the Magic Mist - The swamp is plagued with a perpetual magic mist
	which causes a variety of side effects.  The marsh is also the lair of
	the 3 Mystics, old hags who have untold power and knowledge.  While 
	not entirely dangerous, they often like strangers for dinner. (You know
	what I mean...)

     Isle of Doom - Compile the evil from Hellfire Mountain, the Foothills of
	Granerek, the Forbidden Forest, and the Underground Empire of the Drow,
	and you have just started describing the evil on the Isle of Doom.
	Home of Lord Vlaad Tolinkov (and other titles as mentioned above), this
	island while small is the nexus point to Hades, the 666 levels of the 
	Abyss, and any other vile place you can imagine (yes, even Detroit).
	The sinister Obsidian Peaks, is the lair of this Prince of Evil.  He
	also has constructed the infamous Black Dungeon of Death, a testing
	grounds if you will, which all strangers must traverse if they are to
	even seek an audience with his unholiness.

     Cathedral Forest - This forest, comprised of towering cypress and palm  
	trees is the most peaceful place in the Realm.  Protected by the gods,
	most of the known temples are located in this forest.

     Foothills of Cragsen - This area marks the northern boundry of the Realm.

     Plains of DarkElf - Recently renamed due to the frequency of Drow sightings        and Tolinkov's agents, the plains are seldom travelled.

	      Other names not mentioned have nothing special about them


CITIES
          Listed by name with population, races, and major resources.

     Westpoint - POP 6429 - Human, Half Elf 
		 Seaport, Merchants, Military Training

     Valar     - POP 12578 - All
		 Merchants, Crime, Guilds

     Seahaven  - POP 7428 - Human, Half Elf
		 Seaport, Merchants

     Peredas   - POP 2191 - Halflings, Half Elf, Gnome
		 Distillery, Temples

     Ashmire   - POP 11892 - Elf, Gnome
		 Farming, Wine

  Dark Odyssey - POP 4231 - All                       
		 Seaport, Magic Items

     Illmar    - POP 6762 - Elf, Gnome
		 Seaport, Merchants

     Eanor     - POP 34128 - Elf, Gnome, Halfling
		 Capital, Merchants, Military Training

     Arkas     - POP 325 - Half Orcs
		 Swamp Gas, Tar

     Sunwood   - POP 523 - Half Elf, Halfling
	       	 Elven Wine

    Northshire - POP 621 - Half Elf, Halfling
		 Elven Wine

     10 Tribes - POP varies - Human 
		 self sustaining communities

    Stoneridge - POP 359 - Dwarf  
		 Diamond Mine

     Moondale  - POP 892 - Half Elf, Gnome
		 Seaport, Merchants

    Rockpoint  - POP 923 - Dwarf
		 Gold Mine, Silver Mine

     Glendale  - POP 683 - Elf 
		 Farming

    Fairbourne - POP 213 - Elf
		 Farming

   Stoney Peak - POP 1324 - Dwarf
		 Platinum Mine, Jewel Mine

     Ashwood   - POP 856 - Elf, Gnome
		 Farming



  WHAT THE CAMPAIGN IS ABOUT:   revised 1/31/86
    (the ultimate quest)

  The Elven Realm as it is currently known, has been in existance for over 3000
  years.  About 1000 years ago, the elves were divided into two factions; the
  Good Elves and the Evil Drow Elves.  A great battle ensued and the Good Elves
  drove their evil brother beneath the surface of the world.  The Evil Drow
  made several attempts to regain their surface homeland, but the Good Elves
  were just too powerful.

  The Good Elves knew that someday the Drow would eventually become as powerful
  as themselves so they had the ancient smiths craft a fabulous sword, the
  ElfSword, which would slay any Drow it came in contact with.  They also had
  the ancient elven wizards construct a powerful Rune Staff of Power which when
  used in conjunction with the sword prevented the drow from even coming to the
  surface.

  The Drow soon became content with their existance in the underground caverns,
  deep beneath the surface, until one day their prophet told of a great and     
  terrible earthquake which would destroy their cities beneath the surface and
  destroy their race should they remain underground.

  The Drow, knowing their time was short, tried several times to return to the
  surface.  Each attempt ended with the Drow vaporizing as soon as they came to
  the surface.  They realized the powerful relics of the king must be destroyed
  so they joined forces with Lolth, Demon Queen of Spiders.  They very nearly
  succeded in obtaining the ElfSword, but their plans were thwarted by a heroic
  band of adventurers.

  With only one chance left, they sought the aid of Vlaad Tolinkov, Prince of 
  the Underworld, Ruler of the Dead, Master of Evil, and general troublemaker.
  With his vast armies of undead, and his strategically placed power centers 
  ruled by mighty generals, they succeded in stealing the ElfSword, kidnapping
  the prince, and breaking the spell which had been keeping the Drow beneath
  the surface for nearly a milenia.

  Now Drow roam the surface seeking revenge on their brothers.  They desperately
  seek the Rune Staff of Power.  Once they have that artifact, there will be no
  way which the King can restore the field which imprisoned them for so many
  years.

  With all the racial pressure, prejudices have become strong.  Elves will  
  tolerate humans, halflings, and half-elves, but only if they have to.  They
  do seem to be fond of Gnomes though.  All the other races tend to get along
  although they tend to distrust elves since the elves distrust them.  Many
  cities are racially one-sided.  Humans will almost never be found living
  in and Elven city and an elf would rather be tared & feathered than take up
  residence in a Human or Half-elf city.

  The King has employed YOU, a loyal subject of the Realm to seek out the 
  ElfSword and do whatever is necessary to restore peace and harmony to the
  Realm.


  THE WEEKLY UPDATES:  revise 2/10/86

     Each Monday I will post an Update which will list all the active players,
  their location in the Realm, current Installment, and other information which
  might be helpful.  There is also the Dungeon Gazette which has local and 
  Realm-wide headlines about the state of the nation and other hints which are
  often helpful, but always cleverly concealed.  There is also a Classified
  section which players may use to post ads to other players.  There is a 2gp
  charge per week to place an ad in the Gazette.

     Also found in the Monday Update is a section for Player News.  This section
  contains new rules and information which hasn't been published in the ElfSword
  Campaign Handbook yet.  Another section called Player Mail has selected pieces
  of mail which could be of interest to all the players, or my replies to mail
  which I didn't have time to reply to individually.  I also will post letters
  which have bounced back or don't seem to be getting through.  There is also a
  section called Rumors & Stories which is a forum for all sorts of legend lore
  concerning the Realm and the Quest.


  THE MONTHLY SCORE SHEET:  revised 1/31/86

     On the first Monday of each month I will post a Monthly Score Sheet for
  the previous month's play.  All active players will be listed with some of
  the same information also found in the Player List in the Monday Update.     
  In addition to this information there will also be a score for each player
  based on a formula which takes into account; installment number, gold or
  worth of valuables, and a variety of other special factors which will remain
  a secret.  There will also be a column which shows the current module each
  character is adventuring in.


  MODULES:   revised 2/13/86
  (The Campaign Broken Down)  

       At this time I would like to outline the structure of the Campaign.  It
       is comprised of several modules (of my own creation) which are played
       in a predetermined sequence.  While the sequence may be altered, the
       original campaign was designed using this order:

                        1. Invasion of the Drow
			2. Diablo's Domain
			3. Citadel in the Sky
			4. The Forbidden Forest
			5. The City on the Sea
			6. Night of the Comet
			7. The Isle of Doom

       Each of these modules completes a specific part of the Quest.  Special
       bonus points will be awarded to the person or party who completes a
       part of the quest.  Additional points will be awarded to the first
       player(s) who complete the entire quest.  The campaign is scored,
       tournament style, with points being awarding for certain accomplishments
       plus killing monsters, gaining treasure, etc.  Going to a module without
       completing the previous one will NOT get you any more points, and you
       probably won't know what to do, since all these are tied together with
       strong sequential bonds, rumors, plots, etc.  



   HEROES:   revised 2/14/86

       Scattered throughout the campaign is a group of NPC characters.  There 
   are 2-4 of these characters (known as Heroes) per module.  While they are 
   NPC's to start with, once they have encountered a PC or party of PC's, you 
   will have the chance to adopt this character into your party as an official
   PC.  These NPC's are all of relatively high level and they all have some sort
   of important information which is crucial to the completion of the quest.
   These NPC's will be made available to the first person(s) who meets up with 
   them and who have compatible alignments.  The quest can still be won without
   the aid of these NPC's, but it will be more difficult.  However, the ratio
   of these Heroes is such that there should be at least one Hero for each party
   in the quest.



   MAILING:  revised 2/14/86

       The time it takes to send and receive mail varies greatly per player.
    Some players can receive my installments with 20 minutes while some take
    over 3 or 4 days.  Mail which arrives on Saturday, Sunday, and Monday will
    not be replied to until Tuesday.  Here is a schedule of how I work my mail:

		  Monday:     Put final touches on Monday Update. 
			      Post Monday Update.
			      Process Weekend Moves.

                  Tuesday:    Process Moves from Monday and Tuesday.
			      Send Saturday - Tuesday Installments

                  Wednesday:  Process Wednesday Moves.
			      Send Wednesday Installments.
			      Post Current Mailing List

                  Thursday:   Type up the text portion of the Monday Update.
			      Process Thursday Moves and send Installments.

                  Friday:     Post Current Waiting List
			      Process Friday Moves and send Installments.

                  Saturday &  Devise new methods to torture my players.
		  Sunday:     Let my fingers recover.    



    EXPIRED PLAYERS:  revised 2/14/86

       I allow a mail turn-around time of 3 weeks.  This takes into account
  most mailing problems and the fact that there is more to your life than 
  playing this game. (At least I hope so (:-)).  If I have not heard from a
  player after 3 weeks, that player will be placed on an Expiration List which
  will be posted somewhere in the Monday Update.  That player will then have one
  (1) week to send me either a move or at least a note.  If after that week I 
  have still not heard from that player, they will be removed from the campaign
  and a new player will be selected from the Waiting List.



   This ends the first release of the Quest for the ElfSword Campaign Handbook.
   I am sure that there will be several appendages throughout the course of the
   game.  Please excuse any syntax errors.  This was a "rush job" and it still
   came out two days late.
-- 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  May the Quest for the ElfSword be
  your ultimate goal in life...
					  Mark Smith
      -|=======-   	GM          	  "Game Master of a Higher Order"
					  ihnp4!pur-ee!pur-phy!mrstve!mark
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