KEY-

1.Main Gate
2.Flanking Towers
3.Entry Yard
4.Common Stable
5.Common Warehouse
6.Bailiff’s Tower
7.Private Apartments
7a. Jewel Merchant’s Apartment
7b. Traveling Priest
8.Smithy and Armorer
9.Provisioner
10.Trader
11.Loan Bank
12.Watch Tower
13.Fountain Square
14.Traveler’s Inn
15.Tavern
16.Guild House
17.Chapel
18.Inner Gatehouse
19.Small Tower
20.Guard Tower
21.Inner Bailey
22.Calvary Stables
23.Great Tower
24.The Keep Fortress
25.Tower
26.Central Towers
27.Castellan’s Chamber

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 of Cormyr 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 of Cormyr
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.