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+\documentclass[letterpaper,sansserif,tightsqueeze]{rpg-module}
+
+\usepackage{parskip} % Add spacing between paras instead of indents
+
+\title{B1: In Search of the Unknown}
+
+% Compress title spacing compared to default
+
+\addtolength{\topmargin}{-0.3cm}
+\addtolength{\textheight}{0.7cm}
+
+% Initialise counters
+
+\setcounter{page}{20}
+
+\begin{document}
+
+\onecolumn
+
+\begin{center}
+Page intentionally left blank.
+\end{center}
+
+\twocolumn
+
+\section*{KEY TO THE LOWER LEVEL}
+
+The lower level of the complex is rough and unfinished. The
+walls are irregular and coarse, not at all like the more finished
+walls of the level above (except for the two rooms on
+this level which are more like those in the upper portion and
+in a state of relative completion). The corridors are roughly
+10' wide, and they are irregular and rough, making mapping
+difficult. The floors are uneven, and in some cases rock
+chips and debris cover the pathways between rooms and
+chambers. The doors are as in the upper level, but the secret
+doors are either rock or disguised by rock so as to appear
+unnoticeable.
+
+\section{WANDERING MONSTERS}
+
+Check every second turn; 1 in 6 (roll a 6-sided die). If a monster
+is indicated, roll a six-sided die again and compare to
+the list below to determine what type of monster appears.
+Then check for surprise. The abbreviations which follow are
+the same as used and explained in the section entitled MONSTER
+LIST.
+\begin{enumerate}
+\item\stats{troglodyte}{1--4}{9,8,5,4}
+\item\stats{crab_spider}{1}{12}
+\item\stats{kobold}{2--7}{4,4,3,3,2,2,1}
+\item\stats{orc}{1--8}{6,5,5,4,4,3,3,2}
+\item\stats{zombie}{1--2}{8,7}
+\item\stats{goblin}{2--7}{5,5,4,4,3,2,1}
+\end{enumerate}
+
+\section{ENCOUNTER AREAS}
+
+\setcounter{subsection}{37}
+
+\subsection{ACCESS ROOM}
+This room is filled with piles of rock and
+rubble, as well as mining equipment: rock carts, mining
+jacks, timbers, pickaxes, etc. It is apparent that there has
+been no mining activity for quite some time.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{MUSEUM}
+This room is an unfinished museum, a special
+monument to the achievements of the stronghold's most illustrious
+inhabitants.
+
+The west wall is a sectioned fresco showing various events
+and deeds from the life of Rogahn, and the several views
+pictured are: a young boy raising a sword, a young man
+slaying a wild boar, a warrior carrying off a dead barbarian,
+and a hero in the midst of a large battle hacking barbarian
+foes to pieces.
+
+The east wall is a similar sectioned fresco showing cameos
+from the life of Zelligar: a boy gazing upward at a starry night
+sky, a young man diligently studying a great tome, an earnest
+magician changing water to wine before a delighted
+audience, and a powerful wizard casting a type of death
+fog over an enemy army from a hilltop.
+
+The north wall section is unfinished, but several sections of
+frescoes show the two great men together: shaking hands for
+the first time in younger days, winning a great battle against
+barbarians in a hill pass, gazing upward together from the
+wilderness to a craggy rock outcropping (recognizable to
+the adventurers as the place where the stronghold was built),
+with a fourth space blank. Next to the frescoes are other mementoes
+from the past: a parchment letter of thanks for help
+in the war against the barbarians from a prominent landowner,
+a barbarian curved sword, and a skeleton of the barbarian
+chief (so identified by a wall plaque in the common
+language). There is more blank space on the wall, apparently
+for further additions to the room's collection of items.
+
+The frescoes are painted and they cannot be removed.
+None of the mementoes is of any particular worth or value.
+
+Monster:
+
+Treasure \& Location:
+
+\section{40--56. CAVERNS OF QUASQUETON}
+
+\setcounter{subsection}{39}
+
+The bulk of the lower
+level of the complex is a series of unfinished caves and caverns,
+which are mostly devoid of special detail—all being
+characterized by irregular walls of rough rock. Uneven floors
+strewn with bits of rock and rubble, and joined by winding
+corridors. The majority of the rooms are empty of furnishings.
+
+\subsection{SECRET CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{WEBBED CAVE}
+
+The entrance to this room is covered
+with silky but sticky webs, which must be cut or burned
+through to gain access to it. See web spell for details in D\&D
+Basic booklet.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN OF THE MYSTICAL STONE}
+This ante-chamber is
+the resting place for a large, glowing chunk of rock which
+appears to be mica. The stone radiates magic strongly.
+
+The stone rests permanently in its place and is not removable.
+Although chips can easily be broken off the rock by
+hand, only one chip at a time may be broken away; until
+anything is done with it, the rest of the rock will remain impervious
+to breaking.
+
+Once a chip is removed, its glow will begin to fade, and after
+three rounds (thirty seconds) it will be a normal piece of mica
+with no magical properties (as will be the case if it is removed
+from this room). The chip's magical properties are manifested
+only if it is consumed (or placed in the mouth) by any
+character before three rounds have passed after breaking
+off from the chunk. The magical effects are highly variable
+and each individual can only be once affected—even if a
+future return to the rock is made at a later time. If any character
+places a chip within his or her mouth, a 20-sided die is
+rolled to determine the effect according to the following table:
+
+\begin{enumerate}
+\item Immediately teleports the character and his gear to the
+webbed cave (room 42)
+\item Immediately blinds the character for 1--6 hours of game
+time (no combat, must be led by other adventurers)
+\item Raises strength rating permanently by 1 point
+\item Raises charisma rating permanently by 1 point
+\item Raises wisdom rating permanently by 1 point
+\item Raises intelligence rating permanently by 1 point
+\item Raises dexterity rating permanently by 1 point
+\item Lowers strength rating permanently by 1 point
+\item Lowers charisma rating permanently by \ point
+\item Lowers intelligence rating permanently by 1 point
+\item Cures all damage on one character
+\item Causes invisibility for 1--6 hours of game time (subject to
+normal restrictions)
+\item Poison (saving throw at +1)
+\item Makes a 500 g.p. gem (pearl) appear in character's
+hand
+\item Gives a permanent +1 to any single weapon carried by
+character (if more than one now carried, roll randomly to
+determine which)
+\item Heals all lost hit points of character (if any)
+\item Causes idiocy for 1--4 hours (unable to function intelligently
+or fight, must be led by other adventurers)
+\item Gives a special one-time bonus of 1--6 hit points to the
+character (these are the first ones lost the next time damage
+or injury is taken)
+\item Gives a curse: the character will sleep for 72 hours
+straight each month, beginning one day before and
+ending one day after each new moon (can only be removed
+by a remove curse spell)
+\item Has no effect
+\end{enumerate}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{SUNKEN CAVERN}
+This small cavern lies at the bottom of
+a short, sloping corridor. The walls are wet with moisture, and
+glisten in any reflected light.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{CAVERN}
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{ARENA CAVERN}
+This cavern, designed as a small theatre
+or arena, is unfinished. The center portion of the room is
+sunken about 15' below the floor level, and the sides slope
+downward from the surrounding walls to form a small amphitheatre.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{PHOSPHORESCENT CAVE}
+This medium-sized cavern
+and its irregularly-shaped eastern arm present an eerie sight
+to explorers. A soft phosphorescent glow bathes the entire
+area independent of any other illumination, and the strange
+light is caused by the widespread growth (on walls, ceiling,
+and even parts of the floor) of a light purplish mold. The mold
+itself is harmless.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{WATER PIT}
+This room contains the 8' deep pool of water
+into which any unwary adventurers are precipitated from the
+trap on the upper level (see the special description of the
+trap under the description of room 36). As described there,
+the water is extremely cold. Anyone entering the water
+(whether voluntarily or not) must spend a full hour recovering
+from its chilly effects.
+The pool is about 20' across and is filled by a cold spring.
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{SIDE CAVERN}
+This cavern is unusual only in that its eastern
+rock wall is striated with irregular diagonal streaks of a
+bluish ore (of no unusual use or value to the adventurers).
+
+Monster:
+
+Treasure \& Location:
+
+\subsection{RAISED CAVERN}
+This room, off the southeast corner of
+the grand cavern, is accessible by climbing four upward
+steps. Its eastern wall also shows diagonal streaks of the
+same bluish ore noticeable in room 51. The room has a low
+ceiling (only 5'), so some humans may find it difficult to stand
+fully erect.
+
+% Monster:
+%
+% Treasure \& Location:
+%
+% \subsection{GRAND CAVERN OF THE BATS}
+% This majestic cave is the
+% largest in the complex, and is impressive due to its size and
+% volume, for the ceiling is almost 60' above. A corridor sloping
+% downward into the cavern (noticeable even by nondwarves)
+% gives primary access to the room on its south wall.
+% A secondary entrance/exit is via a secret door to the west,
+% while steps to the southeast lead up to room 52.
+
+\end{document}