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+\documentclass[letterpaper,serif]{rpg-module}
+
+\usepackage{parskip} % Add spacing between paras instead of indents
+\usepackage{enumitem} % Control spacing in description list
+
+\begin{document}
+
+\onecolumn
+
+\begin{center}
+Page intentionally left blank.
+\end{center}
+
+\twocolumn
+
+\title{Dungeon Module X2\\
+Castle Amber\\
+(Ch\^{a}teau d'Amberville)}
+
+\subtitle{An Adventure for Character Levels 3--6}
+
+\coverimage{X2_CoverImage.png}
+
+\abstract{Trapped in the mysterious Castle Amber, you find yourselves cut off from the world you know.
+The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly,
+lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long
+enough to find it?
+
+This module contains referee notes, background information, maps, and exploration keys intended for
+use with the D\&D Expert rules. Be sure to look for other D\&D modules from TSR, the Game Wizards!}
+
+\copyrightblock{\vspace{3ex}Distributed to the book trade in the United States by Random House, Inc.
+and in Canada by Random House of Canada. Ltd.
+
+Distributed to the toy and hobby trade by regional distributors.
+
+\copyright 1981 TSR Hobbies, Inc. All Rights Reserved.
+
+DUNGEONS \& DRAGONS and D\&D are registered trademarks owned by TSR Hobbies, Inc.\vspace{1ex}}
+
+\contactblock[p{4.5cm} p{6.0cm} p{7.2cm}]{%
+\vspace{-24pt}
+PRINTED IN U.S.A.
+
+ISBN 0--935696--51--2
+}{\includegraphics[width=4cm]{TSR_Logo.png}}{%
+\vspace{-36pt}
+TSR Hobbies, Inc.
+
+POB 756
+
+Lake Geneva, WI 53147
+\vspace{-11pt}
+\begin{flushright}
+\textbf{\large 9051}
+\end{flushright}
+}
+
+\maketitle
+
+
+
+%% START OF PAGE 1 %%
+
+\showtitle[DUNGEONS \& DRAGONS\registered~Expert Set\\
+Dungeon Module X2\\
+CASTLE AMBER\\
+(CH\^{A}TEAU D'AMBERVILLE)]
+
+Castle Amber is intended for use with the DUNGEONS \& \mbox{DRAGONS} Expert Set, which continues and expands the
+D\&D\registered~Basic rules. This module cannot be used without the D\&D Basic and Expert rules.
+
+\part{Introduction}
+The information in this module is only for the Dungeon Master who
+will guide the players through the adventure. Knowledge of the
+contents of this module will spoil the surprise and excitement for
+players. If you plan to participate in this module as a player, please
+stop reading now.
+
+\section*{Notes for the Dungeon Master}
+Before beginning to play, the DM should read the module thoroughly
+to become familiar with it in detail. The information that is
+boxed is to be read aloud to the players at the appropriate time.
+The material that is not boxed is for the DM's use and should only
+be revealed to the players at the DM's discretion.
+
+This module has been designed for a party of 6 to 10 characters,
+between the 3rd and 6th levels of experience. The total of the
+party's experience levels should be from 26 to 34, with a total of 30
+being best. For example: a party might be made up of a 4th level
+fighter, a 6th level cleric, a 5th level magic-user, a 3rd level thief, a
+5th level dwarf, a 4th level elf and a 3rd level halfling for a total of
+30\,---\,(4\+6\+5\+3\+5\+4\+3 $=$ 30). If the party has a strength of less
+than 26 levels or more than 34, the DM may wish to adjust the
+strength of the monsters in this module\,---\,either making them
+smaller and less numerous or larger and more numerous. Each
+party should have at least 1 magic-user or elf and 1 cleric.
+
+Castle Amber (Ch\^{a}teau D'Amberville) is made up of 9 parts\,---\,some provide wilderness adventures and
+some provide dungeonlike adventures.
+\begin{description}[labelindent=1em,leftmargin=1em]
+\item[Part One] (this section) outlines the scope of the adventure and describes the family of Amber (D'Amberville).
+\item[Part Two] details the West Wing of the Amber family mansion (dungeon adventure).
+\item[Part Three] describes the Indoor Forest in the central part of the mansion, which is built like a greenhouse (wilderness adventure).
+\item[Part Four] is a description of the family Chapel (dungeon adventure).
+\item[Part Five] describes the plan of the East Wing (dungeon adventure).
+\item[Part Six] details the dungeon under the mansion (dungeon adventure).
+\item[Part Seven] is a description of Averoigne, based on a fantasy world created by the author Clark
+Ashton Smith\footnote{Permission to base Part Seven on the Averoigne stories of Clark Ashton Smith was
+graciously granted by CASiana Literary Enterprises, Inc.} (wilderness adventure).
+\item[Part Eight] describes the Tomb of Stephen Amber (La Tombe \'{E}tienne D'Amberville)\,---\,(dungeon adventure).
+\item[Part Nine] gives details on the new monsters introduced in this module.
+\end{description}
+During the adventures the DM should be careful to give the player
+characters a reasonable chance for survival. The emphasis is on
+reasonable. Try to be impartial and fair, but if players persist at
+taking unreasonable risks, or if bravery turns into foolhardiness,
+the DM should make it clear that the characters will die unless they
+act more intelligently. Everyone should cooperate to make the
+adventure fun and exciting.
+
+When describing monster encounters, the DM should not describe
+them only by what they look like. After all, there are four
+other senses as well\,---\,smell, sound, taste and feelings of heat,
+cold, wetness and so forth. The DM should try to vary the approach
+to encounters whenever possible. For example: the party
+might first hear a monster coming before actually meeting the
+monster. Such advance warnings are also a good way to warn a
+party that an encounter might be too difficult to handle. The DM
+should try to avoid letting unplanned wandering monsters ruin the
+balance of the adventure, making it too tough for the party.
+The descriptions of each room give only a minimum of detail. The
+DM should feel free to add any additional details, such as the
+dimensions of the room, so long as this does not alter the challenge
+of the encounter. Additional detail is not necessary, but it may
+strengthen the atmosphere of the adventure.
+
+This module is not designed to be played completely in a single
+session; a number of gaming sessions will be needed to finish it. If
+the party tries to complete the entire module without stopping
+periodically to regain lost hit points and restore spells, they are all
+quite likely to die. The party has an unknown powerful ally looking
+after them. Prince Stephen Amber (described in detail in a later
+section) will send a cloud of amber light to encircle the party at the
+end of a gaming session. This light will protect the party from all
+wandering monsters and provides nourishment. The amber light
+will also restore all lost hit points to wounded characters and allows
+magic-users, elves and clerics a chance to regain their spells. Time
+outside the amber light stops while it continues for those within the
+light. Thus, if characters gain enough experience to reach higher
+experience levels they may train and study between gaming sessions
+and rise in experience levels. Those characters who gain
+experience levels may use the abilities gained at the new level the
+next time they play. In general, the DM will find that a single part of
+the module is equaf to one gaming session.
+
+For the convenience of the DM, whenever a monster or NPC is
+described in the text, the game statistics will be listed in parentheses
+in the following order:
+
+\textbf{Monster Name} (Armor Class; Hit Dice or Class/Level; hit points;
+Number of Attacks per round; Damage per attack; Movement per
+turn (round); Save As: Class/Level; Morale; Alignment; and Abilities
+for NPCs, if necessary.)
+
+Abbreviations which are used are:
+
+Armor Class = \textbf{AC}, Hit Dice = \textbf{HD}, Cleric = \textbf{C}, Dwarf = \textbf{D}, Elf = \textbf{E},
+Fighter = \textbf{F}, Halfling = \textbf{H}, Magic-User = \textbf{M}, Thief = \textbf{T},
+Normal Man = \textbf{NM}; Level = \textbf{\#}, hit points = \textbf{hp}, Number of Attacks = \textbf{\#AT};
+Damage = \textbf{D}, Movement = \textbf{MV}, Save As = \textbf{Save}, Morale = \textbf{ML}; Alignment = \textbf{AL};
+Strength = \textbf{S}, Intelligence = \textbf{I}, Wisdom = \textbf{W}, Dexterity = \textbf{D},
+Constitution = \textbf{C}, Charisma = \textbf{Ch}.
+
+Class/Level is only used for NPCs, while Hit Dice is used for all other monsters. It should be noted
+that movement in a game turn is three times the movement rate per round.
+
+\end{document}