So you now find yourself sharing a table with three others, all of you very much alike. You are young adventurers, seeking fortune and fame in the wild parts of the world.
 

Every Young Hero Needs Somewhere to Start

In the frontier stronghold of Purdey's Rest, rumors of mysterious lost ruins lead a group of young adventurers into the wilderness — and the forgotten dungeons of a legendary dark mage. Facing off against evil bandits, foul undead, and ravenous monsters, the characters seek the rewards of wealth and fame. But before they can claim either, they must survive all the deadly threats of Hazakor's lost halls.

The Hidden Halls of Hazakor — Every Young Hero Needs Somewhere to Start

The Hidden Halls of Hazakor is a starter adventure for fifth edition fantasy roleplaying, written with a special focus on young, beginning Gamemasters of ages twelve and up. In a friendly and straightforward fashion, this adventure explores some of the ways a good fantasy RPG dungeon crawl can be put together. It offers advice on how to just let things happen during a game session, and how to not be overwhelmed by all the directions in which an adventure can go. It talks about how to bring nonplayer characters to life, how to have fun running monsters, and how to challenge the other players and their characters alike. The Hidden Halls of Hazakor is for any player ready to sit in the GM's chair for the first time — and who's ready to learn some of the tricks and techniques that help all GMs run great games.

 

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This book is actually two different types of adventure. The first is the story outline presented in the book. This lets the Gamemaster (the GM) and four players create a full story of their own, as the players' characters decide how to explore the world. The second adventure is the one that you'll take as the Gamemaster. That's the person who shapes the characters' journey, and who makes sure that the players have fun.