HEROES OF ASCORE: THE EPIC CONTINUES!
is the exciting sequel to Gareway To THE Savaae Fronner and volume Il in SSI's spectacular new AD&D* computer fantasy role-playing epic. Your mission is truly daunting: save the Savage Frontier from a cataclysmic war, free Llorkh from its evil captors, and regain a powerful magical item lost since ancient times. This big, bold adventure will leave you reeling! The award- winning game system used throughout SSI’s famous gold-box series continues to evolve ~ new features abound! Movement and combat are now subject to the unpredictable effects of weather. Players can now interact with ‘ NPCs - they can even have romances. Plus, in some situations, combat reinforcement can give you extra help when you need it most. And with the Savage IBM & AMIGA -$49.95. Frontier teetering on the brink of all-out war, this i hrecnccaa chan feature will be put to good usel ‘YO ORDER: Transfer your characters from GATEWAY TO THE VISA/MC = call 1-800-245-4525 Savage Fronmer or create new 51 level characters. seh & Canada) rhe Pay You'll find so much more to explore - and the plus $4.0 sipong ‘ por freedom to explore it the way you want - as the to, Electronic Arts, P.O. Box 7530, Heroes of Ascore attempt the impossible yet again! ‘San Mateo, CA 94403
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THE DARK QUEEN OF KRYNN
ADVENTURER’S
rN
STRATEGIC SIMULATIONS, INC.
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CREDITS
MicroMagic Inc.
SSI Special Projects Group George MacDonald
Ken Humphries
Lester Humphreys, Jason Linhart Herb Perez
Jason Linhart, David Blake Bill Sloan, Lester Humphreys Carol Tanguay
Carol Tanguay, Herb Perez SSI Special Projects Group
Ken Eklund: Naulidis, Hulderfolk, Palace, Tower of Flame.
Herb Perez: Caves, Kristophan, Tombs
Francis Small; Hawkbluff, Blackwater Glade
David Arcand: Overland, New Aurim Stephen Linhart: Luminari, Bai’or Wayne Horgan: Gnome Citadel David Arcand
Eileen Matsumi, André Vrignaud Wayne Horgan, Kiri Naiman
"The Fat Man” George Alistair Sanger David Govett
John Ratcliff
The Dreamers Guild Inc.
Bill Sloan, Ben Zeman, Kiri Naiman, SSI Special
Projects Group
Thomas MacMahon, Tao-Rodriguez-Seeger,
£mma Tallier, Brian Lowe, Cyrus Harris, Al Marenco, Zane Wolters, John Kirk, Chris Warshauer,
Jeff Shotwell, Forrest Elam, John Boockholdt, Steven Okano, Tom MacDevitt, Sean House,
Larry Webber, Jason Ray, Mike Gilmartin
Kym Goyer Top Star Computer Services, Inc.
Louis Saekow Design - David Boudreau, Kathryn J. Lee Louis Saekow Design - Kirk Nichols, Jev Rothe
American Lithographers, Inc.
TABLE OF CONTENTS
INTRODUCTION IMPORTANT FEATURES ..... CHARACTERS AND PARTIES.. Player Races... Ability Scores .. Character Classes:
Building a Successful Party COMBAT....... Combat Map. Initiative ...
Combat Movement Combat Strategies ..
Knights and Paladins Rangers... Tips on Magic..... MAGICAL TREASURES... CREATURES OF THE DRAGONLANCE™ SAGA SPELL DESCRIPTIONS JOURNAL ENTRIES.. TABLES ....
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@ INTRODUCTION s @ IMPORTANT FEATURES vy
A LETTER FROM THE GENERAL
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CHARACTERS AND PARTIES Player Races
You need a party of adventurer Player There are seven races from which you Characters (PCs) to play THe DARK Queen or May construct player characters, each Kvn. You must choose the following for with different talents and limitations. each character: a race, a class, and an Tables beginning on page 49 summarize alignment. After you select these, the the racial class limitations and ability computer generates a set of ability scores Score modifiers. The following describes that define your new character's natural each race and tells which classes are strengths and weaknesses. To build a open to them.
party you must make a mix of characters that have the range of skills needed for success, and then band them together.
Hill Dwarves are a stubbom and rough race of sturdy workers and craftsmen. They are especially resistant to magic and poison. During combat, dwarves receive bonuses when attacking goblins or hob- goblins, and are adept at dodging the attacks of ogres and giants. Dwarves can be fighters, thieves, rangers, clerics of Reorx, or mixed classes.
Mountain Dwarves are somewhat clan- nish and more refined than their Hill Dwarf cousins, otherwise they are nearly identical. Mountain dwarves may be fight- ers, paladins, thieves, clerics of Reorx, or mixed classes.
Silvanesti Elves (High Elves) are a tall, arrogant, and longived race. They are nearly immune to sleep and charm spells, and are adept at finding hidden doors, During combat, elves receive bonuses when attacking with swords or bows. They cannot be raised from the dead. Silvanesti elves can be fighters, paladins, magicusers, clerics, rangers, and mixed classes.
Qualinesti Elves are slightly smaller and friendlier than their Silvanesti brethren, but they have identical abilities and bonuses. Qualinesti elves can be fighters, rangers, magic-users, thieves, clerics and mixed classes.
Half-Elves are hybrids, with many of the virtues of both humans and elves. Like their elf ancestors, they are resistant to sleep and charm spells, and are adept at finding hidden doors. Half-elves can be fighters, knights, magic-users, clerics, thieves, rangers, and mixed classes.
Kender are a small people characterized by an absolute lack of fear, and an insa- tiable curiosity. They are especially resis- tant to magic and poison, and have the special ability to taunt intelligent oppo- nents. When kender successfully taunt, an opponent will attack in a mindless rage, suffering a loss of combat effectiveness. The preferred weapon of the kender is the hoopak, part staff-sling, part metal-shod staff, which only they can use. Kender receive bonuses to hit with hoopaks, and are deadly accurate shots. They can be thieves, fighters, rangers, clerics or mixed classes.
Humans are the most common player- race in the world of Krynn. Humans do have the disability of shorter life-spans than the other races. This may be a prob- lem if they are subjected to many haste spells, which age the hasted character one year, They can be fighters, magic- users, clerics, thieves, paladins, rangers, and knights — but not mixed classes.
Ability Scores
Every character has six randomly generat- ed ability scores as described below. These scores fall within a range deter- mined by the race and class of the char- acter. The base values range from 3 (low) to 18 (high). There are tables of limita- tions, modifiers, and bonuses starting on page 49.
Depending on the character class, one or more of these abilities will be a Prime Requisite. A prime requisite is an ability especially valuable to a given class. For example, strength is key for fighters and wisdom for clerics. Most characters receive bonus experience points when their prime requisite scores are 16 or greater. Non-human characters may have modifiers to the basic ability scores to reflect differences between the races,
Dwarves for instance, get a +1 constitu- tion bonus and may have a maximum constitution of 19 instead of 18, All racial modifiers are calculated automatically when a character is generated.
Strength (STR) is the measure of a char- acter’s physical power, muscle mass, and stamina. Fighter-type characters (fighters, paladins, and rangers) may have excep- tional strengths greater than 18 that are indicated by a percent value (01, 02,03... 98, 99, 00) following the base strength. High strength increases a character's com- bat ability with melee weapons, such as swords or maces. Strength also determines how much a character can carry without becoming encumbered and slowed in combat.
Intelligence (INT) is the measure of how well a character can learn. Intelligence level determines the maximum level of spells a magic-user can cast.
Wisdom (WIS) is the measure of a char- acter’s ability to understand the ways of the world and to interact with the world, Clerics receive bonus spells for high wis- dom, and wisdom determines the maxi- mum level of spells a cleric can cast,
Dexterity (DEX) is the measure of a character's manual dexterity and agility. Thieves especially benefit from high dex- terity. Dexterity affects how well a charac- ter can use ranged weapons (bows, dart, etc.), when he moves in a combat round, and how difficult he is to hit in combat.
Constitution (CON) is the measure of a character's overall health. Characters receive one extra hit point if their consti- tution is 15, and two points if it is 16. Fighter-types (fighters, rangers, knights, and paladins) receive additional bonuses for constitutions of 17 or 18. A character's constitution also determines the maxi- mum number of times that character can
be raised from the dead with raise dead or resurrection spells, and the chance of a resurrection attempt being successful. Every time a character is successfully res- urrected, | point of constitution is lost.
Charisma (CHA) is the measure of how others react to a character.
Charisma is sometimes a factor when encountering NPCs — the higher a charac- ter’s charisma, the more that character can persuade others to do what he wants. The character with the highest charisma should be the active character when deal- ing with NPCs.
Character Classes
Classes are the characters’ professions. A character must be at least one character class, Non-human characters can be more than one class at the same time. These multi-class characters have more playing options, but move up in levels slowly because experience is divided evenly among all classes.
Characters receive hit points, spells, and abilities based on their class, level, and (sometimes) ability scores. Refer to the tables at the back of this journal to find the number and size of hit dice a charac- ter receives, and the number of spells the character can memorize.
Clerics have spells bestowed on them by their deity and can fight wearing armor and using crushing (no edged or pointed) weapons. After selecting an alignment, clerics may only choose a deity appropri- ate to their alignment. Each of the deities extend special abilities to their followers. For more information, see the “Deities”
section on page 15. Clerics have the ability to sometimes turn away, or even destroy undead creatures such as skeletons or zombies. This power increases as the cler- ic increases in level, Clerics must memo- rize their spells just as magic-users, but they do not use spell books. When clerics gain a new spell level, they can automati- cally memorize any of the available spells for that level. The prime requisite for cler- ics is wisdom.
Fighters can fight with any armor or weapons, but they cannot cast magic spells. All fighter-types (fighters, paladins, Knights, and rangers) gain the ability to attack more than one time per round when they reach higher levels. They can also have exceptional strength; gaining additional hit point bonuses if they have a constitution of 17+, The prime requisite for fighters is strength.
Paladins are a type of fighter, and can fight with any armor or weapons. They are resistant to spells and poison, and can tum undead creatures as if they were a cleric two levels below their current pal- adin level. Paladins are also always sur- rounded by the equivalent of a protection from evil 10’ radius spell. Paladins may heal two hit points of damage per level once a day. They may cure disease once a week for every five levels of experience, For example, once a week at Ist-5th levels, twice a week at 6th-10th levels, etc, They can use cleric spells when they reach 9th level, although they can never use clerical scrolls. They advance in spell-casting abili- ty until 20th level.
Paladins must be of lawful good align- ment, and they will not knowingly adven- ture with any evil characters. They must have ability scores of at least 9 in intelli- gence and constitution, at least 12 in strength, at least 13 in wisdom, and at least 17 in charisma. The prime requisites for paladins are strength and wisdom.
Rangers are a type of fighter, and can fight with any armor or weapons. They do additional damage when fighting giant- class creatures. Rangers must be of good alignment and have ability scores of at least 13 in strength and intelligence, and at least 14 in wisdom and constitution. They can use druid spells when they reach 8th level, and magic-user spells when they reach 9th level. Their spell- casting ability advances until 17th level. Rangers can never use scrolls of any type. The prime requisites for rangers are strength, intelligence, and wisdom.
Solamnic are the pride of chival- ric honor in the world of Krynn, The knights are divided into three orders: the Knights of the Crown, the Knights of the Sword, and the prestigious Knights of the Rose. All are renowned for their bravery and skill at arms. Knights begin the game with Solamnic Plate Mail, helm +2, long sword +2, and a shield +2.
Knights are valuable for their leadership ability in combat. Whenever a party with a Knight enters combat, he makes a leader- ship check. If the check is successful all NPCs in the party come under your con- trol like regular PCs. Chance of success increases dramatically as a Knight rises through the three orders.
If a Knight of either of the first two orders (Crown or Sword) is of sufficient level, and has high enough ability scores, he may petition the next higher order for admission. When Knights of the Sword or the Rose become sixth-level, they gain the ability to cast some clerical spells.
To join the Knights of the Sword a knight must have the following minimum ability scores: STR 12, INT 9, WIS 15, DEX 9, CON 10.
To join the Knights of the Rose a knight must have the following minimum ability ‘scores: STR 15, INT 10, WIS 15, DEX 12, CON 15,
Magic-Users have powerful spells, but can use no armor and few weapons. They can only memorize those spells available in their personal spell books. Magic-users may add entries to their spell books when- ever they go up in level or find scrolls with spells of levels that they are able to scribe. In the world of Krynn, the power of magic-users is moderated by the three moons, and magic-users are divided into three orders based on alignment. A magic-user’s power fluctuates with the cycles of the moon that influences his order. For more information on the orders and moons see the “Magic” section (page 12). The prime requisite for magic-users is intelligence,
Thieves have special skills for opening locks and removing traps, but are limited to using swords, short bows, slings, and leather armor. In combat they do addi- tional damage by ‘back stabbing,’ which is described in the Combat section. Starting at 10th level, thieves can deci- pher some magical writing and have a chance of casting spells from magic-user scrolls. The prime requisite for thieves is dexterity.
Multi-class characters are non-humans who belong to two or more classes at the same time, Multi-class characters’ experi- ence points are divided among each of the classes, even after they can no longer advance in one or more of those classes. Their hit points per level are averaged among their classes. Multi-class characters gain all the benefits of all their classes with regard to weapons and equipment.
Alignment
Alignment is the philosophy a character lives by, and can affect how NPCs and some magic Items react to a character, The possibilities range from believing strongly in society and altruism (lawful good) to being anarchistic and actively unpleasant (chaotic evil). Alignment is presented In two parts: World View and Ethics.
World View
Lawful indicates that the character values the structure and rules of society. Neutral indicates that the character val- ues both the individual and society,
Chaotic indicates that the character val- ues the individual over society.
Ethics
Good indicates that the character tries to act in a moral and upstanding manner.
Neutral indicates that the character leans towards “situational ethics,” evaluating each set of circumstances.
Evil indicates that the character acts with- out regard to others, or In an overtly malignant manner, Player characters can- not be evil.
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Other Attributes
Each character also has three important values that change as the game goes on: hit points, experience points, and levels.
Hit Points measure the amount of dam- age a character can take before he goes unconscious. A character's maximum hit points are based on the hit dice for the character's class and level, plus any adjustments for constitution. A character gains a hit point bonus to each hit die if his constitution is over 14.
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When a character takes enough damage that his hit points reach O, he is uncon- scious. If the character's hit points drop to anything from -1 to -9, he will lose 1 hit point per turn from bleeding until he is bandaged or dies. If a character has -10 hit points or less, he is dead. Hit points on the screen will never be displayed as less than 0.
Points are a measure of what a character has leamed while adven- turing, Characters receive experience points for actions such as fighting mon- sters, finding treasures, and successfully
completing quests. The computer keeps track of experience, and when characters earn enough, they may advance in levels. See the Level Advancement Tables begin- ning on page 55 for experience require- ments.
New characters start the game with 1,000,001 EXP, which puts most single- class characters at about 12th level.
Levels are a measure of how much a character has advanced in his class. When they have enough experience points, characters may go to a training hall and receive the training required to increase in level. Characters may only advance one level at a time.
If a character has gained enough experi- ence to go up two or more levels since the last time he has trained, he goes up one level, and lose all experience in excess of one point below the next level.
Characters cannot train for new levels ‘once they have reached the maximum levels allowed.
Building a Successful Party Forming a strong and adaptable party is a
key to success in THe Dark Queen or Krynn.
Up to six Player Characters (PCs) may be
in a party—a party with fewer is less pow- erful and more likely to be eliminated by
opponents,
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Include a variety of classes in a party to get a good mix of skills, Here are two sample parties: Sample Party #1: 1 Human Knight 1 Human Paladin 1 Dwarf Ranger 1 Kender Cleric of Mishakal/Thief 1 Qualinesti Elf Cleric of Shinare/Fighter/Red Robe Mage 1 Silvanesti Cleric of Majere/Fighter/White Robe Mage Sample Party #2: 1 Numan Knight 1 Silvanesti Elf Cleric of Mishakal/ Fighter/White Robe Mage 1 Half-Elf Ranger/Cleric of Majere 1 Qualinesti Elf Cleric of Shinare/Fighter/Red Robe Mage 1 Kender Cleric of KiriJolith/Thief 1 Qualinesti Elf Fighter/Red Robe
Cleric/Fighter,
mate multi-purpose character. A Cleric/fighter/magic-user can cast magic-user and cleric spells while wielding the armor and weapons of a fighter. The main disadvantage of the cleric/fighter/ magic-user is that, as a triple-class charac- ter, they advance in levels quite slowly.
Fighter/Magic-Users may cast spells while wearing armor. This split class can fight as well as a fighter and receives more hit points than a pure magic-user.
Cleric/Thieves have more hit points and a better armor class than pure thieves, As a cleric, the cleric/thief can cast healing and support spells, allowing the character to perform double duty as both the party thief and additional healer. The thief sta- tus permits the powerful ‘back stab’ attack which is described in the “Combat” section,
Clerics are essential for healing the party after engagements. The most efficient way to heal is to ENCAMP and select FIX (you can issue this command several times while encamped). FIX works as follows:
If a cleric is in the party, all available cure spells are cast and automatically rememo- rized until all characters are healed. if the party has taken more damage than clerics have cure spells, the FIX option may be used again. When FIX is used, characters at the top of the list will be healed before the characters below them. If a cleric is not in the party, hit points may be recov- ered through rest (1 HP per 24 hour peri- od), potions or Temple services.
Rangers normally start the game with more HP than other fighter types. They do extra damage versus giant monsters, and receive magic and druidic spells at high level.
Knights are powerful fighters and there are some items that may only be used by them. Knights have special leadership abilities and gain clerical spells at high levels.
Paladins are great warriors. In addition to their martial prowess, they have natural protection from evil 10’ radius, healing powers, and they gain clerical spells,
Preparation Tips
Once the party has banded together, camp at the inn, ready equipment, and have all spelicasters memorize spells. Finally, save the game before continuing.
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COMBAT
Adventurers must battle their way through many dangerous foes to complete the adventure. The foll sections offer ‘some more information and tips for combat.
Combat Map
Battle takes place on a tactical combat map that Is a detailed view of the terrain that the party was in when the combat began. This map is set up with an invisi- ble square grid.
Initiative
Each round of combat is divided into 10 segments, and every character and foe acts ‘on a specific segment based on a random initiative number. Initiative is generated at the start of each combat round, and is modified by dexterity and random factors such as surprise. Characters can act on their initiative segment, or use the DELAY command to hold action until the end of the round, Casting spells may take extra time to perform, so often a spelicaster will begin a spell on his segment, but the spell will not go off until a little later.
Computer Control
In combat you control the actions of PCs. The computer controls the actions of monsters, NPCs, and PCs set to computer contro! with the QUICK command. If you have a Knight or paladin in your party, he may take control of NPCs at the start of combat by making a successful leader- ship check. A successful leadership check puts NPCs under normal control for that combat,
Combat Ability Each character's ability in combat is defined by AC, THACO, and Damage.
Armor Class
A character's or monster's difficulty to be hit is represented by armor class (AC). The lower the AC, the harder the target is to hit. AC is based on readied armor and a dexterity bonus. Some magic items, such as some bracers, also help improve AC.
THACO
The ability to hit enemies in melee or with missile fire is represented by THACO. THACO stands for To Hit Armor Class 9. This is the number a character must ‘roll’ equal to or greater than to do damage on a target with an AC of 0. The lower the THAC®, the better the chance to hit the target.
An attack is successful if the random number is greater than or equal to the attacker's THACO minus the target’s AC. THAC@ may be modified by things like range, attacking from the rear, magic weapons, and magic spells.
Damage
Damage is the range of hit point loss the attacker inflicts and is based on the attacker's strength, weapon type, and any magic bonuses the weapon has. The base damage for each weapon is summarized in the Weapons Table on page 51.
Some monsters take only partial or no damage from certain weapon types. Skeletons, for example, take only half damage from sharp or edged weapons, while some other monsters may only be damaged by magical weapons.
Attacking
There are two basic types of attack: Melee and Ranged (or Missile). The following describes each type and other rules gov- eming combat.
Melee Combat
Melee combat is face-to-face fighting with weapons such as swords and maces. Only when using melee weapons can charac- ters receive strength bonuses. Fighters can sometimes overpower several small foes during melee combat, and thieves have opportunities to ‘back stab.’
Ranged Combat
Ranged combat is firing at distant enemies with weapons such as bows or darts. A character with a missile weapon (bow, sling, etc.) may not attack when adjacent to an enemy. Two arrows or three darts can be fired per tum.
Multiple Attacks
After seventh-level (eighth for rangers) all fighter-type characters increase the num- ber of attacks they make with melee weapons. The first increase is three
attacks every two rounds, then two attacks every round. See the Bonus Attacks for High Level Fighters table on page 50.
All of a character's attacks are taken against his first target. If the first target goes down with the first attack, you can aim the remaining attack at another tar- get. Fighter-types may also ‘sweep’ through several weak opponents in one combat round. When a character ‘sweeps,’ he automatically attacks all of the weak opponents.
Back Stabbing
A thief ‘back stabs’ if he attacks a target from exactly opposite the first character to attack the target. The thief may not ‘back stab’ if he has readied armor heav- ier than leather. A ‘back stab’ has a better chance of hitting the defender and does additional damage.
Saving Throws
Attacks such as poison or spells do not automatically have their full effect on a target. Victims may get a saving throw to avoid some or all of the effect. If the sav- ing throw is successful, generally the tar- get suffers either no effect or only half- damage. Saving throws improve as char- acters gain levels.
Combat Movement
The number of squares a character can move is affected by carried weight, char- acter strength, and the kind of readied armor. A character's movement range is displayed on the View Screen and during the character's segment in combat. Combat movement is important for both closing quickly with opponents (and stop- ping missile fire) and fleeing from battles that are too tough.
Running Away
A character may flee from the battlefield if he moves faster than all enemies, but not if he moves slower than any enemies. A character has a 50% chance to move off the battlefield if he moves as fast as the fastest foe.
Exception: if a character can reach the edge of the combat map without any of his opponents being able to see him, he may then flee successfully even though he is slower than his opponents.
Returning to the Party
A character that moves off the battlefield returns to the party after the fight is over. If all active characters flee combat, any dead or unconscious characters are lost. Characters that flee a combat receive no experience points for the battle.
Combat Strategies
To succeed in combat, a skilled player deploys his party well, casts effective spells before and during combat, maneu- vers his characters into advantageous positions, and attacks using his most powerful characters and weapons.
Deploying the Party
When a battle begins, your party is auto- matically positioned based on the order list of the characters. Characters near the top of the order are in the front lines and vulnerable to attack. To change the start- ing deployment, change the party order from the ALT menu while encamped. Shift the heavily armored fighters up the list and the vulnerable magic-users and thieves toward the bottom. Party order cannot be changed while in combat, although characters are free to move.
Your party may be placed in a bad posi- tion at the start of a battle. Get an idea of the situation, and move characters into better deployment. Sometimes the best strategy is offensive: charging with fight- ers to close ground and stop enemy magic and missile fire. Other times the best strategy is defensive: moving your characters to anchor their flanks on an obstacle such as a wall or tree. Setting up behind a doorway that your enemies have to move through also makes for a very strong defensive position. Always keep magic-users and missile weapons safe behind the front line.
Wounded Characters
Characters who are seriously injured should be cured or moved out of the front lines if possible. Remember: if you move away from an adjacent enemy, he gets a free attack at your back and has an improved chance to hit.
Stopping Ranged Attacks
Missile weapons cannot be fired if there is an adjacent opponent. To stop enemy missile fire, move someone neat to the opponent. If you want to fire missiles, keep away from the enemy.
Exploiting Enemies’ Weaknesses Exploit your opponents’ weaknesses by directing attacks against helpless, wounded, or isolated foes. Concentrate your attacks to eliminate one opponent rather than injure many (exception: enemy spellcast- ers). A foe with one hit point remaining
If spellcasters are hit in a round, they lose any spells they are preparing to cast, and cannot cast for the remainder of that round. Try to keep enemy spelicasters under attack every round while protecting your own.
After Combat
If one or more characters survive on the battlefield at the end of combat, the bod- les of unconscious or dead party mem- bers stay with the party. If the entire party flees from combat, all unconscious and dead party members are permanently lost. If ALL the party members are slain, go back to your last saved game and try again from that point.
MAGIC
Magic is integral to THe Dark Queen or Krynn. Magic-users and clerics, as well as high-level Knights, rangers, and paladins can cast spells. Magic is essential to the survival of the party. Magic-users cast many powerful offensive and defensive Spells. Clerics cast healing spells to revive wounded characters as well as both defensive and offensive spells. A spell can exist in one of four forms: in a char- acter’s memory, in a character's spell book, ona scroll, or in a wand, Memorized spells are cast with the CAST command. Spells are memorized during rest while encamped. Spells in scrolls or wands are cast with the USE command.
attacks as powerfully as an uninjured one,
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Memorizing a spell takes 15 minutes of game time per spell level, plus a prepara- tion period based on spell level;
Spelilovel: 1-20 HB 9 Preparation Time: ‘hs. Gls Bhs. 10h. 12hrs
Spells do not automatically have their full effect on their target. Each target of a spell may get a saving throw to avoid some or all of the effects of the spell,
Magic-Users
There are two orders of magic-users you can play — White Robe Mages and Red Robe Mages. All good alignment magic- users are White Robe Mages and all neu- tral alignment magic-users are Red Robe Mages. Evil magic-users are Black Robe Mages. The few magic-users in the world who do not enter an order are called ‘Rogues,’ and are attacked on sight by all of the other orders. Magic-users keep spell information in their personal spell books, and may only memorize spells that are recorded there.
When a magic-user trains for a new level, he selects a new spell to add to his spell book. A magic-user can also scribe spells from identified scrolls if he is of high enough level to cast them. A magic-user must cast a read magic spell or have a scroll identified in a shop before he can scribe (or cast) from it. The scroll disap- pears after it has been scribed or cast.
The Moons of Krynn
Since the creation of the world, three moons have governed the powers of magic in Krynn. As the moons wax and wane, so do the powers of magic aligned to them, Each moon has a different cycle and effects a different group of magic- users. Magic-users of the White Robe Mages gain their power from Solinari the white moon, Magic-users of the Red Robe Mages are governed by Lunitari the red moon, The evil Magic-users of the Black Robe Mages are empowered by the dark moon Nuitari, The current position of the moons is displayed at the top of your computer screen and their effects are as
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Saving Throws i tld Normal — Normal ti ‘Additional Spelis* 0 0 a 2 Mfectve level 4 Even Even a"
* The additional spelis can be of any level the magic-user can cast.
** Only a magic-user of sixth-level or higher who also has an intlli- ‘gence of 15 or greater gains this benefit,
Spheres of Magic
The magic of Krynn operates in spheres, with the different schools of magic-users only able to manipulate certain of them; spells castable by one order may not nec- essarily be cast by another. The “Spell Parameters List” on page 52, and the “Spell Descriptions” beginning on page 24 detail which magic-user orders can cast each spell.
Clerics
Clerical magic requires no spell books. All clerical spells of the appropriate level are always available to a cleric, the character need only memorize them. Unlike magic- users, Clerics can cast spells from scrolls without any preparation, although clerical scrolls also disappear after being cast.
Deities
Since the earliest days of Krynn, the wis- dom of the deities has been brought to all the races through the efforts of the cler- ics, the mortal messengers of the will of the heavens. As a sign of favor, deities bestow upon their clerics special bonuses or additional spells. The following is a list of the deities of Krynn that are available to characters, their alignment, and clerical bonuses:
Good Aligned Deities Paladine Powers: None
Extra spells: protection from evil 10’ radius
Majere
Powers: Tum undead as if cleric Is two levels higher
Extra spells: silence 15’ radius
Kiri-Jolith
Powers: +1 THACO
Extra spells: detect magic Mishakal
Powers: +1 die on all healing spells Extra spells: charm person, remove curse, bless
mr os peer
Neutral Aligned Deities Sirrion Powers: None Extra Spells: burning hands Reorx" Powers: +1 THAC@ (dwarves only) Extra spells: none Shinare Powers: None Extra Spells: charm person
“All dwarven clerics must select Reorx and therefore must be neutral.
Knights and Paladins
Knights and paladins use their clerical ‘spells identically to clerics, except that they can never use clerical scrolls, even if they may cast the spells,
Rangers
Rangers use magic and druidic spells. They use magic spells identically to magic-users and the druidic spells as cler- ics use their magic. Rangers can never cast spells from scrolls, even if they can memorize and cast the scroll spell nor- mally.
Tips on Magic
Both clerics and magic-users may cast spells which assist the party in combat. Preparatory spells, such as bless or strength, cast just before a tough battle can protect or strengthen characters. Combat spells can be cast to damage foes during combat. Healing spells can be cast either during or after combat to revive wounded comrades.
Spells should be rememorized as soon as possible after they are used. This is most likely to happen after combat. When in camp, have your spelicasters memorize spells and select REST to allow them to imprint the spells for later use. Selecting REST without choosing new spells has the spelicasters rememorize the spells they have cast since last resting,
MAGICAL TREASURES
As you travel about and encounter the monsters and puzzles that stand between you and finishing your various quests, you will find magical items to help you on your way. You can find magic items in a treasure by casting a detect magic spell using the DETECT command. To find out specifically what an item is, you must take it to a shop and have it identified.
Some magic items are in reality cursed and can do great harm. When a character readies a cursed item, a remove curse spell must be cast before the item can be dropped. Some magic items, such as wands or scrolls, may only be used by certain classes. Others may not work at all if certain other magic items are also in use.
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Here are descriptions of some items that you may find. Remember: Some items are very rare, and you may not find all of them in your adventure.
Wands generally cast a set number of a given spell (for example, 10 fireballs or 15 magic missiles). Only experimentation or paying to have them identified tells what a wand does. The USE command allows a character to cast spells with a readied wand.
Potions may heal wounded characters, cause them to become hastened or invisi- ble, or cause any number of other effects. The USE command allows a character to drink a readied potion,
Scrolls carry either clerical or magic-user spells. A magic-user may use SCRIBE to per- manently transfer a scroll into his spell book if the spell is of a level that he can memorize. Magic-users and clerics can both cast spells directly from scrolls with the USE command, even if they could not otherwise memorize the spells. Scrolls disappear after they have been used or scribed. Magic-users must cast read magic, or have scrolls identified in a shop before scribing or casting from them. Also, thieves of 10th level or higher have a chance of casting spells from magic-user scrolls.
Enchanted Armor and Shields are cre- ated by skilled craftsmen and then enchanted with protective spells. The power of the magic on these items varies a great deal. Enchanted armor has the great advantage of offering improved pro- tection with less encumbrance than the same type of mundane armor. To use these items, ready them from the Items Menu.
Enchanted Weapons come in many sizes, shapes, and potencies. Sometimes a weapon will add between one and five to your THACO and damage. Some weapons may have other fantastic magl- cal properties including extra bonuses against specific types of creatures. Once a magic weapon has been readied from the Items Menu, the character has it for all combats.
Dragonlances are powerful enchanted weapons that were created for the War of the Lance to combat the evil dragons. They have large bonuses against any foe, but are deadly when attacking dragons, where they do the wielder’s hit points in damage to the beast.
Enchanted Adornments such as brac- ers, necklaces, periapts, and especially rings are favorite objects for magical enchantment. These items may have any number of magical properties. Some items will help your AC, others may fire magic missiles, or offer protection from fire-based attacks. Once one of these items has been readied from the Items Menu, a character automatically gains all of its effects. The exception to this rule Is that certain magical necklaces require the USE command to work.
Enchanted Clothing can be such com- monplace items as gauntlets or cloaks, but they are imbued with powerful enchantments. A wide variety of these items are known to exist. To use these items, READY them from the Items Menu.
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4 CREATURES OF THE DRAGONLANCE” SAGA
The denizens of these regions are many and varied. Here is a list of monsters you may encounter in your adventures. Some of these creatures are extremely rare, and you may never cross paths with them all.
These lizard-men of Taladas are powerful war- riors, but they are suscep-
tible to extra damage from cold attacks. Bakali warlords are the mightiest of their kind, and they may be accompanied by evil shamans.
Beholder Also called “eye tyrants” or “spheres of many eyes,” these are solitary horrors of great power. Each of the creature’s eyes has a unique
magical power. Beholders are armored
with tough chitinous skin.
Black Pudding
Black puddings are a lurking horrors of deep cavems and dungeons.
They are immune to damage from weapons, lightning, and cold, but take normal damage from fire. A black pudding can dissolve armor; non- magical banded or plate mail can be dissolved in two rounds, while lesser armor can be dissolved in a single round. Each magical bonus on a suit of armor takes one additional round to dissolve.
Boring Beetle These giant beetles favor rotting wood and similar organic material upon which to feed. They are usually found inside huge trees or unused underground tunnel complexes.
Disir
Disir are skulking monsters
which are perpetually swathed
in layers of poisonous slime.
The slime protects a disir from damage from fire, and it also afflicts a person who is hit by a disir with momen- tarily severe agony, making it difficult for the victim to attack the disir until the effect of the toxin is overcome.
Draconian
Draconians are special troops of the Dragon Highlords. They are created by corrupting the eqgs of good dragons with vile sorceries. Because of their magical origins, all draconians are somewhat resistant to magic. There are six types of draconians:
Aurak Created from the eggs of gold
dragons, they attack with eneray bolts, poisonous gas clouds, or their claws and fangs. When an aurak is slain, it turns into a blazing ball of attacking energy and then explodes.
Baaz
Made from brass dragon eqgs,
they are the most common of the draconians. When killed, baaz will turn to stone and then crumble into a pile of rubble. The weapon used to slay a baaz will sometimes be trapped in its crumbling stone corpse and pulled from
the attacker's hand. ee These draconians were created
from bronze dragon eggs and can cast spells in addition to attacking with their claws and fangs. Bozaks explode when killed.
Kapak
These draconians can be distin-
guished from the others by their poisonous venom. Frequently kapaks will lick their weapons and coat them with venom. When a kapak is killed, it dissolves into a pool of dangerous acid. od Sivaks are created from silver
dragon eggs and are the only
draconians that can truly fly. They are
shapeshifters and are very deadly in combat.
Bozak
Sivak
Traag (proto-)
The traag draconians are
among the first failed attempts to create draconians, a precursor to the more successful baaz. While not overtly tall, they are emaciated and gangly. They have sharp taloned hands, and crocodile- like snouts.
Dragons
These are some of the most powerful and dangerous monsters a party can encounter. The older and larger a dragon, the more damage it can do and the harder it is to kill. In addition to their awesome strength, dragons Inspire an insidious terror called dragon fear, Many times the mere sight of a dragon will cause opponents to panic and flee:
Amphi dragon
These creatures, a
unique crossbreed of a
green dragon and a sea
dragon, are vast toad- like inhabitants of swamps and ocean floors. They are most at home underwater, although they can hop about on land. Amphi dragons can breathe a jet of deadly acid upon their adversaries.
Black Dragon
These dragons attack by spitting streams of acid and slashing with razor sharp claws and fangs. Since they are extremely independent and only obey commands If it suits their purpose, black dragons were rarely used in direct assaults by the evil Dragon Highlords. They are more highly valued as guards.
Blue Dragon
Highly intelligent and
greatly feared, these
dragons exhale light-
ning bolts and attack in
melee with claws and fangs. Blue dragons are more gregarious than many of their cousins. They obey orders and can act and fight together as a cohesive unit. They are loyal allies of the evil Dragon Highlords.
Dragon, Death
When some highly mag- ical and intelligent drag-
eB) ons die, they become death dragons. Their will is so powerful that their dead and rotting bodies remain animated. They breathe a lethal cloud of gas. - Green Dragon These dragons are noto- rious even among the other dragons for their cruel natures. They attack with a poisonous breath, and their claws and fangs. They will obey orders, but only from leaders whom they respect. Clever and subtle, green dragons prefer to use trickery and magic on an enemy rather than an all-out assault. Red Dragon Perhaps the most feared of all the evil dragons, these beasts were the favored assault force of the Dragon Highlord armies during the War of the Lance. Not usually inclined to obey orders, red drag- ons enjoy nothing more than setting cities ablaze, destroying, and looting. Red drag- ‘ons can exhale great spouts of flame, cast magic spells, or attack with their claws and fangs.
Sea Dragon
The fearsome sea drag- ons resemble giant tur- tles with a dragon’s head and tail. They travel the deep oceans, occasion- ally overturning small vessels for suste- nance and entertainment. They can breathe a cloud of boiling steam which is equally destructive above and below the surface of the sea.
White Dragon Unique among dragons in their preference for cold climates, these creatures can attack with their freezing cold breath in addition to razor sharp claws and fangs. These are one of the smaller and less intelligent of the dragon species.
Ettin
These fierce creatures look like giant two-headed orcs. They have great strength and wield spiked clubs that inflict terrible damage in combat.
Eye of the Deep
Eyes of the deep are oceanic cousins of the beholder. From their large central eyes, they can emit a blinding ray, which will stun all with- in their path. Even the gaze from one of their smaller eyes can paralyze the largest creatures of the sea.
\
Fire Elemental
These elementals are conjured up from their normal habitat on the elemental plane of fire. They are terrible to behold and can be flerce opponents. They are immune to both magical and non-magical fire attacks,
Fire Giant These giants are brutal and ruth- less warriors who resemble huge dwarves and have flaming red or orange hair, and coal black skin. Some fire giants can use magic.
Fire Minion , These fearsome creatures are composed of living flame, most often taking the shape of large humanoids. They radiate intense heat and are healed by fire.
Fireshadow These are terrifying creatures of the abyss which are perpetually wreathed in an aura of pale green fire. They are immune to fire and their flaming green touch can consume a victim in
minutes. They can also cast a ray of obliv-
ion that instantly disintegrates all in its path.
Gas Spore These floating spheres resemble beholders, but are actually benign. If a gas spore is attacked, it often explodes.
Ghast
These creatures are humans Xx transformed into undead mon-
sters which feed on the decay-
ing flesh of corpses. Although the transformation from human-form has deranged and destroyed their minds, they maintain an evil cunning. Their touch par- alyzes humans and they exude a carrion stench which causes retching and nausea. The ghast is susceptible to cold.
Giant Anemone
These sedentary subma- rine monsters catch prey in their tentacles, and inject a paralyzing poison, They then draw their prey in and devour it.
Giant Squid The giant squids of the deep ocean can attack their prey with eight ten- tacles and a sharp beak. If a giant squid is serious- ly threatened, it will squirt a blinding cloud of sepia ink, preventing attackers from hindering it as it departs for safer quarters.
Gorgon These are large, camivo- rous, bull-like creatures protected by a metallic
Ta. hide. They can breathe a
cloud of petrifying gas on their adversaries.
Hydra These creatures are immense reptilian mon- sters with multiple heads. All of its heads must be severed before it can be slain.
Iron Golem Fashioned in the form of styl- ized armor, iron golems are dangerous, fearless foes. They are affected only by very pow- erful magic weapons, magical electrical attacks (which slow
them), and magical fire attacks (which
heal them.)
Lich These are undead wizards who have kept their body animated and their twisted spirits intact
through magic. Liches maintain the magical ability they possessed in life.
Minotaur
a These creatures are part-man and part-bull warriors from the Blood Sea Islands of Krynn. They are highly intelligent and dangerous opponents.
Mummy These are powerful undead with great strength. The mere sight of one has been known to paralyze a man in combat. The touch of a mummy causes a strange rotting disease,
Purple Worm These are enormous car- nivores that burrow straight through solid ground in search of small (adventurer-sized) morsels.
Sahuagin The sahuagin are half-human, half-fish, and all evil. These marauders of the deep sea occasionally come ashore for brief raids to wreak havoc upon coastal dwellers. The mighty
warriors and savage priestesses of the
Sahuagin are fearsome foes.
Salamander These reptilian creatures are immune to all fire-based attacks. They are dangerous foes because of their evil nature and their immunity to all but magical weapons.
Sea Snake
These snakes are ven- omous marine monsters which like to immobilize their prey with powerful toxins before swallowing the victim whole,
Shambling Mound These huge creatures resemble animated piles of moss and slime. They attack with their club-like arms and can smother opponents in their slime. Their slimy forms are immune to fire
and strengthened by lightning bolts.
Skeleton Warrior | These undead warriors are & forced into their nightmarish States by powerful wizards. They are used by their controllers as bodyguards, servants, or workers. Clerics have no power over these undead.
Spectral Minion
af These undead are the spirits of h humans and demi-humans who died before they could fulfill powerful vows or quests, Spectral minions are often not evil — their unfulfilled obligations are often quite noble, They can only be hit with magic weapons.
Spectre These undead spirits haunt the . 3 most desolate and deserted me places. They attack all living creatures with mindless rage, drain life levels, and can only be hit by magical weapons.
Spiders
These creatures are aggressive preda- tors—even when not hungry, they attack creatures that disturb them. These are some of the species you may encounter:
Enormous Spider MRE These spiders are
poisonous, quick, and all too common hunters.
Whisper Spider
These spiders use lures and
misdirection to capture their prey, slaying them with a deadly poi- sonous bite.
Two-Headed Troll Kin to both the troll and the ettin, these creatures pack twice the punch of smaller trolls. Luckily, two-headed trolls do not regenerate as fast as their weaker, single-headed cousins,
Umber Hulk These subterranean car- nivores burrow through the ground with powerful claws.
Vampire
These undead feed on the blood ad of the living. Often they are
indistinguishable from humans, and they maintain abilities they possessed in life (This sometimes includes spellcast- ing). Vampires can only be hit by magical weapons.
Wraith These evil undead spirits feed A on adventurers’ life essence and can only be hit by silver or magical weapons.
Wyndlass These are tentacled hor- rors that lurk in desolate swamps and gloomy forests. A powerful predator, they can easily devour an entire horse,
Few have survived a firsthand meeting
with a wyndlass.
Zombie
These are mindless, animated h undead controlled by evil
wizards or clerics. Although they are more dangerous than skeletons, they move very slowly. These evil spirits’ keening wail strikes fear into the hearts of men. They attack with a chilling touch.
Zombie Minotaur These zombies are created from the remains of minotaurs.
New Monsters
(The following creatures are appearing for the first time in an AD&D" computer
fantasy role-playing game.)
AC: Armor Class
HD: Hit Dice
Mv: Movement
Int: Intelligence
Size: Size (M = Man Size; L = Large)
Align: Alignment (TN = True Neutral, LE = Lawful Evil, NE= Neutral Evil, CE = Chaotic Evil)
THAC®: To Hit Armor Class 0
Att: Number of attacks
Dmg: Damage
Spec Att: Special Attacks
Spec Def: Special Defenses
XP: Experience Point Value
Enchanted Aurak Draconian
AC; -8; HD: 16, Mv: 15; Int: Genius;
Size: M, Align: LE, THAC@: -3,
Att: 2; Dmg: 4d8/4d8,
‘Spec Att: Exploding, Magic; XP: 16,000 Enchanted draconians are deadlier forms of the draconians of Ansalon, their abili- ties enhanced by powerful sorcery. The enchanted aurak can cast meteor swarm, otto’s irresistible dance, delayed blast fire- ball, disintegrate, and flesh to stone, once per day. Enchanted auraks go berserk when slain, like auraks, and do double damage when they hit while dying. When they finally explode, enchanted auraks do 16d8 points of damage over the same area as a fireball.
Enchanted Baaz Draconian AC: 0; HD: 9; Mv: 15; Int: High; Size: M, Align: CE, THACO: 5; Ait: 2, Dmg: 248/248, Spec Def: Trap Weapons; XP: 6,000
Enchanted Baaz can capture weapons by turning portions of their bodies to stone whenever they are hit, not merely when they are killed.
Enchanted Bozak Draconian
AC: -4, HD: 12; Mv: 15; Int: Genius,
Size: M, Align: LE, THAC@: 1,
Att: 2, Dmg: 348/348,
Spec Att: Explosion, Magic; XP: 11,000 Enchanted Bozaks may cast cone of cold, ice storm, fire shield, lightning bolt, and slow, once per day. When an enchanted bozak is slain, it explodes into fragments, with the same effect as an ice storm.
Enchanted Kapak Draconian AC: -2, HD: 10; Mv: 15, Int: High ee Size: M; Align: LE; THAC®: 3, Ait: 1, Dmg: 2410, ‘Spec Att: Poison, Acid; XP: 8,000
Enchanted Kapaks coat their weapons with their toxic saliva; anyone hit by a kapak must save versus poison at -4 or be paralyzed for 3d6 rounds. When an enchanted kapak is slain, it dissolves into a pool of fuming acid which may spatter up to 10 feet in any direction,
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Enchanted Sivak Draconian
AC: -6; HD: 14; My; 24; Int: Genius;
Size: M; Align: NE, THACQ: -1,
Att: 3; Dmg: 248/2d8/4d8,
Spec Att: Back stab, Explosion; XP: 13,000 Enchanted sivaks which sneak up behind their adversaries may ‘back stab’ as thieves do. When an enchanted sivak is slain, it erupts with the effect of a meteor swarm.
Enchanted Traag Draconian
AC: 2; HD: 8; Mv: 6; Int: Average; RR Size: M, Align: CE, THACO: 7,
Att: 2, Ding: 2d6/2d6, XP: 3,000 Enchanted traag draconian are enhanced specimens of the first, experimental breed of draconians, They have no special powers.
Greater Disir
AC: 0, HD: 9, Mv: 12; Int: High;
Size: M, Align: LE; THAC@: 12;
Att: 3, Ding: 246/2d6/3d8,
Spec Att: Poison,
Spec Def: Fire Resistance, XP: 7,000 Greater disirs are close relatives of the slime-covered disir, and the two can frequently be found in the same horrid company.
Greater Otyugh
AC: 0; HD: 14; My: 6; Int: Average;
Size: L; Align: TN, THACO: 7;
Alt: 3, Dmg: 2410/2d10/1d6;
Spec Def: Immunity to Disease;
XP: 10000
Mages in the Realms have found that otyughs provide excellent defense while disposing of useless offal. Since many mages are dissatisfied with what already exists, some have improved on the otyugh. Except for their great size and strength, greater otyughs are identical to the otyugh.
Huge Bat AC: 2; HD: 9; Mv: 18; Int: Low; Size: L, Align: NE, THAC@: 12, At: 3, Dmg: 2d4/2d4/1d8; XP: 1,400 These are mighty cousins of the cave- dwelling bat. They attack with the claws on their wings and a viclous bite,
Huge Crocodile AC; 2, HD: 12; Mv: 12; Int: Animal, Size: Ly Align: TN, THAC@: 9, Att: 2; Dmg: 5d6/3d10; XP: 6,000 The huge crocodiles of the marshes and fens of the Blackwater Glade are the largest of their kindred upon Krynn. They can attack with their mighty jaws and by sweeping their powerful tails with the speed of a striking cobra.
SPELL DESCRIPTIONS
First Level Cleric Spells
Bless improves the THAC@ of friendly characters by 1. Bless cannot affect char- acters who are adjacent to monsters when the spell is cast, and the spell is not cumulative. This is a good spell to cast before going into combat.
Cure Light Wounds heals 1-8 hit points, up to the target's normal maximum hit points.
Detect Magic indicates which equipment or treasure items are magical. After cast- ing the spell, view a character's items or take treasure items, and equipment or treasure preceded by an ‘*’ is magical.
Protection from Evil improves the AC and saving throws of the target by 2
against attackers of evil alignment. The effects of the spell are not cumulative.
Resist Cold halves damage from cold attacks and improves saving throws vs. cold attacks by 3.
Second Level Cleric Spells Find Traps indicates the presence of traps in the party's path,
Hold Person may paralyze targets of character types (human, dwarf, etc.). You may aim a hold person spell at up to 3 targets (use the EXIT command to target fewer).
Resist Fire halves damage from fire attacks and improves saving throws vs. fire attacks by 3.
Silence 15’ Radius magically dampens all sound in the area around the target. The target character or monster, and all adjacent, cannot cast spells for the dura- tion of the spell.
Slow Poison revives a poisoned person for the duration of the spell.
Snake Charm paralyzes as many hit points of snakes as the cleric has hit points.
Hammer creates a temporary magic hammer that is automatically read- ied. It can be thrown and does normal hammer damage. Spiritual hammers can hit monsters that may only be struck by magic weapons,
Third Level Cleric Spells Cure Blindness counters the effects of cause blindness and power word blind.
Cure Disease removes the effects of dis- ease caused by some monsters or cause disease,
Magic removes the effects of spells that do not have specific counter spells. This is the cure spell for any char- acters that have been held, slowed, or made nauseous.
Prayer improves the THAC@ and saving throws of friendly characters by | and reduces the THAC@ and saving throws of monsters by 1. This is a good spell to cast before going into combat, but it is not cumulative.
Remove Curse removes the effects of bestow curse and allows the target to unready cursed magic items,
Fourth Level Cleric Spells
Cure Serious Wounds heals 5-17 hit points, up to the target’s normal maxi- mum hit points.
Neutralize Poison counteracts all toxins and revives a poisoned person,
Protection from Evil 10’ Radius can be cast on a character or a monster and improves the AC and saving throws of the target and all adjacent friendly characters by 2 against evil attackers. The effects of this spell are not cumulative,
Sticks to Snakes causes a distracting mass of snakes to irritate the target. The snakes will make movement and spell casting impossible for the duration of the Spell. Powerful creatures may ignore the created snakes.
Fifth Level Cleric Spells
Cure Critical Wounds heals 6-27 hit points of damage, up to a target's normal maximum hit points.
Dispel Evil improves the target’s AC by 7 versus summoned evil creatures for the duration of the spell, or until the target hits a summoned creature, The creature must make a saving throw when it is hit or be dispelled,
Flame Strike allows the cleric to call a column of fire down from the heavens onto a target. The spell does 6-48 points of damage to any target that fails its saving throw,
Raise Dead can bring back to life one (non-elf) character. The chances for suc- cess are based on the character's consti- tution and how long the character has been dead. The raised character will have | hit point and will lose | point of constitution.
Sixth Level Cleric Spells
Biade Barrier creates a whirling circle of razor sharp blades. Any who enter the cir- cle suffer 8-64 points of damage.
Heal cures all diseases, blindness, feeble- mindedness, and all except 1-4 of a char- acter’s full hit points,
Seventh Level Cleric Spells Resurrection is similar to raise dead, except that it also restores all hit points.
Restoration retums life energy stolen by energy drain or the attacks of such undead as wights.
First Level Druid Spells
Detect Magic indicates which equipment or treasure items are magical. After cast- ing the spell, view a character's items or take treasure items, and equipment or treasure preceded by an ‘*’ is magical,
Entangle causes plants to grow and entwine around the feet of any creature in the area of effect. Be careful not to catch allies in the spell area.
Faerie Fire rings a targeted creature in magical light. This spell will outline other- wise invisible targets and give a +2 THACO bonus to anyone attacking an affected creature.
to Animals makes the target invisible to non-magical, low or non-intelli- gent animals. This spell does not offer protection against intelligent opponents or magical creatures.
Second Level Druid Spells Barkskin causes the target’s skin to become tougher and harder to damage. The tough skin improves AC by 1. This is good spell to cast before combat.
(Charm Person or Mammal changes the target's allegiance in combat so that an opponent will fight for the caster's side, It affects character types (human, dwarf, etc.) and other mammals.
Cure Light Wounds heals 1-8 hit points, up to the target’s normal maximum hit points.
Third Level Druid Spells
Cure Disease removes the effects of dis- eases caused by some monsters or cause disease.
Hold Animal is similar to the cleric spell hold person, except that only normal and giant-sized animals are affected. This spell does not affect monsters or NPCs.
Neutralize Poison revives a poisoned person.
Protection from Fire has different effects depending on the recipient. If cast on the druid, the spell absorbs 12 hit points times the caster’s level in fire damage. The spell dissipates when the damage limit is reached. If cast on another character, the ‘spell is identical to the clerical resist fire spell.
First Level Magic-User Spells Burning Hands causes | hit point of fire damage per level of the caster. There is no saving throw. Usable by both Red and White Robe Mages.
Charm Person changes the target's alle- giance in combat so that an opponent will fight for the caster’s side. It only affects character types (human, dwarf, etc.). Usable by both Red and White Robe Mages,
i is
Detect Magic indicates which equipment or treasure items are magical. After cast- ing the spell, view a character's items or take treasure items, and equipment or treasure preceded by an ‘*’ js magical. Usable by both Red and White Robe Mages.
Enlarge makes the recipient larger and stronger. The higher the caster’s level, the greater the spell’s effect. Usable by both Red and White Robe Mages.
Friends raises the caster’s charisma by 2- 8 points, It is best cast just before dealing with NPCs. Usable by both Red and White Robe Mages.
Magic Missile does 2-5 hit points per mis- sile with no saving throw. A magic-user throws | missile for every 2 levels (1 at levels 1-2, 2 at levels 3-4, etc.) This spell damages any single target within its range unless the target is magic resistant or has magical protection such as a shield spell. This spell casts instantaneously. Usable by both Red and White Robe Mages.
Protection from Evil improves the AC and saving throws of the target by 2 against attackers of evil alignment, Usable by both Red and White Robe Mages.
Read Magic allows a magic-user to ready a scroll and read it. This is identical to having a scroll identified in a shop. After casting read magic, a magic-user may cast any scroll spells or scribe them if they are appropriate for his and level. Usable by both Red and White Robe Mages.
Shield negates enemy magic missile spells, improves the magic-user’s saving throw, and may increase his AC, Usable by both Red and White Robe Mages.
Shocking Grasp does 1-8 hit points of electrical damage +1 hit point per level of caster. Usable by both Red and White Robe Mages.
Sleep puts 1-16 targets (depending on the size of the targets) to sleep with no saving throw, For example, up to sixteen | hit-die targets can be affected, while only one 4 hit-die target can be affected. Targets of 5 or more hit-dice are unaffected. Usable by both Red and White Robe Mages.
Second Level Magic-User Spells Detect Invisibility allows the target to spot invisible creatures. Usable by both Red and White Robe Mages.
Invisibility makes the target invisible. The THACO of melee attacks against invis- ible targets is reduced by 4, and it is impossible to aim ranged attacks at them. Invisibility is dispelled when the target attacks or casts a spell. Usable by both Red and White Robe Mages.
Knock opens locks. The spell will affect both magically and non-magically locked doors, chests, etc. Usable by Red Robe Mages only.
Mirror Image creates 1-4 illusionary duplicates of the magic-user to draw off attacks. A duplicate disappears when it is attacked. Usable by Red Robe Mages only.
Ray of Enfeeblement reduces the target's strength by 25% + 2% per level of the caster, Usable White Robe Mages only,
Stinking Cloud paralyzes those in its area of effect for 2-5 rounds, If the target saves, it is not paralyzed but is nauseous and has its AC reduced for 2 rounds. Usable by both Red and White Robe Mages.
Strength raises the target’s strength by 1-8 points depending on the class of the target. Usable by Red Robe Mages only.
Third Level Magic-User Spells
Blink protects the magic-user. The magic- user ‘blinks out’ after he acts each round. Although the magic-user may be physical- ly attacked before he acts each round, he may not be attacked after. Usable by Red Robe Mages only.
Dispel Magic removes the effects of spells that do not have specific counter spells. This is a recuperation spell for any characters that have been held, slowed, or made nauseous. Usable by White Robe Mages only.
Fireball is a magical explosion that does 1-6 hit points of damage per level of the caster to all targets within its area. If the target makes its saving throw, damage is halved. Fireball is a slow-casting spell, and the spell’s power demands that you target carefully. Use the CENTER command to determine who will be in the area of effect—indoors the three squares in each corner will not be affected by the blast if the spell is targeted in the center of the screen, Outdoors, the blast area is slightly smaller. Usable by both Red and White Robe Mages.
Haste doubles the target’s movement and number of melee attacks per round. Haste has a short duration, so you should wait until a fight is imminent to cast it. Waming; characters age one year each time a haste spell is cast on them. Usable by Red Robe Mages only.
Hold Person may paralyze targets of character types (human, dwarf, etc.). You may aim a hold person spell at up to 4 targets (use the EXIT command to target fewer). Usable by White Robe Mages only.
Invisibility, 10’ Radius makes all targets adjacent to the caster invisible. The THACO of melee attacks against invisible targets is reduced by 4, and it is impossi- ble to aim ranged attacks at them. Use
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this spell to set up a battle line while your enemies seek you out. Characters lose invisibility if they do anything but move. Remember: some monsters can see invis- ible creatures. Usable by Red Robe Mages only.
Lightning Bolt is a magical electrical attack that does 1-6 hit points of damage per level of the caster to each target along its path. Damage is halved if the targets make their saving throw. A lightning bolt is 8 squares long in a line away from the caster. For best results, send the bolt down a row of opponents. Lightning bolts also reflect off walls back toward the spellcaster. Targets adjacent or close to a wall may be hit twice by the same bolt. Usable by both Red and White Robe Mages.
Protection from Evil, 10’ Radius pro- tects the target and all characters adja- cent to the target. The spell improves the AC and saving throws of those it protects by 2 against attackers of evil alignment. Usable by White Robe Mages only.
Protection from Normal Missiles makes the target immune to non-magical mis- siles. Usable by White Robe Mages only.
Slow affects | target per level of caster and halves the target's movement and number of melee attacks per round. Slow can be used to negate a haste spell and only affects the side opposing the spell- caster. Usable by Red Robe Mages only.
Fourth Level Magic-user Spells Bestow Curse reduces the targets THACO and saving throws by 4. Usable by White Robe Mages only.
Charm Monster changes the target's alle- giance in combat so it fights on the side of the magic-user. The spell will work on most living creatures. The spell affects 2-8 one hit-die targets, 1-4 two hit-die targets,
1-2 three hit-die targets, or | target of four or more hit dice. Usable by White Robe Mages only.
Confusion affects 2-16 targets, causing them to make a saving throw each round or stand confused, become enraged, flee in terror, or go berserk. Confusion is most effective when used against a large num- ber of enemies. Usable by White Robe Mages only.
Dimension Door allows the magic-user to teleport himself to another point on the battlefield within his line of sight and the range of the spell. Magic-users can use it for quick escapes. Fighter/magic-users can use dimension door to reach enemy spellcasters or ranged weapons, Usable by Red Robe Mages only.
Fear causes all within its area to flee in terror if they fail their saving throws. Usable by Red Robe Mages only.
Fire Shield protects the magic-user so that any creature who hits the caster in melee does normal damage, but takes twice that damage in return. The shield may be attuned to heat attacks or cold attacks, The magic-user takes half dam- age (no damage if he makes his saving throw) and has his saving throw from the opposite type of attack improved by 2, He takes double damage from the type of attack the shield is attuned to, Usable by both Red and White Robe Mages.
Fumble causes the target to become clumsy and unable to move or attack.
If the target makes his saving throw, his attacks and movement are halved. Usable by White Robe Mages only.
Ice Storm does 3-30 hit points to all tar- gets within its area. There is no saving throw. This spell will even inflict full dam- age on opponents protected by resist cold. Usable by both Red and White Robe Mages.
Minor Globe of Invulnerability protects the caster from incoming first, second, or third-level spells. The globe is very effec- tive when used in combination with fire shield. Usable by White Robe Mages only.
Remove Curse removes the effects of bestow curse and allows the target to unready cursed magic items, Usable by White Robe Mages only.
Fifth Level Magic-user Spells
Cloud Kill is similar to the stinking cloud spell, except that its area of effect is larger and it kills weaker monsters. More powerful monsters may be immune to the spell. Usable by both Red and White Robe Mages.
Cone of Cold unleashes a withering cone-shaped blast of cold. The spell’s range and damage increases with the caster’s level, Usable by both Red and White Robe Mages.
Feeblemind causes targets who fail their saving throw to drop dramatically in intel- ligence and wisdom and become unable to cast spells. A heal spell must be cast on the victim to recover from the effect. Usable by White Robe Mages only.
Fire Touch creates a blazing aura around the recipient. This aura adds 2-12 points of extra fire damage to all of the recipient's attacks, Usable by Red Robe Mages Only.
Hold Monster is similar to hold person, except that it affects a wider variety of creatures. Usable by White Robe Mages only.
Iron Skin causes the magic-user’s skin to become extremely tough and damage
resistant. The magic-user’s AC is reduced by four. Usable by Red Robe Mages Only.
Sixth Level Magic-user Spells
Death Spell kills opponents instantly and irrevocably. The spell will slay a greater number of weak opponents than strong, Usable by both Red and White Robe Mages.
Disintegrate destroys one target. Some creatures with an innate magic resistance may avoid the effects of the spell, howev- er most must make a saving throw to sur- vive. Usable by Red Robe Mages only.
Flesh to Stone causes the target to make a saving throw or be tumed into stone, Usable by Red Robe Mages only,
Globe of Invulnerability protects against Ist through 4th level spells, Usable by White Robe Mages only.
Stone to Flesh counters the effects of ‘such magical creatures as the medusa or the spell flesh to stone. When this spell is cast on a character, there is a possibility that the character will not survive the shock of being restored to flesh. System shock survival is based on a character's constitu- tion. Usable by Red Robe Mages only.
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Seventh Level Magic-user Spells Delayed Blast Fireball is a more power- ful version of the third level spell and will go through a minor globe of invulnerabili- ty. Usable by both Red and White Robe Mages.
Mass Invisibility is identical to the invisi- bility spell, except that it will effect sever- al targets at once. This can be a valuable spell to cast before a known encounter, Usable by Red Robe Mages only.
Power Word, Stun will cause one crea- ture to be stunned and unable to think or act effectively. The weaker the target, the longer it will be stunned. Usable by both Red and White Robe Mages.
Eighth Level Magic-User Spells Mass Charm is similar to the fourth-level Spell, except that it affects a much larger number of targets, Usable by White Robe Mages only.
Mind Blank is a powerful protective spell that defends the recipient from all spells that attack a character's will, such as charm or feeblemind. Usable by White Robe Mages only.
Otto's Irresistible Dance is an enchant- ment that causes the target to be irre- sistibly compelled to dance a wild and frenzied jig. The target's AC is reduced by 4 and it will fail all saving throws against magic. Usable by White Robe Mages only.
Power Word, Blind strikes a target instantly blind. Usable by both Red and White Robe Mages,
Ninth Level Magic-User Spells Meteor Swarm is a very powerful and spectacular spell, similar to a fireball. When cast, four magical spheres fly from the caster’s hand toward the target. Any- thing in the spell’s path receives 10-40 hit points of damage. Usable by both Red and White Robe Mages.
Monster Summoning calls forth one or two powerful creatures to fight on the side of the spell magic-user, The creatures disappear after the battle. Usable by both Red and White Robe Mages.
Power Word, Kill will instantly slay one or more creatures within the spell’s range. The spell affects approximately 120 hit points worth of targets, Usable by both Red and White Robe Mages.
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@ JOURNAL ENTRIES v JOURNAL ENTRY 1 JOURNAL ENTRY 3 THE HAG’s PROBLEM THE Guarp’s TALE
“My name is Eshalla, Not long ago, | was shopping in the Imperial City, just mind- ing my own business. All of a sudden, | looked down and saw this coin purse lying in the street. | innocently picked it up and this brutish minotaur grabbed me by the arm and accused me of stealing his purse! I broke free and called him an ugly cow-faced spawn of a gnome, It was
all | could do! He took this quite personal-
ly, and roared in anger. He signaled to a mage who was in his attendance, and before I could run away . . . poof! | am as you see me, a withered hag, with bad teeth, and not a friend in the world.”
JOURNAL ENTRY 2
DRAGONMEN JUSTICE
The elders of the dragonmen finish their council and the eldest approaches you. “Your talk, no money. Zarketh, no guide. No money. You talk, no money, truth talk?” His speech is hard to understand, but Zarketh translates for you: “You may give witness, but you will get no money in return. And they will not permit me to be guide, as | swore, ‘Let the drylanders flounder and sink,’ they say.”
“Eons ago, before the minotaurs arrived on the shores of Kristophan and claimed the city for their own, my wife and I were members of royalty. The minotaurs forced us into slavery, and we labored each day with barely enough food to survive.
“With our children starving, my beloved wife stole some crusts of bread. An old cow caught her and we were both quickly sentenced to an etemity of agony. My wife was locked in this cell, where each day she perishes anew from hunger. | was condemned to stand guard at the door, lest anyone try to rescue her from this misery, The only thing that will break the spell is the Heart-Shaped Key, which will unlock the door and unite us again. Alas, the key was hidden ages ago, somewhere in the depths of the Tomb.”
JOURNAL ENTRY 4
TREACHERY
You awake with Baldric’s strange music still playing over and over in your heads. All of your money is gone, as are several of your magical items. Worst of all, the priceless dragon scale is nowhere to be found.
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JOURNAL ENTRY 5
THE ELEVATOR
Looking up, you see jagged pipes and cracked walls as light trickles out of dozens of hallways every ten feet up. Before you, where some sort of intricate platform used to be, sits a huge, hot air bag float- ing above a large basket. Two gnomes, dressed in jackets, caps and white gloves, come to attention at your approach. They awkwardly raise a hand to their foreheads and bid you greetings. Tas says “They're kind of new at this.” Other gnomes squeal, “More people to test the new lift!”
The well dressed gnomes usher you in, then nervously climb in with you, The other gnome swings a large pipe over from the wall and sets the end under the bag floating over your heads. He yells, “Clear!” and all of the gnomes fall to the floor of the basket just as hot scalding steam gushes out, blasting you in the face. The bag rises, and you bump and crash your way up the shaft.
You hear a voice below saying“ . . . well, if they weren't so tall... .”
JOURNAL ENTRY 6 TASSLEHOFF BURRFOOT
“After the War of the Lance, I was bored and someone told me about the marak ender, here on Taladas. | was curious, and made my way over. There was this ship and such, But have you met the marak? They— they— they're as uninteresting as life gets. They worry and complain and it’s hard to believe we're even related. Then a passing dragon mentioned the old elves here in Tualtin. So I came to visit.”
JOURNAL ENTRY 7
THENOL KING
“Many come to tell me that my alliance with the draconians is a mistake. They rant how the draconians have some dark purpose that will Kill us all. Balderdash! The power of Thenol is on the rise, and they wish to rush with us to glory. See how carefully they guard my own person and Trandamere, my valued councilor, in Hawkbluff.
“These same people used to tell me that the priesthood of Hith was bad for Thenol, And see how wrong they were. Since the Cataclysm, we have been the most resourceful and adaptable of peo- ples. It is the great Thenolian gift.”
JOURNAL ENTRY 8
LANDED
You followed the monsters that landed ashore,
They killed and they bumed, but also found friends,
In the men who bring fact to the dire Sharkmen's lore.
JOURNAL ENTRY 9 Mirror
“We have something in common now, travelers. We are both among the very few to have foiled the careful plans of Raistlin Majere. For that you have my grudging respect, but no less hatred, of course.
“You think you have defeated me, but of course you are quite wrong, You are mor- tals; do not dare to think more than mor- tal thoughts, lest you join Raistlin,
“One day you will grow old, and weak, or foolish. Meanwhile my malice goes on and on, growing stronger, deeper, more subtle. Which is why I propose this bar- gain to you.”
JOURNAL ENTRY 10
FASTILLION SPEAKS
“Hmm, well then, I suppose it’s a good thing you came after all, There's evil at work in Thenol to the south, you know. Or | suppose you don’t know and that’s why you're here, isn’t it? Well, yes, there’s evil at work in Thenol, and Trandamere’s probably behind it. He’s sworn to conquer all Taladas, actually. Never was such a nice guy, that Trandamere. The draconi- ans are up to no good, and Thenol’s involved, no doubt about it.
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“The Hulderfolk might help. Probably would in fact. You can find them to the east of Trilloman. But the price is high; the price is always high. And you ought to go find the Oracle of Tengur in the Tombs of Kristophan. You can’t beat the Oracle for a good augury. And that’s what you need most likely, a good augury. I had the keys to the inner chambers of the Tombs here somewhere.”
JOURNAL ENTRY 11
A SADDENED CAPTAIN DAENOR
“I kept my vow but slew Crysia in its keep- ing. My heart is heavy, for she was all in Krynn that | had. Forgive me, friends, for there is no greater torment than failure.” The captain's eyes rise darkly, “Let these draconians beware, for vengeance lurks within my heart!”
JOURNAL ENTRY 12
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JOURNAL ENTRY 14
‘SHIPWRECK
“One of our number spied your ship in distress and summoned others. We sped like arrows, but when we arrived the ship was already in pieces. We pulled all the landfolk out, cast spells upon them, and brought them to our city Naulidis, The ship’s crew proved to be a superstitious lot, ill-suited to life undersea, and so we sent them back to Ansalon. ‘Tis strange to me that they who spend their life on the ‘sea should be so fearful of what is under- neath it, but so it is.”
JOURNAL ENTRY 15 STAFF In the Thenol state, find a staff,
Wield its power, exert its might. Strike down the gnomes and hesitate not, Steel your nerve, your task is right!
JOURNAL ENTRY 16 Voi
You stand upon a vast undulating plain. It seems featureless, but as you look more closely, here and there, a bit of ruin juts above the sand. Suddenly, on a wave of despair, all the lore you've ever heard about the Abyss comes flooding back into your minds. You remember hearing about how whole houses, ships, and cities, doomed by pride, hate, or treachery, have been thrown into the Abyss. And how those doomed to sojourn here, end up begging others for death, a boon that is
seldom granted. You recall hearing that the abishai, minions that dwell here, maniacally claw each other to reach the Red Gate of Wyrllish, where they are rein- camated as draconians. You remember the immense price that the hero Huma made to banish Takhisis, creator of all evil, to this loathsome plane. And finally you recall the folk wisdom about the Abyss: “Easy to get into. Impossible to leave.”
JOURNAL ENTRY 17 TREMOR
“You may think us cowards, but we are the noblest of creatures, toiling under our Burden, Because we chose not to fight Takhisis’ battles for her during the Wars of the Lance, she struck a scale from the chest of Kothar, our leader, and cursed away our confidence. Since then, the leader of the red othlorx has had Kothar’s blemish, and our Burden shall remain until the scale is returned.
“But now the puny Thenolites invade our realm! If not for the Burden, we would drive them back in fear and ruin!” Tremor lowers his head, “It is not just. Baldranous and the other othlorx defend us, as is only right, but the Burden is so great, we curse Takhisis every day!” As Tremor tums away, you notice a scale missing from his chest.
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JOURNAL ENTRY 18 AIR SHAFT
The sounds echo so much they are barely recognizable, Noises of machinery blend with the clash of weapons and the bellow of fire creatures, Then the unmistakable shout of a kender taunting his foes rever- berates through the shaft. Tasslehoff Burrfoot is going into combat!
JOURNAL ENTRY 19 THE DRACONIAN’S SCROLL “Commander Barath -
You are hereby granted leave to make any and all arrangements with the Thenolian government necessary to acquire their full cooperation. Do not concer yourself with the particulars of promises made, as we have no intention of fulfilling them. Consider the Thenols a tool to be used and discarded when no longer useful. Pass this information on as necessary to subordinates, then destroy this message.” At the bottom of the scroll is an impres- sive seal,
JOURNAL ENTRY 20
THE BLACK RoBED ONE
The hood falls to the shoulders of the black robed figure. The pale mage smiles cruelly, “I see you have received my call. 1 am glad to see you, my fine champions. I need your help in order to succeed with my plan.” He casually waves a thin hand
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before you. Suddenly, your vision begins to blur and you begin to feel dizzy. “My plan is to stop you before you can inter- fere with Her Highness’ plan. | see you will not be a problem . . . not a problem at all.”
As you fall to your knees, you see the mage’s face twist and stretch into the hideous countenance of a draconian. As its coarse laughter fills the chamber, everything goes black.
JOURNAL ENTRY 21
THE GREAT ORACLE
“Centuries ago, a group of humans marched from Styrillia in search of a new home. Led by the great Kristophus, their trek brought them here, where they began construction of a city. But soon, the Minotaurs arrived from far off Ansalon and claimed this land for their own,
“Eragas the Brutish became the new emperor and at his side was the human Oracle of Tengur. The Oracle led the emperor wisely in his conquests, and for this, some have called him a traitor. That is a lie! The Oracle used his position to win rights for the humans and the other conquered races. In exchange for his wis- dom, the Minotaurs swore to enslave only a fraction of those whose lands they annexed. This is a promise that is kept to this day.
“When he died, the Oracle's spirit was hidden somewhere within the city walls, until it could be put to good use once again.”
JOURNAL ENTRY 22
THE TRUTH
“Don't believe everything you hear,” con- tinues Lord Trandamere, puffing on his pipe as he relaxes on the sofa. “Fastillion’s had it in for me since | boot- ed him out of Thenol for counterfeiting
coin of the realm. He made himself a size-
able fortune passing around fool's gold, before we wised up to his tricks. Last I heard, he was hanging his hat in a light- house up in the League someplace, mooning after some mermaid doxy. Anyway, | could use your help, controlling these dragonmen which are making life miserable for folks around here, Interested?”
JOURNAL ENTRY 23
THE SeNsITIVE MINOTAUR
“Superiority is clearly the right of all mino- taurs. But, do not let this great gift work against you! How easy it is to belittle, insult, or even trample our servants. It is indeed our right to do so, but it may be in our favor to show occasional restraint.
“It is natural for other races to be resent- ful, or even to feel hatred toward their betters. These feelings may lead to ineffi- ciency and sloth. So next time, instead of flogging your human slave, try a gentle reprimand, or even a kind word, like, ‘I am not angry at you, only at the result of your actions.’ This will instill more confi- dence in your slave, which may actually blossom into affection towards you. Remember, ‘a happy slave is a productive slave,’
“In these modem times, we must be more sensitive to the feelings of those beneath us. It may be time to put behind that old adage; ‘If you weren't born with horns, you were born to be scorned.”
JOURNAL ENTRY 24
ANTHELA
“We had been holding off the Sharkmen for months. But then the draconians came, They were well armed and orga- nized, and they soon killed all who resist- ed, When the fighting was over, they went north. They said they would breed more draconians on the shores of the Lava Sea, It is a dreadful prospect.
“After the draconians left, the Sharkmen began forcing us to build boats. Hundreds and hundreds of boats. | don’t know why they want the boats; it makes no sense. We might have thrown off the yoke of the Sharkmen, but there are dragons in the woods to the north, and no one dares to oppose them.
“You must not stay here! Go to the great gnome citadel of Aldinanachru on the northwest of the Lava Sea. The gnomes are enemies to the Minions of Hiteh. Perhaps they can stop the draconians. | love Bai’or dearly, but what is the good of fighting the Sharkmen if the draconians will soon conquer all the lands? Go now and warn the gnomes. Do not incite the wrath of the dragons to the north, or there may be no one left when you return +». no one left in Bai’or.”
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JOURNAL ENTRY 25 Lairs
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JOURNAL ENTRY 26 Some RELIEF “And the gnomes really want to help, too. But the King said, ‘Help is completely out of the question at this point in time!’* Tas raises his head and mimics the King. “Our own situation is a parliament of importance!” Captain Daenor begins to ‘smile and chuckle, then, as Tasslehoff begins stumbling around the room wig- gling his head and crashing into things, Daenor bursts into hysterical laughter and Says, “The good gnome peoples do not this unwarranted interruption in their daily schedules!”
All of the past weeks of worry and frustration pour out of Daenor in waves Of laughter.
JOURNAL ENTRY 27
GRUNSCHKA’S OATH
‘The she-dwarf grins crookedly, as she holds the glowing Grathanitch in her hand. “My mother once told me, ‘Every man for himself!’ and my time has come. The Dark Queen is dead, the draconians are all gone, You don’t need me anymore or this either.”
The stone’s power courses through the dwarf, filling her until she begins to swell.
“It’s mine! | feel myself growing stronger, bigger. Soon, I'll be unbeatable. | could be King of the World . . . | mean Queen.”
JOURNAL ENTRY 28 PRESENT Find the realm where Tremor is lord.
Choose the right present to add to his hoard,
JOURNAL ENTRY 29 RimuaAt Worps Limene: ‘We will do that instantly.’
Bilbara: ‘We politely but firmly decline.’
Shuwara: ‘We block our ears to language of that sort.’
Holbani: ‘Your humor is your greatest treasure.’
Gebene: ‘We have peace in our hearts.’
JOURNAL ENTRY 30 First TEMPLE
The desolate valley is dominated by a towering pillar of rock—Hawkbluffl Beneath the crag are assembled the shops, offices, and other buildings that serve those who visit the abode of Lord Trandamere. For miles now, there have been a constant stream of zealous pil- grims traveling to the great Temple of Hith, high atop Hawkbluff. And amongst them were the rich and well-armed pro- cessions of Lords and Senators coming to consult with the influential Trandamere, But all on the road give wide berth to the undead legions. Led by Hith fanatics and necromancers, they patrol here and all over Thenol.
JOURNAL ENTRY 31 A Worp OF WARNING
“Let's see, here is the village of Vinlans, and to the east are the Sikoni Mountains. The vast forest to the east of that is the realm of the Hulderfolk. As strangers to these lands, you must be wary of them. Every thief might not be of the Hulderfolk, but every Hulderfolk is a thief. They are renowned for stealing wagons from mov- ing caravans, horses from under riders, and even children from their mother’s bosom. Stay far away, else these boons | give you will go for naught. You must use this key to enter the tombs of New Aurim through the temple. Tell the priest that I have sent you and you have come to receive a special blessing,”
JOURNAL ENTRY 32 THE Hipeous CAVERN
The foul cavern is covered with mounds of filth, decay, and rotting corpses. Some of the corpses are those of enormous spiders and huge bats. Others are of humanoid form. The stench is overwhelm- ing, Torn and rotting flesh is mixed with something even fouler, The only illumina- tion is a pale green light which comes from all around you. By the light of this hideous glow, you suddenly see forms ris- ing from the mounds of filth.
JOURNAL ENTRY 33 TALHOOK
“| woke, Everyone was gone. Something was wrong} | hid under the bed. Soon some sea-devils came in. One was swim- ming around and around the room, pro- claiming to the others where he would place his possessions, when he came to tule, The others called him Lord Prince Talhook. Then a sea dragon arrived! | could not understand his talk, but Talhook could. ‘You will get your eggs back when the elves are under my command,’ he said. ‘Not before. Obey me, or I will cook your progeny.’ After the dragon left, the sea-devils all snickered.”
JOURNAL ENTRY 34 FRIENDS A dragon you'll meet, more mighty than all,
To stop its rampage, seek help from three friends:
The black robed, the winged ones, and also the small.
JOURNAL ENTRY 35
PALACE
The first thing you notice is that like the rest of New Aurim, the Palace is decrepit. Pools of water stain what once were glossy marble floors. Cracks web the fine stone walls, The smell of decay is every- where, But ahead you see something solid and new. The way is barred by a guard station built of hard stone and gates of cold steel.
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JOURNAL ENTRY 36
A LETTER FROM TRANDAMERE
“It has come to my attention that the dra- conians being sent by you to their encamp- ment at Hawkbluff have not been arriving. Your report that younger creatures are too willful for the Thenol Army is unacceptable,
“Lhave discussed this with Yanorak and he will accept all retumed draconians for discipline and indoctrination. In the inter- im, all of your warehouses, taverns, and farms should be regularly patrolled to col- lect these young draconian recruits and return them to the rear door of the palace.
“In addition, you are to assign a squad of guards to escort each group of draconians to Hawkbluff to prevent them from wan- dering off. Hopefully this will greatly improve the size of our draconian army.”
JOURNAL ENTRY 37 ADVICE
“Travel north, my friends, and soon you will come upon an ancient lighthouse. For eons, the light has guided sailors through the dangerous shoals of the Tiderun,
“Legend has it that the tower is deserted, except for whatever magic keeps it glow- ing, But | know that there is a keeper, and his wisdom is profound. Seek his aid and you will be richly rewarded. But be warned, strangers are not welcome in the ancient tower, and reaching its pinnacle may prove to be a dangerous task.”
JOURNAL ENTRY 38
MArTHA
Davik chatters incessantly through the grill of the locked door. “Betray my Trandamere, will you? No you won't. No you won't. I'll show you what happens to those who try to betray my Trandamere! | built this place so | should know. | should. Yes, | should. Now Martha here is very old, very nasty when she’s hungry. And | dare say it’s been many years since she last ate. Yes, | dare say so. But that won’t be the case long now, will it be Martha dear? No, not long at all. Not long at all. Ha ha! Ha ha ha! Ha ha ha hal”
JOURNAL ENTRY 39 SENSILAN’S FINAL WORDS
Choking back tears, Daenor cradles the old man’s head. “Sensilan, my old friend. It’s all right now, it’s almost over, Soon you'll be back at the town.”
“Daenor, it gives me great pleasure to see your face again. But, it is too late for me, I only have a few minutes left. Oteef and I tried to escape, but we became lost in the labyrinth. | pray that he has made it to freedom. Daenor, have you found Crysia?”
The Captain bows his head in grief. “Yes, we have found her. She is with... them.”
Sensilan clutches his hand, “Daenor, Crysia is caught in a powerful charm spell, She will flee from you and fight on the side of evil.” The old man begins to cough violently. He wipes the blood from his lips and continues, “When you find her, you must break the spell or she will be lost forever.”
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The old man begins to cough again and then he is still. His head slumps against Daenor’s chest. The Captain begins to sob quietly.
JOURNAL ENTRY 40 THE BARD
Your first warning is the tinkling of silver bells, Then, who should walk up but a fat, cheery bard, strumming a strident chord on a lyre, “Hello! | am Baldric. Pleased to meet you! | was just going out to look for work, but then I saw you. Perhaps | can entertain you? Oh, you may wonder how a mere bard can survive this swamp. Well, | have some small talent for sooth- ing the ruffled beast.” With this, he strums another cacophonous chord,
JOURNAL ENTRY 41
Worps
The bright key opens the door to the crypt.
Within you will find some words you should heed.
Then find the Book that Amrocar wrote, Within its pages, words you must read.
JOURNAL ENTRY 42
THE WAR COUNCIL
The King’s advisors file into the room and take their seats at the enormous table. King Telemandarklosminarus IV enters, wrapped from head to toe in blankets. “It's fr-eep- freezing in here!” Suddenly, the door bursts open and Baldric storms into the room. “Friends! | come bearing grave news. The draconian army is even larger than we had feared!”
Driven by this new information, the Council agrees to a threefold plan. The elite corps of gnome warriors, the Company of the Dead, will ride the fire- fleets and attack the lower region of the Tower of Flame. The gnome army, accom- panied by Baldric, Tremor, and Tasslehoff, will march on the draconian camp to the south. Meanwhile, you will ride the wind- ships and infiltrate the Tower from the top balconies while the Dragons guarantee your safe entrance.
Just then, a gnome bursts into the room. “The clouds over the Lava Sea have become the face of the dark goddess Erestem.” There is no time to lose, the Dark Queen has descended!
JOURNAL ENTRY 43 Barser’s Gossip
“Ah, your hair is long | see, but not as long as one of my recent customers. You see, | cut the hair of Temple prisoners, those prestigious enough to get a last audience with His Lordship Trandamere, Just the other day, I gave Davik the ‘royal treatment,’ so to speak. You don’t know Davik? Why, he’s the architect of the Temple, Quite a celebrated man until he, well, you know. Every so often, His Eminent Lordship forgets how to open a secret lock or where a particular passage goes, and hauls Davik out of the dungeon to demonstrate. Davik is a good cus- tomer; he sits still, and doesn’t talk much. Well, there you go, fresh as can be!”
——— le
[nse ene eee 42 |ftrecesenerermiene cae
JOURNAL ENTRY 44
Glorious THENOL!
After our army crushed the remains of the Ammach invaders surrounded at Neul, the famed Thenolite army successfully repulsed the attack by the minotaur cows and their human toadies from across the Drungar Frontier. Gathering the carrion of our enemies, our beloved priests of Hith assembled a massive army of undead minotaurs and humans. Together with specially trained servants of Hith, our forces destroyed two ordines of the League overrun during our advance through the Spindle Gap. With the minotaurs in retreat, our armies are again victorious with the aid of Hith.
Peace is at hand, all give thanks to Hid- dukel. You can help preserve the peace with a prayer at the Hith Temple. If you're down on your luck, ask for a special blessing. The Church of Hith is always willing to help the less fortunate.
JOURNAL ENTRY 45
Eric STRONGBOND
“Have you seen all the boats in our small harbor? To think that just a few short months ago, Bai’or was an insignificant little village. Now just look at us! Why, it makes a man proud to be part of some- thing like this. Soon we'll have a boat for every man, woman, and child in Bai’or, and the gods will reward us with great riches. It just goes to show what can be accomplished when everyone pulls together and works as a team!”
JOURNAL ENTRY 46
FASTILLION
“One of those opens the inner chambers. of the Tombs. That should help.” He glances down at his models and seems Jost in thought. Then he looks up. “I did notice that you've been fighting beholders. I can see the signs of it on your armor. There weren't supposed to be evil things in my tower. The gorgons are supposed to keep them out. | bet they were working with the beholders weren't they? Hmff. 1 really should get around to training them. Oh well, time flies.”
JOURNAL ENTRY 47
THE Mayor's STORY
“Thank you, thank you, kind champions. Those monsters destroyed our beautiful town and then herded us on board a ship like cattle, They forced Aolan, a great sailor, to steer the ship, and to sail straight across the ocean, We told them there was nothing there, that they were mad, Then they struck us and told us not to ask questions.
“While the monsters were busy fighting among themselves, Aolan steered the ship onto the rocks, hoping to give us a chance to escape. But fate was cruel, the ship did not sink immediately. The mon- sters were able to drag us ashore and into these accursed caves. As for Aolan, they rewarded his brave act by slitting his throat. He died a hero.
es en een 45 a
“These monsters speak freely in front of us. They constantly complain about not being able to complete their great journey to the other side of the world. They say the Dark Queen will be very displeased with them, | hope she strikes them all dead!
“As for that wench, Crysia, | know her well. The traitor! They chose her from among us, and soon we saw her caring and grooming these disgusting monsters. Now they allow her to move around freely, as if she were one of them. She deserves to be sent to the Abyss, where she can spend etemity with her consorts.”
JOURNAL ENTRY 48 THE TAVERN SONG There was an old skeleton named Trey,
Who comes to life when they pray.
His handler cut down, while charging a town,
He bounces ‘gainst their wall to this day.
JOURNAL ENTRY 49
TEARY GoopByE
You overhear his wife saying, “You're going to get yourself killed! You've never even flown one of those stupid things before! How am | supposed to raise our children without you?” Perkelanamord whispers, “If | don’t go, our children may never get the chance to grow up.”
On that note, he abruptly tums and crash- es headlong into the band drummer, who falls over, thumping the tuba player in the ‘stomach with his mallet. With an echoing “Pphblaaaat-ooofff,” the tuba falls forward knocking the band leader senseless with a thud. The leader falls, arms flailing for balance, and pokes the flutist in the eye with his stick. Grimacing with pain, the woman bites off the end of her flute and swallows it, gasping and wheezing for air. The marching song suddenly tums into a hideous cacophony of groans, wheezes, crashes, and thumps.
Perkelanamord hurries away muttering, “Oops, sorry, | didn’t..., sorry,” as his wife falls screaming to the ground, tears blub- bering down her round, little face.
JOURNAL ENTRY 50
INSTRUCTIONS FOR PREPARATION OF BLAck PuppiNg
Black pudding is considered a delicacy in the Fire Fleet, particulary after several months on the Boiling Sea. As black pud- ding is a ravenous camivore, it first must be caught, before being prepared for con- sumption, Pages 2,976,341 through 3,125,882 of Volume LXXIII of Thrapskaddidlogrumpanaciouslaxzitinity’s semi-authoritative study of monster hunt- ing, How People Try to Catch Monsters, contain some 8,647 methods for acquir- ing puddings. Many of these techniques are not recommended, as they leave the black pudding in an inedible form. Black pudding must be kept in secure ceramic containers prior to cooking, to limit dam- age to culinary personnel. Special long- handled asbestos ladles are ideal for
ane
transporting black pudding from these containers to the deck of the vessel. They are also used for cooking the black pud- ding. Black pudding is traditionally cooked by immersion in boiling lava. (Drikulomengrabaciflatorengulixfreibie, Navigating the Burning Sea, page 323, column 77), although the breath of a cooperative red or gold dragon may be substituted in a pinch. Four to five minutes of immersion per pint of black pudding is a reasonable cooking time; properly cooked black pudding will have a syrupy, gelatinous texture. Extreme Care must be taken not to serve undercooked black pudding; catastrophic cases of indigestion may result from improper preparation.
After removing the black pudding from the boiling lava, it must be set aside for about three hours, until the coating of basalt has fully congealed. After chipping off the basalt, the black pudding should be seasoned liberally with celebdil, ground caradhras, and fanuidhol seeds, then served hot. One quart of black pudding should serve two to three gnomes, unless they are especially hungry. Leftover black pudding may be served for several weeks, although its consistency will suffer.
JOURNAL ENTRY 51
THE FOETHUMPER
“The Foethumper is the weapon of a minoi warrior,” says Benikobawoni, “not as random or clumsy as a broadsword — a complicated weapon for a complex era.”
JOURNAL ENTRY 52 THE To Do’ List
JOURNAL ENTRY 53
CARAMON’S QUEST
“If you know where | can find Raistlin, please tell me. I must find him, something has happened. Without his help Tika will die. 1... | couldn’t go on without her, not after everything that has happened. I'm sure you know where | can find my broth- er. You must tell me!” Tears spring to the big man’s eyes as he slowly unsheathes his sword and steps toward you,
JOURNAL ENTRY 54 THE GENERAL
“It has been but a short time since you so valiantly helped us crush the draconian amy. Yet, such is the nature of these creatures, that to sever the head from the beast only invites it to grow another. My emissaries have reported that some dra- conian scum may have survived, and are again gathering to the south. We must know if this is true. Every day we wait is foolhardy, for the danger may be growing.
“But, the good people of Palanthas deserve the hard-won peace they now enjoy. From time to time, | still see the shadows of old fears fleeting across their faces. | will not add to their troubles by letting this unproven rumor reach their ears. That is why | implore you, brave heroes, to hasten to Caergoth, and dis- cover what truth there is in these fearful reports.”
JOURNAL ENTRY 55 THE STRANGE DRAGON
“Lam without hope. Sssuch a thing hasss never been done assss they did to me, Curssse them.
“In the Tower of Flame they made my egg, by the Ssstone of Grathanich. They wanted a body for Eressstem. A perfect body for a god to enter the world. Ssso the draconiansss made me .. . but | wasss flawed, a missstake, a failure. Yet the foolsss continue. They will make oth- ersss. Finally they will sssuccsseed, and
Ssshe will enter. Ssshe will become invin-
cible. Ssshe will rule Taladasss, and then Ssshe will rule the world. Curssse them!”
JOURNAL ENTRY 56 FABLE OF THE STONE
“The god Reorx taught the smart gnomoi art of the forge and machine, pleased he be, He taught them to some humans and not pleased he be. Stupid they were with their power so cursed they becamed into the stupid minoi soon.
“But the god was good and gave a gift to King Aldinanachru. A stone he filled with the light and power of the big moon Luminari. The Grathanich they were proud to own.
“Then, the bad god Hiteh tricked some lit- tle minoi into letting the stone go. It drifted and bumed, wreaked havoc to the west. So to punish these minoi, it was made so they must follow the stone from here to there, And there was the big island, far away, where one day the minoi stopped to live under a mountain. Nevermind.”
JOURNAL ENTRY 57 THE RESCUE
The old woman's eyes light up. “You aren’t monsters! You're people! Oh, thank Paladine! I escaped from the monsters yesterday and fled into these lower caves, hoping to find a way out. But the draconi- ans pale in comparison to the monsters that fill these caverns, and | was afraid to go further. | found this wand and neck- lace on a body | stumbled upon, With them I was able to send many of these foul creatures back to the Abyss. If the draconians are no longer a threat, I'm sure I can find my way to the mouth of the cave. There is a small village not far from here, and | can take refuge there. Farewell, my friends.” She turns to leave, but then adds, “Oh, here, why don’t you take this.” She removes the necklace and hands it to you. “You certainly look like you can handle yourselves, but you may be able to use this.”
JOURNAL ENTRY 58 Tas’ FINAL WorDS
Tas grips your arm feebly. “This wasn’t suppose to happen! I can’t die, | have too many things to do . , . places to go.” The kender coughs pitifully, and clutches his chest. “I always thought you could trust gnomes . . . they're just so trustworthy. But. . . look, I. . . | can see Flint sitting under a tree, he’s calling me. . . Flint... I'm coming. . . .” The kender’s frail body goes limp, and quickly grows cold.
JOURNAL ENTRY 59 CAPTAIN'S STORY
“Hundreds of draconians invaded, pillag- ing the town and impounding the entire fleet of ships. Only those who could steer the ships were spared, everyone else either escaped or was slaughtered,
“Once they took what they wanted, a horde of blue dragons leveled the build- ings and incinerated anyone trying to take refuge. The monsters then sailed out to sea, leaving this village a charred ruin,
“I can wait no longer! | must set sail and follow the loathsome beasts. My sister, Crysia, is among those kidnapped!”
JOURNAL ENTRY 60
GREETING FROM A HiTH TEMPLE SERVANT
The man with a shaved head and loosely draped robes approaches you, carrying a large pointed stick in one hand and a bas- ket of flowers in the other. “Hale ye travel- ers from afar, would ye care to donate to the Church of Hiddukel in exchange for a ‘special flower?”
JOURNAL ENTRY 61 TASSLEHOFF EXPLAINS
“After you guys left, | had the best time with the elves. But once, when we were playing hide-and-seek, I hid so well the elves never could find me! Then I found my new friend. You'll like him, he’s look- ing for the draconians, too. He says we need the gnome armies and windships to stop these draconians, but King Teleman- something-or-other says he’s much too busy to be worrying about dragons.
"You see, there are two different kinds of gnomes: the smart Gnomoi, gnomes who do all the inventing and designing, and
‘i [J ee
the fun Minoi gnomes, like the ones in Ansalon, who get stuck doing all the work. Well, the King says he doesn’t want his people to be separated into classes anymore, so he had all the gnomes just switch jobs. And, boy, are things crazy in there! And dangerous, too!
“Come on, I'll show you where the lift is, or, um... was, I guess,”
JOURNAL ENTRY 62 ANOTHER
| see flames and an egg and a crack and a head,
Then another, and another, and another, and more.
She rises up, the Queen of the Dark,
She conquers and rules leaving only the dead.
JOURNAL ENTRY 63 Amrocar’s Book
“The book is a worthless text written one hundred years ago by the wizard Amrocar. Obsessed with the mysteries of the ruins in Blackwater Glade, it is filled with use- less maps and such.
“It had lain undisturbed for scores of years, when suddenly one of our most trusted librarians, Bovinus, was caught stealing it. A terrible fight ensued. In the end, three of our guards lay dead, and the librarian had disappeared along with the tome,
“That is not all. | just learned that Bovinus’ body has been found in an alley- way with his throat slit. But, who killed him, and where is the book now?”
JOURNAL ENTRY 64 Nauupis, City OF THE DARGONESTI
The Palace of Prince Lyzian
Safe =I fn
Hall = i“: rll To the Ocean Q an BA 9
fch=L=e jes q
To Celanost
eee) eee)
JOURNAL ENTRY 65 RuBBLE
Before you lies the smoldering ruins of Caergoth. Everything is blasted and bumed. Once sturdy buildings are sagging and melted; their stone runs like candle wax. The sickening odor of burnt carrion floats on the gentle breeze as vultures circle through the smoke.
Then you notice the fuming pools of acid in the streets. Draconians have been here. The only consolation is that some of them paid for this abomination with their lives.
JOURNAL ENTRY 66
THE GRATHANICH
You quickly retrieve the small oblong box from behind the mirror. The box contains an oddly-shaped piece of gray stone, plain and unadomed, yet seeming to pulsate with hidden power.
“The Grathanich!” gasps Tasslehoff, reaching out to the stone, “With this arti- fact we can end the threat of the Dark Queen right here — we can unmake the race of draconians forever.” He grasps the stone and holds it up to the light. “But what fun would that be?” he continues with a crooked grin. Before you can react, he drops the stone into a pocket and campers off into the darkness.
JOURNAL ENTRY 67 FLAMEWALLS
The walls of the Tower's inner core flare brightly, but there is no heat. Whatever mighty spell formed these walls, holds the living flame trapped inside. After a moment, you see shapes among the dancing flames! You realize that the walls, ceiling, and floor swarm with fire crea- tures, and that they are watching you.
JOURNAL ENTRY 68 OTHLORX
“Back during the War of the Lance, Takhisis called all her dragon children to fight the forces of good. But here on Taladas, many evil dragons refused her call. Furious, she cursed each kind of evil dragon with a particular affliction.
“When the forces of Takhisis stole the eggs from the good dragons, many traveled to Taladas to search for them. When it was discovered that the eggs were on Ansalon being corrupted into draconians, many of the good dragons retumed to Ansalon to fight in the War of the Lance, But not all thought it wise to join in a human’s war. Those who stayed are shunned, quite unfairly, by the other good dragons. Over time, we outcast dragons have learned to work together against common dangers. We call ourselves ‘othlorx.’””
ABILITY SCORE MODIFIERS BY RACE CONSTITUTION TABLE a TABLES e Race Mooiriens Aoury ‘Her Pour ‘Resuanection
Twat, Hi Constitutions, Charisma-t a Aneerreer Syste Dwarf, Mountain _Constitution+1, Charisma~1 3 2 40% Bl, Qualinesti Dexterity+1, Constitution-1 4 1 45% MAXIMUM LEVEL LIMITS BY RACE AND CLASS Be oe 5 , a uss Hans tie a id he rs A om ikeoder Strengt-A, Detertys2 8 0 65% Cleric Max Max Max Max 10 10 2 g 0 70% Fighter Max 10 14 9 Max Max 5 STRENGTH TABLE 10 0 75% _— rah - oa = ry . - Roury = THACD. «Damage Weer Auowance i 0 sales Ranger Max Max Max 1 8 No 5 Scone Bows Aawustwcnt (Sree. Pieces) 2 0 85% Knight Max No. No 10 No No No a 4 A -350 13 0 90% Magic-User Max Max Max 10 No No No 45 2 1 250 14 0 92% Thiet Max No ‘Max Max 10 8 Max er A ‘None 150 8 4 M% 89 Normal None Normal 16 2 96%
as OF this Mf this.
Pine a mm mary a = a Bonus applies only to the fighter classes (tighter, paladin, ranger, ow 4 ] +500 ans
RANGE OF ABILITY SCORES BY RACE 8 st 2 ca ARMOR ERAMITED BY
‘Anurry Scone Sm in Wes Dex Con Cun mare - Be é 2 3 41.250 CHARACTER CLASS Humans 3-18 (00) 3-18 3-18 3183-18 3-18 ence Md a aan ms Max Anon Suen (Females) 3-18(50)" 3-18 3-18 3-18 3-18 3-18 Cee 2 4 12000 Cletic ‘Any ny Silvanesti Elves 3-18(75)" 10-18 6-18 7-19 6-18 12-18 BO 8 6 +3000 Fighter Any Any (Females) 3-16 10-18 6-18 7-19 6-18 12-18 Paladin My Ay Qualinesti Elves 7-18(75)* 8-18 6-18 7-19 7-18 8-18 "These bonuses only available to the fighter classes (fighter, Ranger ‘Any Any (Females) 3-16 8-18 6-18 7-19 7-18 8-18 pe ges kok. Knight Any Any HillOwarves 9-189)" 3-18 3-18 3-17 14-19 3-12 Magic-User None None (Females) 3-17 3-18 3-18 3-17 14-19 3-12 DEXTERITY TABLE Thief Leather None Mountain Dwarves 86-1899)" 3-18 3-18 3-17 12-19 3-16 ourry Scone _Reacrow/Missus Bows AC Bows (Females) 3-17 3-18 3-18 3-17 12-19 3-16 i3 3 4 MULTIPLE ATTACKS FOR Hall-Elves 3-18(00)" 4-18 3-18 6-18 6-18 3-18 4 2 8 FIGHTER-TYPE CHARACTERS (Females) 3-17 4-18 3-18 6-18 6-18 3-18 os A 2 use Leva __Arracns en Roun Kender (Both) 6-16 6-18 3-16 8-19 10-18 6-18 a i a Fighter 16 i"
* Maximum percentage for 18 strength for lighter type classes only (tighter, paladin, ranger, knight), a 0 0 roa ~ a es 7 Knight 16 vi on 0 0 Fighter 72 ae “2 0 0 Paladin 7-12 3 ms 0 0 Ranger 14 ae
4 0 0 Knight 7-12 32 4 Fighter 13 an
= ry 2 Paladin 13+ an 7 42 3 Ranger 15+ an 18 +3 4 Knight 13+ a
Da ee eee 51 [eer A erent 57 [eee ss]
WEAPONS TABLE
SPELL PARAMETERS LIST Name This is a listing of spells available to player characters as they gain in level. The following are abbreviations used in the list; ‘Ave, Batle 2 na bi Bow, Composit Long! Mw1= per level of caster Bow, Composite Short" targets = aim at each target Bow, Long’ P Bow, Short Robe (Magic-user spells only); Cb White = Can only be cast by White Robe Mages Crossbow, Light? Red = Can only be cast by Red Robe Mages Dagger Both = Can be cast by both Dart _ FOURTH LEVEL CLERICAL SPELLS Hammer Sreu Mowe ___Wven__Rvo_Ameh_Duraron HoopaiiMele}? : ‘Bless Both 6 © Sdia 6 Cure Serious Wounds Both =T 1 = Sai Gure Light Wounds Boh T 1 - Neutralize Poison Both T 1 - ‘Detect Magic = Both OT Protection rom ee i Protection fromEvil Both T 1 3M tw iORadis Boh Td WM nae ‘Resist Cold Boh T 1 WM Sticks to Snakes = Cmbt. 31d Pike, Aw! SECOND LEVEL CLERICAL SPELLS FIFTH LEVEL CLERICAL SPELLS Sra. Name Wren Rea Ane Dunarion sae el I Fd Teas Cay S25 Re Cure Critical Wounds Both To 1 = Hold Person cmt 6 1-3 4a Dispel Evil Cmbt T 91 trv ‘Resist Fire Boh T 4 YM Flame Strike cmt 6 1 ; - f Silence 15'Radius Cmbt 12 3dla 2y/Mi Raise Dead Cm $ 4 = Sword, Long - ft “Slow Poison Boh T 4 hour/vi ‘Sword, Short Snake Charm Cmbt 3 Al 5-8 SIXTH LEVEL CLERICAL SPELLS ESERIES E "Spiritual Hammer Cb 3 1 An Sreu Mane (enfin, Ama Berens Blade Barrier Cmbt’ 3 Special art ARMOR TABLE 44" Must have ready arows toi. Two tacks per round en ENE eC es i maT os Ween 3 Mist hine realy bts to fire. On tc per rund ‘Sreu Name Wwen nc Anca Duranion AnwonTyre wars AC hare echaptalntane (ure Blindness Boh TT 1 SEVENTH LEVEL CLERICAL SPELLS None 10 {etatasc rs, il = lt (Cure Disease Camp T 1 5 pesca er A aaa Sid Shield? 9 ‘Dispel Magic Boh 6 38s - —— sae = Leather 8 Prayer Boh 0 = Alt pemaereg —— Padded 8 jRemoveCuse Boh T 1 ‘ Studded 7 Ring Mail 7 Scale Mail 6 “< " Acharacter carrying many objects, including a large number of Chain Mail 5 coins, can be limited in movement to a minimum of 3 squares tin Cain Mail 5 go Banded 4 2:4 Shield subtracts 1 AC from any armor it is used with. Splint Mail 4 Plate: 3 ‘6 squares
ees PI ee ee
FIRST LEVEL DRUID SPELLS FIRST LEVEL MAGIC-USER SPELLS FOURTH LEVEL MAGIC-USER SPELLS EIGHTH LEVEL MAGIC-USER SPELLS For High-Level Rangers ‘Secu. Name
Ween Rinc Anca Dunanon Rose ‘Sreu Name Ween Rin Ansa Duravion Roe ‘Speu Name Ween Ria Anca Duranion Rose a _Be Duwrot —BumingHands. «= Gmbt «T= «3s = Both Bestow Curse Cmts T= 11M While. = MassCharm == Cmbt Sv Special Special White Both 0 Var Charm Person Cm = 12 1 - — Both ‘Charm Monster Cmot = «6 1 Special White Mind Blank Both 3 1 day White Cmbt ul Detect Magic «= Both G1 Both ‘Confusion Gmbt 12 246 2r1/fM White Otto's Iesistible Cmbt el Boh SM 1 Both Dimension Door Cmot Oo 1 - Red Dance Gmbl tT 1 or White Invisibility fo Animals Both Atetr/vl Boh 5M 1 Both Fear cmt 0 6x3c WM Red Power Word, Blind Cmbt .5/'vl 3.dia Special Both Cmt =O A Both Fire Shield (2 Types) Both 0 1 21/vi Both SECOND LEVEL DRUID SPELLS Cnt M1 Both ‘Fumble mot vi 1 White = NINTH LEVEL MAGIC-USER SPELLS For High-Level Rangers Both T 1 Both pl aed wi 4dia- ~——Both intiia ee a: Bienen’: Dansritn: ome = ——E any 2 . oe se Boh 0 1 ‘r/vi White —-Meleor Swarm == Cmbt 4¥1/vt Special = - Both Remove 7 ‘Monster Ceereseannndi : Ont: — TE Boh ame ae Wie Summoning —«Gmbt--—«-_—SpecalSpedel Both \ Catt Sil 1-16 Boh Power Word, Kill Crmbt .25/ivi Special = Both
Cure Light Wounds Both T FIFTH LEVEL MAGIC-USER SPELLS
‘Sreu Name Wen Ros Anca Dunarion Rose Cloud Kill Cmot 81 33s IM White Cone of Cold Cmot 0 S/vic §=- Bath Cmbt M1 ~ White Both T Special 1r/vi Red
Cot 51-4 trv White Both 0 = Special 11/vl Red
THIRD LEVEL DRUID SPELLS For High-Level Rangers ‘Speut Name ‘Wen fina __ Aven Cure Disease Camp T 1 Hold Animal 1 1 Protection from Fire Both a] Stinking Cloud 22s W/W Siena 1M
gigtaze
SIXTH LEVEL MAGIC-USER SPELLS
Sra Nowe When __Rra_ Asta Donon Rowe THIRD LEVEL MAGIC-USER SPELLS Death Spell Cmbt 1 = Sfvi- Both Seu Name ee ea Disintegrate —«Cmbt_ S/ivi Special ©- Red Blink Boh 01M Red Lea Sine: CREE ete Dispel Magic =» Both «123s - White pate
Fietall mbt 10M Sa = Bath Ce a a ie Haste Boh 6 4x4 Srst/ Red
Hold Person = Cmbt. 121-4 iM White
Invisibility 10'Radius Both T © 2dia Spevial Red SEVENTH LEVEL MAGIC-USER SPELLS Ughtning Bot Cmbt_ 4 4.8 = Bath SraxWuwe Wer fiw _ Anca Duearon Rose Protection from Blast
Sin Both =T 2dia 2r/vi_ White vosg af Cmbt 10+1/ivi 5/7 dia Special Both Protectio ‘Mass invisibility Both — 1/ivi_ Special Special Red Normal Missiles Both «T= 1 TYM. While oer Wor Sit Cibt Std SAGAS Spel both
Slow Cmbt Sevi 4x45 Sr+1/ivl Red
Level Advancement Tables CLERIC OF GOOD CLERIC OF NEUTRALITY CLERIC’S BONUS SPELLS The following charts show the amount of Lee Expenence: Dice Leva Expenience Duce Wesoom i 2 3 4 experience a character must earn in order 1 2,000 - 3,999 208 a 1,500 - 2,999 108 9-412 - - = - to gain a level in his character class. The 2 4,000 - 7,499 308 2 3,000 - 5,999 208 13 “1 - : + charts also list the number of spells that a 3 7,500 - 15,249 408 3 6,000 - 12,999 308 4 42 . = = character can have memorized at one 4 15,250 - 24,999 508 4 13,000- 27,499 408 15 iz - time. Fighters and Thieves can never 5 25,000 - 39,999 608 5 27,500 - 54,999 508 16 42 42 = = memorize spells. 6 40,000 - 89,999 768 6 55,000- 109.999 608 7 a Remember that all experience earned by ' — scorer a t — mo - 1 # fae #1 a non-human, multiple-class character is ges : en Pe ‘a8 8 ‘Note that these bonus spel are only available when the ceric is. divided by the number of classes the ach level after 8th requires 250,000 experience points and the char- it entitled to spells of the applicable vanes ire level cleric with character has, The experience is divided acter gains 1 hit point (than ots even after the character has reached his ‘acter gains 1 hit point ‘Ween oF Sreuis maximum level in a particular class. a arta ar vate Sena 1234567 1 = = ar rar 587 ‘2th-Level Cleric of "i = — Goodwith 18Wisdom 8 7 6 4 2 2 2 ae US 3 3 0. Fyn Sees See 4 5 BPr2 - = - 5 42S) Fett He i= FIGHTER 6 EE a ee Lea —__Expenence or Dice " 7 . : Ses 1 0-2,000 1010 < 2 2,001 - 4,000 2410 fi . : r , aus 3 4,001 8,000 310 ae 4 8,001 - 18,000 4dt0 y rs : + z : m5 6 5 18001-35000 Sd10. 6 36,001 - 70,000 6010 * ~ - . 7 : ; 7 70001-12500 7410 8 125001 =250,000' edo 1% 8 Cte A 9 250,001-500.000 9d10 16 6 Bb sete, 4 1. 7 1. CRs s.- 2 Each level after 9th requires 250,000 experience points, and the 18 1 Setaec 4 2 character gains 3 hit points. 19 2: GRE BESS: 3 20 (ae a 2 8. PRE BRES. : 4 22 6 So wee & 4 23 8 SERRE: «4 4 & eR 4 2 8 Ce emyre tT. 6 26 GQ 18 PSE WR oS a 8 8 86 8 8 8 6 28 8 8 8 8 8 8 7 ' Usable only with 17+ wisdom a aati iaiaiameniomniiaaa 2 Usable only with 1+ wisdom. 1 Usable only with 17+ wisdom 2 Usable only with 18+ wisdom
2,501 ~ 5,000 5,001 - 10,000 10,001 - 20,000 20,001 - 42,500 42,501 ~ 70,000 70,001 - 110,000 110,001 - 160,000 160,001 - 220,000
Beereoaseanas
Each level after 10th requires 220,000 experience points and the
character gains 2 hit points.
PALADIN
706 806 906,
Her Dice 106 246 306 4d6 5d6 606
1006
0-2,750
2,751 - 5,500
5,801 - 12,000 12,001 ~ 24,000 24,001 ~ 45,000 45,001 - 95,000 95,001 - 175,000 175,001 - 350,000 350,001 ~ 700,000 700,001 - 1,050,000 1,050,001 - 1,400,000 1,400,001 - 1,750,000 1,750,001 - 2,100,000 2,100,001 - 2,450,000 2,450,001 - 2,800,000 2,800,001 - 3,150,000 3,150,001 - 3,500,000 3,500,001 - 3,850,000 3,850,001 - 4,200,000 4,200,001 - 4,550,000
Each level after 20th requires 350,000 experience points and the
character gains 3 hit points,
3
3
RANGER
Leve_Exreuence
0-2,250
2.251 - 4500
4,501 - 10,000 10,001 - 20,000 20,001 - 40,000 40,001 - 90,000 ‘90,001 - 150,000 150,001 - 225,000 225,001 - 325,000 325,001 - 650,000 £650,001 - 975,000 975,001 - 1,300,000 1,300,001 - 1,625,000 1,625,001 - 1,950,000 1,950,001 - 2,275,000 2,275,001 - 2,600,000 2,600,001 - 2,925,000
eseagsas
&
Each level after 17th requires 325,000 experience points and the
‘character gains 2 hit points.
KNIGHT OF THE CROWN
1 mae
1,200,000 - 1,499,999 1,500,000 - 1,799,999 1,800,000 - 2,099,999 2,100,000 - 2,399,999 2,400,000 - 2,699,999 2,700,000 - 2,999,999 3,000,000+
2010 3010 4410 5010 6010 7410 8610 9d10 10010, 1001042 1001044 10d10+6 1001048 10d10+10 10010412 10d10+14 10010+16- 10010+18
KNIGHT OF THE SWORD
‘Mumsen oF Cusnicat Speuis Pen Lever
Leva Exrenence Hier Dice 1 2 3 4 5 6 7 12000 - 23,999 4g10 Se eA 24,000 - 44,999 5d10 - - - - - 45,000- 94,999 610 : 7S 95,000 - 174,999 7410 1 - - 175,000-349,909ad10 2 - arse 350,000 -699,999 9410 2 4 eine 700,000 1,049,999 10410 3. ( “oo 1,050,000 - 1,399,999 10d10+2 4 2 - - - 1,400,000 1,749,999 10d10+4 ee eae fs ee 1,750,000 - 2,099,999 10d10+6 § 3 1 1 * 2.100,000-2,449,999 1041048 eS a eee 2,450,000 -2,799,999 10410410 1 3. 2 of ao 2/800,000-3,149,999 10410412 ("627 Sait 3,150,000-3,499,999 10410414 a ae ae ee ee 3,500,000 -3,749,999 10410416 1 _ SARE ST 3,850,000+ 10010418 9 9 5 4 3 2 1
KNIGHT OF THE ROSE pene reel
Leva Exrenence Mr Dace 1 2 3 4 5 6 7 27,000 - 59,999 510 Shae PUGET pra 60,000 - 124,999 6010 - - - 125,000- 199999 7410 1 So 200,000 - 424,999 8d10 2 - - - - - 45000-79999 910 FSET SENS 800,000- 1,499,999 10410 ae Pee, 100,000 - 1,999,909 todtOv2 eT EE 2,000,000 - 2,499,999 10d10+4 4 Z 1 - - - - 2,500,000~2,909,099 1041046 eli es yeas 3000,000- 3.499.909 1041048 ae TPO ea 3,500,000-3,999,999 10d10+10 joer Se hee ees a eae 4,000,000 - 4,499,999 10d10+12 8 6 3 2 1 1 1 4500,000-4909999 todd 5,000,000 - 5,499,999 10d10+16 9 8 4 3 3 2 1 5,500,000-5.999.999 10d10+18 Pv el ee a ae
ach level after 18th requires 500,000 experience points and the character gains 2 hit points.
irae eroe eee 50 eee ee
WHITE ROBE MAGE RED ROBE MAGE
Leva ——_—Expensence
10,000 - 19,999
20,000 - 37,999
38,000 - 54,999
55,000 - 99,999
100,000 - 199,999 704 200,000 - 399,999 8d4 400,000 - 599,999 9d4 600,000 - 799,999 1004 800,000 - 999,999 04
Each level afer 11th requires 250,000 experience points and the character gains 1 hit point
90,000 - 179,999 180,000 - 349,999 8d4 ‘350,000 - 499,999 904 500,000 - 699,999 1004 700,000 - 899,999 11d4 Each level aftr 11th requires 200,000 experience points and the Character gains 1 hit point. ‘Sreus pen Lever ‘Sreus pen Lever 4 5 6 2.3 4 5 6
wCoronsens
ss
1 2 2 2 3 3 3 4 4 4 5 § 5 5 5 5 5 5 5 5 5 5 5 6 6 6 7
8
Usable only with 10+ Intelfigence 2 Usable only with 12+ Intelligence 3 Usable only with 14+ Intelligence 4 Usable only with 16+ Intelligence 5 Usable only with 18+ Intelligence
4 Usable only with 10+ Intelligence 2 Usable only with 12+ Intelligence 3 Usable only with 14+ Intelligence 4 Usable only with 16+ Intelligence 5 Usable only with 18+ Ineligence
H THE DARK QUEEN
i] (| U | U 1 1
IBM COMPATIBLE COMPUTER INFORMATION:
Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that you consult with our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, (holidays excluded) to see if an SSI game you're considering purchasing is compatible with your computer. If we have insufficient data to determine compatibility, you may wish to purchase the game and test for compatibility yourself. If the game proves to be incompatible, you may return it within 14 days with your dated receipt and we will refund your money. Or, if you return the game within 30 days, you may exchange the game for another,
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©1992 Strategic Simulations, Inc. All Rights Reserved. ©1992 TSR, Inc. All Rights Reserved.
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