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DRAGOJVS OF FLAME

TSlt Inc

STRATEGIC SIMUIATIOrlS. lrlC: CONTENTS I. Introduction ...... I The Action Starts ...... 1 The Situation ...... 1 The ADVANCED DUNGEONS & DRAGONS ' Game ...... I The DRAGON LANCE Saga ...... 1 D. Characters ...... 2 ...... 2 ...... 3 ...... 4 Caramon Majere ...... 5 Tanis Half-Elven ...... 6 Sturm Brightblade ...... 7 Tasselhoff Burrfoot ...... 8 Flint Fi reforge ...... 9 m. Non-Player Characters ...... I 0 Eben Shatterstone ...... 10 Gilthanas ...... 10 Laurana ...... 10 Men ...... 10 Nomads ...... 10 IV. Monsters ...... 10 V. ltems ...... 12 VI. Play Notes ...... 13 Moving Around ...... 13 Combat Advice ...... 13 Where Am l? ...... 13

• I. ,If·' • • I. INTRODUCTION sorts take advantage of the chaos to pil­ U. THE CHARACTERS lage the remains of civilization. TltE Acnoo STARTS. GOLOMOON. CHIEFTAIN'S DAUGHTER: It is more than three hundred years since During your quest, you will meet many Daughter of the chieftain of the Que-Shu tribe, Goldmoon's others in the wilderness. Some may join the Cataclysm, when the old gods aban­ future seemed to be set from birth; whomever she married your party; it will be necessary to gain doned the people of Krynn . Without the would become chief of the Que-Shu. Unknown to everyone, allies to complete the quest. Some may interference of the old gods. . the the gods had different plans for her. The first sign of these offer items to aid you on your quest. Some Queen of Darkness. spreads her power plans came when Goldmoon fell in love with Riverwind will attack you with sword or claw. The only from the Abyss by awakening evil dragons way to know if an encounter is friend or rather than any of the other more suitable young men. and creating armies of Draconians. Once foe is to approach and keep alert. But, you her armies are victorious. she will be free When Riverwind returned .from his quest to prove himself can assume that anyone who attacks is to move from the Abyss into Krynn . The worthy, things really changed. The Staff that he returned with allied with the forces of evil. \ c\ ,' only threat to the Queen's awesome power "~ didn't appear to do anything and Goldmoon's father con­ is the revival of belief in the old gods and You may find important items in many By . from demned him to death. As the tribe started to stone Riverwind the uniting of the resistance against the places as you travel. Items may be freely ' Dragons of Hope · to death, Goldmoon threw herself into his arms. Suddenly Draconian armies. offered by friends. cast aside by those nee­ the Staff Oared with a brilliant blue light and Goldmoon and ing the enemy, lying amidst abandoned The first steps against Takhisis have been Riverwind were standing miles away from the village. all their injuries healed. towns. or fiercely guarded by the forces of taken. The Disks of Mishakal have been Takhisis. Treat your allies and items wisely, Rejected by their tribe, Goldmoon and recovered and Goldmoon has become the they are the keys to your quest. Riverwind traveled to attempt to discover the first True Cleric since the Cataclysm. But, while returning from the successful assault Staff's true nature. During their travels, they TuE ADVANCED DUNGEONS & became involved in a light at the Inn of the on Xak Tsaroth, Goldmoon and the other 1 Companions of the Lance are captured by DRAGONS fum. Last Home and were rescued by the other an army of Draconians. Dl\AGONS Of FLAME, and the whole Companions. From the Inn, the Companions' ' Saga are based on the adventures took them to Xak Tsaroth. In When all seems lost, the Companions are ADVANCED DUNGEONS&'. DRAGONS' those terrible ruins. the Blue Crystal Staff was freed during an elven attack on the game by TSR Inc. AD&D' is the most destroyed, but the Disks of Mishakal were Draconians. Now, the Companions must popular role playing game in the world. In ally with friendly NPCs. battle Draconian recovered and Goldmoon became the first a role-playing game you control one or True Cleric since the Cataclysm. Goldmoon hordes. and sneak through the caves of more characters in an unfolding, now wields personal clerical magic and direcl5 Sia-Mori into the fortress of Pax Tharkas. interactive story-line. Inside, the Companions must recover the the awesome powers of the Disks of Mishakal. sword 'Wyrmslayer' and free the slaves Dl\AGONS OF FLAME is an action game with held there to bind the forces of the resis­ many of the interactive elements of a tance together. role-playing game. The computer is used to keep track of all of the usual 'to hit.' TltE SrruATI<>n. 'damage.' and 'saving throw'dice rolls AD&D· Game Statistics: At the start of the quest. Draconian armies behind the scenes so that you can concen­ Strength 12; sweep down from the north toward the trate on what is actually visible - the Intelligence 12; Wisdom 16; elven lands of Qualinost. They already hold charging Draconian with a sword. Dexterity 14; Constitution 12; the ancient southern fortress of Pax Charisma 17; Alignment- Lawful Good; Tharkas. The Draconians seek to crush the TuE DRAGONLANCE' SACiA. Hit Points 24; Armor Class 6. Qualinesti between their armies and the The DRAGONLANCE' saga was put together [QUIPMEl'IT: mountain fortress. by the TSR design staff and brought to life by the TSR artists. It has appeared in nov­ Leather armor; Quarterstaff +2; The lands before the invasion are in chaos. els, short stories, ADVANCED DUNGEONS Medallion of Faith; The countryside is full of wanderers both &'. DRAGONS' role-playing adventures, and Clerical magic. see sub-me nu. friendly and unfriendly. Brave elven and computer games. Dl\AGONS OF FLAME gives nomadic warriors seek to turn aside the you the chance to take part in the quest of forces of evil. Innocent victims nee the the 'Companions of The Lance: as they advancing conquerors. Foul creatures of all continue their fight to save Krynn from By Larry Elmore, from Takhisis, the Queen of Darkness. 'Dragons of Mystery·

2 So weak when he was born that he wasn 't expected to live. Born into a Family or virtual tribal outcasts. no-one in the Raistlin survived through his sister's efforts and the protec­ Que-Shu tribe had a lower social position. His Family refused tion or his twin brother Caramon. Just before their firth to believe in the divinity or the tribal chiertain and were the birthday. the twins were taken to a Fair where a conjurer last believers in the old gods. Tolerated For his skills. performed tricks and illusions. Caramon watched For a while Riverwind would probably have been lert alone to live his liFe and wandered off. but Raistlin stayed all day and then had he not asked permission or the tribal chieF to marry astonished his Family by reproducing every trick he'd seen. Goldmoon. Shortly after Raistlin's sixth birthday. the Family took him to a The chieF ordered Riverwind to search For proor that the old Master Mage. The mage took Raistlin as a pupil arter he was gods still existed and not to return without a powerFul magic By Larry Elmore. from Found in the mage's library reading a spell book, thought to item to convince the tribe. In reality, he never expected to By Larry Elmore. from ·oragons of Hope· be impossible without years or study. Never popular and -Dragons of Hope· see Riverwind again. As time passed; it seemed this wish oFten bored, his studies continued despite his contempt for would be Fulfilled. but Goldmoon never gave up hope and her both Fellow students and instructors. This period reinforced Caramon's protective­ Faith was eventually rewarded. ness towards his brother. providing the root for Raistlin's general dislike or The Riverwind that returned wasn 't the same man who leFt. He was harder, humanity at large. together with a deep and lasting sympathy for the weak. changed by things he'd seen and unable to remember exactly where he had Raistlin supplemented the Family income by public performances or illusions and been. And he returned with an artiFact. the Blue Crystal Starr. However, he was tricks. orten bringing him into connict with his school. One or these public dis­ unable to demonstrate its powers. and was condemned to be stoned to death. As agreements led to meeting Tasselhoff and subsequently Flint. Raistlin was the Gold moon joined him in the hail or stones, the Staff nared with blue light youngest mage to take (and pass) the Test which confirmed his Future power and and teleported both or them out or the tribal village. gained him his Staff. while leaving him a physical wreck. Later, when the Companions made their way Unknown to the other Companions. Raistlin to Xak Tsaroth. Riverwind realized that the gained personally from the descent into Xak ruined city was the place from wh ere he had Tsaroth. He recovered the spellbook or an retrieved the Staff. Arter his adventures with ancient mage, helping him become even the Companions. he has seen the magnitude more powerFul. oF the destruction wrought by the Draconians. Riverwind's aim in liFe is now the protection or Goldmoon and the destruction or the Draconians. AD&'D ' Game Statistics: Strength I 0; Intelligence 17; Wisdom 14; Dexterity 16; Constitution I O; AD&'D' Game Statistics: Charisma I 0; Alignment - Neutral; Strength 18/.35 (Damage +.3); Hit Points I I ; Armor Class S. Intelligence I .3; Wisdom 14; [QUIPl'l[l'!T: Dexterity 16; Constitution 13; Staff of the Magius (+.3 protection; Charisma IJ; Alignment - Lawful Good; +2 to hit - damage t-8); Hit Poinrs ~6 ; Armor Class 5. Close combat with Staff as weapon; [QL'll'l'IEl'll: Ranged combat - see spell list. Leather armer & Shield; Longsword +2 (damage t-8); Bow & quiver of 20 arrows (damage 1-6). By Larry Elmore, from By Larry Elmore. from ·oragons of Mystery·· ·oragons of Nystery· 4 TANIS HALF faVEN:

The twin brother of Raistlin, Caramon can be considered a Orphaned by the death of his elven mother, Tanthalas, better complete opposite to his brother. From early childhood known as Tanis, was raised amongst the elves. As a half­ Caramon made himself the protector of his weaker brother, human. Tanis always felt somewhat of an outcast. He was rescuing him time and time again from bullying tormentors. finally driven by his restless nature to leave Qualinesti for His training as a warrior was started by his sister, Kitiara, who Solace and the only 'outsider' known to him, his friend Flint. later became a Dragon High lord in the service of Takhisis. By the time Tanis became involved with the Companions he had become an experienced half-elven fighter wandering the Inseparable from his brother, except when Raistlin was being world of Krynn in search of True Healing and clerics. schooled in the magic arts, Caramon lived all his life in Solace. There he met Sturm and later Tasselhoff and Flint His travels and early training amongst the Qualinesti elves Fireforge. These friendships led to the formation of the By Larry Elmore, from have turned Tanis into a master swordsman. Few fighters are 'Companions of the Lance' when they all met up at the Inn "Dragons of Hope· skilled enough to match him in combat. should they even By Larry t:Jmore, from reach him. His natural skill with the bow usually stops all but "Dragons of Hope· of the Last Home in Solace on that fateful night where they the most deadly opposition before they come within reach of his sword arm. met Riverwind and Goldmoon. Despite this formidable skill, his experiences in the ruined city have made him an After their adventures in Xak Tsaroth with Riverwind and Goldmoon, Caramon is even deadlier warrior, whose capabilities will stand the Companions in good stead, eager to return to Solace. He fears for the city's safety in a suddenly hostile world whatever the future may bring. full of legendary creatures come to life and the implacable hostility of the Draconians. He will soon realize that destiny awaits in further adventures with the Companions ... AD&o· Game Statistics: Strength 16 (Damage +I); Intelligence 12; Wisdom 13; AD&D' Game Statistics: Dexterity 16; Constitution 12; Strength 18/63 (Damage +3): Charisma 15; Alignment- Neutral Good Intelligence 12: Wisdom I O; Hit Points 45; Armor Class 4. Dexterity I I : Constitution I 7: fQUIPl'IUIT: Charisma 15; Alignment - Lawful Good; Leather armer +2; Hit Points 44; Armor Class 6. Longsword +2 (damage 1-8); [QUIPl'IUIT: Bow & quiver of 20 arrows (damage 1-6). Ring mail armer; Longsword (damage 1-8); Spear (damage 1·6).

By Larry Elmore, from By Larry Elmore, from "Dragons of Nystery· "Dragons of Mystery·

6 5 TASSELHOff BvRRfooT: The son of a true Knight of Solamnia. Sturm was sent south Most;people not only don't understand but don't with his mother for safety when his father could no longer want to know them. This is often due to their basic guarantee the security of their home. His father was to have personality traits: fearlessness, unbelievable curiosity, sent for them when things calmed down - he never did. At irresistible mobility, independence and the need to pick up this time, the Knights were looked down upon by the general anything not screwed down (unless they have a screwdriver, population. who blamed them for failing in their duties by in which case ... ) not stopping the Cataclysm. But. the Kender do not see themselves as thieves. They do Conscious of his inherited position and duties, Sturm dedi· not steal for profit. but from intense curiosity about every cated his life to the Knighthood, becoming a well trained but thing. Even when caught 'in the act' they offer an amazing By Lan)' Elmore, from inexperienced fighter. He holds the high ideals of his father ' Dragons of Hope · range of excuses from: "You dropped it.· through ·1 was just and the Knights despite the current state of the world. looking after it in case it got stolen.· As far as they are Drawn to Caramon by their joint martial interests, the two quickly became fast concerned, it is only "borrowing·, and being called a thief is a grave insult. friends. For Caramon's sake, Sturm even somewhat befriended Raistlin. After Apart from size, Kender would be easily recognized by the number of pockets and meeting up with Tasselhoff, Flint, and Tanis, the group traveled together as pouches that festoon their clothing. They are also recognized by their favoured formidable adventurers until, with Flint's retirement. they went their separate weapon, the hoopak. Used exclusively by Kender, it is a combination staff (shod in ways. They all agreed to meet at the Inn of the Last Home in five years' time. iron) and slingshot. a lethally potent weapon. Having gained his inheritance by this time, Sturm was equipped as a Knight of Tasselhoff met Flint through the normal actions of a Kender · absolute amazement Solamnia, and this meeting marked the at being accused of stealing a bracelet. as he walked off with it from Flint's stall. start of the Companions' involvement in Tanis arrived to calm the situation and it wasn't long before they were fast friends. the ' of the Lance', when they rescued Tasselhoff was later responsible for the Goldmoon and Riverwind. Returning from -:"" meeting with Caramon. Raistlin and Sturm. the ruins, Sturm is full of pessimism The dangers of Xak Tsaroth don't seem to about the spread of the Draconian forces have registered with Tasselhoff and he is but determined to try and help stand already looking forward to whatever against their evil, even though he believes happens next. the Companions' numbers insufficient to make much difference.

AD&D Game Statistics: Strength 13; AD&D' Gaine Statistics: Intelligence 9; Wisdom 12; Strength 17 (Damage + I ); Dexterity 16: Constitution 14; Intelligence 14; Wisdom 11; Charisma I I : Alignment· Neutral; Dexterity 12; Constitution 16; Hit Points 20; Armor Class 6. Charisma I 2; Alignment • Lawful Good; [QUIPl'!El'IT: Hit Points 40; Armor Class 5. Leather armor; [QUIP1'IEl'fT: Hoopak +2 (damage 3-8); Chainmail armer; Sling + I with a pouch of 20 bullets Two Handed sword +3 (damage 1· 10); (damage 2·7). No ranged weapon.

By Larry Elmore, from By Larry Elm ore. from ' Dragons of Mystery · ' Dragons of Nystel) •

7 8 f'Lu·rr flREFORGE:' m. NON-PLAYER CHARACTERS NOMADS: and bred a poor hill dwarf. Flint left horne as soon as Born During your travels you will m1;et charac­ There are groups of nomads who inhabit he could earn a living. As the years passed and his skills ters that may accompany yoil on your the plains and wander the southern areas grew, improved fortunes led him to buy a small house in quesL These non-player characters (NPC's) of Qualinesti. Some of these nomads may Solace, which became his base. are necessary to complete the quest. but be willing to aid the party by joining or by they will not join the party if you attack giving the party important items. Nomads From there he travelled widely, due to the great demand for them. You must move up to the NPC and generally fight with sword and bow. his skills. As his fame spread, his work came to the attention take the risk of being attacked for an NPC of the elven leader in Qualinesti, resulting in him becoming to join your party. IV. MONSTERS one of the few dwaives not only to visit the elven kingdom This term describes anything that wants to but to become a welcome visitor. Here Flint met and EBEi'! SHATTERSTONE: kill you. Some monsters are allies of the befriended Tanis. When Tanis finally left Qualinesti, his As a mercenary, Eben.is totally self-serving Draconians. others just see the party as a natural destination was his old friend Flint in Solace. Tanis and looks out for his own interests above handy meal. By Larry t:lmore. from was soon so useful that Flint made him his business partner. all others. He is not evil. and seems always AGHAR (GULLY DWARVES): ' Dragons of Hope · He later .met the twins, Tasselhoff, and Sturm, and the six to end up on the winning side in any fight. formed a formidable adventuring company. Flint then retired .. Although Eben is not a coward, he is not The lowest class of dwarf, the Aghar. are to Solace, but agreed to meet the other adventurers at the Inn of the Last Home stupid and will always find a reason not to denied kin status by other dwarves and are lead the way into danger. He wears chain­ five years hence. regarded as comical nuisances by humans. mail and fights with shield and longsword. Their strongest instinct is survival. They On that fateful day, five years later, the adventurers rescued Goldmoon and see cowardice as a virtue and have raised Rivenvind and formed the 'Companions of tbe Lance'. After the Companions' GILnl.\NAS: grovelling to the status of an art form. In experiences, Flint is confirmed as an implacable foe of the Draconians, as well as Gilthanas is an experienced elven fight· combat they either run away or mill about having his prejudices towards the Aghar fully confirmed. er/ magic-user whose knowledge may prove trying to avoid being hit while kicking the of great value to the party. He is second in characters' shins. line for the Qualinesti throne and knows mani of the secret places of the ancients. BAAZ DRACONIANS: He fights in chainmail. using a + I long These Draconians are the smallest and AD&o· Game Statistics: sword. and bow. along with some first and most common type. The Baaz are used as Strength I 6 (Damage + I); second level spells. ground troops in the army. They are quite Intelligence 7: Wisdom 12: fond of humans as a favored addition to LAUR..\NA: Dexterity I O; Constitution 18: their diet. so they are eager to close and Charisma 13: Alignment · Neutral Good; Laurana is a Princess of the Qualinesti. She fight. They wear some armer, use swords. Hit Points 52: Armor Class 6. has been captured by the Draconians and and (rumble to dust when killed. is being held prisoner in Pax Tharkas. She EQlJIJ'l'IEl!T: normally wears + I chainmail and fights BoZAK DRACONIAl'tS: Studded Leather armer & Shield: well '' ith a sword. Should the characters These Draconians are larger and less plenti­ Battleaxe +I (damage 1-8): encounter her, they would be well-advised ful than the Baaz. They are magic users and Throwing axes (damage 1-6). to help her escape. She is greatly loved by are dedicated to the purposes of Takhisis. the elves and is essential to final victory They do not wear armer but are harder to over the Draconians. injure than the armored Baaz. They use magical attacks such as 'Magic Missile'. MEN: When killed, their nesh dries, and their The 1·arious townsfolk you meet may be bones explode. injuring anyone too close. refugees from the Draconians or the Draconian's allies. Refugees may join the party and fight with the characters. They will usually use a sword and little or no armer.

By Larry Elmore, from "Dragons of Hyslery·

9 10 DIRE WOLVES: scale armor. Their boldness is renected in the bright, bloody colors of their clothes. innict damage merely by touching their MONEY! These large wolves tend to hunt in packs. target They may be resistaotlo some In the world of Krynn. gold is a pretty metal They will attack if they are hungry (which is spells and can only be hit by magic or KAPAK DRACOrtIANS: but money comes in steel coins. Intelligent most of the time). The dire wolves are silver weapons. · smart and fast. attacking with a vicious bite. These Draconians are larger than Baaz monsters may be carrying money that they drop when they die. and love to bully their smaller brethren. WRAITH! DRAGONS: They differ from other Draconians by their poisonous attacks. When killed their Spirits of evil beings. condemned or deter­ RINGs: There are two old, experienced, and deadly mined to stay in our world. these undead bodies dissolve. These items come in various different drag<1ns in Pax Tharkas: Flamestrike and are amongst the party's most deadly oppo­ forms for differing character types. Ember. Flamestrike guards the enslaved nents. Wraiths innict damage merely by JllEN: Although any character can get experience children held in the fortress. She is some­ touching their target. They may be resistant for finding a ring, some rings require cer­ what insane and cares for the children as Hostile humans are normally in the employ to some spells and elm only be hit by of the Draconians or are common bandits tain character types to actually use them. A her own. This could be to the party's magic weapons. advantage as Flamestrike will not use her taking advantage of the current chaos. In ring of Protection can be used by anyone breath weapon if the children are within either case they can be armed, armored WwiKN: but a ring of Spell Storing can only be used range. On the other hand, Ember will hap­ and dangerous. by a magic user. These large winged monsters are a rather pily use his naming breath, his spells, and stupid distant cousin of . They his claws on any foe he comes near. Both STIRGES: POTIONS! do not have a dragon's breath weapon or of these ancient red dragons are terrible These nasty little nying bloodsuckers love There are many different kinds of potions. spells. but they can attack with powerful opponents who are more likely to kill char­ nothing more than fresh, warm blood. All potions of the same kind are the same claws and a poisonous sting. acters than to be killed by them. Guess what human beings represent to color. The only way to find out the effect of a potion is to try it. Stirges? They continue to attack until lol'tBIES: GIA!'IT WAsrs: killed or full. These magically animated corpses are Different potions may have different effects These unintelligent monsters are large often used as tireless guardians that fight on different types of characters. If you use enough to pose problems to you and the TROLLS! until destroyed. They may be resistant to a potion and see no change in the charac­ party since. "If it moves, it must be food or These large shambling humanoids are not some spells. ter then the potion may be unsuitable for a home for eggs.· Giant Wasps are tough. highly intelligent but. like so many others, that character, or you may be in the wrong taking a lot of damage before dying. They treat humans as a pleasant dietary supple­ V. ITEMS location for the potion's effect. attack with bite and poisonous sting. pre­ ment. They make very tough opponents. There are many items within the game ferring to attack from the air. they are difficult to injure and. when finally Healing potions are not all the same which can be of use to the party. Items may wounded, lheir injuries start healing auto­ strength and their effect varies. They increase a character's abilities in combat or GOBLINS: matically. Using their claws or cfubs. they restore damage taken but can't increase a may be worth experience points. To pick character's 'Hit Points' beyond the starting These 4' tall humanoids are evil by nature are capable of innicting terrible injuries. up an item. move a character over the item value. These potions can be used by and love to indulge in nasty pastimes such WAR DOGS: and choose Take from the menu. To use an anyone. as torture and slavery. They tend to use item. select Use and then select the item. whatever they can scavenge for both arms These large attack trained dogs usually Strength and Invulnerability potions both and armor. have light leather armor and spiked col­ ARMOR Al'ID SHIELDS: last for a variable amount of time and only lars. They tend to attack on sight with a affect Tanis, Riverwind, Caramon, Sturm The usefulness of armor or a shield GRIFFONS: horrible bite. and Flint. While their effects last, they can depends on the character actually using the With the front half of an eagle and the rear be very useful in dangerous situations. WILD DOGS! item. There's no point in Tanis (who starts of a lion, these monsters have an insa­ with leather armor +2) using leather armor Strength potions increase the damage tiable appetite for horsenesh. but are quite These medium sized domestic dogs have +I but Goldmoon (who starts with ordinary innicted by the character. The amount of willing to settle for fresh human. Although gone wild in the chaos of the invasion. leather armor) would get some benefit. To extra damage varies. as some potions are capable of night. they will attack from the They only attack if lhey_are very hungry. check the utility of an item. use the item stronger than others. ground and are extremely aggressive, semi­ and look at the character's statistics. intelligenl carnivores. WIGHTS: Invulnerability potions give immunity lo non·magical attacks, make it more difficult These undead humans are often found in HOBGOBLINS! to be hit by magic, and increase resistance catacombs where they try to destroy any to the effects of a magical hit. These large humanoids are born evil and living thing that crosses their path. \\'ights love to kill. Their skill is renected in the care they give their polished weapons and

II 12 MAGIC Kort:: In your lust for battle, don'tjust kill every­ thing that moves. There are friendly NPCs This can be very useful if you find some­ that may join the party or 1~ho have items thing lo climb. essential to the game. CREDITS ScROLLS: Don't lose sight of your objectives - find Scrolls hold either magic or clerical spells. Wyrmslayer, rescue Laurana, and free the Program Creation: After a scroll is used the next spells thrown women and children imprisoned in Pax U.S. Gold Ltd. come from the scroll, and not from the Tharkas. Then, get out alive. character's memory. Scrolls may only be Product Manager: used by characters of the appropriate type. C01'16AT ADVICE: Mike Wilding Some characters are better than others for Developers: WANDS: combat purposes so keep them at the George MacDonald, Graeme Bayless These items offer a ready source of addi­ front of the party. Don't forget to move tional spells, but each one has a limited characters to the back of the party if 16 Bit Programing: number of charges which cannot be they've taken a Jot of damage. It is easier Graham Lilley replaced. to heal characters than to raise them from the dead (Which can only be done a limited 16 Bit Graphics: WEAPOl'IS: number of times - look at Raistlin's Kevin Bulmer Constitution). The party may find weapons of all types, 8 Bit Programing and Graphics: including the ancient sword Wyrmslayer Use Ranged Combat as much as possible, Mr. Jllicro itself, which is essential to game comple­ as it pays to hurt the enemy before they tion. Make sure that a found weapon, when can close. Make sure you attack properly, Design Coordination: used as a replacement, actually improves a some monsters can only be hit with a high Laurence H. Jlliller character's combat ability- don't replace a attack, others only with a low attack. Firing +3 sword with a +I sword! low at a nying monster doesn't do anyone Playtesting: except the monster any good. Note that U.S. Gold Ltd. & , Inc. MISCELLANEOUS: magic users don't have to be in the lead to Based on the Module: The party can find other items, including: use their ranged spell abilities as long as ~L2, Dragons of flame. by ammunition for ranged weapons, jewelry they're one of the first four characters. and gems. All items are worth experience Original Cover Graphic: WHERE AM I? points, but it may be necessary to dispose of some items if the characters become Keep track of your position throughout the overloaded. game. In the wilderness, pay regular atten­ Documentation: tion to the Quest Map to check the charac­ Laurence H. Jlliller. George.MacDonald VI. PLAY NOTES ter's location and the position of the Art and Graphic Design: advancing Draconian armies. Taking a MOVING AROUND: LOUIS SAEKOW DESIGIY: Peter Gascoyne David Boudreau wrong turn into the Draconian armies may & Keep a close eye on the advancing be your last move. Desktop Publishing: Draconian forces as shown on the Quest Map. If the characters don't visit the north­ Once underground, you should keep LOUIS SA.EKOW DESIGJY: Peter Gascoyne yom own record of where you've been. ern areas early in the game, the enemy will Pre-press Production: Pay attention lo distinctive areas to help make it impossible to travel there. Once LOUIS SAEKOW DESIGJY: Kirk Nichols the Draconian armies arrive, anyone or you remember where you've been. There anything of use will be permanently are secret doors in some areas and traps Printing: unavailable for the rest of the game. in others - keep your eyes open and be Muller Printing Co. careful. Examine any inhabited (or formerly inhab· iled) areas for anything lhat you can find. Early in the game you needn't worry too much about limits on the number of items you can carry.

13 ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE, and the TSR logo are trademarks owned by and used under license from TSR Inc., Lake Geneva, WI. USA

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