CH11now SORCERER ~~MATED FANTASY ADVENTURE BOOK TABLE OF CONTENTS

INTRODUCTION ...... 1 CREDITS Winning and Losing ...... 1 Author Getting Help ...... 1 Jeff (iroteboer TRAVELLING THE WILDERNESS ...... 2 Developer The Wilderness Map ...... : ...... 2 Jeff (jroteboer Scanning the Wilderness ...... 2 Editor The Passage of Time ...... 3 Eileen Matsumi USING THE TACTICAL DISPLAY ...... 4 Art, Ciraphic Design and Desktop Publishing Encounters ...... , ...... 4 LOVIS SAEKOW DESIQN: DAVID BOVDREAV, CHRIS MISHAK Combat ...... 5 Pre-press Production Tips for Exploring Dungeons ...... 7 LOVIS SAEKOW DESIQN: KIRK NICHOLS, RAY (iARCIA &JEV ROTHE SPECIFIC ENCOUNTERS ...... 9 Printing List of Encounters ...... 9 American Lithographers, Inc. Encounter Descriptions ...... 10 Wilderness Map ...... 21 HANDLING THE REFUGEES ...... 25 Refugee Status ...... 25 Ordering Them to Move ...... 25 Interaction with the Refugee Council ...... 26

Strategic Simulations, Inc. reserves the right to make improvements in the product described in this clue book at Food ...... 26 anytime and without notice. Safe Havens ...... 27 , Inc. makes no warranties, express or implied, with respect to this clue book, its quality, merchantability or fitness for any particular purpose. This clue book is provided "as is." CHARACTER WEAPONS: NOTES AND RESTRICTIONS ...... 28 ADVANCED DUNGEONS & DRAGONS, AD&D, and are trademarks owned by and used under license from TSR, Inc., Lake Geneva, WI USA. MONSTERS: HOW TO DEAL WITH THEM ...... 29 Copyright 1991 Strategic Simulations, Inc. Copyright 1991 TSR, Inc. All Rights Reserved. ITEMS ...... 36 This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Encumbrance ...... 36 Simulations, Inc. No one is permitted to sell copies of this clue book to any person or institution except as pro­ vided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, Where to Find Items ...... 37 reproduce, translate, or reduce to machine readable form this clue book without the prior written consent of TSR, Inc. BACKGROUND TO THE DRAOOl'!LAl'!CE®EPIC ...... 39 Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright Inhabitants of Krynn ...... 39 violation and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s). GLOSSARY ...... 41 INTRODUCTION •:•Defeat or avoid any obstacles in TRAVELLING THE you can keep them on the roads, but WILDERNESS that, of course, isn't always possible. SHADOW SORCERER is a graphic your path. The initial map of the Wilderness action/strategy game. It features a •:• Fight off or escape the draconians, Some specific encounters are marked unique command structure, allowing doesn't show anything except the loca­ with symbols on the map: buildings, who will soon follow you in hot tion of mountains and the next hex you to control four heroes in a real­ pursuit. campfires, or ships. They're there to time environment. You can have the south of you. As you explore, more and remind you of where things are, but computer control some or all of the •:• Locate the fabled land of Thorbardin, more of the map will become visible. you might want to make additional heroes for you, and you can give them in the hopes that the refugees will There are two types of mountains: notes yourself. default actions to take (such as attack, find a new home there. passable and impassable. Impassable The Wilderness Map flee, etc.) . How to do that is what this Clue Book mountains have one large peak; pass­ is au about. able mountains have two smaller The Wilderness map on pages 21 and Winning and Losing peaks. The presence of a passable 22 shows you specific locations Success in the game is judged in three Getting Help mountain can be a tip-off about the detailed throughout this clue book. ways: by the number of monsters you This book is organized by specific location of something special there: The numbering system is by row of defeat, the obstacles you overcome, adventures: you can see where each food for the refugees, or a specific hexes and the number of the hex as and by the number of refugees you specific adventure occurs by referring encounter. At the bottom of the map, counted from the leftmost column in have kept alive by the end of the to the Wilderness map on pages 21 you can find Thorbardin by looking that row. The top row of hexes (the game. The refugees are the crucial fac­ and 22. There are no requirements to for the passable mountain along the one which is completely filled by tor: you can never let them get into perform any action before another. bottom row. impassible mountains) is row zero. trouble, because their survival provides However, performing certain actions You begin the game in row one. you the lion's share of the experience The game allows you to dick on any makes subsequent encounters go more visible hex and have your characters points at the end of the game. If the smoothly. How well you do depends Scanning the Wilderness number of refugees ever goes below move there in the straightest path. on how much time you take in each This makes some movement relatively You can scan ahead of you without 100, you automatically lose. location and how well you deal with hands-free. For instance, once you've actually entering a hex by doubleclick­ As the Heroes of the Lance, you must: the refugees. found the key ring which shows you ing the right mouse button on a hex. .•:• Scout ahead to find temporary safe There is also a section on How to where the keys are, you can dick on You will see the tactical view of the havens for the refugees. Deal with Monsters, which explains one of the shown hexes (even if the hex, complete with monsters and trea­ the various special abilities of the mon­ intervening hexes are still gray) and sures which may be present. Click •:• Keep them supplied with food. sters found in SHADOW SORCERER. And your party will explore the unknown once on the right mouse button to •:• Keep them moving in the right the section on magic items explains hexes as they move to the target hex. return to the wilderness view. direction. where each item can be found, usually They'll only stop their movement if The distance you can scan depends on after some amount of combat. you give them another order (by click­ your elevation: you can see further If you find the real-time combat too ing on a different hex) or if they have from mountains than from hills. You easy or too difficult, remember that the an encounter of some kind. can see the farthest from the Tower F9 and F10 keys can speed up and Don't take the refugees over moun­ (hex 2-8) . slow down game play. tains or through the marsh . It will slow them down too much. It's best if 1 The Passage of Time Time in the Tactical Display Vse this time wisely! It may be the USING TIIB TACTICAL DISPLAY only thing that keeps you ahead of the Time is of great concern in SHADOW In the tactical display, you may notice Encounters · SORCERER. The draconians will be on that time doesn't appear to change. draconians. Exploring dungeons is best the n;arch looking for their escaped This is because we assume you are too reseJVed for evening and night-time for In addition to the specific encounters slaves, and they don't stop for much busy to stop and calculate the passage this reason. discussed later in this book, you will (See "Time and the Draconians" later of time (your characters don't have have random encounters. Encounters in this section). watches, remember). When you leave Time and Magic can be a number of things: discussions the tactical display for the wilderness When you memorize spells in tactical with interesting people, combat situa­ Time in the Wilderness map, time will abruptly adjust itself to mode it takes time. You will see just tions, or discoveries of interesting items. Time passes no matter where you are the current time. This includes any how much time because at the top of If you have discovered items, pick in the wilderness map. Each hex trav­ time you spent memorizing spells. You the spell list is a copy of the clock. The them up, but watch your encumbrance elleatakes a varying length of time, will notice this effect the most when time line will move to show you how limitl Here and there you will find depending on the terrain: road travel you enter a dungeon. When you leave long it is taking you to memorize a spell. bows, swords, and quivers of arrows. is fastest, followed by plains, rivers, the dungeon, you will suddenly find This time is not taken off the main clock Note that your characters do not come hills, forests, marshes, and finally out how much time you spent under­ until you exit the tactical mode into the equipped with arrows readied, but in mountains. ground! You should explore dungeons wilderness mode, however. the first few hexes after you start the Your party of heroes can travel day at night, when your refugees (and hope­ The only spell which lasts longer than game you have the opportunity to pick and night. The refugees, however, fully the draconians) aren't moving. one combat is resist fire. The spell lasts up some. 8:00 travel only in the daytime. From Time and the Draconians 70 minutes. This means you can enter By using items you can see how they p.m. to 8:00 a.m. they camp. This the tactical display, cast resist fire on affect you. Examine your View means you 'll rapidly leave them The draconian army breaks out of Pax everyone in the party, then exit the Tharkas to the north after 48 hours of Character Window before and after behind if you aren't careful. Vse the tactical display (uses 30 minutes), using an item like the bracers, a quiver, night-times to explore dungeons. This game time. This gives you a couple of move one hex in the wilderness (uses days to begin to learn your way or a sword. You'll immediately see the way, when you come out of the dun­ 30 minutes), and enter the tactical dis­ around. effects an item has on your character. geon to find that it's dawn already, you play again to do combat (the spell has Note: there are no "evW or "chaotic" will still be near the refugees. For every half-hour you spend in tacti­ 10 minutes left, and will wear off items in SHADOW SORCERER, so you're cal mode, the draconians get one turn when you leave the tactical display safe in trying things on. of movement. This means they could again). This is a recommended tactic if be killing the refugees while you take you plan on fighting Ember, the red When you encounter a lone figure, time to explore, memorize spells, and dragon (seldom a wise move). It is also prudence dictates that you wait to see heal. a tactic to use against the lich if he has something to say. If he starts Fistandantilus, since he casts fireball hitting you, he's obviously hostile. Draconians move at night as well as spells. Most encounters will be obviously by day, but each half-hour after 8:00 p.m. each group of draconians has a hostile, and you can fight or run as you .250/o chance of camping. Once like. Refer to the section "Monsters: camped, they remain so until morning. How to Deal with Them· on page .29 for further advice.

3 4 swinging and only some hitting. The next to you and examine your hit same goes for ranged attacks and spell points. casting. You'll see a lot of motion for •:• Aee: run off the tactical map if you only one or two attacks. Don't worry, have less than 1I4 of your hit points though, because the monsters do the remaining. same thing. If you give a character a move order, it Automatic Combat Settings toggles auto combat off. This is so you Auto combat settings are there to can pull the character out of particular make it easier to control your charac­ combat actions if you feel the need to ters in combat. Basically, you are do so. An example: if Sturm starts telling them to engage in melee, fire attacking a webbed foe while a non­ missiles, cast spells, or run under cer­ webbed foe is attacking Cjoldmoon, tain conditions. Those conditions are: you can tell Sturm to walk over to Cjoldmoon, then turn his auto-combat •:• Melee: close in on the nearest foe back on. He will attack the active foe, Changeable Terrain Combat and attack. Characters have some leaving the webbed foe for later. Some types of terrain can be changed, Combat is fast and furious, even at the ability to find their way around as you've no doubt discovered. Fireball dow setting. All of your characters objects, but occasionally they'll If you give a party move order, it tog­ spells are quite decimating: they come with pre-set combat options need your help: tell them to move gles everyone's auto-combat off. This destroy small plants and reduce trees to which they will follow when you turn to a specific tile which is in the allows you to pull out of a fight if it stumps. You can remove some impass­ on their "auto-combat" command. direct line-of-sight from a monster, seems overwhelming. It is a recom­ able plants (the one that resembles a Review these settings immediately, then place them back in auto-com­ mended tactic if Ember ever catches fern) with a fireball. In addition, there however, because you may not want bat. you and you're not prepared: is one rock which reduces to rubble your characters to do some things, •:• Ranged: fire missiles against any­ Auto combat toggles on automatically (the pointed gray rock with the green especially flee in the midst of combat. one more than two squares away. if any character gets hit for damage. moss on it) when hit with a fireball. One preferred setting is to turn off all Within two squares, the character This.may be because of a spell or One terrain type which is passable but combat actions for the magic users and will either stand still or engage in melee. Note that a fireball exploding not changeable is the stalagmite. Each clerics, and leave combat on for the melee (if the combat option is also nearby will toggle everyone in the area of these terrain features is found in var­ fighters. This way, you can hit F5 to active). of effect into auto combat mode. So if a ious dungeons. dragon casts a fireball at you, and you get both fighters going, and then •:• Cast: cast offensive spells against want to run, Party Move will toggle choose for yourself when to cast the anyone more than two squares auto combat off. In effect, you're spells. away. Magic users will never cast telling your characters, "I know you their fireball spells in auto combat. Although it may look like you're hit­ want to kill it, but not now! · ting or being hit every moment of This is a self-defense measure combat, you're actuaHy doing a lot of which, after some reflection, will make sense. If it still doesn't make sense, cast a fireball on the square

5 6 Tasselhoff can yell at his opponents, your active character around but not which causes them to attack him. This the party. You can dick and hold the is a special feature of the Kender race, left mouse button down and move the and it is useful for saving spellcasters mouse around, and the character will and clerics from attack if they have continuously adjust his/her path as dif­ nowhere to run. Having anyone else ferent squares are highlighted. yell during combat has no effect Experiment some and you will soon (except possibly to aid your psyche) . develop your own shortcuts. Encounters Tips for Exploring Dungeons Regroup Command There are a few things which can You only have to get one of your char­ make dungeon exploration go a little acters through a door in order to faster. regroup everyone into the next room. Mouse/Keyboard Use This does not work, however, if you haven 't killed all the foes in the room Vse the F1-F 4 keys liberally, especially when you want to cast spells in com­ you 're in! The command also works if you 're outdoors and want to return to bat. For instance, if Raistlin is the top left character, hit F1 followed immedi­ the wilderness mode, but simply hit­ ately by S and you 're in the cast spells ting zero or the right mouse button is menu AND the game is frozen I Vse faster. the mouse when you want to walk

7 List of Encounters SPECiflC ENCOUNTERS Bee Cave Room 2 has a few more bees. Throughout the game there are some Row Hex # Encounter specific encounters which will help 2 Bee Give Room 3 is filled with bees, who attack you with information about the game 1 12 Beginning hex immediately! Here you will find the or with special items you will want to 2 8 Secret Tower Royal Jelly (make sure you take it) and use later. In addition to being presented 2 11 Spider Cave a pile of food. You can't move the here, the special items are also listed 3 5 Village of the Neidar food. Just get the Jelly back to the later in this book for your reference. Dwarves Neidar King and he'll make sure the 4 16 Food in the Woods/Safe food gets to your refugees. Haven Top of In this section, all specific encounters Display will refer to a numbered hex on the 5 13 Fork in Road Beginning llex wilderness map. The numbers refer to 6 16 Battlefield You begin the game in the hex 1-12. row and the number of hexes in that 7 15 Eye of Elar You can't go north, because that row counted from the left. For exam­ 8 5 Outpost Mines would be back into Pax Tharkas! ple, 4-16 means the fourth row from (West entrance) 8 6 Outpost Mines The Draconian Anny the top, the 16th hex counting from (East entrance) the left. The encounters are presented 9 2 Fizban The draconian army has no specific here in alphabetical order: 9 19 Shipwreck location: they can hit you just about 10 19 Hobgoblin Pirates anywhere on the map. Encounter Descriptions 12 6 Food in the Woods/Safe The draconians will break out of Pax Haven Battlefield Tharkas and follow you alon·g the road 14 6 Food in the Woods/Safe Haven The Battlefield (6-16) provides some you first took when·you started the 15 6 Snow Ruins interesting items: a bow and quiver, a game. From there, they'll fan out in 15 14 Key Ring Battle sword, and bracers of defense. search of your tracks. They break out of 18 18 Hidden City Pax Tharkas 48 hours after you start 20 10 Marsh Sprites The Bee Cave ' the game. 21 4 Troll Cave The Bee Cave (1-2) is a small dungeon. The best strategy to use when you see 21 13 Marsh Sprites When you find the cave, you will read the message ·The draconians are upon 22 7 Temple of the Lizard Men that you hear a loud buzzing; the giant you!" is to flee, and keep running. Vse 22 14 Marsh Sprites bees will attack you before you even Party Move to get off the map as 26 10 Cireen Dragon enter the cave (room 0)1 Once you've quickly as possible. Because the draco­ 27 16 Ogres' Camp dispatched them, you'll find a sword nians rarely achieve surprise on you, 30 7 Food Cache lying where a previous hapless adven­ 33 Skullcap they will usually wait a few seconds turer dropped it as he died. before casting a volley of magic mis­ The first room underground (room 1) siles at you. This is your chance to get contains more bees, a potion of healing moving, and keep moving. and a quiver of arrows.

9 10 You might be tempted to stay and case you'll have to wait until dusk to Hidden Dwarven City ·duke it out". Don't. Each squad of dra­ use the viewing device. You don't conians you meet is only a fraction of want to waste any more time than you the number of draconians in the same have to, after all! hex with you, and defeating one group The view you'll get is of the southern­ will use a majority of your spells, leav­ most part of the map, and you'll see ing you vulnerable to the next attack the location of Skullcap, the entrance and the next and the next .... to Thorbardin. Just keep running, and eventually they'll lose track of you, and you'll re­ flizban enter the wilderness map in the next Fizban (9-.2) is a strange fellow. He adjacent hex. Then get out of there! might be a wizard, or he might be a madman. You'll want to speak with Ember, the Red Dragon him (use the speak icon), though, Ember isn't looking for you specifically, because he is the only one who can but if he finds you he will do his best get you through the last door inside to make your day miserable. Ember Skullcap. When you speak to him, he moves around the map managing his will throw snowballs at you. This will army of draconians, so if you don't get start your slide down the glacier with in his way, he probably won't find Fizban in tow. He won't involve him­ you. If you do encounter him, beware! self in combat at all (and he won't He uses his breath weapons and fire­ show up on the screen), but rest ball spells, which means you could assured that when you need him, he'll The Green Dragon llidden Dwarven City receive as many as four shots in a row, show up in a short cinematic sequence The green dragon (.26-1 O) guards the This cave (18-1BJ is the beginning of a each doing as much as 66 points of (see Skullcap). road to the southern lands. medium-length dungeon. damage! If you're looking for trouble, He is protected by invisible walls, and cast resist fire on your party first (see There are two ways to get past him. Room 0 is the cave entrance, where will simply laugh at you if you try to ·Time and Magic" on page 4). You can try to defeat him in order to some hobgoblins have come home to harm him. After the slide down the get the refugees past. He has a most discover that giant bees have settled in The Eye of Elar mountain you end up outside the fearsome breath weapon, however, and trapped their brethren further Snow Ruins. The Eye of Elar (7-15) is a small tower and will be very difficult to defeat. The inside! If you approach the cave hex easier way is to put the ring of protec­ during the night, you will discover the located along the main road south. It is Fork in the Road guarded by some rather wimpy guards. tion (which you can find in the Temple entire band of hobgoblins, whereas if At the fork (5-13) you will find a bow Cio there in the late afternoon, because of the Lizard Men) in your backpack. you go there during the daytime, only when you've reached the inner stair- and quiver left by some previous So equipped, the green dragon won 't a guard contingent of two will be pre­ adventuring party. (ioing west takes attack you at all! sent. (The rest are out on a hunt.) you towards the Outpost Mines; going south takes you on the main road toward the Eye of Elar. 11 1.2 Room 1 contains a number of giant Room 5 is the dwarven smithy. Out of The Key Ring BatUe you return it the food you found will bees. The bees have set up a hive in sight inside the furnace is a sword. It is The battle for the key ring takes place be given automatically to the refugees. this outer chamber, much to the dis­ magical (+2), but you have to defeat in hex 15-14. Numerous undead crea­ You can also find the first hint of may of the inhabitants further in. the smith and his apprentices first. tures guard the ring. You will be set where Thorbardin is by selecting that upon immediately! Defeat the crea­ option. Room 2 is the base camp of the hobgob­ Room 6 is the Hall of Audiences. In tures, then put the key ring in a charac­ lin clan. Ever since the bees moved in to addition to continuing west, this room ter's backpack. When you leave the The Ogres' camp block the cavern behind them, the hob­ contains the statue of an aged dwarven tactical display for the wilderness The ogres (27-16) guard the red key. goblins and sligs have been using this king built up out of the water. You mode you'll see the locations of other You've stumbled right into their camp, room as their base from which to launch can't reach or destroy the statue, but if keys (unless you've found them and they surround you. Judicious use attacks against the dwarves. They hope you speak to it you will be told that already). Don't forget to pick up the of web spells should allow you to fight to find a way out through the dwarven Skullcap blocks the entrance to key lying on the ground here! one or two ogres at a time. When caverns, but so far the dwarves have Thorbardin. If Flint is present and you've defeated them, take the key managed to hold them off. speaks to the statue, his armor class The Marsh Sprites with you. Room 3 is a cavern is full of rubble will become zero! You can find the marsh sprites in any The Outpost Mines {Aghar Dwarves} and stalagmites. In the northwest cor­ Room 7 is the living chambers of the of three places: 20-10, 21 -13, or 22-14 ner is the beginning of a dwarven dwarves. Only two doors work; the (the three entrances to the swamps). The Aghar dwarves (8-6) are a rag-tag stronghold, but first you'll have to fend open ones. The rest go to dwarven liv­ Once you find them, you won't find group of dwarves who think they're off the sligs and hobgoblins which are ing quarters, and there is no way to them anywhere else. But beware! more important than they really are. at war with the dwarves. To get into open them. There are some draconians there to Still, their mines are one of the largest the dwarven stronghold, you can sim­ fight first-you must kill the draconi­ dungeons in the game, and it's quite Room 8 is a partially-destroyed cavern. ply walk through the stalagmite at the ans to receive the sprites' message. confusing. If you've gotten lost here, The dwarves and the hobgoblins back of the cave (since they don 't take the map on the following page should fought bitterly in this room, which was The sprites tell you that the marsh up the entire square they're located in, show you why. once part of the dwarven city. The hob­ warden has been taken by the lizard you can simply walk through them) . goblins and sligs are afraid to fight the men and must be rescued (see Temple It doesn't really do you much good to There are two dwarven guards who giant bees in room 1, so they are trying of the Lizard Men) before your beat up on the Aghar (except psycho­ will try to stop you from entering. to attack the dwarves in this room, refugees can pass through the swamp logically) . The idea here is to get the There's no way to make them friendly. which used to be a dwarven commons. safely.- brass rod and leave without wasting Room 4 is the first passage across the Kill the dwarves hand to hand, then too much time. !Yeidar Village dwarven cisterns, where a huge fresh use your fireball spell to blast the rocks Room OW is the west entrance, water lake was built under the hills out of the way. If you do it right, you The village of the Neidar Dwarves (3- which leads to hex 8-5 on the wilder­ and mountains ages ago. The dwarves might also kill a couple hobgoblins as 4) is one of the first places to go. It isn't ness map. Avoid the trolls - defeating consider this place to be sacred, and well! a dungeon; when you go to the them will only waste your time. they will fight you to keep you out. entrance, a menu appears. If you select The dwarf soldiers attack you from The lfobgoblin Pirates ·offer to do something for them· you Room OE is the east entrance their nooks along the walkway. The hobgoblin pirates (10-19) guard a will be given a quest to get the Royal Room 1 is empty. sword+3 . It is a difficult battle, and Jelly from the Bee Cave, and when will probably require considerable use of spells . 13 14 Outpost Mines they seem. It is very likely that you 1he Shipwreck will lose one of your party at first, Near the coast (9-19) lies a treasure unless you have very quick reflexes. chest, half-buried. When you try to Room 8 is the second room in from the examine it, you will set off a trap. If east exit. you use the detect traps spell, you won't take any damage from the trap. Room 9 contains a storehouse of food, In either case eight skeletons will which is guarded by three knight materialize and attack you . These are haunts! It is a fierce battle which you the ghosts of th e pirates who never got needn't fight. The food isn't fit for the to use the treasure: a mage scroll of refugees, as you'll find when you fireball spell, a silver key, a quiver of inspect the room. The closed doors arrows, and a Healing Potion. You 'll can't be opened, but they smell just as need the key later in Skullcap. Of bad as the food in the room. course, only a mage can use the fire­ Room 10 contains a number of aghar ball scroll. Place it on his portra it to dwarves who don't like your presence. prepare the spell. On ce prepared, it They'll attack you right away. must be the next spell you cas t, but

Top of that's okay, because if you haven't Dlsploy Room 11 contains a statue of a dragon found th e hobgoblins in hex 10-19 and a number of dwarves. They are yet, that's a good place to use it. ··\j_ the servants of the Aghar Priest, and they 're upset that you have disturbed their worship. At the dragon 's feet is a Room 2 contains a number of trolls number of options. Although these brass rod, which you will use later which have somehow wandered into options resemble the Neidar King's inside Skullcap. options, they could result in different the mines and become lost. Room 12 is a dead end. information being given. Room 3 contains a dwarf who has been sent there to work a new vein of Room 5 is the east exi t, and contains Secret Tower ore, but he would much rather follow only an abandoned quiver of arrows. The Secret Tower (2-8) is hidden by a secret door. Cast detect invisible to you around. Room 6 is a trap. As you enter, you'll open the door. From the tower you can see a dwarf leaving through the east Room 4 contains the Aghar Royal see further than you could normally. exit. If you follow him, you'll end up Ante-Chamber. A dwarf will There is no other benefit from using in Room 7. approach to determine who you are, the tower, however. and invite you to speak to the king Room 7 is a bad place to be. You will through the south door. Approaching find yourself surrounded by various the door will allow you to perform a sp ecies of draconians! Apparently some of the aghar are not as nice as

15 16 Skullcap Room 3 is occupied by five ghosts, and Skullcap Skullcap (located somewhere along the contains a statue of a dragon just like bottom of the map-it's different each the one in the Outpost Mines. If you game, but always in row 33) is the use the brass rod you got in the final dungeon to conquer. Entering Outpost Mines, the dragon will ani­ Skullcap is not as easy as it sounds. mate and inform you that it will kill You can only enter the dungeon at Ember. This will slow down the draco­ 8:00 p.m., when the sun illuminates nian army, allowing more refugees to the doorway. Detect invisible and remain alive when you complete the detect magic spells won't work to open quest. Behind the dragon 's statue is the this door. entrance to Room 3a. Skullcap is a series of rooms, each with Room 3a is a secret room accessible if its own unique problems: you animate the dragon in Room 3 (there is a longer route you can follow Room 0 is the outside entrance to the as well, back-tracking from room 5). final dungeon. If you detect magic, After you defeat the death knights and you will see the door's location, but skeletons there, you 'll find one of the you can't get in until 8:00 p.m. The five vital keys (the brown key) and a hex this screen appears in is a safe set of Bracers of Defense. There is a haven, so if you get the refugees here door in the west wall of this room they'll be safe while you explore the which leads to room 5. dungeon. Room 4 is a maze which is inhabited Room 1 contains the machinery of the by ghosts and zombies. A quiver of huge jaw gates. Two wights have arrows lies on the floor near the west found a home in the swampy north wall. The best way through this room corner of the room. is to avoid the ghosts. Try to lure the 0 = Secret Door Room 2 is a tribute to the state of dis­ zombies into positions which block the repair the castle is in. Spiders have ghosts' movement, then have your Top of Display taken over this entrance. The room cleric turn them. With a little planning contains a treasure chest. It's trapped, and some luck, you won't have to of course. Opening it yields a healing fight more than one or two creatures in NoM\l potion and a magical sword. this room. Room 5 is the first crystal maze. The maze will reveal itself if you use detect invisible. Wandering about the maze are a number of zombies, which can

17 18 be readily dispatched by a cleric's turn weapons you have in your hands will draconians will be all over you by the cast another fireball at you where it undead ability. The cleric shou ld, turn to dust, and you can re-equip your time you get back to the beginning of can do you damage. If you can engage therefore, lead the way through this good weapons in the next room. Skullcap. Before you go through this him in hand to hand combat, you should be able to cast spells at him room. Room 11 is the second gate. The zom­ door, however, be sure to cast the resist without risking fireballs in return. Room 6 is the first parapet, which is bies will approach you one at a time. fire spell on everyone in your party, guarded by two golems. Have the cleric turn them to avoid because the lich will fireball you Once you have defeated everything in wasting your spells. At the door, if you moments after you enter his room. this room, go through the east door to Room 7 is the second parapet, also don't have the red and green keys, a finish the game. guarded by two golems. Room 13 contains the lich rune will cause your whole party to be Fistandantilus and an assortment of Room 8 is the second of the crystal reduced to 1 hit point each. There's no undead creatures. He will immediately Snow Ruins mazes. It is guarded by spectres, and is way to prevent this except to have the "soften you up· with a fireball, so you'd The Snow Ruins (15-6) are the rem­ quite confusing if you don 't cast detect keys. You can, however, make the be wise to have the resist fire spell cast nants of a house in the mountains. invisible to reveal the pattern . Spectres going a bit easier. Have one of your on everyone before you leave room 13. The inhabitants froze to death inside, are rarely turned by the clerics you have characters go through alone first. There are a number of ways to combat locked in by an avalanche many years available to you, so wise use of your Before regrouping or fo llowing, heal the lich and his minions. Here is past. They now haunt the house in the spells is necessary to clear this room of everyone in your party us ing the where using the keyboard commands form of four spectres. You find nothing monsters . Options-Heal menu. Then regroup to makes things go easier for you. Vse the else of interest there. get to the next room . F# key and the S key to select your cler­ Room 9 features a battle with two Spider cave three-hea ded hydrae. A well-placed Roo m 12 contains the third gate. The ic to cast a hold person spell, and antic­ This small cavern (2-11 J is just off the fireball spell or two can usually bring ipate thelich's movement when target­ two ghosts and the spectre are tough main road in the north, and is includ­ the beasts ' hit points down to a reason­ ing a square. It will only work for a foes, so heed the advice given in room ed as an introduction to combat in able level, then your fi ghters should be 11. After the battle, remember to heal second or two, if at all. Then hit F5 to SHADOW SORCERER. The spiders are easy able to kill them. There's a door in the put your fighters into motion. Now use your party back to fu ll hit points. At to kill and provide no treasure. west wall leading to room 5. this gate, the brown key prevents you F# and S to have your mage cast a fire­ ball spell at the lich. Room 10 is the beginning of the gates. from forgetting all your spells and los­ After you negotiate th e crystal maze ing your magic items. In addition to An alternate approach is to cast a hur­ (detect invisible), you'll need two keys the brown key, you'll have to have ried fireball at the lich while moving to pass. If you don 't have the white Fizban with you. Only he can open your party out of the path of his fire­ and yellow keys, a rune will explode the door. (The brown key preserves ball. Set up your party so that your and the weapons you are carrying in your spells, Fizban's key opens the fighters are in the back rank-that your hands will crumble into dust! If door.) If you met Fizban earlier, he will way, they'll be able to fi ght the knight you don't have the proper keys, swap appear here in a short cinematic haunts, leaving the magic user and weapons befo re going throug h the sequence, allowing you access to the cleric free to escape the oncoming fire­ door so tha t your best weapons are in last room. If not, you 'll be told that he ball. After that, wind your way your backpack. Tha t way the lesser has the last key, and yeu'll have to go around the maze and find a good way out and find him. This means you'll to close in on the lich before he can probably lose the game, because the

19 20

Temple of the Lizard Men destroyed by your fireballs, and the before you let the second one loose! plants with the big leaves don't require Room 7 is the hall of remembrance, blasting, but they do block your vision! and the spectres coming out of the stat­ The ring of protection should be placed ues aren't likely to let you forget! in your backpack, unless you have already killed the green dragon. Room 8 is overgrown with plants and scrub. On the path you meet three Room 3 is the Jarak Sinn barracks. trolls returning from moving a rock When you enter here you'll discover (which you'll encounter in room 9). that you've disturbed a host of lizard They're in a bad mood, as trolls usual­ men in their quarters. They'll attack ly are. There's no reason to explore the you from behind the walls, so the best rest of the room. thing to do is run back out as quickly as possible. Room 9 is divided by a river. The rock in the middle was just rolled into place Room 4 contains a path to the east by the trolls you met in room 8. On door, and a cave opening to the north. the right bank are four Aurak draconi­ >1 = Secret Door You'll have to cross the river at the ans, but of course they're invisible. If northeast end to get to the cave open­ you're not paying attention to the ing. There are two groups of three Top of Display monster hit point bars at the bottom of lizard men each in here. the screen, this room actually looks Room 5, the sergeants barracks, is easy. When you blast the rock out of Nort\l guarded by two golems and a number the way, however, you'll allow the of surprised lizard men. It is worth auraks to attack you. Cast the fireball fighting your way through, however, spell just to the south of the rock, and because there .is a door located on the you'll hit one of the Auraks, kill most north wall leading to room 9. You can of the them, and destroy the rock! Temple of the Uzard Men Room 1 is the first subterranean cham­ use it to avoid rooms 6, 7 and 8. You have stumbled upon the altar of ber. There are a couple guards to slow Room 10 has a lot of options: you can the Lizard Men (2.2.-7). The priest and you down here, but not much else. Room 6 contains two hydrae and an follow the maze as you like, or you invisible maze in the swamp. can blow new openings with your his adepts don't like you disturbing Room 2. is the first test. Vse your fire­ Fortunately, the beasts can't both reach fireball spell. But be careful! In their place of sacrifice, and they will ball spell to break down the plants and you at the same time: the invisible addition to the foes you can see, there try to kill you. The altar is located at rocks which bar your path. You'll find wall blocks the first one for a few are two more invisible Auraks in here! the base of a cliff, and there is an open­ a treasure chest in the center of the squares, and the plants in the back of One is most likely to be encountered ing into the underground chambers. room which yields its treasure to you the room keep the other at bay. You'll by the door opposite where you came Room 0 is the above-ground altar you after a trap is set off or averted (it con­ have to use that fireball spell to cut in. Cast a detect invisible spell to find begin at. tains a bow, quiver, and the ring of through the underbrush to get to the them before they surprise you. protection). Only the pointed gray door, and this will loose the second rocks with moss on the edges will be hydra. Make sure the first one is dead 23 24 Room 11 is the final chamber of the HANDLING TUB KEflJGBF.S Interaction with the Refugee •:• Eben Shatterstone is a friendly and Jarak Sinn. In here, a group of lizard The refugees are represented by one or Council approachable man who played an men are torturing the Marsh Warden. more identical icons-at the beginning Read carefully the explanations of the important part in the escape from Two of the Jarak Sinn are priests, as of the game you are located in the refugee leaders and how they interact. Pax Tharkas. His moods are like evidenced by their greatly exaggerated same hex as they are, so you can't see Always check which leader you are the wind, and there is no sure way hit points. They don't cast spells, how­ their icon. You can reveal them by addressing before you decide how to to convince him to follow you. ever. Their gods are false gods, and ordering the heroes to move one hex. approach him: they don't get clerical spells. If you kill Each refugee icon represents a number •:• Brookland is leader of the •:• 8istan, the cleric, is a logical man them, the Marsh Warden will reward of refugees travelling together. At the Woodfolk, a friend to the Elves, of even temperament, who admires you with a scroll which shows you the beginning of the game they are all and a solid leader of his people who Cjoldmoon enormously, and with way through the swamp so that your together, but they can divide into cannot be pushed into a decision. refugees don't get lost and bogged whom Laurana also has a dose He responds well to those who can smaller groups if they aren't looked friendship. He responds best if you down. You will also be taken automat­ after carefully. humble themselves and still retain ically back to the beginning of the plead for loyalty or convince him leadership status, so begging is the dungeon-above ground, where the Refugee Status with logic. He disdains threats or best way to sway him to action. violence. altar is. Check the status of a refugee group Violence is a sure way to alienate before giving them orders to move. You •:• Briar, a Plainsman like Riverwind him. Troll cave can do this anytime during the game, as and Cjoldmoon, is a man of plain Inside the Troll Cave (21-4) you'll find long as the heroes occupy the same hex talk and simple motivation who has Food a troll who has found a treasure chest as the group of refugees you're giving fallen under the influence of Locar. The refugees need food. After years of and is trying to find a way to open it. orders to. Click on the refugees heading You can achieve the best results slavery, they don't just want you to Once you dispatch him and either on the Menu Bar, and select Status. with Briar if you use logical argu­ take them out into the wilderness to spring the trap or disarm it, you'll find This tells you how many refugees are in ment or violence, but this is a risky starve, and they'll become very con­ the green key (See Skullcap) and a that group, how much food they have, tactic, because it could also yield trary if you do. Therefore, you must magical sword. how many wagons, and who their the exact opposite result. The safest find them food. leader is (if they have moved away way to approach Briar is by plead­ You can find food in a number of from the main group). ing for loyalty. locations, and it is important that you lead the refugees from food supply to Ordering Them to Move •:• Locar is himself the third leader, a former priest of the false religion of food supply. Each cache can supply If they have no food, they will almost the Seekers, who works actively 800 refugees for two to four days, so never follow your orders. The main against Elistan. Locar will most you have to keep them moving or task facing you is to find food. Locate a often do as he is told when threat­ they'll begin to starve. More specifical­ cache of food somewhere, then get ened. Violence may also work, ly, each refugee eats one unit of food back to the refugees and order them to whereas logic and pleas for loyalty each day, at 8:00 p.m. By dividing the move to it. Food is the one factor are seldom effective. total supply of food they have by the which weighs more heavily than all number of refugees, you can determine the rest on their decision to continue how many days they can go without (see "Food" later in this section). getting hungry.

2.5 26 Locations of Food Caches Amount present CHARACTER WEAPONS: Tasselhoff Burrfoot The forest at 3-4 4250 units* NOTES AND RESTRICTIONS Tass's hoopack is a specialty of the Some characters, because of their spe­ Kender race, and he can use it for The Outpost Mines (8-6) 2400 unitst cial abilities or preferred fighting styles, melee or ranged attacks. Therefore, he The Safe Haven at 12-6 4250 units* will refuse to swap weapons. Only the has no reason to swap the weapon for The Safe Haven at 14-6 4250 units* characters which are restricted in their any other. The Mountain Cache at 30-7 2000 units weapon use are listed here. AU other characters can use any weapons found Sturm Brightblade *You can only pick up this food once. It is actually the same cache of food, so if you got it in one location, you Contrary to the picture shown in the won't find ii again in either of the other two locations! in SHADOW SORCERER. manual, Sturm is no longer carrying a t You get the food from the mines by taking the Royal Jelly back to the Neidar king and asking to do some­ thing for them again. Tanis shield and longsword. Somewhere Tanis begins the game with since the artist drew that portrait, Wyrmslayer, a magical longsword. It Sturm picked up a two-handed sword Taking the refugees through woods Safe Havens is a sword+3, and has added damage and has grown accustomed to its heft. slows them down, but up north that's Places with food and the hex contain­ and a higher chance to hit when fight­ Therefore, he has no hands free for also where most of the food is. Don't ing the Skullcap entrance are safe ing dragons and their ilk. He will bows or shields. lead them through the woods without havens: locations where the trade it if you want him to, and if you knowing where you want them to go. draconians will not attack the refugees. are going through Skullcap without the Goldmoon and Elistan Find the food first, then lead them into While at first they might seem like proper keys, you should heed the Neither of the clerics are allowed to the woods. good places to leave the refugees indef­ advice about swapping it for a lesser use sharp-edged weapons, and that initely, if you leave them for too long weapon before going through the first includes bows and arrows. They carry The path by which you lead them can gate (see Skullcap). staves in case they are required to enter vary, so pick the best order to keep the refugees will start wandering around trying to find you again. To into melee. them comfortably supplied with food, Raistlin and remember your timetable! make matters worse, the draconians will eventually trail the refugees to the As a mage, he .is not allowed to wear Food is also the single most important haven, and wait nearby ready to armor or use swords. He carries with factor in dealing with the refugee pounce as soon as the refugees begin him the Staff of Magius, which gives council. If you have found food, go moving again. As a temporary shelter, him an improved armor class (-3). It back to the refugees and order them to however, they are quite effective. also offers him +.2 to hit, which is move to the food, there is no chance of quite respectable for a wooden staff. them disobeying you, even if you pick an undesirable manner to approach Flint fireforge them (threatening Elistan, for Flint uses hand axes, a favored instance) . They need food, so even if weapon of the dwarves. Axes are your approach is inappropriate they'll heavier, which causes sufficient dam­ obey until they get the food. age, and they're shorter, making them less unwieldy for shorter races. Flint disdains swords, and won 't swap weapons . 27 28 MONSTERS: HOW TO DEAL WITHmEM

DKACONIANS The draconians are the soldiers of the mages of the evil dragon armies. In SHADOW SORCERER they are most often Aurak encountered searching for the refugees, Sivak The Aurak are spellcasters, but the although roving bands might be met only spell they cast is Invisibility on Because of their spellcasting abilities, The Sivak are the most difficult draco­ in random encounters as well. And the Bozak are tough to handle. They nians to melee, with 8 hit dice. Their then there are the draconians in the themselves. Once in melee, you will see their spell fizzle off and on, giving throw magic missiles, and each Bozak armor gives them an armor class of Outpost Mines who have made some away their positions. They cannot be has three spells. In a group they will zero. But the main danger is the 13 sort of q deal with the aghar dwarves! charmed or held, so only web is effec­ cast a volley of magic missiles to soften dice of damage they do with their mag­ Dealing with the draconian armies is tive against them . They are eight hit you up before you can get into melee ical weapons! Combined with Aurak, simple: run, and keep running. Since dice monsters, so they are very difficult range. They are 4 hit dice monsters, so these creatures are a deadly adversary! one hex actually contains a number of to defeat. they are relatively easy to defeat hand­ Web spells work better than hold per­ tactical displays, entering a hex with a to-hand. son spells against the Sivak. draconian icon will result in multiple Outrunning the Bozak may be diffi­ successive encounters, with no chance cult, because when they cast magic to memorize spells in between. Thus, missile at you, your characters will while you might win the first battle, enter auto-combat and want to fight. the next two or three are bound to take Just keep using Party Move (here's their toll on your party. Keep running, when the keyboard commands come and eventually you'll outrun them. in handy) to g~t them off the map. If encountered in small numbers, draco­ nians can be handled with some degree Baaz of difficulty. In general, charm spell Baaz are the run-of-the-mill draconi­ Dragons won't work against them, and hold ans, and they are pretty easy to defeat. person and web have varying effects. They have only two hit dice, but their The only red dragon in SHADOW magic resistance gives them some pro­ SORCERER is Ember. You'll notice him tection from spells. moving around the wilderness manag­ ing his army of draconians. Ember is never surprised, so dealing with him is Kapak difficult at best. The best way to han­ The Kapak are 3 hit dice creatures and dle Ember is to stay out of his way they're also magic resistant.

29 30 until you have freed the brass dragon, is a cloud of chlorine gas which burns which will kill Ember for you. Ember a noticeable pattern into the grass and has three breath weapons and two fire­ stones and causes frightful damage! ball spells each day, and since he can This fight can be safely avoided if you do as much as 66 points of damage, carry (not wear) the ring of protection. most parties won't survive the second After you pass the dragon's hex, then attack! you can put the ring on and receive the Giant Wasps Lizard Men Of course, hold person, charm, and benefit of a better armor class. web spells will be ineffective. Fireball Except in numbers, the bees are little Lizard Men, also known as Jarak Sinn, spells won't hurt Ember, naturally, but more than a nuisance, and are only aren't exceptionally large, but they are they are quite effective against the found in specific caves. A web spell very strong and can do quite a bit of green dragon (see below). A prayer will keep them held until you're ready damage each time they hit. Keep your spell combined with heavy assault by to deliver a coup de grace. spellcasters protected and use hold per­ three fighters with heavy hit points son spells liberally. They only appear and resist fire spell cast on them is in swamps or along rivers. about the only way to actually kill Ember. It's much easier to free the Dwarves bronze dragon! Compared to the fiends of the wilder­ The bronze dragon was turned into ness, dwarves pose no difficulties. The stone ages ago, and stands now as a Neidar will help you, and even the statue in Skullcap. It can be freed from treacherous Aghar will speak to you unless you enter their temple (in the its prison by the brass rod, which you Hobgoblins must steal from the Aghar dwarves in Outpost Mines) or refuse to talk to the Outpost Mines. Bronze dragons their king, the Highbulp. The dwarves Hobgoblins are a minor menace, and Ogres are of good alignment. in the Hidden City are xenophobic, can hurt you only in numbers. In the and are always hostile to you. They battle near the coast, they surround you Another nuisance, but when they The green dragon guards the road don't cast spells, however, and they suddenly, which can make things tense. surprise you at their camp they can be through the marsh. This will be a diffi­ don't have very many hit points. In Charm is quite effective against them. deadly. Since they're larger than cult battle, but a few well-placed fire­ numbers they can wear you down, man-size, charm and hold person are balls should do it in. Its breath weapon and beware of the trap in the Outpost ineffective. Mines! Charm, hold, and web spells are quite effective against dwarves.

31 32 Un dead Various undead creatures plague SHADOW SORCERER. Vndead creatures, depending on the strength of their powers, may be turned by a cleric. This should always be an early tactic when you're facing a group of undead Ghosts Trolls Sligs creatures. Hold person may or may Seventh level clerics can't turn ghosts, Trolls are difficult to kill, even with not work, depending on the nature of Sligs are distant relatives of hobgob­ but because the spirit of the ghost asso­ magical weapons. The best way to their haunting. ciates itself so strongly with the corpo­ lins, and that means they do more handle them is to engage them in damage when they hit, and have the Because undead creatures live partially real world, hold person spells will melee until their hit points are virtually in the spirit world, charm has no effect affect them for a few seconds. Because same immunity to charm and hold zero, then use magic missile (or fire­ person spells. on them. they have no physical bodies, web balls, if you're extravagant) to finish spells are useless. them off. Otherwise, they'll regenerate hit points so quickly that they'll be vir­ tually impossible to kilt. Because of their strength, they can break out of webs quite quickly, and hold person is only marginally more effective. If you encounter a large group of trolls as a random encounter, run. It's not worth the fight. Death Knights The strength of the evil in these crea­ Ghouls Cjiant Spiders are a nuisance, but only Cjhouls may be turned, but not dis­ pose a threat in numbers. You tures means tney can't ever be turned, pelled. When turned, they will simply shouldn't need to cast too many spells even by the seventh level cleric you have available. Sorry. Web spells are freeze in place. It won't take long for to help in the battle, provided you quite useful to entangle their haunted one of your characters to destroy them have two fighters up front. Need we from there. Hold person has limited remind you that web spells won't do arm or. effect, but web is a good defense. much good here?

34 33 ITEMS Encumbrance Everyone can carry items by placing The Encumbrance figures for charac­ them in their backpack. Vnlike many ters are already adjusted for the role-playing games, there are no "pock­ weapons and armor the characters start ets" in the backpacks: instead, SHADOW with: SORCERER measures all items against MAXIMUM CARRYINQ your maximum carrying capacity and ~ARACTER CAPACITY Lich Skeletons assumes that if you can physically Tanis 50 Fistandantilus is the only lich in Skeletons are the least dangerous of the carry something, you can find a place Raistlin 30 SHADOW SORCERER, and he's enough. undead. They are easily turned, and on your person to stow it. The follow­ Caram on 100 See Skullcap room 13 for ideas of how almost as easy to kill. Vse of spells is ing information is provided to assist Cioldmoon 40 to kill him. And good luck - you'll typically not needed to fight these foes, you in choosing which characters to Sturm 50 since even clerics and mages can enter Tass 35 need it. put in your adventuring party. Riverwind 105 melee against these creatures without Flint 60 sustaining too much damage. Ciilthanas 25 Laurana 25 Eben 28 Tika 45 Elistan 15 Brookland 22 Briar 35 Locar 35

Knight Haunts Encumbrance Item Value These fearsome creatures cannot be Wights turned or dispelled, and hold person Axe 8 spell has no effect. Vse the web spell Wights can be turned. Hold person Bow 8 Bracers 8 to immobilize the armor. and web spells can slow them down as well. Brass Rod 8 Chest 150 Key 1 Key ring 2 Potions 4 Quiver 4 Ring 1 Royal jelly 8 Scroll 4 Shortsword, dagger 4 Spear 8 Zombies Sword, Two-handed 12 Treat zombies just like wights. Sword, Longsword 8

35 36 Where to Find Items Weapons other Items Item Encounter/Room Hex Location Item Encounter /Room Hex Location Sword, Vorpal (Invisible) ...... Skullcap Room 4 ...... 33-11 ' Bow ...... Fork in Road ...... 5-13 Sword+3 ...... Hobgoblin Pirates ...... 10-19 Bow ...... Battlefield ...... 7-16 Sword+2 ...... Bee Cave Room 1...... 1-2 Bow ...... Lizard Men's Temple ...... 22-7 Sword+2...... Hidden City Room 4 ...... 18-18 Bow ...... Skullcap Room 3 ...... 33-11 Sword+2 ...... Troll Cave ...... 21-4 Food for Refugees ...... Outpost Mines Room 9 ...... 8-6 Sword+ 1 ...... Skullcap Room 2 ...... 33-11 Food for Refugees ...... Bee Cave Room 4...... 1-2 Sword +O ...... Battlefield ...... 7-16 Food for Refugees ...... Forests (see Food Section) ...... various Magical Items Food for Refugees ...... Mountain Food Cache ...... 30-7 Item Encounter/Room Hex Location Key, Brown ...... Skullcap Room 3a ...... 33-11 Bracers of Defense (AC 2) ...... Battlefield ...... 7-16 Key, Final ...... See Fizban Encounter ...... 9-2 Bracers of Defense (AC 2) ...... Skullcap Room 3a ...... 33-11 Key, Cireen ...... Troll Cave ...... 21-4 Brass Rod ...... Outpost Mines Room 11 ...... 8-6 Key, Red ...... Ogres' Camp ...... 27-16 Mage Scroll (Fireball) ...... Shipwreck...... 9-19 Key, Silver ...... Shipwreck ...... 9-19 Ring of Protection* ...... Lizard Men's Temple ...... 22-7 Key, Yellow ...... Key Ring Battle ...... 15-14 *The Ring of Protection gives AC 3 if used, or protection from the green dragon if Key Ring ...... Key Ring Battle ...... 15-14 you put it in your backpack without using it. Quiver of Arrows ...... Bee Cave (NJ Room 2 ...... 1-2 llealing Potions Quiver of Arrows ...... Fork in Road ...... 5-13 Item Encounter/Room Hex Location Quiver of Arrows ...... Lizard Men's Temple ...... 22-7 Cure Light Wounds ...... Shipwreck...... 9-19 Quiver of Arrows ...... Outpost Mines Room 5 ...... 8-6 Cure Light Wounds ...... Skullcap Room 2 ...... 33-11 Quiver of Arrows ...... Shipwreck ...... 9-19 Cure Light Wounds ...... Bee Cave Room 2...... 1-2 Royal Jelly (Honey Jar) ...... Bee Cave Room 3...... 1-2

37 38 Daergar Dwarves Dwarfgate War. Because of the The Daergar Dwarves, also known as strength of his mystical power, the ·deepest' or ·degenerate" dwarves, Fistandantilus is now a mere demilich, live in the Hidden City. In the years and haunts the caverns of Skullcap since the departure of the Mountain with his undead minions. Dwarves from these lands, the Daergar have sunk lower and lower. Now they Fizhan the Fabulous are rumored to engage in cannibalism Fizban is a crotchety old magic user and slavery, and some have said that who is probably quite senile as well. the Daergar are allied with gargoyles Of your adventuring party, only and lamia. Their hidden city is an Raistlin suspects that Fizban is actually ancient remnant of the former might a man of some power. of dwarves in the realm, but it lost its status ages ago.

BACKGROUND TO THE Aghar Dwarves Verminaard DRAGO/VLAJYCE®EPIC The word "aghar" means "anguished", Verminaard worships the Takhisis, the Queen of Darkness, the most powerful Inhabitants of Krynn and the aghar dwarves live up to that name. They are a cross between god of evil. As such he is a True !Yeidar Dwarves dwarves and gnomes, but neither race Cleric, able to cast spells. His mount is The Neidar dwarves are commonly wishes to admit kinship. For some rea­ the red dragon named Ember, and it is known as hill dwarves. They chose to son, the interbreeding of gnome and he who leads the draconians after your settle the Kharolis Mountains and dwarf led to a race possessing the good characters. interact with men rather than settle in features of neither parent-they have the underground cities of the mountain the greed of the dwarves, the single­ Fistandantilus dwarves. They have been cut off from mindedness of the gnomes, and the Fistandantilus' was a powerful mage. their brethren in the south, and are very intelligence of neither. Having ultimately reached £5th level, conscious of their predicament regard­ he was able to devise a few of his own ing the growing threat to the north. spells, which are hinted at in the game. The imprisoning of Blaize, the gold dragon in Skullcap, is one of those spells. Another is the destruction of Skullcap itself, which ended the

39 40 - Experience Points: a tally awarded for Level: represents characters' relative the performance of great tasks. Killing advancement in their occupations. monsters and saving refugees are the Spells also have levels, which repre­ two most important things to do in sent the difficulty of memorizing (and SHADOW SORCERER. In AD&D®roleplay­ the strength of effect) of a spell. ing, gaining experience points allows Magic: special powers to alter the uni­ characters to advance in level. (Since verse, affect other characters, etc. SHADOW SORCERER is based on only one Magic may be granted by the gods adventure in the lives of the characters, (Clerical magic) or natural (Magic-user no level advancement occurs in this incantations). game. Experience points are awarded for scoring purposes only.) Melee: any combat at close quarters (i.e., hand-to-hand). Heroes of the Lance: main characters in the DRACiONLANCE® epic. Monster: a catch-all term to refer to They make up your party of characters, opponents of your characters. GLOSSARY Bracers of Defense: metal bands and each one has special abilities and worn around the wrists as light armor. Party: a group of characters which you Ability Scores: these numbers are traits. They are also referred to as the The bracers found in SHADOW SORCERER control. used for a basis of comparison of a "heroes· and the "party". are magical, and provide protection in character's basic attributes: Strength, Race: characters can be Human, the form of a reduced armor class. Hit Dice: an expression used to Intelligence, Wisdom, Dexterity, Dwarf, Elf, Kender, or Half-Elf. Each describe monsters. It is roughly equiva­ Constitution, and Charisma. They use Character Oass: the occupation of a race has special features or abilities. lent to levels for characters. In addition a scale of 3-18, with fighters having a character. Classes are fighter, ranger, to determining the range of hit points RoyalJelly: the term is a misnomer: percent figure over 18. cleric, magic user, and thief. for a monster, hit dice influences the Royal Jelly is actually the result of a Alignment: a simple assessment of Dragonlance: a powerful magical chance for spells to work against a cooking process the Neidar dwarves the character's outlook on life. weapon. It is also the name of the epic monster. use. Their secret process takes the series, of which SHADOW SORCERER is honey from giant bees and turns it into Characters may be lawful or chaotic, Hit Points: a measure of a character's but one episide. a healing salve. Since having you pick good or evil. None of the characters in ability to withstand physical damage. SHADOW SORCERER are evil. up a bunch of goo would be messy, Encounter: a meeting between your Hit points are determined by rolling we've already placed it into a conve­ Armor Class: a number representing character(s) and something else: an one die per level and adding any nient bottle for you. the difficulty of foes to hit the charac­ encounter could lead to a battle, a con­ bonuses which a high constitution ter. The lower the number, the more versation, an interesting discovery, or may provide. Spell: a single magical incantation. many other things. difficult you are to hit. A high dexteri­ Icon: a picture which represents a per­ Swords: there a number of types of ty and the armor you're wearing influ­ son or a group of people. It also repre­ swords in SHADOW SORCERER. They are ence your armor class. sents buttons which are used in game classified by their size and their magi­ play. Icons are generally self-explanato­ cal or non-magical nature. Shortswords ry, such as a sword for "fight", hand for and daggers are commonly used by the "pick up", door for "exit/enter", etc. 41 42 smaller races, like Kender. They can A magical sword is one which has also serve as a main gauche for charac­ been enchanted to provide extra cut­ ters of high dexterity. Longswords are ting power. The magical nature of a the most common blade weapon, and sword is indicated by the presence of a most fighters use them. Two-handed "plus-number" after the weapon's pic­ swords, or greatswords, are used by ture on the view character window. only the strongest fighters, and their Although at first you might favor use prevents a fighter from using a using a +2. shortsword over a non­ bow (since he has nowhere to put the magical longsword, the advantages sword except on the ground). may be few. In general the larger the (Historically, greatswords were primar­ sword, the more damage it will cause ily used for ceremonies and by palace when it hits, and even magical guards, and were rarely seen in com­ weapons may not overcome the bat. In fantasy movies and games, advantage of larger, longer reaching however, they are quite popular.) and more devastating weapons.

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