TABLE OF COMTENTS LNTRODUCTION...... 1 MISSIONS AND ADVENTURES ...... 2 MAPS: " Civilized Area, New Phlan...... 3 " Slums ...... 5 " SoM Keep ...... 7 " Kuto's Well &Catacombs ...... 9 " Mendor's Library ...... 1 l " Podol Plaza ...... 13 " Cadoma Textile House ...... 15 " Wealthy Area dt' Temple of Bane ...... 17 " Kovel Mansion ...... 19 " Western Wilderness, Silver Dragon's Den...... 21 " Central Wilderness ...... 23 " Eastern Wilderness ...... 25 " Nomad Camp ...... 27 " Kobold Caves ...... 29 " Sorcerer's Island...... 31 " I lzard Man Keep & Catacombs...... 35 " Buccaneers Base ...... 37 " Outpost of 7hentil Keep...... 39 " Valhingen Graveyard ...... 41 " Stojanow Gate ...... 43 " Vaijevo Castle : Introduction ...... 45 " Valjevo Castle, South West...... 46 " Valjevo Castle, North West ...... 47 " Valjevo Castle, North East...... 48 " Valjevo Castle, South Fast ...... 49 " Valjevo Castle Maze ...... 50 " Valjevo Castle, InnerTower...... 51 SELECTING HEROES ...... 53 DEFINITIONS AND CONCEPTS ...... 54 COMBAT ...... 57 SPELL.S...... 60 SPELL PARAMETERS CHART ...... 63

Clue Book George MacDonald Art, Graphic Design and Desktop Publishing Louis Sackow Design: David Boudreau, Peter Gascoyne, Kathryn Lee

Strategic Simulations, Inc . reserves the right to make improvements in the product described in this clue book at anytime and without notice. , Inc . makes no warranties, express or implied, with respect to this cluebook its quality, merchantability or fitness for any particular purpose . This cluebook is provided'as is.' ADVANCED DUNGEONS & DRAGONS, AD&D, and are trademarks owned by and used under license from TSR, Inc., Lake Geneva, WI . USA Copyright 1988 TSR, Inc . All Rights Reserved . This cluebook is copyrighted and includes proprietary information belonging to TSR, Inc . No one is permitted to sell copies of this cluebook to arty person or institution except as provided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce to machine readable form the cluebook without the prior written consent of TSR, Inc . Any persons reproducing any portion of this cluebook for any reason, in any media, shall be guilty of copyright violation and subject to the appro- priate civil or criminal action at the discretion of the copyright holder(s) . IIYIRODUCTIm

OOL OF RADIANCE is Strategic Simulations Inc.'s mission has a specific goal that is given in the city first ADVANCED DUNGEONS & DRAGONS® council proclamation and in the council derk's Computer Role-Playing Epic set in the description of each mission. in some missions you PFORGOTTEN REALMSTM game world. POOL OF RADIANCE simply have to hack your way through everything in is a huge game, with over two dozen different individ- front of you. In other missions you must sneak and ual missions and adventures. It is designed to mirror be unobtrusive . In some missions you must be diplo- the kind of connected adventures that form the basis matic, and in others you must simply survive. Stay of the AD&D® role-playing game. true to your objective as each mission unfolds. POOL OF RADIANCE does not rely on obtuse puzzles or Finally, remember the overall goal of the quest,.the unfathomable word games to create challenge. In- liberation of Phlan from its evil oppressor. It is not stead, POOL OF RADIANCE relies on challenges that arise necessary to clear every block, defeat every evil, or from within the scope of the adventure. Each adven- even complete every mission to free Phlan. As soon ture centers around solving a mystery, defeating an as the Boss that controls Phlan is defeated, the undi- enemy force, or discovering the true allegiance of the rected monsters that were under his control will fall mysterious groups you meet. like wheat to the scythe. Always remember that the defeat of the Boss is your final goal. Good luck! You are sure to have questions as you adventure through POOL of RADIANCE. First, read the rule book and Adventurers Journal that come with the game. These Missions and Adventures books will answer most of the questions that come he quest in POOL OF RADWYCE is divided into mis- up. Second, you can refer to this clue book for sions or adventures. The City Council of New answers; it is the definitive source for insight into the Phlan will direct the characters to most of their adventure in Pool of Radiance. Third, you can look missionsT . Occasionally, the characters will discover an into the many ADVANCED DUNGEONS Sc DRAGONS® adventure on their own. It is not necessary to "touch books for background on the game. The AD&D® every square" in Pool of Radiance to complete the Players Handbook and the AD&D® Dungeon Masters quest. The party should take the missions that sound Guide provided the basis for the rules in POOL of interesting, find out all the information they can, and RADIANCE. THE FORGOTTEN REALMS T" Campaign Set work to complete their overall mission and free Phlan and Ruins of Adventure module provided the back- from its evil overlord. ground material for the storyline. These sources should tell you all you need to know about POOL OF Each mission is set in a specific area The description RADIANCE. of each mission includes a map of the area, the back- ground storyline for the area, where the party can Keep your current objective in mind while you play rest, a description of the important places in that through each mission in POOL OF RADIANCE. Each area, and the aftermath of the mission. CIVILIZED AREA, NEW PHLAnt 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Map Locations 13. The Clerk of the City Council: The clerk is a source for information on 1 . Boat: Catch a boat here to take you missions that have been authorized by to Sokal Keep. After Sokal Keep is the city council and gives out rewards cleared, you may also take the boat for completed missions. into the wilderness to the east or to the west. 14. Junior Councilman's office. 2. Passenger Dock: This is where you 15. Senior Councilman's Office . tell the boatman your destination and pay your passage when traveling into 16. Head Councilman's Office . the wilderness . 17. City Council Chambers . 3. Temple of Tyr: Healing services are available here. 18. Temple of Tempus : Healing ser- vices are available hare. 4. Bishop Braccio's Office: Here, you can meet Bishop Braccio, leader of the 19. Inns: Heroes can rest and heal at temple of Tyr in New Phlan. these inns without interruption . 5. Dueling 6e Hiring Hall: Here, individu- 20. Taverns: Heroes can gamble and al members of the party can duel to get into brawls (which are worth experi- gain experience points, or the party can ence points) at these taverns. hire NPCs to help the party on their ad- 21. Arms & Armor ventures. Hired NPCs receive a cut Shop: Weapons and of armor are the treasure before the players ever available here. All shops get charge the their hands on it. same prices. he Storydne: rIew Phlan is the that are available. You can undertake 22. General Items Shop: These shops area that civilization has carved 6. Clerical Training: Characters that are any of these missions. You can also sell mirrors, flasks of oil, holy symbols, out ofthe clerics or clerical split classes can train monster-controlled explore on your own and go 'looking and vials of holy water. The wooden areas of Old Phlan. here. T New Phlan sits pre- for trouble". Afteryou have completed holy symbol ofTempus is a good buy curiously on the southeastern corner of a mission, return to the council clerk. 7. Magic User Training: Characters that because Tempus is a lawful good god Old Phlan as shown in the city map on She will giveyou any rewards due you are magic users or magic user split and his symbol will repel vampires. page 26 of the Adventurers Journal. for completing missions and inform classes can train here. Monsters control all ofthe rest of the yvu ofnew missions. 23. Silver Shop: These shops sell silver city, and the monsters are themselves 8. Fighter Training: Characters that are New Phlan ispatrolled by a very ef& weapons, silver armor, silverjewelry, controlled by a mysterious "Boss". Your fighters or fighter split classes can train and a fine composite bow. dent guard. Ifyou try to rest in the quest is to liberate the city from mon- city here. street or enter the hall or a shop sters, discover the Identity of the boss, city 24. Jeweler: This shop sells expensive alter dark, the guard will respond. 9. Thieves Training: Characters and defeat the boss to free the city. city that are jewelry to allow rich heroes to conve- The chambers of the city council are thieves (politely called rogues) or thief niently carry their money. Jewelry ranges Notes: In Pool ofRadiance, the city guarded by the councilguards, and split classes can train here. from 75-50,000 gold pieces in value. the temple ofTempus isguarded by council sends you on most ofyour 10. Temple of Sune: Healing services adventures. When you visit the its own templeguards. If)vu fight any Finale: You don't need to "clear" the city these are available here. All temples have the council building there are Prvdama of guards, you will be unable to civilized block. When you have finished buy anything In the shops or temples same services and charge the same tions on the outside ofthe building amount. your quest, return to the council clerk describing things the city council untilyou complete a mission. for your final rewardl wants done. When you go inside the 11. City Park. Where You Can Rest: The only place council buildingand visit the deck, you can rest in the city Is at an Inn 12. The Entrance To The City Hall: she will describe several commissions (location 19 on the map). It costs I Proclamations of the City Council are platinum piece for the party to rest, but posted on the wall here. they may rest as long as they like. SLUMS: 0123456789101112131415 6. Secret Treasure Room: Treasure Is Tactics and firepower are the keys to 0 behind the illusionary wall to the east. winning this fight. The Trolls and Ogres are 2 square monsters, and the battle 1 7. Hobgoblins: Search the room after occurs in a narrow room which limits 2 the combat to find their treasure. their mobility . Because the two Ogres 3 are up front, the fourtrolls are trapped 8. Gypsy: She will read your fortune. If behind them. The ogres are less dan- 4 you attack her, it will enrage the mon- gerous than the trolls, so do not kill the sters In the slums and make the ran- 5 ogres until you have defeated all dom encounters much tougher. the 6 trolls. Take your two characters with 9. Orcs: Cast the best AC and HP and have them 7 detect magic on the orc's items to separate the magic items from engage the ogres. Everyone else should 8 the trash. stand one square back and use ranged weapons and attack spells on the trolls 9 10. Monster Guards. until they all go down.' 10 11. Monster Leaders. Once the trolls are down, finish off the 11 ogres. Try to bring down all the trolls at 12 12. Goblin Guards: This is a tough about the same time, and then kill the fight. 13 Try to cast a sleep spell on the ogres quickly. If you kill a troll early in goblin leaders to reduce the enemy the battle and take a long time finishing 14 archery. everyone else off, the troll will regener- 15 ate and stand back up. Then you'll 13. Hidden Loot: Search this room for have to deal with him all over again. If the treasure that the goblins were you advance onto the square the troll guarding. he Storyfne: The townspeople Map Location had occupied, the troll will be unable to have reclaimed the "civilized" 14. The Entrance to the stand back up. 1. Orcs: Several Orcs arguing over a Old Rope section of New Phlan. They have Guild: The random encounters inside reinforced the walls between piece of paper. T the civi- the old rope guild are tougher than Finale: The slums are cleared after you lized section and the slums which are have defeated 2. Goblin Armsmaster and his stu- those outside. It is safer to defeat all 15 15 random encounters still controlled by monsters. The heroes and dealt with all the set encounters. dents: Throw a detect magic on the random encounters before entering the must defeat the monsters that wander When you return to the city council, they goblin's items to find their treasure. rope guild. the slums, along with rooting out the will pay you a reward for clearing the monsters in their lairs. This is a search- 3. Magic User: Ohio, a magic user, will 15. Ohio's Potion: The man here will block and offer you additional missions. and-destroy mission where the heroes offer you an assignment to go get a give you Ohio's potion if you tell him must be on the lookout for dues to this potion from the rope guild for him. If Ohio's name. and future missions. you get him the potion, he rewards you with a magic item. Ifyou attack him, 16. Trolls and Ogres Tossing Things: Where You Can Rest: You can rest Very tough. 'This battle is a his army of monsters defend him . coming-0f- safely in any room where you have age test. If your heroes can clear these defeated a set encounter. You can also 4. Stable: Search the room to find the monsters then you can handle the rest rest safely after you have cleared the treasure. of the ugly things that the world has to slums. throw at you. You may want to go back 5. Kobolds: Their treasure includes a to the hiring hall and hire a hero for this set of magic bracers that act in the battle. Equip him with a bow and place of armor but do not slow the arrows and ready his arrows so that he wearer. will provide ranged fire. SOKAL KEEPS 0 1 2 3 4 5 6 7 8 9 10 11 1 2 13 14 15 exhausted. If you leave the Keep and you parlay and speak the password Key: return, the undead patrols return to full LUX, they will quiet their wailing and strength . show you a hidden treasure. MLL 3. Scorpions: Here, you meet a mixed 8. Fen-an Martinez: As you approach DOORORARCHWAY group of huge and large scorpions. the altar, the ghostly form of Ferran Have a cleric memorize a slow poison Martinez rises up. Ferran Martinez has a transformed himself into a spectre and ILLUSIOHARYWALL spell beforethis fight, just in case character gets hit and misses his saving bound his form here in order to power throw. the supernatural defenses of Sokal IMPASSABLEAREA Keep. Even though he is a spectre, do 44. Fungus: Here, you find a room full of not fight himI In combat he is very a fungi. powerful and drains 2 experience lev- els every time he hits. Parlay with Frogs: Here, you meet 5. Poisonous Ferran Martinez and use the codeword with them and poisonous frogs. Parlay LUX. Tell him the truth when he asks you will go to combat. Search the entire about the state of the city. Since room after the battle to find the hidden humanity is retaking the city, Ferran treasure . Martinez' job is finished . He informs hidden behind an illu- 6. Hobgoblin and Orc Assault: Once you of the items . Then he is you enter this room, the Boss' Hob- sionary wall in the armory freed from his spectral bondage and goblin and Orc assault force catch up his final reward . with you. This force has been sent by goes on to the Boss to keep you from clearing 9. The Armory: The illusionary section Sokal Keep and opening the sea lanes of wall in the northeastern corner hides he Storyline: The fortress of Where You Can Rest: After you kill into new Phlan. This is a large force, the entrance into the secret treasure best chance Sokal Keep on'Ilrom Island dom- four undead patrols, you can rest any- with archers. To have the room. inates the seaward passage into where in the Keep. If you leave the of defeating them, enter the room from Tand out of Phlan. Humanity made its Keep and return, the undead patrols one of the southem doors so that you 10. Secret Treasure Room: In the north- last stand at Sokal Keep during the fall return to full strength . can set up a short, straight defensive west corner of this room, you will find of Phlan. The Keep is now haunted and line with secure flanks. Be sure your the magic items Ferran Martinez men- characters are completely healed and earlier. is not currently controlled by either the Map Locations tioned Boss or the forces of New Phlan. The have all of their spells memorized spirits from the fortress disrupt ship- 1. Dead : Search the dead elf and before going into battle . Use sleep and Finale: Once Fenan Martinez has been ping and keep traders from coming to find the scroll on his body with three hold person spells to stop enemy told the truth about the city, his ghostly New Phlan. It is important to the city to code words in elvish. The code words archers and to create a wall of helpless haunts will no longer be a problem to dear Sokal Keep of its haunting inhabi- translate as: LUX, SHESTNI, and enemy just in front of your heroes. Be shipping in and around new Phlan. tants. The Boss does not want the keep SAMOSUD. careful not to cast sleep on any of your After the players return, they will be cleared because of the commerce it own characters. The enemy archers able to take a boat from the passenger 2. Undead would bring to New Phlan. It is safe to Patrol Area: The inner Keep only have enough arrows for a few dock into the wilderness to the West, assume he will do something to try and is patrolled by small groups ofskele- shots; if you haven't defeated them by the North Bay, or the East. stop the heroes . tons and zombies. Before you go into the end of the fourth turn, you can the chapel, the patrols will leave you treat them just like normal monsters. alone if you parlay with them and say You may want to hire a hero from the SHESTNI. After speaking with Ferran hiring hall to help you with this fight. Martinez, you must parlay with them and say SAMOSUD. If you defeat four 7. Haunts : Wailing spirits of the defend- patrols, the current supply of undead is ers of Sokal Keep inhabit this room. If

KUTO'S WELLS 0123456789101112131415 Key: he Storyfne: The infamous climb down the ladder and explore the bandit, Norris The Gray, and his catacombs below. MLL bandit horde infest the area near TKuto's Well. The well is the only source 4. A patrol consisting of a lizard man DOORORARCHWAY of fresh water in the area, and so the and giant lizards guard the hag behind area around the well is a neutral zone the door. where many monsters come and drink. RUBBLED WALL 5. A hag on a rug. Search for her trea- So long as creatures don't search the H area for Norris' hideout or attempt to sure under the rug. enter the well, Norris' troops don't give them any trouble. The city council doesn't have a special 6. The lower part of Kuto's Well, with commission for dealing with Norris The an ajar secret door leading into the cat- Gray, but after the players clear the acombs. area they will get the standard reward for clearing the block, as well as being 7. Kobold archers will ambush the able to keep Norris' treasure. party here until Norris The Gray has been defeated. Where You Can Rest: You cannot rest in or under Kuto's well until you have 8. Norris The Gray and his bandit horde defeated Norris the Gray. After Norris will be waiting for the party at one of has been defeated, you can rest in the these locations. Norris and his band catacombs beneath Kuto's Well. know the catacombs very well, so whichever area the players get to first, Norris and his band will be there wait- Map Locations : ing for them . KUro'S WELL CATACOMBS: Area Near Kuto's Well 9. Search this area to find Norris The 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1. A wandering group of sickly kobolds may these buildings. Gray's loot. 0 Key: be encountered in 1 WALL 2. Norris The Gray's kobolds guard the Finale: Once Norris The Gray has been well from these locations. If you search defeated, you should return to the city 2 Ed DOOR OR ARCHWAY near any of these buildings, the guards council and collect your reward for 0 will attack clearing the block. 4 SECRET DOOR 3. Kuto's Well. If you search a(Ijacent to 5 the well or attempt to enter the well, 6 IMPASSABLEAREA the kobold guards and a set of rein- forcements from within the well attack the party. If you enter the well, you can

9 10 11 Eli ~ 101 12 13 14 15 ooW\

10 MENDOR'S LIBRARY

he Storydne: Mendor's Library spells to raise your Saving 'Ihmws. Kill was one of the great centers of the basilisk before he gazes and turns knowledge in all the Moonsea any of the heroes to stone. Treaches. After the fall of Phlan, most of the monsters didn't know what to do 3. Philosophy Section: Search this area with the library. The Boss, however, rea until you find the books, 'Pyerdeth's ognized it for the treasure trove that it Discourses on Power' and "Urgund's was. He had the library magically Descriptions of Darkness." sealed until he could send out a team of experts to pillage the library's secrets. 4. Mathematics Section: No special books here. Unfortunately for the Boss, the Plight of the Wyrms caused chaos throughout 5. Storeroom: A group of scared Phlan and diverted his attention away kobolds. Talk to them and they'll give from the library. you a map to part ofthe Cadoma The city council knows that tomes and Textile House. books from Phlan's past could hold the secret to their salvation, so they have 6. Madman in Corner: Talk to the mad- set a bounty for the recovery of impor- man and listen to his ramblings. Unfor- tant documents. The party'sjob: dear tunately, his madness is incurable. If he the block containing the library, discov- is with you when you return to town, he er some ofthe background and secrets will causetrouble. of the Boss, and gain the bounty for 7. Master Scribe's Chamber: Search returning some of the important works this room until you find the treasure. from Mendor's Library. 8. Librarian's Chamber: Search this Where You Can Rest: The party can room until you find thetreasure. rest anywhere in the library except in the Garden. 9. Garden: Beware the denizens ofthe garden . There is no treasure here. Note: Stayin Search Mode asyou move through the library to make sure you find everyUf yvu are looking Finale: After you find the books and for. You may need to look in an area treasure in Mendor's Library you should several times to find all the items hid- leave through one of the two doors. den among the clutter. The spectre ofthe librarian will attack you as you leave if you have taken any books. The city council may continue Map Locations to pester you for books, even after you 1 . History Section: Search this area have retrieved all five useful tomes until you find the books Lex Geograph- from Mendor's Library. ica, History ofthe North, and Grand Historian's Records ofthe Arts of War. 2. Rhetoric Section. A basillsk lives in the Rhetoric section. Be prepared with he Key: Story6ne: There are two dif- to fight the minions of Bane stationed ferent ways to enter Podol Plaza: here. w4LL When the party is on the secret Tmission given to them by the city coun- 2. The Pit: Here the party can duel a buccaneer and get the magic items off DOOR OR ARCHWAY cil, or when they wander In without a mission. of his body and get into a brawl with a bunch of monsters . IMPASSABLEAREA If the party has received the secret mis- sion, they are there to sneak in, watch 3. The Secret Temple of 11-Mater: This the monsters auction off a powerful temple is behind a pair ofwizard-locked magic item, try to get as much informa- doors. Ifthe party can get through the tion as they can concerning the item doors, they are offered standard heal- and its purchaser, and then get back to ing services and a place to rest, heal the city council with the information. and memorize spells . The best wayto do this is for the party 4E. to disguise themselves as monsters The Auction: When the party is on when they enter the block. mission and they enter these squares, the auction commences. The closer the If you are not on mission, you can party gets to the auction block the avoid mast random encounters by hug- more information they will learn, but ging the walls and staying out of the the greater the chance that their dis- plaza. While not on mission, it takes 10 guises will be uncovered. If the party's random encounters to dear the block disguise is uncovered then the auction of monsters. You cannot dear the will be canceled and the party will have block while on mission. to fight its way out of Podol Plaza.

Where You Can Rest: You can rest in Finale: If the party is on the secret mis- the secret temple of II-Mater while the sion, they only have one shot to get block is active, or anywhere after the information on the auction. Once they block is cleared. enter, the auction will occur and they will have to get as much information as Map Locations they can. After they have observed the auction, return to the city council. They 1. Minor Temple of Bane: If the party is will take your report and give you your on mission and disguised, they will be reward . recruited for the main Temple of Bane across the river. If the party is not dis- guised, their disguise is penetrated, they return after being recruited, or they are not on mission, they will have CADORIYA TEXTILE HOUSE

Key: he Storyline: Junior Councilman 3. High Priestess Grishnak leads the Cadorna is the last heir to the service in this makeshift temple. Here MMLL original Cadorna family treasure. you can get the brass key to free Skull THe had sent an adventurerto the ruined Crusher (#4). DOORORARCHWAV remains of his family's holdings, but the man has not returned. Cadoma hires 4. Skullcrusher chained up: Skull- f crusher was sent by Cadorna to retrieve 0 SECRET the party to go to the Cadorna Textile DOOR House to find his hired hand and the the family treasure. If you free him, he Cadorna family treasure. He will pay will join your band. e RUBBLED WALL generously for the return of both items . 5. "Skullcrusher Was Here" is carved into the wall. Ed BdPASSABLEAREA Where You Can Rest: Once you have defeated the the ogre leader (#9) and 6. Baby hobgoblins are hiding here. 10 random encounters, the block is They flee on sight. cleared and you can rest anywhere. 7. A hobgoblin body that Skullcrusher killed with his bare hands lies here. Map Locations 8. Skullcrusher will point out the secret 1. Dry WI-11 : This well is the secret door to the east. entrance to an underground Thieves' Guild. Any character who is not a thief 9. The ogre leader and his troops await and who tries to climb down will fall, here for the party. After the battle, the taking a lot of damage. A thief (who has party will find the iron box with the removed any armor heavier than Cadorna family treasure. If the party leather) may attempt to descend with opens the box themselves, Cadorna his climbing skill. The guild master will will assume that they have stolen some throw any intruder out of the well with of the family treasure. his ring of telekinesis unless the intrud- Finale: After you have recovered the er is a thief and the party is on Cador- Cadorna family treasure (and disposed na's secret mission. Ifthe party is on of it as you will), you should return Cadorna's mission, the guild master to the council clerk. will offer to guide the party into the tex- If the characters didn't obviously open the box, then the tile house (at la) and past the hobgob- clerk will give them a reward . If the lin guards . If the party visits the thieves party did obviously ; after it has recovered Cadorna's trea- open the box then Cadorna will meet them at the entrance sure (and not broken the seal), the guild to the city hall and threaten them. master will offer (for a cut) to open the treasure and duplicate the seal so that Cadorna won't know it was opened . 2. Hobgoblin Barracks: The hobgoblin's main garrison is quartered here. WEALTHY AREAS

Key: he Storydne: The great temple of 44. Mansion Guards: More guards await T II-Mater has been converted to here. They have no special treasure. WALL the worship of the evil god Bane. H Bishop Bracclo from the temple of Tyr 5. Manor Guards: This smaller manor is DOOR OR ARCHWAY will give you the help of Dirtan, a 6th- abarracks for a group of orc guards. level gnome cleric, if your party will The guards will attack if you enter. 0 help clear the temple and find the lost IMPASSABLE AREA artifacts of II-Mater. 6. Orc Bedroom : Nothing but dirt here. Don't search the beds or the beds' A halforc cleric, Mace, leads a motley owners will return and attack you. group of cultists and slaves in the remodeled temple. Mace lives in a 7. Orc Jail: There is a false clue here. mansion in the wealthy block adjacent to the temple area. Mace knows that 8. Temple Entrance: .A blind orc stands the temple still holds hidden treasures, at the front entrance.'He will feel to see but he and his followers have been if you have the leather holy symbol. If unable to find them. When the heroes you have it, he lets you inside. If you penetrate the temple, Mace figures that don't, he calls the temple guards. You they too are looking for the treasures. can get a leather holy symbol off of He intends to let the heroes search the many of the encounters in the wealthy temple and then kill them after they block and off of the wandering patrols. have found the treasure or when they You will be attacked here as you leave try to leave. the temple if you leave before finding all three treasures or defiling the altar. Where You Can Rest: Mace's followers patrol both the Wealthy Area and the 9. Hidden Treasures: Change to Search Temple of Bane. Until you dear both Mode as you enter the temple. Once TEMPLE OF BANE: blocks it is unsafe to rest anywhere in you find the third treasure, Mace and his followers attack. 0123456789101112131.415 either block. 0 Key: 10. Altar: This is a disgusting altar to Map 1 WALL Locations the worship of Bane. Ifyou defile the 1 . Mansion Entrances: As soon as the altar, Mace and his followers will be- 2 come enraged and attack with fanatical DOORORARCHWAY heroes enter the mansion, the guards 3 willjump them. There is only one set of morale. 4 guards. IMPASSABLEAREA Finale: Both blocks are cleared after 5 El 2. Hidden Treasures: Mace has hidden you win the fight as you enter the man- 6 his loot throughout the mansion. After sion (#1) and defeat Mace's followers at fighting the mansion guards, choose the temple. Dirtan the Cleric will remain 7 Search Mode and search these rooms. at the temple to begin the rebuilding. 8 3. Goblin Slaves: These helpless slaves 9 are being kept by Mace. If you free 10 them they will give you an important 11 due. 12 13

14 15

17 18 KOVEL MANSIONS 0123456789101112131415 he Storydne0he Key: main thieves' 3. Here, the thieves split up. If you fol- 0 guild of Phlan has taken over the low the thief to the left, you will end up VALL 1 ancient mansion ofthe Kovel at 4. If you follow the thief going Tfamily. The thieves act as spies and straight ahead, you will end up at 5. 2 DOOR OR ARCHWAY information brokers for many forces in 3 the city. Your mission is to find all of 4. Here, you corner a single thief. the thieves and dear them from Kovel 4 Mansion. 5. Here, most of the remainder of the thieves are waiting in ambush 5 . This Where You Can Rest: You cannot rest attack will include the leaders of the 6 In Kovel mansion until all the thieves guild and will be more powerful than 7 there have been cleared out. the first attack.

8 Note: Novel Mansion Is full of blips 6. Here, you will find information col- 9 and locks set by the thieves' guild. lected by the thieves: Always moveIn Search Mode to give 10 7. Here, you will find some of the Boss' the party the maximum chance to spot men beating up an old thief in an 11 a imp before itgoes off. Once a trap orlock 11 a thief(wearing no attempt to get the thieves tojoin the 12 found, Boss' forces full time. armor heavier than leather) has a 13 chance to deal with' them. 8. Here, you will find some of the 14 Asyou wander through the mansion, thieves' loot. 15 you can be ambushed bypairs of thieves at any time. Untilyou have 9. Here, you will find some information dealt with all the thieves, they will con- collected by the thieves. tinue to perform these nuisance ambushes. 10. A room with fair caskets. 11 . A room with a cabinet. Map LOcauons 12. A pile ofthieves' treasure. 1. First Ambush: The fastest way to deal with all thethieves is to have them 13. A due. come to you. About halfthe thieves In the guild have prepared an ambush in Finale: After the last of the thieves has this room. been defeated, the mansion is dear. Return to the city council to collect 2. A Fair of'Ibieves: Here, you discover your reward. a pair of thieves who bolt for the door. Follow them. WESTERN 0123456789101112131415 he Western Wilderness contains In general, the random monsters in the 0 the Silver Dragon's Den, the Bua western wilderness are the toughest of WILDERNESS: caneer's Base, and the Outpost the three areas. Especially beware the 1 Tof Zhentil Keep, along with any number Thri-Kreen for they are tough and nasty. 2 of lairs and random encounters. When visiting the Silver Dragon's Den, follow the river and stay in the Central 3 The Silver Dragon's Den is located in Wilderness as long as you can. Then, Key: 4 Dragon Den Pass at 10,9. The silver travel northwest along the river and the dragon never comes up as a mission, MOUNTAINS 5 pass to the den of the silver dragon. To but is mentioned in a Tavern Tale. The travel to the Buccaneer's Base or the 6 Buccaneer's Base is at 12,31 but only HILLS Outpost of Zhentil Keep, take a direct 7 shows up after the party has received route along the shore of the Moonsea the commission to rescue the council- from where the boat lets you off to your 8 man's son. The Outpost of Zhentil Keep destination. 9 is at 3,32 but can only be entered after the party has received the commission If you wantto avoid combat with Intelli- WATER 10 to deliver the diplomatic papers. gent nasty encounters in all three 11 wilderness areas, choose Parlay and RIVER Random encounters in the Western then choose Abusive. If you want to 12 Wilderness include: avoid combat with neutral or nice DEATHGRASS 13 encounters, choose Parlay and then " Quicklirw 14 choose Nice. A spokesman with a high " Wild Boars' Charisma helps in either case. OUTPOSTOF 15 ZHENTILKEEP " Giant Mantis' 16 In each wilderness, your party has a fair BUCCANEERS BASE " Tigers chance to rest. Sometimesyour party 17 will be interrupted with an encounter " Thri-Kreen ;+ before they can even memorize a spell. 0 SILVER DRAGON'S DEN 18 " Anhkegs' Other times, the party can rest for 19 many days before an encounter. If your " Centaurs DRAGON DEN PASS 20 party is badly hurt, it is not a bad idea " Giant Snakes 21 to simply encamp in the middle of the " Zentarian Patrols+ wilderness and rest up. 22 " Thieves 23 " Buccaneers 24

25 26

27 Silver Dragon's Den There is no map in this adventure. Talk 28 he Storyfne: In a tavern, your party overhears Tavern Tale 23, to the Dragon and it will give you infor- 29 about an ancient Silver Dragon in mation . Do not attack the dragon 30 theTDragon Spine Mountains. If they fol- because he is overbearing. Especially, low the Barren River to its source, they do not attack him twice. 31 find a pass. Hidden in the pass Is the 32 den of the silver dragon . 33

34 35

' = Monsters that can be found in a lair: + - Intelligent nasty encounters.

21 22 2 3 4 5 6 7 8 9 10 11 12 13 CENTRAL 14 15 he Central Wilderness contains 0 the Nomad Camp, Sorcerer's WILDERNESS: 1 Island, and the city of Phlan along with any number of lairs and random 2 T encounters. 3 Key: The Nomad Camp is located at 12,11 . It 4 is visible at all times. Sorcerer's Island MOUNTAINS 5 is located in the center of Lake Kuto at . It is one the great wonders 6 6,16 of of HILLS the MoonSea reaches and Is always visi- 7 ble. Phlan is located at 12,27 and is the center of the party's adventures. SWAMP 8 9 Random encounters in the Central FOREST 10 Wilderness include.

11 " Kobolds* WATER 12 " Displacer Beasts* RIVER 13 " Driders+ 14 " Stirges* t SCOURED LANDS 15 " Lizard Men* El 16 " Bandits PHLAN 17 " Nomads

SORCERERSBLAND 18 " Merchants 19 0 The most powerful random encounters NOMADCAMP 20 in the central Wilderness are the 21 Driders; they are fast, tough, and can 22 throw spells.

23

24

25

26

27

28

29

30

31

32

33

34

35

23456789101112131415 * = Monsters that can be found in a lair. + = Intelligent nasty encounters.

23 EASTERN he Eastern Wilderness contains the Kobold Caves and the Lizard 0 T WILDERNESS: Man Keep along with any number 1 of lairs and random encounters. The 2 Kobold Caves are located at 6,15. The closer you get to them the more likely 3 Key: you are to be attacked by kobold 4 patrols. The Lizard Man Keep is located HILLS 5 at 11,8. It Is quite obvious among the trees. 6 SWAMP 1414 7 Random encounters in the Eastern Wilderness include: FOREST 8 " Kobolds* 9 WATER " Lizard Men* 10 " Gnolls* 11 \ RIVER " Giant Lizards* A 12 " Hippogriffs LRARDMENKEEP 13 " Wyvern,4* 14 KOBOID CAVES " Trolls*+ 15 " Phase Spiders 16 17 The most powerful random encounters 18 in the Eastern Wilderness are the phase spiders, because they have poison, and 19 if you don't know how to fight them 20 you may never hit them. See the article on Combat for how to fight phase spi- 21 ders. 22 23 24 25 26 27 28 29 30 31 32 33 34 35 * - Monsters that can be found in a lair. 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 + = Intelligent nasty encounters.

25 NOMAD CAMPS 0123456789101112131415 he Storydne: The party is told to chief to finish off the remaining Key: 0 deal with" the possibility that the kobolds, you get a big reward. If you let WALL nomads north ofthe city might the chief and his men do it, you get a 1 joinTwith the Boss. Once the party finds smaller reward . 2 DOORORARCHWAY the Nomad Camp, the party can attack Where You Can Rest: In your hut, or 3 the nomads and deal with the problem by wiping them out. Or if you Parlay anywhere after the nomads have been 4 0 IMPASSABLEAREA killed . with the nomads, you can stay around 5 and help nomads against the army of STREAM kobolds that are about to attack. You 6 Map Locations will get more experience, treasure, and 7 1 . Trip wire: Once you enter this zone, TREES Information if you stay and help the nomads. trip wires with alarms will go off. The 8 nomads will come and meet you in 9 If it is night when you visit, the nomads force. 10 take you to a hut. If taken to a hut, rest until they take you to a feast. If you 2. Your Hut: This is the but you are 11 given to rest in. wander into another tent that night, the 12 guard will ,escort you backto your tent. 3. The Forest: If you are outside the 13 The next day, or the same day if you trip wire when the kobolds attack, you visit during the day, they take you to a will have to fight them alone; the 14 great feast. nomads are back protecting their 15 During the feast the nomad chief will camp. give you information about what has Finale: After either defeating the been going on. He asks you to stay and nomads or defeating the kobolds (or help against the kobold army that will both), you will have "dealt with" the attack the next day. If you agree, they nomad problem. You may return to the take you back to your tent. You may city for your reward. wander freely or rest in your tent until the kobolds come. Your rest will be interrupted by the coming kobold attack. The kobolds attack in 3 waves. If you backstab the nomads during the fight, both nomads and kobolds attack you. At the 3rd wave if you go with the KOBOLD CAVES: 0123456789101112131415 end of a battle, 'Continue Combat' for Key: Map Locations 0 a round or two. You will not be given a 1. A character falls into a hidden water chance to rest between waves. 1 trap. Money and items may be lost fish- 2 ing the character out of the water trap. 12. You will battle DOOR OR ARCHWAY the king's guard in this room. 3 2. Here you find a discarded map 4 SECRET DOOR showing the connection between the 13. Here you discover the fate of the 5 kobold cave and the wyvern cave. kobold king. IMPASSABLE AREA 6 e 3. You meet a kobold here. If you fol- 14. Search here to find an efreeti bot low him, he leads you to the wyvem 7 1 tie. lie and he'll attack you. Tell the ® IRI cave. If you don't follow him, you are truth and he'll help you in a later fight. 8 hit with a dead fall trap. s 15. Here you find the huge kobold trea- 44. A net trap falls on the characters and sure trove. 10 \\ \\\~~\ kobolds leap on the entangled party. 11 16. A due. 1~® 5. A Spike Trap hits the party. 12 1~1 Finale: When you confirm the death of 13 6. If you enter from the wyvern cave, the kobold king at #13, you will have 104 you meet a drunken kobold 14 who will broken the power of the kobolds and take you to the king. eliminated them as a threat to Fhlan. 15 r \ Do back to the city and collect your 7. You may meet the wyvern while you reward . wander here. he Storydne: Rumor has it that Note: The small cave is the entrance to the Boss is recruiting monsters the cavern where the kobolds live. The 8. The wyverns nest, with its treasure, from outside the city to reinforce large cave leads to a wyvern lair acjja- is here. This dwindling army. The city council cent to the kobold caves. Combat in wants the party to find the Kobold the kobods narrow caves with low 9. If you search, you find a crippled Caves far to the east and make sure ceilings reduces character's kobold here. Give him water and he that they do notjoin with the Boss. Movement AC, and Damage in com- will tell you his story. bat. The kobolds have laid traps in 10. In this prison, you meet Frincess When the party gets dose to the kobold severalplaces. You can find the traps Fatima. She will fight fanatically against caves they may be attacked by a bymoving In search mode. Once the the kobolds and will join your band if kobold patrol. Once the party tracks traps are found, a thief(wearing no you wish. the kobolds they will find two cave armorheavier than leather) has a entrances. Which cave they enter is up chance to disarm them. the you. 11. This is the throne room. Here you Where You Can Rest: If you enter the will be attacked by several waves of large cave, you can rest before you kobolds, trolls, and wild boars, inter- fight the wyvern. After fighting the spersed with volleys of ballista fire. If waves of Kobolds In the throne room, you need to throw heal spells at the you can rest long enough to memorize spells. SORCERERS ISLAND MAPS: Level 2

Level 3

w

LEVEL1

Key:

WALL 0 DOOR OR ARCHWAY Level 1 SECRET DOOR

IMPASSABLEAREA KI

31 he Storyline: Phlan was originally Teleporter Set A is special in that each The fast way through the maze: Move Level 3: built where the Stojanow River teleporter has two targets, depending down the main corridor to the first al- 1. The password over door is written in meets the Moonsea. The Stojanow on whether Set A was running in for- cove, turn right, and move forward and Dethek It reads NOTNOW (C64 Version River Valley was the source of much T of ward or in reverse. Set A's direction then teleport. Move down the hall, turn 1 .0) or NOKNOK (other versions). Say Phlan's food. But over the last several switches every time a teleporter in Set right at the intersection, and then move the password and then move on years, the river has become poisonous A is activated. Set A begins set to for- to the end of the hall. Throw a stone through. If you miss the password a and completely dead. The poison has ward. The teleporter chart lists the dif- and then teleport. Follow the corridor crazed super- mutant lizard man seeped into the surrounding river val- ferent teleporters and where they take to the end. Throw a stone and then destroys your party. ley. The river is now known as the you depending on their setting. teleport. Move down the hall. Throw a Barren River, and the surrounding area 2. This room contains the machinery To control the direction of the tele- stone and then teleport . You are now is known as the Scoured Lands. on the third level at A7+ that pumps the muck into the river. porters in Set A, there is a pile of small This muck is changing the river so that stones near The city council commissions the party each teleporter. Throw a Encounters in the Maze on Level 1 : Yarash's mutant lizard men can thrive to travel upriver to discover and "deal stone into the teleporter before moving Many of the creatures that sneak into in it. Break the machinery once, then with" the source ofthe pollution. In the through to reset its direction. To avoid the pyramid on Sorcerers Island take get out of the room before it explodes . longrun, this reclamation ofthe Sto- the maze, use the Set A teleporters teleporter set B and end up in the If you hang around to do more damage janow River and the Stojanow River only, and throw a stone before being maze. These groups quickly run out of you may get caught inthe explosion. Valley may be as important as the free- teleported each time after the first. food and begin to starve. Those that ing of Phlan itself. are left are half crazed with hunger. 3. In this room there are captured Teleporter Set B is designed to trick in- They prowl the maze in search of any- lizard men. If you Parlay and choose The poisoning of the Stojanow truders entering the maze. Each telo- River is into thing that moves so that they can slay it nice they will tell you their background the work of the mad sorcerer porter In Set B only goes to one location. Yarash. and eat It. The encounters In the west and give you the friend word SAVIOR. If He is attemptingto change lizard men Teleporter Set C is controlled from a half include: stirges, driders, minotaurs, you are not friendly they throw barrels into his own race of fresh water sahua- dial on the north wall In the square elf magic users, kobolds, and fighters. of poisonous muck at you. gIn. With these amphibian killing adjacent to CO. There are 4 settings: The encounters in the east half include: 4E. machines Yarash could rise to chal- Yarash's Office : The evil sorcerer Copper, Silver, Gold, and Blue. The first fighters, displaces beasts, dwarves, lizard lenge the great powers around the Yarash and his Mutant Lizard Man guards three set the teleporter to work both to men, driders, and thieves. Moonsea. will attack you as you enter the room. and from Yarash's three treasure After you defeat him search the room Where You Can Rest: Your party can rooms. The final setting will teleport the Map locations and his desk against the east wall adja- group one way to A3 so that they can rest in either the western or eastern Level 1: cent to CO. Check out the teleporter side of level 1 after defeating all the conveniently exit the pyramid. controls on the north wall adjacent 1. Here you to random encounters from that side. find a dead body with a CO and the teleporter itself at CO. Teleporb Your party can rest anywhere on level 2 partial map of the maze. Due to the or 3. Nxorr serrna To teleporters the map is only partially cor- Finale: After you destroy the machinery rect. AO Forward A1+ and defeat Yarash, the muck that has Teleporters: There are 3 sets of tele- Reverse Bl 2. Here you meet a priest who has been polluting the river stops flowing. porters (A, B, C) & in the pyramid on A2 Forward A3+ gone slightly crazy. If you Parlay with As the muck is removed from the river Sorcerer's Island . Set A is used by Yar- Reverse A3- him and chose Nice many times he can the Stojanow River Valley returns to its ash to get to his laboratory. Set B Is used A4 Forward A5+ show you his way out ofthe pyramid. original verdant bloom. Return to the to suck intruders into the maze and Reverse AS- city and collect your reward . keep them from escaping. Set C is used A6 Forward A7+ Level 2: by Yarash to get to his treasure rooms Reverse A7- 1. Here angered mutant lizards attack and back to the ground level to exit. BO NA B1 the party. B2 NA B3 2. Here there are lizard men in a cell. If B4 NA B5 you Approach, Parlay, and then choose B6 NA B7 Nice they may not attack CO Copper C 1 Silver C2 Gold C3 Blue A3-

33 34 LIZARD MEN KEEP:

0123456789101112131415 Storyllne: Bands of lizard Key: he threat. 7hey will have to fight the lizard 0 men in the swamps to the east men and theirgiant lizards on the sur- Wau have been assaulting travelers. face (in the swampyground) and 1 in Ed TBecause of this infestation, no overland the catacombs (with soggyfloors and 2 DOORORARCRWAY trade is possible with cities to the east. low ceilings). Ithtlng in these reshict- Rumor has it that the Boss is attempt- ed areas reduces 3 O a character's ability ing to recruit these lizard men to rein- RUBBLED WALL to hit his target, inflict damage, and 4 force his forces in Phlan. The party has move. 5 H been hired to "deal with" the lizard men IMPASSABLE AREA problem. Where You Can Rest: Your party can 6 rest anywhere in the keep. 7 The lizard men are based out of an old, STARS ruined keep in the center of a small 8 Fill patch of forest In the swamp to the Map Locations 'i/ 9 SWAMP north east. Long ago a powerful wizard 1-6. Holes that lead from the surface to

10 placed a field that restricts spell casting the catacombs. The first time you enter over the keep to defend it against magi- the catacombs, all remaining giant 11 cal attacks. Sadly, this did not protect lizards attack. 12 the keep from a conventional assault. 7. Stairs that lead from the surface into 13 The old leader of the lizard men was the catacombs. 14 content to keep the tribe safe in the keep. His leadership is being usurped 8. lizard Men and Giant lizards await 15 by a young warrior who has the support here to ambush the party. of much of the tribe. The young warrior 9. Giant Lizards inhabit this building. has led his troops on raids against trav- LIZARD MEN CATACOMBS: elers and is preparing to lead them to Pools. Lizard men will attempt to Phlan to support the Boss. ambush the party from the pools until all the lizard men have been eliminat- Key: Note: Ifthe party freed the lizard men ed. Until you have eliminated the lizard on the second level ofSorcerers Island Wall men that guard a pool, it is very danger- and received the friend word SAVIOR ous to swim in the pool looking for they will be met by the old lizard man loot. But once you have eliminated the IMPASSABLE AREA chieftain. After thepartygives the lizard men, it is safe to swim in the word, the chieftain will explain the situ- pool to find the treasure remaining ation. 77reyoung warrior will then Pools from the original owners of the castle. appear and challenge the chieftain, or his representative, to a duel for leader- Finale: After either dueling the young ship ofthe tribe. Ifone ofthe heroes warrior or defeatingthe entire com- will represent the old chieftain and win pound of lizard men, your party will the duel, the tribe will support the old have dealt with the lizard man problem. chieftain. The old chieftain will pledge Return to the city council for your to stop the raidingand to not support reward . the boss so the lizard man problem will have been "dealt with".

Ifyourparty does not deal with the lizards by way of the duel, they will have to eliminate the lizard men as a

35 36 BUCCANEERS BASES

he Storyline: The young heir to 4E. Captains Quarters: The buccaneer 0 Tthe house of Bivant has been kid- captain resides here. t napped in a buccaneer raid. The city council will not pay the blackmail 5. Buccaneer Barracks: If you try to 2 and hires the party to retrieve the child. force your way into the barracks, you 3 The party is given information on the will start a fight. location of the hidden buccaneers 4 base. Once at the base, the party must 6. Guard Towers: If you try to force 5 search for the child and try to find the your way into the guard towers, you will start a fight. 6 fast way past the buccaneers. Notes: The fast way through the bucca- 7. Animal Pen: You can release the ani- mals and start a stampede. The stam- e neers base Is to scout the area and identify the locations of the boy, the pede will act as a diversion to make s front gate, and the animalpen. 7hen, rescuing the boy easier open the animal pen and 10 stampede 8. Slave Pen: The boy is kept the animals, move here. The 11 over and free the slave pen is guarded. boy, and then run for the front gate. 12 7ne longelryourparty takes to exit the 9. Slave Pen Guards: These guards will 13 compound, the moregroups ofbucca- leave if the animals stampede. neers they'll have to fight. 14 10. Huckster: This huckster is selling a 15 Where You Can Rest- Your party can pass to see the captain of the bucca- rest in the Merchant's Camp Area (#2). neers.

Map Locations Finale: Once you rescue the boy and get out of the camp, return to the city 1 . Front Gate: This is the only exit to council. The boy will be returned to his the wilderness. It is always guarded, parents and the party will receive a gen- but the guards may be distracted if the erous reward . animals are stampeding.

2. Merchant's Camp Area: Your party can camp here as long as it likes.

3. Captain's Guards: The buccaneer captain's guards protect the captains quarters here.

37 38 OUTPOST OF ZfEnIL KEEP: he Storydne: Zhentil Keep is the After the dinner, your party should Key: T major city to the west of Phlan. past a watch. After the Keepers attack The Keepers, as they are known, the partyshould make a run for the look wearily on the resurgence of their front gate to escape. The longer the rival, Phlan. But, Lord Cadorna, DOOR OR ARCHWAY ancient party takes to escape, the more it will acting for the city council, is attempting have to fight. Once the Keepers begin to negotiate a treaty with Zhentil Keep attacking they will start coming in so that Phlan can turn its full energies waves. on rebuilding. The party is ordered to deliver a magically sealed diplomatic Where You Can Rest: The players will pouch to the nearest outpost of Zhentil be taken to a room (#4) where they can Keep, far to the west. rest. Lord Cadorna is actually trying to Map Locations cement power in the new city of Phlan for himself. He knows that the heroes 1. The Front Gate: These gates are would oppose his bid for supreme guarded. power in the city so he is sending them 2. Guard Towers: These suicide towers are full on a mission. He also knows of guards. the Keepers are tough and nasty so he is going to test them by having them 3. Commandant's Quarters: This is assassinate the hers. where you meet the commandant the first time. In the last pages of the diplomatic mes- sage, Lord Cadorna proposes an 4. The Party's Quarters: This is where alliance between himselfand the forces the guards take you before and after of Zhentil Keep. Zhentil Keep is to signal dinner. acceptance of the alliance by returning the heroes to Phlan, with their heads 5. Banacks: Ifyou try to force your way on a pike! into the barracks, you will start a fight. 6. The Keepers will not get to the assassi- Stables: These smell bad. nation order until they have read all the Finale: After the party escapes the hundreds of pages of diplomatic dou- Outpost of Zhentil Keep, they should ble talk. In the beginning they will treat return to the city council. There, they the heroes as honored diplomatic mes- will learn of the escape of 'the traitor sengers. After they read the message Cadorna' . They will also learn of their and accept the alliance, their attitude next mission. will change. The heroes will have to go into the outpost, keep their wits about them, learn what they can, and try to get out alive when things go wrong. Note: The party is led through much of the Introduction ofthis mission. Over dinner, try to get as much varied infor- mation out ofthe Commandant as possible.

39 40 VALHIIYGEhi GRAVEYARDS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Key: The graveyard is very tough. The popu- 9. Zombies mull around outside this lation of the three types of creatures is mausoleum . MLL growing: Skeletons, Zombies, and this Wights. Each type of creatures is being 10. Aju-ju zombie helps guard fight to DOOR OR ARCHWAY "built" by a spectre in a tower. Kill all mausoleum. Search after the creatures of a type and eliminate the find its treasure. spectre creating that type of creature, 0 RUBBLEDWALL 11. Mummies inhabit this crypt. The and that creature will disappear for a mummy's fear aura can paralyze char- time. But if the graveyard is not STAIRS acters. lbrow spells that raise your H cleared, the spectre and his creations party's saving throws before entering to F!] return . The longer your party waits will reduce number of characters affected TOMBSTONES before it dears an area, however, the by the fear aura. 0 more skeletons, zombies, and wights will be created. 12. Wights guard this tower. The spectres in the graveyard are con- 13. A spectre creating wights inhabits trolled by an even more hideous crea- this building. ture, a vampire. IInd and destroy the vampire's coffin, defeat the vampire in 14. Wights guard this mausoleum. his lair, trail him back to his destroyed coffin, and finally defeat him utterly. 15. A wraith helps guard this mau- soleum. Where You Can Rest: Like the dead, your party can not rest anywhere in the 16. Spectres guard this crypt. graveyard until it is cleared. 17. A gallant knight and his treasure he Storydne: The Valhingen The city council has taken a greater and are buried here. Graveyard is a caldron overflow- greater interest in the graveyard as they Map Locations ing with undead . Ever since the began to retake the city. When the 1 . Skeletal Hands erupt from a grave 18. The vampire's coffin is here. Boss' forces stopped patrolling the undead only bothered the monsters it T and attack. graveyard after the Might of the Wyrms, wasn't a problem, but now zombies 19. The vampire is here. You must undead in increasing numbers have and wights travel near reclaimed areas 2. Skeletons guard this mausoleum. defeat the spectres at # 13 and # 16 to been seen in and around the graveyard. of the city. Previous parties sent into enter this room. They have even crossed the river into the graveyard have not come back. The 3. A giant skeleton helps guard this to help the city. The Boss will not send his evil city council has hired the party to deal mausoleum. Search after the fight to 20. An evil magic user will offer clerics into the graveyard; he is fearful with the problem . Hold off on entering find its treasure. you here. If hejoins your party he will turn on you and fight for the vampire. that they will take control ofthe undead the graveyard until the city council has 4. Zombies guard this tower. and then turn against him. He has also given the party a two-handed sword Finale: Once you have killed the vam- +1/+3 vs. undead and several scrolls 5. A spectre creating zombies is here. found his normal troops unsuccessful pire BOTH times, the graveyard will be in stemming the undead tide. So for with restoration spells. 6. Skeletons guard this tower. cleared. It was the vampire's evil power now, he ignores the problem. The creatures In the graveyard are that holds the undead here. After you 7. This room is filled with poison gas. restricted to certain areas. Skeletons have truly eliminated the vampire, Cast spells that raise your party's saving march triumphantly back to town to wander the area near the entrance. throws before entering to reduce the Zombies wander around building 11 . garner your reward. number of characters who take dam- Wights wander the area around building age from the poison. 18. The area of the skeletons is the least dangerous area, the area ofthe 8. A spectre creating skeletons is here. zombies is more dangerous, and the area of the wights is the most danger- ous area in the graveyard.

41 42 STOJAIYOW GATE:

0 Key: Map Locations 6. West Tower: Ifyou successfully sneak past the bugbear guards, then Mu Merchant In Wagon: During daylight 1 1 . you can assault the guards in the tower you can meet a merchant here hours by surprise. If the guards in the tower 2 a wagon. He will sell you the DOOR OR ARCHWAY who has sound the alarm during the fight, you to use as a disguise so that you 3 wagon will meet the guards from the other can get past the bugbears and attack 4 0 IMPASSABLE AREA tower as you leave. the guards in the towers by surprise. 5 7. East Tower: Ifyou successfully STAIRS Bugbear Patrol Area: The Bugbear 6 2. sneaked past the bugbear guards, then patrol this area in guards front of the you can assault the guards in the tower gate. If you are disguised and the bug by surprise. If the guards in the tower don't see through your disguise, a bears give the alarm during the fight, you will may move through the gate freely. you meet the guards from the other tower s not disguised If you are and try to bull as you leave. 10 your way through, or if your disguise is 11 penetrated, you will have to fight the Finale: After you have cleared the gate, bugbears . the way is open to assault the Boss' 12 stronghold, Valjevo Castle. Guards from 13 3. Southern Gate: This is the front the city of Phlan will rush up and make entrance to Stojanow Gate. It is locked sure the gate is held open. You may 14 massive beams. If the by bugbears do want to return to the city, coiled your 15 not let you through then either massive reward, rest, heal, memorize spells, strength or a knock spell is required to and prepare for the final assault on open the gates. Ifyou try to break Valjevo Castle. he Storygne: The Stojanow Gate Where You Can Rest: You can rest on down the gate, the guards will throw rests on an earthen dam that the south side of the gate so long as boulders at you. diverts the Stojanow River around you are not adjacent to the wall or in 4. Northern Gate: This is also a mas- Tthe Valjevo Castle. It is the only entrance the bugbear patrol area. You can also sive gate. If the bugbears have not let into the castle. The gate is guarded on rest in a tower after defeating the you through, either the city side by a squad of bugbears. inhabitants. massive strength or The towers contain ettins and human a knock spell is required to open the gate leaders. A straightforward assault on Notes: Ifyou move adjacent to the . Ifyou try to break down the gate, the gates will be a dangerous and wall, the guards on top ofthe wall will the guards will throw boulders at you. If bloody affair. Trickery may make the spot you and tellyou to leave. 777e se& you got past the bugbears in disguise and job much easier. and time you are adjacent to the wall, fought the guards in the towers, they will send the bugbears afteryou. then the bugbears will fight you here Ifyou don't resist the bugbears they when you try to pass through the gate will only do minimal damage to you on your way home. and send you on your way. 5. If you fought the bugbears and have One ofyourfights may set offthe opened both gates then the ettin alann. Angrypatrols will flood the guards from both tows will fight you north side ofthe block. The alarm only here. lasts for an hour, however. You can hide in a tower and rest out the alarm.

43 44

VALJEVO CASTLE SOUTH WEST : 0 1 2 4 5 6 7 8 9 10 11 12 13 14 15 VALJEVO CASTLE: Introduction Key: WALL aljevo Castle is the stronghold of the Boss, who by now you know is Tyranthraxus the Flamed DOOR OR ARCHMMY One, one of the original conquerors of Phlan. H HeVruns his holdings from the tower in the center of Valjevo Castle. The Castle is surrounded on all sides by buildings that contain Tyranthraxus' supporters. Inside of that is a wall with two main gates on the southeast and northwest sides. Inside the wall is a maze of poisonous hedges. The maze is dotted with teleporters and crawls with giant snakes during alerts. In the center of the maze is the two-story inner tower where Tyranthraxus holds court. Here you must sneak past Tyranthraxus' traps and guards, find the evil lead- er, and defeat him. Only then can Phlan be free. While in the castle area, one of your fights may set off the alarm. Angry patrols will flood the area The alarm only lasts for an hour, however. You can hide in many of the buildings and towers and rest out the alarm. If he Storyline: The easiest way are the smithy and his helpers. If you you encounter a patrol and are in disguise, you can around the castle is to go into the are nasty there is a fight. F~,l(` (-rlirvT,{ parlay with them. Either choose Meek and give the laundry and get disguised. Then password HARASt1, or choose Haughty or Abusive Tyou can meet wandering patrols with- 3. A Smokehouse: You can hide and rest safely in here. and give your authority as TYRANTHRAXUS. out setting off the alarm. Where You Can Rest: You can rest in 4. A Bane Chapel : If you accept Bane's If the alarm is not on, you may rest anywhere in the the smokehouse (#3). blessing and are not evil, you get blast- castle. When the alarm is going, the locations listed in ed. If you do not accept the blessing the individual areas are safe. Map Locations and leave, you are attacked. After the fight, search the altar. Your party will 1 . Laundry Room: Parlay with the wash- find a few coins and two swords. If they er women and choose Nice and they take the coins then Bane will blast them. will disguise you. Disguise is broken if If they take the coins or the swords you fight or do something suspicious then they will automatically be recog- and someone gets away. nized as blasphemers from then on. 2. Smithy : At night you can steal some basic equipment. During the day there

46 VALJEVO CASTLE, NORTH WEST : VALJEVO CASTLE, NORTH EAST : 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0123456789101112131415 0 Key: Key: 0 1 rwu WAu 1 2 DOOR OR ARCHWAY 2 DOOR OR ARCHWAY 3 3 4 0 4 5 5 6 6 7 7 8 8

9 9 10 10 11 11 12 12

13 13 14 14 15 15

here You Can Rest: You can rescued Cadoma he can give you the here You Can Rest: You can 4. Kitchen: If you defeat the gnoll over- rest in the officer's quarters password, or you can fight the gate rest in the Armory (#3). seer, your party will find the password (#5) once you have bluffed guards. If you do not have the password, to the gate. Wthe giants . you will need massive Strength or a Knock spell to get through the gate. Map Locations 5. Records Office: Here you can exam- Map Locations 1 . Guard Post: Anyone who walks out- ine Tyranthraxus' records. As you ex- 4. Latrine: Smells bad. amine records you may find important 1 . Barracks: Ibis area is unoccupied at side of the guard post is challenged . information, but you may be interrupt- night. In daylight you may surprise the 5. Officers Quarters: Some giants will Parlay with the guard and either choose ed by a scribe who can sound the giants sleeping inside. catch you as you enter. Parlay to bluff Meek and give the password HARASH, them. Search the officers quarters for or choose Haughty or Abusive and give alarm. 2. Barracks: In daylight you may catch his treasure. your authority as 1YRANTHRAXUS. giants sleeping. If the giants are not 6. Scribe's Office: At night the office inside, they have placed a bucket of 6. Guard Post: Anyone who walks out- 2. Barracks: Parlay with the giants and will be empty. During the day you will sand over the door. side the guard post is challenged. choose Haughty or Sly to con them into meet Tyranthraxus' envoys who may attack you. Parlay with the guard and either choose wing you the password. 3. Main Gate: The password through Meek and give the password HARASH, the main gate is RHODIA. If you have or choose Haughty or Abusive and give 3. Armory: Here you can grab any your authority as 'IYRAIyTHRAXUS. piece of common equipment you want. 7. Mess Hall.

47 48 VALJEVO CASTLE SOVrn EAST: 0123456789101112131415 0 Key : (Both Maps)

1 2 DOOR OR ARCHWAY 3

4 HEDGE

5 6 7

8 8 9 10 11

120 13

14 15

hem You Can Rest: You can get through the main gate. If you leave rest in the Old Building (#7). him here, he will sound the alarm in an attempt to get in good with Tyranthraxus. Map Locations 5. Well: A character with a good Con- stitution can go swimming to find a 1 . Snake House: A family of giant treasure at the bottom of the well. snakes has climbed over the wall into this building. 6. Giant's Guard Post: Anyone who walks outside ofthe guard post is chal- 2, 8. Barracks: This area is unoccupied lenged. Parlay with the guard and either at night. In daylight you may surprise choose Meek and give the password the giants sleeping Inside. HARASH, or choose Haughty or Abusive 3. Main Gate: The password through and give your authority as TYRAN- the main gate is RHODIA. If you have THRAXUS. rescued Cadorna he can give you the 7. Old Building: Ceiling may fall in on password, or you can fight the gate the party. guards. If you do not have the pass- word, you will need massive Strength VALJEVO CASILE MAZE or Knock spell to get through the gate. Al. Cell: If the traitor Cadorna has fled here You Can Rest: You can the city Tyranthraxus' guards have cap- rest in either Tower (#4,5) after tured him and placed him here. If you you deal with the encounter free him, he will accompany you (from thatWIs there. the rear) and tell you the password to Note: When the alann goes off giant snakes are released into the maze. One hour later the maze is cleared.

49 VALJEVO CASTLE, INNER TOWER: here You Can Rest: You can 44. denheer!s' Office: If you killed the Key: rest anywhere in the upper level messenger or choose Parlay and then WALL until you meet Tyranthraxus. choose other than Meek or nice, he W thinks you were sent to kill him . He will Locations DOOR OR ARCHWAY Map join you if you promise to immediately iuuunauuuYuuuw attack Tyranthraxus. If you don't go LoWrer Level: straight through the door into SECRET DOOR 1. False Tyranthraxus: This is the Tyranthraxus' lair, he will slip away. throne room ofthe false human Tyran- 5. Tyranthraxus' Lair: Here you will e ILLUSIONARYWALL thraxus and his guards . If you choose parlay, you can avoid a fight. If you are meet Tyranthraxus' guards, and then 1111 Meek or nice, you are given the option confront the evil conqueror himself. IMPASSABLE AREA Cast as many preparatory spells on Upper Level Lower Level to leave. If you are Abusive, he may give up or fight. your party as you can before you enter POOL OF RADIANCE the room. If you defeat both 2. Stairs to the upper level. Tyranthraxus and his guards, Phlan will D be free! Good Luck! STAIRS 3. Medusa's Chamber: Tyranthraxus keeps a pet medusa here so that peo- Finale: Once you defeat Tyranthraxus, ple who don't know their way in the his remaining minions cower in fear castle will wander !n and get turned to and confusion. You march triumphantly stone. back to the civilized section. Go to city hall. Once In city hall, you receive the Upper Level: recently recovered Crown Jewels of Ancient Phlan and the generous thanks 1. Stairs to lower level. of the city council. Your overall quest is 2. Trap Door Room: This room con- finished. You may continue to wander tains a trap door that leads to the Med- through the wilderness and uncleared usa's chamber. If a character glances blocks if you wish to continue to fight down the trap door, he may be turned monsters and gain additional XP and to stone. treasure. Keep your party together, because they 3. Waiting Room: Messengers that work for denheeris (2nd in command) and can adventure together through the Tyranthraxus (the Boss himself) wait next AD&D®, FORCKY1=1 REALMS7", here for their masters. If you choose Fantasy Role-Playing Epic: "Tyre Curse Parlay and then choose nice, the mes- of the Azure Bonds." senger will be called into Denheeris' office. If you kill the messenger, you will alert denheeris. SELECTING HEROES

With differing ability scores, classes, class Clerics are especially useful in your party, a disadvantage as a fighter or fighter because the party does not have the HP, combinations, and races you can create they have the second fastest advance- mixed class character because of their spells or the magic treasure of high level many different kinds of characters in Pool ment and get the most spells of any spell reduced maximum strength . But, for adventurers. of Radiance. You can win the game with using class. The cleric's bless, cure light most other types of characters, especially almost any combination of characters, wounds, detect magic, hold person, and pure clerics and mixed class cleric/magic A balanced party needs at least four char- but some will make it easier than others. prayer spells are very useful. Only two users, they functionjust as well as male acters with good fighting capabilities, at races can add clerical abilities to your characters. Their lot is actually better than least two characters that can throw cleri- You will need aparty with a balance of party, humans and half-elves . Human that of and gnomes, neither of cal spells, at least two characters that can fighting ability, clerical spell use, and clerics can reach the maximum 6th level which excels at any particular class. throw magic user spells, at least two char- magic user spell use. You will also want a allowed in Pool of Radiance . At 6th level a acters who are equipped with bows, and character with thieving abilities in your cleric is much more powerful against Each character's capabilities are built at least one character who has thieving party and at least one character with an undead than at lower levels, he can even around his ability scores . Since it only abilities. As this is more than six charac- extraordinary strength. destroy skeletons and zombies, rather takes a second for the computer to roll a ters, some of the characters will have to than just turn them. Half-elf clerics can set of scores it Is no crime to roll a few have multiple capabilities . Once you have You will need to balance each character's only reach 5th level, so they are most times until you get a character whose these bases covered, mix and match the race against the class of characters you useful as mixed class cleric/magic users. ability scores match what you want. You party's capabilities to match your style of need . Human characters can excel at any and fighter/cleric/magic users. can also modify acharacter's ability play. single character class, but non-human scores after he has been built, but not characters can be mixed class and have Magic user spells provide much of the after he has gone up a level. several sets of capabilities at once. But, offensive punch of your party. Charm per- mixed class characters advance more son, magic missile, sleep, stinking cloud, Ifyou want your characters to have the DEFERnONS AND CONCEPTS slowly than single class characters. They fireball, invisibility 10' radius, and light- maximum fighting efficiency they will need impressive ability scores. Fighters Here are some Important concepts that will generally be one or two levels behind ning bolt are all powerful spells in the understand play Pool need the highest possible strength to get you will need to to a single class character after the same magic users arsenal. But, magic users are of Radiance to the fullest capacity. amount of adventuring. very vulnerable in combat; they have few maximum bonuses to THACO and HP and can wear no armor. But, both Damage. Magic users creed an Intelligence Block: A 16 square by 16 square area Pion-human characters have a maximum elves and half elves can be magic users, of at least 16 to get their experience that is displayed from a 3D point of view. possible level in each class (except both can progress to the maximum 6th bonus. Clerics need a wisdom of 17 or Unless the player is lost, or it is impossi- thieves, see the chart on the back of the level allowed in Pool of Radiance, and better to get the maximum number of ble to find one's way, the X and Y coordi- human rulebook) . Because of these limits both can become mixed class to gain the spells. All characters need the highest nates are available beneath the fist of characters will always achieve higher level benefits of more HP and heavier armor. In possible dexterity because dexterity gives characters in the party. 0,0 Is In the north than non-human characters after suffi- general, then, your magic using charac- you : the best chance to move before your west comer; 15,15 Is in the south east opponent, cient adventuring. So, non-human charac, ters should be elven or half-elven fight- a +1 AC for each point of dex- corner. ters should play to their strong points and er/magic users, or half elven cleric/magic terity over 14, and a +1 THACO with mis- be mixed class and let humans be the users or fighter/cleric/magic users. siles for each point of dexterity over 15. Commissions: The city council awards single class characters. All characters need a constitution of 16 commissions as a way to direct heroes Thieves have the fastest advancement of or better, and Fighter types need a consti- towards awaiting adventures. The party Human fighters can be the best fighters in any class. They also have special abilities tution of 18, to get the maximum bonus does not have to 'accept' a commission. the game because oftheir high maximum that allow them to open locks, find dr to their HE The party's spokesman needs As soon as the clerk informs the party of . strength and unlimited maximum level remove traps, climb walls, and backstab . a charisma of 18 to get the maximum a mission, they may freely undertake it. In lion- human characters can help with the Unfortunately, thieves are almost as vul- reaction bonus. fact, ifthe party completes a mission fighting as mixed class fighter/thief, fight- nerable as magic users in combat, they while exploring on their own they may er/magic user, fighter/cleric, or have only a few more HP and the heaviest The characters in a party do not need such also get the reward, even though they fighter/magic user/cleric (as the racial lim- armor they can wear is leather. Luckily, all amazing scores to win the game. In of the fact, have never formally received word its allow) . IYon-humans have lower maxi- races have unlimited advancement as any well played party should be able commission. mum strengths and have limited max thieves, and all the non-human races can to win. The computer is smart enough to level. Human clerics can also help with be mixed class fighter/thieves. Dwarves gauge the power of the party and it often Drain and Restorations Powerful un- the fighting but they cannot have excep- and half-elves make the best fighter/ modifies the number of monsters in an dead such as wights, wraiths, and vam- tional strength, or use the best weapons, thieves because of their high maximum encounter to give the party a good fight pires can drain levels from a character regardless nor is their HP, THACO, or number of strength and their high maximum fighter of their power. Beginning char- when they hit In combat. The character acters blows as good as a true fighter. level. with very high ability scores look to loses his level or levels along with the the computer like high level adventurers . additional HP, improved THACO, and the Some kinds of characters are at a disad- This may put them at a disadvantage other advantages of level. His XP will be vantage because of their ability score or reduced to the minimum for his new level. max level limits. Female characters are at

53 54 A cleric can cast a restoration spell off of Once you have picked all the spells your area. Offensive spells such as Temples: Temples provide a number of is time to rest and target a scroll to restore one drained level. The characters want, it magic missile, hold person, and stinking services that the party cannot get any- character will regain his HP THACQ, and actually memorize the spells. Choose the are useful because they are single where else. If a character has died due to time already fist- cloud other advantages of his level. But, his XP Rest command . Note the target or have a small area of effect . wounds, the temple can raise dead. If a will be raised only to the minimum for his ed on the clock This is the minimum time Large area spells, such as sleep or fire- character has been turned to stone, the you restored level. necessary to memorize all the spells ball, are very useful under manual con- temple can turn him back to flesh. If a have picked . Choose the Rest command but may often be aborted in Quick character has been killed by poison, the of the Adventurers trol, Maps: Page 25 and 26 from the Rest menu . The computer will combat. Healing and detect spells have temple can neutralize poison (to remove contain three accurate maps of Journal dispkiy each spell as it is memorized . little use in quick combat, though Bless the poison from the system) and then the City of Man, the Area Near Phlan, and Prayer are sometimes useful . raise him from the dead . Ifthe party has and the Moonsea. The city map shows If your characters' rest is interrupted, a 3rd level cleric, they can use the slow the locations of the different blocks with- they may not memorize all of their cho- If you do not want to bother with a fight poison spell to make the poisoned char- in the city. The Area Near Phlan map sen spells. If the character's rest. is not and want combat over as soon as possi- acter 'alive' when he goes into the tem- shows the extent ofthe wilderness in interrupted then they will have all their ble, access a character's second menu ple. Then the temple need only throw a Pool of Radiance . The Moonsea map chosen spells memorized and be ready to and choose the Speed command . Set the neutralize poison to bring the character shows where Pool of Radiance occurs in adventure. Speed to 0. Decide how each character back. If the party's characters have lost relation to other areas In the FORt7OTTE1i will fight by readying or unreadying their HP it is cheaper to go to an inn and rest Ifyou don't want to deal REALMS' game world. Other AD&D® Quick Combats arrows and magic Items. Then type 'Q' to for many days than to have the temple combat, you may turn on Quick computer products may be set In the area with set all characters to Quick combat Ifa throw cure spells. near the Moonsea. Combat and let the computer run things fight is particularly difficult you may want character Into for you . You may put any to type 'M' to turn 'Magic On'. Then, sit Thieving Abilities: Characters who are choosing the Quick Memorizing Spells: In Pool of Radiance, quick combat by back and watch the computer do all the thieves or mixed class thieves have a spell casters must memorize their spells command. You may put all characters work for you . number of special abilities Including the before they can cast them. Each charac- into quick combat by typing 'Q' during chance to: pick locks, climb walls, find ter can only have a small number of any character's turn. You may take manu- The computer is not as good a tactician and disarm traps, and the ability to back- spells memorized at any time. The num- al control of all characters by typingthe as you are. You may be able to direct stab for multiple damage. But, for a ber of spells a character can memorize at spacebar while one of your characters is your heroes to win a fight that they would mixed class character to exercise his one time is based on the character's level moving on screen . You may set charao- lose In Quick combat. But as your charao- thiefly abilities he must not be wearing and is shown in the Appendices ofthe ters to cast spells by typing 'M' during any ters get tougher you can use Quick com- any armor heavier than leather. Remem- Adventurers Journal. character's turn. When you type 'M' the bat with less risk. But, if your characters ber, before the fighter/thief can backstab, computer displays 'Magic On'. You may begin to lose too badly, be ready to hit or pick a lock, he must unready his heavy To memorize spells, send the party to turn off spell castlr :g by typing 'M' again. the spacebar and take control back. In armor. Camp . Highlight the first character you Then the computer displays 'Magic Off' . the end, you may have to save the day. want to memorize spells. Access the With 'Magic On; the computer will pick Translation Wheel: The wheel is used Magic menu and then the Memorize com- spells for player characters In Quick corn- Random Encounters: Often monsters several ways during the game. To begin mand. The character's list of available bat. With 'Magic Off, player characters roam around the blocks where the mis- the game match the symbols on screen spells is shown. Use the Next and Prev will not throw spells in Quick combat. sions take place. These monsters do not and read the password from inside to out commands to find the page with the spell have a fixed location or time, but may side under the indicated line . During the you want to memorize. Choose the Mem- You have some tactical control over char- occur in many different places. Often a game match the symbol to the appropri- orize command. Highlight the spell you acters In Quick combat. Characters with player must defeat a number ofthese ran- ate translation tab and read the letter want to memorize and press Return or the readied arrows and a bow will stand fast dom encounters, as well as all the fixed under the ..... path in ring 1 . joystick button to pick it . The computer and fire arrows until the enemy comes encounters, to clear a block. displays the number of remaining spells adjacent. Characters without readied As an example : Ifyou match the Trans- your character can memorize by level. arrows will charge toward the enemy. Resting: A party must rest several hours late Dethek tab with the Translate Espruar Characters will attempt to use readied for characters to memorize spells. The tab a 0 is shown under the .. .. . path In Choose spells until you have Indicated magic items. party may also rest for a full day so that ring 1 . Move the inside ring 1 space the spells you want your character to each character can heal one Hf? Many clockwise . The ring 1 under the ..... path memorize, or your character can memo- Your character's choice of spells Is also areas are so dangerous that the party can now shows an 'A'. The Dethek (or rize no more spells. Choose Exit from the important If you use Magic On in Quick not rest; they will be interrupted by the Dwarvish) 'A" shows under the Translate spell list and from the Memorize menu. combat . Avoid spells with large areas, the enemy. Safe areas are places where the Dethek tab. The Espruar (or Elvish) 'A' The computer displays the fist of spells computer normally aborts an offensive Party can nest without interruption . shows over the Translate Espruar tab. . Confirm that this is the spell ifthe computer sees an ally in the you have chosen Set list of spells you want your character to Encounter: A set encounter is an encounter memorize. Repeat this process for all of in a fixed location and/or time. Most set your spell casters . encounters are keyed to the maps in each adventure description. 55 56 In Sokal Keep, a dead elf carries a scroll Taking full advantage of terrain will multi- who is turning your flank or who can get If the enemy has mass attack magic with Elvish or Espruar writing. Tum the ply your fighting strength . back shots on your front line is also a (whether or not your side has it), you may Translate fspniar tab under each symbol good target. Don't shoot at enemy front have to modify your tactics. Defensively, one at a time. Read the English letter in Whether you outnumber the enemy or he line fighters unless you are trying to disen- try to keep your troops spread out; most ring 1 under the .. .. . path. The fast word outnumbers you will decide your opening gage your front line to maneuver or mass attack magic operates over a limit- translates as: tactics . If you outnumber the enemy, retreat. ed radius. Keep some fighters unengaged move up your toughest fighters (lowest Espruar Runes (Displayed On Screen) In reserve, so that they can run up and fill AC and highest HP) and pin them in If only the enemy has ranged weapons any holes in the front lines caused by an v place. Then move other troops around then close as soon as possible. Once you enemy magic attack. Be careful not to the enemy's flanks to get attacks from get adjacent to an enemy, it's much hard- concentrate important targets like magic behind . A shot from behind can hurt even er for him to use his bow or magic users or archers together behind your own English Translation (From Wheel) the most "unstoppable" monster. Thieves against you . Try to use terrain to block lines; such concentration invites attack . L U X are at their best when they can be part of the enemy archer's line of sight and limit a gang and 'backstab'. Concentrate your his targets to your troops with the heavi- Offensively, you should concentrate attacks by having a single character est armor. magic spells and bow (ire on enemy attack some of the enemy and have many magic users. Even if a bow shot doesn't COMBAT characters gang up on the remainder to Magic has the capability to change defeat kill a magic user, it can disrupt his ability eliminate them as quickly as possible. into victory, or victory into defeat. Tacr to cast a spell. Magic missile is very good Your characters will be fighting alot in tically, some simpler spells and magic for this because it always delivers a few Pool of Radiance . Monsters and human If the enemy has as many or more troops items act very much like bows or thrown points of damage and keeps an enemy enemies abound. Leaming to fight well, than you have, then make the shortest weapons (magic missile or spiritual hanr magic user from casting for the nest of the and to fight smart will make the game go possible line without giving the enemy a mer) . The more devastating spells are the turn. Proper use of magic, both offensive- faster and make it much more enjoyable. way around your flanks; doorways and ones that can Incapacitate an entire ly and defensively, is often the key to There can be a lot of details to successful corridors are good defensive locations . group of troops in an instant. These mass your victory and the enemy's defeat. combat, but most of them are common Don'tjust attack the enemy in front of attack spells include: sleep, hold person, sense and will become second nature you, mass as many attacks against each stinking cloud, lightning bolt, and the Some monsters have abilities that might after a few fights. target as possible to get quick kills. If dreaded fireball . These spells can turn as well be magic. Dragons often have your tactics are successful, you will soon the tide of battle in an instant. breath weapons that can do great dam- To fight effectively you must understand outnumber the enemy and you can sur- age over a wide area. Your characters your own group's capabilities. Does your round and move in for the kill . More often than not, you will have magic should spread out to avoid several being group have ranged weapons? Does your and your enemies will not. If you have attacked by a single attack. Phase Spiders group have mass attack magic spells An Important tactical consideration is magic users or magical items guard them cannot be affected by any attack until just such as sleep or fireball? How heavily whether one side and/or the other has with your life . Magic users are very fragile as they move. Your characters should armored is the "front line" ofyour group? ranged weapons such as bows, cross- in combat; they wear little armor and choose Guard or Delay and then attack as How fast is the fastest and slowest menr bows, slings, and ranged attack magic. don't stand up well to being hit Keep the Phase Spiders advance or after they ber of your group? All of these details If neither side has significant ranged them behind the lines and safe, even if move . Driders know spells as powerful as change which tactics your party can apply weapons, your side should quickly move they have thrown all of their spells for this any spell caster in Pool of Radiance . Your effectively . to the most advantageous terrain and pre- battle . The magic user you save this bat- characters should spread out, just as if pare to meet the enemy. If only you have tle may save you next battle . they were fighting an enemy magic user. You should also understand your enemy's ranged weapons then try to begin the bat- capabilities . The basic information about tle at the longest possible range. Keep a Magic need not kill the enemy to be use- One of the most important things to get ful ranged weapons, mass attack spells, front line ofclerics and fighters without in combat. Sleep, hold person, and for your heroes is the best possible heavy armor, and speed still apply. bows to protect your archers as long as stinking cloud can make the enemy 'help- Armor Class. A good AC is always useful, Monsters also often have unusual capabil- possible. Magic users with darts and cler- less' and a sitting duck to your fighters' but it is especially important against mass ities that you'll wart to be aware of. Ics with flasks of oil have a short range, attacks . Remember that you can affect up attacks by weaker monsters. High dexteri- and are only useful once both sides are in to three different targets with a clerical ty, heavy armor, rings of protection, bracr finally, you creed to understand the ter- contact. hold person spell. An effective way to use ers of defense, magic shields and armor rain where you are fighting. Are you inside these spells is to eliminate the threat of all can contribute to giving your heroes a building where space is limited or are If both sides have ranged weapons then enemy archers and magic users. Another the lowest possible AC. Your front line you in an open field with unlimited room the enemy archers and spell casters tactic Is to make the front ranks ofthe fighters go in harms way more often than to maneuver? Are there choke points, should be your primary targets. An enemy enemy helpless, thus blocking his melee the archers or magicians, make sure they such as doorways, that you can use to stacks and making your own shots sure have the best ACs In the party. channel an enemy's attack? Are there kills. You can even retreat behind the ene- large pieces of terrain, such as a tree or a mies helpless front line troops and safely wall, that you can anchor your flanks on? engage the others with ranged attacks.

57 58 When fighting a heavily armored foe, Delay command when each character's To disengage the front line, concentrate Put Your Most Heavily Armored flanking, swarming attacks, magic, and chance to move comes up. This guaran- attacks on a few units to create Troops in The Front 1Jne: Font line the "backstab" take on increased impor- tees that your the monster will get his chance holes in the enemy front line . When your troops take the greatest number of tance. Tactics that multiply the number to move, and that its facing won't be line troops each have few enemies attacks from the enemy. Heavy armor will and effectiveness ofyour attacks, front and upset. After the monster has moved, still engaged, turn and begin the retreat. increase their chances of survival . reduce the value ofthe enemy armor are have the stalking horse move up adjacent Retreat as far as you can to protected worthwhile. to the monster and attack. This sets the positions that minimize the enemies abilr Thieves Should Only I

59 60 Offensive spells are of two types, damage Sleep: The magic user's most powerful spells as you have ready on your charao-, ing combat to keep a character from causing spells that cause hit points, and low-level spell. Sleep can make a whole ters then immediately return to the Ad- going down. Also, if a character is wound- restraining spells that make a target help- horde of low level monsters helpless, and venture menu and advance directly into ed at the beginning of a wave of combats less. A single melee or missile attack can it has no saving throw. But it is useless the combat. If you can't prepare before (such as in the Kobold Caves or the kill, once a target is helpless. The best against lager monsters such as trolls. combat, many of these spells arejust as nomad Camp), you can 'Continue Com- offensive spells are: Remember that sleep has a comparative- effective when you throw them in the first bat' and cure characters to get them ly short range, and that its variable effect round of combat. Many of these spells ready for the next wave. Hold Person: The most powerful clerical can sleep your heroes ifyou target the can be reversed and thrown on the enemy offensive spell. You can aim at three (cler- spell too close to your own front lines. to make him more vulnerable to your Detect Magic: Use this spell in the Ical) or four (magic user) targets and Once your heroes reach 5th level, they attacks . The best preparatory spells are: Treasure Menu to pica out the magic make them helpless. are immune to sleep and you can throw items from the trash. sleep spells with great abandon. Bless: this spell affects all heroes in a Charm Person: This spell makes one tar- 5x5 area that are not adjacent to the ene, Dispel Magic Use this spell to remove get fight on your side in this battle . When Sdnidng Cloud: A powerful spell that my. Bless is especially useful later in the locking spells on doors. Remember that the charmed enemy changes side his for- makes targets in a 2 square by 2 square game against monsters with very low ACs. your clerics can memorize this spell too. mer comrades turn on him so he absorbs area helpless. Its very short range, but some enemy fire. If you attack a charmed exact area of effect, make it useful only Protection From Evil: This spell only (Knock: Use this spell to open locked doors enemy then IYPCs in your party will turn after the enemy has closed to melee your affects one person, but it improves your and chests. on you (you are attacking an ally, after front lines. AC and Saving Throws by 2 against all) . Ifthe charmed enemy is not killed in attacks from evil monsters . Invisibility 10' Radius: Use this spell the fight then you don't get his treasure ; Fireball: The classic attack spell. In a while moving through dangerous territory. he left with it. closed area (when the combat map Prayers This spell is great because It can This keeps the enemy from finding your includes walls), fireballs have a 3 square be thrown In combat and it improves party until one ofyour characters attacks in Magic Missile: Useful because it is low radius and affects almost every character your THACO, Damage, and Saving Throws combat Use your enemies' confusion level, because the target gets no saving on screen. In an open area (without by 1, while hurting your enemies' values to get all your characters in position for throw, and because it is fast and cannot walls), fireballs have a 2 square radius. by a like amount It can also be thrown 'backstabs', bouncing lightning bolts be interrupted . This is agood spell to Try to get as many enemy in the fireball after combat has commenced. shots, and sweep attacks. Then have all throw at spell casters before they have as possible, and be sure to keep your your characters choose delay, let the Enlarge: This spell makes cast a spell and at undead (who ignore characters out of the radius of effect. a weak charac- enemy take his turn and guard, and then many other attacks) . It is also useful If ter strong, though it doesn't help a char- have all your characters attack at once . you fight under computer control Ughtning Bolt: This is often considered acter who Is already strong. A first level magic Some spells because it has no chance to catch heroes the poor cousin to the fireball, because it user makes his target's effective should only be memorized in an area damage spell. does the same damage but in a more lim- Strength 18. Each additional level adds when your party needs them; these spells ited area (a line). But lightning bolt is best one column to the character's effective include : slow poison, cure disease, when you have to fight In a dosed area. strength, until at 6th level the target has remove curse, and read magic. effective 18 (00) strength . Properly used, you can throw a lightning The other spells are useful in specific cir- bolt into a melee, miss your heroes, and Strength: This spell adds 1-8 points to cumstances. Ifyou read of a special situa- still hurt the enemy. Also, if the enemy is a character's effective strength, depending tion in the clue book, or ifyour party has near a wall you can throw the bolt to on his class. For every point of strength been in a special situation and been attack the target, bounce off the wall, and added over 18, 10% is added to his defeated or had to retreat, your party may then attack the target a second time. exceptional strength percentage. want to memorize some ofthese specialty Remember that a lightning bolt always spells. rebounds toward the caster; it does not Some spells are handy to have memo- follow the angle of the wall. rized for use out of combat. These spells include: Some spells are useful In preparing for combat . If you know your party is in for a Cure Ijght Wounds: This spell is every- tough fight (either because you read the one's best friend . Use it after each battle clue book oryour party has been there to make sure that everyone gets back to before), you can prepare before combat. their full HE You can also use cures dur- Encamp immediately before triggering the combat . Throw as many preparatory

61 62

Spell Parameters Chart The following list collates all ofthe basic pararneters of the spells available do Pool of Radiance :

Spell Name Range Duration Where Spell Name

FirstLevel Second Level Clerical Spells Magic User Spells Bless 6 6 rounds E,C Detect Invisibility 1/lvl 5mdsAA E,C Curse 6 6 rounds C Invisibility Touch UntilAttack E,C Cure Light Wounds Touch - E,C Knack 6 - E,D Cause Light Wounds Touch - C Mirror Image 0 2 mdsAvl C Detect Magic 3 1 turn E,C,T Ray of Enfeeblement 1+ .25/M 1 md/M C Protection From Evil Touch 3 rnd/IA E,C Stinking Cloud 3 1 rndN C Protection From Good Touch 3 md/Ivl E,C Strength Touch 6tumsAvI E Second Level Third Level Clerical Spells Magic User Spells Find Traps 3 3 turns E Blink 0 1 mdAvl C Hold Person 6 4+1 rrKMA C Dispel Magic 12 Permanent E,C Resist Fire Touch 1 turn/M E,C Fireball 10+1Av1 - C Silence 15' Radius 12 2 mdlA C Haste 6 3+1 mdum C Slow Poison Touch 1 hour/M E,C Hold Person 12 2 nrdsAvl C Snake Charm 3 5-8 rounds C Invisibility 10' Radius Touch UntilAttack E,C Spiritual Hammer 3 1 md4vl C Lightning Bolt 4+1Av1 - C Protection From Evil, Third Level Clerical Spells 10' Radius Protection From Good, Animate Dead 1 Permanent E,C 10' Radius Cure Blindness Touch Permanent E,C Protection From C Cause Blindness Touch Until Cured Normal Missiles Touch 1 tunrdlvl E,C E Cure Disease Touch Permanent Slow 9+1N 3+1 md/M C Cause Disease Touch Until Cured C Dispel Magic 6 Permanent E,C Prayer 6radius 1 rndAvl C Abbmviafions :10 rounds =1 turn;6turns =1 hour, Remove Curse Touch Permanent E,C and = round; Ivl = level of caster, rat = radius . Bestow Curse Touch Until Removed C Range listed as 9+1Ad = 9 squares + 1 square per level of First Level caster. Magic User Spells Burning Hands 0 - C Example A5th level magic user throws a Slow Spell. Charm Person 12 Combat C The maximum range is 9 + (1 x5) =14 squares. Detect Magic 0 2 mdsAvl E,C,T To successfully throw aspell with range listed as 'touch,the Enlarge .5Avl 1 turrVM E,C spell caster must hit his adjacent target and the target gets a Reduce .5Avl - E,C saving throw (if applicable) . You automatically'hit' allied tar- gets Friends 1+1Avi rat 1 mdAvl C . Magic Missile 6+1Avl - C Duration listed as 3+1 mdAvl = 3 rounds + 1 round perlevel Protection From Evil Touch 2 mds/Ivl E,C ofcaster. Protection From Good Touch 2 mdsAvl E,C Example-A 5th level Magic User throws a Slow spell. Each Read Magic 0 2 mdsAM E target is slowed for 3 + (t x5) = 8rounds. Shield 0 5 rnds/M C Where a spell can bethrown : E = Encamp Menu orCast Shocking Grasp Touch - C option fromAdventure Menu,C = Combat Menu, Sleep 3+1Avl 5 mds/M C T = Treasure Menu, D = Door Opening Menu.