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AdV:ir'Ced Dungeons!jragons® COMPUl'EK PRODUCT

CURSE OF TllE Azlllm BoJVDS

A FORGOTIEIV REALMS'" Role-Playing Epic, Vol. D

TSR, Inc •

• TABLE OF CONTENTS LIMITED WARRANTY INTRODUCTION ...... 1 SSI MAKES NO WARRANTIES , EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO­ What Comes With This Game ...... l GRAM RECORDED ON THE DISKETIE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR QUALITY, PERFORMANCE MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND Getting Started Quickly ...... 1 GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE Transferring Characters from & ...... 2 BUYER . IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL The Layout of the Rules ...... 2 DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED Points of View ...... 3 OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE CHARACTERS AND THE PARTY ...... 3 LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .) The Six Player Races in Curse of the ...... 3 Ability Scores ...... 4 ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOITEN REALMS , and the TSR logo are trademarks owned Character Classes ...... 5 by and used under license from TSR Inc., Lake Geneva, WI. USA Alignment ...... 7 Copyright ©1989 , Inc . All Rights Reserved . Copyright ©1989 TSR , Inc. All Rights Creating a Party of Characters ...... 7 Reserved. Non-Player Characters (NPCs) ...... 8 Viewing the Character Screen ...... 8 This handbook, any other accompanying printed material and the computer programs, on the accompanying floppy disks or cassettes, described herein , are copyrighted and include proprietary information belonging to ADVENTURE MENU ...... 10 SSI, Inc. and TSR, Inc. No one is permitted to give or sell copies of this handbook, any other accompanying printed material and the computer programs, on the accompanying floppy disks or cassettes or listings of the CAMP ...... 11 programs on the disks or cassettes to any person or institution except as provided for by written agreement CIVILIZATlON ...... 12 with TSR, Inc. No one may copy, photocopy, reproduce , translate or reduce to machine readable form this handbook or any other accompanying printed material, in whole or in part, without the prior written consent ENCOUNTERS ...... 13 of TSR , Inc. COMBAT ...... 14 Any person/persons reproducing any portion of this program for any reason, in any media, shall be guilty of Fighting ...... 14 Copyright violation and subject to the appropriate civil or criminal legal action at the discretion of the copy­ After Com bat ...... I 6 right holder(s) . ...... 17 THE SPELLS ...... 18 Questions or Problems? First Clerical Spells ...... 18 Second Level Clerical Spells ...... 19 Third Level Clerical Spells ...... 19 If you encounter a disk or system related problem, you can contact the Fourth Level Clerical Spells ...... 19 WizardWorks Technical Support Staff at (612) 559-5301between9:00 Fifth Level Clerical Spells ...... 19 First Level Druid Spells ...... 20 a.m. and 4:00 p.m. Central Time, Monday through Friday, holidays First Level Magic-User Spells ...... 20 excluded. Second Level Magic-User Spells ...... 20 Third Level Magic-User Spells ...... 2 1 Fourth Level Magic-User Spells ...... 21 We cannot give game playing hints through the Technical Support Fifth Level Magic-User Spells ...... 2 2 Number. If you need game hints, clue books can be ordered by APPENDlCES ...... 23 returning the form included with the package. Range of Ability Scores by Race ...... 23 Maximum Level Limits by Race, Class, and Prime Requisite ...... 23 Armor and Weapons Permitted by ...... 23 Spell Parameters List ...... 24 Weapon List ...... 25 Armor List ...... 26 Table of Experience Per Level ...... 26 Glossary of AD&D Game Terms and Computer Terms ...... 28 INTRODUCTION The translation wheel provides code letters used throughout the game. The translation Welcome to the official ADVANCED DUNGEONS & wheel can also be used to translate Elvish DRAGONS' computer product, CURSE OF THE and Dwarvish runes into English letters. AzURE BONDS, a " fantasy role­ playing epic. This is based The translation wheel has four parts: on the rules and background created by Espruar (Elvish) runes are printed around TSR, Inc. and a storyline created especially the outside rim of the translation wheel. for this game. Dethek (Dwarvish) runes are printed on the The adventure rim of the inside, moveable part of the begins in the frontier city of Tilverton on the wheel. border between the great kingdom of Cormyr and the scattered settlements of the Three paths spiral out from the center of Dalelands. The characters begin as experi­ the wheel. The paths are identified enced adventurers who have been graphically as: ambushed, captured, and cursed with five magical bonds. Each bond is an azure-blue symbol imprint­ ed just under the skin of each character's The Ruined City of Yulash swordarm. These bonds have dangerous Six holes. numbered I to 6, are under each magical powers that can take control of the path. Code letters are read through the holes bonds. Read the first journal entry in the H1LLSFAR, requires files from character's actions. The character's in under the paths. adventurers journal. Go to the shop to buy both the original game and from H1LLSFAR. CURSE OF THE AzURE BoNDS is to search the equipment. Go to the hall and train any char­ Refer to the quick start card for additional Use the translation wheel when the program acters from POOL OF RADIANCE or HILLSFAR who information. Realms for the source of the bonds and rid displays an Espruar rune, a Dethek rune, a themselves of the bonds' terrible curse. have enough experience to go up a level. number, and a path symbol. Match the runes Talk to the high priest of the temple, the TlfE LA YOlff Of' TllE RULES at the outside of the translation wheel. Enter WHAT COMES wrrn TlflS GAME , and th e bartender to get information. Each section of the rules describes how to the code letter showing in the hole next to Then move through the town and check for manipulate the game using the menus on In addition to the game disks, these items the number under the path symbol. come with the game. clues to the source of the party's curse. the screen. Choose commands from the The translation wheel can also be used to menus according to the instructions on the This is the rule book. Refer to this book to TRAJVSFERRIJ'¥G CHARACTERS FROM quick start card. · translate a Dethek or Espruar rune to an POOL Of RADIANCE A1YD HILLSfAK answer questions regarding game play. English letter. Match the rune with the tab The concept of the "active character" is cen­ that says 'Translate From Dethek' or CURSE OF THE AzURE BONDS will accept charac­ The adventurers journal contains back­ tral to the game. The active character is high­ 'Translate From Espruar' on one of the outer ters that were created in PoOL OF RADIANCE ground information and an introduction to lighted on the display. Commands that affect rings of the wheel. Read the English letter on and in HILLSFAR. The game will also accept the FORGOTTEN REALMS game world. The jour­ a single character affect only the active char­ the inside ring under the ..... path where it characters that were created in PooL OF nal also includes maps, rumors, and stories acter. Commands that affect the whole party says 'To English .' RADIANCE or in CURSE OF THE AzURE BoNDS and that may be true or false. Confirm the true who adventured in H1LLSFAR. do not require an active character. rumors and expose the false ones during GETTI1'¥G STARTED QUICKLY the game. Remove char;:icters from PoOL OF RADIANCE or In combat the active character is chosen Use the instructions on the quick start card CURSE OF THE AzURE BoNDSadventuring parties automatically according to the character's The quick start card explains how to start the and the saved game provided to begin play­ before transferring them between games. Use initiative. At other menus, the active charac­ game, make menu choices, and indicate ing CURSE OF THE AzURE BoNDS. Use these rules the add character to party command on the ter may be changed before choosing any items using the computer. It also shows how to answer any questions during play. Party Creation Menu to transfer the character. commands. to get right into the game without having to read through the rules. The party has two main objectives at the To transfer a character that was originally beginning of the game: to equip itself for generated in POOL OF RADIANCE or in CURSE OF action and to find out about the azure THE AZURE BONDS, and then adventured in 2 All commands are menu based. If a com­ directional controls. The screen displays Requisite chart lists each player race's limits on HaJOings are about half the size of a mand affects the whole party, choose th e N,S, W,E (North, South, West. and East) to available character das.ses and maximum level. human, hence their name. They are especial­ command as listed in the quick start card. If represent the direction the party is facing. Non- human characters can combine character ly resistant to magic and poison and can see the command affects one character, make Many 3-D areas are 16 squares by 16 das.ses. Non-human characters may also have in the dark using infravision. They can be that character active and then choose the squares in size. additional special abilities. Human characters can fighters, thieves, and fighter/thieves. command. be dual-class characters. Area provides an overhead view of the Humans are the most common player-race in Example: To look at a character's items, party's surroundings. Choose the area com­ Dwarves are a cunning race of sturdy work­ the Forgotten Realms. They can be fighters, indicate the character, choose the view mand from the Adventure Menu to view the ers and craftsmen. They are especially resis­ magic-users, clerics, thieves, rangers, pal­ command, and then choose the items com­ surroundings. The view shows the position tant to magic and poison and can see in the adins, and dual-class characters. mand. The computer displays a list of the of major obstructions such as walls, trees dark using infravision. During combat. character's items and t/Jeir readied status and water. A cursor shows the party's posi­ Dwarves receive bonuses when attacking ABILITY SCORES for combat. tion. The area view can only be accessed man-sized giant-class creatures and are Every character has six randomly generated while in 3-D. adept at dodging the attacks of larger giant­ ability scores. Ability scores range from 3 Menus are displayed either vertically or class creatures. Dwarves can be fighters, (low) to 18 (high). Each character class has a horizontally. Use vertical menus to chose Overland displays a map of the area of the thieves, and fighter/thieves. prime requisite ability score. A prime requi­ FORGOTIEN REALMS where CURSE OF THE AzURE the active character or to choose a thing to site of 15 or more increases the experience BONDS takes place. A cursor shows the act upon, such as an or spell. If there Elves are a tall, long-lived race. They are the character receives from adventures. are more choices than will fit on the screen party's current location. The map on the nearly immune to sleep and charm spells, at one time, change pages using the next back cover shows the same map with the can see in the dark using infravision, and are Strength (Str) is the measure of how much and prev commands (or the Pg Up and major locations named. To move in the over­ adept at finding hidden objects. During a character can carry. A character with a Pg Dn keys. ) land, choose a destination and choose how combat. Elves receive bonuses when attack­ high strength does bonus damage in the party will travel. ing with swords and bows. They can not be combat. Fighters, rangers, and paladins with Horizontal menus list commands that the raised from the dead. Elves can be fighters, an 18 strength also have a percent value Combat occurs any time the party fights character can do or that can be done to the magic-users, thieves, fighter/magic-users, from I to I 00 (listed as 01-00), denoting character. When space permits, each horizon­ monsters. In combat. each character and fighter/thieves, magic-user/thieves, and exceptional strength. tal menu is preceded by the menu title. This monster is displayed with an individual icon. fighter/ magic-user/thieves. is set off by a colon and is not an option on The battlefield terrain is based on the area Intelligence (Intl is the measure of how well the menu. In the rules, menus are shown the party was in before combat begins. See Gnomes are shorter and slimmer than their a character can learn. with their title and each command. As an the combat section for details on how cousins the dwarves. They are especially Wisdom (Wis) is the measure of a example, the Camp Menu contains com­ combat operates. resistant to magic and can see in the dark character's ability to understand the ways of mands for save, view, magic, rest. alter, fi x, using infravision. During combat. Gnomes the world and to interact with the world. A and exit. It is shown as: receive bonuses when attacking man-sized CHARACTERS AND with a high wisdom can memorize giant-class creatures and are adept at additional clerical spells. camp Menu: THE PARTY dodging the attacks of larger giant-class CAMP: SAVE VIEW MAGIC REST ALTER FIX EXIT Characters accomplish quests in the creatures. Gnomes can be fighters, thieves, Dexterity (Dex) is the measure of the Forgotten Realms. The characters are and fighter/thieves. manual dexterity and agility of the character. POl/YTS Of' VIEW differentiated by their race , ability scores, A character with high dexterity is harder to Half-Elves are hybrids with many of the hit, receives a bonus attacking with missile CURSE OF TH E AzURE BONDS uses four different and class. A party of several characters is virtues of both humans and elves. They are needed to accomplish the quests in CURSE weapons, and receives a bonus to his armor points of view: 3-D, area, overland, and com­ resistant to sleep and charm spells, can see OF THE AzURE BONDS. A party should have a class. A thief with high dexterity receives bat. in the dark using infravision, and are adept balanced mix of characters with different at finding hidden objects. Half-elves can be bonuses with his thieving skills. 3-D appears in town, underground, or in any classes and races. other built-up area. This view shows the sur­ fighters, magic-users, clerics, thieves, Constitution (Con) is the measure of the rounding area in th e direction the party is THE SIX PLAYER RACES IJV rangers, cleric/fighters, cleric/rangers, overall health of a character. A character facing. Rotate the party's facing using the CURSE Of THE AZURE BONDS cleric/magic-users, fighter/magic-users, with a high constitution receives additional fighter/thieves, magic-user/thieves, cleric/ The Range ofAbility Scores by Race chart lists hit points for every hit die (see next page). fighter/ magic- users, or fighter/ magic­ each player race's limits on ability scores. The user/thieves. Maximum Level Umits by Race, Gass, and Prime 3 4 fighters can fight with any armor or only memorize those spells available in their weapons, but they cannot cast magic spells. magic books. The prime requisite for magic­ Fighters can have exceptional strength and users is intelligence. gain additional HP bonuses if they have a Thieves can fight with one-handed swords Constitution of 17 +. The prime requisite for and slings and wear leather armor. In com­ fighters is strength. bat they do additional damage 'back stab­ Rangers can fight with any armor or bing' human-sized opponents. Thieves also weapons and can cast a few druid and have special skills for picking pockets, open­ magic-user spells at high levels. Rangers can ing locks, removing traps, moving silently, have exceptional strength and gain hiding in shadows, and climbing walls. At additional HP bonuses if they have a 1Oth level, thieves have a chance to cast Constitution of 17+. They do additional dam­ magic-user spells off of scrolls. The prime age in combat when fighting giant-class requisite for thieves is dexterity. creatures. No more than three Rangers can Multi-class status constitutes non-human be in a party at one time. Rangers must be characters who belong to two or more of good alignment and have ability scores classes at the same time. The character's of at least 13 in strength and intelligence experience points are divided among the and at least 14 in wisdom and constitution. classes involved, even after the character The prime requisites for rangers are strength, can no longer advance in one or more of intelligence, and wisdom . The Great Walled City of Zhentil Keep those classes. The character's hit points per Paladins can fight with any armor or level are averaged among the classes Charisma (Cha) is the measure of how well track of XP. New characters begin with weapons and can cast a few clerical spells at involved. The multi- class character gains all the character interacts with others. Charisma 25,000 XP and the corresponding level. high levels. Paladins can have exceptional the benefits of all classes with regard to is sometimes a factor when the character Multi-class characters have their XP shared strength and gain additional HP bonuses if weapons and equipment. has an encounter with NPCs. among their classes. See the Table of they have a Constitution of 17+. They are Experience Per Level for each class' XP Dual-class status constitutes a human Each character also has two other important more resistant to spells and poison, can turn requirements. character who had one class for the first part values: Hit Points and Experience Points. undead creatures as if they were a cleric two of his , and then changed into a new class levels below their current level and are CHARACTER CLASSES for the remainder of his life. Once a charac­ Hit Points (HP) represent the amount of always surrounded by the equivalent of a A character must belong to at least one char­ ter changes classes, he cannot advance in damage a character can take before he protection from evil spell. A paladin may his old class. While the character's level in begins bleeding to death. To calculate a acter class. A human character can begin as heal 2 HP of damage per level once a day. his new class is less than or equal to his character's maximum hit points, the comput­ one class and later change to another. Non­ A paladin may cure disease once a week at level in his old class, the character does not er rolls the character's hit dice and adds any human characters can have one or more I st-Sth level, twice a week at 6th- I Oth level, classes at the same time. A non-human char­ gain hit points and cannot use the abilities of bonuses for level or constitution. A character and three times a week at I Ith level. the old class. Once the character's level in gains a HP bonus to each hit die if his consti­ acter with multiple classes has more playing A paladin will not adventure with any evil options, but he increases in level more slowly his new class is greater than his level in his tution is over 14. When a character reaches characters. Paladins must be of lawful good old class, he gains hit points according to his 0 HP, he is Unconscious and may be Dying because his XP is divided among his classes. alignment and have ability scores of at least new class and may use abilities from both or Dead, depending on how much damage 9 in intelligence and wisdom, at least 12 in Characters receive hit points, spells and abil­ classes. Human dual-class magic-users may he has taken. strength, at least 13 in wisdom, and at least ities based on their class and level. Refer to not cast magic-user spells while they have 17 in charisma. The prime requisites for pal­ Experience Points (XP) are a measure of the Table of Experience Per Level to find the readied armor. what the character has learned on his adven­ number and size of hit dice a character adins are strength and wisdom. tures. When the character has enough XP he receives and the number of spells the char­ Magic-Users have powerful spells, but can can increase in level and become more pro­ acter can memorize. use no armor and few weapons. They can ficient in his class. The computer keeps Cle.rics .have spells bestowed on them by their deity and can fight with armor and crushing weapons. The prime requisite for clerics is wisdom. 6 5 ALIGJYME/Yf PARTY CREATION MENU the Camp section for details on how to Remove character from party transfers select and alter combat icons. a character from the party to the saved Alignment is the philosophy a character lives Create New Character game disk. by. A character's alignment can affect how Drop Character • Exit, from any of these menus, displays NPCs and some magic items in the game Modify Character the party creation menu. Load saved game reads a previous adven­ Train Character react to the character. Drop character eliminates a character from turing party from the save game disk. View Character the party and erases him from the saved Lawful good characters believe in the rule Add Character To Party Save current game writes the current game game disk. A dropped character may not be of law for the good of all. Remove Character From Party to the save game disk. recovered. Lawful neutral characters believe the rule Load Saved Game Human change class allows a human char­ of law is more important than any objective Save Current Game Modify character can change the charac­ acter with appropriate attributes to become good or evil outcome. Human Change Class ter's ability scores and hit points. Use a dual-class character. Begin Adventuring modify character to change a character gen­ Lawful evil characters believe in the rule of Exit to DOS erated in CURSE OF THE AzURE BONDS to match a Begin adventuring restarts the game. law as a tool to achieve evil ends. favorite AD&D character. Characters who have Create new character is used to build a Exit to DOS ends the game. been adventuring may not be modified. Neutral good characters believe that the character. This command displays the triumph of good is more important than the following menus to define the character. Train character increases a character's IVOIV-PLAYER CllARACTERS (!YPC5) rule of either law or chaos. level when he has gained enough experience During the game the party will encounter • Pick race lists the choice of the six races points. Training costs I gold pieces (GP) NPCs. They may talk to the party, attack the True neutral characters believe that there OOO a player-character can be in the fOROOITEN party, and even offer to join the party. There must be a balance between good and evil, per level. Choose the character to train . If REALMS. are two kinds of NPCs: those who volunteer and law and chaos. the character has sufficient experience • Pick gender lists the gender the character points and money the character advances a to join the party and those who will only give Neutral evil characters believe that evil can be. Gender affects the character's level. This takes no game time. See the information or fight the party. ends are more important than the methods maximum strength. Maximum Level Limits by Race, Class, and NPCs that join the party are treated like used to achieve those ends. Prime Requisite chart for level limits. The computer randomly generates the char­ player characters, with a few differences. The acter's ability scores. Choose roll again to Chaotic good characters believe in View character displays a character as computer commands NPCs in battle. They generate a new set of scores. Accept the creating good outcomes unfettered by the described under that heading below. have morale. If things are going badly for the rolls to take the character as generated. Use rules of law. party, they may run . Items can be traded to the modify character command on the Party Add character to party transfers characters NPCs, but they cannot be traded from con­ Chaotic neutral characters believe that the Creation Menu to change the character's from the saved game disk into the party. scious NPCs to other characters. If an NPC freedom to act is more important than any ability scores and hit points after the charac­ Select the last game the character adven­ dies, however, you can use the trade com­ objective good or evil outcome. ter has been generated. tured in from the From Where Menu. mand on the Item Menu to take his items. Chaotic evil characters believe that chaos • Pick character class lists the class or class­ from Where Menu: is the best environment for creating evil acts. es the character is qualified for based on VIEWIJYG Tiff CllARACTER SCREEIV his race and ability scores. FROM WHERE: CURSE POOL HILLSFAR EXIT The view command displays the character CREATIJ'IG A PARTY OF • Pick alignment lists all the possible screen. This screen displays the character's CHARACTERS • Curse adds a character whose last adven­ alignments for the character based on ture was in CURSE Of THE AzURE BONDS. name. sex, race, and age. It also displays his A party is a group of characters composed character class. alignment, character class or classes. ability of up to 6 player characters (called PCs) and • Pool adds a character whose last adven­ scores and current wealth. • Name character provides a I 5 character ture was in POOL Of RADIANCE. 2 non-player characters (called NPCs.) The space to type in the character's name. Party Creation Menu shows the characters • H1LLSFAR adds a character whose last Each character begins the game with 300 currently in your party and lists the com­ The computer displays the complete charac­ adventure was in HILLSfAR. If the character platinum pieces. which he can use to buy mands for creating and modifying the party. ter screen . Choose the weapon, head and was originally generated in PooL Of RADIANCE equipment. Later. as the character colors for the character's combat icon (the or CURSE Of THE AzURE BONDS then both the figure that represents the character in original and HILLSfAR saved game files are combat.) Save the character to disk so that required. Refer to the quick start card for it can be added to the party later. Refer to additional information.

7 8 accumulates wealth, the character screen current health of the character. The character rels are assumed to be in a quiver and can Cure is displayed only when viewing a pal­ shows how many copper pieces (cp). silver status can be: be readied at all times. adin. A paladin may cure disease once a pieces (sp). electrum pieces (ep), gold week at I st-5th level, twice a week at Okay status means that the character has • Use activates an item. Choose the item pieces (gp). platinum pieces (pp), gems, and 6th-10th level. and three times a week at positive HP and can move and fight and then indicate a target. jewelry the character is carrying. The value I Ith level. Select the cure command and normally. • Trade is used to transfer an item from one of each gem or piece of jewelry varies and is then choose the character to be cured. The character to another. Choose the character found when the item is appraised. The rela­ Unconscious status means that the charac­ cure command will not be displayed until to trade to and then choose the item or tive value of each kind of coin is: ter has exactly O HP. He cannot move or the paladin can cure again. items to trade. Remember that a conscious fight. but is in no danger of dying. I pp = 5 gp = I 0 ep = IOO sp = I OOO cp. NPC will not give up an item once he has it. The newly created party appears in an Inn on Dead status means that the character has a side street in Tilverton. The party is ready The character screen shows the character's • Drop permanently removes items from a died. Non- characters have a chance of to begin adventuring. current level or levels and his earned XP. A character. Dropped items may not be being resurrected with a raise dead spell. character with more than one class has his recovered. The character's chance of being resurrected levels listed in the same order as his classes. • Halve turns many items combined on the ADVENTURE MENU depends on his constitution. For example, if a character is a Fighter{fhief same line into two lines each with half as The Adventure Menu allows access to all of with 25,000 XP, his levels are listed as 5/6. A many items. Halve would tum one line of fled status means that the character fled the main functions in CURSE Of THE AzURE dual-class human character only displays his 42 Arrows into two lines each with 21 from the previous battle. After the battle BONDS. When this menu is displayed the experience points in his current class. he will rejoin the party and regain his Arrows. screen shows the 3-D view in front of the previous status. The bottom of the character display lists • Join combines all similar items into one party and the party's status. If any party line. No more than 250 similar items can be combat information. The character's Armor Stone status means that the character has members are injured, their hit points are Class is shown as AC; the lower the AC num­ been turned to stone by a monster or a spell. joined on one line. Some items cannot be highlighted for easy recognition. joined. ber, the harder it is for opponents to hit the Adventure Menu: character. The character's To Hit AC 0 (or Gone status means that the character has • Sell is available under the Shop Menu and THACO) is also listed; the lower the THACO been totally destroyed. Nothing can bring the is described there. MOVE VIEW CAST AREA ENCAMP SEARCH LOOK number, the better the character's chance to character back to life. • ID is available under the Shop Menu and is Move is used in the 3-D view to change the hit opponents. Choose the view command to display the described there. party's facing or to move forward. In 3-D the The character's current HP and damage are View Menu and to inspect the active charac­ Spells is a listing of the spells a character party can turn right. turn left. turn around, or listed. If the HP is highlighted, the character is ter choose the view command. Not all view has memorized and can cast (see Magic move forward. Normally, each move forward wounded and the HP is less than its maxi­ commands are available at all times. Menu) . takes I minute. If the party has search on, mum value. Damage is how many dice of HP View Menu: each move forward takes I 0 minutes. Refer the character inflicts when he hits an oppo­ Trade is used to transfer money from one to the quick start card for computer-specific nent in combat. Damage depends on the ITEMS SPELLS TRADE DROP HEAL CURE EXIT character to another. Indicate which charac­ details on how to move without choosing character's strength and readied weapon. ter to trade with, and then indicate which this command. Items shows all the equipment the character coins and how much are traded to the other The encumbrance, or total weight the char­ is carrying. Items preceded by a YES are character. View displays the character screen and the acter is carrying, is listed along with the char­ ready for combat. Not all commands in the View Menu. acter's combat move. The character's com­ Item Menu are always available. Drop permanently removes money from a displays the Cast Menu so the active bat move is based on his readied armor, character. Dropped money may not be cast character can throw a magic spell. See the strength, and total encumbrance. Item Menu: recovered . section on Magic for a description of how to The screen then lists the character's readied READY USE TRADE DROP HALVE JOIN SELL ID EXIT Heal is displayed only when viewing a pal­ cast spells and their effect. adin. A paladin may heal 2 HP of damage per weapon and armor. Finally, the screen lists • Ready is used to change the status of a the character's status. an indication of the level once a day. Select the heal command weapon, armor, or other item. Only readied and then choose the character to be healed. weapons can be used in combat. A charac­ The heal command will not be displayed ter cannot ready more than two hand-held until the paladin can heal again. items at once. Arrows and crossbow quar-

9 10 Area shows an overhead view of the area View displays the View Menu and the charac­ around the party. If the party is lost or in ter screen of the active character. unfamiliar territory this command may not Magic is a very important part of CURSEOF THE be available. AzuRE BONDS and is described under its own Encamp displays the Camp Menu . See the heading. Magical Spells can only be memo­ Camp section for a description of the com­ rized while the party is camped. mands available from the Camp Menu. Rest allows characters to memorize spells Search turns searching on and off. A party and to heal naturally. Characters catch their moving with search off takes I minute per normal sleep without having to camp. The move forward. has a normal chance of meet­ initial rest time is established by the time ing random encounters and finding secret necessary to memorize any spells selected doors, and is taking normal precautions from the memorize command in the Magic against traps and surprise. A party moving Menu. For every 24 uninterrupted hours of with search on takes I 0 minutes per move rest in camp, each wounded character forward. has an increased chance of meeting regains one hit point. Rest can be interrupt­ random encounters and finding secret ed by any . Only take doors, and is taking special precautions long rests in safe places, such as inns or against traps and surprise. With search on, cleared locations. the party is checking for secret doors, map­ The Myth Drannor Burial Glen ping, moving as silently as possible, hiding in Rest Menu: • Speed controls the rate messages are Turning the animation off speeds up the any available shadows. and generally being REST ADD SUBTRACT EXIT printed on screen. If the game is running game. This command is not available on as careful as possible. • Rest starts the clock running after all the too slowly, use the faster command to some computer versions. Look is used to search an individual square. memoriz~d spells have been chosen. speed up the displays. fix is used to cast a large number of cure Executing a look command acts as if the • Add increases the time that the party will Speed Menu: light wounds spells with a single command. party moved into the current square with attempt to rest. All characters with first level clerical spells search on. SPEED: SLOWER FASTER EXIT will memorize as many cure light wounds as • Subtract decreases the time the party will they can, cast them on the party, and then attempt to rest. This may keep characters • Icon is used to change a character's rememorize their previously memorized CAMP from memorizing all of their chosen spells. combat icon. Customize this icon to repre­ sent the character's favorite weapons, spells. Fix takes game time and may be The commands on the Camp Menu include Alter is used to change the characters in the interrupted by an encounter. day-to-day functions such as saving the party and the parameters of the game. The armor, and co/ors. Different computers and game. resting to heal. memorizing spells, Alter Menu includes: graphic adapters have different capabilities; and changing game items such as game experiment to create the best icon for each CIVILIZATION Alter Menu: character. speed or party order. Civilization provides many features for the • Pies governs when encounter pictures will Camp Menu: ALTER: ORDER DROP SPEED ICON PIGS EXIT adventurer. Many towns and cities contain be displayed. Inns, Shops, Halls, Temples. and Bars. CAMP: SAVE VIEW MAGIC REST ALTER FIX EXIT • Order changes how the characters are listed on the screen and how they are Pies Menu: Inns provide a safe place to rest using the Save writes the state of the characters and deployed in combat. Characters at the top PIGS: MONSTERS ON/OFF ANIMATIONS ON/OFF EXIT Camp Menu. While the characters rest they the game to the save game disk. Prepare a of the list tend to be in the front line in can memorize spells and regain hit points. save game disk according to the instructions combat. Monsters On/ Off toggles the close-up pic­ on the quick start card. tures of encounters on and off. Turning Shops provide a place to buy and sell equip­ • Drop eliminates a character from the party the pictures off speeds up the game. ment using the Shop Menu. and erases him from the saved game disk. A dropped character is gone forever and Animations On/ Off toggles the animation may not be recovered. of the close-up pictures on and off.

11 12 Shop Menu: Temple Menu: Parlay allows the party to speak with willing attacker strikes at the target's rear, unless all monsters. Choose a speaker (or make the the attackers are adjacent. The fourth and BUY VIEW TAKE POOL SHARE APPRAISE EX IT HEAL VIEW TAKE POOL SHARE APPRAISE EXIT speaker the active character) and then any additional attackers strike at the target's • Buy displays the items available in the • Heal displays a list of the temple's healing choose a conversation tactic from the rear. The target's AC is substantially reduced shop. Select the items that the active char­ spells. Indicate the spell to cast and confirm Parlay Menu. against rear attacks. acter will buy. that the character is willing to pay the cost. Parlay Menu: A thief's back stab is an exception to the fac­ • View displays the character screen with The cost may vary depending on the recipi­ ing rules. A thief back stabs if he attacks a tar­ PARLAY: HAUGHTY SLY MEEK NICE ABUSIVE the addition of the appraise command in ent and circumstances. get from exactly opposite the first character to the View Menu, and the sell and ID com­ Bars are rowdy places full of gossip, stories, • Haughty means that the speaker is trying attack the target. The thief may not back stab mands in the Items Menu. and information. Buy a round of drinks and to demonstrate his superiority over the if he has readied armor heavier than leather Sell causes the shopkeeper to make an listen to the stories. monsters. or if the target is larger than man sized. A back stab has a better chance of hitting the offer on the highlighted item. Sold items • Sly means that the speaker is trying to get defender. and does additional damage. may not be recovered. ENCOUNTERS information out of the monsters without ID is used to identify an item. The shop When a party comes across monsters or their realizing. A character may not attack an adjacent charges gp for the service. 200 NPCs an encounter occurs. If the party sur­ • Meek means that the speaker is trying to target with a missile weapon. A character • Take is used to pick up coins from the prises the monsters the party can attack by convince the monsters that the party is not may attack an adjacent target with a thrown party's money pool. Indicate the type and choosing Combat from the Encounter Menu. worth attacking. weapon . amount of coins to take. If the party attacks immediately they receive • Nice means that the speaker is trying to be flQHTIJYQ ·Pool places all of the party members' coins a bonus to their initiative in combat. If the nice to the monsters. monsters surprise the party, the monsters In combat the computer chooses the active into a money pool. All purchases at the • Abusive means that the speaker is trying to can attack immediately and get a bonus to character. Characters with higher dexterity shop come out of the money pool. Use the browbeat information out of the monsters. take or share commands to pick up coins their initiative in combat. If the party or the will tend to go before characters with lower from the money pool. monsters do not attack immediately, sur­ dexterity. A character may hold his action prise is lost. If the monsters do not attack COMBAT until later with the delay command. • Share picks up the coins in the money immediately in an encounter the party can pool, divides the coins into shares, and dis­ In combat, the computer determines the The screen begins centered on the active react by choosing from the Encounter Menu . tributes the shares among the party. order in which each character and monster character. The character's name, HP, AC, and • Appraise is used in shops to receive an Encounter Menu: becomes active. The player controls the current weapon are displayed. The Combat appraisal of any gems and jewelry the char­ actions of PCs. The computer controls the Menu lists the character's options. ENCOUNTER : COMBAT WAIT FLEE ADVANCE/PAR LAY actions of monsters, NPCs, and PCs set to acter has. Choose gems or jewelry to be Combat Menu: appraised. The shopkeeper makes an offer Combat causes the party to attack the quick combat. MOVE VIEW AIM USE CAST TURN QUICK DONE for the item. Accept the offer and the item monsters. Fighting is explained in the Each character's ability in combat is defined Combat section. is sold. Reject the offer and the gem or by his THACO and AC. The attacker's THACO Move is used to move a character and to piece ofjewelry becomes an item on the represents his ability to hit in melee or with attack. Attack by moving the character into character's item list. Wait allows the monsters to decide what to do. They may combat, wait, nee, advance missile fire. The lower the THACO the better an enemy's square. If the character moves Halls are where the characters can advance (if they are far away) or parlay (if they are the chance to hit the target. A target's away from an enemy, the enemy gets a free levels and change classes using the Party adjacent. ) defenses are represented by his AC. The attack at the character's back. Creation Menu. lower the AC the harder it is to hit the target. flee causes the party to run away. If the An attack is successful if a random number Bows can attack twice per turn . Thrown Temples cast healing spells using the monsters try to attack, and are faster than from 1-20 is greater than or equal to the darts can attack three times per turn. Temple Menu . The commands on the the party, combat will occur. If the party flees attacker's THACO minus the target's AC. Fighters and paladins of 7th level or greater Temple Menu are the same as those on the successfully, it may be retreated a square. Range, attacks from the rear, magic can attack twice every other turn. Rangers of Shop Menu with the addition of the heal weapons, magic spells, and other circum­ 8th level or greater can attack twice every Advance reduces the range to the monsters. command. stances may affect this chance. other turn. All of a character's attacks are When the monsters are adjacent to the party taken against his first target. If the first target the advance command is replaced by the In combat, the first and second attackers parlay command. strike at the front of a target. The third 13 14 goes down with the first attack, aim the • Target is used to fire where the cursor is remaining attack at another target. Fighters, located. paladins, and rangers may sweep several Use allows a character to activate an item. weak targets with one mighty blow. Indicate the target with the Aim Menu and Refer to the quick start card to find out how choose target to use it. to move the character with the computer. Cast is only available to spell-casters when The number of spaces a character can move they have spells available. This command is reduced by the weight he's carrying and displays the cast options of the Magic Menu the kind of armor he has readied. (see the description in the Magic Rules). If A character may nee from combat by moving the character has been hit recently his con­ off the battlefield. A character may move off centration may be broken and the cast the battlefield if he can move faster than all option will not appear. enemy monsters. A character may not move Turn allows clerics and paladins to destroy off the battlefield if he moves slower than undead monsters or turn them away from any enemy monsters. A character has a 50% the party. This has no effect on any other chance to move off the battlefield if he can form of monster. move as fast as the fastest enemy monster. A character that moves off the battlefield Quick turns control of the character over to returns to the party after the fight is over. If the computer. See the quick start card for all active characters nee combat then any instructions on how to gain manual control AFTER COMBAT Take Menu: dead characters are lost. of a character. Under computer control, a fighting character with readied arrows will If one or more characters survive on the bat­ TAKE: ITEMS MONEY EXIT View displays the character screen and View tend to hang back and fire arrows. If the tlefield at the end of combat, the bodies of • Items lists the equipment in the treasure. Menu . Some options, such as trade, are not character has no readied arrows, he will unconscious or dead party members stay Frequently, the weapons and armor used by available in the middle of combat. The use ready a melee weapon and charge. with the party. If the party flees from com­ command appears on the Item Menu and bat, all unconscious and dead party mem­ monsters are not listed because they are permits the use of an item, such as a wand, Done is used when a character has finished bers are permanently lost. If ALL the party substandard and not worth taking. in combat. his turn. members are slain go back to your last • Money displays the number and type of Saved Game and try again from that point. coins in the treasure. Indicate the type and Aim is used to aim an attack using the fol­ Done Menu: number of coins the active character takes. lowing options. GUARD DELAY QUIT BANDAGE SPEED EXIT When combat is over the Treasure Menu is displayed. Most of the Treasure Menu com­ Pool drops all of the party members' coins Aim Menu: • Guard sets a character to attack the first mands work like the commands in the into the treasure. Use the take or share com­ AIM : NEXT PREV MANUAL TARGET EXIT enemy that moves adjacent. Temple and Shop Menus. mand to pick up coins from the treasure.

• Next is used to look at all possible targets, • Delay causes the character to hold his tum Treasure Menu: Share picks up the coins in the treasure, until after the other characters and mon­ divides the coins into shares, and distributes starting with the closest target and then VIEW TAKE POOL SHARE DETECT EXIT going to the next closest. Next and Prev sters have acted. the coins among the party. only indicate targets in the character's line • Quit ends a character's tum. View displays the character screen and Detect casts a Detect Magic spell from the of sight. • Bandage only appears if a party member is View Menu. currently active character. • Prev (Previous) is the opposite of the next bleeding to death. The bandage command Take is used to pick up treasure. A charac­ leaves the scene of the battle. If trea­ command. Use this command to look at the will stop the bleeding and keep the Exit ter carrying a large number of coins and sure remains, then the option to return to possible targets starting with the farthest tar­ character from dying. heavy equipment can be slowed in combat. the Treasure Menu is displayed. get and working back toward the character. • Speed changes the game speed and is • Manual permits the player to aim any­ described under the alter command in the where on the map. CampHenu.

15 16 MAGIC I st-level spells, two 2nd-level spells, and one all characters have indicated the spells they THE SPELLS 3rd-level spell. Each time a magic-user or want to memorize, choose the rest com­ Magic is integral to CURSE OF THE AzuRE BoNDS. high level gains a level of experience, mand to take the time to actually memorize Spells are defined by when they can be Magic-users, clerics, high-level paladins, and he gains a new spell in his spell book, even the spells. Memorizing any spell takes a thrown, their range , their area, their dura­ high-level rangers can use magical spells. though the rise in level may give him the abil­ minimum of four hours. Third and fourth tion , and their effect. The Spell Parameters ity to memorize more than one new spell at a List summarizes where each spell can be A spell can exist in one of three forms: in a level spells take a minimum of six hours; time. To gain additional spells, the magic­ thrown, its range , area, and duration. When character's memory, in a character's spell fifth level spells take a minimum of eight using spells from the Camp Menu or the book, and on a scroll. user or high-level ranger must find scrolls in hours to memorize. Remember that a spell­ treasures and copy spells he is capable of caster can have the same spell memorized Adventure Menu (such as a find traps), A spell-caster with a spell in memory has casting into his spell book, using the scribe multiple times. remember that one round equals one memorized the spell and can cast the spell command in the Magic Menu. minute of game time and one turn equals I 0 using the cast command. Memorize Menu: minutes of game time. Clerical and druidic magic requires no spell Magic-users and high-level rangers write books. All clerical and druidic spells of the MEMORIZE NEXT PREV EXIT FIRST LEVEL CLERICAL SPELLS magic-user spells in a spell book. They appropriate level are always available to a A spell is not actually memorized until it has Bless improves the THACO of friendly charac­ cleric, paladin, or ranger. The character need may only memorize spells that are in their been chosen from the Memorize Menu and ters by I . The bless spell does not affect spell book. only memorize them. When a cleric finds a the character has rested long enough to characters who are adjacent to monsters clerical scroll. he can use the spells directly Each time a magic-user or high-level ranger imprint the spell on his mind. Memorizing a when the spell is cast. from the scroll; he does not need to scribe increases a level, they can add one new spell takes 15 minutes of game time per the spells into a spell book. Curse reduces the THACO of monsters by I . spell to their spell book. They can also spell level. plus a minimum period of prepa­ The curse spell does not affect monsters scribe a spell from an identified scroll into Spells do not automatically have their full ration. lst and 2nd level spells take a mini­ who are adjacent to friendly characters when their spell book. Clerical spells are all effect on their target. Each target of a spell mum preparation of 4 hours. 3rd and 4th the spell is cast. The target gets no saving available at the appropriate level and are gets a to avoid some or all of level spells take a minimum preparation of 6 throw. not listed in spell books. the effect of the spell. As a character gains hours. 5th level spells take a minimum levels, his saving throws improve. preparation of 8 hours. If the preparation or Cure light wounds heals 1-8 HP. A clerical scroll can be used immediately by learning time is interrupted, some or none of a cleric. A magic- user or ranger must cast The spell caster is the current character. Spell the spells may be memorized. Cause light wounds causes 1-8 HP. The tar­ the read magic spell and ready the magic­ casters can get a list of their memorized get gets no saving throw. user scroll in order to identify the spells on spells from the cast option of the Magic Menu Scribe displays the Scribe Menu and a list of the scroll. Any identified magic-user spell or from the spells option of the View Menu. all of the spells on identified magic-user Detect magic indicates which equipment or that a character can cast can be scribed They can get a list of their spells on scrolls scrolls. Indicate the spells to be scribed into treasure is magical. View a character's items from the scroll into his spell book. Only from the scribe option of the Magic Menu. the character's spell book. Once all charac­ or Take treasure items. Equipment or trea­ magic-users can cast identified magic-user ters have indicated the spells they want to sure preceded by an asterisk (•) is magical. Magic Menu: scribe, choose the rest command to take the spells off scrolls. A I Oth level or greater thief Protection from evil improves the AC and time to actually scribe the spells. Scribing a has a 75% chance to cast a spell from any CAST MEMORIZE SCRIBE DISPLAY REST EXIT saving throws of the target by 2 against evil spell takes the same amount of time as magic-user scroll. A spell disappears after it attackers. has been scribed or casL cast displays the Cast Menu and the charac­ memorizing the spell. ter's list of memorized spells. Indicate the Protection from good improves the AC and Scribe Menu: A beginning lst-level magic-user's spell book spell to cast and then indicate the target of saving throws of the target by 2 against good contains four I st-level spells. A beginning the spell. Once a spell is cast it is gone from SCRIBE NEXT PREV EXIT attackers. 5th-level magic-user's spell book contains six memory until it is memorized again. Display lists the magic that currently affect Resist cold halves the damage and improves Cast Menu: the party. These include spells like bless or saving throws versus cold attacks by 3. CAST NEXT PREY EXIT invisibility and effects like disease. Rest displays the Rest Menu referred to in Memorize displays the Memorize Menu and the Camp section. A character's spells are the character's spell book or clerical spell not memorized until he has rested the list. Indicate the spells to memorize. Once necessary time.

17 18 SECO/YD LEVEL CLERICAL SPELLS Remove curse removes the effects of a FIRST LEVEL DRUID SPELLS level, 3 missiles at 5th--6th level, 4 missiles find traps indicates the presence of traps in bestow curse spell and allows the target to at 7th-8th level. 5 missiles at 9th-l Oth the character's palh . unready cursed magic items. Detect magic indicates which equipment or treasure is magical. View a character's items level. and 6 missiles at I Ith level. Hold person paralyzes targets of roughly Bestow curse reduces the target's THACO or Take treasure items. Equipment or trea­ Protection from evil improves the AC and human size and shape. You may aim a hold and saving throw by 4. sure preceded by an asterisk(* ) is magical. saving throws of the target by 2 against evil person spell at up to 3 targets. FOURTll LEVEL CLERICAL SPELLS Entangle reduces the target's movement to attackers. Resist fire halves the damage and improves Cure serious wounds heals 3-1 7 HP. 0. Entangle can only be cast outdoors. Protection from good improves the AC and saving throws versus fire attacks by 3. Cause serious wounds causes 3-1 7 HP. faerie fire illuminates the enemy and saving throws of the target by 2 against good Silence 15' radius must be cast on a charac­ The target gets no saving throw. reduces their AC by 2. attackers. ter or a monster. That character or monster, Neutralize poison revives a poisoned Invisibility to animals reduces all attacking Read magic allows a magic-user to ready a and all adjacent to him, cannot cast spells scroll and identify it. A magic-user may use for the duration of the spell. person . animal's THACOs by 4. It does not affect intelligent targets or enchanted beasts. the spells on a scroll after it has been Slow poison revives a poisoned person for Poison forces the target to make a saving identified. throw versus poison or die. FIRST LEVEL MAGIC-USER SPELLS the duration of the spell. The character dies Shield negates the magic missile spell. when the spell wears off. Protection from evil I o·radius must be cast Burning hands causes I HP of fire damage improves the magic-user's saving throw, and Snake charm paralyzes as many HP of on a character or a monster. It improves the per level of the caster. There is no saving increases his AC. snakes as the cleric has HP. AC and saving throws of the target and all throw. adjacent friendly characters by 2 against evil Shocking grasp does electrical damage of Spiritual hammer creates a temporary magic attackers. Charm person changes the target's alle­ 1-8 HP. +I HP per level of caster. hammer that is automatically Readied. It can giance in a combat. It only affects targets of Sticks to snakes causes snakes to harass the roughly human size and shape. Sleep puts 1-16 targets to sleep with no strike at range and does normal hammer saving throw. Up to sixteen I hit-die targets damage. target. The target is unable to attack, move or cast spells for the duration of the spell. Detect magic indicates which equipment or are affected. One 4 hit-die target is affected. treasure is magical. View a character's items TllIRD LEVEL CLERICAL SPELLS Targets of 5 or more hit-dice are unaffected. f'IFfll LEVEL CLERICAL SPELLS. or Take treasure items. Equipment or trea­ Cure blindness removes the effect of the sure preceded marked by an asterisk(*) is SECO/YD LEVEL MAGIC-USER SPELLS Cure critical wounds heals 6-27 HP. cause blindness spell. magical. Detect invisibility allows the target to spot Cause critical wounds causes 6-27 HP. Cause blindness reduces the target's THACO, Enlarge makes the target larger and stronger. invisible targets. The target gets no saving throw. Armor Class and Saving Throws by 4. The higher the caster's level, the larger and Invisibility makes the target invisible. The Cure disease removes the effects of disease Dispel evil improves lhe target's AC by 7 ver­ stronger the target gets. If the caster is 6th THACO of melee attacks against invisible tar­ caused by some monsters or caused by a sus summoned evil creatures for the dura­ level the target becomes as strong as an gets is reduced by 4. It is impossible to tar­ cause disease spell. tion of the spell or until the target successful­ Ogre. If the caster is I Oth level the target get ranged attacks against invisible targets. ly hits a summoned evil creature. When the becomes as strong as a Fire Giant. A target Invisibility is dispelled when the target Cause disease gives the target a disease that creature is hit. il must save versus spells or can only be under the effect of I enlarge attacks. saps his Strength and HP. be dispelled. spell at a time. Unwilling targets get a saving throw against this effect. Knock is used to open locks. It can be cast Dispel magic removes the effects of spells flame strike does 6-48 HP to the target. If from the door-opening menu if the active that do not have specific counter spells. the target makes its save versus magic. it Reduce negates the effect of an enlarge character has a memorized knock spell. takes half damage. spell. Prayer improves the THACO and saving Mirror Image creates 1-4 illusionary dupli­ throws of friendly characters by I and Raise dead allows the cleric to return any friends raises the caster's charisma 2-8 cates of the magic-user. A duplicate disap­ reduces the THACO and saving throw of non-elf to life. points. It is often cast just before an pears when it is attacked. monsters by I . encounter. Slay living causes the target to save versus death or die. If the target makes the saving Magic missile does 2-5 HP per missile with throw he still takes 3-17 HP. no saving throw. A magic-user throws I mis­ sile at I st-2nd level. 2 missiles at 3rd-4th 19 20 Ray of enfeeblement reduces the target's Protection from evil, I O' radius protects the fumble causes the target to be unable to Cone of cold does I d4+ I HP per level of the strength by 25% + 2% per level of the caster. target and all characters adjacent to the tar­ move or attack. If the target makes his saving caster to all targets in a cone shaped area. If get. The spell improves the AC and saving throw, he is affected by a slow spell. the target makes its saving throw the dam­ Stinking cloud paralyzes those in its area for throws of those it protects by 2 against evil age is halved. 2-5 rounds. If the target saves, it is not par­ Ice Storm does 3-30 HP to all targets within attackers. alyzed, but is nauseous and has its AC its area. There is no saving throw. feeblemind reduces the target's intelligence reduced for 2 rounds. and wisdom to 3 so that the target cannot Protection from good, I o· radius protects the Minor globe of invulnerability protects the cast spells. The saving throw of a human target and all characters adjacent to the tar­ caster from incoming first. second, or third­ Strength raises the target's strength by 1--8 get. The spell improves the AC and saving magic-user is reduced by 4, the saving throw points, depending on the class of the target. level spells. throws of those it protects by 2 against good of a human cleric is improved by I, and the saving throw of non-human characters is TlllRD LEVEL MAGIC.USER SPELLS attackers. Remove curse removes the effects of a bestow curse spell and allows the target to reduced by 2. A feeblemind may only be Blink protects the magic-user. The magic­ Protection from normal missiles makes the unready cursed magic items. removed by a heal spell from a temple. user 'blinks out' after he acts each round. target immune to non- magical missiles. The magic-user may be physically attacked Bestow curse reduces the targets THACO and Hold monster paralyzes up to 4 targets. It Slow affects I target per level of caster. The before he acts each round, but he may not saving throw by 4. will work on any living creature. spell halves the target's movement and num­ be physically attacked after he acts. ber of melee attacks per round. Slow can be fllTlf LEVEL MAGIC.USER SPELLS Dispel magic removes the effects of spells used to negate a haste spell. Cloudkill creates a cloud of vapor which that do not have specific counter spells. fOURnt LEVEL MAGIC-USER SPELLS instantly kills creatures with 4 or fewer hit fireball does I d6 HP per level of the caster dice. Creatures with 4+ I to 5+ I hit dice Charm monster changes the target's alle­ to all targets within its area. If the target must save versus poison at -4 or die. giance in combat. It will work on any living makes its saving throw, the damage is Creatures with up to 6 hit dice must save creature. The spell affects 2--8 I st-level tar­ halved. A fireball has a 2 · radius outdoors versus poison or die. gets, 1-4 2nd-level targets, 1-2 3rd-level and a 3 ·radius indoors. targets, or I target of 4th-level or above. Haste doubles the target's movement and Confusion affects 2- I 6 targets. Each target number of melee attacks per round. must make a saving throw each round or Hold person paralyzes targets of roughly stand confused, become enraged, nee in ter­ human size and shape. You may aim a hold ror or go berserk. person spell at up to 4 targets. Dimension door allows the magic-user to Invisibility, I O' radius makes all targets adja­ teleport himself to another point on the cent to the caster invisible. The THACO of battlefield. melee attacks against invisible targets is fear causes all within its area to nee. reduced by 4. It is impossible to target ranged attacks against invisible targets. fire shield protects the magic-user so that Invisibility is dispelled when a target attacks. any creature who hits the magic-user in melee does normal damage, but takes twice Lightning bolt does I d6 HP per level of the that damage in return. The shield may be caster to all targets within its area. If the tar­ attuned to heat attacks or cold attacks. The get makes its saving throw, the damage is magic-user takes half damage (no damage if halved. A lightning bolt is 4 or 8 squares he makes his saving throw) and has his sav­ long in a line away from the caster. The bolt ing throw against the opposite form of will rebound off walls to reach its full length. attack improved by 2. He takes double dam­ age from the form of attack the shield is attuned to.

21 22 APPBNDICBS SPELL PARAMETERS LIST 4Tll·LEVEL CLERICAL SPELLS This is a listing of spells available to player SPELL NAME WHEN RNG AREA DURATION characters as they gain in level. The follow­ Cure Serious Wounds Both T ing are abbreviations used in the list: RAJYQE OF ABILITY SCORES BY RACE Cause Serious Wounds Cmbt T Cmbt = Combat only spell Neutralize Poison Camp T ABILITTSCORE OWARF ELF GNOMr HALF·ELF HUMAN Camp = Camp only spell Poison Cmbt T Strength (Male) 8·18(99) 3-18(75) 6-18(50) 3-18(90) 6-17 3-18(00) Both = Camp or Combat spell Protection from Strength (Female) 8-17 3-16 6-15 3-17 6-14 3-18(50) T = Touch Range Ev111 O' Radius Both T 2 dia 1Vlvl Intelligence 3-18 8-18 7-18 4-18 6-18 3-18 dia = diameter Sticks to Snakes Cmbt 3 1 1r/lvl Wisdom 3·18 3-18 3·18 3·18 3·17 3-18 rad =radius 5Tll·LEVEL CLERICAL SPELLS Dexterity 3·17 7-19 3-18 6-18 8·18 3-18 All = All characters in combat Constitution 12-19 6-18 8-18 6-18 10-19 3-18 r = combat rounds SPELL NAME WHEN RNG AREA DURATION Charisma 3-16 8-18 3-18 3-18 3-18 3-18 t =turns Cure Critical Wounds Both T Minimum Ability Score - Maximum Ability Score / lvl = per level of caster Cause Critical Wounds Cmbt T (xx) =maximum percentage for an 18 strength targets = aim at each target. Dispel Evil Both T 1r/lvl Flame Strike Cmbt 6 MAXIMUM LEVEL LIMTIS BY RACE, CLASS, A/YD PRIME REQUISil'E I ST-LEVEL CLERICAL SPELLS Raise Dead Camp 3 CLASS ABILITT DWARF ELF GNOME HALF·ELF HALFLING HUMAN Slay Living Cmbt 3 SPELL NAME WHEN RNG AREA DURATION Cleric Any no no no 5 no 10· Bless Both 6 5 dia 6r I ST·LEVEL DRUIDICAL SPELLS Fighter STR 16- 4 12· 7 5 5 6 Curse Cmbt 6 5 dia 6r (f'OR lllQll-LEVEL RAJYQERS) STR 17 8 6 5 7 5 12· Cure Light Wounds Both T 1 SPELL NAME WHEN RNG AREA DURATION STR 18+ 9 7 6 8 no 12· Cause Light Wounds Cmbt T Detect Magic Both 0 12r Paladin Any no no no no no 11· Detect Magic Both 0 1t Entangle Cmbt 8 4 dia 1t Ranger STR 16- no no no 6 no 11· Protection from Evil Both T 3r/lvl Faerie Fire Cmbt 8 8 dia 4r/lvl STR 17 no no no no 11· Protection from Good Both T 3r/lvl Invisibility to Animals Both T 1 11+ 1r/lvl STR 18+ no no no 8 no 11 • Resist Cold Both T 1Vlvl Magic-User INT 16- no 9 no 6 no 11 • I ST-LEVEL MAQJC.USER SPELLS INT17 no 10 no 7 no 11· 2/'YD-LEVEL CLERICAL SPELLS SPELL NAME WHEN RNG AREA DURATION INT 18 no 11 no 8 no 11 • SPELL NAME WHEN RNG AREA DURATION Burning Hands Cmbt T Thief Any 12· 12· 12' 12' 12· 12· Find Traps Camp 3 3t Charm Person Cmbt 12 no: Characters of this race cannot be of this class. Hold Person Cmbt 6 1-3 targets 4r+1/lvl Detect Magic Both 0 2r/lvl • : Highest Level Available in CURSE OF THE AzURE BoNos. Normal AD&D Characters have unlimited level advancement in these classes. Resist Fire Both T 1 1Vlvl Enlarge Both .5/lvl 1Vlvl Silence 15' Radius Cmbt 12 3 dia 2r/lvl Reduce Both .5/lvl ARMOR A/YD WEAPOJYS PERMIITED BY CllARAC1ER CLASS Friends Slow Po ison Camp T 1 1 hour/lvl Camp 0 All 1r/lvl CLASS MAX ARMOR SHIElO WEAPONS Snake Charm Cmbt 3 All 5·8r Magic Missile Cmbt 6+1vl Cleric any any club, flail, hammer, mace, staff, staff sling Protection from Evil Spiritual Hammer Cmbt 3 1r/lvl Both T 2r/lvl Fighter any any any Protection from Good Bo1h T 2r/lvl Paladin any any any JRD-LEVEL CLERICAL SPELLS Read Magic Camp o 2r/lvl Ranger any any any Shield Both 0 5r/lvl SPELL NAME WHEN RNG AREA DURATION Magic-User none none dagger, dart, staff Shocking Grasp Cmbt T Cure Blindness Both T Thief leather none club, dagger, dart, sling, short bow, one-handed swords Sleep Cmbt 3+1vl 1-16 5r/lvl Cause Blindness Cmbt T Cure Disease Camp T 2l'YD·LEVEL MAQJC-USER SPELLS Cause Disease Cmbt T SPELL NAME WHEN RNG AREA DURATION Dispel Magic Both 6 3x3 Detect Invisibility Both 0 All 5r/lvl Prayer Cmbt 0 All 1r/lvl Invisibility Both T Remove Curse Both T Knock Camp 6 1/lvl Bestow Curse Cmbt T 1Vlvl Mirror Image Both 0 1 2r/lvl Ray of Enfeeblement Cmbt 1+.25/lvl 1 1r/lvl Stinking Cloud Cmbt 3 2x2 1r/lvl Strength Camp T 6Vlvl 23 24 JRD-LEVEL MAGIC-USER SPELLS WEAPON LIST Notes for Weapon List: CLERIC DAMAGE VS. + Polearm NUMBER OF SPELLS SPELL NAME WHEN RNG AREA DURATION DAMAGE VS. LARGERTiiAN NUMBER HIT CLERICAL SPELL LEVEL NAME MAN SIZED MAN SIZED OF HANDS CLASS - Must have ready arrows to fire. Two Attacks per round. LEVEL EXPERIENCE DICE 1 2 3 4 5 LEVEL TinE Blink Both 0 1r/lvl Axe, Hand 1-6 1-4 1 I Must have ready quarrels to fire. One Attack per round. 1 0-1 ,500 1d8 1 Acolyte Dispel Magic Cmbt 12 3x3 f=f1ghter. cl=eleric, th=thief. mu=mag1c-user Fireball Cmbt 1O+lvl 2 or 3 rad Bardiche+ 2-8 3-12 2 2 1,501-3,000 2d8 2 Adept 2-8 2-16 Haste Both 6 5 dia 3r+1/lvl Bastard Sword 2 3 3,001 ·6,000 3d8 2 Priest Battleaxe 1-8 1-8 Hold Person Cmbt 12 1-4 2r/lvl ARMOR LIST 4 6,001-13,000 4d8 3 Curate 1-6 2 Invisibility 1O ' Radius Both T 2 dia Bee de Corbin+ 1-8 WEIGHT MAXIMUM 5 13,001-27,500 5d8 3 3 1 Bill-Guisarme+ 2-8 1-10 2 ARMOR TYPE IN GP. AC MOVEMENT' Lightning Bolt Cmbt 4+1vl 4,8 6 27,501-55,000 6d8 3 3 2 Canon Bo Stick 1-6 1-3 2 Protection from None 0 10 7 55,001-110,000 7d8 3 3 Lama Evil 10' Rad Both T 2 dia 2r/lvl Broad Sword 2-8 2-7 f,th Shield, Small# 50 9 8 110,001-225,000 8d8 3 3 3 2 Patriarch Protection from Club 1-6 1-3 f,cl,th Leather 150 8 12 squares 9 225,001-450,000 9d8 4 3 2 1 High Priest Good 10' Rad Both T 2 dia 2r/lvl Dagger 1-4 1-3 l,mu,th Padded 100 8 9 squares 10 450,001-675,000 9d8+2 4 3 3 2 1-2 f,mu,th Protection from Dart 1-3 Studded 200 7 9 squares • Bonus Spells For Clerics with High Wisdom Ability SC-Ore Normal Missile Both T 1tllvl Fauchard+ 1-6 1-8 I Ring 250 7 9 square 1-10 I Slow Cmbt 9+1v1 5 dia 3r+111vl Fauchard-Fork+ 1-8 Scale 400 6 6 squares CLERIC'S WISDOM Flail 2-7 2-8 1 !,cl BONUS SPELLS Chain 300 5 9 squares 1 2 3 4 5 4ffl·LEVEL MAGIC-USER Sf'ELLS Fork, Military+ 1-8 2-8 2 I Splint 400 4 6 squares Glaive+ 1-6 1-10 2 9-12 SPELL NAME WHEN RNG AREA DURATION Banded 350 4 9 squares Glaive, Guisarme+ 2-8 2-12 2 13 +1 - Charm Monster Cmbt 6 1+ Plate 450 3 6 squares Guisarme + 2-8 1-8 2 14 +2 - Confusion Cmbt 12 2-16, 3 rad 2r+1Avl • Acharacter carrying many objects, including alarge number of coins. Guisarme-Voulge+ 2-8 2-8 2 can be limited in movement to aminimum of 3 squares per turn. 15 +2 +1 - Dimension Door Cmbt 0 1 Halberd+ 1-10 2-12 2 I AShield subtracts 1 AC from any armor its used wtth . 16 +2 +2 - Fear Cmbt 0 6x3 cone 1r/lvl Lucern Hammer+ 2-8 1-6 2 17 +2 +2 +1 . Fire Shield (2 Types) Both 0 1 2r+1/lvl Hammer 2-5 1-4 !,cl 18 +2 +2 +1 +1 - Fumble Cmbt 111vl 1r/lvl Javelin 1-6 1-6 I TABLE Of' EXPERIENCE Note that these bonus spells are only available when the cleric is entitled Cmbt 111vl to spells of the applicable level. Thus a6th·level cleric with aWisdom of Ice Storm (Dmg only) 5 dia Jo Stick 1-6 1-4 PER LEVEL Min Globe of 18 can memonze the following spells: Long Sword 1-8 1-12 1,th NUMBER OF SPELLS Invulnerability Both 0 1r/lvl The following charts show the amount of Mace 2-7 1-6 !,cl 1 2 3 4 5 Remove Curse Both T experience a character must earn in order to Morning Star 2-8 2-7 I 6th-Level Cleric with 18 Wisdom 5 5 3 - - Bestow Curse Cmbt T 1tllvl gain a level in his character class. The charts Partisan+ 1-6 2-7 2 I also list the number of spells that a character 5ffl·LEVEL MAGIC-USER Sf'ELLS Pick, Military 2-5 1-4 I can have memorized at one time. Fighters Pike, Awl+ 1-6 2-12 and Thieves can never memorize spells. RGllTER SPELL NAME WHEN RNG AREA OU RATION Quarterstaff 1-6 1-6 2 f,cl,mu HIT Remember that all experience earned by a LEVEL EXPERIENCE DICE LEVEL TITLE Cloud kill Cmbt 1 3x3 1r/lvl Ranseur+ 2-8 2-8 2 f non-human. multiple-class character is divid­ Cone of Cold Cmbt 0 .5/lvl cone - Scimitar 1-8 1-8 f,th 1 0-2,000 1d10 Veteran ed by the number of classes the character Feeble mind Cmbt 1/lvl 1 2 2,001-4,000 2d 10 Warrior Short Sword 1-6 1-8 f,th has. The experience is divided even after the Hold Monster Cmbt .5/lvl 1-4 targets 1r/lv1 3 4,001-8,000 3d 10 Swordsman Spear 1-6 1-8 f character has reached his maximum level i11 a 4 8,001-18,000 4d10 Hero Spetum+ 2-7 2-12 particular class. A Human dual-class character 5 18,001-35,000 5d10 Swashbuckler Trident 2-7 3-12 I only earns experience in his second class. Two-Handed Sword 1-10 3-18 The character cannot use the abilities of his 6 35,001-70,000 6d10 Myrmidon Voulge+ 2-8 2-8 first class until his level in his second class 7 70,001-125,000 7d10 Champion Composite exceeds his level in his first class. 8 125,001-250,000 8d10 Superhero Long Bow· 1-6 1-6 9 250,001-500,000 9d10 Lord Composite 10 500,001-750,000 9d10+3 Short Bow· 1-6 1-6 2 11 750,001-1,000,000 9d10+6 Long Bow• 1-6 1-6 2 12 1,000,001-1,250,000 9d10+9 Light Crossbow# 1-4 1-4 2 Short Bow· 1-6 1-6 2 f,th Sling 2-5 2-7 1 f,th Staff Sling 2-5 2-7 2 f,cl (See notes, next e-0lumn .. .) 25 26 PALADllY MAGIC-USER NUMBER OF SPELLS NUMBEH OF SPELLS HIT CLERICAL SPELL LEVEL MAGIC· USER LEVEL EXPERIENCE DICE 1 2 LEVEL TITLE HIT SPfLL LEVEL LEVEL EXPERIENCE DICE 1 2 3 4 5 LEVEL TITLE 0·2,750 1d10 Gallant Phi an 1 0·2,500 1d4 1 . Prestidigitator 2 2,751 ·5,500 2d10 Keeper 2 2,501-5,000 2d4 2 . Evoker 3 5,501·12,000 3d10 Protector 3 5,001-10,000 3d4 2 1 Conjurer 4 12,001-24,000 4d10 Defender 4 10,001 ·22,500 4d4 3 2 • Theurgist 5 24,001 ·45,000 5d10 Warder 5 22,501-40,000 5d4 4 2 1 Thaumaturgist 6 45,001 ·95,000 6d10 Guardian 6 40,001 ·60,000 6d4 4 2 2 . 7 95,001-175,000 7d10 Chevalier 7 60,001-90,000 7d4 4 3 2 1 Enchanter 8 175,001 ·350,000 8d10 Justiciar 8 90,001-135,000 8d4 4 3 3 2 Warlock 9 350.001·700,000 9d10 Paladin 9 135,001-250,000 9d4 4 3 3 2 1 Sorcerer Myth Drannor 10 700,001· 10 250,001-375,000 1Od4 4 4 3 2 2 Necromancer ELVEN 1,050,000 9d10+3 2 11 375,001·750,000 11 d4 4 4 4 3 3 • COURT 11 1,050,001· 1,400,000 9d10+6 2 TllIEf' HIT RAJYGER LEVEL EXPERIENCE DICE LEVEL TITLE NUMBER OF SPELLS DRUIDIC & MAGIC· 1 0·1 ,250 1d6 Rogue HIT USER SPELL LEVEL LEVEL EXPERIENCE DICE 1 1 LEVEL TITLE 2 1,251-2,500 2d6 Footpad 3 2,501 ·5,000 3d6 Cutpurse 1 0·2,250 2d8 Runner 4 5,001-10,000 4d6 Robber 2 2,251-4,500 3d8 Strider 5 10,001-20,000 5d6 Burglar 3 4,501·10,000 4d8 Scout •flap 6 20,001 ·42,500 6d6 Filcher 4 10,001 ·20,000 5d8 Courser 7 42,501·70,000 7d6 Sharper 20,001-40,000 6d8 Tracker 8 70,001-110,000 8d6 Magsman To Sembia & Battledale 6 40,001-90,000 7d8 Guide 9 110,001-160,000 9d6 Thief 7 90,001-150,000 8d8 Pathfinder 10 160,001-220,000 10d6 Master Thief 8 150,001-225,000 9d8 Ranger 11 220,001-440,000 10d6+2 THE DALELANDS AREA 9 225,001 -325,000 10d8 1 1 Ranger Knight 10 325,001-650,000 11d8 2 1 Ranger Lord 12 440,001-660,000 10d6+4 11 650,001-975,000 11d8+2 2 2 OF THE FORGOTTEN REALMS

27 CullsE OF 111E AzuKE 8oNDS Mventurers Journal A BARD'S NOTES ON PHLAN AND THE a great bronze dragon and had transport­ INTRODUCTION POOL Of RADIANCE ed the mystical 'Pool of Radiance' into his -or- The City of Phlan had risen to promi­ lair. The pool was an extra-dimensional What Are We Doing in Tilverton, Anyway? nence, and then fell beneath an over­ portal which gave Tyranthraxus access to whelming tide of evil monsters. The information and power from beings on ruined city was con- other planes. Journa{ 'Entry 1 6£azerl fikJ fire. ']v(y lieaa swam. Just Gefore trolled by a powerful Tyranthraxus used his entity, known only as "J am Geginning a new journal ']v(y o{c{ I GfacK:Ja out, I tfiougli tliat tliis was a Garf power to augment the The .' journa{ is gone, afong with a{{ of the party's end for sucli e{periencea atfventurers. dragon 's already fearsome combat equipment. I write here to try to makJ some '"J.[pw we awakJ in 'Tifverton witli our While The Boss' wounrfs lieafed. Our equipment is gone, looked outward capabilities. He was sense out of our spotty memories. also protected by a Gut we liave fauna a stasli of coins. One of toward even greater "'We hatf a{{ agreer£ to come sou tli to conquests, human set­ squad of powerful 'Tuverton to see/(tlie fost princess, 'J{acacia our first priorities must Ge to Guy new tlers landed and creat­ fighters with magical of Cormy r. 'Tuverton is on tlie Gorder equipment. ed a foothold on the arms and armor. The adventurers triumphed Getween tlie '])a[efanrfs and Cormyr, and "I overlieara a servant mention tfie date, edge of Phlan. over Tyranthraxus and was tlie fast pface tlie princess liatf Geen Gut I'm not sure I Gefieve it. If tlie servant Adventurers flocked to the city in hopes of his minions only after spotted. spea~ true it is a{most a montli since tlie the most heroic of amGusli. Jl{most anytliing coura liave liap· claiming a portion of ''1Uimor was tfiat 'J(jng Jlzoun 's the Phlan 's fabled combats. penea in tliat time. Amulet or Lathander youngest aaugliter, tlie Princess 'J.[slcacia, wealth. When Tyranthraxus ran away from tlie roya{ liouseho{c{ Of "It seems tfiat afmost anytliing tfii 'Eacli was defeated he did of us awoK:J witli five azure G{ue symGofs The battle to cleanse Phlan was an epic Cormyr a{most a year ago. Slie ffea an struggle. First, adventurers cleared the not die. His naked spirit rose from the arranged marriage and ran off witli a cferic imprinted on our sworrf arm. 'Tli.e symGofs are city, block by block. Then, they found body of the dragon and was drawn back from 'Ti{verton named yfiarri of yoncl not tattoos, tliey seem to e;tjst Ge{ow tfie s/{jn. and defeated the concentrations of evil through the Pool of Radiance. The pool drained away and the power of '%e fatest word was tliat 'J.[slcacia and 'Tli.ey occasionaf{y fee{ fikJ tliey 're moving. monsters and men in the wilderness around the city. Finally, adventurers Tyranthraxus was broken. Phlan was free. yliarri liaa a faffing out and tfiat slie was assaulted the castle where the evil leader seen near 'Ti{verton recentfy. 'Tli.e l{jng liaa a Like most heroes, however, the adventur­ held sway. ers who freed Phlan did not stay around. {arge reward out for 'J{acacia 's return. 5'I. When the adventurers finally battled their It is known that they took a boat from smart group of adventurers fikJ au rsefves "'We have aeviserl a pfan of attack, Our way into the deepest chamber of the cas­ Phlan to the City of Hillsfar across the couM makJ some powerful frienrls if tliey speff-casters wiff prepare tlieir speffs. 'We tle, they discovered that the infamous Moonsea. From there it is rumored that fauna tfie princess and returner£ lier to wiff purcliase some new arms and armor. 'Boss' of Phlan was an evil spirit named they traveled south and west in search of tfie l{jng. 'Tli.en we are going out into 'Tuverton and Tyranthraxus the Flamed One. further adventure. ''.Somewliere afong tfie road to 'Tuverton find out what is going on. Someone must Tyranthraxus had possessed the body of we were attackJi 'Tli.e Griganrfs must liave {qi.ow. Jlna I don't care if we have to roust Geen invisiG{e, Gecause some of our party every sage, priest, and Gartenaer in tliis went down Gefore we !(new wliat was town to find out. going on. I vaguefy rememGer aarl(faces in '%ese are some random printer£ notes I evi{ £ool{jng liefmets firing crossGows into liave coffectei 'Tli.eir information may Ge our mirlst. 'Tli.e crossGow liits were not fatal important on our journey. ']v(yjourna{ notes Gut every liit seemed to drop its target. I continue on page 10. rememGer getting liit in tfie arm. 'Tli.e wound 2 Journa[ 'Entries as a{{ performing arts eventually are. 'J{e 'Wowever, witfi tfie air! of tfie nameless 0 Journaf 'Entry 4 attempter! an ezyeriment to create a l(jnrf of 6artl, 1Jragon6ait was a6le to tfiwart tfie 'Ifiese entries indutie items wfiicfi adven­ Jf. map marf:JdSewers. flesfi go{em, a simulacrum ofa fiuman 6eing, evil ones 6y gifting me witfi a portion of fiis turers migfit copy or file in tfieir journal as tfiat wouM 6e an vessel for al{ of spirit. 'Ifie nameless one sacrificed fiimself (juiltf tfiey travel 'During tfie game tfiese entries fiis work, In tfiis way fie fioperf to cfieat tfie anrf engineered 1Jragon6ait and my escape are referrer! to 6y num6er. 'Wfien tfie game effect of time. from tfie evil ones. refers to a Journal 'Entry, read tfie specific D 'IJoor "'llnfortunate{y, tfie Master 'Bara made a "Jf.fter our escaper! I wof:J up in a entry anrf place a cfieck_marf(.in tfie 6oz to mistaf:J rfuring tfie creation of tfie vessel anrf strange place, witfi manufactured memories f:Jep track.of wfiicfi entries fiave come up in one of fiis assistants was k_il{erf. 'Wfien tfie and sym6o[s sucfi as yours on my arm. 'Don't tfie game. 'Do not rear! afiead to otfier Conclave of'J{arpers fauna out a6out tfie worry. My 6ontfs are gone, and I am now Journal 'Entries; some tales are false, anrf ezyeriment, anrf tfie reasons 6efiina it, tfiey fully my own person. may lead your adventurers astray. were appal{erf. 'Ifie Conclave stripper! tfie "In artier to remove my sym6o[s, I fiad to Master 'Bara of fiis powers, fiis magical overcome tfie compulSion of tfie 6ontfs. 'Eacfi 0 Journaf 'Entry 2 o6jects, anrf fiis name. 'Ifiey wiper! fiis songs 6onrf is lif:J a magicalgeas put on you 6y tfie 'Ifie assem6{erf rfragons glare rfown upon anrf stories from tfie collective memories of person or group represented 6y tfie sym6ol tfie party, tfiree ancient rfragons of eacfi tfie entire 1?,falm. It was as if fie fiad never ''Your only fiope is to destroy tfie person co{or: retf, green, 6{ue, 6lac~ ana wfiite. In a e;rjsterf. 'Ifien, tfiey trapper! fiim in a pocf:Jt or group tfiat was involver! in creating your 6ooming voice you fiear one say, "Mortals, aimenswn, anrf left fiim tfiere. 'Ifie Conclave 6onas. I see tfie "moutfi in fiand"sym6o{ of you fiave cfiosen a very 6ad time to confront tfiougfit tfie now nameless 6ard was effec­ Moantier on your arm. Perfiaps we can us. ;Flee for your misera6{e lives now, anrf tively 6anisfierf. cooperate. we sfial{ consirfer letting you live. " ''J{owever, a powerfulgroup of magi­ "I am fiere 6ecause of tfie rumors tfiat Jls you consirfer tfieir magnanimous offer, cians and monsters re-created some of tfie Moantier is tfireatening to return again. 'Ifie you fiear agreat 6eating of wings. Severa{ nameless 6ard's ezyeriment. 'Ifiey tracf:Jd cultist of Moander were some of tfie evil rfragons quicf<:fy pusfi you to tfie rear, trying tfie nameless one to fiis dimensional prison ones involved in my 6onrfing. Since you are to fiid:e you from view. 'Ifie rest 6ow tfieir and offered to fie{p fiim 6uM fiis vessel In fiere and carry fiis 6ontl, I assume tfiat fie fieads in supplication. 'Ifie gigantic, queen of e~fiange, tfie group would fiave a fiand in fias managed to gatfier enougfi power to evil rfragons lantfs amitfst tfie assem6{erf tiefining tfie vessel's "instructions. "'Ifie attempt fiis return. tfirong. Jfer five fieads scan tfie gatfiering · nameless 6ard's o6session witfi fiis work. "I (now tfiat tfie new altar of Moancfer 'Tiamat fias arriver£. 6linderf fiim to tfie evil intent of tfie group. is somewfiere in tfiis ruined temple. 'Ifiis is Jfe agreer! to 6uild anotfier vessel fiis original fio{y place on our Plane. Let 0 Journaf 'Entry 3 11! was tfie result of tfieir efforts. In artier 1Jragon6ait and I fie{p you. We fiave 6attfecf "I'm afrairl tfiat I ((now al{ too we{{ to 6ring me to true life, tfiey needed to sacri­ tfiis evil 6efore. " wfiat tfiose 6onas signify. I was 6onrferf fice a 6eing of trutfi anrfgoodness. 'Ifie rfea­ once as we«. mon Pfia[se f(irfnapped my companion, '%e story 6egan wfien a Master 'J{arper 1Jragon6ait, from anotfier dimension. wanterf to maf:J sure tfiat fiis work. wou{rf 1Jragon6ait is a Saurian; fie is tfie otfier­ 6e preserver! in pristine form. 'J{e was worfd{y equivalent of a Paladin. revolterf at tfie tfiougfit of fiis songs ana sto­ ries 6eing corrnpterf anrf cfiangerf over time, :Jfitfwut

3 4 D Journa[ 'Entry 5 {awju{ ana tfie goorf. 'Ifie 6onaerf ones are D Journa[ 'Entry 11 "~erf{ess to say, tfiey are a[{ e?(Jreme{y unrfer my contra{ anrf autfiority anrf wi[[ '"We fJ?Jl(\Jliasa are very fonrf ofgam- 'rour arri.vaf is we[[ timerf. 'We e7([Ject evil 'Ilieir common purpose is to enfiance remain so for as folltJ as I five. " 6Cing. I liar! 6een fiaving a streak_ of 6acf [uck_ tfie king to fa[{ into our 6ack_up trap. It is tfieir co{[ective power. Jfowever, if tft.is anrfgone tfirougfi most of my possessions. unfortunate tfiat you attac((grf tfie WT011tJ 6onrfing fo[fows tft.e previous pattern, anrf 'R.g.centfy, I rfiscovererf tfiat '13irsfieya fiarf D Journa[ 'Entry 8 target. 'But fet me introrfuce tfie man you witft. Moanaer anrf tft.e :Fire 'J(nives invo{verf 6een clieating in tfiosegames. Jfowever, tfie trier! to kj«. "Jfe gestures over to two pris­ I nave fittfe rfou6t tfiat it wi[{, eacft. of tft.e C[an Lorri wi[[ not act witliout proof oners, tier! up against tfie waf[ One is a tfiin evif powers ft.as it s own use for you, to tft.e '13irsfieya guardS tfie dan storefiouse ana I 6earrferf man anrf tfie otfier is a youlltJ rfetriment of tft.e others. 'Ifiat is your greatest k_now tfiat tfiere is evirfence fiirfrfen tfiere. If woman, witfi a tattererf purp{e sasfi. arfvantage. you fie[p me 6reak_in, you may sefect wfiat­ 'Y[fie man you trier! to k_i{{ is (j iogi "! ft.ave persona[ k_now{eage of one of ever you want from tfie storefiouse, I just 'Wyvernspur, an e~e{[ent mimic. "'Turning your 6ondS. 'The ft.anrf witft. a moutft. is tfie want tfie proof of'Birsfieya s cfieating." to (j iogi, ''Perhaps you cou[rfgive us anotfie r sym6o{ ofMoanrfer. Jfis aspect was renrfition of tfie kings voice. ' (jiogi foo(\J at rfestroyerf tft.e fast time fie trier! to enter tft.is D Journa[ 'Entry 6 you anrf 6{ancfies. p{ane. Its pro6a6{e that Mogion, ft.is surviv­ "Jlf.so, fet me introrfuce tfi.e woman wfio ing Jfigft. Priestess, fzas pfacerf tft.e sym6o{ on 'rn1e statue in my wfiee[6arrow was my DJourna['Entry 9 marfe tfie king s arri.vaf possi6{e, Princess you as part of ft.er attempt to 6ring him son. 'We were west of'Tesfiwave wfien we J.[acacia. " 6ack, spotter! a 'Befio{rfer. 'We ran anrf fiirf, 6ut my Jlt tfiis point, tfi.e princess sfips Ii.er "I K!tow fitt{e more tft.an tfie irfentity anrf son was not quick_enougfi. I fiave 6een 6eg­ 6ondS, sweeps up a fianrfy du6 anrf 6rains some rumors a6out tft.e otfier sym6ofs. 'Ifie Z ging for money to fie a[ fiim since tfien. Cou{rf tfie fearfer. "Qy.icfv. "s fie yeffs, "aispose of fiis encaserf in a cirde on a tri.angu{ar fieM is tft.e you fie[p? " guardS 6efore tfie fearfer can evo((g your sym6o{ of tft.e Zft.entrim, our fiosts I'm 1. :FfamilltJ aura. 6ondS! " ajrairf. It is sairf tfiat tfiey ft.ave agreat D Journa[ 'Entry 7 2. Can possess otfier 6orfies. ft.oarrf of{awful goorf weapons anrf magicaf "I am :Fzou{ Cfiem6ry{, fiigfi fora of tfie 3. lnvofverf witfi tfie Pao{ of1(arfiance. DJourna['Entry 12 items ft.irfrfen somewhere. I was attempting 'IJark_Sfirine. My 'precious mages : as you to finri out wft.ere it is wfien I was capturerf. ea[[ tfiem, fiave a[fowerf me to fo{fow your 0Journa£'Entry 10 'IJimswart says, "My name is 'IJimswart I ft.ave ae terminerf tfiat tft.e fioarrf is not at tfie Sage. I am fiappy to meet you, tfzougfi I minion. 'IJezym, you overstep your Zft.entif 'l(fep. It is rumorerf tfiat :fzou{ "I fiave 6een faugfierf at anrf a6userf since wisfi it were unrfer 6etter circumstances. autfiority. My mark.is on tfiese peopfe, anrf Cft.em6ry{, tfie {earfer of tft.e Zft.entrim, is I first came to Pfi{an, 6ut now my true "I k_new some otfier peop{e wfio fiarf tfie lmperceptor wi[[ k_now of my work_ in attempting to 6ring persons ofgoorf a{ign­ genius sfia{{ 6e seen. Jn tfie caverns 6eneatfi 6ondS simifar to yours anrf fiave spent some rfue time. ment unrfer fiis power so tft.at fie can use us are tfie nudeus of myfanaticaf army. In time studying tfiem. I see that some of tfze "It is I wfio worKJor tfie greater gfory of tfiese aevices. tfie river are my rfragon navy anrf soon tfie sym6ofs are missing, fiowever, I wouU sup­ 'Bane. 'The powers granter! us 6y 'Bane, com- gargoy{es sfia[{ arrive to contra{ tfie air. I '%e ft.a[f moon witft. tft.ree 6ars is tfie 6inerf witfi tfie power of tfie secu{ar magic­ pose tfiat original(y tfiere were five. sign of'IJracanrfros. Jfe is a mighty 'R.g.a sfia{{ {et you five fong enougfi to see my vic­ 'Llsentiaf{y, tfze sym6ofs are power signs of users, wi[{ 6ri11tJ a6out a 'Banite Jfegemony tory over tfie :f{amerf One. 'Ifien you sfia{{ 6e 'Wizarrf of'Ifiay , 6ut ft.e fias 6een 6anisft.erf in tfie 'R.g.afms, anrf tfiese 6ona.erf toofs are five powerful factions that fiave 6anrferf for having an overweening am6ition untem­ sacrificeri to my greater gfory. "Jfe faugfis togetfier. centra{ to tfie conso{irfation of our power. maniacaf{y as you are {erf away. pererf witft. any sense of tact or timing. It is 'Witfi tfiem I fiope to 6e a6{e to contra{ anrf sairf he ft.as an o6session with rfragons, ft.ence avoirf tfie traps set in magicaf items 6y tfie ft.is name. Jfis sym6o{ afso resem6fes tft.at of

5 6 '£[minster ofSfuufowaale . 'Drac.antfros o6vi­ D Journaf 'Entry 14 sfr.ou[rf not 6e. '}or if you [ie, you sfr.ou[rf 6e 6y fiim. So, if I were you, I 'a slip out of ous[y h.opes tfiat fie can 6e as powerful as 'The man with. no name 6egins to gfuw afrairl of me! " With. tfiat a rfrop ofsmoking Sfuufowaale ant! sail rfown to Jlsfia6enforrf. '£[minster someaay. anrf cfiange. J{is features 6ecome evil anrf acirf escapes from tfie rfragon s mouth. past 'Then I'rf work.my way south. until I fount! "'fina££y, tfie claws offlame are tfie calculating. "7{sime£ess opposer! me as you liis evil, tootfiy grin! a certain rerf wizarrf s tower. Jifter tfiat I 'a sym6o[ of'Tyrantfr.r~, tfie flamer! one. I rfo," tfie manform says. ''g..(pw Fi.is slid[ pro­ 'Dracantfros recoils from tfie rfragon anrf get fr.im to remove tfie 6onrf. Or you couM tfr.ougfit tfiat it wouM tak.? fr.im mucfr. £onger tects my fiery essence. 'The time Fi.as come, turns to tfie party. Jfe spea~ a meaningless fiang arounrf fie.re anrfget turner! into a to recover after tfie recent events in Pfr.lan. 6ow to your new master · 6ow rfown to pfirase anrf Fi.is sym6o[ sfuw[y rfisappears. newt 6y '£[minster. " Jiis is tfie greatest tfireat, as fr.is am6iti.on is 'Tyrantfr.r~! " Jls fie laugfis, tfie 6ontfs on 'The party is free of anotfier 6onrf. tfie rfomination of tfie entire Prime 'Jv[aterial you arms gww 6rigfit[y. 'You fed your K_nees D Journaf 'Entry 19 Plane, anrf fie controls tfie Poo[ of'l(arfiance , 6enrf as you 6ow rfown 6efore fiim. D Journaf 'Entry 16 Jls tfie curie casts tfie spe[[, tfie 6ontfs wfiicfi must stiff e?jst if fie is 6acf( '%£ creatures of tfie rfeeper caverns Fi.ave 6egin to gfuw 6rigfr.t[y. Jlrcs of 6[ue flame '% finisfi off 'Tyrantfir~ you wiJ[ D Journaf 'Entry 15 6egun to awaK.?. In rfeference to me, tfiey sfr.oot out from tfiem ant! strik.? a6out tfie neerf tfr.ree magical artifacts. I K_now tfiat fiave marfe a present of agreat artifact. It is room. 'The cfiaracters 6egin to writfie in tfiey fiave 6een aistri6uterf amongst tfiree of '%.ere, (jreat Ones, you can see tfiat tfiey are part of'£[minsters pwt to rfestroy a£l one of tfie tfiree neerferf to slay tfie 'flamer! e;r_treme pain. 'The &ric ceases tfie spe[[, tfie powers tfiat fiave 6ontferf you. One of One permanently. Jfe 6etrayerf me 6acK_in '%,ese 6ontfs figfr.t my powers, removing tfie artifacts, tfie Jlmulet of Latfianrler, is rfragon((jntf in retaliati.on for tfie 'Dragonf[igfit. 'You may Fi.ave tfiese assassins Pfr.lan, 6ut now I sfr.a[[gain revenge. Jls tfiem is 6eyonrf me. I wish. you 6etter foe{( somewfiere Fi.ere in Zfientil 'l(f.ep. soon as we fiave aisposerf of tfr.e Zfientrim (j 0 witfi (j onrf. ,, 'Dracanrfros Fi.as tfie J{e[m of'Dragons near as a sign of my goorf f aitfi in warning you. ')Ou can see on tfieir arms tfie sign of we can turn our attention to 'Jv[ytfr. 'Drannor Jfaptootfr. anrf 'Jv[ogion controls tfie anrf my enemy. " D Journaf 'Entry 20 (jaundet of'Jv[oanrfer at ')'ulasfi. g..(pne of 'Tyrantfir~, tfie enslaver of rfragons. %is sign mar~ tfiem as tfie servants of tfie tfiese items are of any use e;ccept wfien tfiey D Journaf 'Entry 17 are in tfie vicinity of tfie Poo[ of'l(arfiance . enslaver, as we[[ as 6eing pawns of 'Unfortunately, I rfon 't K_now fr.ow tfieir '£[minster! " One 'Dragon, fr.owever, says, '1ou fiave nwgicwor~. "I'm afrairl I won 't 6e of mucfr. use to not convincer! me. I see tfie gwwing 6ontfs _JH_J you in terms offigfr.ting power. Jfowever, I on tfiese mortals. I fiave fie.arr! tfiat similar fiave 6een arfventuring 6efore anrf K_now 6ontfs were user! to contro[ a warrior tfiat fr.ow to stay out of tfie way. " attack.?rf 9vfistinarperarfnac[es Jlai 'Draco. I tfiinK_you contro[ tfiese mortals with. tfieir gwwing 6ontfs. 'free tfiem anrf tfien we may DJournaf 'Entry 13 jurfge tfieir actions. " "It Fi.as 6een rfeemerf necessary to ea££ 'Dracantfros says, '"But, if I free tfiem, upon tfie 'Jv[u[master 'Befr.o[rfer Corps to tfiey wi[[ attack.you!'' counter tfie rfragons now infesting tfie 'Rj.ver 'The 'Dragon says, '%£few of tfiem ... D Journa{ 'Entry 18 'Tesfi. 'Because of tfie corps rfestructive against tfie many of us! We are not afrairl. '%at 6onrf you wear - tfie one with. impulses, a[[ Zlientrim operative 6etween Or is it you wfio are afrairl of tfiem? 'You tfie crescent moon - 6ears a very cwse simi­ 'Tesh.wave anrf 'Dagger 'fa{ls are orrfererf to Carity to '£[minsters sym6ol g..(pw '£[minster witfirfraw from tfie area. g..(p 6enefits wi[[ 6e is not tfie type of man to tak.? ((jnrf[y to 0 'Door /j/,0 l mpassa6ft ~Stairs ~ J.lna pair! to tfie wirfows ant! orpfians of tfr.ose someone claiming tfiat tfiey 'a 6een 6onrferf wfio ignore tfiis orrfer. "

8 7 D Journaf 'Entry 21 anti pavement in Yufasli fiave entiureti some gfowing reti we6. If you speaf(tfie worrf DJournaf 'Entry 30 great strains recent{y, I can 't voucfi for tfieir "X!rKJ/(" wfiUe stantii11fJ 6efore it, tfien ''.So, tfiese are :Fzou{s fitt{e secret. 'J/ery J!Iaterian, sta6uity in most areas of tfie city. " wa{l(_i11 to it, you wi{{gain great strengtfi. I Jfey, you may 6e my 6rotfier, 6ut if I nave seen many of tfie 'T1iri- (qeen ao tfiis. " interesting. Jls tfie representative of tfie Tl(_'U'E priests of'Bane, I sfi.a{{ aefiver you to cfon 't get tfiat 300 goftf pieces you owe me D Journa[ 'Entry 23 J'mgonna come after you witfi a 6astarti D Journa[ 'Entry 26 :Mu{master anti to the granti Imperceptor. swortf. I tion 't care ifyou are a mem6er of "Ofv. fiere s tfie scoop. 'Ya got yer con­ "Once in :Mufrnaster, I wi[{ e;r,_amine 'IJtie men fiarf 6een para{yzerf 6y a spef{ tfie 'Bfucf(~twork., 'ITiey can't watcfi you aemneti prisoners, tfiem s as atimitteti tfiey tfiese 6ontfs in my {a6oratory, to your cast 6y an invaaing deric. Jfe was after tfie a[{ tfie time. I've sti[[got a few tricf:J of my was gui{ty. %ey fias ta figfit tfie monsters e;r,_treme aiscomfort J 'm afraitf. 'But, you may own tfiat I can use on a sfime rUUlen, otyugfi witfi out no weapons-we give ya tfiree to prisoners fie{rf in tfie {earfers room to tfie 6e comfortea tfiat tiuring tfie fina[ proce­ [if

10 9 indutfing wfiere you came from antf your powerful ofyour 6ondS, you wi[[ need tfiree D Journa[ 'Entry 38 D Journa[ 'Entry 39 items, tfie ']{e[m of'Dragons , tfie (jauntfet of names. Jlnytime you asfc.tliem a6out tfieir '%u 6ear the sym6o[ offive different questioning tfiey al[ turn, sneer, antf tfie 'Jv(oantfer antf tfie Jlmufet of Latfiantfer. organizations. 'ITiree I recognize, one I've 'Eacfi is fie[tf 6y one of tfiose controffing your commander says, "'We are preparing aJif e on never seen antf the fast causes me some con­ 6ondS . 'Witfiout tfiese fie wi[[ 6e a6[e to you, tfiis is strict{y routine. " cern. 'ITie j{ame antf dagger is the sym6o[ of ignore your most powerful attac~. " the :Fire 'l(nives, agroup ofassassins who %e fetter is unsignetf. D Journd 'Entry 33 [ast operated out of 'Weswate. 'ITiat group "I am Caemir antf my ancestors fivetf antf fiatf 6een destroyed, so they must have a new tfietf fiere in 'Jv(ytfi Vrannor. I fiave 6een D Journa[ 'Entry 36 6ase of operation. I fear I rfo not fc.now pfaguetf recent[y 6y evif dreams of my grantf­ "'We 've 6een fiere for almost a montfi wfiere. fatfier 's tom6 6eing turned into a nest for wfiipping tfiese 6ug6ears and wargs into '%e mouth in the palm is the sym6o{ of Jou[ spider tfiings. If you wi[[ fie{p me fay sfiape. 'J{pw you 've got tfie easy part. 'We tfie 'Jv(oander. 'ITiis god was 6anished liis spirit to rest, I wi[[gi ve you tfiis 6ow can 't [ead tfiese monsters against 'Dagger from tfie worU, 6ut fie reappeared 6riej{y as wfiicli fie made. " Jfe sfiows you an :Faffs, otfierwise they wouM realize that the a pife ofji{tfi. It [aitf waste to a section of e{quisite[y crafted 6ow tfiat radiates power­ Zhentrim were 6ehintf tfiis. So you takg. tfie tfie city ofYu[ash 6efore its defeat. 'ITie ju[ magic. 6easties to 'Dagger :Faffs and attacfc.tlie city. cuft 's cofor ofchoice is green. 'We '[[ have a "rescue force " of Zhentif 'J(f.ep '%e ornate Z in tfie triangfe is tfie D Journa{ 'Entry 40 D Journa[ 'Entry 34 troops arrive soon after antf repufse your sym6o[ of the Zfientrim, tfie 'B[acfc. 'Because of tfie incursions afong tfie 1{f.ver 'J{g.twork., %.ese are an evif affiance of '1eafi, wefl watcfi yourself 6ecause attack, 'ITien we '[[occupy tfie city as heroes 'Tesfi 6y Zhentrim forces, a[[ a«ies are tfiere 's fots of fio[es ya can 't see and walfs antf you '[[ 6e paid most handSome[y. 'We[l priests, mages and tfiieves operating out of ordered to gatfier in tfie caverns 6eneatfi tfie Zfientif 'J(f.ep. Some say that they run tfiat are a6out to come down antf 6rain you. we 're off to 'Tesfiwave, good fuck, " f a{fs. 'ITie dragons sfiouM 6e a6fe to fio[tf Zfienti[ 'J(f.ep. %e 'R.g.a P[ume 's are crawfing a[[ over tfie 6acfc. the 6efioMers, 6ut I ezyect Zfientrim '%e :Ffaming sym6o[ I've never seen, so p[ace-antf tfiey fiave orders to fc.iff any D Journa[ 'Entry 3 7 troops to jo[fow up the attack, Jls pay I I can give you no information. 'ITie fast footers tfiey Jintf. You want to fc.now wfiere '%is passage was used during funerafs p{edge tfie standard portion when we foot sym6ol witfi tfie crescent moon, 6ears a tfis ­ tfie Pit is? You 're crazy. Its in tfie nortfi 6y tfiose in tfie temp[e. %.ey wouM transport 'Tesfiwave, '!/oon{ar antf Zfienti[ 'J(f.ep. %e tur6ing simuarity to a powerju[ sage in wal[ of tfie nortfieastern quadrant of tfie tfie deceased remains from tfie tempfe to tfie pfan is nearfy comp{ete, come at once. Sharfowtfa[e. :For my own safety, I 'f{ say no city. 'ITiat p[ace is enougfi to makg. you [oony 6urialg[en through the passage. %e passage Signed, more a6out it. tfiougfi. Some 'R.g.a P[ume 's fiave jumped sfiip comes up in a 6acfc.room of the temp[e. Lora Porpfiyrys Cadorna rattier tfian go on guarding tfie pface. Ofi, "If you try to approach the 'Temp[e on yeafi. %e P[umies fiave set up some cfieck..: the path to the north, or through the ruins D Journa{ 'Entry 41 points a[[ over tfie city. %.ere 's one just in to the east, 'Tyranthr(l;(]J.S minions wi[[ spot %e paper is fieavify soifetl, 6ut you can front of'ITie Pit am{ one at tfie commanders you and he wi[[ 6e waiting. Jfe does not yet makg. out, "... 'l(nives untrustwortfiy, JfQ Can we go now?" fc.now a6out this tunnel " cu{tists unrefia6[e, wizard insane antf 'T seems very dangerous. 'Ezyect fittfe refia6ifi­ DJournd'Entry 35 ty from tfie 'J{g.w Jt[{iance, especial{y over 'ITie fetter reads, ":Friend, we fiave come tfie 6ontfed su6ject. 'Wi{{ need to set up our own o6servation team. Per .. . " upon more news for you. To s[ay tfie accursed :f[ametf One wfio fioftfs tfie most

11 12 [IIiJ~GJ~

OJourna{'Entry 42 OJourna{'Entry 45 uiea(q.ns your argument to 6ring efves marcfi you up into tfie fieart of the "o(rf moMy " 6acfc.onto tfiis pfane. 'The (etter reads, '':Frienrf of tfie J!arpers, 'The centaurs recent(y fzarf a 6rusfz witfi temp[e. In an ony{ wa[(erf room is a perfect, Yours in aarfc.ness, we are worf

13 14 turea 1Jimswart in oraer to fearn a6out tfie my own way. I can 't have any of tfie 'Banite D Journa[ 'Entry 53 OJournal'Entry 55 otfier 6ornfs. Priests catcfiing sight of me. 'But on[y some­ Suiden[y tfie roof vaporizes and 'l(jng "I can get you to tfie jail ce{[ 6ut I neecf one as slippery as I can squeeze tfirougfi tfie '"our aUf of one of our fe«ows in Jl.zoun, his wizara 'llangeraahast and a your fie[p to get fiim out. I'{[ wriggu out in route that I (now. " 'Iifverton was mucfi appreciatecl In return troop of royalguard's tfescena into tfie room. we must warn you that Jire 'l(nives are One of the guard's points at your party ana watcfiing the forest roarfs for you . .Afso tfie says, 'YJfiose are tfie ones wfio triea to k_if[ Jfameti One, in tfie ruins of'Jvf yth 1Jrannor 0 Journal 'Entry 52 you, your highness. " seems to 6e ta{(jng an interest in you. 'The princess uaps up ana stand's Jina«y, sometfiing malignant seems to 6e 'To tfie Pit 6etween you ana fier fatfier. "'They were watcfiing tfie Stantiing Stones. 'Beware anti unaer tfie J'ire 'l(nives , control tfiey (jooti Luck., " coufan 't he[p themsefves. 'BesUfes that, tfiey savea me.,, 0 Journaf 'Entry 56 'The {(jng foo(q at you ana at tfie 'The man says, ''Jf.sk_me not my name, for princess, "'We[l tfie fact remains that you names are 6ut fa6efs men app[y to that attemptea to k_i{[ me . .Afso, it foo(q as wfiicfi tfiey ao not untferstani I (now of tfiough you wear more contro[[ing 6onrfs. I your 6onrfs, anti ofyour struggf,e, to free wi« not s[ay you, 6ut you are 6anisfiea from yourself, for I fie{peti create tfie first 6ond's a« Cormyr fund's ." O[a Sta6[es what seems now so fong ago. 'The royalguard's come up and 6egin '"our fast 6ontl, that of'Iyrantfira:(Jl.5 escorting you out. Suaaenfy tfie far aoor tfie J{amecf One, is tfie most dangerous. opens ana (jharri of (jonti steps unsteatfify 'Wfiitfier you (now it or not, you are cfoser into tfie room . .9ls you uave tfie room, you to eternal sfavery now than ever, for see tfie princess run over to fiim anti they 'Iyrantfira:(]l.5 neea no [anger share fiis em6race. Jfeatfing out of tfie hUfeout you power over you witfi otfiers, fie can turn fiis fiear tfie {(jng saying, ''9{,_acacia, time for you ju[[ fury to ma{

15 16 we cannot attackJiis temp(e airect(y, tfiougfi 0 Journa[ 'Entry 58 'Tavern 'Ta[es 0 'Tavern 'Tafe 6 we Ii.ate fiim witfi great passi.on. 'Ifie fetter is written in a craGGerf script, 'Ifiese entries induae items wfiicfi aaven· JI. merchant a/venturer namer£ Jl./@Gar ·'Jif9w to our aeal You wear tfie ;f(amerf ·1 Ii.ave aeemea tfie 'lJisp(acer 'Beasts to Ge turers migfit overfiear wfii(e travding ana fieaaea south to investigate J{ap. Jl femafe Ones mar~ Gut I Ii.ave Geen toM you are fiis too weak.for my needs. 'Jou are instructerf to meeting other peop(e. 'During tfie game tfiese a/venturing group alSo heaaea in tfiat enemy. Wfien you attackji.is temp(e we wi(( continue tfieir training in tfie mountains entries are referrer£ to Gy numGer. Wfien tfie airection. Gena our power to redaim our foffowers. near'Tifoerton. It wouM takJ too many of game refers to a 'Tavern tfa(e reaa tfie 'I!iat may weakJn fiim enougfi for you to Ge tfiem to fay waste to tfie '])a(efands, Gut I specific entry ana pface a cfiec/(marl(in tfie victori.ous." 0 'Tavern 'Tafe 7 aon 't want tfiem aestroyea wfien tfie arag­ Goz to kJep track.of wfiicfi entries have Witfi 'Tesfiwave in Zfientrim fiands tfie ons Gegin tfieir j(igfit. You uJi({ Ge contactea come up in tfie game. '])o not reaa aheaa to river fias Gecome dangerous to travel peri.oaicaffy witfi new instructions. " other 'Tavern 'Tafes; some tafes are false, anrf 'Ifie fetter is signea witfi a symGo( tfiat otfiers are important dues tfiat are Gasea on 0 'Tavern 'Ta[e 8 matcfies tfie crescent moon Gonrf on your arm. wfien ana wfiere you rear£ tfiem. 'Ifie Princess afways fias some piece of 0 Journaf 'Entry 59 0 'Tavern 'Ta[e 1 purpfe dothing on, tfiat sfiow to spot fier. 'Both tfie Princess antf tfie '.l(jng are in 0 'Tavern 'Ta[e 9 town in aisguise. ? Someone passer£ tfirougfi recentfy witfi D 'Door 0 'Tavern '[afe 2 sometfiing fie was sure wouM aestroy tfie lfil Jlrclietf pfants. J{e was waving a wana aGout. 'Doorway JI. ffame wreatfieagiant waff;J tfie 'E(ven Court. J{e on(yfears three ancient artifacts. JI{ 0 'Tavern 'Tafe 10 tar One may (ie Ge(ow a waterjaff to tfie nortfi. Jtnima( 9{gises 'Tfiere sa trap aoor in tfie aftar wfiicfi --~- 0 'Tavern 'Ta[e 3 soMiers use to aeposit a(( magic items from tfieir raids. Afany so(aiers tfiinl( tfie Pit is spooky. 'Dq_ams Some fiave gone JI.WGL rattier tfian Ge put 0 'Tavern 'Ta[e 11 Sfrritre on guara auty tfiere. Jl mercenary group from tfie soutfi was 0 'Tavern 'Tafe 4 sfain Gy river pirates recent(y. 711.e city ssewer is among the more aan­ 0 'Tavern 'Ta[e 12 gerous in the '])a(efands. With a(( tfie war going on, tfie rivers are 0 'Tavern 'Tafe 5 getting aangerous to travel 'lJragons ana Jln.ima( GefioMers fiave Geen seen afong tfie 'Tesfi. (jrun.ts 9{gises groups of rerf roGerf assassins have Geen &Shouts patroffing the forest trail$. 0 'Tavern 'Ta[e 13 I fiear tfiere are Zfienti( 'l(f ep terror Out teams in the area.

17 18 D 'Tavern 'Tale 14 D 'Tavern 'Tale 20 0 'Tavern 'Tale 28 D 'Tavern 'Tale 35 'E{minster ofSfuufowaafe passed tlirough 'Watch out for faffing 6uiMings ana sink._ 'Two ships have 6een Cost traveffing to Zhen trim forces are gathering in in aisguise, heading for 'Tesh wave. JCe may fioCes in tfie rest of the city. Shadowtfafe. 'Ifie rivers gotten very 'lesfiwave, perfiaps tfiey wi{{ march on · 6e checking on tfie river aragons. clangerous. SfiarfowaaCe or 'Dagger :fa{{s . D 'Tavern 'Tale 21 D 'Tavern 'Tale 15 Creatures have 6een raicling tfie 'DaCe D 'Tavern 'Ta{e 29 D 'Tavern 'Ta{e 36 Sham6Cers wi{{ smother you if tfiey can from tfie nortfi ana west. JI thief in a purpCe vest Ii.as 6een raicling JI frienaCy vi{[age ofcentaurs is fiUUien gra6 you. JCave to hack._ tfiem to pieces tfie rich fiouses. Sfie s escapea with the fie{p in tfie forests to tfie soutfi. quick[y. D 'Tavern 'Tale 22 of a fiammer -wieUing cCeric. 'Ifie Zfientrim mages respect on{y tfiose D 'Tavern 'Tale 3 7 D 'Tavern 'Tale 16 wfio are as smart as they are. D 'Tavern 'Tale 30 'l(jng Jl.zoun of Cormyr is hunting for Ii.is 'Bane {ik._es 6efio{tfers. Jinyone efse wfio 'Ifie 'l(nigfits of9vfytfi 'Drannor fear some waywara aaugfiter in 'Tuverton. gets dose to tfiem wi{{ aie. 'Best to f

19 20 D 'Tavern 'Ta{e 43 D 'Tavern '[a{e 50 0 'Tavern 'Ta{e 56 D 'Tavern 'Ta{e 60 Some waffs antiffoors are dangerous{y 'That crazy halJfing running arounti here (jreen ro6ea cuftists have 6een seen Jluge shapes have ffown over the forest, shaky after Afoanaer's rise from 'Ifie Pi.t. thinkJ she's a 6ari. She sings 0'1( 6ut she arouna the Pi.t. 'Iliey must 6e pining for ora heaaing south. :Mofay. ain 't as gooa as Zazania Swaffowtounge. D 'Tavern '[a{e 44 D 'Tavern '[a{e 61 D 'Tavern 'Ta{e 57 1?.f,a wizaras {ik,g creatures offire. Cofa D 'Tavern '[a{e 51 'Ifie Stojanow 'l{j.ver valley is 6eing con­ attackJ are often the 6est aefense. JI 6fack_ship wi.th a fa1lJe crate came 'Ifie city guara is puffing out away from vertea to farms again. 'Ifie pyramitf is now from Afu{master - 'Bane's high· ~he 'Temp~ . 'Ifiey clan 't want to get caught usea as part of the irrigation system. in a crossfire. D 'Tavern 'Ta{e 45 est temple. 'Ifie Inquisitors are pro6a6{y in town. D 'Tavern '[a{e 62 Cu{tists of Afoanaer are D 'Tavern 'Tafe 58 starting to roam the area again. 'Ifie previous high priest of (joru{, (jharri, D 'Tavern '[a{e 52 'Voonfar hopes to 6uifa an arena for crim· was Princess 9{acacia 's fover for whife. fi~ has. D 'Tavern '[a{e 46 'Ifie release of Afoanaer from inafs, Zhentif 'JV,ep the Pi.t was a pfot 6y Zhentif 'Ifie 'Efven Court is guaraea D 'Tavern 'Ta{e 59 6y aforce of KJr,ights. 'I!iey 're 'JV,ep. JI young woman wi.th a purple sash stole trying to ~ep something in, not the crown jewefs from the ruins of the ~ep people out. D 'Tavern '[a{e 53 Yufash paface. 'RJ!ae through the gate anti Ifyou 're pofite anti respectful escapei wi.th a man. D 'Tavern '[a{e 47 to a 'Bane priest, they have to 6e respectju{ 6act no matter what JI party of insects was seen Mysterious Wand they reaf{y think., heaaing into the forest, heaaing for Myth 1>rannor. D 'Tavern '[a{e 54 D 'Tavern '[a{e 48 1>ragons have 6een seen f{ying near 'Ifie 'Temple of'Bane empfoys 6ehofaers to J{iffsfar. Something:( happening in the aiscipfine their priests. 'They afso have an south. Jlfso creatures have 6een accumu· fating near 'lJagger :Faffs- some ancient entire corps of the critters to aestroy major enemies. caverns have 6een reopenei. D 'Tavern 'Ta{e 49 D 'Tavern '[a{e 55 'Voonfar's 6een 6uifaing up troops again. 'Ifie Cormyr representative was preparing (jfaa they have rotten commanaers. to {eave after hearing the king f ouna his daughter, 6ut he was caflea 6ack_6ecause she escapei again.

22 21 PN 3071 (C) 2/95