===='fr==== AdValiCed Dungeonsgpragons® COMPUTER PRODUCT

9 Game Collector's Edition

Installation

Copy Protection Answers

Rule Book/Adventurer Journal Maps & Syinbols Advanced Dungeons & Dragons

9 Game Collector's Edition

Installation Copy Protection Answers Rule Book I Adventurer Journal Maps ..,. '.._J, . • ••• • ~- . . -

Table of Contents

Welcome 2

Installation 3

Menu Options 3

Customer Service 6

Copy Protection Answers 7 Secret of the Silver Blades 7 Champions of K.rynn 8 Death Knights of K.rynn 8 Dark Queen of K.rynn 9 Gateway to the 11 Treasures of 11 12

Maps I Symbols 14 15 16 Secret of the Silver Blades 17 Champions of K.rynn 18 Death Knights of K.rynn 19 The Dark Queen of K.rynn 20 Gateway to the Savage Frontier 21 Treasures of the Savage Frontier 22 Pools of Darkness 23 .,. .,. . :..J.". . . '"' .... ·_ .,:8. =--4 • . . ,_ ..• . - ~ .

2 3 INSTALLATION Welcome To run the installation program: Welcome to the Advanced Dungeons & Dragons 9 Grune Collectors CD. Wizard Works has compiled the best of the AD&D - Place the AD&D Collectors Edition CD-ROM in the drive. grunes for you to enjoy hour after hour. A great deal of time and - From the CD-ROM's DOS prompt, type INSTALL effort went into making the AD&D CD graphically pleasing, easy­ For example: If your CD-ROM drive uses the letter D: then go to that drive to-install and easy-to-use. We hope you enjoy it! by typing D: then push . When you see the D:> prompt type INST ALL and push .

Games Included After a brief introduction screen, the Main Menu appears. Each available game is displayed as text on the screen. Choose the game you wish to play, then press . Curse of the Azure Bonds Secret of the Silver Blades Pool of Radiance Dark Queen of Krynn Chrunpions of Krynn Pools of Darkness Gateway to the Savage Frontier Treasures of the Savage Frontier

Features Overview MENU OPTIONS

A. Play grunes directly from the CD After you select a game you will be given the following options: PLAY, B. Load the grunes on to your hard drive INSTALL, UNINSTALL, read DOCS, move one game to the LEFT, move C. View Rule Book and Adventurers Journal on CD one game to the RIGHT and return to the MAIN MENU. D. Uninstall Feature E. Print Rule Books and Adventurers Journal F. Easy to use click and select interface . - ~ ...... • • J• • .... ~-- ' - )"'II·

4 5 PLAY This option allows you to play the game directly from the CD-ROM. You are MAIN MENU able to play the game from the CD but custom files and characters are NOT This option allows you to return to the main menu. saved, unless you have made and specified a save disk. When you quit the game, you are returned to the game screen. RIGHT This option acts the same as the left button, but in a clockwise motion. INSTALL This option installs the game on your hard drive. You are prompted to enter the MAKING A SA VE DISK drive letter where you wish to install the game. The CD is no longer needed This process allows you to prepare a floppy disk to be used to save the custom to play the game. It is now accessible from the hard disk. Each game takes at files and characters you create. Simply insert a formatted floppy into your drive least 3 megabytes of free hard disk space. When installation is complete, you and choose this option to make a save disk. are returned to the game screen.

The games are installed into the sub-directory \WIZWORKS.

UNINSTALL This option removes the game files from your hard disk, providing that you have not moved the game directory since it was installed. REMEMBER: Any custom files or characters associated with this game are also deleted unless you have saved them to a different directory.

DOCS This option allows you to view or print the Rule Books and Adventurers Journal PLAYING THE GAMES for all games. Each game has its own set of playing instructions. These instructions can be viewed in the Rule Book by selecting the VIEW option in the Main Menu. Viewing Graphics To view a graphic file, move the cursor or click with your mouse the ORDERING RULE BOOKS/ADVENTURERS JOURNALS/CLUE graphic marker and press the . When you are finished BOOKS viewing the graphic, press the again to return to the text Hard copy Rule Books, Adventurers Journals and Clue Books are available viewer. through WizardWorks Customer Service. You will find an order form inside this box or contact us at (612) 559-5301. Word Search To find a string of characters (e.g. elves), press the key, type the word you wish to search for and press again. Note: The characters must be entered in lowercase. To find the next occurrence of the word, press Ctrl .

LEFT This option allows you to scroll counter-clockwise though the available game screens in a circular manner. This button allows you to view the other games without having to go to the main menu. ..,.. ~· ,·. ~ 4. . _J •*- ,.,. -~· ...... ' J'•

6 7

Need Help? Copy Protection Answers

Do you have a question or problem with a CompuWorks, WizardWorks or MacSoft Here are the copy protection answers everyone has been asking for! These will allow you to program? Call the WizardWorks Customer Support Hot Line. We' ll be glad to help begin playing the games without referencing the manual. you in any way we can. This is a service available only to registered owners of WizardWorks software. Be sure that you send in your product registration card before Note: Pool of Radiance and Curse of the Azure Bonds require the enclosed wheel to begin you call. play. The remaining games require the sowers you will find in the following pages.

Because there is no charge for this service, we must ask that you keep your question brief and to the point. Please prepare your question before you call, and try to be near How To Use Copy Protection Answers your computer with pertinent materials (i.e. your manual) on hand when you phone. When you start an adventure, the program will ask you a question. The answers are provided in Our hours are 9am to 4pm (Central Time.) If our customer support lines are busy, the table below. Type in the appropriate answer and press enter. please be patient. Leave your full name, daytime phone number and a fax number (when available) as well as the title of the program in question on our voice mail system. All calls are returned the same day in the order they are received. Please do For example, if the program asks: not call our switchboard, they cannot patch you through or take messages for customer support. On page# 10 line#2 If you contact us by FAX or mail, be sure to include a daytime voice telephone number what is word # 2 where you can be reached. You would type in ARE and press enter. Thank you for purchasing this WizardWorks product. We are always happy to answer your questions, and look forward to helping you get the most from your WizardWorks software. Secret of the Silver Blades

The WizardWorks Group Journal Entry # Word# Word CompuWorks WizardWorks MacSoft 3 5 BLACK 3850 Annapolis Lane North, Suite I 00 5 2 TALKJNG 6 4 MINERS Minneapolis, MN 55447-4553 USA 9 3 TALE II 5 BEHOLDER Customer Support Hot Line (612) 559-5301 13 I BLI D FAX (612) 559-5126 15 3 FROST 18 4 SILVER Customer support is available for registered owners only. 22 I DYING MAGES Make sure you have sent in your registration card. 23 6 24 2 GUARD 25 4 WELL 27 3 STORY Any changes to the program or hints that were not available at the time that this manual was printed will 28 6 VORPAL be included in a file on the master di sk, under the name README.DOC you can view this file from DOS 30 3 GEMS 33 4 AM 34 6 FLAMING ~ 37 6 SMALL with the editor that comes with DOS, called EDIT or from the Windows Write editor. 40 I LEDGER 43 3 MARCUS 46 3 MULMASTER . ..~ ~-...... J~· • ~ ' ::..J. '. ., . J , ' .~ . :....;. •. ' . >"""' ' ·- • ..· - ..J--

8 9

47 3 YU LASH 3 28 40 STREET 48 2 GLOWING 3 33 41 SEATS 51 7 HOUSE 3 39 43 ARMY 55 4 SERVED 3 43 44 DESPAIR 59 4 WOUDED 3 64 50 VISITOR 67 3 MAD 4 14 36 SPRITE 70 5 CIRCLE 4 19 37 MAN 4 26 39 OLD 4 29 40 DREAM 4 42 44 BRUTES 4 60 49 SNAKES 4 66 51 DARK Word# Journal Entry# Journal Page# Answer 5 50 46 TUNNEL 5 4 33 FLIES I 8 27 AS 6 34 SKOMP I 57 36 RED 5 5 8 35 NAME 2 7 27 sm 5 12 36 FIRST 2 16 29 PLAN 16 37 SHAKES 2 29 31 FOUR 5 5 23 39 BELIEVE 2 66 38 OGRES 5 46 46 PALADINE 2 74 40 TALE 51 47 FOUND 3 28 31 KEPT 5 33 WAVES 4 26 31 ABOUT 6 2 21 38 LEADER 4 39 33 LISTS 6 6 24 39 FAST 4 52 35 ARMOR 41 43 ARMY 5 I 26 WE 6 53 47 KING 5 35 32 PARTY 6 58 49 READS 6 24 31 ONCE 6 7 34 HEROIC 6 30 32 TO 7 7 17 37 SCREAM 7 3 26 AS 22 38 CITIZENS 7 12 28 GRILLIARD 7 35 SUDULTO 7 19 30 GENIUS 8 9 15 36 WELCOME 7 14 29 HOW 8 8 30 40 CELL 7 20 30 OUT 36 42 SUSPICIOUS 7 33 32 JELEK 8 27 39 ANYMORE 8 67 38 CARAM ON 9 32 41 METAL 9 2 26 KARL 9 45 45 TEMPLE 9 6 26 OF 9 61 50 SHADOWS 9 36 32 POOR 9 10 5 33 KALAMAN 10 34 42 EYES 10 55 48 BONES Death Knights of Krynn Dark Queen of Krynn Word Journal Entry # Journal Page # Answer Page# Word# Heading Answer II 36 MAYA I 18 37 SAGE 3 Ability Scores EVERY I 35 42 READING 3 5 Ability Scores RANDOMLY 2 3 33 EXPLOSION 3 8 Ability Scores SCORES 2 20 38 DWARF 4 l Character Classes CLASSES 3 l 33 CROOK 4 4 Character Classes MUST 3 10 35 WELCOME 4 7 Character Classes CHARACTER 3 25 39 HER 4 8 Character Classes MUST - ·-:- ., ...... ~: . : ~·"'·· . ... ~. . @:· , . ...1-" ' 8 . . •. . .• . ~-- .... ·- ..-. ..· - ··~- .

10 II 6 4 Alignment PHILOSOPHY 6 7 Alignment LIVES 6 8 Alignment BUY 7 5 Other Attributes THREE Gateway to the Savage Frontier 7 6 Other Attributes IMPORTA T 7 7 Other Attributes VALUES Answer 8 5 Preparation Tips BANDED Journal Page# Line# Word# 8 6 Preparation Tips TOGETHER ARE 8 10 Preparation Tips INN 10 2 2 AREA 9 Combat ADVE TURERS 3 5 5 HE 9 2 Initiative ROUND II I 4 SAVAGE 9 Combat BATTLE 2 2 1 3 A y 9 4 Th a co HIT II 4 I YOU 9 6 Initiative DIVIDED 4 2 I THEIR 9 7 Th a co MELEE 15 3 2 BOTH 9 8 Combat DA GEROUS 7 5 I ARMOR 9 9 Initiative SEGME TS 6 I 6 CHARACTER 10 2 Saving Throws SUCH 7 6 5 HUGE 10 4 Damage RANGE 16 I 4 IN 10 4 Ranged Combat FIRING 12 8 2 HASTE 10 4 Saving Throws POISON 19 6 3 THE 10 6 Ranged Combat DISTANT 14 3 I UNDEAD 10 6 Saving Throws SPELLS 6 3 5 SOME 10 7 Damage POINT 9 5 2 A 10 8 Damage LOSS 4 6 2 CROSS 10 9 Ranged Combat WEAPONS 14 7 3 TRAI ING II 2 Combat Strategies SUCCEED 8 2 7 SCROLL II 3 Running Away MAY 18 3 4 BY II 4 Running Away FLEE 16 3 3 COMBAT II 4 Wounded Characters SERIOUSLY 10 5 2 THE II 5 Running Away FROM 9 4 I GREATER II 5 Wounded Characters INJURED 5 4 6 READ II 6 Combat Strategies SKILLED 18 I I INCREASE II 8 Combat Strategies DEPLOYS 8 4 I WICKED II 8 Wounded Characters CURED 15 5 3 MAGIC 12 I After Combat IF 12 2 I CLERICS 12 3 Magic INTEGRAL 5 2 3 CITY 12 6 After Combat SURVIVE 3 6 5 12 6 Magic DARK 12 7 Magic QUEE 12 9 After Combat BATTLEFIELD Treasures of the Savage Frontier 13 I Deities SINCE 13 3 Deities EARLIEST Journal Page# Word# After Heading Answer 13 3 The Moons of Krynn CREATION 13 6 The Moons of Krynn WORLD 17 4 ROCK REPTILES LIZARDS 13 8 Deities WISDOM 21 5 INVISIBILITY TO ANIMALS TO 13 10 The Moons of Krynn GOVERNED 13 2 TIPS ON MAGIC CLERICS 14 2 Rangers USE 21 4 ENTANGLE GROW 14 3 Magical Treasures TRAVEL 12 2 RUNNING AWAY CHARACTER 14 4 Magical Treasures ABOUT 20 7 SLOW POISON DURATION 14 5 Rangers DRUIDIC 24 I FIRE SHIELD PROTECTS 14 6 Magical Treasures ENCOUNTER 6 6 ABILITY SCORES GENERATED 14 7 Rangers THEY 10 2 INITIATIVE ROUND 18 NEW MONSTERS THE 10 INITIATIVE OF . - ., - ., . . ~·· . ~- .. J·· • ...... :.....&.. • . . :;...... --r. . . ·) ......

12 13

3 5 LLORKH THE 4 7 ALIGNMENT LIVES 4 7 TRJBOAR BElWEEN 2 5 ABILITY SCORES RANDOMLY 4 9 TOWER OF TWILIGHT THIS 9 6 MAGIC SURVIVAL 23 7 LIGHTENrNG BOLT DOES I I PLAYER RACES THERE 12 9 RUNNrNGAWAY HE 9 6 AFTER COMBAT SURVIVE 7 8 CHARACTER CLASSES MUST 6 7 COMBAT ABILITY DEFINED 17 2 SPECTRES UN DEAD 6 5 rNITIATIVE IS 24 9 FIRE SHIELD HITS 10 3 CLERICS REQUIRES 4 5 TOWER OF TWILIGHT EDGE 8 2 COMBAT STRATEGIES SUCCEED 6 4 ABILITY SCORES SIX 10 I TIPS ON MAGIC BOTH 21 2 ENTANGLE PLANTS 9 4 MAGIC-USERS TRAINS 14 8 MAGICAL TREASURES MONSTERS 8 8 COMBAT STRATEGIES DEPLOYS 17 3 PURPLE WORMS ENORMOUS 8 6 COMBAT STRATEGIES SKILLED 10 7 rNITIATIVE INTO 5 9 OTHER ATTRIBUTES CHA GE 8 9 ALIGNMENT AND 9 3 MAGIC ESSENTIAL 15 4 BESTIARY THESE 3 5 CHARACTER CLASSES PROFESSIONS 21 7 ENTANGLE AROUND 4 5 ALIGNMENT A 6 3 ABILITY SCORES HAS 6 9 rNITIATIVE SEGMENTS 17 5 SPECTRES THE 7 3 ATTACKrNG lWO 8 7 ALIGNMENT LIVES 10 8 MAGICAL TREASURES MONSTERS 15 9 BESTIARY VARIES I 3 rNTRODUCTION YEARS 18 4 NEW MONSTERS ARE 2 3 ABILITY SCORES HAS 23 3 LIGHTENrNG BOLT MAGICAL 8 4 COMBAT MOVEMENT SQUARES 14 3 MAGICAL TREASURES TRAVEL 7 5 ATTACKrNG BASIC 13 I TIPS ON MAGIC BOTH 6 2 rNITIATIVE ROUND 8 I OTHER ATTRIBUTES EACH 5 5 OTHER ATTRIBUTES THREE 3 6 LLORKH TRADING 6 6 COMBAT MAP TACTIC 12 5 RUNNING A WAY FROM 8 2 COMBAT MOVEMENT NUMBER 17 4 SPECTRES HAUNT 9 8 MAGIC THE 4 2 TRI BOAR TRADING I 6 INTRODUCTION BAND 14 4 MAGICAL TREASURES ABOUT 6 9 COMBAT MAP THAT 8 3 OTHER ATTRIBUTES ALSO 7 8 ATTACKING MELEE 2 I 3 rNVISIBILITY TO ANIMALS TARGET 9 8 MAGIC-USERS LEVEL 17 5 ROCK REPTILES WITH 6 5 COMBAT WAY 8 ALIGNMENT A I 2 INTRODUCTION TEN 21 rNVISIBILITY TO ANIMALS TARGET 10 6 CLERICS BOOKS 17 5 ROCK REPTILES WITH I 3 PLAYER RACES SIX 4 4 TOWER OF TWILIGHT EASTERN 8 COMBAT MOVEMENT CAN 20 I SLOW POISON REVIVES 6 BUILDING A SUCCESSFUL PARTY FORMING 18 3 NEW MONSTERS CREATURES 9 7 MAGIC-USERS NEW 7 2 CHARACTER CLASSES ARE I I CHARACTERS AND PARTIES YOU 20 2 SLOW POISON A 10 6 TIPS ON MAGIC CAST 8 6 OTHER ATTRIBUTES IMPORTANT 10 3 MAGICAL TREASURES TRAVEL 23 LIGHTNrNG BOLT IS I 6 PLAYER RACES WHICH 6 9 BUILDING A SUCCESSFUL PARTY KEY 3 2 CHARACTER CLASSES ARE Pools of Darkness 5 7 OTHER ATTRIBUTES VALUES I 2 CHARACTERS AND PARTIES NEED 4 8 ALIGNMENT BY Journal Page# Word# After Heading Answer 6 3 COMBAT BATTLE 10 8 TIPS ON MAGIC WHICH 9 9 AFTER COMBAT BATTLEFIELD 6 2 COMBAT MUST 10 8 MAGICAL TREASURES MONSTERS ~ .• J~ ...... =---4. . .)."'II

14 15

Maps & Symbols

Following are maps and symbols that are unclear or not legible in the MAIN MENU DOCS viewer. If there is a map or symbol that is not located in these pages, refer to the documentation on disk. Pool of Radiance Important Note: The following map/symbols are grouped in order by game. The original page #'s were kept for reference purposes.

The games are grouped in sections as follows:

Pool of Radiance Maps/Symbols Curse of the Azure Bonds Secret of the Silver Blades Champions of Krynn Death Knights of Krynn The Dark Queen of Krynn Gateway to the Savage Frontier Treasures of the Savage Frontier Pools of Darkness POOL O'f !R2i'DIM{CE Journal'Entry 37: .fat massive atfas arawn 6y tfie great mathematician. 'Tomaros. .91.dventurers Jounui£ THE MOONSEA \1,/ , ••. , ""' TIIE RIDE ""' (NOMAD STEPPES)

FREE NEW PffiAN! The New Phlan City Council is leading the fight to free their captive city. Heroes are retaking the city block by block from the evil hordes. RICHES &, FAME! The council is looking for soldiers and rogues, mages and clerics, heroes of all kinds, to come to New Phlan. The wealth and land of an ancient city await those willing to reach out and take it. GLORY! Legends will be written about the heroic struggle to free New Phlan! Ships to New Phlan depart twice monthly. When you arrive, see the New Phlan City Council for the latest news and information. AREA NEAR PHI.AN MAKE YOUR FORTUNE IN NEW PHLAN!

IAY

"·' ,.,,

--

The Civilized Area of New Phlan STORMF _ -""'- -,,___,-= BI\!:::. -:::. MOONsEA -- ---

21 APPENDICES PHLAN SECOrlD Ll!.VEL lllAGIC-USl!.ll SPr.LU Detect Invisibility COin Type Gold Equivalent Invisibility Copper 200 cp- 1 gp Knock Silver 20 sp- 1 gp Mirror Image r:lectrum 2ep-lgp Ray of r:nfeeblement Qold lgp-lgp Stinking Cloud Platinum 1/5 pp- 1 gp strength 'DlllU> Ll!.VEL lllAGIC-USl!.R SPELLS SPflllm Blink This Is a listing of spells available to player Dispel Magic character clerics and magic-users as they rtreball gain In level. Haste Hold Person PDlST Ll!.VEL CLl!.RICAL SPELLS Invisibility, 10' Radius Bless/Curse Ughtnlng Bolt Cure Ught Wounds/cause Ught Wounds Protection rrom l':vll. l 0 Radlustprotectlon Detect Magic rrom Qood, 10' Radius Protection from r:vll/Protectlon from Protection from Normal Missiles Qood Slow

Sl!.COrlD Ll!.Vl!.L CLERICAL SPEILS ARMOR UST l"lnd Traps Hold Person Weight Jllaxlmum Resist rlre Armor Type In gp. AC Jllovement• Silence 15' Radius None 0 10 Slow Polson Shield, Small# 50 9 Snake Charm Leather 150 8 12 squares Spiritual Hammer P"added 100 8 9 squares Studded 200 7 9 squares 11tIIU> Ll!.Vl!.L CLERICAL SPELLS Ring 250 7 9 squares Animate Dead Scale 400 6 6 squares Cure Blindness/cause Blindness Chain :500 5 9 squares Cure Disease/cause Disease Splint 400 4 6 squares Dispel Magic Banded :550 4 9 squares -- Prayer Plate 450 :5 6 squares BAYOFPHLAN Remove Curse/Bestow Curse • A character c.anylng many objects, ..­ l"IKST Ll!.Vl!.L lllAGIC-USl!.R SPELLS Including lots of coins, can be further lim­ Burning Hands ited In movement to a minimum of :5 - Charm Person squares per turn. Detect Magic I A Shield subtracts 1 AC from any armor r:nlarge/Reduce It's used with. l"rlends Magic Missile TABLE OF EXPERIENCE - Protection from r:vllfProtectlon from PER LEVEL - Good Read Magic The following shows the amount of experi­ Shield ence a character must earn to gain a level - --- In his character class. All experience - Shocking Qrasp Sleep earned by multlple

Curse of the Azure Bonds

Maps/Symbols ''Jfowever, witfi tfie aitf of tfie nami{ess DJournaf 'Entry 4 6arr£, Vragon6ait was a6fe to tfiwart tfie Jl map mark!a Sewers. evil ones 6y gifting me wit Ii a portion of liis spirit. %e name{ess one sacrifaea liimselj­ (juiftf ana engineerea Vragon6ait ana my escape from tfie evi{ ones. ,. Myth Drannor ''J4.fter our escapetf I wok! up in a • strange p{ace, witfi manufacturea memories ana sym6ofs sucfi as yours on my arm. Von 't worry. ']v[y 6ontfs are gone, ana I am now juffy my own person . "In oraer to remove my sym6ofs, I fiatf to overcome tfie compufsion of tfie 6ontfs. 'Eacfi 6ona is fik! a magica{geas put on you 6y tfie person or group rcprescntetf 6y tfie sym6o(. 'l]our on{y fiope is to destroy tfie person or group tfiat was invo(z1etf in creating your

To Sembia lie Battledale 6ontfs. I see tfie "11U1u tfi in fiantf" sym6o{ of ']v[oamfcr on your arm. Perfiaps we can cooperate. THE DALELANDS AREA "/am fiere 6ecause of tfie nimors tfiat ']v[oanaer is tfireatening to return again. 'Ifie OF THE FOKGOITEN REALMS cultist of']v[oanaer were some of tfie evif ..... , .. . ones invo(vetf in my 6onaing. Since you are .... .~ . ·-- .... fiere ana carry liis 6onr£, I assume tfiat fie fias manage£ to gatfier enougfi power to attempt liis return. "/ fc.now tfiat tfie new aftar of']v[oanaer is somewfiere in tfiis niinetf temp{e. 'Tliis is liis originaf fio{y p{ace on our Pfane. Let Vragon6ait ana I fie{p you. 'We fiave 6attfea tfiis evif 6efore. "

:Jl'iaeout 4 sfwuftf not 6e. ';:or ifyou [ie, you sfwuftf 6e 6y fiim. So, if I were you, I 'rf sfip out of afraUl ofme! "'Witfi tfiat a rfrop ofsnwf:jng SfiC1Mwrfa[e anrf sai[ rfown to Jtsfia6enforrf. acUf escapes from tfie rfragon snwutfi past %.en J'rf work.my way soutfi. untif I fauna Fi.is evil, tootfiy grin! a certain rerf wizarrf stower. Jifter tfi.at I 'r{ 'Dracanrfros recoils from tfie rfragon anrf get fi.im to renwve tfi.e 6onrf. Or you cou(rf turns to tfie party. J£e spea/(f a meaning[ess fi.ang arounrf Fi.ere anrfget turner£ in to a pfi.rase anrf fi.is sym6o[ sfow[y rfisappears. newt 6y 'E[minster. " 0 Journal 'Entry 52 'Tfi.e party is free ofanotfier 6mu{ 0 Journa{ 'Entry 19 'To tfie Pit 0 Journal 'Entry 16 Jls tfie deric casts tfie spef{, tfie 6onrfs '7rie creatures of tfie rfeeper caverns Fi.ave 6egin to gfow 6rigfi.tfy. Jlrcs of 6[ue ffame " Mess 6egun to awaf:J. In rfeference to me, tfi.ey sfioot out from tfiem anrf strif:J a6out tfie ?{a[{ ~ Fi.ave marfe a present of agreat artifact. It is room. rrfi.e cfiaracters 6egin to writfie in g one of tfie tfiree neerferf to sfay tfie 'J{amerf ettreme pain. rrfi.e deric ceases tfie spef{, ~ One permanent(y. J£e 6etrayerf me 6ack_in '%ese 6onrfs figfi.t my powers, renwving 'J!i1aiting ?{eaaquarters 'JUiom {jinisftuf)_____ , Pfi.fan, 6ut now I sfia[(gain revenge. Jls tfiem is 6eyonrf me. I wisfi. you 6etter fuck.., soon as we Fi.ave rfisposerf of tfie Zfientrim (jo witfi. (jonrf." 0,1.~~ we can turn our attention to :Mytfi 'Drannor ~~,1-~ 'Brig anrf my enemy. " cl' mi Oftf Sta6fes OJournal'Entry 20 ,, ,,,,,,,//' , " ,, 0 Journal 'Entry 17 (?------t--.J /,

0 Journal 'Entry 18 '%at 6onrf you wear - tfie one witfi tfie crescent nwon - 6ears a very cfose simi­ [arity to timinster ssym6o{ '!{ow 'E[minster is not tfie type of man to taf:J f:jrully to D 'Door ~Stairs D 'Door )( Cfteck_Poin t 1t!eak_ someone daiming tfiat tfiey 'rf 6een 6onrferf 'Jounrfation

8 15 17 we cannot attacf(fiis tempfe directfy, tfwugfi D Journaf 'Entry 58 we Ii.ate liim witli great passion. 'Tfie fetter is written in a cra66ed script, ''9{gw to our deal You wear tfie f famed "! Ii.ave deemed tfie 'Dispfacer 'Beasts to 6e Ones markt 6ut I Ii.ave 6een toM you are Ii.is too weak.for my needs. You are instructed to enemy. 'Wfien you attack::_liis tempfe we wil[ continue tlieir training in tfie mountains 6end our power to redaim our foffowers. near 'Tifverton. It wouftf ta{\g too many of 'Iiiat may weakgn liim enougfi for you to 6e Secret of the Silver Blades tfiem to fay waste to tfie 'IJafe{and.s, 6ut I victorious. " rfon 't want tfiem destroyed wfien tfie drag­ ons 6egin tlieir fCiglit. You UJi{{ 6e contacted periodicaffy witfi new instructions." 'Tfie fetter is signed witfi a sym6o{ tfiat matcfies tfie crescent moon 6oni on your arm. Maps/Symbols D Journaf 'Entry 59

? D 'Door

~ Jtrcfutf 'Doorway

.Aftar Jilnimal 'J{pises

'De{.ams Sftrine

Jilnimal (jrunts 'J{pises & Sliouts

Out

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SS 1 ~£HCUMnRRHC 14 iMOV01£HT 1D8+ 1 a N'N'N'N'N'N'N'N'N'N'N'N'N'N'N'N'N'N'N'N'N' D + 1 JL + 1 The miners haul the chests of ground. One of the miners moves N'N'N'N'N'N N'N'N'N'N'N'N'N'N'N'NININININI gems to the edge of the well. The cautiously to the nearest, and .••• 1 iron-banded boxes teeter a shakes him, eliciting only an inco­ ARMOR CLASS (AC) I ENCUMBRA~CE I ABILITY SCORES WEALTH moment on the brink then tumble herent groan. He looks up at the COMBAT MOVEMENT over and break the glassy surface mayor and asks, "You sure these FLED status means that the character fled from Items Menu with a splash. The mayor steps folks are worth our entire treasury! the previous battle. After the battle he will READY USE TRADE DROP HALVE JOIN SELL ID EXIT forward, clad in worn armor, and They don't seem too impressive to rejoin the party. • READY is used lo change the status of a raises his hands skyward, beseech­ me. Maybe you should have GONE status means that the character has been weapon, armor, or other item. Only readied ing, "Cjreat Well of Knowledge, I asked for armor and swords and totally destroyed. Nothing can bring the char­ items can be used in combat. A character acter back to life. cannot ready more than two hand-held items call upon you to bring us champi­ stuff too!" at once. Arrows and crossbow quarrels are From the View Menu several options are ons to defeat the evil that infests available to inspect the active character. Not all assumed to be in a quiver and can be readied our mine." The mayor frowns in concen­ of these commands are available at all times. at all times. Some items will take both hands when readied (bows, quarter staffs, etc.), tration. "The ways of the well View Menu some take only one (long swords, wands, The sky grows dark and the are mysterious ... it has always ITEMS SPELLS TRADE DROP HEAL CURE EXIT etc.) and others take no hands (rings, armor, etc). On some systems there are items that ground rumbles. The air is electric been reliable, but not predictable. ITEMS will show all the equipment the charac­ can only be readied or unreadied while in with eldrich power. With a crack­ Our wish has summoned these ter is carrying. Items preceded by a YES are either camp or combat. ready for use. Not all commands in the Items le of light appear several figures, heroes bereft of equipment or Menu are always available. •USE activates an item. If you are using an laying dazed and naked upon the sense. We must take them back to item in combat, the Aim Menu will appear if the item can be targeted. See the Combat town and give them whatever section for details about the Aim Menu . help we can. Only then can we hope for their aid."

2 =------(![TI;:i.:;n---c-:r..:i:::7.. ------•rn;n;C3G>=w.i!!!!i~-

0 Journal Entry 1 MAP TO THE DRAQON°S HOARD.

KEYrn Wall [[J Door [II Arch­ way The dazed bodies are loaded into The carts bounce on more quickly, El carts and they begin weaving their until they pass through a gateway Red Dragon 's way through a maze of collapsed and pull up at a large house. The Lair buildings. Suddenly streaks of fire miners lift the still limp adventur­ 1- - -1-- -:- -- light the overcast sky and shoot ers and take them inside. The 1 ' ' -r toward the well. Straggling min­ mayor steps forward and states, I ers rush up to the carts yelling "Now we wait. They must recov­ -, incoherently. "Flames from the er from the shock. We must trust sky ... creatures attacked and encir­ that the well has provided what cled the well ... teleporters shut we need." down ... Fritz is dead!"

5 18 --~iiii!i!!iijlij~rc------llllC=~r=:i:------=~·ill'•~'~"------•RiiZJ~ c==;;------..:;::c•z!_==•--:.::.2..: ______ci~·~~-

0 Journal Entry 29 0 Journal Entry 32 0 Journal Entry 35 0 Journal Entry 36 VALA'S DESCRIPTION MAP OF THE 4TH LEVEL MAP TO LEVEL 8 T OOM MAP PURCHASED FROM OF THE OLD CASTLE THE STORM (/IANTS 'I was here as a young child. Oswulf KEY _J __ L KEY ' used to hold town meetings in the great [I] mi Shaft . Walt 0001 hall. The hall was huge - much larger ~- -~- --: --.:. ------rn mi I I I I I Wall Door I I I [!] [!] KEY > ' than this - and I don't recall any ~ - - -:- --t ---- Stairs Stairs ' [pd. '' . ' alcoves. These alcoves along the side Up Down [I] [!] .. ' -- ' --- -- ·---1 • ' • ' were definitely put there by the [!] El Wall loom? I • I o I Tele- Silver ~--~---I t In--g· ·--'I Dreadlord. I suspect that he has radical­ porter Key ~ • • ~- • • ~ • • • • I••.' • • I I I I ~ --.: . -- ~ -- ' -- ly changed the entire castle. Oswulf [1] t I I I I Jail Door I I I I I had said that his brother had become ~ ---:- --r ---:- -- ~ --·: -- . ' ' ' paranoid and turned the castle into a 0-W : maze of traps. We must watch where -- ~ - - - -- we place our feet; any stone could con­ ceal a pit or dart.' 0 Journal Entry 30 Perhaps this is a gateway to powerful mage who was able to the Abyss. In any case, we lost 'So many gems down in that mine and answer the riddles posed by that mad many comrades as the mon­ no way to get at them. Life ain't fair.' spirit. Near the top of the dungeon we sters have climbed up level OJournal Entry 31 were ambushed by the Black Circle. after level of the mine. Now Many died and none escaped. Our they are invading the nearby BANITE PAl'ROL's STORY leader was taken away for some black ruins. Soon they will reach 'The Black Circle usurped our control of rites. That spirit hates the living. Its New Verdigris. the Well of Knowledge. Bane was laughter is driving me mad! I must escape to the open air!' To add to our problems, some­ offended and sent a red dragon in thing has captured the Well of vengeance. The dragon drove out the 0 Journal Entry 34 Knowledge. The Well imparts infidels and now holds the Well in information, occasionally trust. There he shall remain until Bane OLD MAN'S TALE grants wishes and controls the deems it time for our return. Death to OF THE FLAMINCi ONE teleporter in my house. If you the Black Circle! Death to the enemies 'The Flaming One is an accursed : : free the Well, then you can use of Bane!' demon, destined to live as long as man ·: -- c the teleporter to move through 0 Journal Entry 33 walks the earth. He can possess anything of flesh. Last time he was - .. ------the ruins. PRISONER'S TALE ~:.._,[ : ; X; 'Once the Well is protected, defeated was in Myth Drannor and you must descend into the rumor held that he had died. If yah 'I am one of the champions who sought mines and stop these horrors listen to travellers, yah can trace his to free the town from its monstrous 0 Journal Entry 37 from emerging. Others have scourge. We penetrated the mines and movements. He is trapped in some M AYOR'S INTRODUCTION tried, but none have returned. diminutive form and seeks the power passed through the excavated tunnel to 'We are a small town of You must save us before we to release himself. 1 think he's skulking these dungeons. We were led by a miners in desperate straits. are overwhelmed. ' the ruins, seeking the power of the Three months ago we Dreadlord.' opened a new shaft and monsters boiled forth.

24 25 -~.,...9!!1!!iii~-c------•r::::·.crr :J:)ll--.:I1m. '•::I'JI".,______..,b::::J ~

D Journal Entry 38 D Journal Entry 41 DJournal Entry 43 MAP TO BLACK CIRCLE HQ MAP TO THE FIR5T KEY LITTER FROM MARCVS TO THE BLACK CIRCLE +To Level 6 The new band the mayor has recruited KEY KEY seems superior to the last group. The [!] [[] rn townsmen managed to reach the Well Wall Door Wall ' prior to the red dragon. They WISHED [E - -- 1,' -- [Q] for champions to protect them. Archway I Door [!] Fortunately for us, the wish worked __ -:- -- literally and brought only the people. ___ ..... _,....._ .. Stairs Down ! The mayor has to clothe, feed and equip ---"!::::jf.---~-....:r - -~- -- [!! Stairs them. It was quite a sight to see these ' Up naked and angry people waking up rn right in the middle of a town meeting. Jail Door I don 't think they will pose a threat. D Journal Entry 40 a> Black Circle El LEDCiER FROM N EW 5 Brass Head Quarters E Key D Journal Entry 44 VERDICiRIS MININCi .._~ PHLAN CLERK'S TALE D Journal Entry 39 2nd Tenday of Highsun New Verdigri s 'Well, I had just made my escape and OLD MAN'S TALE OF THE CLOAK Mining was preparing to return to Phlan when I 'My grandpappy was a paladin out 1) 250 was grabbed by those vile Black Circle scum! Do they never bathe! The council near Connyr, in the days before King 2) 300 Azoun. Family's come down a bit since back at Phlan will hear about this! 3) 75 (Hill Qiant Attack) then, but make no nevennind. He was 'Anyway, where was I! Oh yes, mauled beloved of a noble lady. She was a 4)350 by filthy beasts. They started babbling warrior maiden, namesake of Azoun's 5) 50 (Medusa Attack) about sacrifices and a Dreadlord. daughter Nacacia. Anyway, she kept Dreadlord this and Dreadlord that; all 6) 100 (Wyvem Attack) trying to attract him, tie him down and they talk about is this Dreadlord. If he's so on. In tum, he would go on longer 7,8, 9, 10) Qeneral Strike-no work. so powerful, why does he let these and more dangerous quests. 'Where are all these monsters coming disgusting people serve him!' 'Nacacia took this in stride and eventu­ from! We can 't get any work done!' She gets a sly look in her eyes. ally gave him this cloak as a present, saying that this way he could be around and elsewhere at the same time. My DJournal Entry 42 dad was their child and passed the THE MEDVSA's TALE. cloak down to me. I think that it's too useful just to keep as an heirloom - 'l don't care! We have been cheated of and none of my kids deserve it - so our rightful place in the Dreadlord's put it to good use.' hierarchy. The Black Circle must pay! They may have freed our master, but he is still weak and does not realize their plans! I shall go and tell him!'

27 -~....;;;;O!!!i!!iiw~=i;i------:::_·:.r.:::..:::---=uv:u.aLLL:::OO------eb:::::.J~

They dragged me here and I feigned object. You wouldn't have a spare dress 0 Journal Entry 48 truly immortal. When the Cjauntlet of Moander destroyed the Pool of unconsciousness - I wasn't going to around! Look at mine. Dragged through THE CjLOWINCi MovsE's SPEECH make it easy for them. The scum started mud and ice, absolutely filthy. And my Radiance, I feigned my death and 'You thought that you had defeated me whispering about great treasures hidden hair .. .' managed to possess this creature. Now in Myth Drannor and before that in my that you are here I can take one of you in the crevasses. The western tunnels She starts complaining about trivial and a vorpal something were castle in Phlan. Know now that I am over and be free again.' matters. mentioned. Strange name for a valuable 0 Journal Entry 49 MAP OF THE BLACK 0 Journal Entry 45 CIRCLE'S INNER SANCTVM MAP BE1WEEN BLACK CIRCLE HQ AND WELL ' KEY KEY ' rn []] - - - ~ - - ...... _.._....ll~ltr;\,I rn []] Wall Door w.. - -- -1-' - - .. - -- ' IE ~ ml f?'i.I ' An:ttway lmpissable Arcnway Impassable.... ---.---.-' ' -- +--+""'t- -- l --- EE(' Sec1e1 OOof

---,---' -- -,-' - - -- -,-' -- , ' - -- r -- O O I ' ' '

OJournal Entry 47 - - ~- - -1-~-,.L-~-,.I ---·---' ---t--- I ' 1 MAYOR RELATES YVLASH EXPERIENCES ' ' ' 0 Journal Entry 46 'Not long ago I served as a Red Plume. I was faithful and they made LETIER FROM MVLMASTER 0 Journal Entry 50 He responds, 'Thank Tyr! " He looks me commander of the city of Yulash. her in the eyes with a soft expression Know, oh ancient Dreadlord, that we We were locked in a fierce war to pro­ DERF MEETINCi VALA and says, 'The Legion has returned and remember our pledges - even those tect that city from the forces of Zhentil Vala chortles, "Derf, you fuzzy old man, is unravelling our spells. The Dread­ made over 300 years ago. As was Keep . The war tired me and I began to you look even cuter with white hair." lord's threat must be ended forever.'' promised, the newly reformed Beholder yearn for peace. What finally decided She pinches his cheek and gives him a Corps will be sent to serve you for a me was the Cult of Moander. It used big hug. She responds, "I still remember my period of 1313 days. We are gladdened my city as a base to restore its dead god vows and I will do what is necessary.'' that you have reawakened and hope to life. Were it not for a band of blue When she releases him, his cheeks are With that, she falls back into rank and that the alliance will continue in the tattooed adventurers the Cult might bright red and he sputters, "Now, stop the old dwarf recovers some of his same spirit that founded it centuries ago. have succeeded. that!" He straightens out his robe and dignity. continues, "How can you be alivel You In Bane's Name, I left as the Zhentrim attacked again were lost in the great battle." lmperator Dhazheal and wandered north. Here I found my leadership skills in need, so became She smiles and explains, "I was mayor of this peaceful backwater. Now captured by the Dread Legion and that peace is threatened. I hope you encased in a mystical cage until these have the power to protect us. ' adventurers released me.''

28 29 T."", r c==;ilmll-----=::::r•z,i_==----..·-.., .

OJournal Entry 51 0 Journal Entry 53 This leads along a winding tunnel into pieces. They do strange things to 'em OLD MAN'S TALE OF THE THE BLACK CIRCLE'S PLAr<.J a glacial crevasse. This was undoubtedly next door. Never can be sure with wiz­ CiOVERNMENT HovsE an old escape tunnel hidden by the ards. Next thing yah know the statues The path to the Castle of the Twins was Dreadlord. will be walkin '. Never be too sure .. .' 'Once heard tell about the impressive­ revealed when Oswulf's Confession ness of the old town. was rediscovered. Oswulf gave his final We have seen no sign of adventurers, 0 Journal Entry 65 confession to his cleric just before the ice but disturbances have been reported in There was a great castle at the head of LETIER IN TEMPLE the valley. Then south of the mine was encased the valley. The Dread Legion of the lower levels. As a precaution, we the old Ciovemment House. It was a Magic persuaded the cleric to reveal the have thawed out the purple worms. We go into battle today to stop the large place, richly decorated, where Confession. Their leaders expanded and This will slow us down, but will Dreadlord. I am fearful, but Oswulf is affairs of state were conducted. Was annotated the document. Their hopes of provide needed defense. confident. When he speaks I find my a quick penetration of the glacier were courage returns. I hope everyone at built stoutly, so should be still standin'. 0 Journal Entry 63 Ciood loot no doubt, if you can stand dashed when the Legion was nearly home is happy. With any luck I will be the ghosts of clerks and bean counters.' destroyed at Ashabenford. The VALA'S STORY home soon. Confession has been lost since that time. The amazonian Your loving son, OJournal Entry 52 We of the Black Circle are the descen­ woman collaps­ dants of the Legion. Now that we have Jhaele MAP TO BLIND MAN'S TREASVRE es as she steps the Confession again our plans can down from the proceed. We have broken the glacier shattered prison. 0 Journal Entry 66 and it recedes slowly. The Silver Blades As you rush to MAP RETRIEVED FROM STORM are gone, so no one can stop us from help, her eyes (i1ANT LEADER'S PovcH releasing the Dreadlord. It is only a flutter open and she moans, 'Who are matter of time. you? Where am 11' I' Still, we chafe at unnecessary delay. We After you explain what you know and t- - ~------'--- have tricked the miners into opening she has revived, she growls, 'The ~~Li..J __------:__ _ the way into the dungeons. We are Legion will pay. They have left me KEY now recruiting fire-using creatures to imprisoned for 300 years; since the [I] I]] -- - .&. - - - • - - - ... -- _.._-C:Jol -- _,_ - - ... - - - Wall Dool melt a way upward. The monsters we great battles. They captured me and m0 release serve to keep away intruders. imprisoned me in that shimmering cage. JM T1us.u1e .... The solving of the Dreadlord's dungeon 'So the war over the Dreadlord riddles has cost us many lesser mages. continues to this day. My vows compel Illusions have sent many scouts to me to continue this battle. I am Vala of unwitting deaths. We are proceeding, the Silver Blades and will aid you in KEY but would do better with control of the rn rn [!] this war.' Wall Door Stairs Up Well of Knowledge. Its wisdom and a 121 control of the teleportation gates would 0 Journal Entry 64 Illusionary Impassable Wall Area aid us greatly. We also seek the Amulet MAD DWARF'S RAMBLINQS of Eldamar to pass the three great doors to the Sanctum. 'Build 'em an arm today, a couple of chests tomorrow. Maybe slam out a few spare eyes. Wizards are queer birds - all skin and bones and glowin' eyes. Always distractin' yah, cacklin' and gig­ glin'. Iron statues, always more bits and 0 Journal Entry 67 0 Journal Entry 68 You may tell them that my negotiations terious rite. One stronger prisoner was with the Red Wizards proceed very MAD CLERIC'S RAMBLINQS MAP OF THE 8TH taken from among us. I believe he is to LEVEL OF THE DVNQEON well. Some may be on their way even be a sacrifice. You must seek him out 'Questioned the high lord Bane once, now. Should this tum out as well as I and save him as well.' you know. Didn't think that the hope, you can count on a position as Dreadlord was worthy of his attentions. KEY my personal scribe. 0 Journal Entry 71 Questioned that, I did. You know that rn mi SIQNIFICANCE OF THE AMVLET. questions are a burden! Very burden­ Wall Door With my strongest felicitations, some for a god. Then came the Silver rn ~ 'The Amulet of Eldamar will reveal Jail Secrel Qragnak Vlfrim Blades and I questioned again. Then Door Door three keys hidden within the dungeon. came the ice and I called out to Bane. [!] [!] Councilor of New Phlan The keys open the three doors guarding In his wisdom he kept my mind from Siairs Slalrs the Dreadlord's Sanctum. Watch for a Up Down 0 Journal Entry 70 freezing. Let me think about my ghostly radiance that will indicate the [!] PRISONER'S TALE. presence of a key.' questions for 300 years, with only ice Transporter as far as the eye could see. Can 't see 'The Black Circle has collected us as very far through ice either. Vnmoving payment to the driders. In return the for 300 years gives a man pause. driders will help them with some mys- Finally I discovered the answer and I sacrificed my mind. Sacrifice is a balm to the gods. Qods inspire the mad. 0 Journal Entry 72 Madness flows from .. .' MAP TO (iRIMDRA'S HOARD.

KEY __ J __ _ ' rn mi ' Wall Door ' ' ' [!] -- - - -i--' ---i-- ' Hoard ' ' -- m-- - - ~ - - - " -- :: ::' ::: ' ' ' ' -- -i---T"' ' - - -- ,---' -- - -

0 Journal Entry 69 CLERK'S LETTER My dear Sasha, I'm sorry to hear that you have concerns about the Black Circle. However, their continued good will is essential. Their control of the Verdigris Mine gives us the gems we need at a reasonable price. As long as these shipments continue, we will not investigate them too closely. 35 .34 18

Champions of Krynn

Maps/Symbols ~==~•~C::======-=~~~4~3==:;~

use Red Robe scrolls and White Robe mage and failure means death. All 0 Journal Entry 72 mages may only use White robe scrolls. mage characters have taken the test A mage must cast the Read Magic spell before beginning this adventure. lst :;wor 2ntf '.fwor Jrri !Fwor in order to identify the spells on the Many of the NPC mages you encounter KEY scroll. A spell disappears after it has are those who refused to take the Test []]Wall been scribed or cast. Only mages can of High Sorcery and have become cast mage spells from scrolls. Stairs Up llll? Rogue mages. Rogues are despised by rnooor Before they formally enter an order, all of the mage orders and are killed on ij mages may learn spells that they could sight. Rogue mages are not bound by []IJStairs not learn because of order restrictions. the limitations of the other orders, but d l°J ~C i rcul ar Once a mage has learned these spells their life expectancy is short and they Enira nce Stairs they remain available to him forever. do not gain benefits from the moons as [!] Possible do other mages. Treasure TIPS ON MAQIC SPELLS 4tfi :floor 5tfi !Fwor 6tli '.Hoor Spell casting: Both clerics and mages THE MOONS OF MAQIC may cast spells which assist the party Since the creation of the world, three in combat. Preparatory spells just moons have governed the powers of before a battle can protect and magic in Krynn. As the moons wax and ~ ~p strengthen characters. During battle, wane, so do the powers of magic your spells will damage your oppo­ aligned to them. Each moon has a nents and help your party. different cycle and effects a different Btfi !Fwor 9tfi !FWor JOtfi'.fC,,or Jltfi !Fwor group of mages. Mages of the White Memorizing Spells: Spells should be Robes gain their power from Solinari D D memorized as soon as possible after [] [] the white moon, Mages of the Red they are used. This is most likely to Robes are governed by Lunitari the red happen after combat. Encamp, have moon. The evil Mages of the Black your spell-casters memorize spells and Robes are empowered by the dark select REST to allow them to imprint moon Nuitari. The current position of the spells for later use. the moons is displayed at the top of OJournal Entry 73 I didn't know either. We were unprepared your computer screen and their effects Note: after resting, it is a good idea "After the battle I was taken to see a for the extent of the evil forces. are as follows: to save your game. We advise you powerful cleric. He laughed at my defeat. 'The ambush was a complete surprise." to save your game after every tough They led me to some doors that glowed in combat. We recommend that you OJournal Entry 74 the darkness, opened them with a key that Tanis's tale: keep at least two separate saved he pulled from his robes, and took me to a LOWo SAllCTillll aoeWAlllllG WAXlllG HIGH SANCTION games at all times and alternate "I had heard of slaves being taken in the (NEW MOOlll (FUUMOON) dark temple. I saw a bronze dragon egg on between them. This will allow you the altar! He told me that they were going area, so I disguised myself and arranged to to go back to a save before that Saving Throws -1 Normal Normal +1 Addilional Spells' 0 0 +2 be captured. I have just managed to free fatal battle. +1 to start the corruptions again! Then he had Effective level -1 Even Even +1 .. his minions beat me. the slaves here, but more are held to the south. I will organize the slaves here • The addilional spells can be of any level the mage can cast. THE TEST OF HIQH SORCERY "I woke up here. If it hadn't of been for while you free the others. Then we will Mages do not join a specific order as •• Only amage of 6th level or higher who also has an intelligence the treachery of a dark , and a sneak arrange a diversion to allow the slaves a students. The young mages study until of 15 or greater gains this benefit. attack from behind, they never would chance to escape." they have been deemed ready, where­ have captured me." He pauses. Tm sorry upon they must pass the Test of High for my men." he says, 'They had no idea Sorcery before being admitted into an what we were getting into. Krynn's blood, order. The test is different for each 12 28 . P.· .. /~-. . ~ ~ ·- •..· - -..J-- .

19

Death Knights of Krynn

Maps/Symbols 1 4

~IMPORTANT GEOGRAPHIC FEAruRES OF ANSALON ~ ~CHARACTER SUMMARY SCREEN~

IMPORTANT GEOGRAPHICAL CHARACTERS AND PARTIES FEATURES Individual persons called characters The major cities of the region are make up your party of adventurers. Kalaman and Vingaard Keep. They They can be any one of several races loosely administer the large number and have any number of different of small villages in the region. These skills. Some will be warriors, some include the dwarven village of Turef, priests, some mages and others may the gnomish village of Quazle and be thieves. Each brings his own TRAIN CHARACTER (from Hall Menu only) VIEW CHARACTER displays a Character the human towns of Cerberus and skills and talents. increases a character's level when he has Summary Screen for the active character. For Cekos. Many wars have been fought gained enough experience points. Characters more information see the Viewing Characters in this region, leaving several ruined may only advance one level per class per section. old castles and forts. Many have evil training session. See the Experience Points and REMOVE CHARACTER FROM PARTY transfers a reputations and should be avoided. Level sections in the Journal under Ability character from the party to the saved game Perhaps the most famous of them is Scores and Other Attributes for more informa­ disk or directory. Dargaard Keep. Once the home of tion. Training takes no game lime. When SAVE CURRENT GAME stores the current game the famous Knight of the Rose, Lord mages advance, they may add a spell to their to the saved game disk or directory. Soth, it now lies abandoned and spell books. There is no charge for training BEGIN ADVENTURING starts the game. decayed. characters. KNIGHT CHANGE ORDER (from Hall Menu only) allows a knight of sufficient experience and abilities to petition for admission into the next higher order. Look under Solamnic Knights on page 7 of the Journal. 10 34

Evil mages are of the Black Robe your computer screen and their order. The few mages in the world effects are as follows: JOURNAL ENTRY 44 THE RuFFIAN's MAr who do not enter an order are called "Rogues," and are attacked on sight by all of the other orders. oaoe KALAMAN BUSINESS DISTRICT Mages keep spell information in LOW SANCTION WANING WAXING HIGH SANCTION their personal spell books and may (NEWMOONI (FUUMOONI 0 0 0 0 0 0 only memorize spells that are Saving Throws -1 Normal Normal •I Addrllonal Spells· 0 0 tl .2 0 0 recorded there. Elfecllve level -1 Even Even ,, .. 0 When a mage trains for a new level, • The add1llonal spells can be of any level lhe mage can casl he selects a new spell to scribe into •• Only a mage of sixth-level or higher who also has an inlelhgence 0 his spell book. A mage can also of 15 or grealer gains lh1s benefll scribe spells from identified scrolls 0 if he is of high enough level to cast Spheres of Magic them and they are the correct type The magic of Krynn operates in for his order. Red Robe mages may spheres, with the different schools 0 only use or scribe Red Robe scrolls of mages only able to manipulate and White Robe mages may only certain of them; spells castable by one order may not necessarily be HALL use or scribe White Robe scrolls. A 0 0 0 0 0 0 mage must cast the Read Magic cast by another. The Spell :;L spell in order to identify the spells Parameters Table on page 55 and 0 the Spell Descriptions beginning on \ on the scroll. A spell disappears 0-- after it has been scribed or cast. page 20 detail which mage orders _J 0 can cast each spell. 0 0 0 The Moons of Krynn Since the creation of the world, Clerics 0 0 three moons have governed the Clerical magic requires no spell GUARDS powers of magic in Krynn. As the books. All clerical spells of the moons wax and wane, so do the appropriate level are always avail­ powers of magic aligned to them. able to a cleric, the character need Each moon has a different cycle and only memorize them. Unlike mages, affects a different group of mages. clerics can cast spells from scrolls Mages of the White Robes gain their without any preparation. TO THE power from Solinari the white WALLS moon, Mages of the Red Robes are Deities the land. Other knights had assault­ governed by Lunitari the red moon. Since the earliest days of Krynn , the JOURNAL ENTRY 45 The evil Mages of the Black Robes wisdom of the deities has been ed the place before, but none SIR VANSWARD'S TALE are empowered by the dark moon brought to all the races through the survived the altar room . Finally, we Nuitari. The current position of the efforts of the clerics, the mortal 'This was once a thriving temple to created a necklace which would pro­ moons is displayed at the top of Takhisis. Corruption bubbled up tect us from the spectral guardians. from this building and spread across I carried it boldly in, but was slain by a priest here in the antechamber. - . . :..i.: .. J•'. • ·~· • .. t- •• • -

20

The Dark Queen of Krynn

Maps/Symbols ~ · IMPORTANT FEATURES~ Advancing in levels takes no game time. Non-Player Characters When magic-users advance, they may add a During the game, the party encounters non­ spell to their spell book. See the "Maximum player characters (NPCs). There are three Level Limits by Race, Class, and Prime kinds of NPCs: those who volunteer to join Requisite" chart in the Adventurer's Journal the party, those who give information, and for level limits. those who will only fight. NPCs that join the mGHT NEW ORDER (from Training Hall Menu party are treated like player characters with a only) allows a knight of sufficient experience few differences. The computer commands and abilities to petition for admission into NPCs in battle. They also have morale. If the next higher order. Look under Solamnic things are going badly for the party, NPCs Knights in the Adventurer's Journal for more may run. Items can be traded to some NPCs, information. but they cannot be traded from conscious VIEW CHARACTER displays a character's ability NPCs to other characters. If an NPC dies, scores, readied weapon and armor, and however, you can use the TRADE command more. See the "Viewing Characters" section on the Items Menu to take his items. Only for more information. two NPCs at a time may join the party, and they may take a share of all treasures found. DB.EYE CHARACTER erases a character from the saved game disk. A deleted character may not be recovered. Viewing Characters The Character Summary Screen is displayed stores the current game SAVE CURRENT GAME anytime you select the VIEW command . This to the saved game disk or directory. screen displays important information about BEGIN ADVENTURING starts the game. a character, such as ability scores, current

.,

, '",,;.'•r ., ELZJHOLETH STRTUS:O'Kff9 MRLE 350 9ERRS HJT POJNTS 54/54 CHROTJC NEUTRRL QURLJNESTJ ELF SJRRJON CLERJC/FJGHTER/RED MRGE Ill ENPERJENCE: LEQEL 8/9/8 333333 CHARACTERS AND PARTIES STR 18(08) STEEL 200 f JNT 13 ,. You need a party of adventurer Player - WJS 14 ·: DEN 12 Characters (PCs) to play THE DARK QUEEN or CON 15 ID KRYNN. You must choose the following for CHR 17 each character: a race, a class, and an alignment. After you select these, the RRMOR CLHSS -1 ENCUMHRRNCE G40j computer generates a set of ability scores THRC 0 8 _M_o_u_EM_._E_N_T_____ 12 that define your new character's natural DRMRGE 108+5 strengths and weaknesses. To build a LONG SWORD +2 ~ Ill party you must make a mix of characters _ELFJN CHRJN + •l ~ ____J that have the range of skills needed for . TEMS I RHOE . ·ROP I I N JT ,••. success, and then band them together. CHARACTER SUMMARY SCREEN •RiiiiiiiiiiiiiiiiiiiiNll•m•iliii...... iii .. •Eiiiiiiiiiiiiiiiiiiiiiiilll1J-iiiiiiiiiiiiiiiiiiii JOURNAL ENTRY 64 JOURNAL ENTRY 25 NAVLIDIS, CITY OF THE 0ARCiONESTI LAIRS

The Lair The Palace of of Prince Lyzian Baldranous

The Lair of Tremor

KEY rn Wall []] Door [II Archway

KEY rn Temple Wall [QJ Forge Door

[I] To Celanost Archway . ~ ~~ - . "P.:L:, - ..I , . •. ~ • ...... · - ~- ~CHARACTER SUMMARY SCREEN~ 21

Gateway to the Savage Frontier

Maps/Symbols

the new class. For more information about only give infonnation or fight the party. NPCs dual class characters, look under Character that join the party are treated like player charac­ Classes in the Journal. ters with a few differences. The computer com­ mands NPCs in battle. They have morale. If VIEW CHARACTER displays a character. For things are going badly for the party, NPCs more infonnation see the Viewing Characters may run. Items can be traded to some NPCs, section. but they cannot be traded from conscious REMOVE CHARACTER FROM PARTY NPCs to other characters. If an NPC dies, transfers a character from the party to the however, you can use the TRADE command on saved game disk. the Items Menu to take his items. Only two NPCs at a time may join the party and they SAVE CURRENT GAME stores the current may take a share of all treasures found. game to the saved game disk or directory. BEGIN ADVENTURING starts the game. Viewing Characters The VIEW command displays the character Non-Player Characters (NPCs) summary screen. During the game the party will encounter non­ Characters have little money after being player characters (NPCsJ. They may talk to the robbed at the start of the adventure. They party, attack or even offer to join the party. accumulate wealth, in the form of gems, jew- There are two kinds of NPCs: those who vol­ unteer to join the party and those who will _J t I I

OJOVRNAL ENTRY 5 ing fatlen for so old a trick. Someone They even took my fine magical sword and a few supplies. We need to find a THE STOLEN REWARDS: slipped a little something in our food and with the gold braided handle, the one I new sponsor or a new mission quickly, to A curse upon their filthy heads! They've we slept like contented babes while the used to slay the griffon at Longsaddle last earn the money we need to live. bandits stole us blind! winter. What I would give to have it one taken all we had, stolen everything save Whatever mission we next accept, we the clothes on our backs! At! the gold earned on our last mission is more time, if only to skewer the slime will have a second quest to complete as who committed this atrocity! "More! More for everyone!" the waitress gone. We endured those dangers, did our well: to catch these thieves and exact pay­ cried out at the tavern last night. We jobs and now are left with empty pockets! We still have the tiny purse of coins I kept ment for last night! looked at each other; shame-faced at hav- Our heads could have festooned the end beneath my pillow. There isn't much, but of an orcsish pike ... all for nothing! it will be enough to buy new weapons 0 JOVRNAL ENTRY 8 ,.._. THE STORY OF THE PRIESTESS OF 22 Our foes WAVKEEN: are many and var­ ·1 never knew that a secret door led into the I: . ied, but we must . ·- I always remember back of the temple like this! I'm only glad ... , the face of our that you are friends instead of enemies! i ' ,,,". ·' • J .• - .. ~, / ·;· ultimate \ . "I'm sure the people who attacked you in 7 · t,·.-,._ .... enemy ... '. ~ the outer room were going to use the Treasures of the Savage Frontier secret door to enter the temple and kill us all! As sure as the market hawkers gather in the morning, they were sent here by OJOVRNAL ENTRY 6 the barbarians, and Longtresses herself. THE QVARDS AT YARTAR: All she wants is control of the city, and she doesn't care with whom she allies her­ Maps/Symbols We've been ordered that no one be self to get it!" allowed to leave the city for the rest of the day. Travellers from the north report that OJOVRNAL ENTRY 9 many bands of trolls have been seen there, THE WATERBARON's WELCOME: and some have been observed close to Yartar." "Welcome, adventurers! I regret that all of your treasure and possessions have been "These alerts normally don't last very stolen. If the City Quards should recover long. If there's anything you need to buy any of your items they will be returned to at any of the stores here in town, this is a you. good time to do it.· ·1 also understand that you are in need of OJOVRNAL ENTRY 7 a commission, but I have nothing for you MAP OF THE ISLAND FORTRESS. at this time. However, Yartar is a busy town filled with many people from all cor- ners of the Realms. Perhaps in the streets you will find someone in need of help during these troubled times.·

Main Complex OJOVRNAL ENTRY 10 MIEUKKJ's FESTIVAL: All around us there was activity, with the music of many Jutes and the snap of a hundred banners flapping in the breeze. In the heart of the glade a chorus of young girls sang a blessing of the trees, and the birds seemed to echo back a happy, chirping refrain...... VIEW CHARACTER displays a character's traded to some NPCs, but they cannot be ability scores, readied weapon and armor, traded from conscious NPCs to other char­ ~· JOURNAL ENTRIBS ·~ and more. See the "Viewing Characters· acters. If an NPC dies, however, you can section for more information. use the TRADE command on the Items Menu to take his items. Only two NPCs at REMOVE CHARACTER FROM PARTY transfers a a time may join the party, and they may character from the party to the saved take a share of all treasures found. JOURNAL ENTRY 1 JOURNAL ENTRY 3 game disk. MAP OF THE DwARVEN STRONQHOLD THE ZHENTARIM DOCTOR'S WARNINQ SAVE CURRENT GAME stores the current Viewing Characters "The Lord's Men have broken through the game to the saved game disk or directory. The Character Summary Screen (below) is wall of the southeast tower and into the displayed anytime you select the VIEW dwarves' stronghold. Lord Geildarr BEGIN ADVENTURING starts the game. KEY command. It displays important informa­ intends to surprise Milzorr and the others tion about a character, such as ability rn and slay them while they sleep. You may Wall scores, current and maximum hit points, be able to reach the area through the During the game the party encounters readied weapons and armor, and wealth. [QJ tower, or from the north through the non-player characters (NPCs). There are Door dwarven fortress. three kinds of NPCs: those who volunteer Characters accumulate wealth in the form to join the party, those who give informa­ of gems, jewelry, and coins as they go. ~ "If the trap works and the dwarven lead­ The value of gems and jewelry varies, and ane w~ tion, and those who only fight. NPCs that Door ers are ambushed, the rebellion will be join the party are treated like player char­ can only be determined by having the doomed! Good luck to you, and thank items appraised in a shop. acters with a few differences. The comput­ Secret you for showing mercy on these helpless er commands NPCs in battle. They also Encumbrance is the total weight (in gold Door enemies." have morale. If things are going badly for pieces) the character is carrying. D the party, NPCs may run. Items can be continues .. . lnrtially JOURNAL ENTRY 4 Enemy Occupied 'RABQAR'S INTRODUCTION "Brave adventurers," he continues. "You Archway are facing powers great and evil, forces beyond your current means. You must fight hard and use every resource of your strength and wits if you are to prevail. But there is hope.· JOURNAL ENTRY 2 Rabgar pauses to peer into the eyes of BJORN'S TALE each member of the party. "I charge you The leader of the men, wrapped in thick with a quest, the quest of the three dun­ furs, faces you, arms raised. As he pre­ geons. Succeed and you shall be the pares to speak, many Northmen and the stronger. Fail and your weakness shall be smaller Ice Hunters push in behind you. your downfall." ·1 am Bjorn, Son of Bjorn, Chief of this The old man's voice abruptly quiets, as village," he begins. he struggles to straighten his back and stand fully upright. "Seek the dwarves throughout the land; hear what they have to say. They are your friends. They shall direct you on your quest. And when they cannot, let Silvanus be your guide!·

CHARACTER SUMMARY SCREEN Rabgar stoops, grasping his stick for bal­ ance, then turns and wanders away.

4 25

...... "Without their help the tide of battle JOURNAL ENTRY 66 JOURNAL ENTRY 79 JOURNAL ENTRY 81 might turn against us, and the Krakens MENASTER'S STORY are working mightily to show the Lords' 8LACKROBED ORDERS THE COWERINCi DwARF'S TALE Alliance as weak, corrupt and backstab­ "Great adventurers! I have just now been unfolding the heavy paper, you see care­ · 1 am Bahriit. Did you see my sign, my bing. They hope that Luskan and recording your acts of heroism while they fully written, gold script letters that read: fine sign? It is the finest sign in all of Zhentarim allies will win, so that together are fresh in my memory. I shall transmit Fireshear, don't you think?. they will control the North. this letter to all members of the Lords' ·our time has come. Pick up their trail at Alliance, and your names shall ring Mirabar, and follow to the Ice Peak. Let Tears rolled down his cheeks. "They killed "Only the Heroes of Ascore can uncover throughout the Council Halls in the great them lead you to the Gem, then take it! my three apprentices, those monsters! all their plans in time, then go to Mirabar City of Waterdeep! Be sure their bodies are burned, broken, Did I help? No, I ran away. But they didn't and present proof of the Kraken decep­ and very dead. A quick return will ensure find me! But they killed my apprentices. tions! May Helm guide you on your way! " "The deceptions of Luskan, the Krakens a great reward. Failure will ensure They killed them all and I ran away and and the Zhentarim have been exposed, death . . . death without end." they killed them . . ..• JOURNAL ENTRY 65 but our victory is not yet certain. JOURNAL ENTRY 80 "Did you see my sign? Isn't it lovely? No THE SPIES' MAP "You may have heard stories of a great one else in Fireshear has such a sign .. . and powerful magical item, a Gem creat­ ICY TREE'S STORY so lovely .. . . • He trailed off into repeti­ ed in ancient times to fight the great evils We broke the shackles that held the man, tive gibberish, and reluctantly we left the of its day. We know little more of its pow­ and he thanked us with a sense of urgen­ trembling figure and moved on. ers and its history. cy in his voice. "Be warned: Tranjer Rolsk "My brother leads the miners of Fireshear. is a very evil man. He supports those in JOURNAL ENTRY 82 He has written to me of the Gem, and Luskan and their pirates. Stay away A MAP fOVND IN A DvNc;EON may know more. You must seek him out. from him!

"In no event can we allow our enemies to ·we know why you are here and wish to gain the Gem, for if the stories of the help. You must seek our leader, Bleak ancients are true its power could crush Sky at Morning. Hurry! Go East to Bjorn's our mightiest battlements." Hold, then, from the North pier, take a boat North to lcewolf. • JOURNAL ENTRY 67 KEY BLEAK SKY'S STORY []] "Long have we waited," the old man Wal said, his words measured and thought­ []] ful. "From grandfather to father, from Door father to son, from generation to gener­ ation, has the secret been passed. 600 years have we waited. And now you have come."

The old man rises. He gestures to the rear of the room, to a door. "The way ...... ~ is there. Long have we watched. Long has it waited. Through the door you must go. Climb the steepest climbs; find the Lair of the Dragon. The ancient power you seek is there, in the great cavern. " '

46 51 JOURNAL ENTRY 83 THE KRAKEN MAP

Pools of Darkness

Maps/Symbols

We must their supply lines -attac

the Way Inn BEFORE they arrive!

52 4 1

~CHARACTER SUMMARY SCREEN~

~IMPORTANT FEATURES ~

INIRODUCTION CHARACTERS AND PARTIES For ten years your glorious band has You need a party of adventurer Player Non-Player Characters (NPCs) Viewing Characters fought Evil wherever it has threatened the Characters (PCs) to play POOLS OF During the game the party will encounter The Character Summary Screen is displayed Realms. Lord Bane has suffered many DARKNESS. You must choose the follow­ non-player characters (NPCs). There are three anytime you select the VIEW command. This defeats at your hands and new peace ing for each character: a Race, a Class and kinds of NPCs: those who volunteer to join screen displays important information about a washes over the lands. Now your path an Alignment. After you select these, the the party, those who give information, and character, such as ability scores, current and comes full circle - back to the thriving computer generates a set of Ability Scores those who will only fight. NPCs that join the maximum hit points, readied weapons and city of Phlan. that define your new character's natural party are treated like player characters with a armor, and wealth. strengths and weaknesses. To build a party few differences. The computer commands Characters accumulate wealth in the form of As your ship arrives, you see the towers of you must make a mix of characters that NPCs in battle. They also have morale. If gems, jewelry and coins as they go. The value Phlan, where before only ruins stood. The have the range of skills needed for success, things are going badly for the party, NPCs of gems and jewelry varies, and can only be slums and decay have given way to new may run . Items can be traded to some NPCs, and then band them together. determined by having the items appraised in growth. Boats bob in the harbor under the but they cannot be traded from conscious a shop. watchful protection of Sokal Keep. In Player Races NPCs to other characters. If an NPC dies, large measure this prosperity and success however, you can use the TRADE command on Encumbrance is the total weight (in gold was born of your defeat ofTyranthraxus so There are six races from which you may construct player characters, each with dif­ the Items Menu to take his items. Only two pieces) the character is carrying. many years ago. NPCs at a time may join the party, and they ferent talents and limitations. Tables begin­ Combat Movement is how many squares a may take a share of all treasures found . As the sails are furled, and the crew pre­ ning on page 47 summarize the racial class character can move during a combat segment. pares to dock, you wonder "Where could limitations and ability score modifiers. The This is based on his readied armor, strength adventure be found amongst such peace ... following describes each race and tells and total encumbrance. which classes are open to them. CREATURES OF 11IB FORGOTIBN REALMS oragons The denizens of these regions are many and varied. Here is a list of monsters you may These are some of the most powerful and encounter in your adventures. Some of these creatures are extremely rare, and you may dangerous monsters a party can encounter. The older and larger a dragon, the more never cross paths with them all. damage it can do and the harder it is to kill : ~kD~ooll These are one of the smaller dragon species and attack with freezing cold breath, fangs and claws. Banshee These evil spirits' keening wail strikes fear Elementals into the hearts of men. They attack with a Death Tyrant Black Dragon These are strong, but relatively stupid chilling touch. beings conjured up from their normal These are a rare and dangerous form of These dragons attack by spitting streams undead beholder. They appear as sluggish, habitat on the elemental planes. The of acid and slashing with razor sharp strength of any type varies, and the char­ wounded beholders, but still possess some claws and fangs. of their original magical powers. acteristics of each are different:

Beholder Also called Bye Tyrants or Spheres of JVlany Byes, they are solitary horrors of great power. Each of the creatures' eyes Blue Dragon Earth Elementals has a unique magical power, and they are Dracolich These dragons exhale lightning bolts and These are powerful creatures who travel arrnored with tough chitinous skin. These are powerful undead dragons attack in melee with claws and fangs. very slowly and can be summoned from whose attacks include a breath weapon earth or stone. and a paralyzing touch.

Bulette ~ Also called landsharks, these are the Green Dragon result of a mad mage's experiment. They Dracolisk are stupid, irascible and always hungyY. These creatures are the hybrid offspring of These dragons attack with a poisonous ~a-mw I rogue black dragons and basilisks. breath and are notorious for their cruelty. These elementals are terrible to behold Dracolisks combine a dragon 's breath and can be fierce opponents. They are attack with the petrifying gaze of a basilisk. immune to both magical and non-magical fire attacks. carrion Crawler ~ These are giant, segmented creatures whose eight tentacles can attack once apiece each round. Carrion crawlers para­ ~~0011 These dragons are among the most feared lyze their victims and devour them. of dragonkind. Their attack is a withering Purple Worm blast of fire. These are enormous carnivores that bur­ row straight through solid ground in search of small (adventurer-sized) morsels. Giants These species vary greatly in power and intelligence. The following are the types you are likely to encounter: Umberffulk ..,_..___ Bane Minion, Blue Giant Cockatrice These subterranean carnivores burrow through the ground with powerful claws. AC: 2 HD: 1o Mv: 24 lnt: High AC: 3 HD: 1O Mv: 24 lnt: Animal Size: L Size: L Align: CE THAC0: 11 All: 3 Align: N THAC0: 11 All: 1 Dmg: 1d6 Dmg: 1d6/1 d6/2d6 Spee All: lightning breath, Spee All: petrification attack XP: 2000 aoudGhlnt I New Monsters lightning aura Spee Def: See below XP: 4000 These are rare mutated fonns of the cocka­ These giants are one of the most powerful (The following creatures are appearing for Like the black bane minions, these crea­ trice. They stand eight feet tall and are races of giantkind. Some cloud giants can the first time in an AD&D9 computer tures were created by Bane to serve even more fierce than the cockatrice. Due use magic. fantasy role-playing game.) (iothmenes. They can breathe a lightning to their size, their diet consists of small bolt identical to a blue dragon. They radi­ mammals and large lizards. They are Legend: ate electricity, so anyone who strikes them incredibly fast and, due to their petrifica­ AC: Armor Class, HD: Hit Dice, Mv: Move­ takes double the damage in return. Like tion attack, extremely dangerous. ment; lnt: Intelligence; Align: Alignment black minions, they can see invisible (N = Neutral, CE = Chaotic Evil), THAC0: To objects and are immune to fear, poison, fireGianl hit Armor Class (/J, All: Number of attacks, death effects, and chann. l Greate< l'fargoyle • These giants are brutal and ruthless war­ MR: Magic Resistance, Dmg: Damage, riors who resemble huge dwarves and Spee All: Special Attacks, Spee Def: Special AC: 0 HD: 12 Mv: 15 lnt: Low Size: M have flaming red or orange hair, and coal Defenses; XP: Experience Points. Align: CE THAC0: 9 Att: 4 black skin. Some fire giants can use magic. Dmg: 1d10/1d10/2d8/2d8 Spee Def: immuni­ ty lo normal weapons XP: 6000

&me Minion, Cireater margoyles are cousins of the margoyle. Red~ They both attack with two claws, horns and a Rak5hasa . AC: O HD: 12 Mv: 30 lnt: High Size: L .1: Align: CE THAC0: 9 All: 3 bite, but greater margoyles are stronger and faster. They can be found in many of the same These evil spirits ply victims with illusion Bane Minion, Black Ding:1d8/1d8/3d6 and false civility, but in reality are cunning Spee Alt: fire breath, flame touch habitats as the margoyle. AC: 4 HD: 8 Mv: 15 lnt: High Size: L fighter/magic-users. Spee Def: See below XP: 12000 Align: CE THAC0: 13 All: 3 Dmg: 1d4/1 d4/1 d6 Like the black minions, these creatures Spee All: Acid breath, magic were created by Bane to serve Spee Def: See below XP: 3000 Ciothmenes. They can breathe fire like a Bane created three types of servants to red dragon. Each hit by a red minion will Greater Otyugh serve his lieutenant, (iothmenes. The cause an additional 2d6 of fire damage AC: 0 HD: 14 Mv: 6 lnt: Average Size: L black minions can breath a stream of acid due to the intense heat generated by their Align: N THAC0: 7 All: 3 These natives of the elemental plane of identical to a black dragon. They can see bodies. Like black minions, they can also Dmg: 2d10/2d10/1 d6 Fire are immune to all fire-based attacks. invisible objects and can cast the follow­ see invisible objects and are immune to Spee Def: immunity lo disease XP: 10000 They are dangerous foes because of their ing spells once per day: cone of cold, hold fear, poison, death effects, and chann. Mages in the Realms have found that evil nature and their immunity to all but monsters, ice stonn, bestow curse, slow, otyughs provide excellent defense while magical weapons. and fumble. They are immune to fear, disposing of useless offal. Since many poison, death effects, and chann. mages are dissatisfied with what already exists, some have improved on the otyugh. they form loose family associations. Except for their great size and strength, pealing rarely with humans, they consid­ greater otyughs are identical to the otyugh. er people to be another form of prey. Their Stone Spider breath is identical to that of a red dragon . AC: 4 HD: 5 Mv: 12 lnt: Low Size: L Pet of Kalistes Align: CE THAC0: 15 All: 1 Dmg: 2d4 AC: -1 HD: 13 Mv: 18 lnt: High Size: L Spee All: petrifcation attack XP: 650 Align: CE THAC0: 7 All: 3 MR: 850/o Electric Spider • Dmg: 2d8/2d6/2d6 Spee All: poisonous bite, Stone spiders are one of the common spi­ magic Spee Def: blink, immunities XP: 14000 AC: 4 HD: 5 Mv: 12 lnt: Low Size: L ders that exist in the Kalistes' dimension. IUJI Gjant Shaman Align: CE THAC0: 15 All: 1 Dmg: 2d4 As large as a Huge spider, these magical I These are highly intelligent spiders created Spee All: lightning breath arachnids tum their prey into stone and AC: 3 HD: 10 Mv: 12 lnt: Average by the Marilith Kalistes. She uses them as Spee Def: immunity to electricity XP: 650 Size: L Align: CE THAC0: 11 Att: 1 bring the stoned creatures to their lair for Dmg: 2d8 XP: 2000 guards and messengers. Their bite is so Electric spiders can be found throughout later feeding. poisonous that a target must save versus A few hill giant tribes have shamans who Kalistes' dimension. They can breathe a poison at -2 or die. They can see invisible lightning bolt similar to that of a blue can cast spells as a fifth level cleric. In all objects and can cast the following spells other respects, they are identical to other dragon's. They favor narrow confines once per day: Death spell, Disintegrate, where they can bounce their bolt through hill giants. Feeblemind, Fire Touch, Fire Shield and a victim several times. Charm Monsters. They are immune to Walking 'ITees poison, death effects and charm. AC: O HD: 12 Mv: I6 lnt: Non Size: L Align: N THAC0: 9 All: 2 Enormous Spider Dmg: 4d6/ 4d6 Spee Def: immunity to confusion XP: 7000 Large Iron Golem CryoSnake AC: 1 HD: 9 Mv: 15 lnt: Average Size: L Align: CE THAC0: 11 All: 1 Dmg: 2d8 The powers of Moander allow its follow­ AC: o HD: 27 Mv: 9 lnt: Non Size: L AC: 5 HD: 4 Mv: 15 lnt: Animal Size: L Spee All: poisonous bite XP: 2000 Align: N THAC0: 5 Att: 2 Align: N THAC0: 17 All: 1 Dmg: 1d3 ers to animate some plants. When the Dmg: 4d10/ 4d10 Spee All: poison breath Spee All: cold breath Some spiders in Kalistes' dimension grow Cult of Moander joined with the wizard Spee Def: immunities XP: 27000 Spee Def: immunity to cold XP: 420 very large and have great cunning. Anyone Marcus and the glabrezu Taleton, this bitten must save versus poison or die. power was extended to many of the trees These are larger versions of the iron These fierce snakes prefer to inhabit of the Elven Court. The trees are unintelli­ golem. They are four times the height of a glaciers and high peaks. Humans will gent and mindlessly obey the orders of the normal man. Like the smaller iron golems, rarely confront these beasts unless they cult. They strike with two large limbs. they are immune to all magic except elec­ move to higher elevations during excep­ Gaze Spider trical attacks (which slow them) and fire tionally cold winters. Their breath is iden­ based attacks (which heal them), however, tical to that of a white dragon . AC: 4 HD: 5 Mv: 12 lnt: Low Size: L their enormous size and strength make Align: CE THAC0:• 15 All : 1 Dmg: 2d4 Spee Alt: paralyzation gaze XP: 420 them even more deadly than the iron golem. Only the most powerful mages A common denizen of Kalistes' dimen­ can create these monstrosities. Pyro Snake sion are the fierce gaze spiders. Any crea­ AC: 5 HD: 4 Mv: 15 lnt: Animal Size: L ture who meets their gaze must save ver­ Align: N THAC0: 17 All: 1 Dmg: 1d3 sus paralyzation or become paralyzed. Spee All: fire breath Mirrors and other reflective surfaces can Spee Def: immunity to fire XP: 420 be Used to tum their gazes against them. This breed of snakes prefers to live in des­ olate deserts or inside volcanoes. There "A certain Qragnak Vlfim also's here. the reasons I was chosen as the new coun­ train, but I was not able to bring my sister JOURNAL ENTRY 37 with me. Take me with you. I'll help you Some say he's as powerful as Cadoma his­ cil member. I believe I have done my part THE ALTAR ROOM in restoring Phlan to its present state. fight Kalistes, anything to save Arta ." self, but don't you believe it. He's just a A magnificent altar spans the far wall - sorry sot what's been had by that vixen "I say these things, first, so you will know JOURNAL ENTRY 36 a shrine to night and all its spawn. A Sasha. But he's done for her one better and there is no trouble to be found here in giant silver web stretches from the floor to she knows her place right sure now." Phlan; and second, so you will not think MABRIL SPEAKS the full height of the vaulted ceiling. The you can manufacture your own: "The black elves dragged me from my JOURNAL ENTRY 23 full moon hangs in the web's center; but it farm in one of these wagons. They take is not the full moon. It is the belly of a MAP OF THE LOST MINES JOURNAL ENTRY 26 everyone down to their dark city. A num­ giant spider; pregnant with evil, pulsing ber of us made a break, and got about with hideous life. The spider waves its THE BOOMIN(j VOICE halfway out before a big fight. A wall "Those of you still squirming will regret legs wildly about as if casting about blind­ came down on me and they didn 't catch ly for prey. every moment I am called away from my me. And a little woman, a , great spell. You will envy those already escaped too. But she wouldn 't get in the Below this apparition stands a young safe within the icy clasp of Lord Bane. For wagon, she still wanted to fight. She's still . He is naked, his dark skin gleaming I have released my keen-eyed pet into the down there - you should help her. She in the light of the obscene moon . He corridors of the Tower. Meet the Qelt." can't hold out for long! holds a dagger to his lips and stares KEY 0Door fiiJ ~~sabl• The great voice dies away with a chuckle. upward, transfixed. "You'll never get in the way the wagons JOURNAL ENTRY 27 do. But you might want to follow a bad Locaste stands next to the drow youth, her hands raised above her head, her eyes AEQHWAET robe - a cleric - to get in. They have JOURNAL ENTRY 24 their own paths.· mere slivers of shining white visible "My name is Aeghwaet. I have lived here THE BANITE'S CHANT through slitted lids, her robes shimmering for the past 3,500 years, finding the envi­ He draws a map of a section of the under­ in the dark. Balia and Daris flank her; their "Into ronment most congenial to my health. ground city: eyes closed, their faces ecstatic. Daris car­ The Labyrinth! "Recently, however; evil spawn have ries a crystal wand. Daris, as well as the Left step invaded my home. They are taking huge rest of the supplicants, is guarded by drow. Right step quantities of Moander's flesh and I do not Step step know why. It is no longer safe to live here. JOURNAL ENTRY 38 Left left. Not only are there foul creatures constantly about, but Moander's body is beginning to THE STEWARD OF THE T EMPLE Into fight back. Bits of flesh prowl the open The Labyrinth!" "Welcome, drow, welcome. wounds, and they make no distinction Whether you be candidates for a JOURNAL ENTRY 25 between those causing the harm and me. great honor; or supplicants before our Lady, be wel- SASHA "I cannot hide much longer; yet if I leave, 0own 10 it will mean the end of my extracts and -~-s1a_..~Pms come. I give you good ·I was once the council clerk here in . my life in a few short years." news. Soon, the Night Phlan, as you may remember; and I am Passage­ Spawn, the invincible well versed in dealing with trouble. • way children of our Lady ~ ~irs 111• Stairs When Phlan was infested with corrup­ ~p • Down Kalistes, will come to tion, I was intimate with all the details of ...... KEY the Temple through the Qateway to our city's liberation. When the Black Darkness, and we may all have the honor Circle hounded me in Verdigris, I man­ aged my escape. These are just a few of ... and their war with the Ciold Dragons, JOURNAL ENTRY 43 JOURNAL ENTRY 45 JOURNAL ENTRY 98 in return for their servitude. The debt is to HVNTSMAN'S TALE A SOLDIER'S MAP be extended to one thousand generations. MAP TO THE RED RIDER'S LAIR "I am Elgin, a hunter, and the last of our I have seen him work this contract into a village still alive. First dark elves raided LJ spell confined to the walls of the Keep. from the north, carrying away any they Not all of the giant tribes have agreed, for could capture. Then the forests came alive many consider extension of debt to poster­ around the tower to the east. When the ity a grave injustice. But those who have walking trees came, we were finished. agreed to his treaty... Our people were all crushed or run off to the woods southwest near Myth Drannor. ... has cast the spell several times today, I do not know what the survivors face each time enslaving more ogres and KEY Secret Door there, but at least they can be assured that giants. My Lord considers it payment for f a tree will act like a tree!" the number of his human servants the monsters have slain outside the walls of JOURNAL ENTRY 44 KEY his Keep and hence outside of the range of JOURNAL ENTRY 99 his spell. They dare not take his life, for he >One-way THE 0MINOVS TOWER THE EYES OF l