INSTRUCTION MANUAL AND ADVENIUREK1S JOURNAL ~==:=:::::c~======-=~~~

LIMITED WARRANTY TABLE OF CONTENTS

SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFlWARE PRO­ INTRODUCTION ...... I GRAM RECORDED ON THE DISKITTE OR THE GAME DESCRIBED IN THIS RULE BOOK, TrlEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM Your Game Box Should Contain ...... I AND GAME ARE SOLD 'AS IS.' THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH Before You Play ...... -...... 1 THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUEN­ Getting Started Quickly ...... 1 TIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN Using Menus ...... I ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR Beginning to Play ...... 2 LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, Modifying Characters and Parties ...... 3 SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .) Non-Player Characters ...... 3 The enclosed software program and this Rule Book are copyrighted. All rights are reserved. This Rule Book Viewing Characters ...... 4 may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or Character Status ...... 4 machine readable form, in whole or in part, without prior written consent from SSI. The program accompa­ nying this Rule Book may be copied, by the original purchaser only, as necessary for use on the computer ADVENTURING ...... 5 for which it was purchased. Display Screens and Points of View ...... 5 Magic ...... 7 ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON LANCE and the TSR logo are trademarks owned by and used under license from TSR Inc., Lake Geneva, WI, USA SPELLS ...... 8 Copyright ©1990 , Inc. All Rights Reserved. Copyright ©1990 TSR, Inc. All Rights Reserved. CIVILIZATION ...... 8 ENCOUNTERS ...... 9 WHAT TO DO IF YOU HAVE A DEFECTIVE DISK Combat...... 10 Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and correct any errors in programming. However, due to the complex nature of our simulations, some program errors may go undetected until after publication. In addition to errors in the program, there are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to 5% fairure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the Questions or Problems? problem is with a disk drive that needs servicing for alignment, speed, or cleaning.

Should you have a defective disk, please return the disk only (keep all other parts of the game) to our If you encounter a disk or system related problem, you can contact Customer Support Department, along with a note describing the problem you have encountered. A replace­ the WizardWorks Technical Support Staff at (612) 559-5301 ment disk will be provided upon our receipt of the defective disk. between 9:00 a.m. and 4:00 p.m. Central Time, Monday through Should you uncover an error in the program, return your game disk to our Customer Support Department. Friday, holidays excluded. You may also write to us at 3850 Please enclose a description of what was taking place in the game when the error occurred. Upon correction Annapolis Lane, Suite 100, Minneapolis, MN 55447. of the program error, we will return an updated disk to you.

Always make sure to.include your name, address, and daytime telephone number with any correspondence. We cannot give game playing hints through the Technical Support We will do our best to see that any problems are corrected as soon as possible. Number. If you need game hints, clue books can be ordered by returning the form included with the package. ~~~=-======~-··--o

INTRODUCTION Th e Data Card explains how to start the game and select items and menu options Welcome to the official ADVANCED with your computer. It also shows how to get DUNGEONS & DRAGONS® computer product. right into the game without having to read Clwrnorts OF KRYl'll'I, a '" through the rules. fantasy role-playing epic. This game is based on the rules and background created by TSR, Before You Play Inc. and a story line created especially for this game. There is no copy protection on your CnAMl'JOl'IS OF KRYl'll'I disk, so please make Ctwrnorts OF KRYl'll'I begins after the War of backup copies and put the originals away for the Lance. The evil armies have been shat­ safekeeping. When you start the game, you tered and most of the forces of good have will be asked to answer a verification ques­ returned to their homelands, leaving only tion from this manual or the Adventurer 's outposts to safeguard the recovered lands. Journal before you can play. Your goal is to assemble a party of adventur­ Turn to the page as indicated for either this ers to serve in these border outposts. rule book or the Adventurer's Journal, find The newly created party appears at an out­ the indicated word, type it in and press the post south of the former hobgoblin capital of Return or Enter key. Throtl with orders to scour the area for any sign of lingering evil. After outfitting your Getting Started Quickly characters with weapons and armor, the party Use the instructions on the Data Card and is ready to begin adventuring. load the saved game provided to begin play­ ing CIWfPJOl'LS OF KRYl'll'I. Use these rules to Your Grune Box Should Contain answer questions during play. You should get the following with this game: Using Menus ·Disks ·Adventurer's Journal ·Rule Book ·Data Card All commands are menu based and the con­ cept cf the active character is central to the These rules are designed to explain all your game. Outside of combat. the active charac­ options and guide you through playing the ter's name is highlighted on the display. game. If you are not familiar with the During combat the active character is sur­ ADVANCED DUNGEONS & DRAGONS® game rounded with a cursor at the start of his phase. system, you will find helpful information In combat the active character is chosen about how things work in the Adventurer 's automatically according to the character's Journal that came with your game. initiative and random factors. At other times, The Adventurer 's Journal contains a variety the active character may be selected by you of information including details about charac­ before choosing any commands. ter classes, magic, recent history and an If a command affects the whole party, just introduction to the DRAGONLANCE® game select the command. If the command affects world. The Journal also includes the maps, one character, make that character active and rumors, and stories that you will need to play then choose the command. the game. As you play the game you will dis­ cover for yourself which of the tales you hear fxample: To look at a character's items, are fact and which are fiction. select that character, choose the Vlt:W command, and then choose the /TfMS command. The computer displays a list of that character's Items and their readied status. -=::===;~~~~~=-======~~·====~

•!• EXIT from any of the character creation MODIFY CHARACTER can change the char­ Menus are displayed either vertically or •!• PICK CLAS.S lists the class or classes the menus will display the Party Creation Menu. acter's ability scores and hit points. Use horizontally. character is qualified for based on his race. MODIFY CHARACTER to change a character ADD CHARACTER TO PARTY allows you to generated in C1IAMJ'IO/'IS OF Kimm to match a Vertical menus select the character, item or •!•CHOOSE GOD (Clerics only) lists all of the add characters to the party from the save favorite AD&D® game character. A character spell to be acted upon. If there are more gods available. Each deity will confer spe­ game disk. A party is a group of characters choices than will fit on the screen at one cannot be modified once he has begun cial powers to clerics. The chosen will composed of up to six player characters adventuring. time, use the NEXT and FREV commands to determine which alignment options will be (called PCs) and up to two non-player view the additional selections. available to a cleric. See the Journal for characters (called NPCs.) A party should have TRAIN CHARACTER (from Hall Menu only) increases a character's level when he has Horizontal menus list what that character can details. a balanced mix of characters with different classes and races. For more information gained enough experience points (XP). do or what can be done to the character. •!• PICK ALIGl'lMENT lists all the possible about building parties see the Journal. Training is free to all characters. Choose the In the rules, menus are shown with all of alignments for the character based on character to train and if he has sufficient XP their options. In some cases, options will not character class. WAD SAVED GAME permits you to resume he will be able to advance one level. If a char­ a game where you had previously saved it or be available every time a menu appears. The computer randomly generates the acter has gained enough XP to advance more permits the loading of the party we provided character's ability scores. If you are not than one level, he will advance one level and Example: with the game. happy with the character's score you may then lose all XP in excess of one point below that required for advancement to the next Treasure lllenu opt to roll them again. Remember that you INITIALIZE MOUSE/JOYSTICK sets up the level. See the section on Experience Points in VIEW TAKE POOL SHARE DETECT EXIT can use the MODIFY CHARACTER com­ joystick or mouse. Only available on some the Journal for an example. Advancing in lev­ mand on the Party Creation/Hall Menu to computer systems. The options TAKE and SffARf wlll only els takes no game time. When mages appear if there is treasure to take. The change the character's ability scores and EXIT TO DOS ends play. Only available on advance, they may be able to add a spell to option Dt:l'fCT wlll only appear If there is hit points after the character has been gen­ erated. On some computer systems you some computer systems. their grimoire (spell book). See the Maximum treasure and the active character has a Level Limits by Race, Class, and Prime Detect Magic spell available. will be asked to name your character after you have decided to keep a set of ability Modifying Characters and Parties Requisite chart in the Journal for level limits. scores. The name may be up to 15 letters The Party Creation/Hall Menu shows the char­ KNIGHT CHANGE ORDER (from Hall Menu The rule book only lists the general menus. acters currently in your party and lists the With many encounters special menus will long and it will be automatically saved to only) will allow a knight of sufficient experi­ disk. commands for creating and modifying the appear. ence and abilities to petition for admission party. Not all of the options will be available into the next higher order. See the section on •!• NAlllE CHARACTER provides a 15 letter at all times. the Knight Class in the Journal for details. Beginning to Play space to type in the character's name. On To begin playing the game you must load a some computer systems the character will PARTY CREATION/HALL MENU VIEW CHARACTER displays a character. For saved game or generate characters and band be named after the abilities scores are CREATE NEW CHARACTER more information see the Viewing Characters them together into a party. This first menu generated. DROP CHARACTER section . gives you the initial options: MODIFY CHARACTER •!• SELECT COmJAT ICON allows you to REMOVE CHARACTER FROM PARTY trans­ TRAIN CHARACTER (Hall only) fers a character from the party to the saved CREATE NEW CHARACTER design the shape that will represent the KNIGHT CHANGE ORDER (Hall only) game disk. ADD CHARACTER TO PARTY character in combat. Customize this icon to VIEW CHARACTER LOAD SAVED GAME represent the character's favorite weapon, SAVE CURRENT GAlllE writes the current ADD CHARACTER TO PARTY INITIALIZE MOUSE/JOYSTICK (some computer systems) armor, and colors. Different computers and game to the save game disk. graphic adapters have different capabilities; REMOVE CHARACTER FROM PARTY EXIT TO DOS (some computer systems) BEGIN ADVENTURING starts the game. experiment to create the best icon for each LOAD SAVED GAME character. The combat icon may be altered CREATE NEW CHARACTER is used to build SAVE CURRENT GAME ~on-Player Characters (NPCs) during the game to reflect new armor or a character. This command displays the BEGIN ADVENTURING During the game the party will encounter weapons using the ALTER command from following menus to define the character. EXIT TO DOS (some computer systems) NPCs. They may talk to the party, attack or the Encampment Menu. On some computer Detailed information about characters, races, even offer to join the party. There are two systems the character will be saved after DROP CHARACTER eliminates a character classes and so on is available in the Journal. kinds of NPCs: those who volunteer to join the combat icon is finished. from the party and erases him from the the party and those who will only give infor­ •!• PICK RACE lists seven races a player-char- saved game disk. A dropped character may mation or fight the party. acter can be on the world of Krynn. not be recovered. NPCs that join the party are treated like play­ ·!· PICK GENDER lists the sex the character er characters with a few differences. The can be. Gender affects the character's computer commands NPCs in battle. They maximum strength . 2 3 ~===:=:::::l~======-=~W'~ have morale. If things are going badly for the shown. For more information about these, Items Menu SPELLS is a listing of the spells a character party, NPCs may run. Items can be traded to see the Journal section on Combat. READY USE TRADE DROP HALVE JOIN SELL ID EXIT has memorized and can cast. some NPCs, but they cannot be traded from The encumbrance, or total weight the charac­ •!• is used to change the status of a 'IRADE is used to transfer money, gems, and conscious NPCs to other characters. If an READY ter is carrying, is listed above the character's weapon, armor, or other item. Only read­ jewelry from one character to another. NPC dies, however, you can use the TRADE combat move. How far a character can move ied items can be used in combat. A charac­ Indicate which character to trade with, and command on the Item Menu to take his in combat is based on his readied armor, ter cannot ready more than two hand-held then indicate what and how much is traded items. Only two NPCs at a time may join the strength, and total encumbrance. to the other character. party and they may take a share of all trea­ items at once. Arrows and crossbow quar­ rels are assumed to be in a quiver and can sures found. The screen then lists the character's readied DROP permanently removes money from a be readied at all times. Some items will weapon and armor. character. Dropped money may not be take both hands when readied (bows, Viewing Characters recovered. quarter staffs, etc), some take only one The VIEW command displays the character Character Status (long swords, wands, etc) and others take screen from several places in the game and ADVENilJRING OKAY status means that the character has no hands (rings, armor, etc). On some sys­ tells you everything you need to know about positive HP and can move and fight normally. tems there are items that can only be read­ After setting up your party and reading the the character. ied or unreadied while in either camp or background information in the Adventurer's UNCONSCIOUS status means that the charac­ Journal, it is time to head for adventure, Across the top of most of the game screens combat. ter has exactly 0 HP. He cannot move or fame and glory. During your adventuring the are the three moons of Krynn . Each moon fight, but is in no danger of dying. •!•USE activates an item. If you are using an party will engage in fierce battles, find trea­ effects the magical powers of a different item in combat. the Aim Menu will appear sures, and sometimes have to stop to recu­ group of mages. For more information, see DEAD status means that the character has if the item can be targeted. See the perate and memorize spells for future use. The Moons of Magic in the Journal. died. Non- characters have a chance of being resurrected with a Raise Dead spell. Combat section for details. Below the three moons is the character's Display Screens and The character's chance of being resurrected •:• 'IRADE is used to transfer an item from basic information: name, sex, race, and age, Points of View is influenced by his constitution. See the one character to another. Choose the char­ alignment. and character class or classes. A Constitution Chart in the Journal acter to trade to and then choose the item CIWfl'fOl'IS Of' KRYl'll'I uses four different points character with more than one class has his or items to trade. Remember that a con­ of view: .3-D, area, overland, and combat. levels listed in the same order as his classes. FLED status means that the character fled scious NPC will not give up an item once For example, if a character is a Fighter{Thief from the previous battle. After the battle he 3-D appears in towns, underground and so he has it. with 25,000 XP, his levels are listed as 5/6. will rejoin the party and regain his previous on. This view appears at the top, left of your screen and shows the surrounding area from status. •!• DROP permanently removes items from a The character's current hitpoints (HP) and character. Dropped items may not be the party's perspective. Rotate the party's fac­ maximum total HP (current HP/maximum HP) GONE status means that the character has recovered. ing and move using the directional controls. are also listed here. At the bottom of this sec­ been totally destroyed. Nothing can bring the The direction controls for your computer are tion is the character's level or levels and cur­ character back to life. •!• HALVE will divide a bundle of some item described on the Data Card. rent XP. Across from the character's name, into two bundles. For example, halve From the View Menu several options are avail· Area provides an overhead view of the party's his current status is displayed. would turn one bundle of 42 Arrows into able to inspect the active character. Not all of surroundings, replacing the .3-D view. Choose two groups of 21 Arrows each. This is The next portion of the display shows the these commands are available at all times. the AREA command from the Adventure handy for dividing items to distribute character's ability scores and wealth . Menu to see the position of major obstruc­ among party members. View Menu tions such as walls, trees and water. A cursor Each character begins the game with a small ITEMS SPELLS TRADE DROP EXIT •!• JOIJ'll combines all similar items into one shows the party's position. On some comput­ amount of money with which to purchase line. No more than 255 similar items can er systems, the cursor is an arrow that indi­ equipment. Later, as the character accumu­ nEM.S will show all the equipment the char· be joined on one line. Some items cannot cates current party facing. The area view can lates wealth, the character screen shows how acter is carrying. Items preceded by a YES are be joined. only be accessed while in 3-D. On some com­ many coins, gems, and jewelry the character ready for use. Not all commands in the Item Menu are always available. puter systems you may move around while in is carrying. The value of each gem or piece of •:• SELL is available under the Armoury Menu the area view, on others this view is only jewelry varies and is found when the item is and is described there. there to help you get your bearings. appraised. Steel coins are the most valuable, but the relative value of each kind of coin is: •:• ID is available under the Armoury Menu Overland displays a map of the area of the and is described there. world of Krynn where CIWfPfOl'IS Of' KB.Yl'll'I 1 steel= 2platinum= 2iron= 5bronze= 1O copper= 50 silver takes place. This view appears while the party Below the ability scores and wealth, the char­ is moving outside of the outposts or towns. A acter's Armor Class, THAC0, and damage are cursor shows the party's current location. To move on the overland map, move the cursor 4 5 with the directional controls along the path LOOK is used to search an individual square. •!• DAYS, HOURS, MINUl'ES selects the unit •!•LEVEL permits you to affect combat diffi­ the party is to follow. A map in the Journal Executing a LOOK command acts as if the of time to be changed by the ADD and culty. The difficulty of the various combats shows the same map with the major loca­ party moved into the current square with SUBTRACT options. This option is not avail­ in the game may be adjusted by using the tions named. search on. able on all computer systems. ALTER command in the Encamp Menu. After choosing ALTER and then LEVEL, you When in either the 3-D or area view the •!• ADD, SUBTRACT increases or decreases Encamp will see the following menu: screen just to the right of the point of view the time that the party will attempt to rest. The commands on the Encamp Menu include window will display the current time, facing Decreasing the time may not allow spell­ day-to-day functions such as saving the game, Level Menu direction (N, S, W, E) and what the party is casters to memorize all of their spells. resting to heal. memorizing spells and chang­ NOVICE SQUIRE VETERAN ADEPT CHAMPION doing (moving, , etc). ing game items such as game speed or party ALTER is used to change the characters in The game is preset at the Veteran level. The following menus control most order. the party and the parameters of the game. This is the level at which we consider the adventuring options: The Alter Menu includes: Encamp Menu game to be balanced. To make the com­ Alter Menu Adventure Menu SAVE VIEW MAGIC REST ALTER FIX EXIT bats easier, choose either the Novice MOVE AREA CAST VIEW ENCAMP SEARCH LOOK ORDER DROP SPEED ICON PICS LEVEL EXIT (easiest) or Squire level. To make the SAVE writes the characters and current game combats more difficult. choose either the •!• ORDER changes how the characters are MOVE is used to change the party's facing or to the save game disk so that you may Adept or Champion (hardest) level. listed on the screen and how they are to move forward. The party can turn right or resume the game at that point in the future. deployed in combat. Characters at the top When you choose to make the game more left, turn around, or move forward. Normally, Saved games may be loaded either at the of the list tend to be in the front line in difficult. you are rewarded by receiving each move forward takes 1 minute of game first menu or from Party Creation/Hall menu. combat. time. If the party has search on, each move Saving often is a good idea, especially after more experience points from your combats. When you choose to make the game easier, forward takes 10 minutes. Refer to the Data surviving really tough encounters. Prepare a •!• DROP eliminates a character from the card for computer-specific details on how to save game disk according to the instructions party and erases him from the saved game you are penalized by receiving less experi­ ence points from your combats. move without choosing the command. Select on the Data card. disk. A dropped character is gone forever EXIT to get back to the Adventure Menu. and may not be recovered. VIEW displays the View Menu and the charac­ Receiving less experience points will slow AREA toggles between the area and 3-D ter screen of the active character. •!• SPEED controls the rate at which messages the rate at which your characters advance view. If the party is lost or in unfamiliar terri­ are printed on screen. If the game is run­ levels. Advancing at a slower rate will give tory this command may not be available. MAGIC is a very important part of CttAMFl()/'jS ning too slowly, use the FASTER command you less powerful characters which, in the OF KRYl'll'I and is described under its own to speed up the displays. long run, may more than offset the benefits CAST displays the cast Menu so the active heading. Magical spells can only be memo­ of playing at an •easy• level. character can throw a magic spell. See the rized while the party is encamped. Speed Menu section on Magic in the Journal for a descrip· SLOWER FASTER EXIT f1X is used to heal many wounded characters tion of how to cast spells and their effect. REST allows characters to memorize spells with a single command. All characters with •!• ICOl'I is used to change a character's com­ Some spells only have an effect in combat. and to heal naturally. Characters catch their first level clerical spells will memorize as normal sleep without having to encamp. bat icon. many Cure Light Wounds as they can, cast VIEW displays the character screen and the When spells are being memorized, the initial •!• FICS governs encounter pictures. them on the party, and then rememorize View Menu. rest time is established by the time necessary their previously memorized spells automati­ to memorize any spells selected from the Pies Menu El'ICAJllP displays the Encamp Menu. See the cally. FIX takes game time and may be inter­ MEMORIZE command in the Magic Menu. For MONSTERS ON/OFF ANIMATIONS ON/OFF EXIT Encamp section for a description of the avail· rupted by an encounter. FIX will not return HP every 24 uninterrupted hours of rest in camp. able commands. •!•MONSTERS 01'1/0fF toggles the close-up to diseased characters, a Cure Disease spell each wounded character regains one hit pictures of encounters on and off. Turning must first be cast upon them. SEARCH toggles searching on and off. A point. Rest can be interrupted. If possible the pictures off speeds up the game. party moving with search off is moving at a only take long rests in safe places, such as This command may vary a little on some Magic normal rate and takes 1 minute per move. inns or places messages describe as safe. systems. To get the Magic Menu options, the active With search on the party takes I O minutes character must be able to cast spells. Spell Rest Menu •!• Al'llMATIOl'IS 01'1/0fF toggles the animation per move because they are checking for casters can get a list of their memorized REST DAYS HOURS MINUTES ADD SUBTRACT EXIT of the close-up pictures on and off. Turning secret doors, traps, etc. When a party has spells from the CAST option of the Magic search on, SEARCH will be displayed on the the animation off speeds up the game. •!• REST begins the resting process. Unless Menu or from the SPELLS option of the View This command is not available on some screen to the right of the point of view win· interrupted, the party will rest for the time Menu. They can get a list of their spells on computers. dow. Because the party is moving very slowly indicated. scrolls from the SCRIBE option of the Magic with search on, the chance for random Menu. encounters is greatly increased.

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Magic Menu Scribe Menu Inns provide a safe place to rest using the Temples can cast healing spells and perform CAST MEMORIZE SCRIBE DISPLAY REST EXIT SCRIBE NEXT PREV EXIT Encamp Menu . While the characters rest they other clerical services. The commands on the can memorize spells and regain hit points. Temple Menu are the same as those on the CAST displays the Cast Menu and the charac­ •!• DISPLAY lists the magic that currently Armoury Menu with the addition of the HEAL ter's list of memorized spells. Select the spell affects the party. This includes spells like Armouries provide a place to buy and sell command. to cast and then indicate the target of the Bless or Invisibility plus effects like dis­ equipment using th e Armoury Menu . spell. Once a spell is cast it is gone from ease. This is an important command Temple Menu Armoury Menu memory until it is memorized again. Some because diseased characters will not HEAL VIEW TAKE POOL SHARE APPRAISE EXIT spells only have effect when cast during com­ regain HP until they have a Cure Disease BUY VIEW TAKE POOL SHARE APPRAISE EXIT HEAL displays a list of the temple's healing bat and others may only be cast while spell cast on them. BUY displays the items available in the spells. Indicate the spell to cast and confirm encamped. armoury. Select the items that the active •!• REST displays the Rest Menu referred to in that the character is willing to pay the cost. character will buy. MEMORIZE displays the Memorize Menu, the Encamp section. A character's spells The cost may vary depending on the recipient character's grimoire of spells or clerical spell are not memorized until he has rested the VIBW displays the character screen with the and circumstances. list, and how many spells of each level the necessary time. SELL and ID commands available in the Bars are rowdy places full of gossip, stories, spell-caster may memorize. Once all charac­ Items Menu. ters have selected the spells they want to SPELLS and information. Buy a round of drinks and listen to the stories. memorize, choose the REST command to Spells are defined by who can cast them •!• SELL causes the armourer to make an offer on the highlighted item. Sold items take the time to actually memorize the spells. (cleric, white mage, red mage), when they Vaults are a service of the Solamnic Knight Remember that a spell-caster can have the can be cast, and their range, duration, area of may not be recovered. orders. They will safeguard money in deposits same spell memorized multiple times and effect, and of course their actual effect. The •!• ID is used to identify an item. The armoury of I 00 steel pieces for adventurers. Careful that the moons may increase the number of Spell Parameters List in the Journal summa­ charges I 00 steel pieces for the service. records are kept by the orders, so if you spells a mage may cast. When mages have rizes all of the available spells. When using deposit money at one outpost, they will allow bonus spells they may be of any level, but spells from the Encamp Menu or the TAKE is used to pick up coins from the you to withdraw at another. There is a small clerical specials may only be those listed Adventure Menu (such as Find Traps), party's money pool. Indicate the type and (20 steel piece) fee for this service. under special. remember that one round equals one minute amount of coins, gems, or jewelry to take. of game time and one turn equals I 0 min­ Commandant's office is where to go to get POOL places all of the party members' coins, Memorize Menu utes of game time. For more information orders and current information. This is a very gems, and jewelry into a pool which any MEMORIZE NEXT PREV EXIT about magic and the effects of spells look in important place to visit during the course of member may use to make purchases. Use the the Journal your adventures. •!• MEMORIZE selects a spell for memoriza­ TAKE or SHARE commands to pick up coins, tion . A spell is not actually memorized CIVILIZATION gems and jewelry from the money pool. ENCOUNTERS until it has been chosen from the Memorize Menu and the character has rest­ Civilization provides many valuable services SHARE picks up everything from the pool When a party comes across monsters or ed long enough to imprint the spell on his for the adventurer. Generally only Outposts and distributes even shares among the party. NPCs, an encounter occurs. If the party mind. After selecting the spells to memo­ will have Inns, Armouries, Halls, Temples and attacks immediately it may receive a bonus APPRAISE is used in armouries to place a Bars, but some may be found in towns and to its initiative in combat. If the monsters sur­ rize, the computer will verify your choices. monetary value on gems and jewelry the char­ elsewhere. When you are in an Outpost a prise the party, the monsters can attack acter has. Choose the item to be appraised SCRIBE displays the Scribe Menu and a list menu like the following may appear, allowing immediately and get a bonus to their initia­ and the armourer will make an offer. Accept of all of the spells on mage scrolls. Before you to select where you would like to go: tive in combat. If the monsters do not attack spells can be scribed, they must either be the offer and the item is sold. Reject the offer immediately, the party can react by choosing identified in a shop (such as the Armoury) or Outpost Menu and the gem or piece of jewelry becomes an from an Encounter Menu. Encounter Menus the mage must have cast Read Magic on HALL TEMPLE BAR NEXT PREV LEAVE item on the character's item list. vary between situations and give you a list of them. Indicate the spells to be scribed into Halls are where the characters can advance your options for that moment. This is one the character's spell book. Once all charac­ PLACE OPTIONS (Hall, Temple, etc) will take levels and modify the party using the Party possible example of such a menu: ters have indicated the spells they want to you to the selected establishment and give Creation/Hall Menu. Halls are also where scribe, choose the REST command to take you all appropriate options. There is a descrip­ Encounter Menu knight characters may petition for admission the time to actually scribe the spells. Scribing tion of these places following this menu. COMBAT WAIT FLEE ADVANCE/PARLAY into a higher knight order. For more about a spell takes the same amount of time as NEXT, PIIBV display other place options. the Solamnic Knights, see the character class­ memorizing the spell. COlllBAT causes the party to attack the mon­ es section in the Journal. sters. Fighting is explained in the Combat LEAVE will take the party out of the outpost. section. into the overland map. WAIT allows the monsters to decide what to 8 9 c==~~======-==~~ ----~=~~"'1=-======-~-. ~ ====~1¥

do. They may attack, wait, nee, advance Combat Menu melee attack on an adjacent enemy. If this •!• DELAY causes the character to hold his (if they are far away) or parlay (if they are MOVE VIEW AIM USE CAST TURN YELL OONE option is not displayed the target is out of turn until after the other characters and adjacent.) range, not in line of sight, invisible or monsters have acted. MOVE is used to allow a character to move. under the effect of a Blink spell. FLEE causes the party to run away. If the Attack by moving the character into an •:•QUIT ends a character's turn. monsters try to attack, and are faster than the enemy's square. If the character moves away •!• CENI'ER will center the screen around the •!• BANDAGE only appears if a party member party, combat will occur. If the party is faster from an adjacent enemy, the enemy gets a cursor. This is helpful when manually tar­ is bleeding to death. The BANDAGE com­ it may successfully nee. free attack at the character's back. geting ranged weapons and spells. This option is not available on all computer sys­ mand will stop the bleeding and keep the ADVANCE reduces the range to the mon­ VIEW displays the character screen and View tems. character from dying. sters. When the monsters are adjacent to the Menu. The USE command appears on the AUJ'O turns control of the character over party the ADVANCE command is replaced by Item Menu and permits the use of an item, USE allows a character to activate an item •!• to the computer. See the Data Card for the PARLAY command. such as a wand, in combat. without having to go through the View Menu. Items like scrolls and wands may then be tar­ instructions on how to regain manual con- · fARLAY allows the party to speak with mon­ AIM is used to aim a weapon or spell. When geted with the Aim Menu. trol of a character. Under computer con­ sters. Select the active character and then aiming a ranged weapon, the range to the tar­ trol, a fighting character with a readied choose a conversation tactic from the Parlay get will be displayed above the menu bar on CAST is only available to spell-casters when missile weapon will tend to hang back and Menu. some systems. If a character moves adjacent they have spells available. The spell-caster attack from a distance. If the character has to an enemy, and has no more movement selects from the list of available spells and no readied missile weapon, he will ready a Par/ay Menu left, the AIM command can be used to attack then targets with the Aim Menu. If the charac­ melee weapon and charge. Characters will HAUGHTY SLY MEEK NICE ABUSIVE with a melee weapon (sword, mace, etc). The ter has been hit recently his concentration remain under computer control for all sub­ may be broken and the CAST option will not •!> means that the speaker is trying AIM command can also be used to survey the sequent combats until manual control is HAUGHTY appear. to demonstrate his superiority over the condition of your party and your enemies. As again selected. When a spell-caster charac­ monsters. you move the aim cursor over a character, nJRN allows clerics to attempt to destroy ter is on auto, you may toggle his spell information about him will be displayed on undead monsters or turn them away from the casting on and off. To see how to do this SLY means that the speaker is trying to get •!• the right of your screen. party. This has no effect on any other kind of on your computer consult your Data Card. information out of the monsters without monster. their realizing. Aim Menu •:• SPEED changes the game speed and is NEXT PREY MANUAL TARGET CENTER EXIT YELL will allow an active character to described under the ALTER command in •!• MEEK means that the speaker is trying to taunt enemy troops. The taunt will only work the Encamp Menu. convince the monsters that the party is not •!• NEXT is used to look at all possible targets, against intelligent opponents and they must worth attacking. starting with the closest target and then When combat is over you will see how much save against magic or attack in a berserker going to the next closest. NEXT and PREV XP each character receives and then the rage. Opponents that fail their save will direct •!• NICE means that the speaker is trying to be only indicate targets in the character's line Treasure Menu is displayed. Most of the most of their efforts against the Kender and nice to the monsters. of sight. Treasure Menu commands work like the suffer a -2 THAC(l> and +2 AC for the duration commands in the Temple and Armoury •!• ABUSIVE means that the speaker is trying •!• fREV (Previous) is the opposite of the of the combat. Menus. to browbeat or threaten information out of NEXT command. Use this command to DONE is used to bring up the secondary com­ the monsters. look at the possible targets starting with Treasure Menu bat menu. Combat the farthest target and working back VIEW TAKE POOL SHARE DITTCT EXIT toward the character. This command is Done Menu In combat the computer chooses the active VIEW displays the character screen and View most often used to select a target for a GUARO DELAY QUIT BANDAGE AUTO SPEED EXIT character. Characters with higher dexterity missile or magic attack. Menu. will tend to go before characters with lower •) GUARD sets a character to stand and TAKE permits the active character to pick up dexterity. A character may hold his action •!• MANUAL permits the player to aim any­ attack the first enemy that moves adja­ treasure from defeated monsters. This will until later with the DELAY command. There is where on the map. Only targets in the cent. GUARD is only an option if a charac­ only appear if the monsters had a treasure or a more detailed description of combat in the character's line of sight can actually be ter is armed with a melee weapon. the party has pooled its funds. A character Journal. fired at. carrying a large number of coins and heavy The screen begins a character's combat •!• TARGET is used to fire a missile or spell at equipment can be slowed in combat. phase centered on that character. The charac­ the enemy where the cursor is currently ter's name, HP, AC, and current weapon are located. This command can also do a displayed. The Combat Menu lists the charac­ ter's options. 10 11 Take Menu SHARE picks up the money treasure, divides ITEMS MONEY EXIT it into shares, and distributes it among the party. ·!· l'I'EMS lists the equipment in the treasure. Frequently, the weapons and armor used DETECT casts a Detect Magic spell from the by monsters are not listed because they current active character. Magic items in the are substandard and not worth taking. treasure will be marked with a '+' or an '*'. This option will only appear if the active char­ ·!· MONEY displays the number and type of acter has a Detect Magic spell available. coins, gems, andjewelry in the treasure. Indicate the type then number of items the EXIT leaves the scene of the battle. If trea­ active character takes. sure remains, then the option to return to the Treasure Menu is displayed. POOL drops all of the party members' coins into the treasure. Use the TAKE or SHARE command to pick up coins from the treasure.

12 To the Circle of Knights: I, your humble servant, send you greetings. This missive is sent without the knowledge of my commandant and in violation of his orders. I take this action in full knowledge of the consequences it may bring upon me and through the conviction that in doing so, I fulfil! my oath. The commandant has been acting strange of late as if afflicted by some dark spell. I know that information of evil portends has not been forwarded to your august body as required by our charter. Many of our most faithful followers have died suddenly and mysteriously within this last fortnight. The commandant has been too ready with replacements for them, replacements which have an unclear feel. I ask that you send a knight of pure character and high stature to investigate my conduct and. this report. As further evidence, I provide, in its entirety, a letter found on the body of one Hal Horbin, a ranger of the highest character.

"Dear lstan: Far from annoying me, I find the greatest While the good forces ' attempts to ally pleasure in responding to your inquiry, dear broth­ against the common threat were hampered by er. It has been some time since I have turned my treachery and old feuds, the evil armies made mind to the scholarly histories in which I former­ good use of their time. Quickly consolidating ly delighted. Your questions regarding the rela­ their hold on the newly conquered lands, they tionship between the War of the Lance and these struck west and even further south in the winter outposts provides a welcome diversion from my of 351 A.C. normal duties. But first, a bit of background .. . It was in this year that a group of compan­ Ansalon is a small continent stretching from ions met at the Inn of the Last Home in Solace. the arctic to the equatorial climates in the south­ The exploits of the companions are now well ern hemisphere of the World of Krynn. It was known - How they gained the disks of across the face of this troubled land that the War Mishakal and returned them with the first true of the Lance raged in years past and brought our cleric to walk the lands since the Cataclysm. company to its present unhappy fate. How their discovery that the draconians were the In the 348th year after the Cataclysm, the result of the corruption of the good dragon eggs evil forces ofTakhisis, the Queen of Darkness, freed the good dragons from their pledge and launched the treacherous war she had long brought them into the war on the side of good. prepared in secret. Striking first north, east, and How they helped Berem to return to the temple then south, the armies of evil dragons, fell draco­ outside of Neraka and with his death close the nians, and all manner of other evil beings quickly portal that gave Takhisis an entry into Krynn. overran the unprepared and the unsuspecting. It was at this time that many counted the The good dragons, historical enemies of the war over. With their queen locked out of this evil dragons, could not ally themselves with the world, the DragonArmies lost their sense of forces of good. As part of the Dark Queen 's plan, direction. Many urged the good armies to return their eggs were taken as hostage while the great home and disband, some were foolish enough to beasts slept. The good dragons ' "neutrality" was do so. the price they paid to keep their eggs from harm . But evil retained a strong grip on much of the land. The corruption process was stopped, but the good eggs were not returned and the exploits of the companions had given evil yet a new form.

1 ~~~=-======~c•1===D , a companion with his For all of the confidence many felt when brother Caramon, was caught up in the web of Sanction fell , things are not as they could be. power that blazed through the land. While work­ Many of the good dragon eggs remain lost. Lord ing against the Dark Queen's plans, his own Soth stays secure and apparently untouchable in grew ever more ambitious. By the time She was his fortress (although he provided no aid to the driven out of the land, his own robes, once a DragonArmies in this last conflict). The knights, neutral red, became as black as his heart. on whom so much depends, are stretched too Through long and macabre studies, he thin. Indeed, it is all the knights can do to provide became convinced that he himself could become the outposts with leadership. The work of a god. Not just a god, the most powerful of all patrolling, and the like, falls almost entirely on gods. Through his plots and machinations, ordinary folk, such as ourselves. another foul time swept over Ansalon, this one And if the other outposts are like this one, threatening even more defilement than that things may be much worse than they appear. caused by the DragonArmies. It was only when Strange events have occurred. We hear rumors. Raistlin realized that if he persisted, he would be Rumors of settler caravans killed or enslaved. left to rule a dead world, that he relented. Of a strange force that opens graves and robs the Caught up in this power struggle, evil forces dead. Of evil dragons seen flying to the east. struck again. Kitiara, half-sister to Raistlin and the Of entire cities captured and secretly enslaved. hero Caramon, organized an attack. Dragons, Our commandant sends out patrols and they draconians, men, and other evil creatures report nothing. At least those who return have bypassed the High Clerist's Tower and fell on nothing to report. But of late, not all sent out have Palanthas. The city would have stood against been coming back. I know the commandant has even these forces had it not been for the aid given been urged to report all this, but he has refused to by and his Death Knights. do so. None could stand before them as they swept The fact is that our commandant has not through the city streets. In the very tower where been himself lately. He looks the same and talks Raistlin did battle with the Dark Queen, Kitiara the same, but his actions - his feel - are quite fell. It is said that Lord Soth took her unwilling different. I fear some dreadful fate awaits us all. IMPORTANT (jEOCiRAPHIC fEAlVRES OF NORTHEAST ANSALON and undead body off to a fate far worse than a A fate we should be able to see but which a dark clean death. Whatever the reason, the Death veil is hiding. The territories in the game are those that were overrun by the evil armies during Knights withdrew and good overthrew the Ah, I babble. We are in the western-most out­ the War of the Lance or were occupied by evil beings before that war. invaders. post below the deserted City of Throtl. Of all the With this clear lesson before them, all outposts, we have the least to fear. My regards to Throtl was the capitol city of the Hobgoblins. Neraka was the special city of realized the evil threat could return at any time. our mother. Tell her I am safe and likely to remain Takhisis and her temple was located near it. Sanction was a pre-cataclysmic city With new resolve, the alliance stood to arms that way. that was the base of operations for the DragonArmies. Kernen was the capitol again. Led by the Solamnic Knights, the good Your brother, city of the Ogres. forces smashed through the remaining Dragon­ Hal· Armies. In a long and bitter campaign, the east­ The mountains near Jelek hold (jodshome. While these are now empty ruins, it ern lands were freed . The City of Sanction fell to is rumored that an area sacred to the True (jods exists somewhere in these a bloody siege. Evil was routed and its followers Respectfully submitted for your consideration: mountains. driven deep into hiding. The lands are largely empty, save for a few settlers. The City of Sanction is the So as not lo be caught unprepared again, the Mothus Strongsword knights established outposts, like this one, Knight ofTears only area that has come close to its pre-war level of settlement. throughout the Eastern Lands. With that, the armies withdrew and, save for the knights, were largely disbanded. All depend on our outposts. We are to be vigilant, to stamp out evil where we find it and, if dark plots threaten, to give advance warning to good folk everywhere. 2 3 ~==:::::=!,~======-=~~~

THE PLAYER RACES IN combat effectiveness. The preferred CHAMPIONS OF KRYNN weapon of the kender is the hoopak, part staff sling part metal shod staff, There are seven races (described which only they can use. When armed below) from which you may construct with a hoopak, a kender will receive your player characters. Each race has bonuses to hit and is a deadly accurate different talents and limitations. shot. K.ender can be thieves, fighters, The Range of Ability Scores by Race rangers, clerics or mixed classes. chart on page 56 lists each player Humans are the most common player­ race's limits on ability scores. There are race in the world of K.rynn. They can be charts and tables in the appendix at the fighters, mages, clerics, thieves, back of the Journal that summarize the rangers, and knights but not mixed abilities and class limitations for the dif­ classes. ferent races. Non-human characters can combine character classes and may Ability Scores also have additional special abilities. Every character has six randomly Hill Dwarves are a stubborn and rough generated ability scores as explained race of sturdy workers and craftsmen. below. These scores fall within a range They are especially resistant to magic determined by the race and class of the and poison. During combat, dwarves character (see the Range of Ability receive bonuses when attacking Scores by Race table on page 56). For goblins and hobgoblins and are adept humans, that range is from 3 (low) to at dodging the attacks of ogres and Hill Dwarf 18 (high). giants. Dwarves can be fighters, and bonuses. Qualinesti elves can be Depending on the character class, one thieves, rangers, clerics of Reorx or fighters, rangers, mages, thieves, clerics or more of these abilities will be a mixed classes. and mixed classes. prime requisite. A prime requisite is an Mountain Dwarves are somewhat ability especially valuable to a given Half-Elves are hybrids with many of clannish and more refined than their class (strength for a fighter, wisdom for the virtues of both humans and elves. Hill Dwarf cousins. Otherwise they are a cleric, etc). Characters receive bonus They are resistant to sleep and charm nearly identical. Mountain dwarves may experience points when their prime spells, and are adept at finding hidden be fighters, thieves, clerics of Reorx, or requisite scores are at or above a cer­ doors. Half-elves can be fighters, mixed classes. tain number ( 16 in most instances). mages, clerics, thieves, rangers, Silvanesti Elves (High Elves) are a tall, knights and mixed classes. When the scores are generated, non- arrogant and long-lived race. They are h uman characters may receive modi­ Kender are a small people character­ nearly immune to sleep and charm fiers to the basic ability scores to ized by an absolute lack of fear and spells and are adept at finding hidden reflect differences between the races. insatiable curiosity. They are especially doors. During combat, elves receive Dwarves, for instance, get a +I consti­ resistant to magic and poison, and bonuses when attacking with long or tution bonus and may have a maxi­ have the special ability to taunt intelli­ Elves short swords and bows. They cannot be mum constitution of 19 instead of 18. gent opponents. When kender success­ raised from the dead. Silvanesti elves When a character is generated with the fully taunt, an opponent will attack in a can be fighters, mages, clerics, rangers, CREATE NEW CHARACTER command, mindless rage, suffering a loss of thieves and mixed classes. all racial modifiers are calculated automatically. Qualinesti Elves are slightly smaller and friendlier than their Silvanesti brethren. They have identical abilities 4 5 ~~~.~======~~-=:w~ --====~:~~~=-======~c•===~D

Alignment thieves, and fighters. At least one party CLERIC/THIEF MIXEDCWS member should be a kender so you A cleric/thief has more HP and a better Mixed cfass characters in general are Alignment is the philosophy a character may taunt (yell) in combat and some armor class than a pure thief. As a very valuable for their many skills and lives by. A character's alignment can adventures may only be completed if cleric, the cleric/thief can cast healing are worth the slower rate at which they affect how NPCs and some magic items the party includes a knight. and support spells, allowing the will advance in levels. in the game react to the character. The character to perform double duty as following alignments are available to One suggested sample party includes: both the party thief and additional PREPARATION TIPS Player Characters. One Human Knight healer. The thief status permits the The makeup of your party affects your Lawful Good characters believe in the One Human White Mage powerful back stab attack which is combat strategy throughout the game. One Dwarf Ranger rule of law for the good of all. described in the Combat section. Loading your party with clerics and One Kender Cleric of Mishakal{fhief mages increases the importance of Lawful Neutral characters believe the One Qualinesti Elf Cleric of CLERIC spell casting both before and during a rule of law is more important than any Shinare/Fighter/ Red Mage A cleric is essential for healing the party battle. An emphasis on knights and objective good or evil outcome. One Human Cleric of Majere after an engagement. The most efficient rangers makes your hand-to-hand com­ way to heal is to Encamp and select FIX bat skills that much more important. Neutral Good characters believe that Another suggested sample party (you can issue this command several the triumph of good is more important includes: times while encamping). Fix works as At the beginning of the game, go to the than the rule of either law or chaos. One Human Knight follows: Armoury. Pool your money and pur­ chase the following equipment: True Neutral characters believe that One Silvanesti Elf Cleric of Mishakal/Fighter/ White Mage If a cleric is in the party, all available there must be a balance between good cure spells are cast until all characters f'or fighters, rangers, and and evil, and law and chaos. One Half-Elf Ranger/Cleric of Majere split class fighters: One Qualinesti Elf Cleric of are healed. If the party has taken more Ring Mail Short Bow Chaotic Good characters believe in Shinare/Fighter/Red Mage damage than clerics have cure spells, Shield creating good outcomes unfettered by One Kender Cleric of Kiri-Jolith{fhief the fix option may be used again. When 80 Arrows 2 Long Swords the rule of law. One Qualinesti Elf Fighter/Red Mage fix is used, characters at the top of the Sling list will be healed before the characters For thieves: Chaotic Neutral characters believe below them. that the freedom to act is more Why these guys? Leather Armor 80 Arrows important than any objective good or CLERIC/Fl(jHTER/MA(jE If a cleric is not in the party, HP may 2 Long Swords Sling evil outcome. The cleric/fighter/mage is the ultimate be recovered through rest ( l HP per Short Bow multi-purpose character. A cleric/ 24 hour period), potions or Temple services. For clerics: NOTE: Due to the nature of this fighter/mage can cast both mage and Ring Mail 2 Maces adventure, no evil Player Characters cleric spells while wielding the armor are pennitted. RANCiER Shield Staff Sling and weapons of a fighter. The main Rangers normally start the game with Formages disadvantage of the cleric/fighter/mage more HP than other fighter types. They Building a Successful Party is that, as a triple-class character, they do extra damage versus giant type 2 Quarter Staffs 100 Darts advance in levels quite slowly. Forming a strong and adaptable party monsters. For any Kender character is a key to success in CHAMPlortS OF Fl(jHTER/MA(jE KNIQHT 2 Hoopaks Klmlrl. You may place up to six Player The fighter/mage may cast spells while Knights are powerful fighters and are Characters in your party. It is recom­ The reason for purchasing 2 of each of wearing armor. This split class can fight necessary to complete some quests. mended that you use all six characters. the melee weapons is to combat Baaz as well as a fighter and receives more There are some magic items that may A smaller party is less powerful and Draconians. When a Baaz dies, it will HP than a pure mage. only be used by knight characters. more likely to be eliminated by your sometimes pull a weapon from a char­ enemies. acter's hand. The weapon is not retrieved until after combat. In choosing which characters to include in the party, it is wise to include a variety of classes: clerics, mages, 6 7 ~~~,~======-=~W..m~ ~~~=-======l~C''===~n

Each character's ability in combat is DAMAQE defined by his THAC0. damage When a hit is scored, the attacker does and AC. damage. Damage is the range of HP loss the attacker inflicts when he hits AC an opponent in combat. Damage A character or monster's difficulty to be depends on the attacker's strength and hit is represented by his armor class or weapon type. The damage each AC. The lower the AC the harder it is to weapon can do is summarized in the hit the target. AC is based on the armor Weapons List on page 58. a character is wearing plus a dexterity bonus. Some magic items will help a Some monsters take only partial or no character's AC. damage from certain weapon types. Skeletons, for example, take only half THAC0 damage from sharp or edged weapons, The character's THAC0 represents his while some other monsters only take ability to hit enemies in melee or with damage from magical weapons. missile fire. THAC0 stands for To Hit Armor Class 0. This is the number a BACK STABBINQ character must 'roll' equal to or greater A thief will back stab if he attacks a than to do damage on a target with an target from exactly opposite the first AC of 0. The lower the THAC0 the bet­ character to attack the target. The thief Cirouµ of Draconians ter the chance to hit the target. may not back stab if he has readied armor heavier than leather (exception: After purchasing the equipment, share or monster acts in depends on his NOTE: the generation of a random elfin chain mail). A back stab has a lhe money from the pool and ready the initiative number. This is a randomly number is often referred to as a better chance of hitting the defender new equipment. To start, ready the generated number for each character 'roll', In determining if an attack and does additional damage. melee weapons (swords, maces, and monster. This random number is hit, the number generated is from quarter staffs) instead of the missile generated at the beginning of each I through 20. MISSILE ATTACKS weapons (bows, slings, darts). Be sure combat round and is modified by dex­ A character may not attack an adjacent target with a missile weapon to ready the arrows too. terity bonuses or penalties and random An attack is successful if the random (bow, sling, etc). A character may factors (such as surprise) to arrive at the number is greater than or equal to the attack an adjacent target with a Combat initiative number. attacker's THAC0 minus the target's thrown weapon (ax, club, etc) or a AC. THAC0 may be modified by range, Combat occurs often. Combat takes Sometimes a character will act in hoopak (Kender only). place on a tactical map. This map is a segment I 0 of one round and segment attacking from the rear, magic more detailed view of the map terrain I in lhe next, appearing to act twice in weapons, and magic spells among Bows can attack twice per turn. Thrown (3D or wilderness) that the party was on a row. This is especially common if you other things. darts can attack three times per turn. when the combat was triggered. This use the DELAY command. When the MULTIPLE ATTACKS map is overlaid with a square grid that DELAY command is given, that Example: Fighters and knights of 7th level or is not visible on your screen. character's action will be delayed until A fighter with a THAC0 of 15 greater can attack twice every other segment I O. attacking a monster with an AC of 3 As you move characters, you will notice turn. Rangers of 8th level or greater can would need to roll: that everything moves on the grid from In combat, the player controls the attack twice every other turn. square to square. Moving diagonally actions of PCs. The computer controls (THAC0 15) - (AC 3) = 12+ often costs more movement points the actions of monsters, NPCs, and PCs But to hit a monster with an AC of -2 than moving horizontally or vertically. set to computer control with the AUTO he would need to roll: command. INITIATIVE (THAC0 15)-(AC-2) = 17+ Each round of combat is divided into I 0 segments. Which segment a character 8 9 ~~~~C::::::======-=~~~

All of a character's attacks are taken unconscious and dead party members Characters who are seriously injured Spells are memorized during rest while against his first target. If the first target are permanently lost. If ALL the party should be moved out of the front lines encamped. goes down with the first attack, aim the members are slain, go back to your if possible. Be warned, if you move Memorizing a spell takes 15 minutes of remaining attack at another target. last Saved Game and try again from away from an adjacent enemy, he will game time per spell level, plus a mini­ Fighters, knights, and rangers may that point. get a free attack at your back. Back mum period of preparation. First and sweep through several weak opponents attacks have an improved chance to hit. in one combat round. When a character COMBAT STRATEQIES second level spells take a minimum sweeps, he will automatically attack Throughout CHAlllPIO!'IS or KlmlN, your Missile weapons cannot be fired if preparation of four hours. Third and multiple opponents. party engages a colorful collection of there is an adjacent opponent. If you fourth level spells take a minimum foes. At times, you may elect to avoid a want to fire missiles, make sure you preparation of six hours. MOVEMENT confrontation, choosing conversation keep away from the enemy. Hoopak The number of squares a character can or flight instead. More often, however, and thrown weapons are exceptions as Example: move is affected by the weight he's your characters must stand and fight. they may be used either as a missile To memorize (2) l st level spells, ( l) carrying, his strength, and the kind of weapon or a melee weapon. If you To succeed in combat, a skilled player 2nd level spell and (I) 3rd level armor he has readied. A character's want to stop enemy missile fire, move deploys his party well, casts effective spell would take: movement range is displayed on the someone next to the opponent. spells before and during combat, view screen and when moving during (6 hours preparation) + (2 • 15 maneuvers his characters into advanta­ Exploit your opponents' weaknesses by combat. mln) + (1 • 30 mln) +(I • 45 mln) geous position, and attacks using his directing attacks against helpless enemy .. 7 hours 45 mln RVNNINQ AWAY most powerful characters and weapons. characters. Gang up on isolated foes. A character may flee from the battlefield Concentrate your attacks to eliminate Spells do not automatically have their DEPLOYINQ THE PARTY if he can move faster than all enemies. one opponent rather than injure many full effect on their target. Each target of When a battle begins, your party is A character may not move off the battle­ (Exception: enemy spell casters). A foe a spell may get a saving throw to avoid automatically positioned based on the field if he moves slower than any ene­ with one hitpoint remaining attacks as some or all of the effect of the spell. As existing order of the characters. mies. A character has a 50% chance to powerfully as an uninjured one. a character gains levels, his saving Characters near the top of the order will move off the battlefield if he can move throws improve. Note: some monsters be in the front lines and vulnerable to A spell caster who takes damage can­ as fast as the fastest enemy monster. have magic resistance which gives them attack. To change the starting deploy­ not cast a spell that round. If the spell Exception: if a monster or character can a chance to be unaffected by the spell. ment, change the order from the Alter caster had started to cast and was hit, reach the edge of the combat map with­ menu while encamped. Shift the heavily­ he will lose that spell from memory. out any of his opponents being able to MAQES armored fighters up the list and the Therefore, try to injure all enemy spell see him, he may then flee successfully There are two types of PC mages - vulnerable mages and thieves towards casters every round even if it is only for even though he may be slower than his White Robes and Red Robes. All good the bottom of the list. Party order can­ one point of damage. Conversely, if you opponents. alignment mages are White Robes and not be changed while in combat. want to cast spells, make sure your all neutral aent mages are Red Robes. A character that moves off the battle­ spell casters are protected. When battle begins, your party may be For more ination, see the advancement field returns to the party after the fight placed in a bad position. If you wish to tables (page 57). Mages scribe spells is over. If all active characters flee Magic be defensive, move your characters to into their personal grimoire and may combat, any dead or unconscious anchor your flanks on an obstacle such Magic is integral to CHAMPlorts or Klmirl. only memorize spells that are recorded characters are lost. If a party flees it will as a wall or tree. Keep your mages Mages, clerics and high-level knights there. not receive any XP for monsters killed behind the front line. Setting up behind can cast spells. before retreating. When a mage trains for a new level in a a doorway that your enemies have to A spell can exist in one of four forms: Hall, he is allowed to select a new spell AFTER COMBAT move through makes for a very strong in a character's memory, in a charac­ to scribe into his grimoire. A mage can If one or more characters survive on defensive position. ter's grimoire (spell book), in a scroll or also scribe spells from identified scrolls the battlefield at the end of combat, in a wand. if he is of high enough level to cast the bodies of unconscious or dead them. A spell-caster with a memorized spell party members stay with the party. If can cast it using the CAST command. Mages may only use scrolls of the the entire party flees from combat all correct type. Red Robe mages may only 10 11 {t====:l•~i::::::::======~~ use Red Robe scrolls and White Robe mage and failure means death. All SPHERES OF MAGIC Deities The magic of Krynn operates in spheres mages may only use White robe scrolls. mage characters have taken the test Since the earliest days of Krynn, the with the different schools of mages only A mage must cast the Read Magic spell before beginning this adventure. wisdom of the gods has been brought able to manipulate certain of them; in order to identify the spells on the to all the races through the efforts of Many of the NPC mages you encounter spells castable by one order may not scroll. A spell disappears after it has the clerics, the mortal messengers of are those who refused to take the Test necessarily be cast by another. The been scribed or cast. Only mages can the will of the heavens. As a sign of of High Sorcery and have become spheres and the orders that may work cast mage spells from scrolls. favor, gods bestow upon their clerics Rogue mages. Rogues are despised by with each order are as follows: Before they formally enter an order, all of the mage orders and are killed on special bonuses or additional spells. mages may learn spells that they could sight. Rogue mages are not bound by WHITT ROBE MAGES RED ROBE MAGES BUCK ROBE MAGES" The following is a list of the gods of not learn because of order restrictions. the limitations of the other orders, but Ab juration Krynn that are available to characters, Alteration their alignment, and clerical bonuses: Once a mage has learned these spells their life expectancy is short and they Conjuration Conjuration they remain available to him forever. do not gain benefits from the moons as Summon ing Summoning do other mages. Divination Divination Divination Cjood Aligned Cjods TIPS ON MAGIC SPELLS EnchantmenV Enchant menI/ Spell casting: Both clerics and mages THE MOONS OF MAGIC Charm Charm PALADINE Evocation Evocation Powers: None may cast spells which assist the party Since the creation of the world, three Illusion Ill usion in combat. Preparatory spells just moons have governed the powers of Necromancy Extra spells: Protection from evil 1O ' radius before a battle can protect and magic in Krynn. As the moons wax and · Only NPCcha racters may be evil Black RobeM ages. strengthen characters. During battle, wane, so do the powers of magic Each spell operates in one or more of MAJ ERE your spells will damage your oppo­ aligned to them. Each moon has a Powers: Turn undead as if cleric is two the magical spheres, and so mages are nents and help your party. different cycle and effects a different levels higher group of mages. Mages of the White limited in their selection of spells by Memorizing Spells: Spells should be Extra spells: Silence 15' radius Robes gain their power from Solinari their school of magic. The mage Spell memorized as soon as possible after the white moon, Mages of the Red Parameters charts on page 53 indicate KIRl-JOLITH they are used. This is most likely to Robes are governed by Lunitari the red which spells are usable by each of the Powers: + 1 THAC0 happen after combat. Encamp, have moon. The evil Mages of the Black PC mage groups. Extra spells: Detect Magic your spell-casters memorize spells and Robes are empowered by the dark select REST to allow them to imprint CLERICS moon Nuitari. The current position of MISHAKAL the spells for later use. Clerical magic requires no spell books. the moons is displayed at the top of Powers: + 1 die on all healing spells All clerical spells of the appropriate your computer screen and their effects Extra spells: Charm Person, Remove Note: alter resting, it is a good idea level are always available to a cleric or are as follows: Curse, Bless to save your game. We advise you high- level knight, the character need to save your game after every tough only memorize them. Neutral Aligned Cjods combat We recommend that you When a cleric finds a clerical scroll, he keep at least two separate saved SIRRION LOWo SAllCTIOI aue can use the spells directly from the Powers: None games at all times and alternate WAlllllG WAXlllG HIGH SAllCTIOll (llEWMOOIJ (FWMOOllJ between them. This will allow you scroll; he does not need to scribe the Extra Spells: Burning Hands to go back to a save before that Saving Throws -1 Normal Normal +1 spells into a spell book. Knights can Additional Spells" 0 0 +1 +2 never use clerical scrolls, even if they REORX* fatal battle. Etteclive level -1 Even +1·· Even may cast the spells. Powers: +I THAC0 (dwarves only) • The addi!ional spells can be of any level lhe mage can cast. Extra spells: None THE TEST OF HIGH SORCERY Mages do not join a specific order as •• Only amage of 6!h level or higher who also has an intelligence SHINARE of 15 or grealer gains lhis benefit. students. The young mages study until Powers: None they have been deemed ready, where­ Extra Spells: Charm Person upon they must pass the Test of High •All dwarven clerics must select Reorx Sorcery before being admitted into an and therefore be neutral. order. The test is different for each

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JOURNAL ENTRIES 0 Journal Entry 7 others are gathering. We need you to "Listen, Sir Karl is the most honorable of direct scouting and raiding operations. I 0 Journal Entry 1 "Be careful! I saw one of the draconians see now that things are worse than we "Sir Era! Sir Era! We are ultimately kill the Commandant. As the men. I would follow him anywhere. But there is something very dark and strange thought. Throtl was supposed to have responsible for these people! I don 't think Commandant died the draconian's shape been abandoned." that we have the space to accommodate all changed and then he looked and sounded going on around him. He seems obsessed of these refugees, considering that exactly like the Commandant. with a young girl named Maya. The fact Caramon says, "It's even worse than Vertrothe will soon be back from his . that he's about 40 years older than she is that. I have seen Brass Dragon Eggs! " 'The 'Commandant' and the other isn 't really the problem; if they'd just settle May I suggest that we send them on their She gasps, "No! They must not do this leaders spend a lot of time in the down and declare themselves! All that way! The simplest solution would be to Commandant's Office." again!." Then she pauses, "Wait, how can shut the castle against them and just would happen is that a few gossips will they do it! I thought the process was lost pretend they don't exist ..." OJournal Entry 4 snicker and that'll be the end of it. But they during the War of the Lance. Did you see The townspeople come out and thank won't do that. Maya is extremely valuable The odious minister to the Knight any evidence that they were successful!" you after the last of the DragonArmies are to us. She has sources of information that continues to fawn in the most obsequious "No," says Caramon, "I was knocked driven from the outpost. They have a large are astounding, especially for one so young. manner. His charm and personality have But whenever the two of them are in the unconscious before I had a chance to look celebration with you as the guests of further. " He turns to you. "I need you to convinced you that ridding the world of honor. The new Commandant speaks, same room the tension is so obvious that... this .. . 'person '. .. would be beneficial to investigate this matter. Find the key, and Krynn. Fortunately, cooler heads prevail 'Thank you for saving us. Your heroic "Ah, never mind. You say that he seems go to the old temple in the Northeast part and the minister is quickly taken from the actions will live forever. " to be all right. I will go on that hope, and of the city. Find out what you can." room. let troubles find me in their own good The people cheer you as you accept the time. Let's go." 0 Journal Entry 10 key to the outpost. 0 Journal Entry 2 OJournal Entry 8 ".. .attempt a conversion without the "Listen, I know that you think that Sir 0 Journal Entry 5 intervention ofTak ... As you work to free the slaves, their Karl is a most honorable Knight; however, The gully dwarves scatter at your ... book of spells that contains the I have found out that he is under the shackles seem to come off too easily. Before approach . Disgusting traces of their recent you can react, they whip out weapons and necessary incantations and rituals for the influence of an evil Dragon named Maya. meal permeate everything in sight. Your prepare to attack. One laughs, 'The one conversion. It is said that this book will Maya is able to transform herself into the camp equipment has been opened and all allow even relatively weak ma ... shape of a beautiful woman. We must you saw die before you was not Sir Karl, it foodstuffs eaten. You quickly look to the ... nze, silver and gold were considered forget about finding Caramon at this time. was a Sivak. There are no slaves here, it place where you had left the piece of the was only a story to lure you to your the most difficult trans .. ." If we can get to the outpost in time we dragon orb. It is gone! may be able to save it." doom ." They begin to close in. 0 Journal Entry 11 0 Journal Entry 6 0 Journal Entry 3 t OJournal Entry 9 You follow Angar into one of the As you walk up to the dying body of the buildings. He yells, "I have a gift for you!" "We were captured by draconians She explains to Caramon, "I've been Commandant, Cirilliard says, "Why did and you are greeted by a Dragon Highlord disguised as the merchant band that comes sent by Sir Karl to get you back to the you do this to us! We are now too weak to and a group of his minions. As you start to through here every month. When we Outpost. There are rumors that large forces hold the outpost against Takhisis' forces. " draw your weapons, you realize that you were sleeping, they killed the guards at the of draconians, hobgoblins, minotaurs and You see a flight of Red Dragons closing have lost a great deal of strength. He must gate and captured us before we had a in on the town ... chance to even fight. have drugged the food as well. You never should have trusted him ... 'They took our leaders into the barracks and interrogated them. They've all got to be dead now.

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DJournal Entry 12 He looks a little nervous for a moment, DJournal Entry 14 D Journal Entry 17 and then says, "He has been ill. I'm afraid "Welcome to the Southern Outpost. I "Okey, dokey. Listen up people. Here's ... the book of conversion that I found is no one can see him right now. Thank you am Qrilliard, the Commandant here. I,, how you play. Now I've got three cards useless. It doesn't give us the actual cere­ for delivering the information and good hear you have important news for me. here. Two of them are Qargoyles and the mony to perform. It is merely a description luck on your journey back. I'm afraid I third is the Princess. I'm gonna place the of the ceremony. I will have to come ... You tell him about all of the adventures have to get back to work." that you have been on and all of the cards face down on the table, with the With that, he waves you out of his Princess in the middle. Now, aaall you D Journal Entry 18 information that you have gathered. After Tale of Sir Dargaard: you finish you ask him about the missing office. have to do is guess where the Princess is messenger. after I move the cards around. Easiest thing In the past, a faithful Knight of the Rose in the world, right! It's only three cards named Sir Dargaard gained an item which and I'm sure you won't have any problem gave him great fighting prowess. He was a DJournal Entry 13 keeping track of the Princess. Simplest scourge of the evil armies until his entire thing in the world. Now, who'll place a company was poisoned at a feast. The ITower KEY small wager of saaay, 3 steel pieces!" company was buried along with Sir rnwall Dargaard's great device in lands later over­ I 0 Journal Entry 15 run by evil. The evil ones sought to wrest ELLLJ []]Door "Listen," the woman says, "we ... that is, Sir the artifact from the tomb, but were slain Karl and l...have determined that it is by the spirits of Sir Dargaard and his rnsecret Door imperative that the entire area be evacuated. company. Our scouts now say that draconi­ The number of undead sightings has Guard [ii Stairs ans have attempted to penetrate the tomb Barracks House increased to an alarming degree. We want again, perhaps with sufficient strength to §3 you to head into Qargath and force the succeed. It is time for a truly noble knight ~Commandant's B Front population to evacuate immediately. Thank Armory Office Gate to go and ask that the artifact be passed on goodness there are no more Draconians. I to guard the forces of goocNoday. don't know how we would be able to get out if we had them to contend with as well." On a side note, you will be happy to General Armorer's know that Caramon has contacted our Store Shop DJoumal Entry 16 elite units in Solamnia. The Council of The plan has to be carried out in stages. Knights themselves will lead them into Stage One, which is already complete, the coming battles. I will be certain to was to threaten various small areas to the mention your impressive record to them north and get the good armies to begin a when they arrive. I I consolidation of their forces. We were fortunate to find a rather hapless party that we were able to use to pass the false information to their leaders. It was pure chance that they were sent after Caramon when he was captured in Throtl. We couldn't have planned better for our purposes. We left dues behind to lead the group to Qargath, Jelek and Neraka. This gave us time to complete our plans for the ambush at Sanction.

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OJournal Entry 19 0 Journal Entry 21 OJournal Entry 24 OJournal Entry 27 The Dragonlance was a stroke of genius. "Hey, come here. Look at this. This is a Old ogre's story: "We have had to exhume all of the With one small theft we distracted them piece of the dragon orb that Tasselhoff broke! "I was once the councillor to the ogre bodies in the graveyard and bum them. from the main threat and forced their atten­ Just this little piece of the orb will allow you princes, but I have become too weak and We found out that someone was entering tion on the recovery of the weapon. This to control the largest dragon! I'll sell it to you crippled to keep my place. Now I hear of the burial glen, digging up the bodies, and became Stage Two, since it fit so neatly for only 2,000 steel pieces ... and it's a bar­ plots against our lord Qravnak, by one of then re-animating them into zombies and with our plans. It allowed us to delay the gain at twice the price! NO, don't touch it his lieutenants. Draconians have slipped ghouls. It's been hard, especially for those original kidnapping of Sir Karl just long with your bare fingers. The last person who into the manor house and will strike when that recently buried their loved ones, but it enough to gather many more bodies for Sir did that woke up with a withered handl the current meeting ends. I watched them was necessary." Lebaum to work with. Qruesome. So, what offer have I!" enter and saw the secret sign they gave the 0 Journal Entry 28 guards. OJournal Entry 20 0 Journal Entry 22 "I've been kept out of the burial grounds The 'Plan' is to be carried out in three Welcome, I am Jadefang. I have been I have no love of these assassins or their now for a week, I can't even get in there to stages. Stage one is nearly done. We have asssigned to capture thisss hole and con­ traitorous ally. Vse the sign to enter the get my tools. There are strange things managed to kill Caramon and Tanis and vinssse you 'Humansss' that you ssstill manor; seek out the assassins and find going on in there ... open graves, broken have captured or put to flight most of the own it. We did this ssso we could gather evidence implicating Morog. He is the tombstones, strange noises ... even the other 'Heroes' from the Dragonlance Wars. information and keep the sssouthem road traitor. His rooms lie in the southeast of animals are gone! That Sir Lebaum is The good armies are reduced to sending out open. Sssince you have given usss a lot of the manor." ruining the town. He even made his office hapless adventurers who have little or no ussseful information, I thank you." OJournal Entry 25 in the burial glen! It's in the building just experience. We have managed to feed He bows gracefully and continues to "When you get to Qargath, beware of to the south and west of here but the door information to one of those bands with speak. is through the graveyard. notable success. The information is true, anyone who appears to be bending over "However, you also have dissscovered backward to help you. Be especially aware 'That's another strange thing ... nobody's but it always comes too late to be of any our sssecret and therefore you mussst die." interest. of anyone who mentions Sir Karl. We ever seen our new leader; at least, nobody You now notice that he is not alone in don't think that they know that we are that I know of. He gives his orders and the the barracks. He rises into the air ... now aware of their deception. 'guards' carry them out. "Be especially careful about any clothing 'Things just ain't right." they may want you to wear. There is an OJournal Entry 29 evil mage in the town who delights in Stage Four runs almost in step with OJournal Entry 23 putting curses' on harmless-looking objects. Stage Three. As soon as Sir Lebaum has To Keep Qood luck." launched his attack, the mass conversion KEY OJournal Entry 26 of dragon eggs into draconians will be rnwall "Qargath was overrun about a week ago. performed. The good armies will be There were only a few of us here at that caught in our mailed fist! They have no []]Door time trying to rebuild after the War of the idea that they are about to be attacked by Lance. Draconians and evil forces snuck in two huge armies! The first of the good rnsecret armies will be filled with their leaders and wooor at night and captured the Keep. Since then they have been bringing in prisoners and the elite of those accursed Knights. When putting them to work. They make us wear our armies rise so quickly, we shall cut the these hoods to keep track of us." very heart of their ability to resist us. With the leaders dead the rest of the rabble will wander like sheep.

19 18 DJournal Entry 30 DJournal Entry 34 them. My little ones. Where are they! I set." He looks around and leans towards Stage two is currently coming to fruition. Cjravnak and the draconians tum on must go, I must. I will slip out down the you, "You wanna help! Huh, what d'ya Sir Lebaum, our Sivak who has taken over you. "Fools!" he hisses, "Did you really stairs. Cjoodbye, goodbye. (jet the lance!" say!" the leadership of the Knights of the Rose, think a member of my proud race would DJournal Entry 37 The terrorized look comes back. He has sown enough discord in the ranks of every ally with the likes of you!" Stage Three is about to begin. The good screams and gasps in terror. the Knights to render them ineffective You are attacked from all sides. armies are marching on Sanction, and our DJournal Entry 39 against us. In a few days he will issue the D Journal Entry 35 friendly 'adventurers' are still trying to The great ship lists to port and seems to order that will send most of the Knights figure out how to get the Dragonlance. Sir over the mountains and out of this area "I was with a party of knights and others pause in silent anticipation. The sailors Lebaum has been working in the arena of jump off like rats. In the distance, a hump altogether. under Caramon that came in here to Duerghast. He will begin to raise his army explore. We haven't really found anything. of moving water marks the place where DJournal Entry 31 of undead as soon as the good armies are the gigantic whale swims away. Your boat Caramon's already left to report. I guess in position. We anticipate that this will 'Watch out for the minister. They say you must have missed him. starts rocking as the waves from his blow that he has taken over the castle of Sir Era take another day or two. I have Blue to the ship finally reach you. "Oh, one thing we did find out was that and now runs the old knight, as well as Dragons stationed at Duerghast to guard there is a treasure left over from the previ­ The ship finally slips quietly under the the kingdom. The people are being ... hush! the eggs and Red Dragons are waiting to ous occupants of Throtl. We got word of it waves. The orb fragment - and the he's here." give me word when he has finished his from a hobgoblin who was sneaking in to preparations. When I hear from him the Vampire - slide down to their final DJournal Entry 32 claim it. Before he died, he told us that it final stage will begin. resting place. Cjravnak's alliance plans: was located in the south-central area of the DJournal Entry 38 DJournal Entry 40 "We are both hunting for Myrtani city. Tell you what, if you help me find this The road back to Solace is filled with the treasure, I'll split it with you. All right!" 'They're back ... back there ... who, look while he seeks our deaths. I have no love out! No, no, no. I stabbed one but it took refugees of Krynn. Wretched individuals for sanctimonious knights and their ilk, but DJournal Entry 36 my sword. I couldn't get it out of its body! and families carry what possessions they I do love my life. To keep that, I would 'Thank Paladine you're here. They've Caramon!" can on their backs or on small pushcarts suggest a temporary alliance. Myrtani has and wheelbarrows. They all scan the sky taken everything! My poor family, my His eyes clear for a moment and he a base in Kernen which he visits quite friends and retainers. Cjone." He breaks with fear; waiting for the horrific sight of often. If you can slip into town, I have becomes more lucid. "Listen to me," he dragons flying out of the sun to breath down. After a while he looks up in says, "they've captured Caramon. Most of allies who will help you penetrate the base anguish and says, death onto the miserable line of humanity. and kill Myrtani." our party has been wiped out." 'There's an Aurak who seems to be in The Second Flight of the Dragons has He then shows you the secret sign to He suddenly jerks about. "What's that! charge. He's had his minions scouring the devastated Krynn. Sanction is a smoldering give his allies. (jet them! They've got Caramon. Find Keep. He's looking for my dragonlance! lake of lava. Cjargath a pile of melted him. I'll find him. North, north and west stone, and Neraka has been blasted into D Journal Entry 33 He'll never find it. It's hidden. Hidden and south. Traps! Back up ... go back now. 'The Dragonlance has been moved to very well. Nobody can find it. But I'll tell oblivion. Only Jelek and Kernan survive Quiet, quiet, quiet ... look out! above you! in this part of the continent; and they have Jelek. After the Keep was overrun I you. Yes. Yes, I'll tell you. You're from oh no, oh no, oh no ... " managed to smuggle it out of town and Caramon! Of course, of course. Look on become enclaves of evil. Jelek has become He gets a sly, slightly mad conspiratorial Sir Lebaum's base of operations, where he hide it in the burial glen. It is hidden in an the sixth story. As you come up the stairs unused tomb in the north-west comer of you will see a door directly ahead of you. look on his face. "I saw a money chest in a continues his experiments with the the grave yard. You will recognize the The wall to the left of that door has a room to the east. I'm gonna get it and I'm undead. Kernan has been taken over by entrance because there is a silver rose bush secret door in it. The Dragonlance is in Myrtani and his horde of newly created growing just before it." there." draconians. He looks around in fear. "Where are they! Where! They were here. I saw

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Keep. I don't know what it looks like DJournal Entry 41 UJournal Entry 46 D Journal Entry 49 The prisoner looks at you with agony as inside. I can tell you that the main gates The tree suddenly explodes! The locket Sir Karl 's dying monologue: another shudder wracks his body. are in the upper-northwest comer of the city. In the middle of the city you will find is thrown away from the enchanted circle. 'They tortured me to get information, Suddenly, his flesh seems to split and a foul From the swirling ashes of the explosion a secret door into the wooden structure. It but I gave them nothing. Killed my guards odor permeates the room! You start to gag an ominous shape slowly rises. Vaguely and cough in the middle of the stinking is currently being guarded by draconians when they came for me again. Afraid I because it's location has been discovered manlike, it's features are indistinguishable didn 't quite make it all the way out. cloud. The door behind you closes and you in the thick smoke. Qiant Rats and recently." He licks his lips in consternation Things getting dark ... Hard to concentrate. hear the bolt being driven home. You are Mobats charge out of the impenetrable and suddenly speaks in hushed intensity, There are slaves down there. They must be trapped! dust! "Listen, there's a dragonlance in the Keep. freed from this evil place ... Remember me DJournal Entry 42 I know, all of them were supposed to be ..JJournal Entry 47 to Maya ... " His breathing stops. The prisoner is extremely weak. He sent South but the Castellan was injured "We've had a lot of unsavory characters barely croaks out some broken phrases: during the War and his lance was brought D Journal Entry 50 passing through town lately. The good Draconians! ".. .the Castellan is alive. He's being held with him when he returned. You must armies have left us in the lurch and we are here on this floor.. .'' "... an Aurak .. .silver find it!". forced to take the law into our own hands I have good news. I have managed to eggs ... black dragons ... book ... " DJournal Entry 44 in order to protect the citizens of this town. attain the volume that we have been searching for all of these years. The power He grabs your arms and dies. "Ah, come on Qrag! You know that Here's the official proclamation.'' to create more of our kind is now in my we're supposed to guard the grave of this 'All persons entering Jelek that are hands. Send me all of your eggs along D Journal Entry 43 guy. The captain's gonna be mad if he sees unknown to the guards shall be assigned with any mages and clerics that you may 'They have built up a large, wooden us in here. Vh, by the way, can you buy an escort for the duration of their stay in have with you . I'll be at the Citadel of structure in front of the main gates of the me a drink! I'm a bit short this week." the city. They will be restricted to the pub­ Qargath very soon. Have the eggs packed lic parts of the town. The burial grounds and taken to me within the week. are strictly forbidden to all strangers.' By order of Myrtani . D Journal Entry 45 "It's signed by our leader, Sir Lebaum. KEY "So, here's a nice young man who'll DJournal Entry 51 [!]Wall show you around the town . 'The worst monsters our scouts have Burial Glen reported anywhere in the area are rnooor "Skyla! Come over here! " hobgoblins. Draconians and evil dragons He introduces you to a man who looks have long since abandoned this area to our you over and breaks into a goofy grin. His forces. Still, be a little wary on your way to entire aspect seems dignified enough, until Throtl. Tavern Magic Shop he smiles or begins to talk, then his "Also, be sure to report back here ancestry is extremely questionable and you x immediately, if anything unusual or wonder if maybe he hadn't suffered a fall dangerous occurs. This outpost depends Weapon on his head as a child. Shop on information brought back by patrols :JJournal Entry 48 such as yours. Qood luck and may "Finally, you 're here. I got word that Sir Paladine watch over you. " Karl was going to send someone to check DJournal Entry 52 this place out. I've been waiting for you for The weapons and armor of Solamnic days. Come with me ." Knights and their allies is strewn about the corridor. 22 23 ~~~=-======~c•===~

All of them are bent or broken and quite to. I now go out to gain my freedom. If I "He takes his orders from Sir Lebaum. D Journal Entry 62 useless. There is a hole in the ceiling fail, then know I held you in my thoughts Lebaum took over about a week ago. It above. It is evident that the party was to the end." was slow and insidious how he did it. No Message from assassins. The paper reads: ambushed. There are no bodies. D Journal Entry 57 word got out at all and, initially, there was DJournal Entry 53 lots of business for our shops. Everyone We have contacted a traitor at the rene­ Red Dragon's story: was happy. Except that now he's cut off all gade ogres' base. We can slip in unob­ Men discussing a rebellion: "Once when I was young and my scales contact with the outside. Anyone that served and slay the renegade leaders. If we "I can't believe that we are letting an were sleek and smooth, I was appointed comes in here either joins the guards or is are not successful, beware. Our spy tells us Aurak dictate what we have to do. Its not protector of the Crown Jewels. Beautiful killed, as you almost were. that the renegades might try to ally with right. We created them to serve us, not the they were, glistening in the torchlight. 'There's another disturbing thing. I've the forces of good. Their knowledge of Kernen makes them dangerous. other way around. At the meeting I'm Many a tasty thief came by to admire done some digging around and nobody going to speak in favor of restructuring this them, but I always kept them safe. Then has even seen this Sir Lebaum character. A rough map is drawn on the back. alliance. Only their slimy blood will flow." the city fell and the jewels were lost. Since Most people have never even heard of then I have sought them everywhere. I am Sir Karl then speaks, 'The Solamnic DJournal Entry 54 him. There was a Knight of Solamnia of Cavalry is already on the march. It will sure they will tum up, so that I can watch that name that was corrupted by Takhisis A large number or'human warriors are their glittering beauty again. The crown not be too long until these first units have gathered here. One leaps upon a table and many, many years ago but legend has it arrived in the area. We must have infor­ was the prettiest piece, golden and encrust­ that he died-horribly, they say. calls out, 'Who among you wishes to ed with gems. Ah, such a wondrous time.'' mation on the enemy strengths and weak­ overthrow Myrtani!' As hands raise "I'd like to get into the graveyard and nesses soon. The Solamnic force will be throughout the room, archers slip out from D Journal Entry 58 examine his office. Are you willing to go small and an ambush could cause them behind curtains and fire. The man on the "Hello, and welcome to Jelek! We have with me!" problems.'' table laughs, 'Myrtani will be grateful for recovered so well from the recent war that your identifying yourselves.' we are able to provide you with a guide DJournal Entry 60 Message on body of Prison Lord: that will bow to your every need. He will Gargath • Ogre DJournal Entry 55 Base direct you to our Inn, where you can rest in It has come to my attention that the x 'They say that there is a Vampire that luxurious peace, and point out the exciting bodies we receive here in Sanction from has been enchanted in that old tree. A new businesses that have helped to make your prisons are in a highly deteriorated •Outpost very powerful mage trapped him in there Jelek the most dynamic town in all of condition. We realize that information before the world was changed. The only Krynn. " must be gained by torture and that it is a • Jelek 'thing that will release him is a piece of the useful way to relax, but I would prefer it if soul of the mage who trapped him. The He waves over a tall, handsome young man. 'This is Skyla.'' he says, "He will be a majority of the bones remained rnage is long dead, however. The only uncrushed. I will not repeat this request. known artifact that had any relationship your escort for the duration of your stay in with him is the Locket of Light. But that Jelek." Sir Lebaum disappeared into the west long ago. DJournal Entry 59 DJournal Entry 61 D Journal Entry 56 "Listen, I've been following you for I want you to find the adventurers and Sir Kart's last message to Maya: some time now. That Skyla character is the put them out of our misery. They have leader of a faction of guards that has taken served their purpose, now I'm afraid they "I realize now that I shouldn't allow our over the city. He looks stupid, but don't let may find some way to get word to the differences to interfere with our feelings. that fool you. He knows exactly what he good armies. Eliminate that threat. I suppose at my age it takes a while to looks like, and he knows how to use it to adjust to new things. Remembering your his advantage. beauty and bravery has helped me with­ stand the tortures they have subjected me 24 25 ~~~=-======~Cl===~

OJournal Entry 63 OJournal Entry 66 OJournal Entry 69 OJournal Entry 70 The ogres lead you along a twisting cor­ WEARY TRAVELERS! Come to the "Listen, I've been following you for some ridor. They assure you that the passage is best accommodations on KRYNN! The time. You need to get to Jelek as quickly as - completely unknown. Qravnak whispers SOVTHERN SANCTION INN is open possible. There are rumors that Sir Karl is for you to be ready. He pulls a lever, but for your business. We are located in the [+++ about to attack the town in order to get at instead of the wall opening, the floor drops southeast comer of the city. the last Dragonlance that remains in our out from beneath you. Myrtani appears THE DRAQON 'S CVRSE is open for hands. Once you arrive, a resistance next to Qravnak and both begin to laugh. business in the middle of Sanction. We worker will join your group as an escort. ,.....ii 0 Journal Entry 67 have the best selection of drinks since lstar Jelek has become prosperous lately and they "I was with the patrol that followed sank beneath the sea. Non-humans wel­ are requiring all visitors to be escorted KEY come! through the town. The stated reason is to [!]Wall Caramon in here. We ran into trouble almost immediately. We were not really IFYOV QOTTHE MONEY, show new visitors around the town, the real reason is to keep an eye on all new­ (]]Door expecting much opposition but. .. We were WE'VE QOT WHAT YOV WANT! ambushed by a large force of hobgoblins While our inventory had been decimated comers and prevent anyone from getting rnJail and draconians. I was knocked out by a by the recent war, we are again open and into the graveyard. Our man's name is Door D blow to the head early in the battle. I offering the finest in magical items avail­ Skyla, as soon as you arrive he will be able [!]Dragon- to join your group and help you find the lance awoke in a dark comer, alone. It took me a able. As always, if we don't have it, we [-* - while to get my bearings but I finally went will find it, or make it. All we need is time Dragonlance that the castellan hid." out in search of my companions. I over­ .and money. QVSMARKEN 'S MAQIC 0 Journal Entry 71 SHOP. Located in the eastern-central area heard from passing patrols that everybody Myrtani is gathering his forces in secret OJournal Entry 64 except Caramon was killed. of the city. We are the first door to the right, heading north from the inn. areas around Sanction. We won't be ready WANTED: Soldiers to wage the battle You must help me find Caramon. He for a few weeks yet. My minions have against the Solamnic usurpers of must not be allowed to fall into the hands THE SHARPEST, MOST DVRABLE started gathering materials for my use. KRYNN. 5 steel pieces when you sign up of the leaders of this band." WEAPONS MONEY CAN BVYI Several graveyards have been looted Come to our smithy, located just north of and a guaranteed 2 steel pieces a week 0 Journal Entry 68 already. Many of them have left the open until the end of the engagement. See the the Southern Sanction Inn, and peruse our grave sites unfilled. I suppose it can 't be As the Vampire grasps the piece of orb fine selection of blades, annor, arrows, recruiting officer at the Southern Sanction a deep trembling shakes his being! Blood helped. Stupidity has always been our Inn for details. darts and.anything else you could possibly most dangerous enemy. begins to run from his eyes and ears as a need to equip your party. REASONABLE OJournal Entry 65 high keening sound forces your party to RATES! Myrtani has found a Dragonlance! I Draconiansf hold their heads in anguish. The Vampire urged him to give it to his strongest is desperately trying to rid himself of the SO, YOV THINK YOVVE warrior but I'm afraid that the draconian I'm afraid that the book that we spent so glass object. It will not leave his hand! EARNEDTHE RIQHTTO doesn't trust anyone who could hold that much effort in obtaining has turned out to Old Rimshanks' spell of permanent ADVANCE TO THE NEXT LEVEL! much power. Foolish. He's going to hide it be even more important than we thought! binding is working! Horgathindom's Training Hall has away somewhere in Sanction. Not only are we going to be able to create worked with the best! Come see us in the more Draconians without using eggs, but Northeast Comer and see if you've got it has taught us how to use the dragon orb what it takes! to make our existing Draconians even more powerful! The Plan proceeds! Death to Solamnia!

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OJournal Entry 72 0 Journal Entry 75 OJournal Entry 78 lst 'Ffoor 2rnf 'Ffoor Jrrf 'Ffoor "I am the only one left from the ambush. "Now, what do you know about that! KEY I was knocked out early in the combat. By They say that a real dragonlance has been rnwall the time I came to, the enemy was gone. found in the hills to the east. It also carries Caramon is dead. I figure that they must an enchantment that will force any dragon Stairs UplIIll' rnooor have ganged up on him first. His was the to your will if you but wound the beast." only body left behind. You don't want to lil [I] Stairs know what condition they left him in. OJournal Entry 79 cd [] Evidently they wanted to leave a warning Ciravnak's story about the Ciuardian: ~Circular Entrance L.=:J Stairs to anyone who comes after him. It was 'The oldest rulers of Kernen ordered the awful. I laid him out as best I could and r:'1 Possible city's mages to create a deadly guardian for L.:.J Treasure have been working my way out of Throtl. 5tli 'f{oor 6tli'Ffoor their castle. How they did it no one 4tli 'Ffoor We must get back and warn the Outpost! knows, but the magicians gave this thing to "I don't understand how they could have the king. Over the years it became unruly known that we were coming. The ambush and was locked in the vaults below this p was obviously well planned. They knew building. We know of no way to harm it ~ ~ or chase it back to the vaults where it was exactly who was with us and exactly h

28 29 (l:----.~---======-~~ - ..... ====lb - ·r- $( ~-==-======~lJ::! D Journal Entry 86 D Journal Entry 81 Oh, you want to find him, well that's an He slumps down on the bed. You interesting story, you see when we first got notice that he desperately needs food and KEY together about two weeks ago ... rest, but he waves off your help and continues his story, Meeting [I] "Vh, I can help, you know. Caramon • Gargath • Wall was taken somewhere south of here. I've "I hid and they missed me, but they cap­ been trying to reset traps in case more tured most of the other guards. They are [[J • Outpost 2 Door draconians and hobgoblins get here. being held in the outpost jail. Also, they're "Why don't we team up, OK!" guarding the north side of town heavily. I • Jeleck think they might have hostages there too." DJournal Entry 83 DJournal Entry •... the minotaurs have refused to come Neraka• to our aid. They are touchy beasts and I'm "Just before the Temple of Duerghast afraid that our emissary was less than was dosed, dead bodies were seen being diplomatic. We will attempt to contact carried into the arena in the Temple's them again but don't count on having at Outpost3 northwest comer. There were hundreds of their.. .'' them. It has been discovered that the Death Knight, Sir Lebaum, has taken over The fragment ends. •Sanction the Temple and has gathered together the DJournal Entry 84 exhumed dead for miles around. "... we have contacted the minotaurs. 'There is no way that you can get into They will help us. I must go to Cjargath. the temple through the front gates. You It is rumored that there is a dragonlance DJournal Entry must get the Shadowpeople's support. stored there. We must secure the keep and "I am Angar, one of the real guards of They have tunnels that cross from the D Journal Entry 82 find the treasure room that is hidden there. the outpost. We were overrun about a Temple of Huerzyd to the Temple of "So! At last, you've come to rescue me. The map of the keep shows those places week ago by a draconian army. I was Duerghast." She pulls out an amulet. 'This You know these things are quite clever. where we believe the secret door may be coming in from a patrol when I saw them amulet will let you through a secret door. Not clever enough for me of course. I've located. (jive this map to your officers taking over. They were everywhere .. ." The Shadowpeople will find you once you enter Huerzyd.'' just been improving them somewhat. and .. .''

Oh dear. I do hope you didn't come The fragment ends r

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TAVERN TALES D Tavern Tale 12 D Tavern Tale 20 D Tavern Tale 1 "We've been finding lots of emptied "... There's something weird going on graves. Someone is collecting bodies." "Hey, Jorclack! You wanla' play here. My son was saying that he saw tonight! I think we can get at least D Tavern Tale 13 a zombie. I told him he was two other guys. I'm gonna win those crazy... but I don't know, he's not "With Sir Dargaard's treasure rescued, usually given to making up stories .. ." steel pieces back from you." we are sure to push the draconians D Tavern Tale 2 back." D Tavern Tale 21 "Even giants are being seen nearer the D Tavern Tale 14 ".. .so I was sayin ', why we gotta do all this stuff! Why don 't we just go outpost. Cilad we have some rangers ''Those blasted Minotaurs have taken and dwarves in the company. " down there and take the thing! And over the entire western section of you know what, that's exactly what D Tavern Tale 3 town! The docks are almost com­ we did. That Lance is ours! Of course, "Kernen can no longer be approached pletely under their control. Those that my officer took all the credit for him­ at all. Too many dragons in the air." aren't are the pleasure boat docks that self. Cretin. He couldn't hold the dull don 't have any warehouses. How am end of a sword if he didn't have us to D Tavern Tale 4 I supposed to get my lumber into the teach him ... " "Hey, Jorclack! What in blazes were city if I can't use the port! Things are you doing up in the slum area! You going from bad to worse down here . I 0 Tavern Tale 22 rubbin' shoulders with the local should have stayed in Jelek." ''Throtl is starting to crawl with scum! " D Tavern Tale 8 monsters. Some of our scouts have D Tavern Tale 15 been harassed. " D Tavern Tale 5 "I hear that they're gonna be hiring "Enemy scouts have been patrolling ''There are secret doors that lead into mercenaries down in Sanction. I say closer to the outposts. They'll be on D Tavern Tale 23 the old entrance to the keep. The we get out of this hick town and go the run when the good armies get "Its been too quiet for too long. Draconians have built up around the down to where the real action is." there." Something's got to happen soon." entrance in order to prevent people D Tavern Tale 9 D Tavern Tale 16 D Tavern Tale 24 from getting into it." "Strange how those folks in Jelek "Now lissen here, yer Red Dragon is "Scouts are starting to report evil forces D Tavern Tale 6 fooled us so well. Evil has always by far the best at nose-to-nose, claw­ on the march everywhere." been skilled at duplicity." ''The Castellan of Ciargath was to-claw fightin '. But for breath in ', D Tavern Tale 25 rumored to be holding a dragonlance gimme a green any day." D Tavern Tale'"! 0 "Enemy patrols hold most of the cities in one of his treasure rooms. With it "I hear that Sanction is slowly being D Tavern Tale 17 in the area . Hope the army gets here we can prevail against the evil infested with Ogres, Minotaurs and soon. It's galling to let them operate so dragons." "A young woman has her eye on Sir Draconians. The Temple of Duerghast Karl. Its making him uncomfortable ." openly. " is even showing signs of life. It would D Tavern Tale 7 D Tavern Tale 18 D Tavern Tale 26 "Here's a drink to all the knights be an dark day indeed if that place "It's a shame that people on our side buried in Jelek's graveyard; may they comes back." "Maya's on the warpath, she's always been sweet on Sir Karl." could just abandon the slaves that rest in peace forever." D Tavern Tale 11 way." "It's good to see that Jelek is holding D Tavern Tale 19 against the tide of evil." "Draconians have been seen near Throtl. Things are heating up."

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0 Tavern Tale 33 0 Tavern Tale 41 "We got the fires out, but the enemy "No, he never came back. He was on escaped with Sir Karl. Those Auraks a boat that went out onto the Blood can control the minds of our toughest Sea of Istar and never came back. people. " Somebody said they actually went 0 Tavern Tale 34 down the Maelstrom .. .but that's "Nothing's been seen in Throtl for crazy, nobody would sail close to that months. The place is boring ." thing .. .anyway I haven't been able ... " 0 Tavern Tale 35 0 Tavern Tale 42 "Annoying guides they give you in "What ever happened to that Jelek, but I suppose they can't be too Dragonlance that the Castellan had careful." during the last war! I know for a fact that it was never returned to the good 0 Tavern Tale 36 armies. Blast it man, I was with the "A moment of silence for Sir Karl, a Castellan's armorer, all of the brave Knight of the Rose. He truly weapons went through us and that followed the Oath and the Measure." Dragonlance was never returned!" 0 Tavern Tale 37 D Tavern Tale 43 0 Tavern Tale 27 0 Tavern Tale 31 'The draconians were led by an 'The enemy's rear guard was seen Aurak. They're very deadly." heading south. Too bad most of us are 'The slaughtered wagon train was "... I tell you that grave was breathin'! stuck guarding this outpost, we could carrying a magic tome. Perhaps it held The dirt was risin' up and down, just 0 Tavern Tale 38 chase them down in a few days." the secret of the corruption process." like it was takin' in air. I lit outa there "I wonder if they could have saved Sir as fast as these stumpy legs could Kart's life if they tried harder." 0 Tavern Tale 44 0 Tavern Tale 28 carry me ... " "Ciargath is crawling with evil forces. 'The evil forces have dragon eggs. 0 Tavern Tale 39 Hopefully Caramon can raise the We can look forward to more 0 Tavern Tale 32 "I tell you I saw dragons! They were armies quickly. " draconians if they can rediscover the "... a silver dragon! They say they flying around the top of the keep! corruption process." loved each other but how do you Black ones they were. Except for one 0 Tavern Tale 45 figure! What can a man and a dragon real big one. I think it was a red ." "I've heard they ignored Sir Kart's last 0 Tavern Tale 29 do! I don 't know. I got sick and tired wish and let the slaves fend for them­ "Once the armies are here, we will of all the moping about." 0 Tavern Tale 40 selves." sweep the area clean of evil for the "Don 't drink the beer. The bartender final time." "It's a shame about Sir Karl though. washes his feet in it." 0 Tavern Tale 46 They say he was killed up north 0 Tavern Tale 30 "It was the strangest thing. I was somewhere. He was an OK guy. walking past the old building by the "I thought that the good armies had Treated you right." graveyard, you know, the one with destroyed the Draconians! Well it just no door on this side, and I was hit by goes to show you can't trust anyone an incredibly cold wind. You know anymore. Where are the Solamnic how warm it was yesterday. It only Knights now! Why weren't they hit me for a second, but it was scary." here when those foul reptiles took over our town." 34 35 -~~~=-======~Cl====~

0 Tavern Tale 52 SPELLS Slow Poison revives a poisoned 0 Tavern Tale 47 person for the duration of the spell. "The annies will be here soon. This 'Too bad about all those slaves in First Level Clerical Spells time it will be a quick war. The evil Neraka, slaughtered and hauled off Snake Charm paralyzes as many HP Bless improves the THAC0 of friendly of snakes as the cleric has HP. forces can't compete." and enslaved again as undead." characters by I . The bless spell does 0 Tavern Tale 53 not affect characters who are adjacent Spiritual Hammer creates a temporary 0 Tavern Tale 48 magic hammer that is automatically "... the Shadowpeople are still around. to monsters when the spell is cast. This "... yeah, I went to see the guy. He is a good spell to cast before going into Readied. It can strike at range and does said he didn't need tired old scum! They say they've got tunnels that run combat. normal hammer damage. The bleepard said nobody who lives all around underneath the city. That in Sanction is good enough for his captain that's trying to hire mercenar­ Cure Light Wounds heals 1-8 HP (up Third Level Clerical Spells to the target's normal maximum HP). anny. He's spread the word that ies is pumping people for information Cure Blindness removes the effect of professional soldiers are needed. about the Shadowpeople and their Detect Magic indicates which equip­ the Cause Blindness spell. Humph. Didn't I fight with Tanis tunnels. He's stupid though. Nobody ment or treasure is magical. View a and Caramon in the last war? ... finds those tunnels if the Shadow­ character's items or Take treasure Cure Disease removes the effects of people don 't want 'em found-at items. Equipment or treasure preceded disease caused by some monsters or Scum, he said!" caused by a Cause Disease spell. least, if they're found, nobody returns by an'*' or a '+' is magical. 0 Tavern Tale 49 Dispel Magic removes the effects of to tell about it." Protection from Evil improves the AC "I've heard that Caramon has gotten spells that do not have specific counter 0 Tavern Tale 54 and saving throws of the target by 2 the first elements of the army on the against evil attackers. spells. This is a recuperation spell for march. They'll soon be here." "It was a good thing they found the any of the party that has been held, good dragon eggs in the prison. I've Resist Cold halves the damage and slowed or made nauseous. 0 Tavern Tale 50 heard that the good dragons are improves saving throws vs. cold attacks "... every graveyard within a hundred by 3. Prayer improves the THAC0 and saving heading down because of that." throws of friendly characters by I and miles of this place has been looted. reduces the THAC0 and saving throw of (iraves left open, tombs cracked and 0 Tavern Tale 55 Second Level Clerical Spells monsters by I . This is a good spell to broken. It's eerie. Funny thing ''That was the draconian leader that find Traps indicates the presence of cast before going into combat. though, a lot of the valuable stuff has led the attack. He's an Aurak named traps in the character's path. Remove Curse removes the effects of been left behind. Weapons and annor Myrtani." Hold Person may paralyze targets of was gone, but any jewelry or other a Bestow Curse spell and allows the tar­ 0 Tavern Tale 56 character type (human, etc), goblin or get to unready cursed magic items. items of value that was buried along "Who are these guys that have taken hobgoblin. You may aim a hold person with them is still there. spell at up to 3 targets (hold person Fourth Level Clerical Spells over? I see soldiers with the number target less). Another thing, some of these tombs 101 tattooed on their arms. What Cure Serious Wounds heals 3-1 7 look as if they were opened from the gives!" Resist fire halves the damage and HP (up to the target's normal maxi­ inside ... " improves saving throws vs. fire attacks mum HP). 0 Tavern Tale 57 by 3. Neutralize Poison revives a poisoned 0 Tavern Tale 51 "Those rescued slaves had horrible "Yeah, Sanction is gonna start up trade Silence 15' Radius must be cast on a person. stories to tell. We're sure glad they character or a monster. That character again. Me and Lancrent are gonna go Protection from Evil I O' Radius must were helped to escape." or monster, and all adjacent to him, be cast on a character or a monster. It down there and start up our lumber cannot cast spells for the duration of improves the AC and saving throws of import business again. The docks are the spell. rebuilt and open for business." the target and all adjacent friendly characters by 2 against evil attackers.

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Sticks to Snakes causes snakes to Protection from Evil improves the AC Stinking Cloud paralyzes those in its Haste doubles the target's movement harass the target. The target is unable and saving throws of the target by 2 area for 2-5 rounds. If the target saves, and number of melee attacks per to attack or cast spells for the duration against evil attackers. it is not paralyzed, but is nauseous and round. Haste has a short duration and of the spell. has its AC reduced for 2 rounds. This Read Magic allows a mage to ready a you should wait until a fight is immi­ spell has a very short range and care scroll and read it. For scrolls, this works nent to cast it. Warning: each time a should be taken to avoid including First Level Mage Spells as if they have been identified. A mage haste spell is cast on a character, that party members in the cloud. Burning Hands causes 1 HP of fire may scribe the spells from a scroll (if character ages one year. damage per level of the caster. There is appropriate for his class and level) after Strength raises the target's strength by Hold Person may paralyze targets of no saving throw. it has been read. 1-8 points, depending on the class of character type (human, etc), goblin or the target. Charm Person changes the target's Shield negates the magic missile spell, hobgoblin. You may aim a hold person allegiance in a combat. It only affects improves the mage's saving throw, and spell at up to 4 targets (Exit to target character types (human, etc), goblins or may increase his AC. Third Level Mage Spells less). hobgoblins. protects the mage. The mage Blink Invisibility, I O' Radius makes all Shocking Grasp does electrical dam­ 'blinks out' after he acts each round. Detect Magic indicates which equip­ targets adjacent to the caster invisible. age of 1-8 HP, +I HP per level of caster. The mage may be physically attacked ment or treasure is magical. View a The THAC0 of melee attacks against before he acts each round, but he may character's items or Take treasure Sleep puts 1-16 targets to sleep with invisible targets is reduced by 4. It is not be physically attacked after he acts. items. Equipment or treasure preceded no saving throw. Up to sixteen 1 hit-die impossible to aim ranged attacks at by an '*' or a '+' are magical. targets are affected. One 4 hit-die target Dispel Magic removes the effects of invisible targets. Use this spell to set up is affected. Targets of 5 or more hit­ spells that do not have specific counter a battle line while the bad guys seek Enlarge makes the target larger and dice are unaffected. spells. you out. Characters lose invisibility if stronger. The higher the caster's level, they do anything but move. Some the larger and stronger the target gets. Second Level Mage Spells Fireball does I d6 HP per level of the monsters can see invisible creatures. If the caster is 6th level the target caster to all targets within its area. If Detect In-visibility allows the target to becomes as strong as an Ogre. If the the target makes its saving throw, the Lightning Bolt does 1d6 HP per level spot invisible targets. caster is I Oth level the target becomes damage is halved. A fireball has a 2 of the caster to targets along its path. as strong as a Fire Giant. A target can Invisibility makes the target invisible. square radius outdoors and a 3 square If the target makes its saving throw, the only be under the effect of I enlarge The THACCl> of melee attacks against radius indoors. Fireball is a slow-casting damage is halved. A lightning bolt is 4 spell at a time. Unwilling targets get a invisible targets is reduced by 4. It is spell and the spell's power demands or 8 squares long in a line away from saving throw against this effect. The impossible to aim ranged attacks at that you target carefully. Otherwise, you the caster. For best results, move the spell will stay in effect for more than I invisible targets. Invisibility is dispelled may inadvertently destroy party spell caster to send the bolt down a combat, and should be cast before when the target attacks or casts a spell. characters. When indoors, the only safe row of opponents. It will attack all combat. area on the screen at the time you opponents along the line within its Knock is used to open locks. It can be target the spells are the squares in each range. Target the first creature in the friends raises the caster's charisma cast from the door-opening menu if the corner of the screen and the squares row (closest to caster). Lightning bolts 2-8 points. It is often cast just before active character has a memorized directly above and below these corner will reflect off walls back toward the an encounter. knock spell. squares. Be sure to center to determine spell caster. This permits targets Magic Missile does 2-5 HP per missile Mirror Image creates 1-4 illusionary who will be in the area of effect. adjacent or close to a wall to be hit with no saving throw. A mage throws I duplicates of the mage. A duplicate twice by the same bolt. Be careful the missile at I st-2nd level, 2 missiles at disappears when it is attacked. caster isn't hit by the reflected bolt. 3rd· 4th level, 3 missiles at 5th-6th Kay of Enfeeblement reduces the Protection from Evil, I O' Radius pro­ level, and 4 missiles at 7th-8th level. target's strength by 25% + 2% per level tects the target and all characters adja­ This spell will damage any target within of the caster. cent to the target. The spell improves its range unless the target is magic the AC and saving throws of those it resistant or has certain magical protects by 2 against evil attackers. protection. Casts instantaneously.

38 39 ~==:=:Jl~I======-=~~~<::=:=~- CHARTS

Protection from Normal Missiles Fear causes all within its area to flee. Spell Parameters List makes the target immune to non­ Fire Shield protects the mage so that This is a listing of spells available to player characters as they gain in level. magical missiles. any creature who hits the mage in The following are abbreviations used in the list: Slow affects 1 target per level of caster. melee does normal damage, but takes Cmbt = Combat only spell r =combat rounds The spell halves the target's movement twice that damage in return. The shield Camp = Camp only spell t =turns and number of melee attacks per may be attuned to heat attacks or cold Both = Camp or Combat spell /lvl = per level of caster round. Slow can be used to negate a attacks. The mage takes half damage T =Touch Range targets = aim at each target haste spell. This spell is useful against (no damage if he makes his saving dla =diameter R = Red Mage Spell any high-damage creature. Only affects throw) and has his saving throw against rad = radius W=White Mage Spell the side opposing the spell caster. the opposite form of attack improved All = All characters in combat by 2. He takes double damage from the Fourth Level Mage Spells. form of attack the shield is attuned to. 1st-Level Clerical Spells Charm Monster changes the target's Fumble causes the target to be unable SPEUllAME WHEN RAllGE AREA DllRATIOll allegiance in combat. It will work on to move or attack. If the target makes Bless Both 6 5dia 6r any living creature. The spell affects 2-8 his saving throw, he is affected by a Cure Light Wounds Both T 1 I st-level targets, l-4 2nd-level targets, slow spell. Detect Magic Both 3 1 1t l-2 3rd-level targets, or l target of 4th­ Protection from Evil Both T 1 3r/lvl level or above. Ice Storm does 3-30 HP to all targets Resist Cold Both T 1 1Vlvl within its area. There is no saving Confusion affects 2-16 targets. Each throw. This spell will inflict damage on 2nd-Level Clerical Spells target must make a saving throw each opponents protected by Minor Globes SPEUllAME round or stand confused, become AREA DURATIOll of Invulnerability. Find Traps enraged, flee in terror or go berserk. 1 3t Hold Person Confusion is most effective when used Minor Globe of Invulnerability pro­ 1-3 targets 4r+lvl Resist Fire against a large number of enemies. tects the caster from incoming first, 1 1Vlvl second, or third-level spells. The Globe Silence 15' Radius 3 dia 2r/lvl Dimension Door allows the mage to is very effective when used in combina­ Slow Poison 1 1 hour/lvl teleport himself to another point on the tion with Fire Shield. Snake Charm All 5-Br battlefield within his line of sight and Spiritual Hammer 1 1r/lvl the range of the spell. Mages can use it Remove Curse removes the effects of for quick escapes. Fighter/mages use a Bestow Curse spell and allows the 3rd-Level Clerical Spells target to unready cursed magic items. the "Door" to reach the opposition's SPEU llAME WHEN RANGE AREA DllRATIDll rear area. Cure Blindness Both T 1 Cure Disease Camp T 1 Dispel Magic Cmbt 6 3x3 Prayer Both 0 3 dia 1r/lvl Remove Curse Both T 1

4th-Level Clerical Spells SPEUllAME WHEN RAllGE AREA DURATION Cure Serious Wounds Both T 1 Neutralize Poison Camp T 1 Protection from Evil 10' Radius Both T 2 dia 1Vlvl Sticks to Snakes Cmbt 3 1 1r/lvl

40 41 1st-Level Mage Spells Armor List Constitution Table TYPE SPEUNAME WHEll RANGE AREA DURATION WEIGHT MAXIMUM ARMOR TYPE INSP ABILITY HIT POINT RESURRECTION R Burn ing Hands Cmbt T 1 AC MOVEMENT * SCORE ADJUSTMENT SURVIVAL None w Charm Person Cmbt 12 1 0 10 3 -2 40% RW Detect Magic Both 0 1 2r/lvl Shield, Small# 50 9 4 -1 45% R Enlarge Both .5/lvl 1 1t/lvl Leather 50 8 12 squares 5 -1 50% w Friends Camp 0 All 1r/lvl Ring 250 7 9 squares 6 -1 55% RW Magic Missile Cmbt 6+1vl 1 Sca le 400 6 6 squares 7 0 60% w Protection from EviI Both T 1 2r/lvl Chain 300 5 9 squares 8 0 65% RW Read Magic Camp 2r/lvl 0 1 Banded 350 4 9 squares 9 0 70% RW Shield Both 0 1 5r/lvl Plate 450 3 6 squares 10 0 75% R Shocking Grasp Cmbt T 1 11 0 80% w Sleep Cmbt 3+1vl 1-16 5r/lvl •A character carrying many objects, including a large 12 0 85% number of coins, can be limited in movement to a maxi- mum of 3 squares per turn. 13 0 90% 2nd-Level Mage Spells 14 0 92% #A Shield subtracts 1 AC from any armer it's used with . TYPE SPEUNAME WHEN RANGE AREA DURATION 15 +1 94% RW Detect Invisibility Both lvl All 5r/lvl 16 +2 96% R Invisibility Both T 1 Armor and Weapons Permitted by 17 +2 (+3)" 98% R Knock Camp 6 lvl Character Class 18 +2 (+4)* 100% CLASS MAX ARMOR R Mirror Image Both 0 1 2r/l vl SHIELD WEAPONS * Bo.nus applies only to fi g ~ters ; all other classes may w Ray of Enfeeblement Cmbt 1+.25/lvl 1 1r/lvl Cleric any any club, flail, be given a maximum hit point bonus adjustment for con- RW Stinking Cloud Cmbt 3 2x2 1r/lvl hammer, mace, stitution of +2. R Strength Camp T 1 6Vlvl staff, staff, sling Fighter any any any Dexterity Table Ranger any REACTION/ 3rd-Level Mage Spells any any ABILITY MISSlE AC Knight SCORE BONUS BONUS TYPE SPEUNAME WHEll RANGE AREA DllRATIOll any any any Mage none 3 -3 R Blink Both 0 1 1r/lvl none dagger, dart, staff +4 Thief 4 w Dispel Magic Cmbt 12 3x3 leather none club, dagger, dart, -2 +3 RW Fireball Cmbt 1D+lvl 2 rad sling, short bow, 5 -1 +2 one-handed 6 0 R Haste Both 6 5 dia 3r+lvl swords +1 w Hold Person Cmbt 12 1-4 2r/lvl 7 0 0 R Invisibility 10' Radius Both T 2 dia 8 0 0 Cleric 's Wisdom Bonus Table RW Lightning Bolt Cmbt 4+1/vl 9 0 0 w Protection from BONUS SPEUS PER LEVEL 10 0 0 1 2 3 4 Evil 10' Rad Both T 2 dia 2r/lvl 11 0 0 9-12 w Protection from 12 0 13 0 Normal Missile Both T 1Vlvl +1 13 0 14 0 R Slow Cmbt 9+1vl 5 dia 3r+lvl +2 14 15 0 0 +2 +1 15 16 0 -1 4th-Level Mage Spells +2 +2 16 17 +2 +2 +1 +1 -2 TYPE SPEUNAME WHEll RAllGE AREA DURATION 17 18 +2 +2 +1 +1 +2 -3 w Charm Monster Cmbt 6 1+ 18 +3 -4 Confusion Cmbt 12 2-16 2r+lvl Note t~at these bonus spells are only ava ilable when the w cleric 1s entitled to spells of the applicable level. Thus a R Dimension Door Cmbt 0 1 6th-level cleric with a Wisdom of 18 can memorize the R Fear Cmbt 0 6x3 cone 1r/l vl following spells: RW Fire Shield Both 0 1 2r+lvl NUMBER OF SPEUS PER LEVEL w Fumble Cmbt lvl 1 1r/lvl 1 2 3 4 5 RW Ice Storm Cmbt lvl 5 dia 6th-Level Cleric of w Min Globe of Good with 18 Wisdom 5 5 3 Invulnerability Both 0 1r/lvl w Remove Curse Both T

42- 43 Strength Table: Ability Adjustments Level Advancement Tables Knights of the Rose Advancement Table ABILITY THACO DAMAGE WEIGHT ~Lvl=Level, XP=Experience Points, HP=Hit Points IPL PER lVI. SCORE BOllUS ADJUSTMEllT ALLOWANCE (IN STIEL PIECES) 4 pi Per Lvl=Spells Per Level) ' lVI. XP II' 1 2 3 -3 -1 -350 3 4 27,lm-59,999 4-5 -2 -1 -250 Fighter Advancement Table 5 66,000-124,999 6d10 6-7 -1 none -150 lVI. XP HP 6 125000-199,000 ~ 1 8-9 normal none normal 1 0-2,000 1d10 - 2 7 200,000-424,000 8d10 10-11 normal none normal 2 2,001-4,000 2d10 8 425,IXX>+ 9d10 2 12-13 normal none +100 3 4,001-8,CXXl 3d10 14-15 normal none +200 4 8,001-18,000 4d10 16 normal +1 +350 5 18,001-35,000 5d10 Thief Advancement Table 17 +1 +1 +500 6 35,001-70,000 6d10 lVI. XP II' 18 +1 +2 +750 7 70,001-125,000 ld10 1 0-1,250 tell *18/01-50 +1 +3 +1,000 8 125,001+ 8d10 2 1,251-2,500 2d6 *18/51 -75 +2 +3 +1 ,250 3 2Ji()1-5,CXXl 3d& *18/76-90 +2 +4 +1,500 Ranger Advancement Table 4 5,001-10,000 4d6 *18/91-99 +2 +5 +2,000 5 10,001-20,000 5d8 lVI. XP HP *18100 +3 +6 +3,000 6 20,001-42,500 6d6 1 0-2,250 2d8 *These bonuses available to fighter classes only. 7 42.501-70.000 7116 2 2,251-4,500 3d8 8 70,001-110,000 8d6 Range of Ability Scores by Race 3 4,501 -1 0,000 4d8 9 110,001+ 9d6 4 10,001-20,000 5d8 ABILITY SCORE STR* IMT WIS DEX COM CHA 5 20,001-40,000 6d8 3-8 3-8 3-8 3-18 3-1 8 White Robe Advancement Table Human 3-18(00) 6 40,0001-90,000 7d8 3-18(50) 3-18 3-18 3-18 3-18 3-18 SPl.PER LVL (Females) 7 90,000+ 8d8 Silvanesti Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18 lVI. XP II' 1 2 3 4 (Females) 3-16 10-18 6-18 7-19 6-18 12-18 1 2,500-4,999 1114 1 Qualinesti Elves 7-18(75) 8-18 6-18 7-19 7-18 8-18 Knights of the Crown Advancement Table 2 5,000-9,999 2d4 2 (Females) 3-16 8-18 6-18 7-19 7-18 8-18 LVL XP HP 3 10,000-19.999 3d4 2 1 Hill Dwarves 9-18(99) 3-18 3-18 3-17 14-19 3-12 1 2,S00-4,999 2d10 4 20,000-37,999 4d4 3 2 (Females) 3-17 3-18 3-18 3-17 14-19 3-12 2 5,000- 9,999 3d10 5 38,000-54,999 5d4 4 2 1 Mountain Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16 3 10,000-18,499 4d10 6 55,000-99,999 6d4 4 2 2 (Females) 3-17 3-18 3-18 3-17 12-19 3-16 4 18,500-36,999 5d10 7 100,000-199,999 7114 4 3 2 1 Half-Elves 3-18(90) 4-18 3-18 6-18 6-18 3-18 5 37,000-85,999 6d10 8 200,000+ 8d4 4 3 3 2 (Females) 3-17 4-18 3-18 6-18 6-18 3-18 6 85,000-139,999 7d10 Kender (Both) 6-16 6-18 3-16 8-19 10-18 6-18 7 140,000-219,999 8d10 Red Robe Advancement Table *Maximum percentage for 18 strength for fighter type classes only (fighter, knight, ranger) 8 220,000+ 9d10 SPl.PER LVL lVI. XP HP 1 2 3 4 Maximum Level limits by Race , Class and Prime Requisite Knights of the Sword Advancement Table 1 2,500-4,999 1114 1 SILVAJIESTI QUAUMESTI llAl.F HIU MOUNTAIN SPL PER lVI. 2 5,000-9,999 2d4 2 ELVES DWARVES DWARVES KEM DER Cl.ASS ABILITY HUMAN ELVES ELVES LVL XP HP 1 2 3 4 3 10,000-17,999 3d4 2 1 Cleric Any 8 8 8 8 8 8 8 3 12,000-23,999 4d10 4 18,000-35,999 4d4 3 2 1 Fighter Str 16- 8 8 8 8 8 8 5 4 24,000-44,999 5d10 5 36.00D-49,999 5d4 4 3 1 8 8 Str 17 8 8 8 8 6 5 45,000-94,999 6d10 6 50,000-89,999 6d4 4 3 2 Str 18+ 8 8 8 8 8 8 7 6 95,000-174,999 7d10 1 7 90,000-179,999 7d4 4 3 2 1 7 7 No 5 Ranger Sir 16- 7 7 7 7 175,000-349,999 8d10 2 8 180,000+ 8d4 4 3 3 2 7 7 No 6 Str 17 7 7 7 8 350 ,000+ 9d10 2 Str18+ 7 7 7 7 7 No 7 Knight Any 7 No No 7 No No No Mage lnt 16- 8 8 8 8 No No No lnt 17 8 8 8 8 No No No In! 18 8 8 8 8 No No No Thief Any 9 No 9 9 9 8 9 Entries marked with 'No' indicate that class is not available to that race. 44 45 Clerics of Good Advancement Table Clerics of Neutrality Advancement Table SPLPER LVL SPL PER LVL LVL XP HP 1 2 3 4 LVL XP HP 1 2 3 4 1 2,000-3J999 2d8 1 1 1,500-2,999 1d8 2 2 4,000-7,499 3d8 2 2 3,000-5,999 2d8 2 1 3 ,500-15.~9 4d8 2 1 3 6,000: 2,999 3d8 3 2 1 4 15,250-24,999 5d8 2 2 4 13,000-27,499 4d8 4 2 2 5 25.000-_.39,999 6d8 3 3 1 5 27.500-54,999 5d8 4 3 2 6 40,000-89,999 7d8 3 3 2 6 55'000-1 09' 999 6d8 4 3 2 1 00.000-159,999 8d8 3 3 2 1 7 110,000-224,999 7d8 4 4 3 1 8 160,000+ 9d8 3 3 3 2 8 225,000+ 8d8 4 4 3 2

Weapon List DMAGEVS. DAMAGE VS. WGERTHAll NUMBER NAME MAllSIZED MAN SIZED DF llAllDS ClASS />;/.8,Hand 1-6 1-4 1 I Bastard Sword 2-8 2-16 2 f Battleaxe 1-8 1-8 1 f Broad Sword 2-8 2-7 1 f,th Club 1-6 1-3 1 f,cl,th Dagger 1-4 1-3 1 f,mu ,th Dart 1-2 1 f,mu,th Flail 2-7 2-8 1 I.cl Halberd+ 1-10 2-12 2 f Hoopak (Melee) 3-8 3-6 2 *special 1ioopak (Missile) 2:S 2-7 2 Hammer 2-5 1-4 1 f,cl Javelin Hi 1-6 1 I Long Sword 1-8 1-12 1 f,th Mace -7 1-6 1 !,cl Morning Star 2-8 2-7 1 f Pick. Milltary 2-5 ::..i 1 I Pike, Awl+ 1-6 1-12 1 f Quarterslafr 1-6 1-6 2 f,cl,mu Scimitar 1-8 1-8 1 f,th Short Sword 1-6 1-8 1 f,th Spear 1-6 1-8 1 f Two-Fl3rilliil Sword -10 3-18 2 f Long Bow** 1-6 1-6 2 f Shon Bow*" 1-6 1-6 2 f,lh Sling 2-5 2-7 1 f,th Staff Sling 2-8 3-9 2 f,cl +Polearm *Only usable by Kender (of any class). **Must have ready arrows to fire. Two attacks per round . !=fighter, cl=eleric, mu=mage

P/N 3079A 46 7/94