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INSTRUCTION MANUAL AND ADVENTURER'S JOURNAL

Du LIMITED WARRANTY TABLE OF CONTENTS SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFlWARE PRO­ Introduction ...... 1 GRAM RECORDED ON THE DISKITTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM Your Qame Box Should Contain ...... 1 AND GAME ARE SOLD 'AS IS.' THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT. INDIRECT, INCIDENTAL, OR CONSEQUEN­ Transferring Characters from CHAMPIONS OF KRYNN ...... 1 TIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN Before You Play ...... 1 ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, Qetting Started Quickly ...... 1 SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .) Beginning to Play ...... 2 The enclosed software program and this Rule Book are copyrighted. All rights are reserved . This Rule Book may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or Modifying Characters and Parties ...... 3 machine readable form, in whole or in part, without prior written consent from SSL The program accompa­ 4 nying thiS Rule Book may be copied, by the original purchaser only, as necessary for use on the computer Character Summary Screen ...... for which it was purchased. Non-Player Characters (NPCs) ...... 5 ADVANCED DUNGEONS & DRAGONS, AD&D, and the TSR logo are trademarks owned by Viewing Characters ...... 5 and used under license from TSR Inc., Lake Geneva, WI, USA Character Status ...... 5 Copyright ©1990 , Inc. All Rights Reserved. Copyright ©1990 TSR, Inc. All Rights Reserved. Adventuring ...... 6 WHAT TO DO IF YOU HAVE A DEFECTIVE DISK Display Screens and Points of View ...... 6 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, Adventuring Options ...... 7 some program errors may go undetected until after publication. In addition to errors in the program, there Encamp ...... ? 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 Magic ...... 8 drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning. Civilization ...... 9

Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Encounters ...... 1o Customer Support Department, along with a note describing the problem you have encountered. A replace­ Combat ...... 11 ment disk will be provided upon our receipt of the defective disk. After Combat ...... 12 Should you uncover an error in the program, return your game disk to our Customer Support Department. Please enclose a description of what was taking place in the game when the error occurred. Upon correction of the program error, we will return an updated disk to you. Questions or Problems?

Always make sure to.include your name, address, and daytime telephone number with any correspondence. If .you encounter a .disk or system related problem, you can contact the We will do our best to see that any problems are corrected as soon as possible. W1zardWorks Technical Support Staff at (612) 559-5301 between 9:00 a.m. and 4:00 p.m. Central Time, Monday through Friday, holidays excluded. You may also write to us at 3850 Annapolis Lane, Suite 100, Minneapolis MN 55447. ,

We cannot give game playing hints through the Technical Support Number. If you need game hints, clue books can be ordered by returning the form included with the package. INTRODUCTION transfer characters to DEATH KNIQHTS OF KRYNN from the fantasy role-playing game, Welcome to the official ADVANCED CHAMPIONS OF KRYNN. It also shows how to DVNQEONS & DRAQONs4' computer product, get right into the game without having to read DEATH KNIQHTS OF KRYNN, a DRAQONLANCC through the rules. fantasy role-playing epic. This game is based on the rules and background created by TSR, Transferring Characters from Inc. and a story line created especially for this CHAMPIONS Of KRYNN game. DEATH KNIQHTS OF KRYNN will accept DEATH KNIQHTS OF KRYNN begins a year characters which were created and played in after the defeat ofTakhisis' minions in CHAMPIONS OF KRYNN. There are two ways to CHAMPIONS OF KRYNN . The Solamnic com­ get characters from CHAMPIONS into DEATH mander of Ciargath Outpost has asked your KNIQHTS. The first, and preferred way, is to characters back to celebrate the victory- to load a saved game and select CHAMPIONS on share memories and feasting with old com­ the LOAD FROM option. The second is to rades. Your adventuring party looks forward to remove the characters from their CHAMPIONS a peaceful and uneventful celebration ... party, copy them to your DEATH KNIQHTS save Your Game Box Should Contain disk or directory and add them to a new party. See your Data Card for more details. •Disks •Rule Book Note: If you transfer characters to DEATH • Adventurer's Journal •Data Card KNIQHTS before they have completed the This rule book is designed to explain all CHAMPIONS adventure, they may lose some your options and guide you through playing items. the game. If you are not familiar with the Before You Play ADVANCED DVNQEONS & DRAQON game sys­ tem, you will find helpful information about There is no copy protection on your DEATH how things work in the Adventurer's Journal. KNIQHTS OF KRYNN disks, so please make The Adventurer's Journal contains a variety backup copies and put the originals away for of information including details about safekeeping. When you start the game, you character classes, magic, combat and an will be asked to answer a verification question introduction to the adventure story. The from this rule book or the Adventurer's Journal Journal also includes the maps, information, before you can play. Turn to the page as indi­ rumors and stories that you will need to play cated for either this rule book or the Adven­ the game. As you play the game you will turer's Journal, find the indicated word, type it discover for yourself which of the tales you in and press the or key. hear are fact and which are fiction. Getting Started Quickly The Data Card explains how to start the DEATH KNIQHTS OF KRYNN comes with a game and select items and menu options with ready-made party in a saved game that allows your specific computer. It tells you how to you to begin adventuring immediately. Vse the instructions on the Data Card to load the saved game and begin playing. Vse this rule book to answer any questions during play. 3

Using Menus BEGINNING TO PLAY • NAME CHARACTER provides a 15 letter LOAD SAVED GAME permits you to resume a All commands are menu based, and the space to type in the character's name. This previously saved game. The saved game You must load a saved game or generate concept of the active character is central to the name will be automatically saved to disk. provided with DEATH KNIQHTS OF KRYNN can game. During combat the active character is characters and band them together into a On some computer systems the character is also be loaded, and on some systems you can party. This first menu is displayed at the start chosen automatically according to a character's named after the abilities scores are generated, directly load saves from CHAMPIONS OF KRYNN. of a game: initiative and random factors . Other times you on others the name is entered after the combat See your Data Card for more information. select the active character. CREATEN EW CHARACTER icon is selected. INITIALIZE MOUSE/JOYSTICK sets up the If a command affects the whole party, just ADDCH ARACTER TO PARTY •SELECT COMBAT ICON allows you to design joystick or mouse. This option is only available select the command. If the command affects LOAD SAVED GAME the shape that will represent the character in on some computer systems. one character, make that character active and INI TIALIZE MOUSE/JOYSTICK (Some computer systems) combat. Customize this icon to represent the EXIT TO DOS ends play. This option is only then choose the command. EXIT TO DOS (Some computer systems) character's favorite weapon, armor and colors. available on some computer systems. Example: To look at a character's items, CREATE NEW CHARACTER is used to build a Different computers and graphic adapters have Modifying Characters and Parties select that character, choose the VIEW command, character. Detailed information about different capabilities; experiment to create the and then choose the ITEMS command. The characters, races, classes and so on is available best icon for each character. The combat icon The Party Creation/Hall Menu shows the computer displays a list of that character's in the Journal under Characters and Parties may be altered during the game using the characters currently in your party and lists the items and their readied status. beginning on page 2. This command displays ALTER command from the Encampment Menu. commands for creating and modifying the Menus are displayed either vertically or the following menus to define the character. • EXIT from any of the character creation party. Not all of the options are available at horizontally. • PICK RACE lists the seven races you can menus returns you to the Party Creation Menu. all times. Vertical menus select the character, item, choose for a player-character. ADD CHARACTER TO PARTY allows you to CREATE NEW CHARACTER or spell to be acted upon. If there are more • PICK GENDER lists the sex the character can add individual characters to the party from the DROP CHARACTER choices than will fit on the screen at one time, be. Ciender affects the character's maximum saved game disk or directory. A party is a MODIFY CHARACTER use the NEXT and PREV commands to view the strength. group of characters composed of up to six TRAIN CHARACTER (Hall only) additional selections. • PICK CLASS lists the class or classes the player characters (called PCs) and up to two KNIGHT CHANGE ORDER (Hall only) Example: When purchasing items, selec­ character is qualified for based on race. non-player characters (called NPCs). A party VIEW CHARACTER tions are made from a vertical menu list of •PICK DEITY (clerics only) lists all of the should have a balanced mix of characters with ADD CHARACTER TO PARTY equipment. gods a cleric character can choose to worship. different classes. For more information about REMOVE CHARACTER FROM PARTY Horizontal menus list what the active Each deity confers unique powers to its clerics building parties see Building a Successful Party LOAD SAVED GAME character can do, or what can be done to him. and determines which alignments a character on page 9 of the Journal. You will also need to SAVE CURRENT GAM E In the rules, menus are shown with all of their can be. See the Deities section in the Journal indicate the last game the character adventured BEGINADVENTURING options, although in some cases, options will for more details. in with the From Where Menu. EXIT TO DOS (Some computer systems) not be available every time a menu appears. • PICK ALIGNMENT lists all the possible align­ From Where Menu DROP CHARACTER eliminates a character ments for the character based on character class. ADD FROM WHERE: DEATH CHAMPIONS EXIT from the party and erases him from the saved Example: The computer randomly generates the game disk. A dropped character cannot be Treasure Menu character's ability scores after you choose • DEATH adds a character that was recovered. alignment. If you are not happy with the generated in DEATH KNIQHTS OF KRYNN or VIEW TAKE POOL SHARE DETECT EXIT MODIFY CHARACTER allows you to change character's scores you may roll them again . last adventured there. The options TAKE and SHARE will only the character's ability scores and HP. Vse Remember that you can use the MODIFY •CHAMPIONS adds a character that last appear if there is treasure to take. The MODIFY CHARACTER to change a character CHARACTER command on the Party adventured in CHAMPIONS OF KRYNN. option DETECT will only appear if there is generated in DEATH KNIQHTS OF KRYNN to Creation/Hall Menu to change the •EXIT quits the ADD CHARACTER option. treasure and the active character has a match the ability scores of a favorite AD&D character's ability scores and hit points (HP) Detect Magic spell available. game character. A character cannot be after the character has been generated. modified once he has begun adventuring. The rule book only lists the general game menus. Special menus appear with many encounters that indicate available options. 4 6

Clerics have the ability to sometimes undead creatures as if they were a ~CHARACTER SUMMARY SCREEN~ turn away or even destroy undead cleric two levels below their current creatures such as skeletons or zom­ level and are always surrounded by bies. This power increases as the the equivalent of a Protection from cleric increases in level. The prime Evil 10' Radius spell. Once a day requisite for clerics is wisdom. paladins may heal two HP of damage per their level. They can also Cure Fighters can fight with any armor Disease once a week at I st - 5th or weapons, but they cannot cast levels, twice a week at 6th to !Oth magic spells. Fighters can have and three times a week at 11 th to exceptional strength and gain 14th level. At ninth-level, paladins additional HP bonuses if they have gain the ability to cast clerical spells, a Constitution of 17+. The prime but they cannot use clerical scrolls. requisite for fighters is strength. Paladins must be of lawful good l"lages have powerful spells, but alignment and have ability scores of can use no armor and few weapons. at least 9 in intelligence and consti­ They can only memorize those tution, at least 12 in strength, at spells available in their magical spell least 13 in wisdom and at least 17 in books or use scrolls. In the world of charisma. The prime requisites for Krynn, the power of mages is mod­ paladins are strength and wisdom. erated by the three moons and mages are divided into three orders Rangers can fight with any armor or based on alignment. A mage's weapons. Rangers can have excep­ power fluctuates with the cycles of tional strength and gain additional the moon that influences his order. HP bonuses as fighters. They do For more information on the orders additional damage in combat when and moons see the Magic section fighting giant-class creatures. No TRAIN CHARACTER (from Hall Menu only) VIEW CHARACTER displays a Character (page 15). The prime requisite for more than three rangers can join increases a character's level when he has Summary Screen for the active character. For mages is intelligence. one party. gained enough experience points. Characters more information see the Viewing Characters may only advance one level per class per section. Paladins can fight with any armor Rangers are very in tune with nature training session . See the Experience Points and REMOVE CHARACTER FROM PARTY transfers a or weapons, are totally immune to and gain the ability to cast druidic Level sections in the Journal under Ability character from the party to the saved game disease and can cast a few clerical spells when they reach eighth-level. Scores and Other Attributes for more informa­ disk or directory. spells once they reach ninth-level. At ninth-level they gain the ability to tion. Training takes no game time. When SAVE CURRENT GAME stores the current game Paladins can have exceptional cast mage spells. Rangers can never mages advance, they may add a spell to their to the saved game disk or directory. strength and gain additional HP use scrolls of any type. spell books. There is no charge for training BEGIN ADVENTURING starts the game. bonuses as fighters. They are some­ characters. what resistant to spells and poison. Rangers must be of good alignment KNIGHT CHANGE ORDER (from Hall Menu and have ability scores of at least 13 only) allows a knight of sufficient experience Because of their special nature, cer­ and abilities to petition for admission into the tain magical abilities are conferred next higher order. Look under Solamnic on them by deities. They can turn Knights on page 7 of the Journal. 1----> 7 8 in strength and intelligence and at If a Knight of either of the first two Alignment Hit Points (HP) represent the least 14 in wisdom and constitution. orders (Crown or Sword) is of suffi­ Alignment is the philosophy a char­ amount of damage a character can The prime requisites for rangers are cient level and has high enough acter lives by and can affect how take before he goes unconscious. strength, intelligence and wisdom. ability scores, he may petition the NPCs and some magic items in the To calculate a character's maximum next higher order for admission. game react to the character. The fol­ HP, the computer rolls the charac­ Solamnic Knights are the pride of lowing alignments are available to ter's hit dice and adds any adjust­ chivalric honor in the world of Note: Knights receive experi­ Player Characters. ments for level or constitution. Krynn. The knights are divided into ence bonuses for doing knightly A character gains a HP bonus to three orders: the Knights of the deeds and not for meeting Lawful Good characters believe in Crown, the Knights of the Sword prime requisites minimums. the rule of law for the good of all. and the prestigious Knights of the To join the Knights of the Sword a -· Rose. All are renowned for their Lawful Neutral characters believe -- ''.. .he was very old, bravery and skill at arms. Knights knight must have the following mini­ the rule of law is more important but looked strong begin the game with Solamnic Plate mum ability scores: STR 12, INT 9, than any objective good or evil out­ enough to ward off the Mail, long sword +1 and a shield. WIS 13, DEX 9, CON 10. come. fiercest of monsters. That face, riddled with a thou­ sand wrinkles, still di!r Knights are valuable for their leader­ To join the Knights of the Rose a Neutral Good characters believe knight must have the following mini­ played the dignity of '' ship ability in combat. Whenever a that the triumph of good is more a Solamnic Knight. .. party with a Knight enters combat, mum ability scores: STR 15, INT 10, important than the rule of either law he makes a leadership check. If the WIS 13, DEX 12, CON 15. or chaos. check is successfuL all NPCs in the • Thieves can fight with swords, short party come under your control like True Neutral characters believe bows and slings and wear leather -- regular PCs. Chances of success that there must be a balance armor. In combat they do additional each hit die if his constitution is increase dramatically as a Knight between good and evil and law and damage 'back stabbing', which is over 14. When a character takes rises through the three orders. chaos. described in the Combat section. enough damage that his HP reach 0, Knights must take a vow of poverty Thieves also have special skills for Chaotic Good characters believe in he is unconscious. If the character's and so they tithe a large part of their opening locks and removing traps. creating good outcomes unfettered HP drop to anything from -1 to -9, monies and treasures back to the The prime requisite for thieves is by the rule of law. he will lose I HP per turn from orders. Knights of the Crown will dexterity. bleeding until he is bandaged or Chaotic Neutral characters believe tithe 10 percent to their order when­ dies. A character is dead if he has Multi-class are non-human charac­ that the freedom to act is more ever they enter an outpost. Knights -10 HP or less. When you view a ters who belong to two or more class­ important than any objective good of the Sword and Rose will give up character, his HP on the screen will es at the same time. The character's everything except 20 steel pieces or evil outcome. never be displayed as less than 0. experience points are divided among when they tithe. When Knights of each of the classes, even after the Note: Due to the nature of this Experience Points are a measure the Sword or the Rose become character can no longer advance in adventure, no evil Player of what the character has learned sixth-level, they gain the ability to one or more of those classes. The Characters are permitted. on his adventures. Characters cast some clerical spells. character's hit points per level are receive experience points for averaged among the classes. The Other Attributes actions such as fighting monsters, multi-class character gains all the Each character also has three other finding treasures and successfully benefits of all classes with regard to important values that change as the completing quests. The computer weapons and equipment. game goes on: Hit Points, keeps track of experience and when Experience Points and Levels. 10 characters earn enough they may New characters start with 210,003 Sample party#2: Clerics are essential for healing the advance in levels. See the Level experience points and they will One Human Knight party after engagements. The most Advancement Tables for each already have all levels and spells One Silvanesti Cleric of efficient way to heal is to Encamp class's experience requirements. appropriate for that experience. Mishakal/Fighter/White Mage and select FIX (you can issue this Characters may advance to a maxi­ command several times while One Half-Elf Ranger/ a mum of 14th-level, except thieves encamped). FIX works as follows: • Cleric of Majere who may advance to 18th-level. -- ... the door was open, One Qualinesti Elf Cleric of If a cleric is in the party, all available so I walked in. There Shinare/ Fighter/ Red Mage cure spells are cast and automatical­ before me stood a high Building a Successful Party priest, his robe tattered One Cleric of Kiri-Jolith/ ly rememorized, until all characters '' Forming a strong and adaptable from years of weathering. Thief are healed. If the party has taken 'I've been expecting you,' party is a key to success in more damage than clerics have cure Champions of Krynn. You may place One Qualinesti Elf Fighter/ he said in a deep '' Red Mage spells, the FIX option may be used voice .. . up to six Player Characters in your again. When FIX is used, characters party. It is recommended that you at the top of the list will be healed Why These Guys? use all six characters. A smaller before the characters below them. If • • party is less powerful and more like­ Cleric/fighter/mages are the Levels are a measure of how much a cleric is not in the party, HP may ·-- ly to be eliminated by your enemies. ultimate multi-purpose character. be recovered through rest (I HP per a character has learned in his class. A cleric/ fighter/mage can cast both 24 hour period), potions or Temple Characters can go to a hall and In choosing which characters to mage and cleric spells while services. receive the training required to include in the party, it is wise to wielding the armor and weapons of increase in level when they have include a variety of classes: clerics, a fighter. The main disadvantage Rangers normally start the game enough experience. Characters may mages, thieves and fighters. At least of the cleric/fighter/mage is that, as with more HP than other fighter only advance one level at a time. If one party member should be a a triple-class character, he advances types. They do extra damage versus a character has gained enough kender, so you may taunt (yell) in in levels quite slowly. giant type monsters and receive experience to go up two or more combat. Some adventures may only mage and druidic spells at high level. levels since the last time he has be completed if the party includes a fighter/mages may cast spells trained, he will go up one level and Knight. while wearing armor. This split class Knights are powerful fighters and lose all experience in excess of one can fight as well as a fighter and there are some items that may only point below the next level. Sample party #I: receives more HP than a pure mage. be used by them. i\nights have spe­ One Human Knight cial leadership abilities and gain Example: One Human Paladin Cleric/thieves have more HP and a clerical spells at high levels. better armor class than pure An 11 th level thief enters a train­ One Dwarf Ranger ing hall with 667 ,543 experience thieves. As a cleric, the cleric/thief Paladins are great warriors. In One Kender Cleric of points (enough for l3th-level). can cast healing and support spells, addition to their martial prowess, Mishakal/Thief He will leave as a 12th-level thief allowing the character to perform they have natural protection from with 660,000 experience points One Qualinesti Elf Cleric of double duty as both the party thief evil, healing powers and they gain -one point below 13th-level. Shinare/Fighter/Red Mage and additional healer. The thief sta­ clerical spells. Once characters have reached One Silvanesti Cleric of Majere/ tus permits the powerful back stab their maximum levels for this Fighter/ White Mage attack which is described in the game, they cannot train. Combat section. 11 1.2

Preparation Tips Combat Map Computer Control An attack is successful if the ran­ The makeup of your party affects Battle takes place on a tactical com­ In combat, the player controls the dom number is greater than or your combat strategy throughout the bat map that is a more detailed view actions of PCs. The computer con­ equal to the attacker's TttAC0 game. Loading your party with cler­ of the map terrain (3D or overland) trols the actions of monsters, NPCs minus the target's AC. TttAC0 may ics and mages increases the impor­ that the party was on when the com­ and PCs set to computer control be modified by range, attacking tance of spell casting both before bat began. This map is set up with with the QUICK command. If you from the rear, magic weapons and an invisible square grid and you will have a Knight in your party, he may magic spells among other things. notice that everything moves on the take control of NPCs at the start of Example: grid from square to square. Moving combat by making a successful ,,... themere diagonally often costs more move­ leadership check. A successful lead­ A fighter with a THAC(l) of 15 sight of the attacking a monster with an AC ment points than moving horizontal­ ership check puts NPCs under nor­ strong, deter­ ly or vertically. mal control for that combat. of 3 would need to roll:(THAC0 mined warrior 15) • (AC 3) = 12+ would have scared off all but Initiative Combat Ability But to hit a monster with an AC the bravest of Each character's ability in combat of -2 he would need to Each round of combat is divided foes. But this is defined by his AC, THAC0 and roll:(THAC(l) 15) ·(AC -2) = 17+ into 1O segments. Every character was no ordinary damage. and foe acts on a specific segment Damage rival... '' based on a random number. The AC When a hit is scored, the attacker random segment number is generat­ A character or monster's difficulty to does damage. Damage is the range ed at the start of each combat be hit is represented by his armor of HP loss the attacker inflicts when -· round and is modified by dexterity ··-and during- a battle. An emphasis on class or AC. The lower the AC, the he hits an opponent in combat and and random factors such as sur­ fighters, Knights, paladins or rangers harder it is to hit the target. AC is it depends on the attacker's strength prise. In most cases a character will makes your hand-to-hand combat based on armor and a dexterity and weapon type. The damage each move and/or aim an attack during skills that much more important. bonus. Some magic items also help weapon can do is summarized in the his segment. Casting spells may a character's AC. Weapon Table on page 53. Ready the melee weapons (swords, take extra segments to perform, so maces, quarter staffs) at the start of often a spell-caster will begin his TllACfJ Some monsters take only partial or the game instead of the missile spell on his segment and have it go The character's THAC0 represents no damage from certain weapon weapons (bows, slings, darts). Be off a few segments later. his ability to hit enemies in melee or types. Skeletons, for example, take sure to keep arrows ready too. with missile fire. TttAC0 stands for only half damage from sharp or Sometimes a character will act in To Hit Armor Class 0. This is the edged weapons, while some other segment 10 of one round and seg­ number a character must 'roll' equal monsters only take damage from COMBAT ment 1 in the next, appearing to act to or greater than to do damage on magical weapons. twice in a row. This is especially Adventurers must battle their way a target with an AC of 0. The lower common if you use the DELAY com­ the THAC0, the better the chance to through many dangerous foes to Attacking mand. When the DELAY command is hit the target. complete the mission. Tales of brav­ given, that character's action is Characters generally engage in ery and heroes ring with the sounds always delayed until segment 10. l"lote: the generation of a ran­ melee combat, which is face-to-face of combat. The following sections dom number ls often referred to fighting with weapons such as offer some more information and as a 'roll'. In determining If an swords and maces. Characters also tips for combat. attack hit, the number generat­ ed Is from 1 through 20. 13 have other options, such as ranged All of a character's attacks are taken combat, with bows and slings, and against his first target. If the first rear attacks on engaged foes. target goes down with the first Different options and restrictions attack, he can aim the remaining apply to each. attack at another target. Fighter­ types may also sweep through several weak opponents in one combat round. When a character sweeps, he automatically attacks ''.. . the wight attacked all of the weak opponents. with such speed and ferocity that Back Stabbing some life essence was drained from A thief back stabs if he attacks a three of our party target from exactly opposite the first before we could character to attack the target. The defeat it.. . thief may not back stab if he has readied armer heavier than leather. A back stab has a better chance of hitting the defender and does '' additional damage. Ranged Weapons Combat Strategies A character with a missile weapon To succeed in combat, a skilled (bow, sling, etc.) may not attack player deploys his party well, casts when adjacent to an enemy. The effective spells before and during exception to this is the kender combat, maneuvers his characters hoopak. Kender may attack into advantageous positions and adjacent targets with the metal attacks using his most powerful shod end of their hoopaks or use characters and weapons. it as a ranged weapon.

Bows can be used twice per turn. Deploying the Party Three darts can be thrown per turn. When a battle begins, your party is automatically positioned based on Multiple Attacks the order list of the characters. After seventh level (eighth for Characters near the top of the order rangers,) all fighter-type characters will be in the front lines and vulnera­ increase the number of attacks they ble to attack. To change the starting make with melee weapons. The first deployment, change the order from increase is three attacks every two the Alter menu while encamped. rounds, then two attacks every Shift the heavily-armored fighters up round. See the Bonus Attacks for the list and the vulnerable mages High Level Fighters table on page 52. and thieves towards the bottom of TABLE OF CONTENTS

What Has Cione Before ...... 1 Important (ieographical Features of Ansalon ...... 2 Characters and Parties ...... 2 The Player Races ...... 2 Ability Scores ...... 4 Character Classes ...... 5 Alignment ...... 8 Other Attributes ...... 8 Building a Successful Party ...... 9 Why These (iuys! ...... 10 Preparation Tips ...... 11 Combat ...... 11 Combat Map ...... 11 lnitiative ...... 11 Computer Control ...... 12 Attacking ...... 12 Combat Movement ...... 14 After Combat ...... 15 Magic ...... 15 Mages ...... 15 Clerics ...... 16 !(nights and Paladins ...... 17 Rangers ...... 17 Tips on Magic Spells ...... 17 Magical Treasures ...... 18 Spell Descriptions ...... , ...... 20 Creatures of Krynn ...... 28 Journal Entries ...... 33 Tables ...... 52 Cilossary of AD&D®Ciame and Computer Terms ...... 58 ~ WHAT llAs GONE BEFORE ~ ~ IMPORTANI' GEoCi:RAPHIC f'EATI.JRES OF .ANsALON ~ One year ago, the forces of evil were the remaining, disorganized resis­ united under the powerful aurak dra­ tance. Magic rituals discovered in a conian, Myrtani. He had once again stolen tome would allow him to turn uncovered the method of corrupting stolen dragon eggs into draconians en dragon eggs into draconians. Aided by masse. The eggs were well hidden and his Death Knight ally, Sir Lebaum, he Solamnic scouts had missed them was able to seize control of central after the War of the Lance. Krynn and to field a dangerous army of draconians and undead. A small band of heroes were able to slip into Myrtani's stronghold in As the Solamnic forces converged Kernen and slay this foul minion of upon the region, a small band of stal­ the evil goddess, Takhisis, before the wart heroes uncovered Myrtani's magic could be used. Without the dra­ secret plans: to suddenly generate a conian force, the Knights of Solamnia huge army, and ambush the Solamnic were able to rout the evil army and forces. Myrtani hoped to slay key lead­ bring peace to the region again. ers in one swift action, and then crush IMPORTANT GEOGRAPHICAL CHARACTERS AND PARTIES FEA11JRES Individual persons called characters make up your party of adventurers. ffie uicfory The major cities of the region are r. · I anniuersarJ of Kalaman and Vingaard Keep. They They can be any one of several races . ·Jed lo a/lend /fie 1' rs .ry 'ncf ude /fie sUruiuors loosely administer the large number and have any number of different diaffu 1nU1 r e w111 1 ,1 you are cor ' J 'J/iose in alfenoanc fc ·c Order of fne of small villages in the region. These skills. Some will be warriors, some f //ie :J]alffe of:J(erne n. fed tfie cSpeciaf cSo amn1 include the dwarven village of Turef, priests, some mages and others may a of ffial 6alffe and ffiose br;:rn.pions o(JCrynn. the gnomish village of Quazle and be thieves. Each brings his own the human towns of Cerberus and skills and talents. Cekos. Many wars have been fought d commemorafion in this region, leaving several ruined The Player Races ,r ea! uic/orJ an a · r (, /fie old castles and forts. Many have evil r 6rafion--- of fne gr ·afwiff6e f}efo /or There are seven races for player 'Y6 r; lb a ceie ·af emori r . reputations and should be avoided. characters (PCs) in the world of 'Jf}is wi11 e o . . ii. '71 spec1 m n/' f. who was siain r f ff acfi1eu1n

Constitution (CON) is the measure character with the highest charisma Clerics have the ability to sometimes undead creatures as if they were a of a character's overall health. should be the active character when turn away or even destroy undead cleric two levels below their current Fighters receive one extra hit point dealing with NPCs. creatures such as skeletons or zom­ level and are always surrounded by per hit die for each point of consti­ bies. This power increases as the the equivalent of a Protection from tution above 14. Non-fighters Character Classes cleric increases in level. The prime Evil I O' Radius spell. Once a day receive similar benefits except they A character must belong to at least requisite for clerics is wisdom. paladins may heal two HP of damage receive a maximum of two extra hit one character class. Non-human per their level. They can also Cure points per level (no benefits for con­ characters can have more than one Fighters can fight with any armor Disease once a week at I st - Sth stitutions above 16). These bonuses class at the same time. A non­ or weapons, but they cannot cast levels, twice a week at 6th to I Oth human character with multiple class­ magic spells. Fighters can have and three times a week at 11 th to es has more playing options, but he exceptional strength and gain 14th level. At ninth-level, paladins -· increases in level more slowly additional HP bonuses if they have gain the ability to cast clerical spells, ··-- ''. .. we heard soft foot- a Constitution of 17+. The prime steps followed by a because his experience points are but they cannot use clerical scrolls. low, ominous growl. Suddenly, divided evenly among all his classes. requisite for fighters is strength. the weretiger rounded the cor­ Paladins must be of lawful good ner, running full speed. We Characters receive HP, spells and Mages have powerful spells, but alignment and have ability scores of brandished our weapons, but abilities based on their class, level can use no armor and few weapons. at least 9 in intelligence and consti­ it was too late.. . '' and (sometimes) ability scores. They can only memorize those tution, at least 12 in strength, at Refer to the tables at the back of spells available in their magical spell least 13 in wisdom and at least 17 in the journal to find the number and books or use scrolls. In the world of charisma. The prime requisites for • • size of hit dice a character receives Krynn, the power of mages is mod­ paladins are strength and wisdom. -- and the number of spells the char­ erated by the three moons and are only given until characters reach acter can memorize. mages are divided into three orders Rangers can fight with any armor or about lOth-level (depending on based on alignment. A mage's weapons. Rangers can have excep­ class). A character's constitution Note: Dice is the term used to power fluctuates with the cycles of tional strength and gain additional also determines the maximum num­ describe the range for a ran­ the moon that influences his order. HP bonuses as fighters. They do ber of times that character can be domly generated number. A d6 For more information on the orders additional damage in combat when raised from the dead and the die has a range from I through and moons see the Magic section fighting giant-class creatures. No chance of a resurrection attempt 6, a dlO has a range from 1 (page 15). The prime requisite for more than three rangers can join being successful. Every time a char­ through 10. mages is intelligence. one party. acter is successfully resurrected, he loses l point of constitution. Clerics have spells bestowed on Paladins can fight with any armor Rangers are very in tune with nature them by their deities and can fight or weapons, are totally immune to and gain the ability to cast druidic Charisma (CHA) is the measure of wearing armor and using crushing disease and can cast a few clerical spells when they reach eighth-level. how others react to a character. (not edged or pointed) weapons. spells once they reach ninth-level. At ninth-level they gain the ability to Charisma is sometimes a factor After selecting a deity, clerics may Paladins can have exceptional cast mage spells. Rangers can never when encountering NPCs - the only choose alignments appropriate strength and gain additional HP use scrolls of any type. higher a character's charisma, the to their deity. Each of the deities bonuses as fighters. They are some­ more that character can persuade extends special abilities to his fol­ what resistant to spells and poison. Rangers must be of good alignment others to do what he wants. The lowers. For more information, see and have ability scores of at least 13 the Deities section on page 16. Because of their special nature, cer­ tain magical abilities are conferred on them by deities. They can turn 7 8 in strength and intelligence and at If a Knight of either of the first two Alignment Hit Points (HP) represent the least 14 in wisdom and constitution. orders (Crown or Sword) is of suffi­ Alignment is the philosophy a char­ amount of damage a character can The prime requisites for rangers are cient level and has high enough acter lives by and can affect how take before he goes unconscious. strength, intelligence and wisdom. ability scores, he may petition the NPCs and some magic items in the To calculate a character's maximum next higher order for admission. game react to the character. The fol­ HP, the computer rolls the charac­ Solamnic Knights are the pride of lowing alignments are available to ter's hit dice and adds any adjust­ chivalric honor in the world of Note: Knights receive experi­ Player Characters. ments for level or constitution. Krynn. The knights are divided into ence bonuses for doing knightly A character gains a HP bonus to three orders: the Knights of the deeds and not for meeting Lawful Good characters believe in Crown, the Knights of the Sword prime requisites minimums. the rule of law for the good of all. and the prestigious Knights of the Rose. All are renowned for their To join the Knights of the Sword a Lawful Neutral characters believe '' ... he was very old, bravery and skill at arms. Knights knight must have the following mini­ the rule of law is more important but looked strong begin the game with Solamnic Plate mum ability scores: STR 12, INT 9, than any objective good or evil out­ enough to ward off the Mail, long sword +1 and a shield. WIS 13, DEX 9, CON 10. fiercest of monsters. That come. face, riddled with a thou­ sand wrinkles, still dis- Knights are valuable for their leader­ To join the Knights of the Rose a Neutral Good characters believe knight must have the following mini­ played the dignity of '' ship ability in combat. Whenever a that the triumph of good is more a Solamnic Knight. .. party with a Knight enters combat, mum ability scores: STR 15, INT 10, important than the rule of either law he makes a leadership check. If the WIS 13, DEX 12, CON 15. or chaos. a check is successful, all NPCs in the • Thieves can fight with swords, short party come under your control like True Neutral characters believe bows and slings and wear leather -- regular PCs. Chances of success that there must be a balance armor. In combat they do additional each hit die if his constitution is increase dramatically as a Knight between good and evil and law and damage 'back stabbing', which is over 14. When a character takes rises through the three orders. chaos. described in the Combat section. enough damage that his HP reach 0, Knights must take a vow of poverty Thieves also have special skills for Chaotic Good characters believe in he is unconscious. If the character's and so they tithe a large part of their opening locks and removing traps. creating good outcomes unfettered HP drop to anything from -1 to -9, monies and treasures back to the The prime requisite for thieves is by the rule of law. he will Jose 1 HP per turn from orders. Knights of the Crown will dexterity. bleeding until he is bandaged or tithe 10 percent to their order when­ Chaotic Neutral characters believe dies. A character is dead if he has Multi-class are non-human charac­ ever they enter an outpost. Knights that the freedom to act is more -10 HP or Jess. When you view a ters who belong to two or more class­ of the Sword and Rose will give up important than any objective good character, his HP on the screen will es at the same time. The character's everything except 20 steel pieces or evil outcome. never be displayed as less than 0. experience points are divided among when they tithe. When Knights of each of the classes, even after the Note: Due to the nature of this Experience Points are a measure the Sword or the Rose become character can no longer advance in adventure, no evil Player of what the character has learned sixth-level, they gain the ability to one or more of those classes. The Characters are permitted. on his adventures. Characters cast some clerical spells. character's hit points per level are receive experience points for averaged among the classes. The Other Attributes actions such as fighting monsters, multi-class character gains all the Each character also has three other finding treasures and successfully benefits of all classes with regard to important values that change as the completing quests. The computer weapons and equipment. game goes on: Hit Points, keeps track of experience and when Experience Points and Levels. 9 10 characters earn enough they may New characters start with 210,00.3 Sample party#2: Clerics are essential for healing the advance in levels. See the Level experience points and they will One Human Knight party after engagements. The most Advancement Tables for each already have all levels and spells One Silvanesti Elf Cleric of efficient way to heal is to Encamp class's experience requirements. appropriate for that experience. Mishakal/Fighter/White Mage and select FIX (you can issue this Characters may advance to a maxi­ command several times while a One Half-Elf Ranger/ mum of l 4th-level, except thieves encamped). FIX works as follows: • Cleric of Majere who may advance to 18th-level. -- ... the door was open, One Qualinesti Elf Cleric of If a cleric is in the party, all available so I walked in. There Shinare/Fighter/Red Mage cure spells are cast and automatical­ before me stood a high Building a Successful Party One Kender Cleric of Kiri-Jolith/ ly rememorized, until all characters ''priest, his robe tattered Forming a strong and adaptable from years of weathering. Thief are healed. If the party has taken party is a key to success in 'I've been expecting you,' One Qualinesti Elf Fighter/ more damage than clerics have cure Champions of Krynn. You may place spells, the option may be used he said in a deep '' Red Mage FIX voice .. . up to six Player Characters in your again. When FIX is used, characters party. It is recommended that you at the top of the list will be healed Why These Guys? a • use all six characters. A smaller before the characters below them. If party is less powerful and more like­ Cleric/fighter/mages are the a cleric is not in the party, HP may ---Levels are a measure of how much ly to be eliminated by your enemies. ultimate multi-purpose character. be recovered through rest ( 1 HP per a character has learned in his class. A cleric/ fighter/mage can cast both 24 hour period), potions or Temple Characters can go to a hall and In choosing which characters to mage and cleric spells while services. receive the training required to include in the party, it is wise to wielding the armor and weapons of increase in level when they have include a variety of classes: clerics, a fighter. The main disadvantage Rangers normally start the game enough experience. Characters may mages, thieves and fighters. At least of the cleric/fighter/mage is that, as with more HP than other fighter only advance one level at a time. If one party member should be a a triple-class character, he advances types. They do extra damage versus a character has gained enough kender, so you may taunt (yell) in in levels quite slowly. giant type monsters and receive experience to go up two or more combat. Some adventures may only mage and druidic spells at high level. levels since the last time he has be completed if the party includes a Fighter/mages may cast spells trained, he will go up one level and Knight. while wearing armor. This split class Knights are powerful fighters and lose all experience in excess of one can fight as well as a fighter and there are some items that may only point below the next level. Sample party # 1: receives more HP than a pure mage. be used by them. iUiights have spe­ One Human Knight cial leadership abilities and gain Example: One Human Paladin Cleric/thieves have more HP and a clerical spells at high levels. better armor class than pure An 11 th level thief enters a train­ One Dwarf Ranger ing hall with 667 ,54.3 experience thieves. As a cleric, the cleric/thief Paladins are great warriors. In points (enough for l.3th-level). One Kender Cleric of can cast healing and support spells, addition to their martial prowess, He will leave as a l 2th-level thief Mishakal/Thief allowing the character to perform they have natural protection from with 660,000 experience points One Qualinesti Elf Cleric of double duty as both the party thief evil, healing powers and they gain -one point below l.3th-leve1. Shinare/Fighter/Red Mage and additional healer. The thief sta­ clerical spells. Once characters have reached One Silvanesti Cleric of Majere/ tus permits the powerful back stab their maximum levels for this Fighter/White Mage attack which is described in the game, they cannot train. Combat section. 11 1.2

Preparation Tips Combat Map Computer Control An attack is successful if the ran­ The makeup of your party affects Battle takes place on a tactical com­ In combat, the player controls the dom number is greater than or your combat strateg_y throughout the bat map that is a more detailed view actions of PCs. The computer con­ equal to the attacker's THAC0 game. Loading your party with cler­ of the map terrain (30 or overland) trols the actions of monsters, NPCs minus the target's AC. THAC0 may ics and mages increases the impor­ that the party was on when the com­ and PCs set to computer control be modified by range, attacking tance of spell casting both before bat began. This map is set up with with the QUICK command. If you from the rear, magic weapons and an invisible square grid and you will have a Knight in your party, he may magic spells among other things. notice that everything moves on the take control of NPCs at the start of • Example: grid from square to square. Moving combat by making a successful ·-- ,,... themere leadership check. A successful lead­ A fighter wtth a THAC0 of 15 diagonally often costs more move­ sight of the ment points than moving horizontal­ ership check puts NPCs under nor­ attacking a monster wtth an AC strong, deter­ mal control for that combat. of 3 would need to roll:(THAC0 mined warrior ly or vertically. 15) - (AC 3) = 12+ would have scared off all but Initiative Combat Ability But to hit a monster wtth an AC the bravest of of -2 he would need to Each round of combat is divided Each character's ability in combat foes. But this is defined by his AC, THAC0 and roll:(THAC0 15) - (AC -2) = 17+ into I 0 segments. Every character was no ordinary damage. and foe acts on a specific segment Damage rival... '' based on a random number. The When a hit is scored, the attacker random segment number is generat­ AC A character or monster's difficulty to does damage. Damage is the range ed at the start of each combat be hit is represented by his armor of HP loss the attacker inflicts when round and is modified by dexterity and during a battle. An emphasis on class or AC. The lower the AC, the he hits an opponent in combat and and random factors such as sur­ fighters, Knights, paladins or rangers harder it is to hit the target. AC is it depends on the attacker's strength prise. In most cases a character will makes your hand-to-hand combat based on armor and a dexterity and weapon type. The damage each move and/or aim an attack during skills that much more important. bonus. Some magic items also help weapon can do is summarized in the his segment. Casting spells may a character's AC. Weapon Table on page 53. Ready the melee weapons (swords, take extra segments to perform, so maces, quarter staffs) at the start of often a spell-caster will begin his TllAC'1 Some monsters take only partial or the game instead of the missile spell on his segment and have it go The character's THAO,l> represents no damage from certain weapon weapons (bows, slings, darts). Be off a few segments later. his ability to hit enemies in melee or types. Skeletons, for example, take sure to keep arrows ready too. with missile fire. THAC0 stands for only half damage from sharp or Sometimes a character will act in To Hit Armor Class 0. This is the edged weapons, while some other segment I 0 of one round and seg­ number a character must 'roll' equal monsters only take damage from ment I in the next, appearing to act COMBAT to or greater than to do damage on magical weapons. twice in a row. This is especially a target with an AC of 0. The lower Adventurers must battle their way common if you use the DELAY com­ through many dangerous foes to the THAC0, the better the chance to Attacking mand. When the DELAY command is hit the target. complete the mission. Tales of brav­ given, that character's action is Characters generally engage in ery and heroes ring with the sounds always delayed until segment 10. ftote: the generation of a ran­ melee combat, which is face-to-face of combat. The following sections dom number Is often referred to fighting with weapons such as offer some more information and as a 'roll'. In determining If an swords and maces. Characters also tips for combat. attack hit. the number generat­ ed Is from 1 through 20. 13 14

have other options, such as ranged All of a character's attacks are taken the list. Party order cannot be casters). A foe with one hit point combat, with bows and slings, and against his first target. If the first changed while in combat, although remaining attacks as powerfully as rear attacks on engaged foes. target goes down with the first they are free to move. an uninjured one. Different options and restrictions attack, he can aim the remaining When battle begins, your party may Spell casters cannot fire spells after apply to each. attack at another target. fighter­ be placed in a bad position. If you they have taken damage in a round types may also sweep through wish to be defensive, move your and they will lose any spells they are • several weak opponents in one characters to anchor your flanks on in the process of casting when they combat round. When a character an obstacle such as a wall or tree. are hit. Try to keep enemy spell -- .. . the wight sweeps, he automatically attacks Setting up behind a doorway that casters under attack every round attacked all of the weak opponents. with such speed your enemies have to move through while protecting your own. and ferocity that makes for a very strong defensive '' Back Stabbing some life essence position. Also, keep mages safe Combat Movement was drained from A thief back stabs if he attacks a behind the front line. three of our party target from exactly opposite the first The number of squares a character before we could character to attack the target. The can move is affected by the weight defeat it.. . Wounded Characters he's carrying, his strength and the thief may not back stab if he has Characters who are seriously injured readied armor heavier than leather. kind of armor he has readied. A should be moved out of the front character's movement range is A back stab has a better chance of lines if possible. Remember: if you a hitting the defender and does displayed on the view screen and ••• move away from an adjacent when moving during combat. '' additional damage. enemy, he gets a free attack at your ··-- back. Back attacks have an Running Away Ranged Weapons Combat Strategies improved chance to hit. A character with a missile weapon A character may flee from the battle­ To succeed in combat, a skilled (bow, sling, etc.) may not attack field if he can move faster than all player deploys his party well, casts Stopping Ranged Attacks when adjacent to an enemy. The enemies, but not if he moves slower effective spells before and during Missile weapons cannot be fired if exception to this is the kender than any enemies. A character has a combat, maneuvers his characters there is an adjacent opponent. If hoopak. Kender may attack 50% chance to move off the battle­ into advantageous positions and you want to fire missiles, make sure adjacent targets with the metal field if he can move as fast as the attacks using his most powerful you keep away from the enemy. shod end of their hoopaks or use fastest enemy monster. Exception: characters and weapons. Hoopaks are the only exception, as it as a ranged weapon. if a monster or character can reach they may be used either as a missile the edge of the combat map without Bows can be used twice per turn. Deploying the Party weapon or a melee weapon. To stop any of his opponents being able to Three darts can be thrown per turn. When a battle begins, your party is enemy missile fire, move someone see him, he may then flee success­ automatically positioned based on next to the opponent. fully even though he is slower than Multiple Attacks the order list of the characters. his opponents. After seventh level (eighth for Characters near the top of the order Exploiting Enemies' Weaknesses rangers,) all fighter-type characters will be in the front lines and vulnera­ Exploit your opponents' weaknesses Returning to the Party increase the number of attacks they ble to attack. To change the starting by directing attacks against helpless, A character that moves off the make with melee weapons. The first deployment, change the order from wounded or isolated foes. battlefield returns to the party after increase is three attacks every two the Alter menu while encamped. Concentrate your attacks to elimi­ the fight is over. If all active rounds, then two attacks every Shift the heavily-armored fighters up nate one opponent rather than round. See the Bonus Attacks for the list and the vulnerable mages injure many (Exception: enemy spell High Level Fighters table on page 52. and thieves towards the bottom of 15 16

characters flee combat, any dead or A spell-caster with a memorized Evil mages are of the Black Robe your computer screen and their unconscious characters are lost. If a spell can cast it using the CAST com­ order. The few mages in the world effects are as fallows: whole party flees, it will not receive mand. Spells are memorized during who do not enter an order are any experience points for monsters rest while encamped. called "Rogues," and are attacked killed before retreating. on sight by all of the other orders. Memorizing a spell takes 15 minutes Mages keep spell information in oaoe of game time per spell level, plus a LOW SAllCTIOll WAlllllG WAXlllG HIGH SAllCTIOll After Combat their personal spell books and may (llEWMOOll) (Fill MOOll) minimum period of preparation of If one or more characters survive on only memorize spells that are Saving Throws -1 Normal Normal +1 four hours, plus two hours every recorded there. Additional Spells" 0 0 +1 +2 the battlefield at the end of combat, two spell levels. For example, first EHective level -1 Even Even +1 .. the bodies of unconscious or dead and second level spells take a When a mage trains for a new level, • The additional spells can be at any level the mage can cast. party members stay with the party. minimum preparation of four hours, he selects a new spell to scribe into If the entire party flees from combat •• Only amage of sixth-level or higher who also has an intelligence while third and fourth level spells his spell book. A mage can also of 15 or greater gains this benefit. all unconscious and dead party take six hours. scribe spells from identified scrolls members are permanently lost. If if he is of high enough level to cast Spheres of Magic ALL the party members are slain, go Example: them and they are the correct type The magic of Krynn operates in back to your last Saved Game and To memorize (2) first-level for his order. Red Robe mages may spheres, with the different schools try again from that point. spells, (I) second-level spell and only use or scribe Red Robe scrolls of mages only able to manipulate a ( 1) third-level spe!J would take: and White Robe mages may only certain of them; spells castable by (6 hours preparation) + (2 * 15 use or scribe White Robe scrolls. A one order may not necessarily be -· min) + (I * 30 min) + (l * 45 mage must cast the Read Magic cast by another. The Spell ···- ... with sev­ Parameters Table on page 55 and eral of our min) = 7 hours 45 min spell in order to identify the spells party wounded on the scroll. A spell disappears the Spell Descriptions beginning on from combat we after it has been scribed or cast. page 20 detail which mage orders '' Spells do not automatically have needed the help their full effect on their target. Each can cast each spell. of a cleric heal­ target of a spell may get a saving Tbe Moons of Krynn er. The best one throw to avoid some or all of the Since the creation of the world, around these Clerics parts was right in effect of the spell. As a character three moons have governed the Clerical magic requires no spell gains levels, his saving throws powers of magic in Krynn. As the books. All clerical spells of the town... '' improve. moons wax and wane, so do the appropriate level are always avail­ powers of magic aligned to them. able to a cleric, the character need rtote: some monsters have Each moon has a different cycle and only memorize them. Unlike mages, magic resistance which decreas­ affects a different group of mages. MAGIC clerics can cast spells from scrolls es the chance of them being Mages of the White Robes gain their without any preparation. Magic is integral to DEATH KNIGHTS OF affected by spells. power from Solinari the white KRYNN. Mages and clerics, as well moon, Mages of the Red Robes are Deities as high-level Knights, rangers and Mages governed by Lunitari the red moon. Since the earliest days of Krynn, the paladins can cast spells. A spell There are two orders of mages you The evil Mages of the Black Robes wisdom of the deities has been can exist in one of four forms: in a can play-White Robes and Red are empowered by the dark moon brought to all the races through the character's memory, in a character's Robes. All good alignment mages Nuitari. The current position of the efforts of the clerics, the mortal spell book, in a scroll or in a wand. are White Robes and all neutral moons is displayed at the top of alignment mages are Red Robes. 17 18

messengers of the will of the heav­ JYeutral Aligned Deities: used. This is most likely to happen dropped. Some magic items may ens. As a sign of favor, deities after combat. When in camp, have only be used by certain classes. bestow upon their clerics special Sirrion Powers: None your spell-casters memorize spells Others may not work at all if certain bonuses or additional spells. The and select REST to allow them to other magic items are also in use. E.xtra Spells: Burning Hands following is a list of the deities of imprint the spells for later use. You must select the READY com­ Krynn that are available to charac­ Keorx* Selecting REST without choosing mand from the Items Menu to pre­ ters, their alignment and clerical Powers: +I THAC0 (dwarves only) new spells has the spell-casters pare items for use. Items such as bonuses: E.xtra spells: None rememorize the spells they have armor, weapons or adornments are cast since last resting. simply readied and you gain their Shin are benefit automatically. Items like Powers: None Note: Before resting, it is a scrolls or potions must be readied ,,... alter E.xtra Spells: Charm Person good idea to save your game. before they can be used. night fell, I We recommend that you save set up camp and *All dwarven clerics must select your game after every tough was wanning Reorx and therefore be neutral. Wands myself by the fire combat and that you keep at when I heard it. least two separate saved games Wands are the traditional objects of It seemed to Knights and Paladins at all times and alternate enchantment. Wands generally will come from all Knights and paladins use their between them. This will allow cast a set number of a given spell around ... clerical spells identically to clerics, you to go back to a save before (Fireball or Ice Storm for instance). except that they can never use that fatal battle. Only experimentation or paying to clerical scrolls, even if they may have them identified will tell what a cast the spells. wand does. Generally wands can MAGICAL TREASURES only be used by mages, although a ''-· few can be used by other classes. --Good Aligned Deities: Rangers As you travel about and encounter the monsters and puzzles that stand Paladine Rangers use mage and druidic Potions Powers: None spells. They use mage spells identi­ between you and finishing your vari­ cally to mages and the druidic spells ous quests, you will also find magi­ Potions are the most common sort Extra Spells: Protection from evil as clerics use their magic. Rangers cal items to help you on your way. of magical treasure. Potions may JO' radius can never cast spells from scrolls, Here are some descriptions of items heal wounded characters, cause Maj ere even if they can memorize and cast that you may find. Not all of these them to become hastened or invisi­ Powers: Turn undead as if cleric is the scroll spell normally. items may be found in your adven­ ble or cause any number of other two levels higher ture. You can find out if there is a effects. E.xtra Spells: Silence 15' radius Tips on Magic Spells magic item in a treasure by doing a Detect Magic spell using the DETECT Scrolls Kiri-Jolith Both clerics and mages may cast command. To find out specifically Scrolls can be either for clerics or Powers: +I THAC0 spells which assist the party in combat. Preparatory spells cast just what an item is, you must take it to one of the mage orders. They offer Extra Spells: Detect Magic before a battle can protect and a shop and have it identified. new spells for mages to scribe into Mishakal strengthen characters. Spells can be their books, spells of a higher level Some magic items are in reality than the spell-casters can normally Powers: +I die on all healing cast to damage foes during combat cursed and can do great harm. spells or to protect or heal comrades. cast and extra spells for emergen­ When a character readies a cursed cies. A mage may use SCRIBE to E.xtra Spells: Charm Person, Spells should be rememorized as item, a Remove Curse spell must be Remove Curse, Bless soon as possible after they are cast before the item can be 19 20

transfer a scroll into his spell book. Enchanted Weapons SPELL DESCRIPTIONS Silence 15' Radius must be cast on Mages and clerics can cast spells Enchanted weapons come in many a character or a monster. That char­ directly from scrolls with the USE sizes and shapes and potencies. First Level Clerical Spells acter or monster and all adjacent to command. Sometimes a weapon will add to Bless improves the THAC(i'.) of him, cannot cast spells for the dura­ your THAC0 and damage. Other friendly characters by l. The bless tion of the spell. weapons may have other magical spell does not affect characters who properties including extra bonuses are adjacent to monsters when the Slow Yoison revives a poisoned against specific types of creatures. person for the duration of the spell. ''. ..you know what they spell is cast. This is a good spell to Once a magic weapon has been say - the bigger they cast before going into combat. Snake Charm paralyzes as many are, the harder they fall. readied from the Items Menu, the HP of snakes as the cleric has HP. This was certainly true of character will have it for all combats. CUre Light Wounds heals 1-8 HP (up the giant skeleton we to the target's normal maximum HP). encountered, A few choice Spiritual Hammer creates a tempo­ Enchanted Adornments attacks from the right Detect Magic indicates which rary magic hammer. It can strike at weapon wi/J reduce them to Bracers, necklaces, periapts and equipment or treasure is magical. range and does normal hammer a pile of bones... ' ' especially rings are Favorite objects View a character's items or Take damage plus one point for every for magical enchantment. These treasure items. Equipment or trea­ three levels the caster has attained. a items may have any number of mag­ sure preceded by an '* ' or a'+' is The hammer appears in the clerics ical properties. Some items will help magical. equipment list and must be readied ··-- -· your AC, others may fire Magic as any other weapon. The hammer Enchanted Armor and Shields Missiles or be cursed. Once one of Protection from Evil improves the will reconjure itself on the cleric's Sometimes you may run across these items has been readied from AC and saving throws of the target person if it is thrown. armor or shields that have been the Items Menu, a character will by 2 against evil attackers. created by skilled craftsmen and automatically gain all effects. The Third Level Clerical Spells then enchanted by mages to imbue exception to this rule is that certain Resist Cold halves the damage and Cure Blindness removes the effect them with protective spells. The magical necklaces require the USE improves saving throws vs. cold of the Cause Blindness or Power power of the magic on these items command to work. attacks by 3. Word, Blind spells. may vary a great deal. Enchanted armor has the great advantage of Second Level Clerical Spells Cure Disease removes the effects offering improved protection with These powerful enchanted weapons Find Traps indicates the presence of disease caused by some mon­ less encumbrance than the same were created for the War of the of traps in the character's path. sters or by a Cause Disease spell. type of mundane armor. Lance, to combat the evil dragons. They have large bonuses against any Hold Yerson may paralyze targets Dispel Magic removes the effects Solamnic Plate foe, but are deadly when attacking of character type (human, etc.), gob­ of spells that do not have specific These suits of plate mail were dragons, where they do the wielder's lin or hobgoblin. You may aim a counter spells. This is a recupera­ originally crafted for some of the hit points in damage to the beast. hold person spell at up to 3 targets. tion spell for any of the party that Knights of Solamnia. The armor is has been held, slowed or made Resist Fire halves the damage and of exceptionally high quality and is Enchanted Clothing nauseous. improves saving throws vs. fire very ornate. Only Knights may use Wizards will sometimes cast attacks by 3. Solamnic Plate. enchantments on commonplace items of clothing such as gauntlets or cloaks. A wide variety of these items are known to exist. 21 22

Yrayer improves the THAC0 and Dispel Evil improves the target's the area. Be careful not to catch etc.), goblins or hobgoblins. Usable saving throws of friendly characters AC by seven versus summoned evil allies in the spell area. Entangle only by both Red and White Robes. by one and reduces the THAC0 and creatures for the duration of the works outdoors. saving throw of monsters by one. spell or until the target hits a sum­ This is a good spell to cast before moned creature. The creature must Faerie Fire will ring a targeted crea­ ture in magical light. This spell will going into combat. make a saving throw when it is hit '' ... Jong aft.er or be dispelled. outline otherwise invisible creatures my Remove Curse removes the effects and give a +2 THAC0 bonus to any­ encounter with the dread wolf, 1 Raise Dead can bring back to life one attacking an affected creature. of a Bestow Curse spell and allows had nightmares of the target to unready cursed magic one non-elf character. The chances Invisibility to Animals will make its evil face items. for success are based on the target's snarling at me constitution. The raised character the target invisible to non-magical, from out of the returns to life with one hit point. low or non-intelligent animals. This Fourth Level Clerical Spells spell does not offer protection darkness ... '' Cure Serious Wounds heals 3-17 against intelligent opponents or Sixth Level Clerical Spells a HP (up to the target's normal magical creatures. • maximum HP). Heal cures all diseases, blindness, feeblemindedness and restores all Detect-- Magic indicates which Second Level Druid Spells Neutralize Poison counteracts except one to four of a character's equipment or treasure is magical. all toxins and revives a poisoned full hitpoints. Barkskin causes the target's skin to View a character's items or Take person. become tougher and harder to dam­ treasure items. Equipment or trea­ age. The effect of this spell is a -1 sure preceded by an'*' or a'+' are Yrotection from Evil I O' Radius Seventh Level Clerical Spells bonus to AC. This is a good spell to magical. Usable by both Red and must be cast on a character or a Restoration returns experience lev­ cast before combat. White Robes. monster. It improves the AC and els to characters who have suffered saving throws of the target and all the draining attacks of undead mon­ Charm Person or Mammal Enlarge makes the target larger and adjacent friendly characters by two sters such as wights. changes the target's allegiance in a stronger. The higher the caster's against evil attackers. combat. It affects character types level, the larger and stronger the tar­ Resurrection is similar to the Raise (human, etc.) and other mammals. get gets. If the caster is sixth-level or Sticks to Snakes causes snakes to Dead spell, except that the resur­ greater, the target becomes as strong harass the target. The target is rected character has full hit points Cure Light Wounds heals 1-8 hit­ as an Ogre. If the caster is I Oth-level unable to attack or cast spells for returned. points (up to the target's normal or greater, the target becomes as the duration of the spell. Large crea­ maximum hitpoints). strong as a Fire Giant. A target can tures may ignore the created snakes. First Level Druid Spells only be under the effect of one Detect Magic indicates which First Level Mage Spells enlarge spell at a time. Unwilling tar­ Fifth Level Clerical Spells equipment or treasure is magical. Burning Hands causes one HP of gets get a saving throw against this Cure Critical Wounds heals 6-27 View a character's items or Take fire damage per level of the caster. effect. The spell will stay in effect for HP (up to the target's normal maxi­ treasure items. Equipment or trea­ There is no saving throw. Usable by more than one combat and should mum HP). sure preceded by an'*' or a'+' is both Red and White Robes. be cast before combat. Usable by magical. both Red and White Robes. Charm Person changes the target's Entangle will cause plants in the allegiance in a combat. It only area of effect to grow and entwine affects character types (human, around the feet of any creature in 23 24 friends raises the caster's charisma fied. A mage may scribe the spells Mirror Image creates l-4 illusionary Fireball does I d6 HP per level of 2-8 points. It is often cast just from a scroll (if appropriate for his duplicates of the mage. A duplicate the caster to all targets within its before an encounter. Usable by both class and level) after it has been disappears when it is attacked. area. If the target makes its saving Red and White Robes. read. Usable by both Red and White Usable by Red Robes Only. throw, the damage is halved. A fire­ Robes. ball has a five square diameter out­ Magic Missile does 2-5 HP per Kay of Enfeeblement reduces the doors and a seven square diameter Shield negates the magic missile missile with no saving throw. A target's damage by 25% + 2% per indoors. Fireball is a slow-casting spell, improves the mage's saving mage throws one missile at first - level of the caster. Usable by White spell and the spell's power demands throw and may increase his AC. second level, two missiles at third - Robes only. that you target carefully. Otherwise, Usable by both Red and White fourth level, three missiles at fifth­ you may inadvertently destroy party Robes. Stinking Cloud paralyzes those in sixth level and four missiles at sev- characters. If you target a fireball in its area for 2-5 rounds. If the target the center of the screen indoors, the Shocking Grasp does electrical saves, it is not paralyzed, but is only safe areas are the three damage of l -8 HP, + I HP per level of nauseous and has its AC reduced squares in each corner. Be sure to caster. Usable by both Red and for two rounds. This spell has a very center to determine who will be in White Robes. short range and care should be the area of effect. Usable by both taken to avoid including party Red and White Robes. Sleep puts l-9 targets to sleep with members in the cloud. no saving throw. Up to 9 one hit-die Haste doubles the target's move­ targets are affected. One 4 hit-die Strength raises the strength of the ment and number of melee attacks target is affected. Targets of five or recipient one to eight points. The per round. Haste has a short dura­ more hit-dice are unaffected. Usable effects of the spell are less if the tion and you should wait until a fight by both Red and White Robes. target has 18 strength.Usable by is imminent to cast it. Warning: each Red Robes Only. time a haste spell is cast on a char­ Second Level Mage Spells -EL a acter, that character ages one year. Detect Invisibility allows the target Third Level Mage Spells Usable by Red Robes only. to spot invisible targets. Usable by Blink protects the mage. The mage enth - eighth level. This spell will both Red and White Robes. 'blinks out' after he acts each Hold Person may paralyze targets damage any target within its range round. The mage may be physically of character type (human, etc.), gob­ unless the target is magic resistant Invisibility makes the target attacked before he acts each round, lin or hobgoblin. You may aim a or has certain magical protection. invisible. The THACll> of melee but he may not be physically hold person spell at up to four tar­ Casts instantaneously. Usable by attacks against invisible targets is attacked after he acts. Usable by gets (Exit to target less). Usable by both Red and White Robes. reduced by four. It is impossible to Red Robes only. White Robes Only. aim ranged attacks at invisible tar­ Protection from Evil improves the gets. Invisibility is dispelled when the Dispel Magic removes the effects Invisibility, 1O' Radius makes all AC and saving throws of the target target attacks or casts a spell. Usable of spells that do not have specific targets adjacent to the caster invisi­ by two against evil attackers. Usable by both Red and White Robes. counter spells. This is a recupera­ ble. The THAC(l> of melee attacks by both Red and White Robes. tion spell for any of the party that against invisible targets is reduced Knock is used to open locks. It can has been held, slowed or made nau­ by four. It is impossible to aim Read Magic allows a mage to ready be cast from the door-opening seous. Usable by White Robes only. ranged attacks at invisible targets. a scroll and read it. For scrolls, this menu if the active character has a Use this spell to set up a battle line works as if they have been identi- memorized knock spell. Usable by while the bad guys seek you out. Red Robes only. Characters lose invisibility if they do 25 ~1----->26 anything but move. Some monsters useful against any high-damage takes twice that damage in return. Cone of Cold fires a withering cone can see invisible creatures. Usable creature. Only affects the side The shield may be attuned to heat shaped blast of cold. The spell's by Red Robes only. opposing the spell caster. Usable by attacks or cold attacks. The mage range and damage increases with Red Robes only. takes half damage (no damage if he the caster's level. Usable by by both Lightning Bolt does ld6 HP per makes his saving throw) and has his White and Red Robes level of the caster to targets along its Fourth Level Mage Spells saving throw against the opposite path. If the target makes its saving form of attack improved by two. He throw, the damage is halved. A light­ Bestow Curse reduces the targets THAC0 and saving throws by four. takes double damage from the form ning bolt is four or eight squares long of attack the shield is attuned to. ... the Usable by White Robes only. chest, in a line away from the caster. For Usable by both Red and White Robes. best results, move the spell caster to when opened, Charm Monster changes the tar­ overflowed with Fumble causes the target to be '' send the bolt down a row of oppo­ get's allegiance in combat. It will treasure, some of nents. It will attack all opponents work on any living creature. The unable to move or attack. If the tar­ it having magical along the line within its range. Target spell affects 2-8 first level targets, get makes his saving throw, he is properties; but the first creature in the row (closest l-4 second level targets, l-2 third affected by a slow spell. Usable by one item caused White Robes only. the mage among to caster). Lightning bolts will reflect level targets or one target of fourth­ off walls back toward the spell caster. Ievel or above. Usable by White This permits targets adjacent or Ice Storm does 3-30 HP to all tar­ shudderusto ... '' Robes only. gets within its area. There is no sav­ close to a wall to be hit twice by the C£ same bolt. Be careful the caster isn't Confusion affects 2-16 targets. ing throw. This spell will inflict dam­ hit by the reflected bolt. Usable by Each target must make a saving age on opponents protected by Minor ··--Feeblemind causes targets who-· fail both Red and White Robes. throw each round or stand Globes of Invulnerability. Usable by their saving throw to drop dramati­ confused, become enraged, flee in both Red and White Robes. cally in intelligence and wisdom Protection from Evil. 10' Radius and become unable to cast spells. terror or go berserk. Confusion is Minor Globe of Invulnerability protects the target and all charac­ A Heal spell must be cast on the most effective when used against a protects the caster from incoming ters adjacent to the target. The victim to recover from the effect. large number of enemies. Usable by first, second or third-level spells. spell improves the AC and saving White Robes only. Usable by White Robes only. throws of those it protects by two The Globe is very effective when against evil attackers. Usable by Dimension Door allows the mage used in combination with Fire Fire Touch creates a blazing aura White Robes only. to teleport himself to another point Shield. Usable by White Robes only. around the recipient. This aura adds 2-12 points of extra fire damage to on the battlefield within his line of Remove Curse removes the effects Protection from Normal Missiles all of the recipient's attacks. Usable sight and the range of the spell. of a Bestow Curse spell and allows makes the target immune to non­ Mages can use it for quick escapes. by Red Robes Only. magical missiles. Usable by White the target to unready cursed magic Fighter/mages use the "Door" to items. Usable by White Robes only. Robes only. reach the opposition's rear area. Hold Monster is similar to Hold Usable by Red Robes only. Person, except it affects a wider Slow affects one target per level of Fifth Level Mage Spells variety of creatures. Usable by White caster. The spell halves the target's Fear causes all within its area to Cloudkill is similar to the Stinking Robes only. movement and number of melee flee. Usable by Red Robes only. Cloud spell, except that its area of attacks per round. Slow can be used effect is larger and it will kill weaker to negate a haste spell. This spell is Fire Shield protects the mage so that monsters. Stronger monsters may any creature who hits the mage in be immune to the spell. Usable by melee does normal damage, but both White and Red Robes. Iron Skin causes the mage's skin Mass Invisibility is identical to the CREATURES OF KKYNN Dragon, Black They are noted for spit­ to become extremely tough and Invisibility spell, except that it The denizens of Krynn are many • ting a stream of deadly damage resistant. The mage's AC affects several targets at once. This and varied. This is a list of some is reduced by four. Usable by Red acid as well as attacking with claws can be a valuable spell to cast monsters you may encounter in Robes Only. before a known encounter. Usable and fangs. Since they are extremely your adventures. by Red Robes only. independent and only obey com­ Sixth Level Mage Spells mands if it suits their purpose, black Power Word, Stun causes one ~ ~ Beast, Undead dragons were rarely used in direct Death Spell kills opponents instantly creature to be stunned-reeling and The undead beast is assaults by the evil Dragon and irrevocably. The spell will kill a Wfli. unable to think or act effectively. a mindless killer of Highlords. They were more highly greater number of weak opponents The weaker the target, the longer it unknown origin, compelled to valued as guards. than strong. Powerful opponents will be stunned. This is a very destroy the living. It is resistant may be immune. Usable by both powerful spell and it automatically to pointed or edged weapons Red and White Robes. Dragon, Blue affects any creatures who do not and flame. Highly intelligent and Disintegrate destroys one target. have magical immunities. Usable by greatly feared, they both White and Red Robes. Some creatures with an innate ,~ Death Knight exhale lightning bolts in magic resistance may avoid the addition to attacking Eighth Level Mage Spells A A type of powerful undead effects of the spell, while most that cannot be turned, death IIwith claws and fangs. Blue dragons must make a saving throw to sur­ Mass Charm is similar to the fourth­ knights are dangerous and fright­ are more gregarious than many of vive. Usable by Red Robes only. level spell, except it affects a much ening opponents who are immune their cousins. They obey orders and larger number of targets. Usable by to most magical attacks. They can can act and fight together as a cohe­ Flesh to Stone causes the target White Robes only. reflect some magic attacks back on sive unit. They proved to be loyal to make a saving throw or be turned the caster, cause fear in those allies of the evil Dragon Highlords. into stone. Usable by Red Robes Mind Blank is a powerful protective around them and cast a massive only. spell. The recipient of this spell is fireball attack once a day. Dragon, Death totally protected from spells that When some highly Globe of Invulnerability protects attack a character's mind or will, magical and intelligent against first to fourth level spells. such as Charm or Feeblemind. Dragons dragons die, they Usable by White Robes only. Usable by White Robes only. These are the most powerful and become death dragons. dangerous of the monsters a party Stone to Flesh counters the effects Otto's Irresistible Dance is an Their will is so powerful that their of a Flesh to Stone spell. Characters can encounter. The older and larger dead and rotting bodies remain ani­ enchantment that causes the target the dragon, the more damage it can may not survive the shock of being to be irresistibly compelled to mated. They breathe a lethal cloud restored to flesh. System shock sur­ do and the harder it is to kill. In of gas. dance a wild and frenzied jig. The addition to their awesome strength, vival is based on a character's con­ target's AC is reduced by four and it stitution. Usable by Red Robes only. dragons inspire an insidious terror fails all saving throws versus other called Dragon Fear or Awe. Many . magical attacks. Usable by White times the mere sight of a dragon will Seventh Level Mage Spells Robes only. cause opponents to panic and flee. Delayed Blast Fireball is a more powerful version of the third level Power Word, Blind will strike some spell and will penetrate a Minor targets instantly blind. Usable by Globe of Invulnerability. Usable by both White and Red Robes. by both White and Red Robes. 29 30

Dragon, Red Fire Lizard ~ Go/em, Flesh ~Lich Perhaps the most feared ~ Resembles a wingless A humanoid formed by the of all the evil dragons, 'ft_ Though liches are among the dragon and is sometimes called t stitched together remains of "' most powerful undead, they these beasts were the a "False Dragon." It attacks with many corpses. Its skin is the sickly seek only to further their own favored assault force of teeth, claws and a fire breath. green and yellow of decomposing lathe Dragon Highlord armies during power. They do not seek confronta­ It is resistant to fire-based attacks. flesh. Fire and cold based attacks tion, but are ruthless in defending the War of the Lance. Not usually only slow it, electrical attacks heal it inclined to obey orders, red dragons themselves. Fire Minion and they are only vulnerable to mag­ enjoy nothing more than setting ical weapons. cities ablaze, destroying and looting. I A fearsome creature from the Lycanthrope Red dragons can exhale great elemental plane of Fire. Its body is Humans who can transform them­ spouts of flame, cast magic spells or composed of living flame, most Go/em, Iron Fashioned in the form of selves to resemble normal animals attack with their claws and fangs. often taking the shape of a large and monsters. humanoid. It radiates intense heat stylized armor, it is affected and is healed by fire. only by very powerful magic Dragon, Spectral weapons, magical electrical ... Wereboar Spirit form of Evil J attacks (which slow them) and magi­ a Like the boar it can transform Dragons brought into the <&... Ghast cal fire attacks (which heal them.) into, the wereboar is ill tempered Human planes by the most powerful A This creature is nearly indistin­ and combative. priests of Takhisis. Their touch guishable from a ghoul, save for a drains life and they are unaffected Q.__ _... Hatori carrion stench which it exudes. The ?-_._ Weretiger by many spells and non-magic .,.;._ Dwelling deep in sandy stench causes retching and nausea. BIS Weretigers are primarily weapons. The ghast is susceptible to cold. deserts, this Crocodile of the Sands has a voracious appetite. female and are ferocious solitary Entire caravans have been lost to a hunters. Dragon, Undead <£..Ghoul The animated corpse of a single hatori. A human transformed into an dragon, often of good .If:. ~Nightmare undead monster which feeds on the alignment. It has none of __..._ Hellhound ~Commonly the mount decaying flesh of corpses. Although the intelligence or powers of the more powerful undead, it the transformation from human-form ~~ A fire-breathing canine JI of the original dragon. summoned to serve evil beings. originates in the lower planes. has deranged and destroyed its Their eerie wail has caused strong Often known as hell horses or mind, it maintains an evil cunning. demon steeds. ~Dread Wolf Its touch paralyzes humans. men to flee. ~ A wolflike undead creature ~ Rhino Beetle who taunts budding heroes. The Golems Kua-Toa dread wolf is often found in the vi ~ An enormous beetle Magically created automatons of An ancient race of fish-men service of a powerful evil master. t with powerful mandibles, capable dwelling underground and harboring It has the ability to move great great power. Golems can be of crushing anything in its path. constructed of several materials. a deep hatred of surface dwellers. distances in a very short time and Kua-Toans are only encountered is immune to most magic. above ground when they are seeking sacrifices and slaves. 31 3.2

Koc, Undead \L Spectral Minion Wight Zombie The animated remains ~ These undead are the spirits · An undead creature with Magically animated corpses under of a gigantic flying bird. of humans and demi-humans who cruel, burning eyes set in mummi­ the control of an evil force, they will g died before they could fulfill fied flesh. Affected only by magical fight with mindless rage until turned powerful vows or quests. Spectral weapons, it feeds on the life or destroyed. minions are often not evil - their essence of its prey. Each successful unfulfilled obligations are often Sivak Draconians blow drains life from its victims. Zombie Giant quite noble. They can only be hit These creatures can only be hit by I Draconians were the special with magic weapons. Formed from the remains of troops of the Dragon Highlords. silver or magical weapons. a giant. They are created by corrupting the eggs of good dragons with vile ~ Spectre ~Wraith sorceries. Because of their magical Powerful undead that haunt t ~ Evil undead spirit that seeks to origins all draconians are somewhat the most desolate and deserted of absorb human life energy. Though ~ Zombie Mastodon magic resistant. Sivaks are created places, hating all life. Spectres drain having no substance, it prefers to ~ Formed from the from silver dragon eggs. They are levels when they attack. form into a vaguely human shape. remains of a mastodon. powerful fighters who get three These creatures can only be hit by attacks per combat round. W. Vampire silver or magical weapons. ~ Vampires prey upon the living Zombie Minotaur Skeleton during the night hours or deep Wyndlass Formed from the remains of These are the least powerful of the underground. Often indistinguish­ A tentacled horror that a minotaur. undead. They are usually controlled I able from humans, they keep the lurks in desolate by some powerful evil force. abilities they had in life, including swamps and gloomy spell casting. Vampires drain levels forests. A powerful Skeletal Giant when they attack. predator, it can easily devour an The animated bones of entire horse. Few have survived a a giant. Vodyanoi firsthand meeting with a wyndlass. Close aquatic relative of the t umber hulk, living in deep bodies of fresh water. It only ,i.. . Skeleton Warrior has two eyes and lacks the Undead warriors forced into Iability to confuse its enemies. ;~ --- their nightmarish states by powerful wizards. They are used by Whisper Spider their controllers as bodyguards, ser­ vants or workers. Clerics have no • The whisper spider uses lures power over these undead. and misdirection to capture its prey, slaying them with a deadly poi­ sonous bite. co..-..(1l=-======--> 3 3

hounds tear them apart like scare­ JOURNAL ENmY 7 crows! There are evil men beyond Journal Entries SIR THOM'S DREAM the hounds and beyond the men, You and many heroic Knights are at 3 someone more evil still. JOURNAL ENmY 1 JOURNAL ENmY a celebration, feasting merrily. You TALE OF CROOK STREET An explosion sounds behind you "I have the power to bring you into see a long-faced man in dark robes "It's the worst street in town, you and a splinters rip through the deck my dreams, to face the terrors I who doesn't seem to belong. As of the Kuo-Toa slave ship. Another know. And proud of it. The Knights cannot face. If you are stout of you try to accost him, he disappears have learned to leave it alone. It ship sails dose and its captain shouts heart, they cannot kill you. Will in the crowd. winds around a lot. Real crooked for the immediate surrender of all you help me!" street. If a body wanted to do a little Kuo-Toa and their captives. Suddenly Sir Karl is there before private business or hide out, it's the JOURNAL ENmY 6 you. You smile, even though you You don't see the Kuo-Toa captain, know he is dead. ''Thom! Qive me perfect place. Strange magics will but his voice rises over the commo­ MovNTAIN DWARF confuse all but the natives. your sword!" he cries and you do so tion to address the attacking ship. ''The name's Skomp. I come from at once. He jerkily takes it and you ''The Dream Merchant! Yes, he's on "We'll die first, land-faring infidels!" beneath the Dargaard Mountains. notice silver strands attached to his Crook Street. Keep going - you'll The clerics and monitors cheer their There, while exploring a new pas­ arms and legs. The strands lead up see the sign. By the way, nobody agreement. sage, I came upon an echo chamber to a monstrous man, whose face - one of those unusual caverns that trifles with the Merchant - every­ Soon the air is thick with explosions covers the sky. He laughs like thun­ body has to sleep sometime." somehow amplify sound. I heard der and pulls Sir Karl to him, and flying fireballs. The battle is voices coming from above, from the joined! JOURNAL ENmY 2 surface. Names were mentioned. All turns black as you plummet into . Sir Karl. Sebas Astmoor. dark catacombs. You grope in the THE CLERIC'S TABLE JOURNAL ENmY 4 There was talk of a Dragonlance darkness, tearing through walls of The cleric waves you toward a SPRITE MEETINQ and something called a Rod of gossamer spiderwebs, until you see table of food. 'Take your pick," he A Sprite flies up to you, "You are Omniscience. Conquest, that was a speck of light and head for it. It is says. "Your choice will determine not Evil. Bewarned! Evil monsters the topic. World conquest. a candle held by the long-faced your fate." have entered Voice Wood. Even man. There is a string around his "When I brought this matter before You study the table. The choice is though you would normally be wrist, but it has been cut. As you my superiors, they shrugged. The fate almost impossible to make. A bottle welcome, it would be safest to draw near, a door shuts and the can­ of the surface world does not concern of clear water. A pastry decorated leave as quickly as you can." dle is blown out. This happens them. I went to their superiors, with with curlicues of frosting. A cup of again. On the third try the candle the same result. How shortsighted cider with a stick of cinnamon steep­ JOURNAL ENmY 5 flickers, but stays lit. You step past a they are, for if the surface world falls, ing within. A boiled potato decorat­ THE DREAM MERCHANT'S REOVE5f red door into a small bare room. The would we not be next?" ed with a sprig of parsley. Each one "Ever since I escaped from Kalaman, long-faced man transforms into a could mean death or victory. The there have been creatures haunting Cio to Journal Entry 20. young Solamnic Knight, who hands cleric offers no advice. my sleep. If I look away from the you an ornate key the color of blood. people I meet in dreams, fierce "For every key, a prisoner," he warns, then you awake. 35 ~---> 36

JOURNAL ENTRY 8 JOURNAL ENTRY 9 JOURNAL ENTRY 11 JOURNAL ENTRY 14 SIR THOM'S STORY ARRIVAL IN SVDVLTO MAYA SPEAKS SPRITE WARNINCi "My name is Thom Qovamont and The hidden city of Sudulto lies Maya jumps out from a dark cave, The Sprite responds, 'The Rod of I am Knight Emeritus of the Order before you, nestled in a deep valley blocking your path. "Stop!" she cries. Omniscience will be safe here; all of the Rose. Listen to me: I tell you, between two cliffs. A group of "There's so much I must explain to of Voice Wood will guard it." I knew all this would happen! I saw playing children transform into tus­ you before you continue your Sir Karl rise again in a dream. But sling puppies and back into human mission against Soth. He is not the Another Sprite chants, 'The Rod wait! There is more! The dream children as you watch. "It's a city of villain you think!" is too powerful and must never be went on. There was darkness and a lycanthropes," Kai explains. "Not all used. It must be guarded from candle and - oh, I am old, I cannot werecreatures are evil. In Sudulto all Sir Karl steps out from the shadows everyone or the world would be remember. creatures live in peace. Soth has no behind Maya. He laughs evilly destroyed!" Before you can respond, power here. You'll find the true Rod and rests his hand on her shoulder. they fly away into the trees. of Omniscience in the city. " 'Yes ... Maya serves Soth now! Surrender, all of you. You can 't JOURNAL ENTRY 15 ,,... Maya You tum to question him further, defeat Maya in her dragon form!" SLAVES OF THE Kvo-TOA drops her but a powerful stag stands in his The slaves grimly welcome you innocent expres­ place. Waving his antlers at you in Maya drops her innocent expression. sion. Naive me "Ciive me the Rod of Omniscience," into their group. "You have been the Rod of Omni­ one final warning, he vanishes into captured by an aquatic race, known science, Nshe the woods. she orders, "and I'll make sure your ·x orders, Nand I'll deaths are quick." as the Kuo-Toa. The Kuo-Toa hate make sure your JOURNAL ENTRY 10 all landfaring creatures, which they deaths are JOURNAL ENTRY 12 use us as slaves and sacrifices to DAINE'S (iREETINCi quick.#.. . '' THE DREAM EXPLAINED their gods. We must escape and "Welcome to our city. I am Daine, destroy this vessel. Commander of the Solamnic The first part of the dream is obvi­ • Knights for the City of Kalaman. ous. An evil man is gathering pow­ 'The Kuo-Toa fear fire above all ··--"But here! Take this." He presses a And with me you see my second, erful weapons and warriors. Things else. The only flames to be found small smooth stone into your hand. Major Terns and the beauteous look dark for the forces of good. aboard the ship are in the temple, It is strangely warm. 'Take care of it. Ariela, my advisor and consort. There is hope; the tragic man in where they light holy torches to It is a Sleepstone. I keep it under my dark robes has cut his puppet strings. represent their trust in their gods. pillow and it records my dreams. "We hear many rumors of the rising You must find him, first by finding Often they prove interesting. I pro­ power of Lord Soth. My knights the candle and then by traveling "You are the strongest among us. cured the Sleepstone from the find his hideous agents even here in through red doors. If you go through Make your way to the temple and Dream Merchant, a man with the center of town. We are anxious a gray door he will disappear. set fire to the boat with the torches. power over dreams. I think his shop to learn how his power may be The Kuo-Toa will panic and we can The man will introduce you is in Vingaard. Take him the stone; stopped." all escape. Whatever you do, don't somehow to the young Knight, he will be able to show my dream get in any fights before you reach Who holds the key to everything." to you. It is most important." the torches! We don't want them on guard." 37

JOURNAL ENTRY 16 JOURNAL ENTRY 18 "If you encounter him, use utmost JOURNAL ENTRY 21 caution. He is clever and wily. If PHILOSOPHER'S ORATORY 5AQE (iNOME WEAPON CiVILD LEADER you can take him alive, bring him The Cinome shakes your hand then "Welcome to our town!" one of the 'Tm the leader of the Weapons here at once. We must find out begins, 'You can call me Ouartzberkl Sage Cinomes says as one of his Ciuild. Recently, a series of bright what his mission is." . . . Did you know that all of reality is companions busily sketches you . lights, loud noises and explosions "As you may or may not know, our subjective! How can we really exist JOURNAL ENTRY 20 rocked this town. This is not unusu­ if we don't create a machine that is mission in life, is to record every al in our village, except I have never MOVNTAIN DWARF CONTINVED constantly aware of the existence of activity in this village. Well recently, seen so much of it. I figured it must each and every one of us1 It's a great a Cinome whom you would call "So that is why I am up here, travel­ be an invasion. We quickly got task that some Cinome is this town 'Quax' made a machine that would ling village to village, warning the together our best troops and our must take to task. The machine make some of us obsolete. It made hill and gully dwarves of the latest weaponry ... "Another would need to ..." sketches of anything you pointed it impending danger and the need to Cinome interrupts to say he hopes at. We told him to make something unite against this common enemy. the two guards haven't been hurt too JOURNAL ENTRY 17 different and to destroy this machine, I've been to two villages before this, badly. "We hope you can help us MAYA IN DISTRESS but he is awfully stubborn. So we where the hill dwarves at least find and defeat our enemy, if you are You hear a scream from the other asked the Engineering Ciuild to make listened to me. I can't expect a warm truly the heroes you appear to be." side of the graveyard and rush to something to make his machine fail. reception from any of them, you assist. You find Maya surrounded Vnfortunately, shortly afterwards, know, because of the bad blood JOURNAL ENTRY 22 between our kinds. But here, this and restrained by hordes of undead. thevillagestartedbeingrockedwithex­ SERVANTS OF 50TH plosionsloudnoisesbrightlights ... " village, these hill dwarves, there's an A Death Knight stands behind her, "We were once citizens of Cerberus," He stops, realizing he was speaking intense hatred I don't understand. weaving a complex spell to prevent a barmaid begins. "Soth brought us too fast. He calms down and contin­ her from transforming into her drag­ "I'll give up on this village. But here to serve his minions. We don't ues, "Since then, we've been at war on form . before leaving, I must find my know if our families even know and Quax has barricaded himself in mount. You saw that fine wild boar what became of us. " More and more undead appear for his workshop and even put some I was knocked from by the hill the spectacle, making the chance of traps around to keep anyone from Another barmaid interrupts. "One dwarves. He's carried me many a a successful rescue remote. They coming in." of Soth 's head minions keeps us here stretch of wilderness and seen me drag Maya forward and tie her under a geas. He calls himself through countless tight spots. hands around a wooden stake. As JOURNAL ENTRY 19 'Commander."' She sneers in disgust. Without his speed beneath me, my she screams and struggles, they ARIELA's WARNINQ warnings will reach the villages too The first barmaid continues. 'The begin to heap firewood under her 'This man, Sebas Astrnoor, is Soth's kicking feet. late. If you could spare the time, Commander's magic is focused in an Favorite and a potent cleric worship­ I could use the help finding him. orb he keeps in his chamber. Break The Death Knight raises his head ping Takhisis, the Dark Queen. He's in the village somewhere." the orb and the geas will be lifted! " and looks squarely at you, as if He has been abroad for some time, defying you to interfere. Nearby, doing some dark errand. He visited "No," the second contradicts. "You you see six more stakes fitted with Kalaman and left scenes of incom­ must break the orb and kill the four heavy iron restraints. parable horror. patrols on this floor. Only then may we go free. " 39 40

"Anyway," the first finishes, "the He hesitates, then looks bashful. looking Qnomes, as he works on a but what cost can you place on a Commander's quarters are closely "I hoped to have the chance to [earning device that occasionally good night's sleep! When I saw the guarded, but we located a secret know her better in the future ... " makes a loud noise. "Ever since the Merchant, it was at his shop in passage that leads directly to the orb. Sage Ciuild got together with the Vingaard. But I believe this time of The entrance is directly ahead. JOURNAL ENTRY 25 Engineering Ciuild, the entire town year he travels through Cerberus to Please, smash the orb and kill the ARIELA INSTRVCTS HER SERVANTS has been in a mess. Machines, Kalaman ." patrols!" "You three - take our captive at Soldiers, Monsters ... " He mumbles once to our mistress Kitiara. Perhaps for a while then continues, "As a JOURNAL ENTRY 23 he will tell her his secret. Do not let result, no one wants to help us find ,,... *Wemust THE SIVAK's PLEA Soth's warriors take him alive. a way to teach our children how to save "You believe me to be your enemy, Huny, now, begone! make things. Is there any way you Lenore, H Durfey but I am not. We too fear the can help us!" 'The rest of you - assume your true says. Hit is a growing power of Lord Soth. If we matter of honor forms and teach these meddlers a kill you, we only add minions to his JOURNAL ENTRY 28 now... she could lesson." grotesque armies. Therefore I ask VACiABOND ON STREET fall into Soth 's clutches at any that you release me. We will then JOURNAL ENTRY 26 "I used to be a magician 's assistant, leave this place in peace. Kill me until the day the dragons came. moment!'... '' and my underlings will wreak THE HVNTER They burned half the town and havoc upon this town." The old hunter, Kai, bursts out at killed all of the powerful mages. you, shaking his fists. "You scared They forbade any one from practic­ JOURNAL ENTRY 24 away my quany!" He points at a ing magic again and killed or impris­ JOURNAL ENTRY 30 wicked looking trap concealed under DVRFEY' 5 0VEST oned any one who did. Some say TRAPPED BY SEBAS some leaves. You politely ask what "I ran as fast as I could to catch up the leader of dragons was nearly he is tracking. "Hunters, of course! You burst into the cell, but Sebas is with you, " pants Durfey. His arm killed by magic when he was young To protect the animals," he explains. nowhere in sight. The cell door grips his side as he doubles over and he has hated magic ever since. slams shut and you are trapped with exertion. "I escorted Lenore You tell Kai that Sebas sent you to Then those guards came - those within! Sebas's face appears on the home as I said I would, but when him. "So you want me to guide you guards who became lizards! " His other side of a small barred window. we arrived her children were gone! to Sudulto!" he makes a face, then eyes widen in crazed terror, 'Then "Only heroes could be so stupid," he She swore it was the work of Soth nods. "Sebas would only send you the statue spoke to me one night ... " says conversationally. "No one else and took off into the Keep before with good reason. I'll join your JOURNAL ENTRY 29 would have believed the story about I could stop her!" party and show you the way. But be me converting to 'Ciood.' Thank warned! If you kill any animals, I'll TALE OF THE DREAM MERCHANT you for recovering the Rod of Durfey straightens and lifts his chin. cut your throats!" The Dream Merchant! Aye, I Omniscience. Lord Soth will reward "We must save Lenore," he says. know of him. I had this dream once me well." He leaves. "It is a matter of honor now. We JOURNAL ENTRY 27 - this lady - well, I don't want to must not wait ... she could fall into speak of it. One's dreams should Soth's clutches at any moment!" SCHOLAR QNOME "No one is interested in education stay one's own. He was expensive, anymore," says one of the studious 42

JOURNAL ENTRY 31 army. We must stop them! Arrgh! managed to get rid of almost every stop the spell, but your mouth moves the sword has taken my strength. visitor they think is too curious of its own accord. You are pulled CjARREN'STALE I fear I shall be little use in a fight. about the workings of Cekos." into a swirling vortex. When the "I had collected the items tossed Still, we must be on after Soth!" incantation is finished, you find down by Sir Karl, when he passed JOURNAL ENTRY 34 yourself in another place ... over Qargath Outpost. I was trying JOURNAL ENTRY 32 THE FATE OF THE FORlVNE TELLER "Curiouser and curiouser!" a voice & • WHAT ARIELA DROPPED The fortune teller's eyes roll back in behind you exclaims . .. - The object is a heavy metal key, his head, showing only the whites. ... The embellished with loops and swirls. Incense rises and curls around his JOURNAL ENTRY 36 Dream The barrel is shiny from long use. body. "I see a far away city ... "he Merchant? Aye, I THE KNrqHT's STORY Inset in the key's handle is the word intones. ''You must talk to the ani­ ''know of him. I had "I was following some suspicious this dream once - "Denissa," set in flowing feminine mals ... you must find your place in men when they suddenly grabbed this lady - well, I script. this city to find the object you seek don't want to ... your quest will take you far. .. " me. Tums out they were Ariela's speak of it. One's spies and they locked me up in the dreams should JOURNAL ENTRY 33 The curls of incense form a Commander's House. Soon they lqORF stayown ...one 's '' humanoid shape above the fortune brought another man in, a bleak­ He seats you in plush chairs and teller. ''You reveal too much, idiot!" looking chap. Looked half-dead. arranges his expensive silk robe the shape snarls. The smoke They chained him up too and left us around himself as he sits down, "I coalesces around the fortune teller's awhile. The fellow whispered to me, to determine who Sir Karl had heard about the treasure hidden in head, making him choke and gasp. 'I must trust you to deliver a message slain. This one sword was intensely Cekos long ago. My family thinks In moments, he falls lifeless to the for me.' He specified you by name. intriguing; it almost seemed to they are the same jewels that were table. The smoke dissipates through­ speak to me. Soon I became stolen from my ancestors before the out the tent. 'This was the message: that the key convinced that Sir Karl was right, Cataclysm." to Soth's doom is the Rod Of that the knighthood was foolish­ Omniscience. This fellow found it His odd copper-colored eyes search JOURNAL ENTRY 35 ness. I sought him out and he sent and hid it in a place called Voice your faces as he thinks. Having READINCi THE TOME me on to Lord Soth. Wood. He said you must go to made a decision, he continues, "I You contemplate the giant tome Dulcimer in order to get there. I think 'Things became hazy after this, but I came to Cekos to find and reclaim before you, memorizing the circled he wanted to say more, but then the remember planning an attack on the my inheritance, but I haven't had incantation. Speaking it correctly will Sivaks returned and hustled us off High Clerist's Tower in order to any luck finding anything yet." He mean life or death to the waiting into the bazaar. Someone was chas­ steal away the corpses. Soth hopes pauses for a second and takes a sip townspeople. After another few ing us, so the Sivaks split into two to create Death Knights with them from a teacup. 'This town is very moments of study, you feel ready. groups. I guess the group holding this confusing. It is supposed to be a - band them into an invincible You begin the incantation. The fellow Sebas managed to escape." town of magic, but I have yet to see tome seems to grow larger and larg­ any. The people are all very secretive er, surrounding you, blocking your and keep to themselves. I have also Vision of the room. You try to noticed that the town guard has 43 44

JOURNAL ENTRY 37 JOURNAL ENTRY 39 disgust, "One of them had just less with a book titled 'Brain Traumas invented something that actually in the Severely Pummeled', to give SPIRIT OF VOICE WOODS SEBA's MAP worked, some sort of mechanical an idea how twisted their minds are. "Welcome." A gently rumbling picture making device. Suddenly, the .. ------voice calls from all around you. whole town was up in arms and ''The situation is even worse than ~ "I have watched you as you moved some of the villagers were blockad­ I've described it. For there is one ~ through the my trees. I have ing the inventor in his workshop." other text, a notebook, really, whose ~ watched many people, but your contents dare not fall into the minds bravery has impressed me above all A sinister grin appears on his face, of those evil rascals. 'Ambush Made others. The Rod of Omniscience is a "Replacing the inventor would solve Easy', that's what it's called. A trivial very dangerous artifact. Even beings all of my problems. I could hide and thing, it may seem. The text barely of good might be tempted to use the become more powerful without runs 20 pages. But, oh, the secrets it Chasm Rod improperly. I will release it to anyone even knowing that I exist." reveals about that most fundamental you if you vow to use it only against He rolls his head back in laughter, of strategies: the ambush. Yes, yes, Lord Soth." The woods are quiet, as "I had no trouble sneaking in and they took it. I tell you, you must if waiting for an answer. killing the unfortunate Cinome who recover it. Otherwise, we are in for a had created the machine. Just to long and difficult campaign whose JOURNAL ENTRY 40 make sure, I set up some traps, so end cannot be to our favor." SIR KARL'S qRAVE the villagers would think he had The graveyard is silent except for become a hermit. I let my 'pets' out JOURNAL ENTRY 43 whispers of wind. All seems in order. to create more confusion. After you SEBAS IN DESPAIR You find Sir Karl's grave, heaped in are gone, I can get back to my You show the Rod of Omniscience flowers and marked by the gleaming studies and become the most to Sebas. He touches it hesitantly, 38 JOURNAL ENTRY marble obelisk that Maya had powerful wizard on Krynn!" then throws it aside with a moan of CLERIC'S DIARY prepared. Yet something is amiss; the despair. "I never meant for vov to The diary contains mostly routine obelisk leans slightly. As you put out JOURNAL ENTRY 42 find the decoy!" he cries. "I had this notes about the upkeep of the grave­ a hand to correct it, it suddenly SCHOLAR one made in Kalaman bazaar. The yard. Only the last entry is of interest. topples. Crash! Full on the grave it "Those villanous brutes, they true Rod was moved from Voice falls, breaking through sod and casket ransacked my study and took what Wood to Sudulto days ago. 'I fear old Loring, the gravedigger, to reveal black tunnels that reek of military texts they could find. "You must go to Sudulto and recover has been stealing from the bodies. putrefaction and disease. 'The Proper Care and Feeding of a He's started wearing a huge ruby, Military Campaign'. 'The Art of the true Rod. Climb the Eastern far beyond his means and refuses to JOURNAL ENTRY 41 Murder and Mayhem'. 'Advanced mountains and search for an old explain where he obtained it. .. Taunts and Tortures'. 'One Hundred hunter named Kai. He can guide EVIL MAQE'S SPIRIT you to Sudulto. Before I speak to Loring, I must "After Myrtani's army was defeat­ and One Intimidation Techniques'. check the wards around the fence. It ed, I fled the battlefield and stum­ They took them all. I tried to stop 'Take this fake Rod with you and may be my imagination, but I sense bled across this village." His eyes them, but what can an old scholar hide it well. Tell no one that it is not something is wrong with them.' glass over a second, then he spouts, dol I was never a man of the sword. the true item. "qnomes!" He shakes his head in They just laughed and beat me sense- 45 (].,,...._.~>-----> 3 0 <=-======:.-==-c

Golem, Flesh JOVRNAL ENTRY 44 THE RVFFIAN 1 S MAP "'Lich A humanoid formed by the -6_ Though liches are among the t stitched together remains of most powerful undead, they many corpses. Its skin is the sickly seek only to further their own green and yellow of decomposing power. They do not seek confronta­ flesh. Fire and cold based attacks tion, but are ruthless in defending only slow it, electrical attacks heal it themselves. and they are only vulnerable to mag­ ical weapons. Lycanthrope Golem, Iron Humans who can transform them­ 0 Fashioned in the form of selves to resemble normal animals 0 stylized armor, it is affected and monsters. only by very powerful magic Jweapons, magical electrical '9 Wereboar ~~ r:.AARO attacks (which slow them) and magi­ Like the boar it can transform 0 0 :J!l. cal fire attacks (which heal them.) into, the wereboar is ill tempered 0 0 and combative. --0 HALL 0 0 0 0 ~-~Hatori Weretiger ~ .-.;._ Dwelling deep in sandy ?-..._ JJIS Weretigers are primarily \ deserts, this Crocodile of o~ the Sands has a voracious appetite. female and are ferocious solitary _J hunters. Entire caravans have been lost to a 0 0 0 single hatori. 0 0 ~Nightmare ~Hellhound ~Commonly the mount GUARDS x of the more powerful undead, it ~~ A fire-breathing canine summoned to serve evil beings. originates in the lower planes. Their eerie wail has caused strong Often known as hell horses or demon steeds. men to flee.

~ Rhino Beetle TO THE A Kua·Toa An enormous beetle WALLS An ancient race of fish-men ~ ~ Js: with powerful mandibles, capable dwelling underground and harboring JOVRNAL ENTRY 45 the land. Other knights had assault­ of crushing anything in its path. ed the place before, but none a deep hatred of surface dwellers. SIR VANSWARD's TALE survived the altar room. Finally, we Kua-Toans are only encountered "This was once a thriving temple to created a necklace which would pro­ above ground when they are seeking sacrifices and slaves. Takhisis. Corruption bubbled up tect us from the spectral guardians. from this building and spread across I carried it boldly in, but was slain by a priest here in the antechamber. 31 32

Roe, Undead \L Spectral Minion Wight Zombie The animated remains ~ These undead are the spirits · An undead creature with Magically animated corpses under of a gigantic flying bird. of humans and demi-humans who cruel, burning eyes set in mummi­ the control of an evil force, they will died before they could fulflll fied flesh. Affected only by magical fight with mindless rage until turned • powerful vows or quests. Spectral weapons, it feeds on the life or destroyed. minions are often not evil - their essence of its prey. Each successful unfulfilled obligations are often Sivak Draconians blow drains life from its victims. Zombie Giant quite noble. They can only be hit These creatures can only be hit by Draconians were the special Formed from the remains of I with magic weapons. silver or magical weapons. troops of the Dragon Highlords. a giant. They are created by corrupting the eggs of good dragons with vile Spectre it. Wraith Powerful undead that haunt t sorceries. Because of their magical ~ Evil undead spirit that seeks to origins all draconians are somewhat the most desolate and deserted of absorb human life energy. Though Zombie Mastodon magic resistant. Sivaks are created places, hating all life. Spectres drain having no substance, it prefers to Formed from the from silver dragon eggs. They are levels when they attack. form into a vaguely human shape. remains of a mastodon. powerful fighters who get three These creatures can only be hit by attacks per combat round. W Vampire silver or magical weapons. ~ Vampires prey upon the living Zombie Minotaur Skeleton during the night hours or deep Wyndlass Formed from the remains of These are the least powerful of the underground. Often indistinguish­ A tentacled horror that a minotaur. undead. They are usually controlled J able from humans, they keep the lurks in desolate by some powerful evil force. abilities they had in life, including swamps and gloomy spell casting. Vampires drain levels forests. A powerful Skeletal Giant when they attack. predator, it can easily devour an The animated bones of entire horse. Few have survived a a giant. Vodyanoi firsthand meeting with a wyndlass. Close aquatic relative of the t umber hulk, living in deep bodies of fresh water. It only .&.: Skeleton Wanior has two eyes and lacks the Undead warriors forced into Iability to confuse its enemies. j~-/ ) __ their nightmarish states by powerful wizards. They are used by Whisper Spider their controllers as bodyguards, ser­ vants or workers. Clerics have no • The whisper spider uses lures power over these undead. and misdirection to capture its prey, slaying them with a deadly poi­ sonous bite. 34

hounds tear them apart like scare­ JOURNAL ENTRY 7 crows! There are evil men beyond Journal Entries SIR THOM'S DREAM the hounds and beyond the men, You and many heroic Knights are at someone more evil still. JOURNAL ENTRY 1 JOURNAL ENTRY 3 a celebration, feasting merrily. You TALE OF CROOK STREET An explosion sounds behind you "I have the power to bring you into see a long-faced man in dark robes "It's the worst street in town, you and a splinters rip through the deck my dreams, to face the terrors I who doesn't seem to belong. As know. And proud of it. The Knights of the Kuo-Toa slave ship. Another cannot face. If you are stout of you try to accost him, he disappears have learned to leave it alone. It ship sails close and its captain shouts heart, they cannot kill you. Will in the crowd. winds around a lot. Real crooked for the immediate surrender of all you help me!" street. If a body wanted to do a little Kuo-Toa and their captives. Suddenly Sir Karl is there before private business or hide out, it's the JOURNAL ENTRY 6 you. You smile, even though you You don't see the Kuo-Toa captain, know he is dead. 'Thom! (jive me perfect place. Strange magics will but his voice rises over the commo­ MOVNTAIN DWARF confuse all but the natives. your sword!" he cries and you do so tion to address the attacking ship. "The name's Skomp. I come from at once. He jerkily takes it and you 'The Dream Merchant! Yes, he's on "We'll die first, land-faring infidels!" beneath the Dargaard Mountains. notice silver strands attached to his Crook Street. Keep going - you'll The clerics and monitors cheer their There, while exploring a new pas­ arms and legs. The strands lead up see the sign. By the way, nobody agreement. sage, I came upon an echo chamber to a monstrous man, whose face - one of those unusual caverns that trifles with the Merchant - every­ Soon the air is thick with explosions covers the sky. He laughs like thun­ body has to sleep sometime." somehow amplify sound. I heard der and pulls Sir Karl to him, and flying fireballs. The battle is voices coming from above, from the joined! JOURNAL ENTRY 2 surface. Names were mentioned. All turns black as you plummet into Lord Soth. Sir Karl. Sebas Astmoor. dark catacombs. You grope in the THE CLERIC'S TABLE JOURNAL ENTRY 4 There was talk of a Dragonlance darkness, tearing through walls of The cleric waves you toward a SPRITE MEETINCi and something called a Rod of gossamer spiderwebs, until you see table of food. 'Take your pick," he A Sprite flies up to you, "You are Omniscience. Conquest, that was a speck of light and head for it. It is says. ''Your choice will determine not Evil. Bewarned! Evil monsters the topic. World conquest. a candle held by the long-faced your fate." have entered Voice Wood. Even man. There is a string around his ''When I brought this matter before You study the table. The choice is though you would normally be wrist, but it has been cut. As you my superiors, they shrugged. The fate almost impossible to make. A bottle welcome, it would be safest to draw near, a door shuts and the can­ of the surface world does not concern of clear water. A pastry decorated leave as quickly as you can." dle is blown out. This happens them. I went to their superiors, with with curlicues of frosting. A cup of again. On the third try the candle the same result. How shortsighted cider with a stick of cinnamon steep­ JOURNAL ENTRY 5 flickers, but stays lit. You step past a they are, for if the surface world falls, ing within. A boiled potato decorat­ THE DREAM MERCHANT'S REavEST red door into a small bare room. The would we not be next!" ed with a sprig of parsley. Each one "Ever since I escaped from Kalaman, long-faced man transforms into a could mean death or victory. The there have been creatures haunting C/o to Journal Entry 20. young Solamnic Knight, who hands cleric offers no advice. my sleep. If I look away from the you an ornate key the color of blood. people I meet in dreams, fierce "For every key, a prisoner," he warns, then you awake. 35 36

JOURNAL ENTRY 8 JOURNAL ENTRY 9 JOURNAL ENTRY 11 JOURNAL ENTRY 14 SIR THOM'S STORY ARRIVAL IN SVDVLTO MAYA SPEAKS SPRITE WARNINQ "My name is Thom Cjovamont and The hidden city of Sudulto lies Maya jumps out from a dark cave, The Sprite responds, 'The Rod of I am Knight Emeritus of the Order before you, nestled in a deep valley blocking your path. "Stop!" she cries. Omniscience will be safe here; all of the Rose. Listen to me: I tell you, between two cliffs. A group of "There's so much I must explain to of Voice Wood will guard it." I knew all this would happen! I saw playing children transform into tus­ you before you continue your Sir Karl rise again in a dream. But sling puppies and back into human mission against Soth. He is not the Another Sprite chants, 'The Rod wait! There is more! The dream children as you watch. "It's a city of villain you think! " is too powerful and must never be went on. There was darkness and a lycanthropes," Kai explains. "Not all used. It must be guarded from candle and - oh, I am old, I cannot werecreatures are evil. In Sudulto all Sir Karl steps out from the shadows everyone or the world would be behind Maya. He laughs evilly remember. creatures live in peace. Soth has no destroyed! " Before you can respond, power here. You'll find the true Rod and rests his hand on her shoulder. they fly away into the trees. of Omniscience in the city." "Yes ... Maya serves Soth now! Surrender, all of you. You can't JOURNAL ENTRY 15 ,,.. .Maya You turn to question him further, defeat Maya in her dragon form!" SLAVES OF THE Kvo-TOA drops her but a powerful stag stands in his The slaves grimly welcome you innocent expres­ place. Waving his antlers at you in Maya drops her innocent expression. sion. *Give me into their group. "You have been one final warning, he vanishes into ·qive me the Rod of Omniscience," the Rod of Omni­ she orders, "and I'll make sure your captured by an aquatic race, known science, N she the woods. as the Kuo-Toa. The Kuo-Toa hate :-.: orders, *and I'll deaths are quick." all landfaring creatures, which they make sure your JOURNAL ENTRY 1O deaths are JOURNAL ENTRY 12 use us as slaves and sacrifices to DAINE'S CjREETINQ their gods. We must escape and quick.". .. '' THE DREAM EXPLAINED "Welcome to our city. I am Daine, destroy this vessel. a Commander of the Solamnic "The first part of the dream is obvi­ • ous. An evil man is gathering pow­ 'The Kuo-Toa fear fire above all --EL Knights for the City of Kalaman. "But here! Take this." He presses a And with me you see my second, erful weapons and warriors. Things else. The only flames to be found small smooth stone into your hand. Major Terns and the beauteous look dark for the forces of good. aboard the ship are in the temple, It is strangely warm. 'Take care of it. Ariela, my advisor and consort. There is hope; the tragic man in where they light holy torches to It is a Sleepstone. I keep it under my dark robes has cut his puppet strings. represent their trust in their gods. pillow and it records my dreams. "We hear many rumors of the rising You must find him, first by finding power of Lord Soth. My knights the candle and then by traveling "You are the strongest among us. Often they prove interesting. I pro­ Make your way to the temple and cured the Sleepstone from the find his hideous agents even here in through red doors. If you go through the center of town. We are anxious a gray door he will disappear. set fire to the boat with the torches. Dream Merchant, a man with The Kuo-Toa will panic and we can power over dreams. I think his shop to learn how his power may be stopped." 'The man will introduce you all escape. Whatever you do, don't is in Vingaard. Take him the stone; somehow to the young Knight, get in any fights before you reach he will be able to show my dream Who holds the key to everything." the torches! We don't want them to you . It is most important." on guard." G ([---- >54

JOVRNAL ENTRY 16 JOVRNAL ENTRY 18 CLElllC OF NEVTRALITY ((NII.JI IT OF THE rnowN . HIT HIT CLIRICAI. SPEUS PEA LfYEL LEvn EXPfRIEJICE DICE PHILOSOPHER'S ORATORY SAQE CiNOME IJWB bPEAIEllCf DICE 1 2 3 4 5 6 7 The Cinome shakes your hand then "Welcome to our town!" one of the 1,500-2,999 108 2------2,500-4 ,999 2d10 3,000-5,999 2d8 2 1 ----- 5,000-9,999 3d10 begins, ''You can call me Ouartzberkl Sage Cinomes says as one of his 6.000-12,999 3d8 3 2 1 --- - 10,000-18,499 4d10 ... Did you know that all of reality is companions busily sketches you. 13,000-27,499 4d8 4 22--- - 18.500-36,999 5d10 subjective! How can we really exist "As you may or may not know, our 27.500-54.999 5d8 4 3 2 - - - - 37,0Q0-84 ,999 6d10 55,000-109,999 6d8 4 3 2 1 --- 85 ,000-139,999 7d10 if we don't create a machine that is mission in life, is to record every 110,000-224 ,999 7d8 4 4 3 1 -- - 140,000-219,999 8d10 constantly aware of the existence of activity in this village. Well recently, 225,000-449,999 8d8 4 4 3 2 --- 220.000-299.999 9d10 each and every one of us! It's a great a Cinome whom you would call 450,000-674,999 9d8 5 4 3 2 1 -- 300,000-599,999 10d10 10 675,000-899,999 9d8+1 54332-- 10 600,000-899,999 10d10+2 task that some Cinome is this town 'Quax' made a machine that would 11 900.000-1 ,124 ,999 9d8+2 5 5 3 3 2 ,. - 11 900,000· 1,199 ,999 10d10+4 must take to task. The machine 12 1.125.000-1,349.999 9d8+3 5 5 4 4 3 2 1·· 12 1,200,000-1,499,999 10d10+6 make some of us obsolete. It made 1,350,000-1 ,574,999 13 9d8+4 6 5 5 4 3 2 1 13 1,500,000· 1,799 ,999 10df0+8 would need to ... " sketches of anything you pointed it 14 1,575,000+ 9d8+5 6 6 6 6 4 2 1 14 1,800,000+ 10d10+10 at. We told him to make something •Usable only by clerics of 17 or greater wisdom JOVRNAL ENTRY 17 different and to destroy this machine, .. Usable only by clerics of 18 or greater wisdom l(Nl(,JHT OF TI lE SWORD HIT CLIAICAI. SPEUS PEA lEVEl MAYA IN DISTRESS but he is awfully stubborn. So we CLERIC WISDOM BONUS LEvn ExPEA1,.CE DICE 1 2 3 4 5 6 CU.'• BOllUS SPEU.S You hear a scream from the other asked the Engineering Ciuild to make 1 2 3 4 5 12,000-23.999 4d10 ------... 24 .000-44,999 5d10 ------something to make his machine fail. 9-12 -- - - - side of the graveyard and rush to 45,000-94,999 6d10 - 13 +1 - - - - - 95,000-174 ,999 assist. You find Maya surrounded Vnfortunately, shortly afterwards, t4 +2 7d10 1 - and restrained by hordes of undead. thevillagestartedbeingrockedwithex­ 15 +2 +1 175,000-349,999 8d10 2 - plosionsloudnoisesbrightlights ... " 16 +2 +2 - 350,000-699,999 9d10 2 1 A Death Knight stands behind her, 17 +2 +2 +1 700,000-1,049,999 10d10 3 2 weaving a complex spell to prevent He stops, realizing he was speaking 18 +2 +2 t 1 +1 - 10 1,050,000-1 ,399,999 10d10+2 4 2 her from transforming into her drag­ too fast. He calms down and contin­ Note that these bonus spells are only available when the cleric 1s enlllled to 11 1,400,000-1.749,999 10d10+4 4 2 1 - - - spells of the applicable level For example, an 6th-level cleric of Good with a 12 1.750,000-2,099,999 10d10+6 5 3 1 1 ues, "Since then, we've been at war Wisdom of 18 can memorize the following spells on form. 13 2.100 ,000-2,449,999 10d10+8 6 4 1 1 1 - NUMBER OF SPEUS PEA l.EVEl and Ouax has barricaded himself in 1 2 3 4 5 14 2,450,000+ 10d10+ 10 7 5 2 1 1 1 More and more undead appear for his workshop and even put some 6th-Level Clenc of Good the spectacle, making the chance of with 18 Wisdom 5 5 3 - - l

WI llTE rmBE MAl/E f{AN(jEI{ tST -LEVEL CLERICAL SPELLS 7TI I-LEVEL CUllCIAL SPELLS Hrr SPWJ 1'£11 I.ml SPWJ 1'£11 LEm Wto R1111 AllU DllllATIOll WllEll DICE 234567 Hrr DRUIDIC MAGlc-Usu DICE 1 2 1 2 8leSS Both 5dia 6r Restoration Camp Permanent 2,500-4 ,999 1d4 1 - ()-2250 2d8 cure Light Wounds Both 1 Resuract1on Camp Permanent 5,000-9,999 2d4 2 - 3d8 Detect Mag ic Both 1 11 10,000-19,999 3d4 2 2,251-4,500 Protection from Evil Both 3rAvl t ST -L! V! L l>RVll>ICAL SPELLS 20,000-37,999 4d4 4,501 -10,000 4dB Resist Cold Both 1Vlvl lfOI{ I Ill/I I-LEVEL l{ANl/!llSJ 38.000-54,999 5d4 10,001-20,000 5dB 20,001-40,000 6d8 55,000-99,999 6d4 2Nl>-LEVEL CLEWCAL SPELLS 100,000-199,999 7d4 40,001 -90,000 7d8 Cure Ught Wounds Both Wto 200,000-399,999 8d4 90,001-150,000 BdB ...... Detect Magic Both 12r 400,000-599,999 9d4 150,001 -225,000 9d8 1 - Find Traps Camp 31 Entangle Cmbt 4 d1a 1t 10 600,000-799,999 10d4 225,001-325,000 10d8 1 - 1 - Hold Person Cmbl 1-3 4r+1Avl Faerie Fire Cmbt Bd1a 4rAvl 11 800,000-999,999 11d4 1 - 10 325,001-650,000 11d8 2 - 1 - Resist Fire Both IVlvl lnv1s1b11ity to Animals Both 1 1t+lrAvl 12 1,000,000-1.249,999 10d4+1 3 2 11 650.001-975,000 11d8+2 2 - 2 - Silence 15' Radius Cmbt 12 3d1a 2rAvl 13 1,250,000-1 ,499,999 10d4+2 3 2 1 12 975,001 -1,300,000 11d8+4 2 - Slow Poison Camp T 1 1hourAvl 2Nl>-LEVEL l>l{Vll>ICAL SPELLS 14 1,500,000+ 10d4+3 4 3 2 1 13 1,300,001-1,625,000 11d8+6 Snake Charm Cmbl All 5-Br lfOI{ I lll/11-LEVH RANl/rnSJ 14 1,625,001+ 11d8+8 Splntual Hammer Cmbt Mvl Wto Barkskm Both 4r+1rnv1 Hrr SPWJ 1'£11 I.ml 31{()-LEVEL CLEWCAL SPELLS DICE 1234567 TI llH Charm Person/Mammal Cmbt 12 Hrr ...... Wto llullATIOll 2,500-4 ,999 1d4 1 - DICE Cure Blindness Both t ST -LEVEL MA(j! SPELLS 5.000-9.999 2d4 2 - ()-1 ,250 1d6 Cure Disease Camp 10,000-17,999 3d4 2 SPW. llAME Wto R1111 AllU 1,251-2,500 2d6 1B ,000-35.999 4d4 Dispel Magic Both 3x3s Burning Hands Cmbt T 3s Both 2,501-5,000 3d6 All 1rAvl 36,000-49,999 5d4 Prayer Both Charm Person Cmbt 12 1 Both 5,001-10,000 4d6 50,ll00-89,999 6d4 Ranove Curse Both Detect Magic Both 6 2rAvl Both 10,001-20,000 5d6 90.000-179,999 7d4 1 Enlarge Both 5Avl 1 11/lvl Both 20,001-42,500 6d6 4TI I-LEVEL CLERICAL SPELLS 180,000-349,999 8d4 3 2 Friends Cmbt 0 All 1rnv1 Both 42,501-70,000 7d6 l'IU.._ Wto DllllATIOll 350,ll00-499,999 9d4 1 Magic Missile Cmbt 6+1vl Both 2 1 70,001-110,000 8d6 10 500,000-699,999 10d4 Cure Serious Wounds Both Protection from Evil Both T 2rAvl Both 10d4+1 3 2 110,001-160,000 9d6 11 700,000-899,999 Neutralize Poison Both Read Magic Camp 0 2rAvl Both 10d4+2 1 - 10 160,001-220,000 10d6 12 900,000-1 ,099,999 Poison Cmbl Shield Cmbt 0 5rAvl Both 13 1,100,000-1,299,999 10d4+3 1 11 220,001-440,000 10d6+2 Pro1ec1 1on from Evil 10' Radius Both 2 d1a 1Vlvl Shoclung Grasp Cmbt T Both 14 1,300,000+ 10d4+4 12 440,00Hi60,000 10d6+4 St~ks to Snakes Cmbt 1 2rAvl Sleep Cmbt 3+1vl 1-16 5rAvl Both 13 660,001-880,000 10d6+6 PALADIN 14 880,001-1,100,000 10d6+8 STI I-LEVEL CLElllCAL SPELLS 2Nl>-LEVEL MAl/E SPELLS Hrr CuM:AI. 5PEw 1'£11 I.ml 1, 100,001-1,320,000 1Od6+10 DICE 1 2 3 4 15 WHEll R• ARu DURATIDl 16 1,320,001-1,540,000 10d6+12 ()-2,750 1d10 Cure Cnt1cal Wounds Both Detect Invisibility Both Mvl 5rAvl Both 17 1,540,001 -1,760,000 10d6+14 2,751-5,500 2d10 Dispel Evil Cmbt lrAvl lnvis1b11ity Both T Red lB 1,760,001+ 10d6+ 16 5,501 -12,000 3d10 Flame Strike Cmbt Knock Camp 6 1 sAvl Red 12,001-24,000 4d10 Raise Dead Camp Mirror Image Both 0 t 2rAvl Red 24 ,001-45,000 5d10 SPELL PAl{AMnrns TAllLE Ray of Enfeeblement Cmbt T 1+ 25 snvl trAvl White Duration: 6TI 1-LEVH CLERICAL SPELLS 45,001-95,000 6d10 When: Stinking Cloud Cmbt 3 2x2 s 1rAvl Both r = combat rounds llullATIOll 95,001-175,000 7d10 Cmbt = Combat only spell Strength Camp T 1 61/lvl Red 175,001-350,000 8d10 camp = Camp only spell t =turns Heal Both Permanent 350,001-700,000 9d10 1 - Bolh = camp or Combat spell nvl = per level of caster 10 700,001-1,050,000 9d11lt3 2 - Rng: targets = aim at each target. 11 1,050,001-1,400,000 9d1~ 2 1 T=Touch Range Robe (Mage spells only) 12 1,400,001-1,750,000 9d10+9 2 2 dia • diameter White = Can only be cast by White 13 1,750,001 -2,1 00,000 9d10+12 2 1 - rad = radius Robes Red = Can only be cast by Red 14 2,100,001+ 9d10+15 3 2 1 - All =All characters in combat Robes I = Number of targets Both = Can be cast by both Is= Number of squares 57 58

3ln>-LEVH MAl/l SPHLS 5TI 1-LlVH MAl/l SPHLS (iLOSSAKYOFAD&D®GAME Enter. The act of giving a command Snu. llAME w... 1111 Aw lluul'IOI Roll Snu. llAME w... 1111 Aw lluul'IOI "°"' AND COMPUIBK TERMS to the computer. How this is done Blink Both 0 lr/lvl Red Cloudkill Cmbt 1 3x3s 1r/lvl While varies depending on the computer. Dispel Magic Bolh 12 3x3s White Cone of Cold Cmbt 0 5 s/lvl cone - Both Ability Scores. These are numbers Fireball Cmbl 10.lvl 2/3 rad Both Feeblem1nd Cmbt 1/lvl 1 While that describe the attributes of the Experience Points. Every encounter Has le Bolh 6 4x4 s 3r+1/lvl Red Fire Touch Bolh T Special lr/lvl Red characters. There are six ability Hold Person Cmbl 12 1-4 2r/lvl White Hold Monsler Cmbl 5/lvl 1-4 lr/lvl While the characters have yields experience lnv1s1billly 10· Radius Bolh T 2 d1a Red Iron Skin Bolh 0 Special lr/lvl Red scores: Strength, Intelligence, points for every character depending Lighlmng Boll Cmbt 4+1vl 4.8 Both Wisdom, Dexterity, Constitution on how successful the encounter was Prolect1on fr. Ev1110· Rad Bolh T 2 d1a 2r/lvl White 6111-UVlL MAl/E SPELLS and Charisma. for the party. A character who gains Protection fr Normal M1sl Bolh T 1 1V1vl While SPW. llAME WIDllll Aw lluMTIOI llolE enough experience can advance a Slow Cmbl 9+1vl 4x4 s 3r+1/1vl Red Oealh Spell Cmbt 1 .5 s/lvl lnslanlaneous Bolh Adventurer. This is a term for one of level. 01s1nlegrale Cmbt 5/lvl Special lnslanlaneous Red the characters you play in this game. 4TI I-LEVEL MACE SPELLS Globe ol lnvulnerab1l1ty Both 0 lr/lvl White Facing. In combat, a character faces Snu. llAME WNEI Riii Aw 0UMTIOI Roll Stone to Flesh Both 1/IVI Permanenl Red Alignment. This is the basic philoso­ a certain direction. An attack from the Bestow Curse Cmbl T 1Vlvl White Flesh to Slone Cmbt Mvl Permanenl Red phy of a character. See Alignment in Charm Monster Cmbt 6 1 While direction he is not facing has a great Conlus1on Cmbl 12 2-16 2r+1/lvl While 7TI 1-LlVFL MAl/E SPELLS the Character Classes section. chance of doing damage. A character Dimension Door Cmbl 0 Red SPEU llAME WHO RllG Aw Duur.. RDIE will always face an opponent if he has Armor Class (AC). This is a rating Fear Cmbl O 6x3 cone lr/lvl Red Delayed Blast Fire Ball Cmbl 10+1/lvl 2 rad Special While only one opponent. Fire Shield (2 Types) Bolh 0 2r+1/lvl Bolh Mass lnv1sibil1ly Bolh 1/lvl Special Special Red of how difficult a target is to damage. Fumble Cmbt 1/lvl lr/lvl White Power Word, Stun Cmbl 5/lvl 1 Special Bolh The lower the AC number the more Hit Points (HP). This is a measure of Ice Slorm (Omg only) Cmbt t/lvl 4 dra Bolh difficult it is to hit. how healthy a character is. Damage Min Globe ol lnvlnrblly Both 0 lr/lvl White 8111-LlVH MACE SPHLS Remove Curse Both T While SPEu llAME w... 1111 Aw DUUTIDll Roll from weapons subtracts hit points Character. This is another name for from the character's total. When he Mass Charm Cmbl SAvl Special Special While one of the persons you play in the Mind Blank Bolh 3 1 1 day White has lost all of his hit points, he is game. A party consists of up to six Otto's Irresistible Dance Cmbt 11 1 2-5 r While unconscious and dying. If his wounds Power Word. Blind Cmbt SAvl 3d1a Special Bolh characters. are bound by another party member, he is simply unconscious. Class. This is a character's occupa­ tion. For example mage, fighter or Icon. This is the small picture of a cleric are classes. monster or a character seen during combat. Character icons can be Command. A one or two-word option altered using the Alter command in in a menu. Activating that command the Camp Menu. allows you either to view another menu or have your characters Initiative. This is a semi-random perform an action. determination of which character in a combat acts first. The characters with Encounter. This is what happens higher dexterities have a better When a party meets a monster. You chance for a higher initiative. are given a menu of choices of how You want to handle the situation. Level. This describes the power of a number of different items. The power of characters, dungeons, monsters and spells are all described with levels. 59

Character Level. This is a determina­ Non-Player Character (NPC). This is tion of how much experience a char­ a member of a player race who is not acter has. The higher the level, the controlled by the player. Some NPCs more experienced and important the can be brought into a party. character is. High-level spellcasters can cast high-level spells. Party. The group of adventurers you form to perform the missions you are Spell Level. Spells come in degrees given. A party can be reformed for of difficulty. The higher the level of each adventure and even altered the spell, the greater the difficulty. during the course of an adventure. Only very experienced magic-users and clerics can learn high-level spells. Player Character (PC). This is a member of a player race who is Magic. This term covers spellcasting, controlled by the player. The charac­ enchanted items and any other ters in your adventuring party are PCs. application of the supernatural. Race. The species characters may Melee Combat. This is hand-to-hand belong to in the game. For example combat with weapons such as swords, human, elf or dwarf are races. spears and fists. Spell. This is a magic incantation that Missile Combat. This is ranged com­ can alter the nature of reality. Magic­ bat with weapons such as bows and users, clerics and high-level knights, arrows, crossbows and quarrels and paladins and rangers can cast spells slings and slingstones. after memorizing them. If the spell is cast, it is gone from the user's mind Monster. This term actually includes and must be re-memorized. human and other player races as well as ogres and dragons. In general, if it Spell Book. The book a magic-user isn't part of your party, it's a monster. carries his spells in. If he doesn't have Monsters are not necessarily hostile; a magic book, he has no spells to some may be helpful. memorize.

Multi-Class Characters. Non-human THAC0 (To Hit Armor Class 0). This characters may belong to two or is the number that a character must three classes at the same time. Such make or exceed to hit an opponent multi-class characters split their with AC