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INSTKUCDON MANUAL AND ADVENIUREK1S JOURNAL LIMITED WARRANTY TABLE OF CONTENTS SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO­ Introduction ...... 1 GRAM RECORDED ON THE DISKETTE 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 Transferring Characters from CHAMPIONS OF KRYNN ...... 1 THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT. INCIDENTAL, OR CONSEQUEN­ 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 Modifying Characters and Parties ...... 3 may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or machine readable form, in whole or in part, without prior written consent from SSL The program accompa­ Character Summary Screen ...... 4 nying thiS Rule Book may be copied, by the original purchaser only, as necessary for use on the computer 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 Adventuring Options ...... ? uncover and correct any errors in programming. However, due to the complex nature of our simulations, some program errors may go undetected until after publication. In addition to errors in the program, there Encamp ...... 7 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 Civilization ...... 9 problem is with a disk drive that needs servicing for alignment. speed, or cleaning. Encounters ...... 10 Should you have a defective disk, please return the disk only (keep all other parts of the game) to our 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.

Always make sure to.include your name, address, and daytime telephone number with any correspondence. We will do our best to see that any problems are corrected as soon as possible. QUESTIONS OK PROBLEMS?

Please write, call or fax us: WizardWorks Technical Support 3850 Annapolis Lane #100, Minneapolis, MN 55447. Phone#: 612.559.5140 Fax#: 612.559.5126. Technical Support hours are 9:00 to 4:00 CST Mon.- Fri. INIRODUCTION 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 DVN4EONS & DRA40Ns9 computer product, get right into the game without having to read DEATH KNIQHTS OF KRYNN, a DRA4QNLANCC 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 KRYNl'I game. DEATH KNIQHTS OF KRYNN will accept DEATH KNIQHTS OF KRYNN begins a year characters which were created and played in after the defeat of Takhisis' minions in CHAMPIONS OF KRYNN . There are two ways to CHAMPIONS OF KRYNN. The Solamnic com­ get characters from CHAMPIONS into DEATH mander of yargath 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 DVN4EONS & DRA4QNs9 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 lo 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. Tum 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 ii 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. 2

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. initiative and random factors. Other times you of a game: on others the name is entered after the combat See your Data Card for more information. select the active character. CREATE NEW CHARACTER icon is selected. INITIALIZE MOUSE/JOYSTICK sets up the If a command affects the whole party, just ADD CHARACTER 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 INITIALIZE 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 select that character, choose the VIEW command, character. Detailed information about different capabilities; experiment to create the Modifying Characters and Parties 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 NPCsJ. 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 GAME 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 BEGIN ADVENTURING 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. Example: ADD FROM WHERE: DEATH CHAMPIONS EXIT from the party and erases him from the saved 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 generated in DEATH KNIQHTS OF KRYNN or recovered. VIEW TAKE POOL SHARE DETECT EXIT alignment. If you are not happy with the MODIFY CHARACTER allows you to change character's scores you may roll them again. last adventured there. The options TAKE and SHARE will only •CHAMPIONS adds a character that last the character's ability scores and HP. Vse appear if there is treasure to take. The Remember that you can use the MODIFY MODIFY CHARACTER to change a character CHARACTER command on the Party adventured in CHAMPIONS OF KRYNN. option DETECT will only appear if there is •EXIT quits the ADD CHARACTER option. generated in DEATH KNIQHTS OF KRYNN to treasure and the active character has a Creation/Hall Menu to change the match the ability scores of a favorite AD&D Detect Magic spell available. character's ability scores and hit points (HPJ 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 5

~CHARACTER SUMMARY SCREEN~ Non-Player Characters (NPCs) Character Status During the game the party will encounter OKAY status means that the character has non-player characters (NPCs). They may talk positive HP and can move and fight normally. to the party, attack or even offer to join. There UNCONSCIOUS status means that the are two kinds of NPCs: those who volunteer character has exactly O HP. He cannot move to join the party and those who will only give or fight but is in no danger of dying. information or fight. NPCs that join the party DEAD status means that the character has are treated like player characters with a few died. Non- characters have a chance of differences. being resurrected with magic. The character's The computer commands NPCs in battle, chance of being resurrected is influenced by his and they have morale. If things are going constitution. See the Constitution Chart in the badly for the party, NPCs may run. If you Journal. have a Knight in the party, his leadership DYING (combat only) status indicates the ability may place NPCs under your control character has between -1 and -9 HP and is (on some systems only - see your Data bleeding to death. Vse the BANDAGE command Card). Items can be traded to some NPCs, but to have another character stop the bleeding they cannot be traded from conscious NPCs before the character dies. to other characters. If an NPC dies or is STONED status means that the character has unconscious you can use the TRADE command been turned to stone. The character can be on the Items Menu to take his items. Only returned to normal with a Stone to Resh spell two NPCs at a time may join the party. which is available at any temple. Red Robe mages may also learn the spell when they Viewing Characters reach 1Oth-level. The VIEW command displays the character FLED (combat only) status means that the summary screen. character fled from the battle. ARer the battle The moons of Krynn affect the magical he will rejoin the party. powers of all mages. For more information on GONE status means that the character has the moons see the Moons of Magic on page been killed and the body lost. Nothing can TRAIN CHARACTER (from Hall Menu only) VIEW CHARACTER displays a Character 16 of the Journal. bring the character back to life. increases a character's level when he has Summary Screen for the active character. For Characters accumulate wealth, in the form From the View Menu several options are gained enough experience points. Characters more information see the Viewing Characters of steel pieces, gems and jewelry as they go. available to inspect the active character. Not all may only advance one level per class per section. The value of gems and jewelry varies and can of these commands are available at all times. training session. See the Experience Points and REMOVE CHARACTER FROM PARTY transfers a only be determined by having the items Level sections in the Journal under Ability character from the party to the saved game appraised in a shop. View Menu Scores and Other Attributes for more informa­ disk or directory. Encumbrance is the total weight the ITEMS SPELLS TRADE DROP CURE HEAL EXIT tion. Training takes no game time. When SAVE CURRENT GAME stores the current game character is carrying. ITEMS shows all the equipment the mages advance, they may add a spell to their to the saved game disk or directory. Combat Movement is how many squares a character is carrying. Items preceded by a YES spell books. There is no charge for training BEGIN ADVENTURING starts the game. character can move during a combat segment. are ready for use. Not all commands in the characters. This is based on his readied armor, strength Items Menu are always available. KNIGHT CHANGE ORDER (from Hall Menu and total encumbrance. Items Menu only) allows a knight of sufficient experience and abilities to petition for admission into the READY USE TRADE DROP HALVE JOIN SELL ID EXIT next higher order. Look under Solamnic • READY changes the status of a weapon, Knights on page 7 of the Journal. armor or other item . Only readied items can 7 be used in combat. Arrows are assumed to be levels 1-5, twice at levels 6-10 and three times In the area display a cursor shows the ENCAMP displays the Encamp Menu. See in a quiver and can be readied at all times. at levels 11-14. This option is only displayed if party's position. On some computer systems the Encamp section for a description of the Some items will take both hands when the paladin has a cure available. the cursor is ar. a: row that indicates current available commands. readied (bows, quarter staffs, etc.), some take HEAL (Paladin only) is an ability of paladins. party facing :::id dllows movement as in the SEARCH indicates the party is to move only one (long swords, wands, etc.) and others Paladins may heal two HP (per level) of 3-D view. On other systems you cannot move slowly and examine their surroundings, take no hands (rings, armor, etc). On some damage each day. Select the HEAL command, while in this view. searching for secret doors, traps and so on . systems there are items that can only be then the character to be healed. This Overland displays a map of the area where LOOK is used to search an individual square readied or unreadied while in either camp or command is only displayed when a paladin the game takes place while the party is and takes ten minutes of game time (like combat. has healing available. traveling cross-country. A cursor indicates the moving while searching). • USE activates an item. If you are using an party's current location. Move around on the Bncamp item in combat, the Aim Menu will appear if ADVENTURING overland map with the directional controls. The Encamp Menu includes options such as the item can be targeted. See the Combat After setting up your party and reading the The map in the Journal shows the game saving the game, resting to heal and memorize section for details about the Aim Menu. background information in the Adventurer's region with several major locations identified. spells and altering items such as game speed or •TRADE transfers an item from the active Journal, it is time to head for adventure, fame, Combat view occurs automatically when­ party order. character to another. Choose the item to trade and glol)'. Your adventuring party will engage ever the party engages in battle. The combat and then select which character is to receive it. in fierce battles and find treasures. Sometimes screen is a detailed view of the area the party Encamp Menu Remember: a conscious NPC will not give they have to stop, heal wounds and memorize is in when the encounter begins. SAVE VIEW MAGIC REST ALTER FIX EXIT up items. spells for future encounters. Adventuring Options SAVE stores the characters and current game • DROP permanently removes items from a to the saved game disk or directory. Save often All adventuring options are displayed in character. Dropped items cannot be recovered. Display Screens and - especially after surviving really tough Points of horizontal menus. The main Adventure • HALVE divides a bundle of some item into View encounters. It is also a good idea to maintain Menu offers access to normal options. two bundles. For example, HALVE would tum DEATH KNIQHTS OF KRYNN uses four different more than one save. See your Data Card for one bundle of 42 arrows into two bundles of points of view: 3-D, Area, Overland and Adventure Menu computer-specific instructions. 21 arrows each. This is handy for dividing Combat. MOVE AREA CAST VIEW ENCAMP SEARCH LOOK VIEW displays Character Summary Screen items to distribute among party members. To the right of the point of view window, MOVE places you in a mode where you use for the active character. in either 3-D or Area, are the map coordinates, •JOIN combines all similar items into one the direction controls to move and turn your MAGIC is a very important part of DEATH facing direction (N, S, W, E), current lime line. No more than 255 similar items can be party, Normally, each move forward takes one KNIQHTS OF KRYNN and is described under its joined on one line. Many items, such as and what the party is doing (searching, minute of game time. If the party has Search own heading. potions, cannot be joined. camping, etc). on, each move takes ten minutes. Refer to the REST allows characters to memorize spells •SELL is described under the Shops Menu. 3-D appears in towns and underground. Data Card for computer-specific movement and to heal naturally. Characters catch their •ID is described under the Shops Menu. 3-D is a first-person perspective view that information. Select EXIT to return to the normal sleep without having to encamp. SPELLS lists all of the spells a character has appears in the point of view window and Adventure Menu from movement. Spell-casters can automatically re-memorizeany spells memorized. shows the surrounding area from the party's AREA toggles between the area and 3-D they have cast simply by selecting REST. To choose TRADE is used to transfer money, gems and perspective. Rotate the party's facing and move view. In many regions this command is not new spells for memorizing, or make initial jewell)' from the active character to another. using the directional controls. The direction available. selections, use the MAGIC and then MEMORIZE Select which character is to receive, and then controls for your computer are described on the CAST displays the Cast Menu if the active options. When spells are being memorized, choose what, and how much, is traded. Data Card. character is a spell-caster. See the Magic the initial rest time is established by the DROP permanently removes money from Area provides an overhead view of the section for more information. Some spells only number and level of spells selected to memo­ a character. Dropped money may not be party's surroundings, replacing the 3-D view. have an effect in combat. rize. For every 24 uninterrupted hours of rest recovered. Choose the AREA command from the VIEW displays the Character Summary in camp, each wounded character regains one CURE (Paladin only) is another ability of Adventure Menu. This view is not available Screen and the View Menu. HP. Rest can be interrupted by encounters. paladins identical to the clerical spell Cure in all regions. If possible, find safe places to take long rests Disease. A paladin may cure once per week at during the game. 9

Rest Menu more difficult, choose either the Adept or Once a spell is cast ii is gone from memory • NEXT/PREV cycles through available spells REST DAYS HOURS MINUTES ADD SUBTRACT EXIT Champion (hardest) level. until it is memorized again . Some spells only if they do not fit on one screen. work during combat and others only while DISPLAY lists the magic that currently affects •REST begins the resting process. Vnless When you choose to make the game more encamped. the party. This includes spells like Bless or interrupted, the party will rest for the indicated difficult, you are rewarded by receiving MEMORIZE displays the Memorize Menu, Invisibility plus effects like disease. This is time. more experience points from your combat the character's book of spells or clerical spell an important command because diseased •DAYS, HOURS, MINUTES selects the unit of encounters. When you choose to make the list and how many spells of each level the characters will not regain HP until they have time to be changed by the ADD and SUBTRACT spell-caster may memorize. Once all characters a Cure Disease spell cast on them. options. This option is not available on all game easier, you are penalized by receiving have selected the spells they want to memo­ REST displays the Rest Menu referred to in computer systems. fewer experience points from your combat rize, choose the REST command to actually the Encamp section. Remember: Acharacter's spells •ADD, SUBTRACT increases or decreases the encounters. memorize the spells. Remember: Spell-casters are not memorized until he has rested the necessary time. time that the party will attempt to rest. Receiving fewer experience points will slow can automatically re-memorize any spells they SPELLS are defined by their type (clerical, Decreasing the time may not allow spell­ the rate at which your characters advance have cast simply by selecting REST from the mage or druidic), when they can be cast casters to memorize all of their spells. levels. Advancing at a slower rate will give Encamp Menu. (combat, camp or both) and their parameters ALTER is used to change the characters in the you less powerful characters which, in the Remember that a spell-caster can have the (range, duration, and area of effect), and actual party and the parameters of the game. long run, may more than offset the benefits same spell memorized multiple times. effect. The Spell Parameters List in the Journal Alter Menu of playing at an "easy" level. Memorize Menu summarizes all of the available spells. When ORDER DROP SPEED ICON LEVEL EXIT using spells from the Encamp Menu or the MEMORIZE NEXT PREV EXIT • ORDER changes how the characters are FIX is used to heal many wounded characters Adventure Menu (such as Find Traps), •MEMORIZE selects a spell to be memorized. listed on the screen and how they are deployed with a single command. All characters with remember that one round equals one minute of A spell is not actually memorized until the in combat. Characters at the top of the list cure spells will memorize as many as they can, game lime (one normal move) and one tum character has rested long enough to imprint tend to be at the front line in combat. cast them on the party and then rememorize equals ten minutes of game time (ten normal the spell on his mind. The computer will ask •DROP eliminates a character from the party their previous spells automatically. FIX takes moves). For more information about magic and erases him from the saved game disk. game time and may be interrupted by an to verify your choices when you are done. and the effects of spells look in· the Journal. • NEXT/PREV cycles through available spells A dropped character is gone forever and encounter. FIX will not return HP to diseased cannot be recovered. characters; a Cure Disease spell must first be if they do not fit on one screen. CIVILIZATION SCRIBE displays the Scribe Menu and a list • SPEED controls the rate at which messages cast upon them. of all of the spells available on mage scrolls. Civilization provides many valuable ser­ are printed on the screen. If the game messages Magic Before spells can be scribed, they must either vices and goods for adventurers. Shops sell are displayed too slow, use the FASTER com­ To get the Magic Menu options, the active be identified in a shop or temple, or the mage items the party will need to survive. Temples mand. If messages are displayed too fast, use character must be able to cast spells. Spell­ offer healing spells. Banks will store money the SLOWER command. must have cast Read Magic on them. Select casters can get a list of their memorized spells any spells to be scribed into the character's and (on some systems) items. • ICON is used to change a character's combat from the CAST option of the Magic Menu or Shops of various sorts sell goods such as icon. spell book. Once all characters have indicated from the SPELLS option of the View Menu. the spells they want to scribe, choose the REST armor and weapons or magical items. All LEVEL permits you to adjust combat They can get a list of their spells on scrolls command to actually scribe the spells. Scribing shops use the following menus to make difficulty. After choosing LEVEL, you will see from the SCRIBE option of the Magic Menu. transactions. the following menu: a spell takes the same amount of time as mem­ Magic Menu orizing the same spell. Mages cannot scribe a Shops Menu Level Menu CAST MEMORIZE SCRIBE DISPLAY REST EXIT spell of higher level than they can memorize. BUY VIEW TAKE POOL SHARE APP EXIT NOVICE SQUIRE VETERAN ADEPT CHAMPION CAST displays the Cast Menu and the char­ Scribe Menu BUY displays the items available in the shop. The game is preset at the Veteran level. acter's list of memorized spells. Select the spell SCRIBE NEXT PREV EXIT Select the item that the active character will This is the level at which we consider the to cast and then indicate the target of the spell. •SCRIBE selects a spell to scribe from a scroll buy. game lo be "balanced." To make the combat to a spell book. encounters easier, choose either the Novice (easiest) or Squire level. To make the combat 11

VIEW displays the Character Summary Bank Menu enemy, the enemy gets a free attack at the USE allows a character to activate an item Screen with the SELL and ID commands avail­ See your data card for details. character's back. without having to go through the View able in the Items Menu. AIM allows weapons or spells to be targeted. Menu. Items such as scrolls and wands may •SELL indicates you wish the shopkeeper to ENCOUNIERS When aiming a ranged weapon, the range to then be targeted with the Aim Menu. the target will be displayed above the menu CAST is only available to spell-casters with make an offer on the highlighted item. Sold When a party comes across monsters or items may not be recovered. bar on some systems. If a character moves spells available. The spell-caster selects from NPCs, an encounter occurs. If the party adjacent to an enemy, and has no more the list of available spells and then targets with •ID is used to identify an item. Shops charge attacks immediately, it may receive a bonus to 100 steel pieces for the service. movement remaining, the AIM command can the Aim Menu. If the character has been hit its initiative in combat. If foes surprise the be used to attack with a melee weapon his concentration may be broken and the CAST TAKE is used to pick up steel pieces, gems or party, they can attack immediately and get a jewelry from the party's money pool. Indicate (sword, mace, etc}. The AIM command can also option will not appear. bonus to their initiative. If the foes do not be used to survey the condition of your party TURN is a clerical power that attempts to what and how much the character will take. attack immediately, the party can react by POOL places all of the party members' steel and enemies. As you move the aim cursor destroy undead monsters or drive them away choosing from an Encounter Menu. Encounter over a character or foe, information about him from the party. This will not affect the more pieces, gems and jewelry into a pool from menus vary and list options for each situation. which any member may make purchases. Vse will be displayed on the right of your screen. powerful undead types and has no effect on the TAKE or SHARE commands to pick up the Sample Encounter Menu Aim Menu any other kind of monster. In some places the power of evil is so great that turning is more pool. Qems and jewelry must be sold for steel ATIACK WAIT FLEE TALK NEXT PREV MANUAL TARGET CENTER EXIT difficult. pieces to make purchases. In this menu you have opportunities to • NEXT is used to look at all possible targets, SHARE picks up everything from the pool fight immediately, wait and see, run away or GUARD sets a character to stand and attack starting with the closest target and then going the first enemy that moves adjacent. GUARD is and distributes even shares among the party. try to talk. to the next farthest and so on. NEXT and PREV APP (Appraise) is available in temples or only an option if a character is armed with a Combat only indicate targets in the character's line of melee weapon. shops to find the monetary value of gems or sight. In combat the computer chooses the active QUICK turns control of the character over to jewelry. Choose a gem or item of jewelry and • PREV (Previous) is the opposite of the NEXT an appraisal and purchase offer will be made. character. Characters with higher dexterity the computer. See the Data Card for will tend to go before characters with lower command. Vse this command to look at the instructions on how to regain manual control Accept the offer and the item is sold. Reject possible targets starting with the farthest target the offer and the gem or piece of jewelry dexterity. A character may hold his action of a character. Vnder computer control, a until later with the DELAY command. There is and working back toward the character. This fighting character with a readied missile becomes an item on the character's item list. If command is most often used to select a target you wait to sell items later, you will only more information about combat in the Journal. weapon will tend to hang back and attack The active character is centered on the for a missile or magic attack. from a distance. If the character has no readied receive 112 the appraised value. • MANUAL permits the player to aim any­ Temples offer healing spells and perform screen at the start of his combat segment. The missile weapon, he will ready a melee active character's name, HP, AC and readied where on the map. Only targets in the weapon and charge. Single class mages will other clerical services. The commands on character's line of sight can actually be fired at. the Temple Menu are the same as those on weapon are displayed. The Combat Menu fire missile weapons and cast spells if magic is lists the character's options. •TARGET is used to fire a missile or spell at turned on (see your Data Card for details}. the Shop Menu with the HEAL command the cursor square. This command can also be replacing BUY. The following menus may vary on some !f1ey will never rush into close combat, even computers, although the functions are the same. used to attack an adjacent enemy with a melee 1f all of their missile attacks are expended. Temple Menu weapon (sword, mace, etc). This option is not Combat Menu Characters remain under computer control HEAL VIEW TAKE POOL SHARE APP EXIT displayed if the target is out of range, not in for all subsequent combats until manual control HEAL displays a list of the temple's healing MOVE AIM USE CAST TURN GUARD QUICK line of sight, invisible or under the effect of a DELAY BANDAGE YELL VIEW SPEED END is again selected. When a spell-caster character spells. Select the character on whom to cast Blink spell. is on quick, you may toggle his spell casting on the spell and then the spell to be cast. There is MOVE allows a character to move. Attack by • CENTER centers the screen around the and off - consult your Data Card for instruc­ no cost for any of the temple services. moving the character into an enemy's square. cursor. This is helpful when targeting manual­ tions on how to do this on your computer. If the character moves away from an adjacent Ciargath Outpost Bank is a place where ly. This option is not available on all computer DELAY causes the character to hold his turn characters can store money and (on some systems. until after the other characters and monsters systems} items. have acted. 12

BANDAGE only appears if a party member is party pooled its funds. Remember: a character bleeding to death. Vse this option to stop the carrying a large number of steel pieces and bleeding and keep the character from dying. heavy equipment can be slowed in combat. YELL ( only) orders an active Kender Take Menu character to taunt opponents. If the taunt is ITEMS MONEY EXIT successful all opponents will become enraged, • ITEMS lists the equipment in the treasure. suffer a combat penalty and direct as many Frequently, the weapons and armor used by attacks as possible at the yelling character. monsters are not listed because they are poor VIEW displays the Character Summary quality and not worth taking. Screen for the active character. The USE • MONEY displays the number of steel pieces, command appears on the Items Menu to use gems and jewelry in the treasure. Indicate the magic items such as wands in combat. type then amount of money the active SPEED changes the game speed and is character takes. described under the ALTER command in the POOL drops all of the party members' steel Encamp Menu. pieces, gems and jewelry into the treasure. END quits a character's tum. Vse the TAKE or SHARE command to pick up the After Combat pooled money. When combat is over you will see how SHARE picks up everything from the treasure many experience points each character receives pool and distributes even shares among the and then the Treasure Menu is dispiayed if the party. foes had treasure. Most of the Treasure Menu DETECT casts a Detect Magic spell from the commands work like the commands in the current active character. Magic items in the Temple and Shops Menus. treasure will be marked with a '+' or an '*'. This option will only appear if the active Treasure Menu character has a Detect Magic spell available. VIEW TAKE POOL SHARE DETECT EXIT EXIT leaves the scene of the battle. If any VIEW displays the Character Summary treasure remains, the option to return to the Screen and View Menu. Treasure Menu is displayed. TAKE permits the active character to pick up treasure from defeated opponents. This will only appear if the foes had a treasure or the 1

~ IMPORTANT GEOGRAPHIC FEA1URES Of AN.SALON ~

IMPORTANT GEOGRAPHICAL CHARACTERS AND PARTIES FEATURES Individual persons called characters The major cities of the region are make up your party of adventurers. Kalaman and Vingaard Keep. They They can be any one of several races loosely administer the large number and have any number of different of small villages in the region. These skills. Some will be warriors, some include the dwarven village of Turef, priests, some mages and others may the gnomish village of Quazle and be thieves. Each brings his own the human towns of Cerberus and skills and talents. Cekos. Many wars have been fought in this region, leaving several ruined old castles and forts. Many have evil reputations and should be avoided. Perhaps the most famous of them is Dargaard Keep. Once the home of the famous Knight of the Rose, , it now lies abandoned and decayed. 2

Alignment Hit Points (HP) represent the characters earn enough they may New characters start with 210,003 Alignment is the philosophy a char­ amount of damage a character can advance in levels. See the Level experience points and they will acter lives by and can affect how take before he goes unconscious. Advancement Tables for each already have all levels and spells NPCs and some magic items in the To calculate a character's maximum class's experience requirements. appropriate for that experience. HP, the computer rolls the charac­ Characters may advance to a maxi­ game react to the character. The fol­ -m: & IBR lowing alignments are available to ter's hit dice and adds any adjust­ mum of 14th-level, except thieves ments for level or constitution. who may advance to 18th-level. Player Characters. ... the door was open, A character gains a HP bonus to so I walked in. There Lawful Good characters believe in before me stood a high Building a Successful Party the rule of law for the good of all. ''priest, his robe tattered Forming a strong and adaptable from years of weathering. party is a key to success in Lawful Neutral characters believe .. .he was very old, 'I've been expecting you, ' Champions of Krynn. You may place the rule of law is more important but looked strong he said in a deep '' up to six Player Characters in your than any objective good or evil out­ enough to ward off the voice ... fiercest of monsters. That party. It is recommended that you come. '' face, riddled with a thou­ -m: use all six characters. A smaller sand wrinkles, still dis- • Neutral Good characters believe • party is less powerful and more like­ played the dignity of ' ' Levels are a measure of how much that the triumph of good is more a Solamnic Knight.. . ly to be eliminated by your enemies. important than the rule of either law a character has learned in his class. Characters can go to a hall and ln choosing which characters to or chaos. -m: • receive the training required to include in the party, it is wise to True Neutral characters believe increase in level when they have include a variety of classes: clerics, that there must be a balance enough experience. Characters may mages, thieves and fighters. At least between good and evil and law and each hit die if his constitution is only advance one level at a time. If one party member should be a chaos. over 14. When a character takes a character has gained enough kender, so you may taunt (yell) in enough damage that his HP reach 0, experience to go up two or more combat. Some adventures may only Chaotic Good characters believe in he is unconscious. If the character's levels since the last time he has be completed if the party includes a creating good outcomes unfettered HP drop to anything from -1 to -9, trained, he will go up one level and Knight. by the rule of law. he will lose 1 HP per turn from lose all experience in excess of one bleeding until he is bandaged or point below the next level. Sample party # 1: Chaotic Neutral characters believe dies. A character is dead if he has One Human Knight that the freedom to act is more -I 0 HP or less. When you view a l!xample: One Human Paladin important than any objective good character, his HP on the screen will An 11 th level thief enters a trafn. One Dwarf Ranger or evil outcome. never be displayed as less than 0. Ing hall with 667,M3 experience One Kender Cleric of points (enough for 13th-level). Mishakal(fhief Note: Due to the nature of this Experience Points are a measure He wDI leave m a 12th-level thief adventure, no evil Player of what the character has learned with 660,000 experience points One Qualinesti Elf Cleric of Characters are permitted. on his adventures. Characters - one point below 13t1Hevel. Shinare/Fighter/Red Mage receive experience points for Once characters have reached One Silvanesti Cleric of Majere/ Other Attributes actions such as fighting monsters, their maximum levels for this Fighter/White Mage Each character also has three other finding treasures and successfully game, they cannot' train. important values that change as the completing quests. The computer game goes on: Hit Points, keeps track of experience amf'"'when Experience Points and Levels. 4 5

Sample party#2: Clerics are essential for healing the Preparation Tips Combat Map One Human Knight party after engagements. The most The makeup of your party affects Battle takes place on a tactical com­ efficient way to heal is to Encamp One Silvanesti Elf Cleric of your combat strategy throughout the bat map that is a more detailed view and select FIX (you can issue this Mishakal/Fighter/White Mage game. Loading your party with cler­ of the map terrain (30 or overland) command several times while ics and mages increases the impor­ that the party was on when the com­ One Half-Elf Ranger/ encamped). FIX works as follows: tance of spell casting both before bat began. This map is set up with Cleric of Majere an invisible square grid and you will One Qualinesti Elf Cleric of If a cleric is in the party, all available notice that everything moves on the Shinare/Fighter/Red Mage cure spells are cast and automatical­ grid from square to square. Moving One Kender Cleric of Kiri-Jolith/ ly rememorized, until all characters ... the mere diagonally often costs more move­ Thief are healed. If the party has taken sight of the ment points than moving horizontal­ strong, deter­ One Qualinesti Elf Fighter/ more damage than clerics have cure ly or vertically. spells, the FIX option may be used mined warrior Red Mage again. When FIX is used, characters would have scared off all but at the top of the list will be healed Initiative Why These Guys? the bravest of before the characters below them. If foes. But this Each round of combat is divided Cleric/fighter/mages are the a cleric is not in the party, HP may was no ordinary into I 0 segments. Every character ultimate multi-purpose character. be recovered through rest (I HP per rival ... and foe acts on a specific segment A cleric/fighter/mage can cast both 24 hour period), potions or Temple based on a random number. The mage and cleric spells while services. random segment number is generat­ wielding the armer and weapons of ed at the start of each combat a fighter. The main disadvantage Rangers normally start the game round and is modified by dexterity of the cleric/fighter/mage is that, as with more HP than other fighter and during a battle. An emphasis on and random factors such as sur­ a triple-class character, he advances types. They do extra damage versus fighters, Knights, paladins or rangers prise. In most cases a character will in levels quite slowly. giant type monsters and receive makes your hand-to-hand combat move and/or aim an attack during mage and druidic spells at high level. skills that much more important. his segment. Casting spells may f'ighter/mages may cast spells Ready the melee weapons (swords, take extra segments to perform, so while wearing armer. This split class Knights are powerful fighters and often a spell-caster will begin his can fight as well as a fighter and there are some items that may only maces, quarter staffs) at the start of the game instead of the missile spell on his segment and have it go receives more HP than a pure mage. be used by them. Knights have spe­ off a few segments later. cial leadership abilities and gain weapons (bows, slings, darts). Be sure to keep arrows ready too. Cleric/thieves have more HP and a clerical spells at high levels. Sometimes a character will act in better armer class than pure segment 10 of one round and seg­ thieves. As a cleric, the cleric/thief Paladins are great warriors. In ment 1 in the next appearing to act can cast healing and support spells, addition to their martial prowess, COMBAT twice in a row. This is especially allowing the character to perform they have natural protection from Adventurers must battle their way common if you use the DELAY com­ double duty as both the party thief evil, healing powers and they gain through many dangerous foes to mand. When the DELAY command is and additional healer. The thief sta­ clerical spells. complete the mission. Tales of brav­ given, that character's action is tus permits the powerful back stab ery and heroes ring with the sounds always delayed until segment 10. attack which is described in the of combat. The following sections Combat section. offer some more information and tips for combat. 7

Computer Control An attack is successful if the ran­ 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 In combat, the player controls the dom number is greater than or rear attacks on engaged foes. target goes down with the first actions of PCs. The computer con­ equal to the attacker's THAC0 Different options and restrictions attack, he can aim the remaining trols the actions of monsters, NPCs minus the target's AC. THAC0 may apply to each. attack at another target. Fighter­ and PCs set to computer control be modified by range, attacking with the QUICK command. If you from the rear, magic weapons and types may also sweep through have a Knight in your party, he may magic spells among other things. several weak opponents in one take control of NPCs at the start of combat round. When a character combat by making a successful Example: ... the wight sweeps, he automatically attacks leadership check. A successful lead­ A fighter with a THAC0 of 15 attacked all of the weak opponents. with such speed ership check puts NPCs under nor­ attacking a monster with an AC and ferocity that mal control for that combat. of 3 would need to roll:(THAC0 some life essence Back Stabbing 15) · (AC 3) = 12+ was drained from A thief back stabs if he attacks a Combat Ability But to hit a monster with an AC three of our parly target from exactly opposite the first before we could character to attack the target. The Each character's ability in combat of -2 he would need to defeat it... thief may not back stab if he has is defined by his AC, THAC(lJ and roll:(THAC0 15) ·(AC -2) = 17+ readied armor heavier than leather. damage. Damage A back stab has a better chance of AC When a hit is scored, the attacker hitting the defender and does A character or monster's difficulty to does damage. Damage is the range additional damage. be hit is represented by his armor of HP loss the attacker inflicts when Ranged Weapons class or AC. The lower the AC, the he hits an opponent in combat and Combat Strategies A character with a missile weapon harder it is to hit the target. AC is it depends on the attacker's strength To succeed in combat, a skilled (bow, sling, etc.) may not attack based on armor and a dexterity and weapon type. The damage each player deploys his party well, casts when adjacent to an enemy. The bonus. Some magic items also help weapon can do is summarized in the effective spells before and during exception to this is the kender a character's AC. Weapon Table on page 53. combat, maneuvers his characters hoopak. Kender may attack into advantageous positions and adjacent targets with the metal TllA~ Some monsters take only partial or attacks using his most powerful shod end of their hoopaks or use The character's THAC0 represents no damage from certain weapon characters and weapons. his ability to hit enemies in melee or types. Skeletons, for example, take it as a ranged weapon. with missile fire. THAC0 stands for only half damage from sharp or Bows can be used twice per turn. Deploying the Party To Hit Armor Class 0. This is the edged weapons, while some other Three darts can be thrown per turn. When a battle begins, your party is number a character must 'roll' equal monsters only take damage from automatically positioned based on to or greater than to do damage on magical weapons. the order list of the characters. a target with an AC of The lower Multiple Attacks 0. Characters near the top of the order the THAC0, the better the chance to After seventh level (eighth for Attacking will be in the front lines and vulnera­ hit the target. rangers,) all fighter-type characters Characters generally engage in increase the number of attacks they ble to attack. To change the starting Note: the generation of a ran­ melee combat, which is face-to-face make with melee weapons. The first deployment, change the order from dom number is often referred to fighting with weapons such as increase is three attacks every two the Alter menu while encamped. as a 'roll'. In determining if an swords and maces. Characters also rounds, then two attacks every Shift the heavily-armored fighters up attack hit, the number generat­ round. See the Bonus Attacks for the list and the vulnerable mages ed is from 1 through 20. High Level Fighters table on page 52. and thieves towards the bottom of 8 9 the list. Party order cannot be casters). A foe with one hit point characters flee combat, any dead or A spell-caster with a memorized changed while in combat, although remaining attacks as powerfully as unconscious characters are lost. If a spell can cast it using the CAST com­ they are free to move. an uninjured one. whole party flees, it will not receive mand. Spells are memorized during any experience points for monsters rest while encamped. When battle begins, your party may Spell casters cannot fire spells after killed before retreating. be placed in a bad position. If you they have taken damage in a round Memorizing a spell takes 15 minutes wish to be defensive, move your and they will lose any spells they are After Combat of game time per spell level, plus a characters to anchor your flanks on in the process of casting when they minimum period of preparation of an obstacle such as a wall or tree. are hit. Try to keep enemy spell If one or more characters survive on four hours, plus two hours every Setting up behind a doorway that casters under attack every round the battlefield at the end of combat two spell levels. For example, first your enemies have to move through while protecting your own. the bodies of unconscious or dead and second level spells take a makes for a very strong defensive party members stay with the party. minimum preparation of four hours, position. Also, keep mages safe Combat Movement If the entire party flees from combat, while third and fourth level spells behind the front line. all unconscious and dead party take six hours. The number of squares a character members are permanently lost. If can move is affected by the weight ALL the party members are slain, go Example: Wounded Characters he's carrying, his strength and the Characters who are seriously injured back to your last Saved Game and To memorize (2) first-level kind of armor he has readied. A try again from that point. should be moved out of the front character's movement range is spells, (I) second-level spell and lines if possible. Remember: if you displayed on the view screen and (I ) third-level spell would take: move away from an adjacent when moving during combat. (6 hours preparation) + (2 • 15 enemy, he gets a free attack at your min) + (I • 30 min) + (I • 45 back. Back attacks have an ... with sev- Running Away eral or our min) = 7 hours 45 min improved chance to hit. A character may flee from the battle­ party wounded field if he can move faster than all from combat we Spells do not automatically have Stopping Ranged Attacks enemies, but not if he moves slower needed th e help their full effect on their target. Each Missile weapons cannot be fired if or a cleric heal­ target of a spell may get a saving than any enemies. A character has a er. Th e best one there is an adjacent opponent. If 50% chance to move off the battle­ throw to avoid some or all of the you want to fire missiles, make sure around these field if he can move as fast as the parts was rigl1t in effect of the spell. As a character you keep away from the enemy. fastest enemy monster. Exception: town ... gains levels, his saving throws Hoopaks are the only exception, as if a monster or character can reach improve. they may be used either as a missile the edge of the combat map without Note: some monsters have weapon or a melee weapon. To stop any of his opponents being able to magic resistance which decreas­ enemy missile fire, move someone see him, he may then flee success­ MAGIC es the chance of them being next to the opponent. fully even though he is slower than affected by spells. his opponents. Magic is integral to DEATH KNIGHTS OF Exploiting Enemies' Weaknesses KRYNN. Mages and clerics, as well Exploit your opponents' weaknesses Returning to the Party as high-level Knights, rangers and Mages by directing attacks against helpless, A character that moves off the paladins can cast spells. A spell There are two orders of mages you wounded or isolated foes. battlefield returns to the party after can exist in one of four forms: in a can play-White Robes and Red Concentrate your attacks to elimi­ the fight is over. If all active character's memory, in a character's Robes. All good alignment mages nate one opponent rather than spell book, in a scroll or in a wand. are White Robes and all neutral injure many (Exception: enemy spell alignment mages are Red Robes. 10 11

Evil mages are of the Black Robe your computer screen and their messengers of the will of the heav­ Neutral Aligned Deities: order. The few mages in the world effects are as follows: ens. As a sign of f avor, deities Sirrion who do not enter an order are bestow upon their clerics special Powers: None called "Rogues, " and are attacked bonuses or additional spells. The on sight by all of the other orders. oaoe following is a list of the deities of Extra Spells: Burning Hands Mages keep spell information in LOW SANCTION WANING WAXING HIGH SANCTION Krynn that are available to charac­ Keorx* their personal spell books and may (NEW MOON) (FULL MOON) ters, their alignment and clerical Powers: +I THAC0 (dwarves only) only memorize spells that are Saving Throws -1 Normal Normal 11 bonuses: recorded there. Add11ional Spells· 0 0 +1 12 Extra spells: None Effective level -1 Even Even 11 .. Shinare When a mage trains for a new level, • The additional spells can ol any level lhe mage can cast • be Powers: None he selects a new spell to scribe into -· ··Only amage of sixth-level or higher who also has an intelligence -- ,,.. .after Extra Spells: Charm Person his spell book. A mage can also of 15 or greater gains lh1s benefll night fell, I scribe spells from identified scrolls set up camp and *All dwarven clerics must select if he is of high enough level to cast Spheres of Magic was warming Reorx and therefore be neutral. them and they are the correct type The magic of Krynn operates in myself by the fire when I heard it. for his order. Red Robe mages may spheres, with the different schools It seemed to Knights and Paladins only use or scribe Red Robe scrolls of mages only able to manipulate come from all Knights and paladins use their and White Robe mages may only certain of them; spells castable by around ... clerical spells identically to clerics, use or scribe White Robe scrolls. A one order may not necessarily be except that they can never use mage must cast the Read Magic cast by another. The Spell clerical scrolls, even if they may spell in order to identify the spells Parameters Table on page 55 and & cast the spells. on the scroll. A spell disappears the Spell Descriptions beginning on after it has been scribed or cast. page 20 detail which mage orders ···- '' can cast each spell. Good Aligned Deities: Rangers The Moons of Krynn Paladine Rangers use mage and druidic Since the creation of the world, Clerics Powers: None spells. They use mage spells identi­ cally to mages and the druidic spells three moons have governed the Clerical magic requires no spell Extra Spells: Protection from evil as clerics use their magic. Rangers powers of magic in Krynn. As the books. All clerical spells of the JO' radius can never cast spells from scrolls, moons wax and wane, so do the appropriate level are always avail­ Maj ere even if they can memorize and cast powers of magic aligned to them. able to a cleric, the character need Powers: Turn undead as if cleric is the scroll spell normally. Each moon has a different cycle and only memorize them. Unlike mages, two levels higher affects a different group of mages. clerics can cast spells from scrolls Mages of the White Robes gain their without any preparation. Extra Spells: Silence 15' radius Tips on Magic Spells power from Solinari the white Kiri-Jolith Both clerics and mages may cast moon, Mages of the Red Robes are spells which assist the party in Deities Powers: + I THAC0 governed by Lunitari the red moon. combat. Preparatory spells cast just Since the earliest days of Krynn, the Extra Spells: Detect Magic The evil Mages of the Blacl<. Robes wisdom of the deities has been before a battle can protect and are empowered by the dark moon brought to all the races through the Mishakal strengthen characters. Spells can be Nuitari. The current position of the efforts of the clerics, the mortal Powers: + l die on all healing cast to damage foes during combat moons is displayed at the top of spells or to protect or heal comrades. Extra Spells: Charm Person, Spells should be rememorized as Remove Curse, Bless soon as possible after they are 12 13 used. This is most likely to happen dropped. Some magic items may Enchanted Weapons after combat. When in camp, have only be used by certain classes. Enchanted weapons come in many your spell-casters memorize spells Others may not work at all if certain sizes and shapes and potencies. and select REST to allow them to other magic items are also in use. Sometimes a weapon will add to imprint the spells for later use. You must select the READY com­ your THAC0 and damage. Other Selecting REST without choosing mand from the Items Menu to pre­ a weapons may have other magical new spells has the spell-casters pare items for use. Items such as •• properties including extra bonuses rememorize the spells they have armer, weapons or adornments are ·- against specific types of creatures. ''.. .you know what they cast since last resting. simply readied and you gain their say - the bigger they Once a magic weapon has been benefit automatically. Items like are, the harder they fall. readied from the Items Menu, the Note: Before resting, it is a scrolls or potions must be readied This was certainly true of character will have it for all combats. good idea to save your game. before they can be used. the giant skeleton we We recommend that you save encountered, A few choice att.acks from the right Enchanted Adornments your game after every tough Wands weapon will reduce them to Bracers, necklaces, periapts and combat and that you keep at Wands are the traditional objects of especially rings are favorite objects least two separate saved games a pile of bones... '' enchantment. Wands generally will for magical enchantment. These at all times and alternate cast a set number of a given spell items may have any number of mag­ between them. This will allow &! (Fireball or Ice Storm for instance). • ical properties. Some items will help you to go back to a save before Only experimentation or paying to ·-- your AC, others may fire Magic that fatal battle. have them identified will tell what a Enchanted Armor and Shields Missiles or be cursed. Once one of wand does. Generally wands can Sometimes you may run across these items has been readied from the Items Menu, a character will MAGICAL TREASURES only be used by mages, although a armer or shields that have been few can be used by other classes. created by skilled craftsmen and automatically gain all effects. The As you travel about and encounter then enchanted by mages to imbue exception to this rule is that certain the monsters and puzzles that stand Potions them with protective spells. The magical necklaces require the USE between you and finishing your vari­ power of the magic on these items command to work. ous quests, you will also find magi­ Potions are the most common sort of magical treasure. Potions may may vary a great deal. Enchanted cal items to help you on your way. armer has the great advantage of Here are some descriptions of items heal wounded characters, cause them to become hastened or invisi­ offering improved protection with These powerful enchanted weapons that you may find. Not all of these less encumbrance than the same were created for the War of the items may be found in your adven­ ble or cause any number of other effects. type of mundane armer. Lance, to combat the evil dragons. ture. You can find out if there is a They have large bonuses against any magic item in a treasure by doing a Solamnic Plate foe, but are deadly when attacking Detect Magic spell using the DETECT Scrolls dragons, where they do the wielder's These suits of plate mail were command. To find out specifically Scrolls can be either for clerics or hit points in damage to the beast. what an item is, you must take it to one of the mage orders. They offer originally crafted for some of the Knights of Solamnia. The armer is a shop and have it identified. new spells for mages to scribe into Enchanted Clothing their books, spells of a higher level of exceptionally high quality and is Wizards will sometimes cast Some magic items are in reality than the spell-casters can normally very ornate. Only Knights may use enchantments on commonplace cursed and can do great harm. cast and extra spells for emergen­ Solamnic Plate. items of clothing such as gauntlets When a character readies a cursed cies. A mage may use SCRIBE to item, a Remove Curse spell must be or cloaks. A wide variety of these cast before the item can be items are known to exist. 14

SPELL DESCRIPTIONS Silence 15' Radius must be cast on Prayer improves the THAC0 and Dispel Evil improves the target's a character or a monster. That char­ saving throws of friendly characters AC by seven versus summoned evil First Level Clerical Spells acter or monster and all adjacent to by one and reduces the THAC0 and creatures for the duration of the Riess improves the THAC0 of him, cannot cast spells for the dura­ saving throw of monsters by one. spell or until the target hits a sum­ friendly characters by I . The bless tion of the spell. This is a good spell to cast before moned creature. The creature must spell does not affect characters who going into combat. make a saving throw when it is hit Slow Poison revives a poisoned are adjacent to monsters when the or be dispelled. person for the duration of the spell. Remove Curse removes the effects spell is cast. This is a good spell to of a Bestow Curse spell and allows cast before going into combat. Raise Dead can bring back to life Snake Charm paralyzes as many the target to unready cursed magic one non-elf character. The chances Cure tight Wounds heals l-8 HP (up HP of snakes as the cleric has HP. ·items. for success are based on the target's constitution. The raised character to the target's normal maximum HP). Spiritual Hammer creates a tempo­ Fourth Level Clerical Spells returns to life with one hit point. Detect Magic indicates which rary magic hammer. It can strike at Cure Serious Wounds heals 3-17 equipment or treasure is magical. range and does normal hammer HP (up to the target's normal Sixth Level Clerical Spells View a character's items or Take damage plus one point for every maximum HP). Heal cures all diseases, blindness, treasure items. Equipment or trea­ three levels the caster has attained. feeblemindedness and restores all sure preceded by an '*' or a '+' is The hammer appears in the clerics equipment list and must be readied Neutralize Poison counteracts except one to four of a character's magical. as any other weapon. The hammer all toxins and revives a poisoned full hitpoints. person. Protection from Evil improves the will reconjure itself on the cleric's AC and saving throws of the target person if it is thrown. Protection from Evil I O' Radius Seventh Level Clerical Spells by 2 against evil attackers. must be cast on a character or a Restoration returns experience lev­ Third Level Clerical Spells monster. It improves the AC and els to characters who have suffered Resist Cold halves the damage and Cure Blindness removes the effect saving throws of the target and all the draining attacks of undead mon­ improves saving throws vs. cold of the Cause Blindness or Power adjacent friendly characters by two sters such as wights. attacks by 3. Word, Blind spells. against evil attackers. Resurrection is similar to the Raise Second Level Clerical Spells Cure Disease removes the effects Sticks to Snakes causes snakes to Dead spell, except that the resur­ Find Traps indicates the presence of disease caused by some mon­ harass the target. The target is rected character has full hit points of traps in the character's path. sters or by a Cause Disease spell. unable to attack or cast spells for returned. the duration of the spell. Large crea­ Hold Person may paralyze targets Dispel Magic removes the effects tures may ignore the created snakes. First Level Druid Spells of character type (human, etc.), gob­ of spells that do not have specific Detect Magic indicates which counter spells. This is a recupera­ lin or hobgoblin. You may aim a Fifth Level Clerical Spells equipment or treasure is magical. tion spell for any of the party that hold person spell at up to 3 targets. View a character's items or Take has been held, slowed or made Cure Critical Wounds heals 6-27 treasure items. Equipment or trea­ Resist Fire halves the damage and nauseous. HP (up to the target's normal maxi­ sure preceded by an'*' or a'+' is improves saving throws vs. fire mum HP). magical. attacks by 3. Entangle will cause plants in the area of effect to grow and entwine around the feet of any creature in the area. Be careful not to catch etc.), goblins or hobgoblins. Usable Friends raises the caster's charisma fied. A mage may scribe the spells allies in the spell area. Entangle only by both Red and White Robes. 2-8 points. It is often cast just from a scroll (if appropriate for his works outdoors. before an encounter. Usable by both class and level) after it has been - m Red and White Robes. read. Usable by both Red and White Faerie Fire will ring a targeted crea­ • Robes. ture in magical light. This spell will Magic Missile does 2-5 HP per ''.. .long after outline otherwise invisible creatures my missile with no saving throw. A Shield negates the magic missile and give a +2 THAC0 bonus to any­ encounter with mage throws one missile at first­ spell. improves the mage's saving one attacking an affected creature. the dread wolf, 1 second level, two missiles at third - throw and may increase his AC. had nightmares of fourth level, three missiles at fifth­ Usable by both Red and White its evil face Invisibility to Animals will make sixth level and four missiles at sev- Robes. the target invisible to non-magical, snarling at me from out of the low or non-intelligent animals. This Shocking Grasp does electrical spell does not offer protection darkness ... '' ••-m • damage of 1-8 HP, +I HP per level of against intelligent opponents or caster. Usable by both Red and -m a '' ... when 1 saw magical creatures. • the spectre White Robes. Detect Magic indicates which floating toward me from out of the Sleep puts 1-9 targets to sleep with Second Level Druid Spells equipment or treasure is magical. shadows, its hateful no saving throw. Up to 9 one hit-die Barkskin causes the target's skin to View a character's items or Take presence charging targets are affected. One 4 hit-die become tougher and harder to dam­ treasure items. Equipment or trea­ the air with tense target is affected. Targets of five or age. The effect of this spell is a -I sure preceded by an'*' or a '+' are fear, my first reac­ more hit-dice are unaffected. Usable tion was just to run bonus to AC. This is a good spell to magical. Usable by both Red and by both Red and White Robes. cast before combat. White Robes. like mad.. . '' Second Level Mage Spells Charm Person or Mammal Enlarge makes the target larger and -m CS changes the target's allegiance in a stronger. The higher the caster's • Detect Invisibility allows the target combat. It affects character types level, the larger and stronger the tar­ to spot invisible targets. Usable by (human, etc.) and other mammals. get gets. If the caster is sixth-level or enth - eighth level. This spell will both Red and White Robes. greater, the target becomes as strong damage any target within its range Cure Light Wounds heals 1-8 hit­ as an Ogre. If the caster is lOth-level unless the target is magic resistant Invisibility makes the target points (up to the target's normal or greater, the target becomes as or has certain magical protection. invisible. The THAC0 of melee maximum hitpoints). strong as a Fire Giant. A target can casts instantaneously. Usable by attacks against invisible targets is only be under the effect of one both Red and White Robes. reduced by four. It is impossible to First Level Mage Spells enlarge spell at a time. Unwilling tar­ aim ranged attacks at invisible tar­ Burning Hands causes one HP of gets get a saving throw against this Protection from Evil improves the gets. Invisibility is dispelled when the fire damage per level of the caster. effect. The spell will stay in effect for AC and saving throws of the target target attacks or casts a spell. Usable There is no saving throw. Usable by more than one combat and should by two against evil attackers. Usable by both Red and White Robes. both Red and White Robes. by both Red and White Robes. be cast before combat. Usable by Knock is used to open locks. It can both Red and White Robes. Charm Person changes the target's Read Magic allows a mage to ready be cast from the door-opening allegiance in a combat. It only a scroll and read it. For scrolls, this menu if the active character has a affects character types (human, works as if they have been identi- memorized knock spell. Usable by Red Robes only. 18

Mirror Image creates 1-4 illusionary fireball does I d6 HP per level of anything but move. Some monsters useful against any high-damage duplicates of the mage. A duplicate the caster to all targets within its can see invisible creatures. Usable creature. Only affects the side disappears when it is attacked. area. If the target makes its saving by Red Robes only. opposing the spell caster. Usable by Usable by Red Robes Only. throw, the damage is halved. A fire­ Red Robes only. Lightning Bolt does ld6 HP per ball has a five square diameter out­ level of the caster to targets along its Ray of Enfeeblement reduces the doors and a seven square diameter Fourth Level Mage Spells path. If the target makes its saving target's damage by 25% + 2% per indoors. Fireball is a slow-casting throw, the damage is halved. A light­ Bestow curse reduces the targets level of the caster. Usable by White spell and the spell's power demands ning bolt is four or eight squares long THAC0 and saving throws by four. Robes only. that you target carefully. Otherwise, in a line away from the caster. For Usable by White Robes only. you may inadvertently destroy party Stinking Cloud paralyzes those in best results, move the spell caster to characters. If you target a fireball in Charm Monster changes the tar­ its area for 2-5 rounds. If the target send the bolt down a row of oppo­ the center of the screen indoors, the get's allegiance in combat. It will saves, it is not paralyzed, but is nents. It will attack all opponents only safe areas are the three work on any living creature. The nauseous and has its AC reduced along the line within its range. Target squares in each corner. Be .sure ~o spell affects 2-8 first level targets, for two rounds. This spell has a very the first creature in the row (closest center to determine who will be m 1-4 second level targets, 1-2 third short range and care should be to caster). Lightning bolts will reflect the area of effect. Usable by both level targets or one target of fourth­ taken to avoid including party off walls back toward the spell caster. Red and White Robes. level or above. Usable by White members in the cloud. This permits targets adjacent or Robes only. Haste doubles the target's move­ close to a wall to be hit twice by the Strength raises the strength of the ment and number of melee attacks same bolt. Be careful the caster isn't Confusion affects 2-16 targets. recipient one to eight points. The per round. Haste has a short dura­ hit by the reflected bolt. Usable by Each target must make a saving effects of the spell are less if the tion and you should wait until a fight both Red and White Robes. throw each round or stand target has 18 strength.Usable by is imminent to cast it. Warning: each confused, become enraged, flee in Red Robes Only. Protection from Evil, 10' Radius time a haste spell is cast on a char­ terror or go berserk. Confusion is protects the target and all charac­ acter, that character ages one year. most effective when used against a ters adjacent to the target. Th~ Third Level Mage Spells Usable by Red Robes only. large number of enemies. Usable by Blink protects the mage. The mage spell improves the AC and saving White Robes only. 'blinks out' after he acts each Hold Person may paralyze targets throws of those it protects by two round. The mage may be physically of character type (human, etc.), gob­ against evil attackers. Usable by Dimension Door allows the mage attacked before he acts each round, lin or hobgoblin. You may aim a White Robes only. to teleport himself to another point hold person spell at up to four tar­ on the battlefield within his line of but he may not be physically Protection from Normal Missiles gets (Exit to target less). Usable by sight and the range of the spell. attacked after he acts. Usable by makes the target immune to non­ Red Robes only. White Robes Only. Mages can use it for quick escapes. magical missiles. Usable by White fighter/mages use the "Door" to Dispel Magic removes the effects Invisibility, l O' Radius makes all Robes only. reach the opposition's rear area. targets adjacent to the caster invisi­ usable by Red Robes only. of spells that do not have specific Slow affects one target per level of ble. The THAC0 of melee attacks counter spells. This is a recupera­ caster. The spell halves the target's against invisible targets is reduced Fear causes all within its area to tion spell for any of the party that movement and number of melee by four. It is impossible to aim flee. Usable by Red Robes only. has been held, slowed or made nau­ attacks per round. Slow can be used ranged attacks at invisible targets. seous. Usable by White Robes only. to negate a haste spell. This spell is Use this spell to set up a battle line fire Shield protects the mage so that while the bad guys seek you out. any creature who hits the mage in Characters lose invisibility if they do melee does normal damage, but 20 21 takes twice that damage in return. Cone of Cold fires a withering cone Iron Skin causes the mage's skin Mass Invisibility is identical to the The shield may be attuned to heat shaped blast of cold. The spel~'s to become extremely tough and Invisibility spell, except that it attacks or cold attacks. The mage range and damage increases with damage resistant. The mage's AC affects several targets at once. This takes half damage (no damage if he the caster's level. Usable by by both is reduced by four. Usable by Red can be a valuable spell to cast makes his saving throw) and has his White and Red Robes Robes Only. before a known encounter. Usable saving throw against the opposite by Red Robes only. form of attack improved by two. He Sixth Level Mage Spells takes double damage from the form Power Word, Stun causes one ... the Death Spell kills opponents instantly of attack the shield is attuned to. creature to be stunned-reeling and chest, and irrevocably. The spell will kill a unable to think or act effectively. Usable by both Red and White Robes. when opened, greater number of weak opponents overflowed with The weaker the target, the longer it Fumble causes the target to be '' than strong. Powerful opponents will be stunned. This is a very treasure, some of may be immune. Usable by both unable to move or attack. If the tar­ it having magical powerful spell and it automatically Red and White Robes. get makes his saving throw, he is properties; but affects any creatures who do not one item caused affected by a slow spell. Usable by Disintegrate destroys one target. have magical immunities. Usable by the mage among White Robes only. Some creatures with an innate both White and Red Robes. magic resistance may avoid the Ice Storm does 3-30 HP to all tar­ shudderusto ... '' effects of the spell, while most Eighth Level Mage Spells gets within its area. There is no sav­ a ing throw. This spell will inflict dam­ ••-as • must make a saving throw to sur­ Mass Charm is similar to the fourth­ vive. Usable by Red Robes only. level spell, except it affects a much age on opponents protected by Minor Feeblemind causes targets who fail Globes of Invulnerability. Usable by larger number of targets. Usable by their saving throw to drop dramati­ flesh to Stone causes the target White Robes only. both Red and White Robes. cally in intelligence and wisdom to make a saving throw or be turned and become unable to cast spells. Minor Globe of Invulnerability into stone. Usable by Red Robes Mind Blank is a powerful protective A Heal spell must be cast on the protects the caster from incoming only. spell. The recipient of this spell is victim to recover from the effect. first, second or third-level spells. totally protected from spells that Usable by White Robes only. Globe of Invulnerability protects attack a character's mind or will, The Globe is very effective when against first to fourth level spells. used in combination with Fire such as Charm or Feeblemind. Fire Touch creates a blazing aura Usable by White Robes only. Usable by White Robes only. Shield. Usable by White Robes only. around the recipient. This aura adds 2-12 points of extra fire damage to Stone to flesh counters the effects Remove Curse removes the effects Otto's Irresistible Dance is an all of the recipient's attacks. Usable of a Flesh to Stone spell. Characters of a Bestow Curse spell and allows enchantment that causes the target by Red Robes Only. may not survive the shock of being to be irresistibly compelled to the target to unready cursed magic restored to flesh. System shock sur­ items. Usable by White Robes only. dance a wild and frenzied jig. The Hold Monster is similar to Hold vival is based on a character's con­ target's AC is reduced by four and it Person, except it affects a wider stitution. Usable by Red Robes only. fails all saving throws versus other Fifth Level Mage Spells variety of creatures. Usable by White magical attacks. Usable by White Cloudkill is similar to the Stinking Robes only. Seventh Level Mage Spells Robes only. Cloud spell, except that its area of Delayed Blast Fireball is a more effect is larger and it will kill weaker powerful version of the third level Power Word. Blind will strike some monsters. Stronger monsters may spell and will penetrate a Minor targets instantly blind. Usable by be immune to the spell. Usable by Globe of Invulnerability. Usable by both White and Red Robes. both White and Red Robes. by both White and Red Robes. 23

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 mel" 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! Ciive 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 JOURNAL ENTRY 2 joined! surface. Names were mentioned. All turns black as you plummet into dark catacombs. You grope in the THE CLERIC'S TABLE JOURNAL ENTRY 4 Lord Soth. Sir Karl. Sebas Astmoor. There was talk of a Dragonlance darkness, tearing through walls of The cleric waves you toward a SPRITE MEETINCi gossamer spiderwebs, until you see table of food. 'Take your pick, " he and something called a Rod of 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 REOVEST 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 young Solamnic Knight, who hands could mean death or victory. The there have been creatures haunting Cio to Journal Entry 20. 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. 24 25

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 Ciovamont 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 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. Naive me "(jive 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 orders, Hand f'I/ 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 quick. H.. . DAINE'S (iREETINCi their gods. We must escape and "Welcome to our city. I am Daine, THE DREAM EXPLAINED 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 is in Vingaard. Take him the stone; stopped ." "The man will introduce you all escape. Whatever you do, don't he will be able to show my dream somehow to the young Knight, get in any fights before you reach to you. It is most important." who holds the key to everything." the torches! We don 't want them on guard. " 26 27

JOURNAL ENmY 16 JOURNAL ENmY 18 "If you encounter him, use utmost JOURNAL ENmY 21 PHILOSOPHER'S ORATORY S/\CiE CiNOME caution . He is clever and wily. If WEAPON (iVILD LEADER you can take him alive, bring him The Cinome shakes your hand then "Welcome to our town! " one of the "I'm 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 subjective! How can we really exist "As you may or may not know, our JOURNAL ENmY 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 constantly aware of the existence of activity in this village. Well recently, MOVNTAIN DWARF CONTINVED seen so much of it. I figured it must each and every one of us! 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 ENmY 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 listened to me. I can 't expect a warm You hear a scream from the other asked the Engineering Quild to make truly the heroes you appear to be." reception from any of them, you side of the graveyard and rush to something to make his machine fail. know, because of the bad blood assist. You find Maya surrounded Vnfortunately, shortly afterwards, JOURNAL ENmY 22 between our kinds. But here, this and restrained by hordes of undead. thevillagestartedbeingrockedwithex­ SERVANTS OF SOTH village, these hill dwarves, there's an A Death Knight stands behind her, plosionsloudnoisesbrightlights ... " "We were once citizens of Cerberus," intense hatred I don't understand. weaving a complex spell to prevent He stops, realizing he was speaking a barmaid begins. "Soth brought us her from transforming into her drag­ too fast. He calms down and contin­ "I'll give up on this village. But here to serve his minions. We don 't on form. ues, "Since then, we've been at war before leaving, I must find my know if our families even know and Ouax 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 the spectacle, making the chance of I was knocked from by the hill Another barmaid interrupts. "One traps around to keep anyone from dwarves. He's carried me many a a successful rescue remote. They coming in." of Soth's head minions keeps us here drag Maya forward and tie her stretch of wilderness and seen me under a geas. He calls himself hands around a wooden stake. As JOURNAL ENmY 19 through countless tight spots. 'Commander. "' She sneers in disgust. she screams and struggles, they Without his speed beneath me, my ARIELA'S WARNINCi 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. " 28 29

"Anyway," the first finishes, "the He hesitates, then looks bashful. looking Cinomes, as he works on a but what cost can you place on d Commander's quarters are closely "I hoped to have the chance to learning device th

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

JOURNAL ENTRY 37 JOURNAL ENTRY 39 disgust, "One of them had just less with a book titled 'Brain Traumas SEBA's MAP SPIRIT OF VOICE WOODS invented something that actually in the Severely Pummeled', to give 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 t "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. 1could hide and thing, it may seem. l11e 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 Cjnome 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 l

"My spirit resides here until the Dark shapes peer through the JOURNAL ENTRY 44 THE RVFFIAN's MAr altar can be destroyed. I believe windows before boards are quickly that the necklace lies with my body. nailed into place blocking their KALAMAN BUSINESS DISTRICT I sense it to the north and down­ view. "It was the fortune teller," says ward. Cjo forward so that my soul a teenaged girl. "I saw him 0 0 0 0 0 0 may finally rest." giving orders to the creatures as I was running from the market." 0 0 JOURNAL ENTRY 46 Her father interrupts. 'The important MAJOR TEMS SrEAJ

It becomes difficult to breathe and JOURNAL ENTRY 52 JOURNAL ENTRY 54 darkness. The wailing sound is you consider turning back if the PHILOSOPHER'S ORATORY 5EBAS'S lAsT WORDS strengthening. Now it is unbearable, tunnel doesn 't end soon. The little Cinome bobs his head in "My friends ... do you have the Rod soon it may be deadly. The surface beneath you crumbles excitement, "I am Ouizmarxomatix of Omniscience?" You show it to and you plummet into the darkness, ... Did you know that if each him and he lowers his head in splashing into an ice-cold subter­ Cinome is given to according to his relief. ''Then my suffering hasn 't .. . #Never ranean lake. Your equipment sinks ability and taken from according to been in vain. Listen closely, I must fear.N Soth promises. "Food quickly to the bottom, lost forever. his need or wait, is that if each tell you ... " He breaks off as pain and water will be In the darkness, you can 't discern Cinome is taken from according to washes over him. His mutilated fin­ lowered to you the nature of the slimy creatures that his ability or wait, was that, if each gers clench and unclench as he col­ daily. .. just Cinome ... " lects himself. enough to keep are entwining your legs under the you alive! Death surface of the water. won 't come JOURNAL ENTRY 53 "Long ago, when I worked for Soth, easily ... he sent me to recover the Rod of JOURNAL ENTRY 51 THE WRONCi ANSWER Omniscience. After searching faith­ THE (iRAVEDICiCiER'S CONFESSION The Fairy king folds his arms. "Your fully for many years, I finally found "I found the ruby on my bed," he words betray you. You have lied it. When I touched the Rod and felt cries. "I didn 't steal it! I swear to you, about your intentions and your good its power, I knew I must protect it JOURNAL ENTRY 56 I am no thief, " he says, flashing nature. I must now pass judgement from Soth at all costs. I hoped to find THE BOAR'S REVENCiE anger. "I thought it was a gift from on you. " Fairies cluster around you, a strong and honest group of adven­ a mourner - for my services. I hundreds of their tiny hands holding A persistent rustling from the bushes turers who could be trusted with the beside your campsite catches your thought nothing of it at first. .. "He you in place. "You are too treacher­ Rod ... a group like yourselves." lapses into silence for a moment. ous to go free," the king proclaims, attention, but poking through the "Something happened to me. A few "and you are too dangerous to His voice grows fainter. "I would brush reveals nothing. Just as you days after I found the ruby, my mind remain in our Wood." He waves have escaped if Kitiara hadn't are about to settle down to rest, an must have left me. I am afraid I was his hand, surrounding you with a caught me. That woman is power undead boar mounted by an insane led to serve some great evil ... to do magic field. "You will therefore hungry and wants the Rod for her dwarf charges though the campsite, terrible things." He looks up at you become a part of our Wood ... " own purposes. She is cunning and scattering your belongings. fearfully now, "I killed the cleric. He will do anything to get what she Roots sprout from your feet, embed­ "You let them murder my boar!" the was such a kind man ... I stole the wants ... beware of her ... " ding you deeply in the earth. Leaves dwarf rages. "If that wasn't enough, runes he had placed around the sprout from your hair and fingertips. you tried to have him cooked for graveyard to ward off evil and buried JOURNAL ENTRY 55 The fairies exclaim with pleasure your revolting dinner! Animals! them outside. The next morning THE BLACK PIT and perch on your branches ... Cannibals!" He strokes the boar's new runes had replaced them and The pit is filled with the bones of already-decomposing hide. "I'll cook the place stunk of Evil. What have I countless sacrifices. Bits of corroded YOV over your own campfire!" he done! I!" He buries his head in his armor and tattered cloth cover many vows and attacks! hands and sobs. of the corpses. Something seems to flicker and move in the distant 38 39

JOURNAL ENTRY 57 JOURNAL ENTRY 59 The snake hisses venomously. "Do "I desire only the best warriors," he LENORE INTRODVCTION BARTENDER not lisssten to her, " it urges. "Ssshe mocks, "and the most intelligent. "My name is Lenore." The woman's "Strangers have been coming to this isss one of usss, in human form. You identified Ariela and killed her. dress hangs in tatters as she ne1Vously town for years, " the bartender says, Our king demandsss her return, to That makes you quite eligible." picks at the threads. 'Tm looking for pouring a glass for an impatient face judgement for her crimesss." Durfey charges and slashes at Soth with his sword, but it causes no visi­ food or money for my family." Her customer. "Mostly they come to see JOURNAL ENTRY 61 jaw stiffens. "I have a right to steal the magic, but some had heard ble damage. "You think you can hurt from this place! Soth's minions killed about the treasure some dragon or FACINCi THE SNAKE KINCi mel" Soth mocks. "Perhaps you are my husband and our children need to dragons hid in this town long ago. You watch from the shadows as not quite as intelligent as I thought." Durfey and Lenore are brought to eat." Her anger fades and the hunted Since we no longer practice magic JOURNAL ENTRY 63 expression returns. "I don't dare enter in Cekos, I suppose you're here to stand in front of the king of the any further than the first floor. find the treasure. A princess came snakes. The king's body is as thick IN THE 0VBLIITTE If you're wise you won't, either! " here looking for the same thing a as a tree trunk and his coils extend Soth watches personally as you are few weeks ago, but I'm sure the far into the shadows behind. disarmed and chained. "You chose You tell Lenore of your mission. town guard has chased her out of Snakelets slither and play around his the wrong door," he gloats. "Once I "May I follow your team, just for a body, while adult snakes rise on might have turned you into undead, few hours!" she asks hesitantly. "I'll town already. No one has found the treasure or if they have, they haven't either side of him expectantly. to join my army, however, since you be safe behind you and I can search Durfey is not cowed. "I will not let have been so much trouble, I will the bodies of those you slay for lived to enjoy it. You' re always free to tell me how close you came to you hurt Lenore! " he insists, putting derive even greater pleasure know­ money or rations. In exchange I'll his arm around her protectively. ing that you live ... in torment!" help you as much as I can with my finding it, I've heard every story knowledge of the Keep." there is." "Her name isss Erline," the snake You are shoved, one by one, through JOURNAL ENTRY 60 king says calmly. 'Tell him the truth, a door in the floor and fall into a JOURNAL ENTRY 58 Erline. Your charade isss over." dungeon below. "Never fear," Soth THE SNAKE 'S DEMANDS THE MYSTERIOVS LITTER Lenore only sobs and clutches promises. "Food and water will be The letter reads: Snakes rise from each of the three Durfey's arm tighter. The king looks lowered to you daily ... just enough baskets, surrounding you. One of disgusted. to keep you alive! Death won't come "Brave adventurers, them has a human face and it dips easily .. . "The door slams shut, You have a locked box. We have close to speak. "It would be easssy to JOURNAL ENTRY 62 submerging you in total darkness. the man with the key. Since we both kill you all, " it says. "Our poissson SOTH REVEALED seek to stop the Lord Soth from hasss no known cure. But we only The commander of the garrison JOURNAL ENTRY 64 coming to power, why not bring the want the girl. Leave her with usss approaches and pokes Ariela's body A MYSTERIOVS VISITOR Sleepstone and the Dream Merchant and we'll let you leave in peaccce." with his foot. "You truly are mighty As you leave Cerberus, a blonde together under rules of truce? warriors," he says. "Mighty enough man approaches from the woods. Tonight, meet us at the 16th hour in Lenore screams and hides behind to join my armies." His visage shim­ He is wearing a strange blue uni­ the center of the bazaar. No tricks or Durfey. "Don't leave me here!" she mers and the face of Lord Soth is form, completely unfamiliar to you. we shall kill the Dream Merchant. cries. "Please, protect me!" revealed. He laughs at your surprise. The Kidnappers" 40 41

The weapon on his belt is equally JOURNAL ENTRY 66 TABLES BONUS ATTAClf \l f l~ITY TABLE CONSTITUTION to leave when the hawker starts his Min Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16 proven strong enough to resist Lord ABILln ADIUSTMENTS TABLE ABILITY tirade again. "WHO 'LL BID ON MY (Females) 3-17 3-18 3-18 3- 17 12-19 3-16 Soth and who can be trusted to Half-Elves 3-18(90) 4-18 3-18 6- 18 6-1 8 3-18 FIRST ITEM! " he demands. "/\ wield power correctly. (Females) 3-17 4-18 3-18 6-18 6-18 3-18 CiENVINE /\RTIF/\CT FROM D/\R­ Kencfer (Both) 6-16 6-18 3- 16 8-19 10-18 6-18 -2 40% -2 +3 ' Maximum percentage for 18 strenglh for fighter type classes only Ci/\/\RD KEEP ITSELF, OBTAINED /\T "Curse that thing! I gave it up, I -1 45% (lighter, knight. ranger. paladin) -1 +2 surrendered my dark powers and -1 50% INCREDIBLE RISK FOR SALE I IERE. +1 DO I HEAR /\N OFFER! " now I hide alone in the dark, -1 55% MAXIMUM LEVEL Llr-11TS B) l\An 0 60% CLASS AND PRIME RWUISIH waiting to die. All because it gave 65% Su. Qlw.. flAl1 Hou Mnl. He holds up a glass skull . Once 70% me back a conscience." 10 Cws Alam lluM.u El.vu El.vu El.vu DwAIMS DwAIMS KEIDJI jewels were mounted in the eyes, 10 75% 11 Cleric Arr( 14 14 14 14 10 10 11 80% but they were pried loose long ago. 12 Fighter Sir 16- 14 10 14 9 14 14 12 85% 13 Sir 17 14 10 14 9 14 14 Even so, the skull carries an aura of 13 90% 14 Sir 18+ 14 10 14 14 14 menace and enchantment that you 14 92% 15 -1 Ranger Slr 16- 14 14 14 11 8 No 15 +1 94% can feel, even at this distance. "WHO 16 +1 -2 Sir 17 14 14 14 11 No 16 +2 96% 17 +2 -3 Sir 18+ 14 14 14 11 No WILL START THE BIDDINCi! " the auc­ 17 +2(+3) ' 98% 18 +3 -4 Knight Any 14 No No 10 No No No 18 +2(+4)' 100% tioneer looks directly at you. Paladin Any 14 12 No No No 8 No • Bonus applies only to lighters, all Mage lnt 16- 14 14 14 10 No No No olher classes may be given a maxi­ mum hit point bonus adjustment for lnt 17 14 14 14 10 No No No const1tulion of +2 lnt 18+ 14 14 14 10 No No No Thiel Any 18 No 18 18 10 18 43<------'

cu rirc OJ NI vrnAu n lVANCf Ml NT TABU 5 14 1,800,000+ 10d10+10 special • Usable only by clerics of 17 or grealer wisdom The following charts show !he number of expeiience poinlS a character must Hoopak (Missile) 2-5 2-7 ·· Usable only by clerics of t8 or greater wisdom earn in order lo gain a level in his character class. The charts also lisl !he num­ l special bel of spells Iha! a character can have memorized al one lime. Fighlers and llrr c.-SPeu 1'911..ml Javelin 1-6 1-6 Thieves can never memorize spells. nui1c WISl>Of\ 1 llONVS I.ml w.- Ila 123458 Llghl Crossbow# 1-4 1-4 CU.'1 8-SPeu Remember- All expeiience earned by mulliple-class characters is divided evenly 2 3 4 12,000-23,999 4d10 Mace 2-7 1-6 I.cl among all classes, even atter character has reached maximum level in a class. 24,Q00-44,999 5d10 9-1 2 Morning Star 2-8 2-7 f 45,000-94,999 6d10 --13 +1 - Pick, Mililary 2-5 1-4 95,000-174,999 7d10 Cll lilC Of liOOI> 14 +2 - 1 - Pick, Awt 1-6 1-12 175.000-349.999 8d10 2 - CuaAl SPeu 1'911..ml 15 +2 +1 Ouarterstatt 1-6 1-6 f,cl.mu Ila 123456 16 +2 +2 350,Q00-699.999 9d10 2 Scimilar Hl 1-8 f.lh 2,000-3.999 2d8 17 +2 +2 +1 700,000-1 ,049,999 10d10 Sling 1-4 1-4 f.lh 4,000-7.499 3d8 18 +2 +2 +1 +1 10 1,050,000-1 ,399,999 10d10+2 Sling, Statt 2-8 3-9 f,cl 7,500-15,249 4d8 1 - - - - Nole !hat lhese bonus spells are only available when !he cleric is enlilled lo 11 1,400,000-1.749,999 10d10+4 1 Spear 1-6 1-8 f spells of !he applicable level. For example, an 61h·level cleric of Good wilh a 15.250-24,999 5d8 2 ---- 12 1.750.000-2,099,999 10d10+6 1 1 Swurd, Bastard 2-8 2-16 f Wisdom ot 18 can memorize the following spells: 25,000-39,999 6d8 3 1 - - - 13 2,100,000-2.449,999 10d10+8 1 1 1 - .... Of SPeu 1'911..ml SWOld, Broad 2-8 2-7 f,lh 10d10+ 10 40,Q00-89,999 7d8 3 2 - -- 1 2 3 4 5 14 2.450.000+ 2 1 I 1 SWord, Long 1-8 1-12 f,lh 90,000-159,999 8d8 3 2 1 lilh-Level Cleric of Good Swurd, Short 1-6 1-8 f.lh l

WI llH llOIH MAlil iST-LEVH CUl~ICAL SPELLS 7111 -LEVI L CLI i~CIAL SPI LL5 SPEWPEJll..Evn Hrr SPEWPEll l..Evn WHEI lluuTIOI WHEI DUllATim DICE 2345678 Hrr DRINOIC M1111t-Usu l..Evn ElmllEllCE DICE 1 2 1 2 Bless Bolh 5dia 6r Restoral1on camp Permanent 2,500-4,999 1d4 1 - 0-2,250 2d8 Cure Lighl Wounds Bolh 1 Resuraction camp Permanenl 5,000-9,999 2d4 2 - 2,251 -4,500 3d8 Detect Magic Bolh 11 10,000-19,999 3d4 2 1 4d8 Protection from Evil Both 3rAvl f51 UVIL llRVllllCAL SPILLS 20,000-37,999 4d4 3 2 4,501-10,000 Resist Cold Bolh 38,000-54,999 5d4 10,001 -20,000 5d8 111M llOll I lllil I-LI VIL l~ANlil RS I DURA- 55,000-99 ,999 6d4 20,001 -40,000 6d8 ~Nll-UVIL CLERICAL SPILLS 100,000-199,999 7d4 40,001-90,000 7d8 Cure Lighl Wounds Both WHEI Duu- 200,000-399,999 8d4 90,001 -150,000 8d8 Delect Magic Bolh 12r Camp 400,000-599,999 9d4 150,001-225,000 9d8 1 - Find Traps 1 3t Enlangle Cmbl 1t 10 600,000-799,999 10d4 1 225,001 -325,000 10d8 1 - 1 - Hold Person Cmbl 1-3 4r+1Avl Faerie Fire Cmbl 4rAvl 11 800,000-999,999 11d4 3 2 1 - 10 325,001-650,000 11d8 2 - 1 - Resisl Fire Bolh 11/lvl lnvis1b1hly lo Ammals Bolh 1t+1rAvl 12 1,000,000-1 ,249,999 10d4+1 2 11 650,001-975,000 11d8+2 2 - 2 - Silence 15' Radius Cmbt 12 3dia 2rAvl 13 1,250,000-1,499,999 10d4+2 12 975,001-1,300,000 11d8+4 2 - Slow Poison Camp T 1 1 hourAvl ~Nil - LIVI L l>llVll>ICAL 51'1 LLS 14 1,500,000+ 10d4+3 13 1,300,001 -1,625,000 1ldBtt> 2 1 Snake Charm Cmbt All 5-8r llOR I lllil I LI VIL llANlil llSJ 14 1,625,001+ 11d8+8 2 Spirilual Hammer Cmbl 1 1rAvl SPEU._ WNEI Duun• rn ll ROBI MAlil Barkskm Bolh 4r+lrAvl HIT 5l'Ew PEii l..Evn TI llH 31W-LI VIL CU lllCAL SPELLS DICE 234567 Charm Person/Mammal Cmbl 12 Riii AREA Duunm 1 - -- -- 2,500-4,999 1d4 l..Evn EIPElllEllCE 5,000-9,999 2d4 2 - Cure Blindness Both IST LI VIL MAlil Sl'I LLS 0-1 ,250 1d6 10,000-17,999 3d4 Cure Disease Camp 1,251-2,500 2d6 Both 18.000-35,999 4d4 Dispel Magic 3x3s Burning Hands Cmbl 3 s Bolh '3 2,501 -5,000 3d6 36,000-49,999 5d4 Prayer Both All 1rAvl Charm Person Cmbl 12 Bolh 5,001-10,000 4d6 50,000-89,999 6d4 Remove Curse Both Detect Magic Bolh 6 2rAvl Bolh 10,001-20,000 5d6 90,000-179,999 7d4 Enlarge Boih 5fivl 1 1lllvl Boih 20,001-42 ,500 6d6 rn 1-UVIL CUlllCAL SPHLS 180,000-349,999 8d4 Friends Cmbl 0 All 1r/lvl Bolh 9 350,000-499,999 9d4 42,501 -70,000 7d6 WHEI Magic Missile Cmbl S+lvl Both 10 500,000-699,999 10d4 70,001 -110,000 8d6 Cure Serious Wounds Both Prolechon from Evil Both T 2rfivl Bolh 11 700,000-899,999 10d4+1 110,001 -160,000 9d6 Neutralize Poison Bolh Read Magic Camp O 2rfivl Both 12 900,000-1 ,099,999 10d4+2 1 - 10 160,001-220 ,000 10d6 Poison Cmbl Shield Cmbl 0 5rAvl Both 13 1,100,000-1 ,299,999 10d4+3 5 5 11 220.001-440,000 10d6+2 Prolection from Evil 10' Radius Bolh 2 dia 111M Shocking Grasp Cmbl 1 Both 14 1,300,000+ 10d4+4 5 5 12 440,001-£60,000 10d6+4 Sticks to Snakes Cmbl 1 2rfivl Sleep Cmbl 3+1vl 1-16 5r/lvl Bolh 13 660,001-880,000 10d6+6 PALADIN 880,001 -1,100,000 10d6+8 14 5TI 1-UVIL ClflllCAL SPELLS ~Nil - LI VIL MAlil SPILLS Hrr CWUCAl SPEW PEii l..Evn LEvn ElPEIUOCt Die< 1 2 3 4 15 1,100,001 -1,320,000 10d5+10 WHEI Riii AREA Duunm 16 1,320,001 -1,540,000 10d6+12 0-2,750 1d10 Cure Critical Wounds Bolh Detect lnvisibilily Both 1fivl 5rAvl Both 17 1,540,001 -1,760,000 10d5+14 2,751-5,500 2d10 Dispel Evil Cmbl 1rfivl lnvisibillly Both T Red 18 1,760,001+ 10d5+16 5,501-12,000 3d10 Flame Strike Cmbl Knock camp 6 1 sAvl Red 12,001-24,000 4d10 Raise Dead Camp Mirror Image Both 0 1 2rAvl Red 24 ,001-45,000 5d10 SPELL PAl~AMETrnS TABLE Ray of Enfeeblement Cmbt T 1+.25 sAvl 1rfivl White 45,001-95,000 6d10 Duration: When: oTI 1-LIVEL ClllllCAL SPELLS Stinking Cloud Cmbl 3 2x2 s 1rfivl Both 95,001 -175,000 7d10 r = combal rounds Cmbl =Combat only spell WHEI Duu- Strength camp T 1 6Vlvl Red 175,001-350,000 8d10 Camp = Camp only spell t= turns Heal Bolh Permanenl 350,001-700,000 9d10 1 - Bolh = Camp or Combal spell Avl = per level of easier 10 700,001-1 ,050,000 9d10+3 2 - Rng: largels = aim al each large!. 11 1.050,001-1,400,000 9d10tti T =Touch Range Robe (Mage spells only) 12 1,400,001-1,750,000 9d10+9 d1a =diameter While = Can only be cast by While 13 1.750,001-2,100,000 9d10+12 1 - rad = radius Robes 14 2,100 ,001+ 9d10+15 1 - All = All characters mcombal Red = Can only be cast by Red Robes I = Number of largels Bolh = Can be casl by bolh Is = Number of squares _qm.u VIL MAlif 5rf LL5.... _ 511 f Lf \If L MAlif 51'F LL5 IPlu ...... AllA .... hi...... AllA ....,. .... Blink Both 0 1rAvl Red Cloudklll Cmbt 1 3x3s lrnvt White Dispel Magic Both 12 3x3s White Cooeof Cold Cmbt 0 .5s/lvlcone- Both Fireball Cmbt 1Gtlvt 2/3 rad Bolh FeebllilOind Cmbt 1nvt 1 White Haste Bolh 6 4x4 s 3r.1/lvl Red Fire Touch Bolh T Special 1r/lvl Red Hold Person Cmbt 12 1-4 2rAvl White Hold Monslel Cmbt .5/tvl 1-4 lrnvt White Invisibility 10' Radius Bolh T 2dia Red Iron Skin Both 0 Special 1rnvt Red Lightning Bolt Cmbt M 4,8 Bolh Protection lr. Evil 10' Rad Bolh T 2dia 2rnv1 White o 111 LI VI L i\ 1Alif 51'1 LLS.... _ Protection k. Nonnal Misl. Both T 1 1Vlvt White IPlu ...... AllA .... Slow Cmbt 9+M 4x4 s 3r+1nvt Red Death Spell Cmbt 1 .5s/lvl Instantaneous Both Disintegrale Cmbt .5/M Special Instantaneous Red rn I LfVIL i\1Alif 51'1 LL5.... _ Globe of Invulnerability Bolh 0 1rAvl White IPlu ...... AllA .... Slooe to Flesh Both 1nvl Permanent Red Bestow Cu~ Cmbt T 11/M White Flesh to Slooe Cmbt lnvl Pe!maneot Red Charm Monsllil Cmbt 6 White Conlusion Cmbt 12 2-16 2r+1Avl White 7111 -UVIL MAlif Sl'f LL5 Dimension Dool Cmbt O Red .. ... AllA ....,. .... Fear Cmbt 0 6x3 cone lrnvt Red Delayed Blast Are Ball Cmbt 1Gt1nvt 2 rad Special White Fire Shield (2 Types) Both 0 1 2r+lnvt Both Mass Invisibility Both 1nvt Special Special Red Fumble Cmbt 1/lvl lrnvt White Power Word, Stun Cmbt .snvt 1 Special Both Ice Slorm (Dmg only) Cmbt 1/lvl 4 dia Both Min Globe of lnvtnrl>lty. Both 0 1 1rnv1 White H111 Lf VI L i\ 1Alif SPILLS.... _ Remove Cu~ Bolh T White IPlu ...... AllA .... Mass Charm Cmbt .5nvt Special Special White Mind Blank Bolh 3 1 1 day White Otto's Irresistible Dance Cmbt 1t 2-5 r White Power Word, Blind Cmbt .5/lvl 3dia Special Bolh

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