Dkk-Hintbook

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Dkk-Hintbook ......, .. - .. ... Adva1ced •. DungeonsSlragons• -~· COMPUTER PRODUCT ,..r._, er--:•.. DFATll KrllCi111'S OP KRl'JYJY A DKAOONLANCE'" Fantasy Kole-Playing Epic, Vol. D CWBBOOK TABLE OF CONTENTS Introduction ..................................................................................................... 1 (jetting Help ............................................................................................... 1 The Stoiy and Events .................................................................................... 1 Maps .................................. ............................................................................. 3 A. The Overland ......................................................................................... 3 CREDITS B. Qargath Outpost ...................................................................................... 4 Written by C. Kalaman ................................................................................................. 6 Rhonda Gilbert, Ken Eklund, D. Vingaard Keep ........................................................................................ 7 Carolyn Bickford, (jary Shockley, Cyrus Harris, E. Throtl Keep ........................................................................................... ,.. 9 Alan Marenco, Dave Shelle~ Erik Rom, Ken Humphries F. Cekos ............ ,......................................................................................... 11 Art, Qraphic Design and Desktop Publishing Q. Turef ...................................................................................................... 13 LOUIS SAEKOW DESl(iN: Peter (jascoyne & Kirk Nichols H. Qnome Village (Quazle) ...................................................................... 15 Printing I. Kuo-Toa Slave Ship ................................................................................. 17 American Lithographers, Inc. J. High Clerist's Tower .............................................................................. :19 K. Tunnels Beneath Tower ·............ ,. ........................................................... 21 L. Dragon Pit ............................................................................................. 23 M. CeJberus .............................................................................................. 25 N. Qraveyard ..........................•.................................................................. 27 0. Dulcimer ............................ .. .... ...... ... .. ..... .. .... ............ ... ........................ 29 P. Voice Wood ....................................................... ... ................................. 31 Q. Dargaard Keep - First Floor .......................................................... ...... 33 R. Dargaard Keep - Second Floor .................................................... ,. ....... 35 Strategic Simulations, Inc. reserves the right to make improvements in the product described in this clue book at any· S. Dargaard Keep - Third Floor ................................................................ 37 time and without notice. T. Shipwreck ............................................................................................... 38 Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this clue book, its quality, mer· chantability or fitness for any particular purpose. This clue book is provided "as is." V. Cursed Village ...................................................................................... 39 ADVANCED DUNGEONS & DRAGONS, AD&D, and DRAGONLANCE are trademarks owned by and used under license V. Fun House ............................................................................................ 39 from TSR, Inc., Lake Geneva, WI USA. Copyright 1991 Strategic Simulations, Inc. Copyright 1991 TSR, Inc. All Rights Reserved. W. Father of Trees .. ..... ............................... ,.. .... ,........................................ 40 This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations, X. Challenge .............................................................................................. 41 Inc. No one i~ permitted to sell copies of ~is clue book to any person or institution except as provided for by wr~ten agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce Monsters: How to Deal with Them .................... ~ ......................................... 42 to machine readable form this clue book without the prior written consent of TSR, Inc. Journal Entries ............................................................................................... 43 Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright viola· lion and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s). Magic Items: wt-Jere to Find Them ............................................................... 44 INTRODUCTION Throughout the game, the party will run released an imprisoned red dragon. The char­ A key found on Ariela opens a secret tunnel across people who have taken these cursed acters pursue the marauders into tunnels into Dargaard Keep, Lord Soth's castle. There DEATH KNIQHTS OF KRYNN is Strategic items. They will act thoroughly evil, despite below the tower. They learn that the evil the characters meet Lenore, a thief raiding the Simulations, lnc.'s sequel to CHAMPIONS their previous natures. If the characters can forces are directed by Sir Qarren, a good keep. She guides them past some traps, but OF l<RYNN and is the second ADVANCED wrestle the item away, then the victim will knight enchanted by a cursed sword Sir Karl soon must return home. Sir Durfey offers to DVNQEONS &DRAQONSl!!I computer role­ return to normal. left at Qargath. As they chase down the escort her and the two depart. playing game set in the DRAQONlANCC uni­ Everyone retreats to Qargath Outpost as retreating undead, they defeat the red dragon, Returning to Cerberus, they find more verse. It takes the award-winning system first more evil forces advance. The outpost is rescue Sir Qarren and recover many of the undead laying siege to the town. The local for­ used in Pool OF RADIANCE and applies it to besieged and characters meet an old knight bodies. Lord Soth escapes with some bodies, tune teller is allied with Lord Soth and leads the world of Krynn. The group of adventurers who claims to have seen the battle occur in his including Sturm Brightblade's. Lord Soth plans the attack. He captures the town's cleric you create in DEATH KNIGHTS OF KRYNN or dreams. He gives the party a Sleepstone in to convert the bodies into new death knights. Zakarie, the only person capable of opening transfer from CHAMPIONS OF KRYNN, will be which he has trapped the dream and tells With this powerful new army he can crush the town's armory. They rescue Zakarie and responsible for destroying Lord Soth and the them to seek the Dream Merchant in the forces of good. slay the fortune teller. The armed peasants pockets of evil he has created throughout the Kalaman who might interpret it for more Returning to Vingaard, Sebas sends the overwhelm the undead and peace is restored. countryside. Your characters must untangle an information. characters to the Dragon Pit, an ancient temple To penetrate deeper into Dargaard Keep, the intricate web of intrigue as they discover the The siege is raised and the characters head of Takhisis. Sebas suspects that Sir Karl is party heads to Voice Wood to recover the Rod range of Soth's influence and exactly how he to Kalaman. They meet the local Knight there. At the Dragon Pit, they meet Maya of Omniscience. Before the characters can may be destroyed. Commander, Daine, and his consort Ariela. who also seeks Sir Karl. Sir Karl ambushes reach the wood, they pass through Dulcimer, a Getting Help Daine suspects that the undead were sum­ Maya, plunging the dragonlance into her. twisted mirror image of Cerberus created by a In the section MONSTERS: How to Deal moned by Lord Soth and his servant cleric, Badly wounded, Maya lifts off with the drag­ lich with fond memories of that town. With Them is a description of all monsters in Sebas Astmoor. The characters seek the Dream onlance still embedded. Sir Karl holds on and Dulcimer is populated with undead who now the game. Information provided there tells Merchant, only to find him kidnapped. They the two disappear into the clouds. Soon, the stagger through a parody of life in Cerberus. what the monsters can do and how to most agree to a midnight meeting with the kidnap­ party sees the dragonlance crash to the ground. The lich has no quarrel with the party, but has effectively fight them. Following the section pers, which goes wrong. In the confusion, the Having completed Sebas' quests, the char­ sworn to Soth that it will allow no one The Story and Events are descriptions of the Dream Merchant teleports away to Vingaard acters return to Vingaard Keep only to find entrance to Voice Wood. The party slays the encounters. These include specific suggestions Keep. .that Sebas has been abducted and clues point lich and destroys its phylactery, the jar housing on the best way to get through the most diffi­ Tracking down the merchant leads the char­ to Kalaman and Ariela. Qoing there, they its soul. Then the party proceeds into Voice cult parts of the game. acters to Crook Street in Vingaard Keep. They
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