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ADVANCED'DUNQEONS & DRAGONS, AD&D and are trademarks owned by and used under license from TSR Inc., Lake Geneva, WI, USA. Copyright 1990 , anc. All Rights Reserved. Copyright 1990 TSR. Inc . All Rights Reserved. These rules, any accompanying printed materiak'and the computer programs, on floppy disks or'' cassettes, described herein, are copyrighted and include proprietary information belonging to Strategic Simulations, Inc . and TSR, Inc. No one is permitted to give or sell copies of this handbook; any accompanying printed material, and the computer programs, on floppy disks or cassettes, or ! , listings of the programs on floppy disks or cassettes to any person or institution except as pivvided fvr. by written agreement with Strategic Simulations, Inc . and TSR Inc . No one may copy, photocopj, reproduce, translate, or reduce to machine readable form this handbook or any other accompa punted material,, in whole or in part, without the prior written consent of Strategic Simulations, Inc . and SR, lpc . Any person/persons reproducing any portion of this program for any reason, in any media, shall be guilty of copyright violation and subject to the appropriate civil or criminal legal action at the discretion of the copyright holder(s) . CREDITS n

Based on an original story by ,Victor Penman, Dave Shelley

Game Creation : SSI Special Projects Group TABLE OF CONTENTS

Project Manager & Developer: Victor Penman Letter to the Circle of Knights 1 IBM Programming : Russ Brown, Scot Bayless Important Geographic Features of Northeast Ansalon 3 and The Player Races in 4 Apple II Programming : Paul Murray, Jim Jennings Ability Scores 5 8 Additional C64 Programming: Westwood Associates Character Classes Alignment 10 Amiga Programming: Norm Koger Building a Successful Party 10 Encounter Authors: Dave Shelley: Overland, Neraka, Kemen, Solamnic Tomb, Ogre Base Why these guys? 10 Mike Mancuso : Throtl, Gargath, Jelek, Sanction Combat 12 Ken Humphries: Southern Outpost Magic 15 Art Director: Tom Wahl Deities 17 Artists: Fred Butts: 3D Walls & Sprites, Overland Map & Large Graphics Good Aligned Gods 17 MarkJohnson : 3D Monsters Cyrus Lum: Combat Pictures & Large Graphics Neutral Aligned Gods 17 Susan Manley: 3D Portraits & Specials Creatures of Krynn 18 Laura Bowen : Amiga Conversion Magical Treasures 44 Music and Sound Effects: John Halbleib, Tom Wahl, Scot Bayless, Dave Warhol Journal Entries 46 Tavern Tales 44 IBM Music Driver: Spells 49 Mike Bench, Cliff Mann, In House Playtesting : Rick White, Don McClure, First Level Clerical Spells 49 I Rick Wilson, Eric Flom, Cyrus Harris Second Level Clerical Spells 49 Additional Testing : Qraeme Bayless Third Level Clerical Spells 49 Documentation : Rick Wilson Fourth Level Clerical Spells 49 First Level Mage Spells 50 Customized Apple Disk 50 Operating System : Roland Qustafsson Second Level Mage Spells Third Level Mage Spells 51 Special Thanks to : Pat Andreas Fourth Level Mage Spells 52 Art, Graphic Design and Charts 53 : : Peter Ciascoyne & David Boudreau Desktop Publishing Louis Saekow Design Spell Parameters List 53 Pre-press Production : Louis Saekow Design : Kirk Nichols/Ray Qarcia Armor List 55 Printing : Muller Printing Co. Armor and Weapons Permitted by Character Class 55 Cleric's Wisdom Bonus Table 55 Constitution Table 55 Questions or Problems? Dexterity Table 55 . Our main business number is (408) 737-6800 If you encounter disk or system related Strength Table: Ability Adjustments 56 problems you can call our Technical Support Staff at (408) 737-6850 between 11 a .m. and Range of Ability Scores by Race 56 5 p.m., Pacific Time, Monday through Friday . NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER . If you need hints, call our Hint Line at Maximum Level Limits by Race, Class and Prime Requisite 56 (408) 737-6810 . Recorded hints are available 24 hours a day, 7 days a week . If you don't hear Level Advancement Tables 57 the information you need, please write to us at 675 Almanor Avenue, Sunnyvale, CA 94086 Weapon List 58 I (include a stamped self-addressed envelope for quick reply) . Glossary of AD&D€ Game Terms and Computer Terms 59 To the Circle of Knights :

I, your humble servant, send you greetings. This missive is sent without the , a companion with his For all of the confidence many felt when knowledge of my commandant and in violation of his orders . I take this action in full brother Caramon, was caught up in the web of Sanction fell, things are not as they could be . knowledge of the consequences it may bring upon me and through the conviction that power that blazed through the land. While work- Many of the good dragon eggs remain lost . Lord in doing so, I fulfill my oath . ing against the Dark Queen's plans, his own Soth stays secure and apparently untouchable in his fortress (although he provided no aid to the The commandant has been acting strange of late as if afflicted by some dark spell . grew ever more ambitious. By the time She was driven out of the land, his own robes, once a DragonArmies in this last conflict) . The knights, I know that information of evil portends has not been forwarded to your august body neutral red, became as black as his heart . on whom so much depends, are stretched too as required by our charter. Many of our most faithful followers have died suddenly Through long and macabre studies, he thin . Indeed, it is all the knights can do to provide and mysteriously within this last fortnight . The commandant has been too ready with became convinced that he himself could become the outposts with leadership . The work of replacements for them, replacements which have an unclear feel . a god . Not just a god, the most powerful of all patrolling, and the like, falls almost entirely on I ask that you send a knight of pure character and high stature to investigate my gods . Through his plots and machinations, ordinary folk, such as ourselves . conduct and this report . As further evidence, I provide, in its entirety, a letter found on another foul time swept over Ansalon, this one And if the other outposts are like this one, the body of one Hal Horbin, a ranger of the highest character . threatening even more defilement than that things may be much worse than they appear. caused by the DragonArmies . It was only when Strange events have occurred . We hear rumors . Raistlin realized that if he persisted, he would be Rumors of settler killed or enslaved . left to rule a dead world, that he relented . Of a strange force that opens graves and robs the Caught up in this power struggle, evil forces dead . Of evil dragons seen flying to the east . "Dear Istan : struck again . Kitiara, half-sister to Raistlin and the Of entire cities captured and secretly enslaved . While the good forces' attempts to ally Far from annoying me, I find the greatest hero Caramon, organized an attack . Dragons, Our commandant sends out patrols and they against the common threat were hampered by pleasure in responding to your inquiry dear broth- draconians, men, and other evil creatures report nothing . At least those who return have treachery and old feuds, the evil armies made er. It has been some time since I have turned my bypassed the High Clerist's Tower and fell on nothing to report . But of late, not all sent out have good use of their time . Quickly consolidating mind to the scholarly histories in which I former- Palanthas . The city would have stood against been coming back . I know the commandant has their hold on the newly conquered lands, they ly delighted. Your questions regarding the rela- even these forces had it not been for the aid given been urged to report all this, but he has refused to struck west and even further south in the winter tionship between the of the Lance and these by and his Death Knights. do so . of 351 A .C . outposts provides a welcome diversion from my None could stand before them as they swept The fact is that our commandant has not It was in this year that a group of compan- normal duties. But first, a bit of background . . . through the city streets . In the very tower where been himself lately. He looks the same and talks ions met at the Inn of the Last Home in Solace . Ansalon is a small continent stretching from Raistlin did battle with the Dark Queen, Kitiara the same, but his actions - his feel - are quite The exploits of the companions are now well the arctic to the equatorial climates in the south- fell . It is said that Lord Soth took her unwilling different . I fear some dreadful fate awaits us all . known - How they gained the disks of ern hemisphere of the World of Krynn . It was and undead body off to a fate far worse than a A fate we should be able to see but which a dark Mishakal and returned them with the first true across the face of this troubled land that the War clean death . Whatever the reason, the Death veil is hiding . cleric to walk the lands since the Cataclysm . of the Lance raged in years past and brought our Knights withdrew and good overthrew the Ah, I babble. We are in the western-most out- How their discovery that the draconians were the company to its present unhappy fate . invaders . post below the deserted City of Throtl . Of all the result of the corruption of the good dragon eggs In the 348th year after the Cataclysm, the With this clear lesson before them, all outposts, we have the least to fear . My regards to freed the good dragons from their pledge and evil forces of , the Queen of Darkness, realized the evil threat could return at any time . our mother. Tell her I am safe and likely to remain brought them into the war on the side of good . launched the treacherous war she had long With new resolve, the alliance stood to arms that way. prepared in secret. Striking first north, east, and How they helped Berem to return to the temple again. Led by the Solamnic Knights, the good Your brother, then south, the armies of evil dragons, fell draco- outside of Neraka and with his death close the forces smashed through the remaining Dragon- Hal" portal that gave Takhisis an entry into Krynn . nians, and all manner of other evil beings quickly Armies . In a long and bitter campaign, the east- . It was at this time that many counted the overran the unprepared and the unsuspecting ern lands were freed . The City of Sanction fell to war over. With their queen locked out of this Respectfully submitted for your consideration : The good dragons, historical enemies of the a bloody siege . Evil was routed and its followers world, the DragonArmies lost their sense of evil dragons, could not ally themselves with the driven deep into hiding . direction . Many urged the good armies to return forces of good . As part of the Dark Queen's plan, So as not to be caught unprepared again, the Mothus Strongsword home and disband, some were foolish enough to Knight of Tears their eggs were taken as hostage while the great knights established outposts, like this one, do so . beasts slept . The good dragons' "neutrality" was throughout the Eastern Lands . With that, the . But evil retained a strong grip on much of the the price they paid to keep their eggs from harm armies withdrew and, save for the knights, were land. The corruption process was stopped, but the largely disbanded . All depend on our outposts . good eggs were not returned and the exploits of We are to be vigilant, to stamp out evil where we the companions had given evil yet a new form . find it and, if dark plots threaten, to give advance warning to good folk everywhere . 1 2 4

THE PLAYER RACES IN CHAMPIONS OF KRYNN There are seven races (described below) from which you may construct your player characters . Each race has different talents and limitations . The Range of Ability Scores by Race chart on page 56 lists each player race's limits on ability scores . There are charts and tables in the appendix at the back of the Journal that summarize the abilities and class limitations for the dif- ferent races. Non-human characters can combine character classes and may also have additional special abilities . Hill Dwarves are a stubborn and rough race of sturdy workers and craftsmen. They are especially resistant to magic and poison . During combat, dwarves receive bonuses when attacking goblins and hobgoblins and are adept at dodging the attacks of ogres and Hill Dwarf giants. Dwarves can be fighters, and bonuses. Qualinesti elves can be IMPORTANT C~EOCiRAPHIC FEATURES OF NORTHEAST ANSALON thieves, rangers, clerics of Reorx or mixed classes . fighters, rangers, mages, thieves, clerics and mixed classes . The territories in the game are those that were overrun by the evil armies during Mountain Dwarves are somewhat of the War the Lance or were occupied by evil beings before that war. clannish and more refined than their Half-Elves are hybrids with many of the virtues of both humans and elves. Throtl was the capitol city of the Hobgoblins. Neraka was the special city of Hill Dwarf cousins. Otherwise they are nearly identical . Mountain dwarves may They are resistant to sleep and charm Takhisis and her temple was located near it . Sanction was a pre-cataclysmic city spells, and are adept at finding hidden be fighters, thieves, clerics of Reorx, or that was the base of operations for the DragonArmies doors. Half-elves can be fighters, . I

combat effectiveness . The preferred hit in melee combat, and the more weapon of the kender is the hoopak, damage he will do when he does hit . part staff sling part metal shod staff, There is a Strength table on page 56 . which only they can use . When armed Intelligence (TENT) is the measure of with a hoopak, a kender will receive how well a character can learn. Mages bonuses to hit and is a deadly accurate with an intelligence of 16 or higher shot. Kender can be thieves, fighters, receive a 10 percent experience point rangers, clerics or mixed classes . bonus. Non-human mages may have a Humans are the most common player- lower maximum level if their intelli- race in the world of Krynn . They can be gence is less than 18 . Rangers must fighters, mages, clerics, thieves, have both intelligence and wisdom of rangers, and knights but not mixed 16 or higher to receive a 10 percent classes . experience point bonus . Wisdom (WIS) is the measure of a Ability Scores character's ability to understand the Every character has six randomly ways of the world and to interact with generated ability scores as explained the world. Clerics get the 10 percent below. These scores fall within a range experience bonus if their wisdom is 16 determined by the race and class of the or higher. Clerics with a wisdom of 14 character (see the Range of Ability or higher receive additional low level Scores by Race table on page 56) . For spells. Rangers must have both intelli- humans, that range is from 3 (low) to gence and wisdom of 16 or higher to 18 (high). receive a 10 percent experience point Depending on the character class, one bonus. There is a Wisdom Bonus table or more of these abilities will be a for clerics on page 55 . prime requisite . A prime requisite is an Kender Dexterity (DEX) is the measure of the ability especially valuable to a given manual dexterity and agility of the char- class (strength for a fighter, wisdom for acter. Thieves especially benefit from a cleric, etc) . Characters receive bonus Strength (STR) is the measure of a high dexterity. Thieves receive a 10 experience points when their prime character's physical power. Fighters, percent experience benefit if their dex- requisite scores are at or above a cer- rangers, and knights with an 18 terity is 16 or higher. For every dexterity tain number (16 in most instances) . strength also have a percentage value point from 15 to 18, a character When the scores are generated, non- from 1 to 100 . The maximum percent- receives a corresponding one point human characters may receive modi- age values vary from race to race . improvement in his armor class . For fers to the basic ability scores to Strength is most important for fighter every dexterity point from 16 to 18, a reflect differences between the races. type characters (fighters, rangers, character receives a one point improve- Dwarves, for instance, get a +I consti- knights). If 16 or higher, fighters ment on his ability to hit with missile receive a bonus of Elves tution bonus and may have a maxi- 10% additional weapons. It is highly recommended mum constitution of 19 instead of 18. experience points . Non-human fighters that all characters have a high dexterity . When a character is generated with the may have a lower maximum level if This is considered essential for mages CREATE NEW CHARACTER command, their strength is less than 18. The and thieves. There is a Dexterity effects all racial modifiers are calculated higher a character's strength, the more table on page 55 . automatically. he can carry, the more likely he is to 7

Constitution (CON) is the measure of constitution . A character gains a HP Character Classes the overall health of a character . bonus to each hit die if his constitution A character must belong to at least one Fighters receive one extra hitpoint per is over 14 . hit die for each point of constitution character class . Non-human characters above 14 . Non-fighters receive similar When a character takes enough can have more than one class at the benefits except they receive a maxi- damage that his HP reach 0, he is same time . A non-human character mum of two extra hitpoints (HP) per unconscious. If the character's HP drop with multiple classes has more playing - 9, he will lose I level (no HP benefits for constitutions to anything from -1 to options, but he increases in level more above 16) . A character's constitution HP per turn from bleeding until he is slowly because his XP is divided evenly also determines the maximum amount bandaged or dies . A character is dead if among all his classes . of times that character can be raised he has -10 HP or less . When you view a character, his HP on the screen will Characters receive HP, spells and from the dead and the percent chance abilities based on their class, level and never be displayed as less than 0 . of a resurrection attempt being suc- (sometimes) ability scores . Refer to the cessful. Every time a character is suc- Experience Points (XP) are a measure tables at the back of the journal to find cessfully resurrected, he loses 1 point of what the character has learned on the number and size of hit dice a of constitution. There is a Constitution his adventures . Characters receive XP character receives and the number of effects table on page 55. for actions such as fighting monsters, spells the character can memorize . Charisma (CHA) is the measure of finding treasures and successfully Note: Dice is the term used to how others react to a character. completing quests . The computer describe the range for a randomly Charisma is sometimes a factor when keeps track of XP and most new char- generated number. A d6 die has a the character has an encounter with acters will begin with enough XP to be range from 1 through 6, a d 10 has NPCs. The higher a character's charis- second level . The exceptions are clerics a range from I through 10 . ma, the more that character can and knights, who begin at first level . persuade others to do what he wants . See the Advancement Tables for each class' XP requirements. The character with the highest charisma Clerics have spells bestowed on them by their deity and can fight wearing should be the active character when When characters have enough XP they armor and using crushing (no edged or parlaying. can go to a hall and receive the training pointed) weapons . After selecting a required to increase in level . Characters Each character also has two other deity, clerics may only choose align- may only advance one level at a time . If important values that change as the ments appropriate to their god. Each of a character has gained enough XP to go game goes on : Hitpoints and the gods will extend special abilities to up two or more levels since the last Experience Points . their followers . For more information, time he has trained, he will go up one see the Deities section. The prime Hitpoints (HP) represent the amount level and lose all XP in excess of one requisite for clerics is wisdom. Clerics of damage a character can take before point below the next level . start the game at first level . he goes unconscious . To calculate a character's maximum HP, the Example: Fighters can fight with any armor or computer rolls the character's hit dice A third level thief enters a training weapons, but they cannot cast magic and adds any adjustments for level or hall with 18,300 XP. He will leave as spells. Fighters can have exceptional a fourth level thief with 10,000 XP. strength and gain additional HP bonuses Solamnic Knight if they have a Constitution of 17+ . The Once characters have reached their prime requisite for fighters is strength . maximum levels for this game, they Rangers can fight with any armor or should not train. weapons. Rangers can have exceptional strength and gain additional HP bonuses 9 i

if they have a Constitution of 17+ . They To petition to join the Knights of the thieves, and fighters . At least one party do additional damage in combat when Alignment Sword a knight must have the following member should be a kender so you Alignment is the philosophy a character fighting giant-class creatures . Rangers minimum ability scores : STR 12, INT 9, may taunt (yell) in combat and some lives by. A character's alignment can must be of good alignment and have WIS 13, DEX 9, CON 10. adventures may only be completed if ability scores of at least 13 in strength affect how NPCs and some magic items the party includes a knight . and intelligence and at least 14 in To petition to join the Knights of the in the game react to the character. The wisdom and constitution . The prime Rose a knight must have the following following alignments are available to One suggested sample party includes: requisites for rangers are strength, minimum ability scores : STR 15, INT Player Characters. One Human Knight intelligence, and wisdom . 10, WIS 13, DEX 12, CON 15 . Lawful Good characters believe in the One Human White Mage One Dwarf Ranger Solamnic Knights are the pride of Mages have powerful spells, but can rule of law for the good of all . use no armor and few weapons . They One Kender Cleric of Mishakal/Thief chivalric honor in the world of Krynn . Lawful Neutral characters believe the One Qualinesti Cleric of The knights are divided into three can only memorize those spells avail- rule of law is more important than any Shinare/Fighter/Red Mage orders: the Knights of the Crown, the able in their magical grimoires objective good or evil outcome . One Human Cleric of Majere Knights of the Sword, and the presti- (personal spell books) or use scrolls . In the world of Krynn, the power of mages gious Knights of the Rose. All are Neutral Good characters believe that Another suggested sample party is moderated by the three moons renowned for their bravery and skill at . the triumph of good is more important includes : Mages are divided into three orders arms. Knights begin the game with than the rule of either law or chaos . One Human Knight plate mail, long sword, and a shield but based on alignment . Each alignment True Neutral characters believe that One Silvanesti Elf Cleric of very little money. has its own order, strengths, abilities and moon . The mage's power fluctu- there must be a balance between good Mishakal/Fighter/White Mage Knights must take a vow of poverty and ates with the cycles of the moon that and evil, and law and chaos. One Half-Elf Ranger/Cleric of Majere so they tithe a large part of their influences his order. For more informa- One Qualinesti Elf Cleric of Chaotic Good characters believe in monies and treasures back to the tion on the orders and moons see the Shinare/Fighter/Red Mage creating good outcomes unfettered by orders. Knights of the Crown will tithe Magic section (page 15) . The prime req- One Kender Cleric of Kiri-Jolith/Thief the rule of law. 10% to their order whenever they enter uisite for mages is intelligence . One Qualinesti Elf Fighter/Red Mage an outpost . Knights of the Sword and Chaotic Neutral characters believe Thieves Rose will give up everything except 20 can fight with swords and that the freedom to act is more Why these guys? slings and wear leather armor steel pieces when they tithe . When . In important than any objective good or combat they do additional damage CLERIC/FIGHTER/MAQ4E Knights of the Sword or the Rose evil outcome. 'back stabbing' The cleric/fighter/mage is the ultimate become 6th level, they gain the ability . Back stabbing is described in the Combat section multi-purpose character. A cleric/ to cast some clerical spells . If a knight . NOTE: Due to the nature of this Thieves also have special skills for fighter/mage can cast both mage and of either of the first two orders (Crown adventure, no evil Player Characters cleric spells while wielding the armor or Sword) is of sufficient level, and has picking pockets, opening locks, are permitted. removing traps, moving silently, hiding and weapons of a fighter. The main high enough ability scores, he may disadvantage of the cleric/fighter/mage petition the next higher order for in shadows, and climbing walls . The prime requisite for thieves is dexterity . Building a Successful Party is that, as a triple-class character, they admission . Prime requisites for knights advance in levels quite slowly . are strength and wisdom. Multi-class are non-human characters Forming a strong and adaptable party who belong to two or more classes at is a key to success in CHAMPIoVs or FIGHTER/MACWE NOTE: Knights receive XP bonuses the same time. The character's experi- KRYmv. You may place up to six Player The fighter/mage may cast spells while for doing knightly deeds and not for ence points are divided among each of Characters in your party . It is recom- wearing armor. This split class can fight having prime requisites . They begin the classes, even after the character mended that you use all six characters. as well as a fighter and receives more the game as first level characters. can no longer advance in one or more A smaller party is less powerful and HP than a pure mage . of those classes . The character's HP per more likely to be eliminated by your level are averaged among the classes . enemies. The multi-class character gains all the In choosing which characters to include benefits of all classes with regard to in the party, it is wise to include a weapons and equipment . variety of classes: clerics, mages,

11 U

CLERIC/THIEF MIXED CLASS A cleric/thief has more HP and a better Mixed class characters in general are armor class than a pure thief. As a very valuable for their many skills and cleric, the cleric/thief can cast healing are worth the slower rate at which they and support spells, allowing the will advance in levels . character to perform double duty as both the party thief and additional PREPARATION TIPS healer. The thief status permits the The makeup of your party affects your powerful back stab attack which is combat strategy throughout the game . described in the Combat section . Loading your party with clerics and mages increases the importance of CLERIC spell casting both before and during a A cleric is essential for healing the party battle . An emphasis on knights and after an engagement. The most efficient rangers makes your hand-to-hand com- way to heal is to Encamp and select FIX bat skills that much more important. (you can issue this command several times while encamping) . Fix works as At the beginning of the game, go to the follows : Armoury . Pool your money and pur- chase the following equipment : If a cleric is in the party, all available cure spells are cast until all characters For fighters, rangers, and are healed. If the party has taken more split class fighters: croup of Draconians damage than clerics have cure spells, Ring Mail Short Bow the fix option may be used again . When Shield 80 Arrows After purchasing the equipment, share or monster acts in depends on his fix is used, characters at the top of the 2 Long Swords Sling the money from the pool and ready the initiative number. This is a randomly new equipment . To start, ready the generated number for each character list will be healed before the characters For thieves: below them . melee weapons (swords, maces, and monster. This random number is Leather Armor 80 Arrows quarter staffs) instead of the missile generated at the beginning of each 2 Long Swords If a cleric is not in the party, HP may Sling weapons (bows, slings, darts) . Be sure combat round and is modified by dex- Short Bow be recovered through rest (1 HP per to ready the arrows too . terity bonuses or penalties and random 24 hour period), potions or Temple For clerics: factors (such as surprise) to arrive at the services. Ring Mail 2 Maces Combat initiative number. RANQER Shield Staff Sling Combat occurs often . Combat takes Sometimes a character will act in Rangers normally start the game with place on a tactical map. This map is a For mages segment 10 of one round and segment more HP than other fighter types . They more detailed view of the map terrain 1 in the next, appearing to act twice in 2 Quarter Staffs 100 Darts do extra damage versus giant type (3D or wilderness) that the party was on a row. This is especially common if you monsters . For any Kender character when the combat was triggered . This use the DELAY command . When the map is overlaid with a square grid that DELAY command is given, that KNIGHT 2 Hoopaks is not visible on your screen . character's action will be delayed until Knights are powerful fighters and are The reason for purchasing 2 of each of As you move characters, you will notice segment 10. necessary to complete some quests . the melee weapons is to combat Baaz that everything moves on the grid from There are some magic items that may Draconians . When a Baaz dies, it will In combat, the player controls the square to square . Moving diagonally only be used by knight characters . sometimes pull a weapon from a char- actions of PCs . The computer controls acter's hand . The weapon is not often costs more movement points the actions of monsters, NPCs, and PCs than moving horizontally or vertically . retrieved until after combat . set to computer control with the AUTO command. INITIATIVE Each round of combat is divided into 10 segments . Which segment a character 13 Q

Each character's ability in combat is DAMAGE All of a character's attacks are taken unconscious and dead party members defined by his THACO, damage When a hit is scored, the attacker does against his first target. If the first target are permanently lost . If ALL the party and AC. damage. Damage is the range of liP goes down with the first attack, aim the members are slain, go back to your loss the attacker inflicts when he hits remaining attack at another target. last Saved Game and try again from AC an opponent in combat . Damage Fighters, knights, and rangers may that point . A character or monster's difficulty to be depends on the attacker's strength and sweep through several weak opponents hit is represented by his armor class or weapon type . The damage each in one combat round . When a character COMBAT STRATEGIES AC. The lower the AC the harder it is to weapon can do is summarized in the sweeps, he will automatically attack Throughout CHAMPIONS of Kiwi r, your hit the target. AC is based on the armor Weapons List on page 58 . multiple opponents . party engages a colorful collection of a character is wearing plus a dexterity foes. At times, you may elect to avoid a bonus. Some magic items will help a Some monsters take only partial or no MOVEMENT confrontation, choosing conversation character's AC . damage from certain weapon types . The number of squares a character can or flight instead. More often, however, Skeletons, for example, take only half move is affected by the weight he's your characters must stand and fight. THACO damage from sharp or edged weapons, carrying, his strength, and the kind of The character's TIIACO represents his To succeed in combat, a skilled player while some other monsters only take armor he has readied. A character's ability to hit enemies in melee or with deploys his party well, casts effective damage from magical weapons . movement range is displayed on the missile Fire spells before and during combat, . TACO stands for To Hit view screen and when moving during Armor Class BACK STABBING maneuvers his characters into advanta- 0. This is the number a combat . character must 'roll' equal to or greater A thief will back stab if he attacks a geous position, and attacks using his than to do damage on a target with an target from exactly opposite the first RUNNING AWAY most powerful characters and weapons . AC of 0 . The lower the THACO the bet- character to attack the target . The thief A character may flee from the battlefield DEPLOYING THE PARTY ter the chance to hit the target. may not back stab if he has readied if he can move faster than all enemies . When a battle begins, your party is armor heavier than leather (exception: A character may not move off the battle- automatically positioned based on the NOTE: the generation of a random elfin chain mail). A back stab has a field if he moves slower than any ene- existing order of the characters. number is often referred to as a better chance of hitting the defender mies. A character has a 50% chance to Characters near the top of the order will 'roll'. In determining if an attack and does additional damage . move off the battlefield if he can move be in the front lines and vulnerable to hit, the number generated is from as fast as the fastest enemy monster. MISSILE ATTACKS attack. To change the starting deploy- I through 20. Exception: if a monster or character can A character may not attack an ment, change the order from the Alter reach the edge of the combat map with- adjacent target with a missile weapon menu while encamped. Shift the heavily- An attack is successful if the random out any of his opponents being able to (bow, sling, etc). A character may armored fighters up the list and the number is greater than or equal to the see him, he may then flee successfully attack an adjacent target with a vulnerable mages and thieves towards attacker's THACO minus the target's even though he may be slower than his thrown weapon (ax, club, etc) or a the bottom of the list. Party order can- AC. THACO may be modified by range, opponents . attacking from the rear, magic hoopak (Kender only) . not be changed while in combat. A character that moves off the battle- weapons, and magic spells among Bows can attack twice per turn . Thrown When battle begins, your party may be field returns to the party after the fight other things. darts can attack three times per turn . placed in a bad position . If you wish to is over. If all active characters flee be defensive, move your characters to MULTIPLE ATTACKS combat, any dead or unconscious Example : anchor your flanks on an obstacle such characters are lost . If a party flees it will A fighter with a Tf1ACO of 15 Fighters and knights of 7th level or as a wall or tree. Keep your mages not receive any XP for monsters killed attacking a monster with an AC of 3 greater can attack twice every other behind the front line . Setting up behind before retreating. would need to roll: turn. Rangers of 8th level or greater can a doorway that your enemies have to attack twice every other turn . (TIIACO 15) - (AC 3) = 12+ AFTER COMBAT move through makes for a very strong If one or more characters survive on defensive position. But to hit a monster with an AC of -2 the battlefield at the end of combat, he would need to roll : the bodies of unconscious or dead (TACO 15) - (AC -2) = 17+ party members stay with the party. If the entire party flees from combat, all U 16

Characters who are seriously injured Spells are memorized during rest while use Red Robe scrolls and White Robe mage and failure means death . All should be moved out of the front lines encamped. mages may only use White robe scrolls . mage characters have taken the test if possible . Be warned, if you move A mage must cast the Read Magic spell before beginning this adventure . Memorizing a spell takes 15 minutes of away from an adjacent enemy, he will in order to identify the spells on the game time per spell level, plus a mini- get a free attack at your back. Back scroll. A spell disappears after it has Many of the NPC mages you encounter mum period of preparation . First and attacks have an improved chance to hit . been scribed or cast . Only mages can are those who refused to take the Test second level spells take a minimum cast mage spells from scrolls . of High Sorcery and have become Missile weapons cannot be fired if preparation of four hours . Third and Rogue mages . Rogues are despised by there is an adjacent opponent . If you fourth level spells take a minimum Before they formally enter an order, all of the mage orders and are killed on want to fire missiles, make sure you preparation of six hours . mages may learn spells that they could sight. Rogue mages are not bound by keep away from the enemy . Hoopak not learn because of order restrictions. the limitations of the other orders, but and thrown weapons are exceptions as Example: Once a mage has learned these spells their life expectancy is short and they they may be used either as a missile To memorize (2) 1st level spells, (1) they remain available to him forever . do not gain benefits from the moons as weapon or a melee weapon. If you 2nd level spell and (1) 3rd level do other mages. want to stop enemy missile fire, move TIPS ON MACK SPELLS spell would take: someone next to the opponent . Spell casting: Both clerics and mages THE MOONS OF MAGIC (6 hours preparation) + (2 * 15 may cast spells which assist the party Since the creation of the world, three Exploit your opponents' weaknesses by min) + (I * 30 min) + (1 * 45 min) in combat. Preparatory spells just moons have governed the powers of directing attacks against helpless enemy = 7 hours 45 min before a battle can protect and magic in Krynn. As the moons wax and characters . Gang up on isolated foes . strengthen characters. During battle, wane, so do the powers of magic Concentrate your attacks to eliminate Spells do not automatically have their your spells will damage your oppo- aligned to them . Each moon has a one opponent rather than injure many full effect on their target. Each target of nents and help your party. different cycle and effects a different (Exception : enemy spell casters). A foe a spell may get a saving throw to avoid group of mages. Mages of the White with one hitpoint remaining attacks as Memorizing Spells: Spells should be some or all of the effect of the spell . As Robes gain their power from Solinari powerfully as an uninjured one . memorized as soon as possible after a character gains levels, his saving the white moon, Mages of the Red they are used. This is most likely to A spell caster who takes damage can- throws improve. Note: some monsters Robes are governed by Lunitari the red happen after combat. Encamp, have have magic resistance which gives them moon. The evil Mages of the Black not cast a spell that round . If the spell your spell-casters memorize spells and a chance to be unaffected by the spell. Robes are empowered by the dark caster had started to cast and was hit, select REST to allow them to imprint he will lose that spell from memory . moon Nuitari . The current position of MACES the spells for later use . Therefore, try to injure all enemy spell the moons is displayed at the top of There are two types of PC mages - casters every round even if it is only for your computer screen and their effects White Robes and Red Robes . All good Note: after resting, it is a good idea one point of damage. Conversely, if you are as follows : alignment mages are White Robes and to save your game . We advise you want to cast spells, make sure your all neutral aent mages are Red Robes . to save your game after every tough spell casters are protected . For more ination, see the advancement combat. We recommend that you tables (page 57) . Mages scribe spells keep at least two separate saved games at all times and alternate LOW SANCTION WANING WAXING HIGH SANCTION into their personal grimoire and may (NEW MOON) € ')OG (FULL MOON) Magic is integral to CHAMPIONS OF KRYNm . only memorize spells that are recorded between them. This will allow you back Saving Throws -1 Normal Normal +1 Mages, clerics and high-level knights there. to go to a save before that Additional Spells* 0 0 +1 +2 can cast spells. fatal battle . Effective level -1 Even Even +1** When a mage trains for a new level in a A spell can exist in one of four forms : Hall, he is allowed to select a new spell The additional spells can be of any level the mage can cast . in a character's memory, in a charac- to scribe into his grimoire . A mage can THE TEST OF HIGH SORCERY Mages do not join a specific order as ** Only a mage of 6th level or higher who also has an intelligence ter's grimoire (spell book), in a scroll or also scribe spells from identified scrolls of 15 or greater gains this benefit students . in a wand. if he is of high enough level to cast . The young mages study until them. they have been deemed ready, where- A spell-caster with a memorized spell upon they must pass the Test of High can cast it using the CAST command . Mages may only use scrolls of the Sorcery before being admitted into an correct type. Red Robe mages may only order. The test is different for each 17 18

SPHERES OF MAGIC Deities CREATURES OF KRYNN The magic of Krynn operates in spheres with the different schools of mages only Since the earliest days of Krynn, the The denizens of Krynn are many and able to manipulate certain of them ; wisdom of the gods has been brought varied. This is a list of some monsters spells castable by one order may not to all the races through the efforts of you may encounter in your adventures. necessarily be cast by another. The the clerics, the mortal messengers of Some of these creatures are extremely spheres and the orders that may work the will of the heavens. As a sign of rare, and you may never cross paths with each order are as follows : favor, gods bestow upon their clerics with them at all. special bonuses or additional spells . WHITE ROBE MACES RED ROBE MACES BLACK ROBE MAGES* The following is a list of the gods of CARRION CRAWLER Abjuration Krynn that are available to characters, Giant, segmented creatures whose Alteration their alignment, and clerical bonuses: eight tentacles attack once a round Conjuration Conjuration each. A successful attack can paralyze . Summoning Summoning Divination Divination Divination Good Aligned Gods Enchantment/ Enchantment/ CROCODILE, C,IANT Charm Charm PALADINE Large carnivorous reptiles with tough Evocation Evocation Powers: None hides who bite for massive damage. Illusion Illusion Necromancy Extra spells: Protection from evil 10' radius DEATH KNIGHT * Only NPC characters may be evil Black Robe Mages . A type of liche that cannot be turned, Each spell operates in one or more of MAJERE Death Knights are dangerous and the magical spheres, and so mages are Powers: Turn undead as if cleric is two frightening opponents who are limited in their selection of spells by levels higher immune to most magical attacks . They their school of magic . The mage Spell Extra spells: Silence 15' radius can reflect some magic attacks back on the caster, gate in monsters to help Parameters charts on page 53 indicate KIRI JOLITH them in combat, cause fear those which spells are usable by each of the Powers: +1 THACO in PC mage groups . around them and cast a massive Extra spells: Detect Magic fireball attack once a day . CLERICS MISHAKAL DRACONIANS Clerical magic requires no spell books . Powers: + 1 die on all healing spells Draconians were the special troops of All clerical spells of the appropriate Extra spells : Charm Person, Remove the Dragon liighlords . They are created level are always available to a cleric or Curse, Bless high- level knight, the character need by corrupting the eggs of good dragons only memorize them . with vile sorceries. Because of their Neutral Aligned Gods magical origins all draconians are When a cleric finds a clerical scroll, he SIRRION somewhat magic resistant . There are can use the spells directly from the Powers: None five types of draconians : scroll; he does not need to scribe the Extra Spells: Burning Hands spells into a spell book. Knights can AVRAK never use clerical scrolls, even if they REORX* Created from the eggs of gold dragons, may cast the spells. Powers: +1 THACO (dwarves only) they attack with energy bolts, poisonous Extra spells: None gas or their claws and fangs . When an The Death Knight Aurak is slain it turns into a blazing ball SHINARE of attacking energy for several rounds Powers: None and then explodes . Auraks have the Extra Spells: Charm Person ability to mind control characters of 7th *All dwarven clerics must select Reorx level and below . and therefore be neutral. 19 20

Kapak Draconian Sivak Draconian Baaz Draconian Bozak Draconian Aurak Draconian

BAAZ SIVAK Black Dragons were rarely used in COPPER DRAGON Made from brass dragon eggs, they are They are created from silver dragon direct assaults by the evil Dragon Although basically good in nature, they the most common of the draconians . eggs and are the only draconians that Highlords . They were more highly are extremely fond of wealth and When killed, Baaz will turn to stone and can truly fly . Sivaks are shapeshifters . valued as guards . almost always ask "what's in it for then crumble into a pile of rubble . The They are powerful fighters who get me?" when asked to aid others . They weapon used to slay a Baaz will some- three attacks per combat round . BLVE DRAGON attack with teeth and claws and their times be trapped in its crumbling stone Highly intelligent and greatly feared, two kinds of breath weapons : acid and corpse and pulled from a character's DRAGONS they exhale lightning bolts in addition a slow gas . hand. If a weapon is lost it is automati- These are the most powerful and to attacking with claws and fangs . Blue cally retrieved after the combat is dangerous of the monsters a party can dragons are more gregarious than many GREEN DRAGON completed unless the party fled. encounter. The older and larger the of their cousins. They obey orders and These dragons are notorious even dragon, the more damage it can do and can act and fight together as a cohesive among other dragons for their cruel BOZAK the harder it is to kill. unit. They proved to be loyal allies of natures . Green dragons exhale poi- They are created from bronze dragon the evil Dragon Highlords . sonous clouds plus attack with claws In addition to their awesome strength, eggs and can cast spells in addition to and fangs . They will obey orders, but dragons inspire an insidious terror attacking with either their claws and BRASS DRAGON only from leaders whom they respect . called Dragon Fear or Awe fangs or other weapons . Bozaks will . Many times Boisterous and loud with a tendency to Clever and subtle, green dragons prefer the mere sight of a dragon will cause explode when killed . selfishness, Brass dragons are very to use trickery and magic on an enemy opponents to panic and flee . fond of small talk . These good dragons rather than all- out assault . For this rea- KAPAK can attack with claws and teeth as well BLACK DRAGON son, they were rarely used in any major They can be distinguished from other as two different types of breath They are noted for spitting a stream of evil offenses, but were often called in draconians by their poisonous venom . weapons : sleep gas and fear gas . deadly acid as well as attacking with for more sinister purposes. Frequently Kapaks will lick their claws and fangs . Since they are weapons and coat them with venom. BRONZE DRAGON When a Kapak is killed, he will dissolve extremely independent and only obey Fond of war and fighting, Bronze drag- into a pool of dangerous acid . A commands if it suits their purpose, ons attack with teeth and claws or their character hit by a Kapak must make his two kinds of breath weapons : a bolt of saving throw or be paralyzed . lightning or a repulsion gas cloud . These good dragons are extremely interested in the affairs of men . I 21 it 22

GHAST MINOTAUR A variety of undead monster so These creatures are part-man and part- disgusting in their stench that often- bull warriors from the Blood Sea times opponents are nearly overcome Islands of Krynn . They are highly intelli- by revulsion . Ghasts are identical to gent and dangerous opponents . ghouls in appearance . Characters hit by ghasts (elves included) must save or MOBAT be paralyzed. These are huge omnivorous bats who like nothing better than warm- blooded GHOUL humanoids for dinner! These are evil undead creatures whose touch alone is known to paralyze a OGRE man . They feed on corpses and attack Large, ugly foul-tempered humanoids, all living things on sight . Characters hit ogres generally attack with a wicked by ghouls (elves excluded) must save spiked club. or be paralyzed . PENANGGALAN GIANT CENTIPEDE Female vampires who appear as attrac- Like their smaller kin, they attack with a tive women during the day, but at night poisonous bite . they feed on the living blood of their GOLD DRAGON SILVER DRAGON sleeping victims . The most majestic of , gold The dragons most beloved by mankind, GIANT RAT dragons are over 50 feet long. Gold they can polymorph into human or These ferocious giant rodents are the POISON SNAKE dragons attack with teeth and claws or elven form . Silver dragons attack with size of large dogs . These large reptiles slay their prey with with their breath weapons . They can claws and teeth or use either of two deadly venom . Use Neutralize Poison to breathe fire or chlorine gas . These good breath weapons - a cone of frost or a GIANT SPIDER counter snake bite . dragons have the ability to polymorph cone of paralyzation . Many are also These giant insects have a poisonous themselves and can appear in the guise proficient in the use of magic . bite. SHADOW PEOPLE of human or animals . They are A mysterious race that is rumored to extremely skilled in magic . WHITE DRAGON GOBLIN have inhabited the city of Sanction Unique among dragons in their These small humanoid creatures are since its founding, the shadow people RED DRAGON preference for cold climates, these evil common to the lands of Ansalon . are believed to dislike light, but little Perhaps the most feared of all the evil beasts can attack with their freezing else is known about them . dragons, these beasts were the favored cold breath in addition to razor sharp GROANING SPIRIT assault force of the Dragon tlighlord claws and fangs. Small in size and not Also called Banshee, these are the SKELETON armies during the War of the Lance . Not as intelligent as their cousins, these undead spirits of evil female elves . These are the least powerful of the usually inclined to obey orders, red dragons were used primarily as scouts They are immune to many magical undead . They are usually controlled by dragons enjoy nothing more than during the War of the Lance . attacks and attack with a chilling touch . some powerful evil force . setting cities ablaze, destroying and HILL GIANT SKELETAL DRAGON looting. Red dragons can exhale great FROGHEMOTH One of the smaller of the giant races, Skeletal forms of slain dragons,these spouts of flame, cast magic spells, or Huge, swamp dwellers who are immune they are brutish hulks possessing low horrific creatures are very difficult to attack with their claws and fangs . to normal fire attacks, these beasts are capable of swallowing their victims intelligence and tremendous strength . turn, and while they have no known whole . breath attack, their claws and fangs are HOBGOBLIN still powerful . Man-sized cousins of the goblins, hob- These large scavengers are totally or goblins are usually led by leaders who are the fiercest warriors of their tribe partially immune to most forms of . attack. Their touch causes paralysis . li

SKELETAL KNIGHT MAGICAL TREASURES These are corpses of brave Solamnic Knights who have in death been As you travel about and encounter the enslaved and animated by perverse evil monsters and puzzles that stand magic. Skeletal Knights are significantly between you and finishing your various more dangerous foes than regular quests, you will also find magical items skeletons. to help you on your way. Here are some descriptions of items that you may find . SPECTRAL MINION Not all of these items may be found in These undead are the spirits of humans your adventure . You can find out if and demi-humans who died before they there is a magic item in a treasure by could fulfill powerful vows or quests . doing a Detect Magic spell using the They can only be hit with magic DETECT command. To find out weapons. specifically what an item is, you must take it to an armoury or find a shop TROLL and have it identified . Large carnivorous monsters who attack 3 times a round. They can regenerate Some magic items are, in reality, cursed their lost HP unless they are burned . and can do great harm. When a charac- ter readies a cursed item, a Remove VAMPIRE Curse spell must be cast before the couldn't otherwise cast, or be scribed Life draining undead who can only be item can be dropped . Some magic into a mage's grimoire . A mage may hit by magical weapons, vampires can items may only be used by certain class- use SCRIBE to transfer a scroll into his es. Others may not work at all if certain grimoire . Mages and clerics can cast other magic items are also in use . spells directly from scrolls with the USE command . WANDS Wands are the traditional objects of ENCHANTED ARMOR AND SHIELDS Spectral Minion enchantment . Wands generally will cast Sometimes you may run across armor a set number of a given spell (fire ball or shields that have been crafted by regenerate lost HP, charm their or magic missile for instance) . Only skilled craftsmen and then enchanted opponents, and summon monsters to experimentation or paying to have them by mages to imbue them with protec- help them in combat . identified will tell what a wand does . tive spells. The power of the magic on WIGHT The USE command will allow a charac- these items may vary a great deal . These life draining undead can only be ter to cast spells with a readied wand . Enchanted armor has the great hit by silver or magic weapons . advantage of offering improved POTIONS protection with less encumbrance than WRAITH Potions are the most common sort of the same type of mundane armor. To These are similar to wights, but silver magical treasure . Potions may heal use these items merely ready them weapons only do half damage . wounded characters, cause them to from the Items Menu . Skeletal Knights become hastened or invisible, or cause ZOMBIE any number of other effects. The USE Magically animated corpses under the command will allow a character to control of an evil force, they will fight drink a readied potion . with mindless rage until turned or destroyed . SCROLLS Either clerical or for mages, these items may give you spells that you 25 It 26

SOLAMNIC PLATE may fire Magic Missiles or be cursed . These suits of plate mail were originally Once one of these items has been JOURNAL ENTRIES crafted for some of the Knights of readied from the Items Menu, a charac- L7 Journal Entry 1 "Be careful! I saw one of the draconians Solamnia. The armor is of exceptionally ter will automatically gain all effects . "Sir Era! Sir Era! We are ultimately kill the Commandant . As the high quality, and is very ornate. To use The exception to this rule is that certain responsible for these people! I don't think Commandant died the draconian's shape Solamnic Plate, ready it from the Items magical necklaces require the USE that we have the space to accommodate all changed and then he looked and sounded Menu. Only knights may use Solamnic command to work. exactly like the Commandant . Plate. of these refugees, considering that Vertrothe will soon be back from his quest. 'The 'Commandant' and the other ENCHANTED WEAPONS These powerful enchanted weapons May I suggest that we send them on their leaders spend a lot of time in the Enchanted weapons come in many were created for the War of the Lance, way? The simplest solution would be to Commandant's Office ." sizes and shapes and potencies . to combat the evil dragons. They have shut the castle against them and just Sometimes a weapon will add between large bonuses against any foe, but are pretend they don't exist. .." 0 Journal Entry 4 I and 5 or so to your THACO and deadly when attacking dragons . The townspeople come out and thank damage. Other weapons may have The odious minister to the Knight you after the last of the DragonArmies are ENCHANTED CLOTHING, other fantastic magical properties continues to fawn in the most obsequious driven from the outpost. They have a large including extra bonuses against specific Wizards will sometimes cast enchant- manner. His charm and personality have celebration with you as the guests of types of creatures. Once a magic ments on commonplace items of cloth- convinced you that ridding the world of honor. The new Commandant speaks, weapon has been readied from the ing such as gauntlets or cloaks. A wide this.. . 'person' .. . would be beneficial to variety of these items are known to Items Menu, the character will have it Krynn . Fortunately, cooler heads prevail 'Thank you for saving us . Your heroic for all combats . exist. To use these items ready them actions will live forever." from the Items Menu . and the minister is quickly taken from the ENCHANTED ADORNMENTS room. The people cheer you as you accept the Bracers, necklaces, periapts and espe- GIRDLE OF GIANT STRENGTH J Journal Entry 2 key to the outpost. cially rings are favorite objects for magi- When worn, this girdle will give a char- "Listen, I know that you think that Sir cal enchantment . These items may acter the tremendous strength and U journal Entry 5 have any number of magical properties . combat bonuses of a giant . To wear the Karl is a most honorable Knight; however, The gully dwarves scatter at your Some items will help your AC, others girdle, ready it . I have found out that he is under the approach . Disgusting traces of their recent influence of an evil Dragon named Maya . meal permeate everything in sight . Your Maya is able to transform herself into the camp equipment has been opened and all r shape of a beautiful woman . We must foodstuffs eaten . You quickly look to the forget about finding Caramon at this time . place where you had left the piece of the If we can get to the outpost in time we dragon orb . It is gone! may be able to save it ." 0 Journal Entry 6 0 Journal Entry 3 As you walk up to the dying body of the "We were captured by draconians Commandant, Qrilliard says, "Why did disguised as the merchant band that comes you do this to us? We are now too weak to through here every month . When we hold the outpost against Takhisis' forces ." were sleeping, they killed the guards at the You see a flight of Red Dragons closing gate and captured us before we had a in on the town ... chance to even fight . 'They took our leaders into the barracks and interrogated them . They've all got to be dead now.

27 -' u IC 28

U Journal Entry 7 others are gathering . We need you to ,J Journal Entry 12 He looks a little nervous for a moment, and then says, "He has been ill . I'm afraid "Listen, Sir Karl is the most honorable of direct scouting and raiding operations . I "Welcome to the Southern Outpost . I no one can see him right now. Thank you men. I would follow him anywhere . But see now that things are worse than we am Carilliard, the Commandant here . I for delivering the information and good there is something very dark and strange thought . Throtl was supposed to have hear you have important news for me." luck on your journey back . I'm afraid I going on around him . He seems obsessed been abandoned." You tell him about all of the adventures have to get back to work." with a young girl named Maya . The fact Caramon says, "It's even worse than that you have been on and all of the With that, he waves you out of his that he's about 40 years older than she is that. I have seen Brass Dragon Eggs!" information that you have gathered . After isn't really the problem office. ; if they'd just settle She gasps, "No! They must not do this you finish you ask him about the missing down and declare themselves! All that again! ." Then she pauses, "Wait, how can messenger. would happen is that a few gossips will they do it? I thought the process was lost snicker and that'll be the end of it . But they during the War of the Lance . Did you see won't do that . Maya is extremely valuable any evidence that they were successful?" J Journal Entry 13 to us. She has sources of information that "No," are astounding, especially for one so young . says Caramon, "I was knocked Tower KEY But whenever the two of them are in the unconscious before I had a chance to look Wall further." He turns to you Houses 0 m same room the tension is so obvious that... . "I need you to 101 investigate this matter. Find the key, and € Door "Ah, never mind. You say that he seems go to the old temple in the Northeast part to be all right. I will go on that hope, and Secret of the city. Find out what you can ." Door let troubles find me in their own good M NO W time. Let's go." 0 Journal Entry 10 Tavern € Stairs "...attempt a conversion without the 0 Journal Entry 8 `oi intervention of Tak ... Front As you work to free the slaves, their Gate shackles seem to come off too easily. Before .. .book of spells that contains the you can react, they whip out weapons and necessary incantations and rituals for the conversion . It is said that this book will prepare to attack. One laughs, "The one Armorer's you saw die before you was not Sir Karl, it allow even relatively weak ma... Shop was a Sivak . There are no slaves here, it . ..nze, silver and gold were considered was only a story to lure you to your the most difficult trans..." 0 doom." They begin to close in . Storage I Stables 0 Journal Entry 11 f J Journal Entry 9 You follow Angar into one of the FH F She explains to Caramon, "I've been buildings. He yells, "I have a gift for you!" sent by Sir Karl to get you back to the and you are greeted by a Dragon Highlord Outpost . There are rumors that large forces and a group of his minions . As you start to of draconians, hobgoblins, minotaurs and draw your weapons, you realize that you have lost a great deal of strength . He must have drugged the food as well . You never should have trusted him . ..

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J Journal Entry 14 J Journal Entry 17 J Journal Entry 19 J Journal Entry 21 "Okey, dokey. Listen up people. Here's ...the book of conversion that I found is The Dragonlance was a stroke of genius . "Hey, come here . Look at this. This is a how you play. Now I've got three cards useless. It doesn't give us the actual cere- With one small theft we distracted them piece of the dragon orb that Tasselhoff broke! here. Two of them are Gargoyles and the mony to perform . It is merely a description from the main threat and forced their atten- Just this little piece of the orb will allow you third is the Princess . I'm gonna place the of the ceremony. I will have to come... tion on the recovery of the weapon . This to control the largest dragon! I'll sell it to you cards face down on the table, with the became Stage Two, since it fit so neatly for only 2,000 steel pieces... and it's a bar- Princess in the middle . Now, aaall you J Journal Entry 18 with our plans . It allowed us to delay the gain at twice the price! NO, don't touch it have to do is guess where the Princess is Tale of Sir Dargaard : original kidnapping of Sir Karl just long with your bare fingers . The last person who after I move the cards around . Easiest thing In the past, a faithful Knight of the Rose enough to gather many more bodies for Sir did that woke up with a withered hand! in the world, right? It's only three cards named Sir Dargaard gained an item which Lebaum to work with . Gruesome. So, what offer have I?" and I'm sure you won't have any problem gave him great fighting prowess . He was a J Journal Entry 20 J Journal Entry 22 keeping track of the Princess. Simplest scourge of the evil armies until his entire The 'Plan' is to be carried out in three "Welcome, I am Jadefang thing in the world. Now, who'll place a company was poisoned at a feast . The . I have been stages. Stage one is nearly done. We have asssigned to capture thisss hole and con- small wager of saaay, 3 steel pieces?" company was buried along with Sir managed to kill Caramon and Tanis and vinssse you 'Humansss' that you ssstill Dargaard's great device in lands later over- J Journal Entry 15 have captured or put to flight most of the own it. We did this ssso we could gather run by evil . The evil ones sought to wrest "Listen," the woman says, "we ...that is, Sir other 'Heroes' from the Dragonlance Wars. information and keep the sssouthern road the artifact from the tomb, but were slain The good armies are reduced to sending out open. Sssince you have given usss a lot of Karl and I ...have determined that it is by the spirits of Sir Dargaard and his imperative that the entire area be evacuated . hapless adventurers who have little or no ussseful information, I thank you ." company. Our scouts now say that draconi- experience . We have managed to feed The number of undead sightings has ans have attempted to penetrate the tomb He bows gracefully and continues to information to one of those bands with increased to an alarming degree. We want again, perhaps with sufficient strength to speak. notable success . The information is true, you to head into Qargath and force the succeed. It is time for a truly noble knight "However, you also have dissscovered but it always comes too late to be of any population to evacuate immediately. Thank to go and ask that the artifact be passed on our sssecret and therefore you mussst die ." interest. goodness there are no more Draconians. I to guard the forces of good today . You now notice that he is not alone in don't know how we would be able to get the barracks. He rises into the air ... out if we had them to contend with as well. On a side note, you will be happy to know that Caramon has contacted our J Journal Entry 16 elite units in Solamnia . The Council of The plan has to be carried out in stages . Knights themselves will lead them into Stage One, which is already complete, the coming battles, I will be certain to J Journal Entry 23 was to threaten various small areas to the mention your impressive record to them To Keep north and get the good armies to begin a when they arrive . consolidation of their forces . We were KEY fortunate to find a rather hapless party that Wall we were able to use to pass the false € Gargath m information to their leaders . It was pure • Door XTomb chance that they were sent after Caramon Secret € Outpost when he was captured in Throtl . We Door couldn't have planned better for our m purposes. We left clues behind to lead the € Jelek group to Qargath, Jelek and Neraka . This gave us time to complete our plans for the ambush at Sanction. 32

J Journal Entry 24 J Journal Entry 27 J journal Entry 30 J Journal Entry 34 Old ogre's story: "We have had to exhume all of the Stage two is currently coming to fruition. Qravnak and the draconians turn on "I was once the councillor to the ogre bodies in the graveyard and burn them . Sir Lebaum, our Sivak who has taken over you. "Fools!" he hisses, "Did you really princes, but I have become too weak and We found out that someone was entering the leadership of the Knights of the Rose, think a member of my proud race would crippled to keep my place . Now I hear of the burial glen, digging up the bodies, and has sown enough discord in the ranks of every ally with the likes of you?" then re-animating them into zombies and plots against our lord Qravnak, by one of the Knights to render them ineffective You are attacked from all sides. his lieutenants. Draconians have slipped ghouls. It's been hard, especially for those against us . In a few days he will issue the into the manor house and will strike when that recently buried their loved ones, but it order that will send most of the Knights U journal Entry 35 the current meeting ends . I watched them was necessary." over the mountains and out of this area "I was with a party of knights and others altogether. under Caramon that came in here to enter and saw the secret sign they gave the J Journal Entry 28 guards. explore. We haven't really found anything . "I've been kept out of the burial grounds 31 0 Journal Entry Caramon's already left to report . I guess I have no love of these assassins or their now for a week, I can't even get in there to "Watch out for the minister. They say you must have missed him . traitorous ally. Use the sign to enter the get my tools. There are strange things that he has taken over the castle of Sir Era "Oh, one thing we did find out was that manor, seek out the assassins and find going on in there. ..open graves, broken and now runs the old knight, as well as there is a treasure left over from the previ- evidence implicating Morog . He is the tombstones, strange noises. ..even the the kingdom . The people are being . .. hush! traitor. His rooms lie in the southeast of animals are gone! That Sir Lebaum is he's here." ous occupants of Throtl . We got word of it the manor." ruining the town . He even made his office from a hobgoblin who was sneaking in to 0 Journal Entry 32 claim it. Before he died, he told us that it 0 Journal Entry 25 in the burial glen! It's in the building just to the south and west of here but the door C~ravnak's alliance plans : was located in the south-central area of the "When you get to Qargath, beware of is through the graveyard . "We are both hunting for Myrtani city. Tell you what, if you help me find this anyone who appears to be bending over while he seeks our deaths. I have no love treasure, I'll split it with you . All right?" backward to help you . Be especially aware 'That's another strange thing . ..nobody's for sanctimonious knights and their ilk, but of anyone who mentions Sir Karl . We ever seen our new leader, at least, nobody J Journal Entry 36 I do love my life . To keep that, I would don't think that they know that we are that I know of . He gives his orders and the "Thank Paladine you're here . They've suggest a temporary alliance. Myrtani has now aware of their deception . 'guards' carry them out . taken everything! My poor family, my a base in Kernen which he visits quite friends and retainers. Gone." He breaks "Be especially careful about any clothing 'Things just ain't right." often. If you can slip into town, I have down. After a while he looks up in they may want you to wear. There is an allies who will help you penetrate the base J Journal Entry 29 anguish and says, evil mage in the town who delights in and kill Myrtani." Stage Four runs almost in step with putting curses on harmless-looking objects . "There's an Aurak who seems to be in Stage Three . As soon as Sir Lebaum has He then shows you the secret sign to Good luck." charge. He's had his minions scouring the launched his attack, the mass conversion give his allies. Keep. He's looking for my dragonlance! of dragon eggs into draconians will be J Journal Entry 26 U Journal Entry 33 He'll never find it. It's hidden . Hidden performed. The good armies will be "Qargath was overrun about a week ago. 'The Dragonlance has been moved to very well. Nobody can find it . But I'll tell caught in our mailed fist! They have no There were only a few of us here at that Jelek. After the Keep was overrun I you. Yes. Yes, I'll tell you. You're from idea that they are about to be attacked by time trying to rebuild after the War of the managed to smuggle it out of town and Caramon? Of course, of course . Look on two huge armies! The first of the good Lance. Draconians and evil forces snuck in hide it in the burial glen. It is hidden in an the sixth story. As you come up the stairs armies will be filled with their leaders and at night and captured the Keep . Since then unused tomb in the north-west corner of you will see a door directly ahead of you . the elite of those accursed Knights . When they have been bringing in prisoners and the grave yard . You will recognize the The wall to the left of that door has a our armies rise so quickly, we shall cut the putting them to work. They make us wear entrance because there is a silver rose bush secret door in it . The Dragonlance is in very heart of their ability to resist us . With these hoods to keep track of us." growing just before it ." there." the leaders dead the rest of the rabble will wander like sheep. He looks around in fear. "Where are they? Where? They were here. I saw

33 ill F-z 3 4

them. My little ones . Where are they? I set." He looks around and leans towards J Journal Entry 41 Keep. I don't know what it looks like must go, I must. I will slip out down the you, "You wanna help! Huh, what d'ya The prisoner looks at you with agony as inside. I can tell you that the main gates stairs. Goodbye, goodbye. Get the lance!" say? another shudder wracks his body. are in the upper-northwest comer of the J Journal Entry 37 The terrorized look comes back. He Suddenly, his flesh seems to split and a foul city In the middle of the city you will find screams and gasps in tenor. a secret door into the wooden structure . It Stage Three is about to begin . The good odor permeates the room! You start to gag is currently being guarded by draconians armies are marching on Sanction, and our and cough in the middle of the stinking 0 Journal Entry 39 because it's location has been discovered friendly 'adventurers' are still trying to cloud. The door behind you closes and you The great ship lists to port and seems to recently." He licks his lips in consternation figure out how to get the Dragonlance . Sir hear the bolt being driven home . You are pause in silent anticipation . The sailors and suddenly speaks in hushed intensity Lebaum has been working in the arena of trapped! jump off like rats . In the distance, a hump "Listen, there's a dragonlance in the Keep . Duerghast. He will begin to raise his army of moving water marks the place where J Journal Entry 42 I know, all of them were supposed to be of undead as soon as the good armies are the gigantic whale swims away. Your boat The prisoner is extremely weak . He sent South but the Castellan was injured in position . We anticipate that this will starts rocking as the waves from his blow barely croaks out some broken phrases : during the War and his lance was brought take another day or two . I have Blue to the ship finally reach you . with him when he returned . You must Dragons stationed at Duerghast to guard "...the Castellan is alive . He's being held The ship finally slips quietly under the find it!". the eggs and Red Dragons are waiting to here on this floor.. ." "...an Aurak. ..silver . The orb fragment - and the give me word when he has finished his waves eggs.. .black dragons...book..." J Journal Entry 44 Vampire - slide down to their final preparations. When I hear from him the He grabs your arms and dies . "Ah, come on Grag! You know that resting place . final stage will begin . 0 Journal Entry 43 we're supposed to guard the grave of this J Journal Entry 40 guy The captain's gonna be mad if he sees 0 Journal Entry 38 'They have built up a large, wooden The road back to Solace is filled with the us in here. Uh, by the way, can you buy 'They're back...back there . ..who, look structure in front of the main gates of the refugees Krynn. Wretched individuals me a drink? I'm a bit short this week ." out! No, no, no . I stabbed one but it took of and families carry what possessions they my sword. I couldn't get it out of its body! can on their backs or on small pushcarts Caramon!" and wheelbarrows . They all scan the sky 0 Journal Entry 45 His eyes clear for a moment and he with fear; waiting for the horrific sight of becomes more lucid. "Listen to me," he KEY dragons flying out of the sun to breath Wall says, "they've captured Caramon . Most of death onto the miserable line of humanity. Burial Glen our party has been wiped out ." m The Second Flight of the Dragons has € Door He suddenly jerks about . "What's that! devastated Krynn . Sanction is a smoldering Get them! They've got Caramon . Find lake of lava. Gargath a pile of melted him. I'll find him . North, north and west stone, and Neraka has been blasted into Magic and south. Traps! Back up... go back now. oblivion . Only Jelek and Keman survive Shop Quiet, quiet, quiet ... look out! above you! in this part of the continent ; and they have 0 oh no, oh no, oh no .. . " become enclaves of evil . Jelek has become He gets a sly, slightly mad conspiratorial Sir Lebaum's base of operations, where he Weapon Shop look on his face . "I saw a money chest in a continues his experiments with the room to the east. I'm gonna get it and I'm undead . Kernan has been taken over by Myrtani and his horde of newly created draconians.

35 --- a~~ ` 36

All of them are bent or broken and quite U Journal Entry 46 U Journal Entry 49 to. I now go out to gain my freedom . If I useless . There is a hole in the ceiling fail, then know I held you in my thoughts The tree suddenly explodes! The locket Sir Karl's dying monologue : above. It is evident that the party was to the end ." is thrown away from the enchanted circle . 'They tortured me to get information, ambushed . There are no bodies . From the swirling ashes of the explosion but I gave them nothing . Killed my guards U Journal Entry 57 an ominous shape slowly rises. Vaguely when they came for me again. Afraid I D journal Entry 53 Red Dragon's story: manlike, it's features are indistinguishable Men discussing a rebellion : didn't quite make it all the way out . "Once when I was young and my scales in the thick smoke. Qiant Rats and Things getting dark .. . Hard to concentrate . "I can't believe that we are letting an were sleek and smooth, I was appointed Mobats charge out of the impenetrable There are slaves down there . They must be Aurak dictate what we have to do . Its not protector of the Crown Jewels . Beautiful dust! freed from this evil place ... Remember me right. We created them to serve us, not the they were, glistening in the torchlight . U Journal Entry 47 to Maya ..." His breathing stops . other way around . At the meeting I'm Many a tasty thief came by to admire "We've had a lot of unsavory characters J Journal Entry 50 going to speak in favor of restructuring this them, but I always kept them safe. Then alliance. Only their slimy blood will flow." the city fell and the jewels were lost passing through town lately . The good Draconians! . Since armies have left us in the lurch and we are then I have sought them everywhere . I am I have good news . I have managed to J Journal Entry 54 forced to take the law into our own hands sure they will turn up, so that I can watch attain the volume that we have been A large number of human warriors are in order to protect the citizens of this town. their glittering beauty again . The crown searching for all of these years . The power gathered here . One leaps upon a table and Here's the official proclamation ." was the prettiest piece, golden and encrust- to create more of our kind is now in my calls out, 'Who among you wishes to ed with gems. Ah, such a wondrous time ." 'All persons entering Jelek that are hands. Send me all of your eggs along overthrow Myrtani!' As hands raise unknown to the guards shall be assigned with any mages and clerics that you may throughout the room, archers slip out from U Journal Entry 58 an escort for the duration of their stay in have with you. I'll be at the Citadel of behind curtains and fire. The man on the "Hello, and welcome to Jelek! We have the city. They will be restricted to the pub- CQargath very soon. Have the eggs packed table laughs, 'Myrtani will be grateful for recovered so well from the recent war that lic parts of the town . The burial grounds and taken to me within the week. your identifying yourselves .' we are able to provide you with a guide are strictly forbidden to all strangers.' By order of Myrtani. D Journal Entry 55 that will bow to your every need . He will "It's signed by our leader, Sir Lebaum. direct you to our Inn, where you can rest in 'They say that there is a Vampire that U Journal Entry 51 luxurious peace, and point out the exciting "So, here's a nice young man who'll has been enchanted in that old tree . A 'The worst monsters our scouts have new businesses that have helped to make show you around the town . very powerful mage trapped him in there reported anywhere in the area are Jelek the most dynamic town in all of before the world was changed. The only "Skyla! Come over here!" hobgoblins . Draconians and evil dragons Krynn. " thing that will release him is a piece of the He introduces you to a man who looks have long since abandoned this area to our soul of the mage who trapped him . The He waves over a tall, handsome young you over and breaks into a goofy grin . His forces. Still, be a little wary on your way to mage is long dead, however. The only man. 'This is Skyla." he says, "He will be entire aspect seems dignified enough, until Throtl. known artifact that had any relationship your escort for the duration of your stay in he smiles or begins to talk, then his "Also, be sure to report back here with him is the Locket of Light . But that Jelek." ancestry is extremely questionable and you immediately, if anything unusual or disappeared into the west long ago. D journal Entry 59 wonder if maybe he hadn't suffered a fall dangerous occurs . This outpost depends on his head as a child . on information brought back by patrols U Journal Entry 56 "Listen, I've been following you for Sir Karl's last message to Maya : some time now. That Skyla character is the D journal Entry such as yours . Good luck and may 48 leader of a faction of guards that has taken Paladine watch over you ." "I realize now that I shouldn't allow our "Finally, you're here. I got word that Sir over the city. He looks stupid, but don't let differences to interfere with our feelings . Karl was going to send someone to check U Journal Entry 52 that fool you . He knows exactly what he I suppose at my age it takes a while to this place out . I've been waiting for you for The weapons and armor of Solamnic looks like, and he knows how to use it to adjust to new things . Remembering your days. Come with me ." Knights and their allies is strewn about his advantage. beauty and bravery has helped me with- the corridor. stand the tortures they have subjected me 38

"He takes his orders from Sir Lebaum . J Journal Entry 62 U Journal Entry 63 U Journal Entry 66 Lebaum took over about a week ago . It Message from assassins. The paper The ogres lead you along a twisting cor- was slow and insidious how he did it . No reads: ridor. They assure you that the passage is word got out at all and, initially, there was completely unknown We have contacted a traitor at the rene- . Gravnak whispers lots of business for our shops . Everyone for you to be ready gade ogres' base . We can slip in unob- . He pulls a lever, but was happy . Except that now he's cut off all instead of the wall opening, the floor drops served and slay the renegade leaders . If we contact with the outside . Anyone that out from beneath you. Myrtani appears are not successful, beware. Our spy tells us comes in here either joins the guards or is next to C,ravnak and both begin to laugh . that the renegades might try to ally with killed, as you almost were. the forces of good . Their knowledge of U Journal Entry 67 "There's another disturbing thing . I've Kemen makes them dangerous . "I was with the patrol that followed done some digging around and nobody KEY A rough map is drawn on the back . Wall Caramon in here . We ran into trouble has even seen this Sir Lebaum character. almost immediately. We were not really Most people have never even heard of Sir Karl then speaks, 'The Solamnic •m Door expecting much opposition but .. .We were Cavalry is already on the march . It will him. There was a Knight of Solamnia of ambushed by a large force of hobgoblins not be too long until these first units have Jail that name that was corrupted by Takhisis and draconians. I was knocked out by a arrived in the area . We must have infor- Door many, many years ago but legend has it W blow to the head early in the battle . I that he died-horribly, they say. mation on the enemy strengths and weak- Dragon- lance awoke in a dark corner, alone . It took me a nesses soon. The Solamnic force will be "I'd like to get into the graveyard and while to get my bearings but I finally went small and an ambush could cause them examine his office . Are you willing to go out in search of my companions . I over- problems ." with me!" heard from passing patrols that everybody except Caramon was killed . U Journal Entry 60 D journal Entry 64 WANTED: Soldiers to wage the battle You must help me find Caramon . He Message on body of Prison Lord : Gargath € Ogre Base against the Solamnic usurpers of must not be allowed to fall into the hands It has come to my attention that the X KRYNN. 5 steel pieces when you sign up of the leaders of this band." bodies we receive here in Sanction from € Outpost and a guaranteed 2 steel pieces a week U Journal Entry 68 your prisons are in a highly deteriorated until the end of the engagement. See the As the Vampire grasps the piece of orb condition. We realize that information recruiting officer at the Southern Sanction € Jelek a deep trembling shakes his being! Blood must be gained by torture and that it is a Inn for details . useful way to relax, but I would prefer it if begins to run from his eyes and ears as a a majority of the bones remained U Journal Entry 65 high keening sound forces your party to hold their heads in anguish . The Vampire uncrushed. I will not repeat this request . Draconians! is desperately trying to rid himself of the Sir Lebaum I'm afraid that the book that we spent so glass object . It will not leave his hand! much effort in obtaining has turned out to U Journal Entry 61 Old Rimshanks' spell of permanent be even more important than we thought! binding is working! I want you to find the adventurers and Not only are we going to be able to create put them out of our misery . They have more Draconians without using eggs, but served their purpose, now I'm afraid they it has taught us how to use the dragon orb may find some way to get word to the to make our existing Draconians even good armies. Eliminate that threat . more powerful! The Plan proceeds! Death to Solamnia!

40

.J Journal Entry 69 J journal Entry 70 Q Journal Entry 72 WEARY TRAVELERS! Come to the "Listen, I've been following you for some 1st door 2nd floor 3rd door best accommodations on KRYNN! The time. You need to get to Jelek as quickly as 0 KEY Ijail Cells SOUTHERN SANCTION INN is open possible. There are rumors that Sir Karl is CD- I I I Wall for your business . We are located in the about to attack the town in order to get at 1,M S airs Up Stairs Up CZ? southeast comer of the city the last Dragonlance that remains in our •I0 Door Down THE DRAGON'S CURSE is open for hands. Once you arrive, a resistance 00 Stairs business in the middle of Sanction . We worker will join your group as an escort . Jelek has become prosperous lately and they €0_ 0 have the best selection of drinks since Istar J Circular LEntrance sank beneath the sea . Non-humans wel- are requiring all visitors to be escorted M Stairs come! through the town . The stated reason is to Possible show new visitors around the town, the Treasure IF YOU GOT THE MONEY, 4th Floor 5th door 6th Floor WE'VE GOT WHAT YOU WANT! real reason is to keep an eye on all new- comers and prevent anyone from getting While our inventory had been decimated Stairs by the recent war, we are again open and into the graveyard . Our man's name is offering the finest in magical items avail- Skyla, as soon as you arrive he will be able W ~~ able. As always, if we don't have it, we to join your group and help you find the will find it, or make it. All we need is time Dragonlance that the castellan hid." and money. QUSMARKEN'S MAGIC l Journal Entry 71 8th Floor 9th Floor 10th Floor 11th !Floor SHOP Located in the eastern-central area 7th Floor 9 Myrtani is gathering his forces in secret Lower Lower Tower Tower 0 0 of the city We are the first door to the areas around Sanction . We won't be ready . right, heading north from the inn for a few weeks yet . My minions have THE SHARPEST, MOST DURABLE started gathering materials for my use . WEAPONS MONEY CAN BUY! Several graveyards have been looted Come to our smithy, located just north of already. Many of them have left the open the Southern Sanction Inn, and peruse our grave sites unfilled. I suppose it can't be 0 Journal Entry 73 I didn't know either. We were unprepared fine selection of blades, armor, arrows, helped. Stupidity has always been our "After the battle I was taken to see a for the extent of the evil forces . darts and anything else you could possibly most dangerous enemy. powerful cleric. He laughed at my defeat . 'The ambush was a complete surprise ." need to equip your party REASONABLE They led me to some doors that glowed in RATES! Myrtani has found a Dragonlance! I J .Journal Entry 74 urged him to give it to his strongest the darkness, opened them with a key that he pulled from his robes, and took me to a Tanis's tale: SO, YOU THINK YOU'VE warrior but I'm afraid that the draconian dark temple. I saw a bronze dragon egg on "I had heard of slaves being taken in the EARNED THE RIGHT TO doesn't trust anyone who could hold that ADVANCE TO THE NEXT LEVEL? the altar! He told me that they were going area, so I disguised myself and arranged to much power. Foolish. He's going to hide it to start the corruptions again! Then he had be captured. I have just managed to free Horgathindorn's Training Hall has away somewhere in Sanction . worked with the best! Come see us in the his minions beat me . the slaves here, but more are held to the south. I will organize the slaves here Northeast Corner and see if you've got "I woke up here . If it hadn't of been for while you free the others . Then we will what it takes! the treachery of a dark elf, and a sneak arrange a diversion to allow the slaves a attack from behind, they never would chance to escape ." have captured me." He pauses . "I'm sorry for my men ." he says, 'They had no idea what we were getting into. Krynn's blood, 41 42

U Journal Entry 75 U Journal Entry 78 J Journal Entry 81 Oh, you want to find him, well that's an "I am the only one left from the ambush . "Now, what do you know about that! interesting story, you see when we first got KEY I was knocked out early in the combat . By They say that a real dragonlance has been together about two weeks ago ... the time I came to, the enemy was gone . found in the hills to the east . It also carries Meeting "Vh, I can help, you know. Caramon Wall Caramon is dead. I figure that they must an enchantment that will force any dragon X w was taken somewhere south of here . I've have ganged up on him first. His was the to your will if you but wound the beast." been trying to reset traps in case more only body left behind . You don't want to Door draconians and hobgoblins get here . know what condition they left him in . J Journal Entry 79 "Why don't we team up, OK?" Evidently they wanted to leave a warning Cfravnak's story about the Guardian : to anyone who comes after him . It was 'The oldest rulers of Kernen ordered the U Journal Entry 83 awful. I laid him out as best I could and city's mages to create a deadly guardian for "... the minotaurs have refused to come have been working my way out of Throtl . their castle. How they did it no one to our aid. They are touchy beasts and I'm We must get back and warn the Outpost! knows, but the magicians gave this thing to afraid that our emissary was less than "I don't understand how they could have the king . Over the years it became unruly diplomatic . We will attempt to contact known that we were coming . The ambush and was locked in the vaults below this 0 them again but don't count on having was obviously well planned . They knew building . We know of no way to harm it their. .." exactly who was with us and exactly how or chase it back to the vaults where it was The fragment ends . to counter any attack we could muster." kept. All we know is that an ancient tome in the library contains a recipe for a salve U Journal Entry 84 U Journal Entry 76 that will protect the wearer from the ".. .we have contacted the minotaurs . friend has many objects of value for guardian's deadly bolts. You must construct They will help us. I must go to Gargath . sale.. . this salve in the alchemist's study before It is rumored that there is a dragonlance ...great frog collection!!! ... you can succeed in passing the guardian." stored there . We must secure the keep and ...sword that seems to be magical, at U Journal Entry 80 U Journal Entry 82 find the treasure room that is hidden there . least undead creatures are afraid of it... The map of the keep shows those places A few days after that, Stage three will "So! At last, you've come to rescue me . ...many potions for sale ... where we believe the secret door may be begin. We have taken the pieces of the You know these things are quite clever. . ..information about the incidents of located. Give this map to your officers dragon orb that the kender shattered and Not clever enough for me of course. I've undead and draconian incursions in the and..." have placed them in strategic spots all just been improving them somewhat . area. .. around Sanction. Raistlin's researches has Oh dear. I do hope you didn't come The fragment ends ...... a beautiful daughter through from the North .. .oh, sorry. determined that, under the right conditions, U journal Entry 85 even a piece of the dragon orb can act as a "I suppose you'll be wanting to get me U Journal Entry 77 'The cavernous maw of the great beast Base Commander's papers. You find : powerful lure for dragons . Furthermore, out of here now. Oh, there are more peo- is used as the entrance to the temple . The each piece can be tuned to a particular type ple back there . Strangbourn is around here A list of orders authorizing an attack on dragon's head is being artificially preserved of dragon. He has been lost to us since the somewhere, He's looking for Caramon the knight's outpost. . through magic. We need the dragon's War, but his dark elf assistant has managed A supply list, consisting mostly of fangs in order to complete our spell . If they to create the spell out of Raistlin's notes . implements of torture signed by someone With our captured Dragonlances, we will can be brought to us we can prevent known as the Prison Lord . draconians from ever . . . destroy all the good dragons that remain in The final page is an order to turn all Krynn, and our final victory will then be slain prisoners over to a Sir Lebaum . all but assured . 44

0 Journal Entry 86 He slumps down on the bed . You TAVERN TALES notice that he desperately needs food and rest, but he waves off your help and 0 Tavern Tale 1 continues his story, "Hey, Jorclack! You wants' play Gargath "I hid and they missed me, but they cap- tonight? I think we can get at least tured most of the other guards. They are two other guys . I'm gonna win those Outpost 2 being held in the outpost jail . Also, they're steel pieces back from you ." guarding the north side of town heavily . I 0 Tavern Tale 2 Jeleck hostages there too ." think they might have "Even giants are being seen nearer the J Journal Entry 88 outpost . Glad we have some rangers Neraka/ "Just before the Temple of Duerghast and dwarves in the company." was closed, dead bodies were seen being J Tavern Tale 3 carried into the arena in the Temple's "Kernen can no longer be approached X Outpost 3 northwest comer. There were hundreds of at all. Too many dragons in the air." them. It has been discovered that the Death Knight, Sir Lebaum, has taken over J Tavern Tale 4 Sanction the Temple and has gathered together the "Hey, Jorclack! What in blazes were exhumed dead for miles around. you doing up in the slum area? You 'There is no way that you can get into rubbin' shoulders with the local the temple through the front gates. You scum?" 0 Tavern Tale 8 UJournal Entry 87 must get the Shadowpeople's support . U Tavern Tale 5 "I hear that they're gonna be hiring They have tunnels that cross from the mercenaries down in Sanction "I am Angar, one of the real guards of 'There are secret doors that lead into . I say Temple of Huerzyd to the Temple of we get out of this hick town and go the outpost . We were overrun about a the old entrance to the keep . The week ago by a draconian army. I was Duerghast." She pulls out an amulet . 'This Draconians have built up around the down to where the real action is ." amulet will let you through a secret door . coming in from a patrol when I saw them entrance in order to prevent people 0 Tavern Tale 9 taking over. They were everywhere . .." The Shadowpeople will find you once you from getting into it." enter Huerzyd." "Strange how those folks in Jelek 0 Tavern Tale 6 fooled us so well . Evil has always "The Castellan of Gargath was been skilled at duplicity." rumored to be holding a dragonlance 0 Tavern Tale 10 in one of his treasure rooms . With it "I hear that Sanction is slowly being we can prevail against the evil infested with Ogres, Minotaurs and dragons ." Draconians . The Temple of Duerghast 0 Tavern Tale 7 is even showing signs of life . It would "Here's a drink to all the knights be an dark day indeed if that place comes back buried in Jelek's graveyard; may they ." rest in peace forever." J Tavern Tale 11 "It's good to see that Jelek is holding against the tide of evil ." 45

U Tavern Tale 12 U Tavern Tale 20 "We've been finding lots of emptied ".. .There's something weird going on graves. Someone is collecting bodies ." here. My son was saying that he saw a zombie. I told him he was U Tavern Tale 13 crazy. . .but I don't know, he's not "With Sir Dargaard's treasure rescued, usually given to making up stories .. ." we are sure to push the draconians back." J Tavern Tale 21 ". . .so I was sayin', why we gotta do U Tavern Tale 14 all this stuff? Why don't we just go 'Those blasted Minotaurs have taken down there and take the thing? And over the entire western section of you know what, that's exactly what town! The docks are almost com- we did. That Lance is ours! Of course, pletely under their control . Those that my officer took all the credit for him- aren't are the pleasure boat docks that self. Cretin. He couldn't hold the dull don't have any warehouses . How am end of a sword if he didn't have us to I supposed to get my lumber into the teach him. .." city if I can't use the port? Things are going from bad to worse down here. I U Tavern Tale 22 should have stayed in Jelek." "Throtl is starting to crawl with monsters. Some of our scouts have U Tavern Tale 27 U Tavern Tale 15 been harassed." U Tavern Tale 31 "Enemy scouts have been patrolling 'The slaughtered wagon train was ".. .I tell you that grave was breathin'! closer to the outposts . They'll be on U Tavern Tale 23 carrying a magic tome . Perhaps it held The dirt was risin' up and down, just the run when the good armies get "Its been too quiet for too long . the secret of the corruption process." like it was takin' in air . I lit outa there Something's got to happen soon ." there." U Tavern Tale 28 as fast as these stumpy legs could carry me.. ." U Tavern Tale 16 U Tavern Tale 24 'The evil forces have dragon eggs . "Now lissen here, yer Red Dragon is "Scouts are starting to report evil forces We can look forward to more U Tavern Tale 32 by far the best at nose-to-nose, claw- on the march everywhere ." draconians if they can rediscover the "... a silver dragon! They say they to-claw fightin' . But for breathin', corruption process." U Tavern Tale 25 loved each other but how do you gimme a green any day." figure? What can a man and a dragon "Enemy patrols hold most of the cities U Tavern Tale 29 do? I don't know. I got sick and tired U Tavern Tale 17 in the area. Hope the army gets here "Once the armies are here, we will of all the moping about." "A young woman has her eye on Sir soon. It's galling to let them operate so sweep the area clean of evil for the Karl. Its making him uncomfortable ." openly." final time." "It's a shame about Sir Karl though . They say he was killed up north U Tavern Tale 18 U Tavern Tale 26 U Tavern Tale 30 somewhere. He was an OK guy. "Maya's on the warpath, she's always "It's a shame that people on our side "I thought that the good armies had Treated you right." been sweet on Sir Karl ." could just abandon the slaves that destroyed the Draconians! Well it just way." goes to show you can't trust anyone U Tavern Tale 19 anymore . Where are the Solamnic "Draconians have been seen near Knights now? Why weren't they Throtl. Things are heating up ." here when those foul reptiles took over our town ." J Tavern Tale 33 0 Tavern Tale 41 0 Tavern Tale 47 0 Tavern Tale 52 "We got the fires out, but the enemy "No, he never came back . He was on 'The armies will be here soon . This 'Too bad about all those slaves in escaped with Sir Karl . Those Auraks a boat that went out onto the Blood time it will be a quick war. The evil Neraka, slaughtered and hauled off can control the minds of our toughest Sea of Istar and never came back . forces can't compete ." and enslaved again as undead ." Somebody said they actually went people." 0 Tavern Tale 48 down the Maelstrom... but that's 0 Tavern Tale 53 0 Tavern Tale 34 crazy, nobody would sail close to that ". ..yeah, I went to see the guy. He ". . .the Shadowpeople are still around . "Nothing's been seen in Throtl for thing.. .anyway I haven't been able . . ." said he didn't need tired old scum! They say they've got tunnels that run months. The place is boring." The bleepard said nobody who lives all around underneath the city. That 0 Tavern Tale 42 in Sanction is good enough for his captain that's trying to hire mercenar- 0 Tavern Tale 35 "What ever happened to that army. He's spread the word that ies is pumping people for information "Annoying guides they give you in Dragonlance that the Castellan had professional soldiers are needed . about the Shadowpeople and their Jelek, but I suppose they can't be too during the last war? I know for a fact Humph . Didn't I fight with Tanis tunnels. He's stupid though. Nobody careful." that it was never returned to the good and Caramon in the last war? . .. finds those tunnels if the Shadow- 0 Tavern Tale 36 armies . Blast it man, I was with the Scum, he said!" people don't want 'em found-at Castellan's armorer, all of the least, if they're found, nobody returns "A moment of silence for Sir Karl, a 0 Tavern Tale 49 brave Knight of the Rose . He truly weapons went through us and that to tell about it ." Dragonlance was never returned!" "I've heard that Caramon has gotten followed the Oath and the Measure ." the first elements of the army on the 0 Tavern Tale 54 0 Tavern Tale 43 U Tavern Tale 37 march . They'll soon be here ." "It was a good thing they found the 'The enemy's rear guard was seen good dragon eggs in the prison 'The draconians were led by an 0 Tavern Tale 50 . I've heading south. Too bad most of us are heard that the good dragons are Aurak. They're very deadly." "...every graveyard within a hundred stuck guarding this outpost, we could heading down because of that ."' 0 Tavern Tale 38 chase them down in a few days ." miles of this place has been looted . 0 Tavern Tale 55 "I wonder if they could have saved Sir Graves left open, tombs cracked and 0 Tavern Tale 44 broken Karl's life if they tried harder." . It's eerie . Funny thing "That was the draconian leader that "Gargath is crawling with evil forces . though, a lot of the valuable stuff has led the attack . He's an Aurak named 0 Tavern Tale 39 Hopefully Caramon can raise the been left behind . Weapons and armor Myrtani." "I tell you I saw dragons! They were armies quickly." was gone, but any jewelry or other 0 Tavern Tale 56 flying around the top of the keep! items of value that was buried along Q Tavern Tale 45 Black ones they were . Except for one with them is still there . "Who are these guys that have taken "I've heard they ignored Sir Karl's last over? I see soldiers with the number real big one. I think it was a red ." Another thing, some of these tombs wish and let the slaves fend for them- 101 tattooed on their arms . What look as if they were opened from the 0 Tavern Tale 40 selves." gives?" inside.. ." "Don't drink the beer. The bartender 0 Tavern Tale 46 0 Tavern Tale 57 washes his feet in it." 0 Tavern Tale 51 . I was "Those rescued slaves had horrible "It was the strangest thing "Yeah, Sanction is gonna start up trade walking past the old building by the stories to tell. We're sure glad they again. Me and Lancrent are gonna go graveyard, you know, the one with were helped to escape ." down there and start up our lumber no door on this side, and I was hit by import business again. The docks are an incredibly cold wind . You know rebuilt and open for business ." how warm it was yesterday. It only hit me for a second, but it was scary." (I 50

SPELLS Slow Poison revives a poisoned Sticks to Snakes causes snakes to Protection from Evil improves the AC person for the duration of the spell . harass the target. The target is unable and saving throws of the target by 2 to attack or cast spells for the duration against evil attackers First Level Clerical Spells Snake Charm paralyzes as many HP . of the spell. Bless improves the TIIACt of friendly of snakes as the cleric has HP. Read Magic allows a mage to ready a characters by 1 . The bless spell does scroll and read it . For scrolls, this works not affect characters who are adjacent Spiritual Hammer creates a temporary First Level Mage Spells magic hammer that is automatically as if they have been identified . A mage to monsters when the spell is cast . This Burning Hands causes 1 HP of fire may scribe the spells from a scroll (if is a good spell to cast before going into Readied . It can strike at range and does damage per level of the caster. There is normal hammer damage . appropriate for his class and level) after combat. no saving throw . it has been read . Charm Person Cure Light Wounds heals 1-8 HP (up Third Level Clerical Spells changes the target's Shield negates the magic missile spell, allegiance in a combat to the target's normal maximum HP) . . It only affects improves the mage's saving throw, and Cure Blindness removes the effect of character types (human, etc), goblins or may increase his AC. Detect Magic indicates which equip- the Cause Blindness spell . hobgoblins . ment or treasure is magical. View a Cure Disease removes the effects of Shocking Grasp does electrical dam- character's items or Take treasure Detect Magic indicates which equip- disease caused by some monsters or age of 1-8 HP, +1 HP per level of caster. . Equipment or treasure preceded ment or treasure is magical. View a items caused by a Cause Disease spell. by an "' or a '+' is magical . character's items or Take treasure Sleep puts 1-16 targets to sleep with Dispel Magic removes the effects of items. Equipment or treasure preceded no saving throw. Up to sixteen 1 hit-die Protection from Evil improves the AC spells that do not have specific counter by an "' or a '+' are magical . targets are affected . One 4 hit-die target and saving throws of the target by 2 spells. This is a recuperation spell for is affected . Targets of 5 or more hit- against evil attackers. Enlarge makes the target larger and any of the party that has been held, dice are unaffected. stronger. The higher the caster's level, slowed or made nauseous. Resist Cold halves the damage and the larger and stronger the target gets . improves saving throws vs . cold attacks Second Level Mage Spells Prayer improves the THACO and saving If the caster is 6th level the target by 3. Detect Invisibility throws of friendly characters by 1 and becomes as strong as an Ogre . If the allows the target to reduces the THACO and saving throw of caster is 10th level the target becomes spot invisible targets . Second Level Clerical Spells monsters by 1 . This is a good spell to as strong as a Fire Giant. A target can Invisibility makes the target invisible. Find Traps indicates the presence of cast before going into combat . only be under the effect of 1 enlarge The THACO of melee attacks against traps in the character's path . spell at a time . Unwilling targets get a invisible targets is reduced by 4 Remove Curse removes the effects of . It is saving throw against this effect. The impossible to aim ranged attacks at Hold Person may paralyze targets of a Bestow Curse spell and allows the tar- spell will stay in effect for more than I character type (human, etc), goblin or get to unready cursed magic items . invisible targets. Invisibility is dispelled combat, and should be cast before when the target attacks or casts a spell . hobgoblin . You may aim a hold person combat. spell at up to 3 targets (hold person Fourth Level Clerical Spells Knock is used to open locks . It can be Friends raises the caster's charisma target less) . Cure Serious Wounds heals 3-17 cast from the door-opening menu if the 2-8 points. It is often cast just before HP (up to the target's normal maxi- active character has a memorized Resist Fire halves the damage and an encounter. improves saving throws vs . fire attacks mum HP) . knock spell. Magic Missile does 2-5 HP per missile by 3. Neutralize Poison revives a poisoned Mirror Image creates 1-4 illusionary with no saving throw . A mage throws 1 Silence 15' Radius must be cast on a person . duplicates of the mage . A duplicate missile at 1st-2nd level, 2 missiles at character or a monster. That character disappears when it is attacked . Protection from Evil 10' Radius must 3rd- 4th level, 3 missiles at 5th-6th or monster, and all adjacent to him, be cast on a character or a monster. It level, and 4 missiles at 7th-8th level . Ray of Enfeeblement reduces the cannot cast spells for the duration of improves the AC and saving throws of This spell will damage any target within target's strength by 25% + 2% per level the spell. the target and all adjacent friendly its range unless the target is magic of the caster. characters by 2 against evil attackers . resistant or has certain magical Protection . Casts instantaneously .

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protection from Normal Missiles Fear causes all within its area to flee Haste doubles the target's movement . Stinking Cloud paralyzes those in its makes the target immune to non- and number of melee attacks per area for 2-5 rounds. If the target saves, magical missiles . Fire Shield protects the mage so that it is not paralyzed, but is nauseous and round. Haste has a short duration and any creature who hits the mage in has its AC reduced for 2 rounds . This you should wait until a fight is immi- Slow affects I target per level of caster. melee does normal damage, but takes spell has a very short range and care nent to cast it. Warning: each time a The spell halves the target's movement twice that damage in return . The shield should be taken to avoid including haste spell is cast on a character, that and number of melee attacks per may be attuned to heat attacks or cold party members in the cloud . character ages one year . round. Slow can be used to negate a attacks . The mage takes half damage haste spell . This spell is useful against (no damage if he makes his saving Strength raises the target's strength by Hold Person may paralyze targets of any high-damage creature . Only affects throw) and has his saving throw against 1-8 points, depending on the class of character type (human, etc), goblin or the side opposing the spell caster . the opposite form of attack improved the target . hobgoblin . You may aim a hold person by 2. He takes double damage from the spell at up to 4 targets (Exit to target Fourth Level Mage Spells . form of attack the shield is attuned to . Third Level Mage Spells less). Charm Monster changes the target's Fumble causes the target to be unable Blink protects the mage . The mage Invisibility, 10' Radius makes all allegiance in combat. It will work on to move or attack 'blinks out' after he acts each round . targets adjacent to the caster invisible . . If the target makes any living creature . The spell affects 2-8 his saving throw, he is affected by a The mage may be physically attacked The THACO of melee attacks against 1st-level targets, 1-4 2nd-level targets, slow spell. before he acts each round, but he may invisible targets is reduced by 4 . It is 1-2 3rd-level targets, or 1 target of 4th- not be physically attacked after he acts . impossible to aim ranged attacks at level or above . Ice Storm does 3-30 HP to all targets invisible targets. Use this spell to set up Dispel Magic removes the effects of within its area . There is no saving a battle line while the bad guys seek Confusion affects 2-16 targets. Each throw spells that do not have specific counter . This spell will inflict damage on you out . Characters lose invisibility if target must make a saving throw each spells. opponents protected by Minor Globes they do anything but move . Some round or stand confused, become of Invulnerability. Fireball does 1 d6 HF per level of the monsters can see invisible creatures . enraged, flee in terror or go berserk. caster to all targets within its area . If Confusion is most effective when used Minor Globe of Invulnerability pro- Lightning Bolt does 1 d6 HP per level the target makes its saving throw, the against a large number of enemies . tects the caster from incoming first, of the caster to targets along its path . damage is halved . A fireball has a 2 second, or third-level spells . The Globe If the target makes its saving throw, the Dimension Door allows the mage to square radius outdoors and a 3 square is very effective when used in combina- damage is halved . A lightning bolt is 4 teleport himself to another point on the tion with Fire Shield radius indoors . Fireball is a slow-casting . or 8 squares long in a line away from battlefield within his line of sight and spell and the spell's power demands the caster. For best results, move the the range of the spell . Mages can use it Remove Curse removes the effects of that you target carefully. Otherwise, you spell caster to send the bolt down a for quick escapes . Fighter/mages use a Bestow Curse spell and allows the may inadvertently destroy party row of opponents . It will attack all the "Door" to reach the opposition's target to unready cursed magic items. characters . When indoors, the only safe opponents along the line within its rear area. area on the screen at the time you range. Target the first creature in the target the spells are the squares in each row (closest to caster) . Lightning bolts corner of the screen and the squares directly above and below these corner will reflect off walls back toward the spell caster. This permits targets squares. Be sure to center to determine adjacent or close to a wall to be hit who will be in the area of effect. twice by the same bolt. Be careful the caster isn't hit by the reflected bolt. Protection from Evil, 10' Radius pro- tects the target and all characters adja- cent to the target. The spell improves the AC and saving throws of those it protects by 2 against evil attackers. 1st-Level Mage Spells CHARTS TYPE SPELL NAME WHEN RANGE AREA DURATION Spell Parameters List R Burning Hands Cmbt T 1 W Charm Person Cmbt 12 1 This is a listing of spells available to player characters as they gain in level . RW Detect Magic Both 0 1 2r/Ivl : The following are abbreviations used in the list R Enlarge Both .5/Ivl 1 1t/Ivl Cmbt= Combat only spell r = combat rounds W Friends Camp 0 All 1r/IvI Camp = Camp only spell t = turns RW Magic Missile Cmbt 6+IvI 1 Both = Camp or Combat spell Avl = per level of caster W Protection from Evil Both T 1 2r/IvI 1= Touch Range targets = aim at each target RW Read Magic Camp 0 1 2r/IvI dia = diameter R = Red Mage Spell RW Shield Both 0 1 5r/IvI rad = radius W =White Mage Spell R Shocking Grasp Cmbt T 1 All = All characters in combat W Sleep Cmbt 3+IvI 1-16 5r/IvI

2nd-Level Mage Spells 1st-Level Clerical Spells SPELL NAME TYPE WHEN RANGE AREA DURATION SPELL NAME WHEN RANGE DURATION RW Detect Invisibility Both IvI All 5r/IvI Bless Both 6 6r R Invisibility Both T 1 Cure Light Wounds Both T R Knock Camp 6 IvI Detect Magic Both 3 it R Mirror Image Both 0 1 2r/IvI Protection from Evil Both T 3r/IvI W Ray of Enfeeblement Cmbt 1+.25/lvl 1 1 r/IvI Resist Cold Both T 1t/Ivl RW Stinking Cloud Cmbt 3 2x2 1 r/IvI R Strength Camp T 1 6t/IvI 2nd-Level Clerical Spells SPELL NAME WHEN RANGE DURATION 3rd-Level Mage Spells TYPE Find Traps Camp 3 3t SPELL NAME WHEN RANGE AREA DURATION Hold Person Cmbt 6 4r+IvI R Blink Both 0 1 1r/IvI Resist Fire Both T 1t/IvI W Dispel Magic Cmbt 12 3x3 Cmbt 12 2r/IvI Silence 15' Radius RW Fireball Cmbt 10+IvI 2 rad Slow Poison Camp T 1 hour/lvl R Haste Both 6 5 dia 3r+IvI Cmbt 3 5-8r Snake Charm W Hold Person Cmbt 12 1-4 2r/IvI Cmbt 3 1 r/IvI Spiritual Hammer R Invisibility 10' Radius Both T 2 dia RW Lightning Bolt Cmbt 4+1/vI 3rd-Level Clerical Spells W Protection from SPELL NAME WHEN RANGE AREA DURATION Evil 10' Rad Both T 2 dia 2r/IvI W Protection from Cure Blindness Both T 1 Normal Missile Both T Cure Disease Camp T 1 1 1t/IvI R Slow Cmbt Dispel Magic Cmbt 6 3x3 9+IvI 5 dia 3r+IvI Prayer Both 0 3 dia Remove Curse Both T 1 4th-Level Mage Spells TYPE SPELL NAME WHEN RANGE AREA DURATION W Charm Monster 4th-Level Clerical Spells Cmbt 6 1+ W Confusion SPELL NAME WHEN RANGE AREA DURATION Cmbt 12 2-16 2r+lvl R Dimension Door Cmbt 0 1 Cure Serious Wounds Both T 1 R Fear 1 Cmbt 0 6x3 cone 1 r/IvI Neutralize Poison Camp T RW Fire Shield Both 0 1 2r+lvl Protection from W Fumble Cmbt IVI 1 1 r/IvI Evil 10' Radius Both T 2 dia 1t/Ivl RW Ice Storm Cmbt IvI 5 dia Sticks to Snakes Cmbt 3 1 1 r/IvI W Min Globe of Invulnerability Both 0 1 1 r/IvI W Remove Curse Both T 1

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Armor List Constitution Table Strength Table : Ability Adjustments THACO DAMAGE WEIGHT MAXIMUM ABILITY HIT POINT RESURRECTION ABILITY WEIGHT SCORE BONUS ADJUSTMENT ALLOWANCE (IN STEEL PIECES) ARMOR TYPE IN SP AC MOVEMENT* SCORE ADJUSTMENT SURVIVAL -350 None 0 10 3 -2 40% -250 Shield, Small# 50 9 4 -1 45% 6-7 -1 none -150 Leather 50 8 12 squares 5 -1 50% 8-9 normal none normal Ring 250 7 9 squares 6 -1 55% 7 0 60% 10-11 normal none normal Scale 400 6 6 squares normal 8 0 65% 12-13 none +100 Chain 300 5 9 squares 9 0 70% 14-15 normal none +200 Banded 350 4 9 squares normal 10 0 75% 16 +1 +350 Plate 450 3 6 squares 11 0 80% 17 +1 +1 +500 +1 *A character carrying many objects, including a large 12 0 85% 18 +2 +750 number of coins, can be limited in movement to a maxi- 13 0 90% *18/01-50 +1 +3 +1,000 *18/51-75 +2 mum of 3 squares per turn . 14 0 92% +3 +1,250 #A Shield subtracts 1 AC from any armor it's used with . 15 +1 94% *18/76-90 +2 +4 +1,500 *18/91-99 +2 16 +2 96% +5 +2,000 17 +2 (+3)* 98% *18/00 +3 +6 +3,000 Armor and Weapons Permitted by *These bonuses available to fighter classes only . Character Class 18 +2 (+4)* 100% CLASS MAX ARMOR SHIELD WEAPONS * Bonus applies only to fighters; all other classes may Range of Ability Scores by Race be given a maximum hit point bonus adjustment for con- any any club, flail, Cleric stitution of +2 . ABILITY SCORE STR* INT WIS DEX CON CHA hammer, mace, Human 3-18(00) 3-8 3-8 staff, staff, sling 3-8 3-18 3-18 (Females) 3-18(50) 3-18 3-18 3-18 3-18 3-18 Fighter any any any Dexterity Table REACTION/ Silvanesti Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18 Ranger any any any ABILITY MISSLE AC SCORE BONUS BONUS (Females) 3-16 10-18 6-18 7-19 6-18 12-18 Knight any any any Quafinesti Elves 7-18(75) 8-18 +4 6-18 7-19 7-18 8-18 Mage none none dagger, dart, staff 3 -3 (Females) 3-16 8-18 6-18 7-19 7-18 8-18 4 -2 +3 Thief leather none club, dagger, dart, Hill Dwarves 9-18(99) 3-18 3-18 3-17 14-19 3-12 sling, short bow, 5 -1 +2 (Females) 3-17 3-18 3-18 3-17 14-19 3-12 one-handed 6 0 +1 Mountain Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16 swords 7 0 0 (Females) 3-17 3-18 3-18 3-17 12-19 3-16 0 8 0 Half-Elves 3-18(90) 4-18 3-18 6-18 6-18 3-18 Cleric's Wisdom Bonus Table 9 0 0 (Females) 3-17 4-18 3-18 6-18 6-18 3-18 BONUS SPELLS PER LEVEL 10 0 0 Kender (Both) 6-16 6-18 3-16 8-19 10-18 6-18 1 2 3 4 11 0 0 *Maximum percentage for 18 strength for fighter type classes only (fighter, knight, ranger) 9-12 12 0 0 13 +1 13 0 0 Maximum Level Limits by Race, Class and Prime Requisite 14 +2 14 0 0 SILVANESTI QUALINESTI HALF HILL MOUNTAIN 15 +2 +1 CLASS ABILITY 15 0 -1 HUMAN ELVES ELVES ELVES DWARVES DWARVES KENDER 16 +2 +2 16 +1 -2 Cleric Any 8 8 8 8 8 8 8 17 +2 +2 +1 17 +2 -3 Fighter Str 16- 8 8 8 8 8 8 5 18 +2 +2 +1 +1 18 +3 -4 Str 17 8 8 8 8 8 8 6 Note that these bonus spells are only available when the Str 18+ 8 8 8 8 8 8 7 cleric is entitled to spells of the applicable level . Thus a Ranger Str16- 7 7 7 7 7 No 5 6th-level cleric with a Wisdom of 18 can memorize the Str 17 7 7 7 7 No 6 following spells : Str 18+ 7 7 7 7 No NUMBER OF SPELLS PER LEVEL 7 Knight Any 7 1 2 3 4 5 No No 7 No No No Mage Int 16- 8 8 8 8 No No No 6th-Level Cleric of Int 17 8 8 8 8 No No No Good with 18 Wisdom 5 5 3 Int 18 8 8 8 8 No No No Thief Any 9 No 9 9 9 8 9 Entries marked with 'No' indicate that class is not available to that race . 55 56

Level Advancement Tables Knights of the Rose Advancement Table Clerics of Good Advancement Table Clerics of Neutrality Advancement Table SPL PER LVL SPL PER LVL SPL PER LVL (Lvl=Level, XP=Experience Points, HP=Hit Points, 1 2 3 4 LVL XP HP 1 2 3 4 LVL XP HP 1 2 Spl Per Lvl=Spells Per Level) LVL XP HP 3 4 208 4 27,000-59,999 5d10 1 2,000-3,999 1 1 1,500-2,999 1d8 2 Fighter Advancement Table 5 66,000-124,999 6d10 2 4,000-7,499 3d8 2 2 3,000-5,999 2d8 2 1 LVL XP HP 6 125,000-199,000 7d10 1 3 7,500-15,249 408 2 1 3 6,000-12,999 3d8 3 2 1 1 0-2,000 1410 7 200,000-424,000 8d10 2 4 15,250-24,999 508 2 2 4 13,000-27,499 4d8 4 2 2 608 2 2,001-4,000 2d10 8 425,000+ 9410 2 1 5 25,000-39,999 3 3 1 5 27,500-54,999 508 4 3 2 3 4,001-8,000 3d10 6 40,000-89,999 7d8 3 3 2 6 55,000-109,999 6d8 4 3 2 1 8d8 4 8,001-18,000 4d10 7 90,000-159,999 3 3 2 1 7 110,000-224,999 7d8 4 4 3 1 Thief Advancement Table 8 160,000+ 9d8 3 3 3 2 8 225,000+ 8d8 4 4 3 2 5 18,001-35,000 5410 LVL XP HP 6 35,001-70,000 6d10 1 0-1,250 106 7 70,001-125,000 7410 2 1,251-2,500 206 8 125,001+ 8410 3 2,501-5,000 306 4 5,001-10,000 4d6 Weapon List DMAGE VS. Ranger Advancement Table 5 10,001-20 .000 5d6 DAMAGE VS . LARGERrHAN NUMBER LVL XP HP 6 20,001-42500 6d6 NAME MAN SIZED MAN SIZED OF HANDS CLASS 706 0-2,250 2d8 42,501-70,000 Axe, Hand 1-6 2,251-4,500 3d8 8 70,001-110,000 8d6 Bastard Sword 2-16 4 .501-10 .000 4d8 110,001+ 906 Battleaxe 1-8 f 10 001-20,000 5d8 Broad Sword f,th 20,001-40 .000 6d8 White Robe Advancement Table Club f,cLth 6 40,0001-90,000 7d8 SPL PER LVL Dagger f,mu,th 7 90,000+ 8d8 LVL XP HP 1 2 3 4 Dart f,mu,th 2,500-4,999 1d4 Flail 2-8 f .cl Knights of the Crown Advancement Table 5,000-9,999 2d4 Halberd+ 2-12 LVL XP HP 10,000-19,999 304 2 1 Hoopak (Melee) 3-6 "special Hoopak (Missile) 2,500-4,999 2d10 20,000-37,999 4d4 3 2 2-7 Hammer 5,000- 9,999 3410 38,000-54 .999 504 4 2 1 f .cl Javelin 10,000-18,499 4d10 55,000-99,999 604 4 2 2 Long Sword 18 .500-36 999 5410 100,000-199,999 704 4 3 2 f,th Mace 37,000-85,999 6410 8 200,000+ 8d4 4 3 3 f,cl Morning Star 85 .000-139 .999 7010 f Pick, Military 140,000-219 .999 8d10 Red Robe Advancement Table Pike, Awl+ 8 220,000+ 9d10 f SPL PER LVL Quarterstaff LVL XP HP 1 2 3 4 f,cl,mu Scimitar f,th 2,500-4,999 104 1 Knights of the Sword Advancement Table Short Sword f th SPL PER LVL 5,000-9,999 204 2 Spear 1-6 1-8 f LVL XP HP 1 2 3 4 10,000-17,999 3d4 2 1 Two-Handed Sword 1-10 3-18 f 3 12,000-23,999 4d10 4 18,000-35,999 4d4 3 2 1 Long Bow** 1-6 1-6 f 4 24,000-44,999 5d10 5 36,000-49,999 5d4 4 3 1 Short Bow** 1-6 1-6 f,th 5 45,000-94,999 6010 6 50,000-89,999 6d4 4 3 2 Sling 2-5 2-7 f,th 6 95,000-174,999 7d10 1 7 90,000-179,999 704 4 3 2 1 Staff Sling 2-8 3-9 f,cl 7 175,000-349,999 8410 2 8 180,000+ 804 4 3 3 2 +Polearm 8 350,000+ 9d10 2 1 *Only usable by Kender (of any class) . "Must have ready arrows to fire . Two attacks per round . f=fighter, cl=cleric, mu=mage

57 58 59 1( 60

AD&D€ Experience Points (XP) . Every Character Level . This is a determi- Multi-Class Characters. Non-human GLOSSARY OF encounter the characters have yields nation of how much experience a characters may belong to two or three CAME TERMS AND experience points for every character character has. The higher the level, classes at the same time . Such multi- COMPUTER TERMS depending on how successful the the more experienced and important class characters split their experience Ability Scores . These are numbers encounter was for the party. A character the character is. High-level spell- among all their classes, even if they that describe the attributes of the who gains enough XP can advance a casters can cast high-level spells. have reached their racial maximum characters . There are six ability scores : level. class. Dungeon Level. This is a measure Strength, Intelligence, Wisdom, Facing . In combat, a character faces a of how far down in the earth a Non-Player Character (NPC) . This is a Dexterity, Constitution, and Charisma. certain direction. An attack from the dungeon is. For the most part, the member of a player race who is not Adventurer. This is a term for one of direction he is not facing has a greater further down one is, the more controlled by the player . Some NPCs the characters you play in this game . chance of doing damage . A character ferocious the monsters . Thus, a can be brought into a party. will always face an opponent if he has high-level dungeon refers either to Alignment. This is the basic philosophy Party. The group of adventurers you only one opponent . how deep it goes or the relative form to perform the missions you are of a character. See Alignment in the toughness of the monsters . Character Classes section . Grimoire (Spell Book). The book a given. A party can be reformed for each magic-user carries his spells in . If he + Monster Level . This is a measure of adventure, and even altered during the Armor Class (AC) . This is a rating of doesn't have a magic book, he has no how powerful monsters are . The course of an adventure. how difficult a target is to damage . . higher the level, the more powerful spells to memorize Player Character (PC). This is a The lower the AC number the more the monster. difficult it is to hit. flit Points (HP) . This is a measure of member of a player race who is how healthy a character is . Damage Spell Level . Spells come in degrees controlled by the player . The characters Character. This is another name for from weapons subtracts hit points from of difficulty . The higher the level of in your adventuring party are PCs . one of the persons you play in the the character's total . When he has lost the spell, the greater the difficulty . game. A party consists of several Race. The species characters may be in all of his hit points, he is unconscious Only very experienced magic-users the game. For example human, elf or characters . and clerics can learn high-level spells . and dying. If his wounds are bound by dwarf are races . another party member, he is simply Class. This is a character's occupation . Magic. This term covers spellcasting, unconscious. Spell. This is a magic incantation that For example mage, fighter or cleric are enchanted items, and any other appli- can alter the nature of reality . Magic- classes . cation of the supernatural . Icon. This is the small picture of a users, clerics and high-level knights can monster or a character seen in the Command . A one or two-word option Melee Combat. This is hand-to-hand cast spells after memorizing them . If the initial stages of an encounter and in a menu . Activating that command combat with weapons such as swords, spell is cast, it is gone from the user's during combat . Character icons can be allows you either to view another menu spears, and fists. mind and must be re-memorized . or have your characters perform an altered using the Alter command in the action. Camp Menu . Missile Combat . This is ranged combat THACO (To Hit Armor Class 0). This with weapons such as bows and is the number that a character must This is what happens when Initiative. This is a semi-random Encounter. arrows, crossbows and quarrels, and make or exceed to hit an opponent . You are given determination of which character in a a party meets a monster slings and slingstones . with ACO. a menu of choices of how you want to combat acts first. The characters with handle the situation. higher dexterities have a better chance Monster. This term actually includes for a higher initiative. human and other player races as well Enter. The act of giving a command to as ogres and dragons . In general, if it This describes the power of a the computer. How this is done varies Level. isn't part of your party, it's a monster . depending on the computer. number of different items . The power Monsters are not necessarily hostile ; of characters, dungeons, monsters, and some may be helpful . That's what the spells are all described with levels . Parlay command in the Encounter Menu is for. L