A FOKGOTreN REALMS" Fantasy Kole·f'laying Epic. Vol. U CLUB BOOK

ST.~T.EGIC. SlMULATIONS, t JNC • • . ~ t -. - ~. ~ ; • .r • TABLE OF CONTENTS INTRODUCTION ...... 1 MEMBERS OF THE ALLIANCE ...... 1 CREATING A CHARACTER ...... 2 BUILDING A SUCCESSFUL PARlY ...... 3 COMBAT ...... 4 SPELLS ...... 5 THE ACTION BEGINS ...... 7 MAPS: Tilverton City ...... 7 Tilverton Thieves' Guild ...... 8 Tilverton Sewers ...... 9 The Fire Knife Hideout ...... 12 The Village of Haptooth ...... 14 The Cave of the Dracolich ...... 15 The Wizard's Tower ...... 1 7 Yulash ...... 20 The Pit of Moander...... 22 Zhentil Keep ...... 25 The Shrine of Bane ...... 26 The Cave of the Beholder...... 28 The Burial Glen ...... 29 The Ruins of Myth Drannor...... 32 The Grand Ruined Temple ...... 33 Overland ...... 35 Shadowdale Dungeon ...... 36 Oxam's Tower...... 38 Dungeon ...... 39 Cavern ...... 39 Hillsfar Ruins ...... 40 Ashabenford Dungeon ...... 41 Essembra Dungeon ...... 43 Voonlar Ruins ...... 45 Teshwave Ruins ...... 46 Phlan Ruins ...... 47 SPECIAL ITEMS AND WHERE THEY CAN BE FOUND ...... 44 GENERAL HINTS ...... 47

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Any persons reproducing any portion of this cluebookfor any reason , in any media, shall be gu ilty of copyright violation and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s). INI'KODUCTION Note on the Artifacts: The artifacts are not The members of the New Alliance are: CREATING A CHARACTER useable by the characters during the course of Cul!Sll or me Azt.nm B<:>NDS continues Strategic The Fire Knives, based in Tilverton. The Slats: Simulations, lnc.'s ADVANCED DUNGEONS ~ the game. Therefore, these items will not be Knives have placed their bond on the party The simplest way to get a powerful party is to DRAGONS'" computer role-playing games listed as equipment on any of the characters. to force it to slay King Azoun of Cormyr. To modify the characters so that they have the which began with PooL or RAolMICI!. Like its In Yulash, High Priestess Mogion seeks to use release the bond, the party must locate the maximum number in all of their stats. Frankly, predecessors, Cul!Sll or me AzuKE BoNDS has the party to release the God Moander from the Fire Knife Hideout and capture or kill the we consider this to be something of a cheat. its own original story line, encounters and vile Pit. When you overcome Mogion and her Knives' leader. objectives set in the towns and countryside Use the following as a guide: determined Cult of Moander, the third bond is Dracandros, a rogue red wizard of Thay, of the FORGOTIEN REALMS"' game world. Strength: Most important for a fighter. If 16 released. In addition, you receive the second residing in the Wizard's Tower near the village This story line is outlined in the Adventurer's or higher, fighters receive a bonus of l 0% key artlfact - the Gauntlet of Moander. of Hap. Dracandros' bond is set on the party Journal included with the game. additional experience points. Paladins with a At Zhentil Keep, you face Fzoul Chembryl to provoke a group of dragons into another When you play CuRsE or me Azu1111 BoriDS, your 16 or higher strength receive the experience and his Black Network of Zhentrim. Fzoul, a fl.ight of the Dragons (a sudden migration of primary objective is to eliminate the five point bonus if their wisdom Is also 16 or high­ High Priest of Bane gone bad, has placed the dragons who destroy all in their path) . When azure bonds that the New Alliance has placed er. Non-human fighters will have a lower maxi­ fourth bond upon the party. Defeat Fzoul to the party defeats Dracandros, it receives the on your adventurers' arms. In the process of mum level if their strength is less than 18. release the bond and defeat Dexam the artifact called the Helm of Dragons - the key freeing your party from these bonds, you The higher a character's strength, the more Beholder to gain the Amulet of Lythander, to finding Tyranthraxus. weaken the New Alliance and destroy its evil he can carry, the more likely he is to hit in led by High Priestess strangle-hold on the Forgotten Realms. the third and final artifact you'll need against The Cult of Moander, melee combat, and the more damage he will Tyranthraxus. Mogion and based in Yulash. From her base do when he does hit. The New Alliance has imprinted glowing sym­ in the Pit of Moander, Mogion intends to use Intelligence: Magic-users with an intelligence bols (bonds or sigils) on each character's fore­ To release the final bond from your party, her bond's extra-Oimensionai powers to open of 16 or higher receive a 10 percent experi­ arm. These bonds permit the New Alliance to you travel to the ancient city of Myth a gate and release Moander, the Slime-God. ence point bonus. Non-human magic-users override the will of your characters. Each Drannor. You 'll need all of your accumulated When the party defeats Moander, it fmds the will have a lower maximum level if their intelli­ bond forces the party to carry out deeds experience (and the three artifacts) to best Gauntlet of Moander. This artifact helps you gence is less than 18. Rangers must have both which further the ambitions of an Alliance Tyranthraxus, the malignant champion of The to destroy the Pool of Radiance, the source of intelligence and wisdom of 16 or higher to member. The members of the New Alliance New Alliance. Tyranthraxus draws his power Tyranthraxus' power. are scattered through the Dalelands region of from the Pool of Radiance. Destroy him and receive a 10 percent experience point bonus. The Black Network of the Zhentrim, locat­ the Forgotten Realms, ranging from Tilverton remove the last of the azure bonds. The Wisdom: Clerics get the 10 percent experi­ ed in Zhentil Keep. The Black Network uses through the towns of the Overland, and the party is completely free of the bonds' curse! ence bonus if their wisdom is 16 or higher. its bond to force good people into evil acts. ruined city of Myth Drannor. Clerics with a wisdom of 14 or higher receive The background for the game's story line is You must slay Fzoul Chembryl, High Priest of additional low level spells. Paladins must In Tilverton, you encounter the Mre Knives. taken from the many ADVANCED DUNGEONS Bane, to release the Zhentrim bond and have both strength and wisdom at 16 or high­ Defeating their leader In the Mre Knife Hideout ~ DRAGONS'" game publications by TSR. Of obtain the Amulet of Lythander, the final artl­ er to receive a 10 percent experience point releases the first bond placed on your party. particular interest is the novel, Azure Bonds, fact. You'll need the Amulet to damage bonus. Rangers must have both intelligence Since the Mre Knives' bond had forced you to by and . Tyranthraxus in the game's final battle. attack King Azoun's carriage, he expels you and wisdom of 16 or higher to receive a 10 Note: Characters from PooL or RAolMICe and Tyranthraxus, a demon of possession, into the Overlands. The punishment is mild percent experience point bonus. HlUNAR may be used in CuRSe or me Azu1111 resides in the ruined city of Myth Drannor. because an impostor had actually occupied Constitution: fighters receive one extra hit BortDS. If you have either game, you may The party can reach Tyranthraxus' base in the carriage! point per hit die for each point of constitu­ transfer characters from them to CuRSe or me the ancient temple only when it has defeated tion above 14. Non-fighters receive similar Travelling through the Overland, you may AzuKE BoNDS (see the Quick Start card and the the other members of the New Alliance. benefits except they receive a maximum of enter Hap where you encounter the rogue rule book for more information). Tyranthraxus hopes to gather and destroy the two extra hit points per level (no hp benefits wizard Dracandros' and a host of dragons. dangerous artifacts and then possess the for constitutions above 16). Reaching the Wizard's Tower, you foll MEMREKSOF character's bodies. The demon's death Dracandros' plans, release the second bond. THE NEW ALLIANCE releases the last of the Azure Bonds, freeing Dexterity: Thieves receive a l 0 percent and gain possession of the first of three cru­ The New Alliance consists of five separate your characters. experience benefit if their dexterity is 16 or cial artlfacts - Heim of Dragons - that will higher. For every dexterity point between 15 groups which have joined forces to achieve The following sections provide strategy tips help you defeat Tyranthraxus (see the follow­ and 18, a character receives a corresponding different evil objectives. Each group in the for assembling a successful adventurers' ing section for more details on the individual one point improvement in his armor class. alliance has placed one of the five azure party, combat, and spell use. members of the New Alliance). bonds upon your party. Each plans to force For every dexterity point between 16 and 18, your party to perform malevolent deeds which a character receives a one point improvement will help them to attain their own selfish goals. on his ability to hit with missile weapons. It is

1 2 To be sure of a back stab, the thief must COMBAT strongly recommended that all characters WHY 111ESE GUYS! attack the monster while its facing ls set. The makeup of your party affects your have a high dexterity. This is considered Paladin: The thief must attack from a square that is combat strategy throughout the game. essential for magic-users and thieves. directly opposite the one occupied by the Paladins are valuable In combat, since they Loading your party with clerics and magic­ attacker who set the monster's facing. Charisma: The higher a character's charisma, are usually very strong. They also offer users increases the Importance of spell Successful back stabs cause multiple the more positive reaction he will receive protection to any aqjacent party members casting both before and during a battle. An damage based on the level of the thief as during parlay. For this reason, the character during combat (a Paladin has permanent emphasis on paladins and rangers makes follows: double damage for levels 1 to 4; with the highest charisma should normally be Protection from Evil that extends in a 10- your hand-to-hand combat skills that much triple damage for levels 5 to 8; and chosen as the active character during parlay. foot: radius). Paladins also have the ability more important. quadruple damage for levels 9 to 12. to heal wounds and cure diseases. They BUILDING A SUCCESSRJL PARTY At the beginning of the game, as soon as can cast cleric spells at high levels. Cleric: you exit the inn (after you have memorized Forming a strong and adaptable party is a A cleric Is essential for healing the party your spells), go to the Armor Shop In key to success in CuRS11 or ntll AzuRll Bortos. Paladins who reach the 7th level, should after an engagement. The most efficient Tilverton. Pool your money and purchase You may place up to six characters in your be converted to a dual-class magic-user. way to heal Is to Encamp and select Fix the following equipment: party. It is recommended that you use all Note: Paladin's can't cast spells in combat (you can Issue this command several times if they are wearing armor. Characters For fighters, Rangers, Paladins, and split six characters. A smaller party ls less while encamping). Fix works as follows: powerful and more likely to be eliminated converted to dual-class, cannot use the class Fighters: by your enemies. abilities of their original class until the new If a deric Is In the party, all available cure Banded Mail (some prefer plate) class level Is at least one level higher than spells are cast until all characters are Shield In choosing which characters to indude in the old one. healed. If the party has taken more damage Long Sword the party, it is wise to lndude a variety of than derics have cure spells, the Fix option Two-Handed Sword classes: clerics, magic-users, thieves, and Fighter/Magic-User: may be used again. If a deric is not In the Long Bow fighters. At least one party member should The fighter/magic-user may cast spells party, 24 hours of rest must pass for each 80 Arrows be female so you may gain the assistance while wearing armor. This split dass can hit point a character heals. When Fix Is Sling fight as well as a fighter and receives more of Silk the Swanmay when engaged against used, characters at the top of the list will be hit points than a pure magic-user. Due to For Thieves: the of Hap. healed before the characters below them. the restrictions placed on magic-users, it is Leather Armor One sug,qested sample party lndudes: recommended that only elves be Once a cleric reaches level 9, he has Long Sword Two Human Paladins fighter/magic-users. access to all the clerical spells in this Short Bow One Fighter/Magic-User game. At this point, if you have two or 80 Arrows Fighter/Thief: One Dwarf fighter/Thief more clerics In your party, make one a Sling Two Human Clerics A fighter/thief has more hit points and a dual-class magic-user. Once this character For Clerics: better armor class than a pure thief. A reaches level 10, he will have access to all A variant of this party adds a third paladin Banded Mail (some prefer plate) and drops one of the clerics. fighter/thief has a good THACO rating and cleric and magic-user spells in the game. Is eligible for percentile strength points. Shield Another sug,qested sample party includes: The thief status permits the powerful back Rang en flail Two Human Paladins stab attack which works as follows: Rangers normally start the game with more Staff Sling One Human Ranger hit points than other fighter types. They do A back stab occurs automatically when a For Magic-Users: Two Human Magic-Users extra damage versus giant type monsters. At thief attacks a medium size or smaller Quarter Staff One Human Cleric high levels, they can cast druldlc and magic­ opponent directly from behind. To get the 100 Darts user spells. Rangers are the only humans A variant of this party makes one of the back stab benefit, the thief cannot be who can cast magic-user spells in combat After purchasing the equipment, Share magic-users an elf. wearing any armor heavier than leather while wearing armor. A ranger who ls made (retrieves money from pool) and Ready the (with the exception of elfin chain) and An alternative party might include: a dual-class magic-user at level 9, will be equipment just purchased. To start, ready must be using a one-handed sword. Two Human Paladins able to cast all available magic-user spells the melee weapons (swords, flails, quarter Two Human Rangers It ls not always obvious which way a while In armor once he reaches level 10. staffs) instead of the missile weapons One Human Cleric monster Is facing. A monster will always (bows, slings, darts). Be sure to ready the One Human Magic-User face the first opponent to attack him In a arrows. Note: two-handed swords are best against large monsters. Against medium Note: Before dual-classing the characters, combat round. Once a monster's facing is set, it remains set until the monster and small monsters, long swords do this party is very weak In spell casting almost as much damage and they permit ability. attacks, or until a new combat round occurs. Any time a monster's facing is not you to use a shield. set, it will be set to face the first opponent to attack it.

4 3 CoflmAT S1RATEGY Concentrate your attacks to eliminate one Hold l'erson: Especially effective against Lightning Bolt: For best results, move the opponent rather than Injure many humans. Works fairly well on Drows. Hold Throughout CuRSE Of' 1llE AzURE BOl'IDS, your spell caster to send the bolt down a row of (Exception: enemy spell casters). A foe party engages a colorful collection of foes. Person is a short.range spell. opponents. It will attack all opponents in a with one hit point remaining attacks as At times, you may elect to avoid a l'oison: Effective only against target in an straight line within Its range. Target the first powerfully as an uninjured one. confrontation, choosing conversation or adjacent square. Poison works against any creature In the row (closest to caster). flight instead. More often, however, your A spell caster who takes damage cannot opposing creature except those which are Lightning bolts will reflect off walls back characters must stand and fight. cast a spell that round. If the spell caster magic resistant. toward the spell caster. This permits had started to cast and was hit, he will lose targets adjacent or dose to a wall to be hit To succeed In combat, a skilled player Dispel Magic: A recuperation spell for any that spell from memory. Therefore, try to twice by the same bolt. Be careful the deploys his party well, casts effective spells of the party that has been held, slowed or Injure all enemy spell casters every round caster isn't hit by the reflected bolt. Refer before and during combat, maneuvers his made nauseous. even If it Is only for one point of damage. to the rule book, page 25, for ranges. characters Into advantageous position, and Conversely, If you want to cast spells, Slay living: A powerful spell with a short attacks using his most powerful characters Haste: Doubles the movement and attack make sure your spell casters are protected. range. Guaranteed to damage or kill and weapons. turns of your characters. Its short span opposing creatures except those which means you should wait until a fight is Deploying Ute party: When a battle SPELLS are magic resistant. imminent to cast Haste. Warning: each begins, your party ls automatically Spell casting: Both clerics and magic. Magic-Users' Spells time a haste spell is cast on a character, positioned based on the existing order of users may cast spells which assist the party that character ages one year. the characters. Characters near the top of in combat. Preparatory spells just before a lst Level: the order will be In the front lines and battle can protect and strengthen charac­ Magic Missile: Will damage target within Slow: Slow cuts movement and attacks In vulnerable to attack. To change the deploy­ ters. During battle, your spells will damage its range unless target Is magic resistant or half. Great against any high-damage crea- ment, change the order: Encamp, select your opponents and help your party. has certain magical protection. Casts . ture. Only affects the side opposing the spell caster. Alter, and then Order. Shift the heavily­ Memorizing Spells: Spells should be instantaneously. armored fighters up the list and the vulner­ memorized as soon as possible after they Enlarge: Increases the recipient's damage Invisibility ( 10' radius): Makes the party able magic-users and thieves down the list. are used. This is most likely to happen after bonus for several battles. Recommended invisible to its enemies at the start of a When battle begins, your party may be combat. Encamp, have your spell casters casting time: before you leave Camp. fight. Use It to set up a battle line while the bad guys seek you out. Characters lose placed In a bad position. If you wish to be Memorire spells, select Rest, and select Charm Person: Works best against defensive, move your characters to anchor Rest again. Note: an alternate technique Is Invisibility if they do anything but move. humans in Tilverton scenarios. In later Some monsters can see invisible creatures. your flanks on an obstacle such as a wall to memorire your spells and then choose sections of the game, It Is less effective. or tree. Keep your magic-users behind the the fix command. You will then be 4Ut Level: 2nd Level: front line. Setting up behind a doorway memorizing spells while your party Is being Minor Globe of Invulnerability: A short­ that your enemies have to move through healed. This technique Is most valuable Stinking Cloud: Possessed of a very short duration spell which protects the caster makes for a very strong defensive position. when you have a limited amount of time to range, stinking Cloud Is especially effective from first through third level spells. Is very Characters who are seriously injured rest. Note: after resting. it Is a good Idea to in trapping enemy forces that must pass effective when used in combination with should be moved out of the front lines if save your game. We advise you to save through it. The area affected Is a 2 by 2 Fire Shield. your game after every tough combat. square. Where you aim the spell will be the possible. Be warned, if you move away Fire Shield: Ideal for a spell caster with from an adjacent enemy, he will get a free Tips on Spell Casting: Clerics, magic. upper left corner of this square. Be careful not to harm your own characters. high hit points. Fire Shield will Inflict attack at your back. Back attacks have an users and higher level paladins and double damage back on meleelng enemies improved chance to hit. rangers cast spells. High level thieves may 3rd Level: who are not magic resistant (if they hit you, Missile weapons cannot be fired if there is cast magic-user spells from scrolls. We find Fireball: A slow-casting spell, Fireball's they take twice the damage you do). an adjacent opponent. If you want to fire the following spells most useful. power demands that you target carefully. However, its effects are brief. Otherwise, you may Inadvertently destroy missiles, make sure you keep away from the Clerical Spells: Confusion: Powerful attack spell. Most party characters. When indoors, the only enemy. If you want to stop enemy missile Cure Ught Wounds: Absolutely necessary effective when used against a large safe area on the screen at the time you tar­ fire, move someone next to the opponent. to recover hit points lost during combat. number of enemies. Confusion can affect get the spells are the squares In each cor­ everyone in an area. Exploit your opponent's weaknesses by Bless and Prayer: The best combat ner of the screen and the squares directly directing attacks against helpless enemy preparation spells. Use during the first above, below and next to these corner Ice Storm: Damages enemy forces characters. Gang up on isolated foes. . rounds of a moderate or tougher fight or squares ( 12 squares total, 3 In each protected by Minor Globes, including just prior to a battle. Both spells are brief in corner). Be sure to center to determine Zhentrlm Marauders and Dracandros. duration. Bless won't affect any character who will be in the area of effect. Outdoors adjacent to an enemy at the time It Is cast. the spell has a five square diameter.

5 6 Dimension Door: Lets the caster target a ~ A. TILVERTON Cm: and brawls. It Is off-limits once you square, cast the spell and be transported to attack the coach. The first time the B. TILVEKTON THmvES' Gun.,D: the target square. Magic-users can use It for players refuse a tip from the bar­ quick escapes. Fighter/magic-users use the 0 1 2 3 4 5 6 7 0 Key: tender, they observe a young lady Key: 0 "Door" to reach the opposition's rear area. arriving. Soon, they hear an alterca­ 5Ut Level: tion in the adjacent alleyway. Fire I B 8 .; Hold Monster: Its considerable range lets WALL Knives have abducted Princess WALL you target up to four monsters, possibly 3 Nicacia, who has returned to 3 6 turning them helpless. Of special value t--..c:Jloo-.. Tilverton at the urging of her former 4 ~ lover, Gharrl of Gond. By the time the 4 ~ against Bits Of Moander...... - ...... , DOOR DOOR 5 party reaches the scene, all that 5 Cloudkill: Short-range spell of great effect . 2 ·.·. 6 remains is a Fire Knife's dagger. against 6th level creatures and below. 6 ~ Deadly against Drows, but also hauirdous Brawling in the tavern is the only way SECRET 7 DOOR for any character in your party who is low to gain experience points prior to the .. 3 8 4 level such as those you've just shifted to party's assault on the king's carriage. 8 9 A fight here is of particular help to dual-class status. 9 characters who are just a few experi­ 10 THE ACTION BEGINS ence points short of rising another · - In Cull.SE or 111e AzURE Bonos, your party level (this only occurs if the characters 11 travels through the towns and overland of are transferred into the game from 12 the Dalelands. The characters you've Pool of Radiance or Hillsfar. Such I assembled begin In Tllverton City, then characters should go to the Training 13 fight their way into the overlands, visiting Hall, location 8, as soon as possible). 14 .·.·.. ·.· important towns such as Hap, Yulash and 4 Temple of Qond. Here the party can 5 :: 15 5 ,. Zhentil Keep. With each engagement, you be healed. Once the party attacks the gain valuable experience (and loot). You coach, the temple closes its doors. If release each of the azure bonds one by t the characters wander among the fxits to Tilverton 5ewem one until you reach Myth Drannor, scene of • pews, they join the audience to listen the climactic battle with Tyranthraxus. Only to the guards, Its members are hustled away to a cell. A thief then helps the to a sermon. Its message and the · his malicious will and power, embodied in congregation's response reveal a characters to escape. the Pool of Radiance, stand between you town divided over the Cormyran characters from Pool of Radiance or and the removal of the final azure bond ... Where You Can Rest: Before the party occupation. Hillsfar; otherwise, your characters attacks the coach, it may rest at the inn lack the required experience points to A. TILVERTON CITY for free. Once the royal guards sound the 5 High Priest's Chamber. The priest raise a level. See pages 26 and 27 of Synopsis: The characters awake :rod dis­ alarm, there is no place to rest. attempts to remove the bonds from the rule book for more information. the party, but his powers are Insuffi­ cover their items and most of their money Map Locations 9 Carriage Encounter. Guards restrain have been stolen. Mysterious blue sigils cient for this purpose. I Tilverton Inn. Here the party starts the the party here, telling you that the cling to their forearms. After wanderi~g the 6 Offices of Julynn the Sage. She'll game. It is safe to rest anywhere with­ king's carriage Is arriving. If the party town for a while, the partymembers discov­ provide the characters useful back­ in the inn. However, once the alarm has visited locations 2 and 6, and has er that the bonds are not easily removed. ground information on the bonds. tried to pass 9 twice, the king's sounds, the party Is barred from Julynn 's fee is half of the party's When the king's coach arrives in the city, entry. The first thing the party should carriage arrives. You attack it against the bonds force the party to attack it. money. Be sure to buy all your your will. Though its occupants do when it awakens In the inn is have equipment and undergo training Though the occupants of the king's coach Its spell casters memorize their spells. escape, the royal guard attacks. After escape this attack, the royal guard hunt before visiting the sage. Her office the party defeats the first wave of the party and attempt to eradicate its 2 Annor Shop. The doors are blocked closes once the coach is attacked. guards, Fire Knives grab the carriage members. A thief hiding In the back alleys after the king is attacked, so the 7 The Tilverton General Store. Useful for occupant (a king Impostor). The guides the party to the temporary safety of party should equip itself before the stocking nonweapon items, it too guards will continue to seek out your the Thieves' Guild. If the party surrenders confrontation. The party should head closes once the coach is attacked. party and attack it. Since the number here as soon as It exits the inn. 8 The Training Hall. Off-limits once the of guards is limitless, your party 3 'Curse' Tavern. This is Tilverton's party attacks the coach. Training is an only bar - an ideal source of gossip option only If you've transferred

7 8 C. TILVEKTON SEWERS: 4 Monkey Cages. This room held the Section I Section 2 SectionJ monkeys until the alarm was sound­ t t ed. Now they are loose. They have 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 2 3 4 5 been trained to use slings. Sleep Key: 32 works against them as well. 1:·:·:·:·:·:..... :•:·:·:·:-:·:;:·:·:·:·:·:· t :·:·:·:·:·:·:::·:·:·:·:·:·lf':;:; 17 33 B 5 Exit to SeweIS. 18 34 :: WALL 6 Quest Book. The Guild's guest book :·:·:·:·:·: ·:·:·:·: .. 7 :·:·:·:·:·::t ·:·:·:·:·:·:::·:·:·:·.:·:·:·:::·:·:·:·:·:·t;;; 19 35 11 . 8 includes the last entry by an 0. Ruskettle, Bard of the Realms. This is 20 36 ffi a halfllng character you will encounter t-O;-.;iCJojj •:•:•:•:o:· ~<=Jt SECRET 21 37 DOOR later in the game. l ·:·:·:·:·:·:::·:·:·:·:·:·:...... :·:·:·:·:·: -i ___.. 22 38 C. TILVEKI'ON SEWERS 1 :·:·:·:·:·:1iC"M:·:··:·:·:·:tio..... ~ OOOR 23 39 Synopsis: The party has come from the ...... : ·:·:·:·:-:I 24 40 Thieves' Guild Into the dank tunnels of the l : · : ·:· : · : · :·>:·: · :·:·: ~ojj ·: · :· :· : · :·t---iioe:JL Sewers. It must find its way through the :: 12 ::: 25 41 ~IMPASSABLE 1-...... , .,.,.,.4 AREA stink and shadow to reach the fire Knives' 26 42 Hideout. Along the way, it confronts the var­ l :·:·:·:·:·: ...... _. ,.,.,.,.4 11 27 43 ious denizens of the underground. 12 28 44 Note: You may return to the Sewers after 1-ol:=·=·=·=·=·ICJoii---t=·=·=·=·=·=·::=·=·=·=·=·=·I completing the Hideout. 13 29 45 Where You Can Rest: The sewers are con­ 14 30 46 stantly patrolled, but there is a chance that 31 47 the party can rest for a while. It is safe to rest in monster lairs and within the hidden chambers. continued Jn sectJon 2 continued in section J fxits to fire Kile Hideout Map Locations 1 fire Knife Checkpoint. If the party sur­ renders, the fire Knives rob your char­ should go Into one of the alleyways f'lre Knives, a group of assassins, forced tured Princess Nlcacia. In the midst of acters, then pass them on ahead. (between any of the buildings) for the characters to attack the king's carriage. the Guildmaster's revelation, the fire safety. There, a thief will contact and The Guildmaster doesn't give direct aid to Knives and their supporters burst in 2 Another Checkpoint. escort the party to the Thieves' Guild. the party, but he does reveal the location of on the meeting, killing the guildmas­ 3 Remains of a Checkpoint. This fire Note: If you surrender to the guards the f'ire Knives' Hideout. Suddenly, the fire ter in the melee. You find a map of Knife strong point has been eliminated during battle, the party Is carried away Knives burst in and kill the Guildmaster. the sewers on his body. by Gharrl of Gond and a Knight of Myth Drannor (Gharrl has discovered to prison. Luckily, thieves rescue and The party must fight its way to the sewers, 2 Treasure Room. Here are the thieves' take it to the guild. with occasional help from the thieves. magic items. The door is the planned abduction and is attempt­ ing a rescue). The Knight lets the Where You Can Rest: The Guildmaster lets wizard-locked. To break In, have a party 10 Madman's l'fightmare. A man lies here pass if it claims allegiance to the the party rest when it first enters the guild. magic-user cast Knock or hope that a gripped In a nightmare. He's lain here princess, or to no one. If the party The only other guaranteed rest place is the strong character's lucky roll does the since townspeople found him near refuses, the knight restrains Its mem­ treasure room. Once the fighting starts, the trick. Save the dust until your really the sewer outfallon the same night bers. He'll send them ahead later to party may try to rest throughout the guild. need it. The ioun stone will raise the the party was brought to the inn. distract the Knives. Its rest may be disturbed at anytlme. dexterity of the character who readies B. TILVEKI'ON 1iIIBVFS' GUILD Map Locations (See map, p. 8) it by one point (up to a maximum of dexterity 18). Synopsis: The thief whom you met in 1 Ouildmaster. When the party enters, it Tilverton escorts the party to the Is escorted to the Guildmaster. He 3 Dog Kennels. Home to a pack of Guildmaster. He begins to explain that the reveals that the fire Knives, who are ravenous dogs. The Sleep spell may responsible for the characters' attack be used against them. on the king's carriage, hold the cap- 9 10 4 Otyugh Lair. The otyughs are powerful 11 Symbol of Moander. A group of wor­ creatures who may attack three times shippers of Moander held services here •D. THE FIRE KNIFE Hmrour: per turn. Cast preparatory spells while the party WM being bonded. before going into battle against them. 0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 12 Site of Second Remnanl Through a (" In battle: Stinking Cloud may render Key: trap door in this room's ceiling. the 0 :: ~~ - ~ ~ the otyughs helpless. Fireballs are fire Knives brought the princess into :·:·:·:·:·:·::;.;.;.;.;.;' .. • .; .;.:·:··:· :;.; ;.;.;.; . '2 /:·:·::·:·:· I ":'J·:·:·: :·:•:·:· ; ! ·•·: also effective. ,. the sewer. A bit of her clothing wa<> ·:·:-:: .... .·• 5 Otyugh Lair with Hidden Oold. A gold :; B caught in the door, which is too . ~. ' : ··· ,.. WALL J ring hides among the filth. The solidly jammed to open. However, a 3 otyughs are willing to trade the ring for thief wearing proper armor can climb •• :· :-:::·:·:·:·:·:· ;...... some garbage belonging to their com­ up to the trap door and spy the 4 1.h ~ .·...·.-.....J : : ;.;.;.;.;.: l : ii-~CJO..... ~ , e>;,.....;c:~,..... : i '")··:·::·: 3 DOOR rades in location 6. The jewelry ls remnants of the royal garb. 5 ...., .• .; . .; :; ;.;.;.;.;.;.;.;. ;.;.; .;; :.'::.;.;.;.;.; 1::·:·::·:·••:·:·:·:·:·<·•·::.; .:-A-....C:Jt marked with the symbol of the :: D. 1iIB FnIB Kl'ilm Hmoour 6 ,.. . :, ,.. Zhentrim. The best tactic to pursue is ·· · : · :·: ~ h tE •. J ., . J SECRET to Parlay with the otyughs and agree Synopsis: The party seeks to locate the 7 6 ) •,• •···· ·:·;·· ·····:··· ,.. ;. ,.. DOO R :• J •. to their demands. master of the fire Knives and force him to 8 :: ,.. ;: 6 filthy Otyugh Lair. Defeat the otyughs release his bond. To accomplish this, the 9 .• , J l h here and return to Location 5 to gain characters must save the princess. Once gems and jewelry. This is a tough they free themselves of the bond, the :~i ' f "' ::. 1 , :: I,, t a., ,·... ,,;. f. ,, ':::, .. ·:· :- ·- :-:<·:·: ·.: :,}1,,,,.,,, battle. Cast Prayer before you enter characters meet the true King. After the intercession of his daughter, he exiles the the location. Cast Stinking Clouds to 12 slow up the otyughs. If you can party from the lands of Cormyr. The party t·:-:., ...,. ,.,.;.;.;.::-:-;:;.,.,.,.... ,, •. ,.,.,.. ,.,, .. ,... ,., ... j;.....OC::>'*'"-0.o-.....-....--t ,.,.,.,.:). 12 /,._. :.:·:· .,.,.,., .. is then escorted to the wilderness. 13 ) retreat through the doorway in -.·:·:·:·:·: :.:.:·:·: 1,.,~ : -:- : -: -: ·:':- : -:· : ·:·:· lo-I ·:·: · :-:-:-:: ; .;.;.; . ; - :-: .;.;.:.:-:-•.·,•·•· •-:-:.:-:.:.. ,:•,:, .;.:.:·:·:·•I :·:·:·:-: :,:.-:-::-: k::)P-..,.....,;r combat. you will have a good Where You Can Rest: The only safe place 14 :• ! ·:·:·:·:·:<;·:·:·~ :·:· ·:·:·:· ;: 10 ··:·::1·:·:3·:--·:·:·:·:·:·::-:- o -::-:-: 14· :·: :b defensive position. Cast fireballs. to rest is in the hidden passage, which the 15 .,. 7 Troll/Crocodile Lair. Some trolls are Fire Knives have not discovered. &.....;i.....;;.....;i~l-.;;...... ;;.....;ii--.;;....~;~&...--...;.....1..... ~-- .... feeding their crocodiles here. Trolls Map Key are dangerous creatures which regen­ 1 Destroyed Checkpoint. The Fire erate after absorbing seemingly fatal Knives manning this checkpoint were damage. However, the trolls are slaughtered by Gharri of Gond a<> he held Fire Knives. The party can learn 9 The fire Knives' Annory. It's mostly vulnerable to fire. If your magic-users began his rescue attempt. The sewer something about the hideout by bare now that the assassins are cast fireball, the creatures should doors are just now being sealed, interrogating the held asSas.sins. engaged in battles. Some recently crisp nicely. If a partymember ls preventing your party's retreat into stolen magic weapons may be found standing on either square that a troll 6 Fire Knife Dead. The Knives, recently the sewer. here if the party searches. Don't ready had occupied before it went down, it engaged in numerous combats, have the bracers, they are cursed. will stop the troll from reappearing. 2 Abandoned Checkpoint. Abandoned a<> come here to gather their dead. the local fire Knives rushed to stop They've divided them into two 10 Hospital. This room ha<> been 8 Troll Lair. The denizens have several Gharri. Tue door to the sewers is being groups - those to be raised and converted to a hospital. None of its magic items of interest. It's recom­ sealed to prevent others from entering. those to be buried. Nothing of value inhabitants are strong enough to mended that you keep your party is in the room. hinder the party. tightly grouped. 3 ffidden Passage. This hideout has been under Fire Knife control only for 7 Torture Chamber. Gharri is here, 11 Offlce of Kybor. The fire Knives' 9 ffidden Chambers. It is safe to rest a few years, and the pa<>sage is undis­ undergoing the Knives' "hospitality." magic-user. If your adventurers search here. The thieves used it a<> a secret covered. It ls a safe place to rest. The party can rescue him, though he the area, they may find interesting training hall. Your characters are is too badly wounded to help in the documents in his desk, plus some allowed to train here. 4 Blade Barrier. Gharri used a blade bar­ rier in this room and the spell is just upcoming battle. money and magic items. 10 Princess' Cloth Remnant. The party about to end. If the party waits, they 8 storage Room. If the party searches, it decides that the assassins carried the see the blades slow, then dissipate. can find the tables and some of the princess past here, for a bit of her offending instruments used to place clothing ls caught on the doorjamb. 5 Held Fire Knives. Gharri finally fell in battle here, not long before the party the bonds on their arms. arrived. The room is still littered with

11 12 12 Kybor's Ubrmy. Just a burnt-out husk. fight. Cut off the Knives' lines of ~ Note: We recommend that the party Kybor lays on the floor, burnt to retreat, since they may attempt to flee. E. THE VILLAGE OF HAPT001H: fight at least four patrols before death. A piece of paper is clutched in GoodLuckl entering the barn to engage Efreet. 0 2 3 4 5 his hand. On it is some information This is the first of five major parts of Key: Otherwise, the Efreet's force is very about Tyranthraxus, who's wreaked 0 :; 1 • 2 powerful. the game. Upon completing this sec­ ·-: :-:- 2 :-:-:----- the havoc here in order to halt : tion, the characters are asked to -- Kybor's research efforts. B f. THE CAVE OF' nm DRACOUCH choose their next destination. We 2 WALL 13 Kybor's Laboratory. Like the librruy, it recommend that the party head for Synopsis: The caves are the only known too has fallen victim to Tyranthraxus. HAP. To get there, the characters travel entrance to the Wizard's Tower. through the Overland. Alternately, the ~ Dracandros has recruited Dark Elves, 14 Kybor's Bedroom. Unseen servants DOOR party may reenter the sewers to train Efreeti, Salamanders and a Dracolich to keep it in perfect order. There is guard this passage. Luckily for the party, nothing of value here. characters. Be warned! The sewers are tougher the second time through. Dracandros needs the characters alive. 15 final C,onfrontatlon. Here the final 7 Only the Dracolich escorts the party; other Note: For more information on land­ battle with the fire Knives takes place. -:-:-:-:-:-::;.-.-.-·.:-:-:-:-.-:-:-.-:· ·:-: .=:-.-.-.-.. -...... __..-... monsters allow the characters to pass - marks and encounters you'll experi­ 8 Their leader has captured the princess :-:-:-:-:-:=:-:-:-5:·:-:-:==-:-:-:::-:-1-:-:-:-:-:- - ...-=·:-:-:-:- minus some money and items. ence travelling between the key 9 : 2 and Giogl Wyvemspur, the King's A renegade Dark Elf named Silk leads a impersonator, and is holding them towns, see the Overland section that follows the Ruins of Myth Drannor. 10 band of female adventurers called the here. When the arrives, the char­ 1---..;;::-.--:.::-.:-:-:--:· :---:-:-:- 2 :-:-:-·--- party Swanmays. She has been contracted to acters are paralyzed by the fire Knife E. THE VIILACIB OF llAPToom 11 =-=-=-=-= ~ -=-=------r =-=-=·=-:-::= ..,.,,,, ...... _. coiled a part of a black dragon. Since bond. The princess slips her bonds Dracandros has already gathered all the and knocks out the leader. Freed of its Synopsis: Both Dark Elves (Drow) and 12 -· Efreet have terrorized this small village. 13 dragons in the area, Silk needs someone to compulsion, the party is able to fight chase the dragons out - or kill them. She the assassins. If the party defeats The citizens keep to their houses and try to 14 6 avoid detection. Only Akabar Bel Akash, a agrees to make a female character an them, the princess forces the fire Knife 15 merchant adventurer, is willing to stand up associate member of the Swanmays in leader to pennanently remove the fire return for the party's help. Knife sigil from the party. to the horde of opponents. The final con­ frontation unfolds in the barn at the south Some of the cave's guards are members The king arrives and thanks the end of town. Once the party dispatches the of her old family and will let Swanmays characters for saving his daughter. Efreet and Drow, the villagers express their Map Locations through the lines. But Crimdrac is However, he banishes them from joy by helping the party. The characters 1 Entry Oate. interested only in getting the party to Cormyr - punishment for their find a map on the slain Efreet showing the Dracandros. After Dracandros' death, the 2 Peasant Hovels. Rejoice that you're attempt to kill him. The party is then way to the Cave of the Dracolich. caves are patrolled by hostile Drow, merely a visitor. The peasant inhabi­ escorted to the city limits and whose ranks are replenished each time Where You Can Rest: At the inn or temple tants are full of tears and dread before released to its fate. the party leaves the caves. before you have defeated the Efreet; any­ the Efreet's downfall. Afterwards, they The final Confrontation with the where at all afterward. are welcoming and friendly. Where You Can Rest: Once the party Knives is a demanding battle. Rest defeats 10 random patrols or defeats The Patrols: There are four patrols who 3 General Store. It is dosed tight until before engaging the enemy, and let Dracandros, it may rest anywhere. Before your cleric(s) Fix damaged party will join the Efreet in the final battle if you the Efreet is killed. haven't eliminated them previously. If the that, the characters can rest for several members. Cast preparatory spells 4 Village Inn. Here you have a chance to party Parlays and ads Nice or Meek, the hours inside the caves. Each time the party before the battle - Bless, Enlarge, meet Akabar and join forces with the patrols will assume they are peasants and leaves the caves, patrols are reinforced. Haste are good examples. Cast attack brave merchant. You may rest here send them on their way. Other actions will Map Locations (See map, p. 15) spells to hold or cripple the enemy. for free. result in combat. It is -recommended you Your party's fighters (paladins, rangers, 1 Arrow/West. While searching, the eliminate the four patrols before you go to 5 The Temple of Sune. Keepers provide party finds an arrow pointing west fighters .. .) should engage in close-in the final battle. The Dark Elves fight poorly healing after the Efreet has been combat, taking care to assault here. Silk left it to guide potential in sunlight, so fight them during the day. killed. The party can rest and meet allies to her. damaged foes before the attack spells and join Akabar here. wear off. Isolate the enemy while Note: Akabar may insult the Dark Elves if 2 Arrow/South. If the party searches, it keeping thieves and magic-users away he is in the party. 6 Barn. It's been converted into the discovers an arrow pointing south - from direct combat. In later rounds, Efreet's headquarters. He will attack. another of Silk's clues. your clerics should heal characters whoever disturbs him. On his body is that have taken damage during the a map leading to the Caves of the Dracolich. 13 14 •F. THE CAVE OF nm DRACOLICU: damage. Further, the great heat 12 Blocked City Entrance. This is the may prevent them from reaching entrance to the dark elfin city. When the casks. the party reaches it. rubble blocks Key: the way. 0 7 Cleric Barracks. The barracks for the dark elf clerics, who will oppose you 13 fixed Patrol. The scouts are led by B ferociously. If the party has a Salamanders. 5 WALL Swanmay character (female character 14 Crlmdrac's Lair. He only attacks the 3 accepted by Silk) in its ranks, the cler­ Lr-''----" party if the characters resist. Once he 4 6 ics let them retreat and avoid combat. is dead, none of the patrols will DOOR accept surrender. 5 If you engage the clerics, be advised ..,_ that they possess a barrage of spells If you are going to fight Crimdrac, 6 ___ ..... which makes them quite formidable. cast prayer and other protection ARCHWAY 7 Their 50% magic resistance reduces spells just before entering this the value of Area Effect spells. Best 8 location. Crimdrac's high armor class suited to fight the clerics are makes it difficult to hit him with 9 fighter\maglc-users and dual class weapons and his fiery breath is most 10 magic-user and fighter types (fighter, deadly to your party If its members paladin, ranger). All other characters 11 cluster. The party should spread out should retreat out of sight for the l--{JU-....- inside the lair. 12 first several rounds of combat. The Among attack spells, only fireball and 13 fighter\maglc-users should cast Minor Globe of Invulnerability on Magic Missile are effective against 14 themselves, then attack the Draws Crimdrac. Magic Missile is recommend­ ed, for its user may it immediately. fntranceTower ~15 ______....__...._ __ .._ __ _ with swords. cast A magic-user casting fireball may be The Drow spells should have no hit before the casting is completed. effect on your magic-users If they are protected by Minor Globes of 15 WIZard's Tower Entrance. Silk will be Invulnerability. Once the enemy cler­ here to greet the party if it returns with a character bearing her mark. If 3 Silk's Honor Ouard. A group of female 6 Salamander Cavern. The archway to ics have cast most of their dangerous the party has brought with it the Dark Elves waits here to present Silk's the north opens onto a geyser-filled spells, the remainder of your party dragon eoo or heart, she gives the offer to the party. Accept and your cavern, occupied by Salamanders can charge and finish off the enemy. characters a large reward. Silk thanks characters are taken to meet Silk. and some fireproof casks containing 8 Anhkhegs. Some Dark elves have the entire group and disappears. The Dark Elves will flee if the party treasure. If the party Parlays In Sly, it taken control of Anhkhegs and have tries to attack. can raid the treasure casks without housed them here. Since this is a pri­ G. TtIB WIZARD'S TOWER defeating the Salamanders. If you vate elf power play, the Anhkhegs 4 Silk. The current leader of the Synopsis: Dracandros, a renegade Red engage the Salamanders, be sure to attack on sight and give no quarter. Swanmays will offer an associate Wirard of Thay, is trying to stir a renewed attack to the doorway. You must membership to one female In the 9 Mage Barracks. Home to dark elf flight of the Dragons to rain destruction on control the doorway to prevent a party. She expresses her regrets if no magic-users, who react to the party's the civilized areas of the Realms. He has mass of slithering Salamanders from females are present. If the party leaves intrusion by putting up a stiff fight. gathered all the nearby Black Dragons for a swarming through. the caves and recruits a female before Having a Swanmay in your party will conference atop his tower. Dracandros' slaying Dracandros, Silk renews the Note: The treasure found here is allow you to retreat and avoid combat bond forces the party to destroy an offer. Wrt:h Silk's mark, some patrols valuable when you reach the Wirard's here. fighting this group Is not recom­ illusionary dragon, convincing the watching let the party pass unhindered. Tower, especially If you should attack mended. If you do fight. use the same dragons of Man's enmity. The skeptical 5 Elf Barracks. The dark elves resident the Black Dragons (which we don't tactics as outlined for location 7. dragons ask that Dracandros remove his recommend). The long sword is a here are hostile and sure to give you a 10 Patrol Jn Archway. The patrol seeks to control over the party to test the party's sword of dragon slaying (triple damage ferocious battle. prevent people from reaching the supposed hostility. The party may either vs Black Dragons) and the scroll pro­ entrance to the dark elfin city at 12. attack the dragons or convince the vides protection from dragon breath. creatures that they mean no harm. The 11 Collapsing Tunnel. When the players Note: Characters who enter the reach this point. the elves will collapse cavern without fire resistance take the tunnel.

15 16 characters then must force their W'il'J down the Tower and confront Dracandros in the G. THE WIZARD'S TOWER: • courtyard below. In the wake of victory, the party finds the Helm of Dragons, the artifact LEVEL I LEVEL 3 Koor which reveals Tyranthraxus' location. 0 1 2 3 4 5 6 7 0 1 2 3 4 5 0 1 3 Where You Can Rest: The party can rest 0 To only on the roof and in the courtyard. To Level 2 ..a--- Level ···•·•··...••.•. ········, •• 2 J However, you can rest anywhere after ·.·:·:.·:-:·:-:-:- defeating four patrols - until Dracandros 2 2 ·...... : ...... :.•.. is killed or the party searches his bedroom. :.:-:)-:-:-'.-:·· 3 3 .•.• I ·.·.·.·.·.·: ::·.·.·.·.· .·. ..· •· .• •.. · :· ••. • :~~ .·.·.·.·.,.·,',",·.. Map Locations 4 1 Tower Entrance and ExiL When the 5 party first enters, it meets Dracandros .·. 1.·.·.·.-.... :'. ... ·.·.·.·. Key: here. He invokes the bonds to para­ 6 15 I ...... I ··.···:;• ...... ·.}· lyze them, then transports them to I'··-·.·.·.·•·.··.··.· 7 g a ~ To Level4 B [!] location 2. WALL STAIRWAY 2 Tower Roof. Dracandros teleports the party to the roof, where a horde of LEVEL4 E3 ~ dragons has gathered. He forces the DOOR HEDGE party to destroy an illusionary dragon. However, in order to convince the dragons that the party is actually LEVEL 2 6 Stairway. The passage to Level 2. hostile to them, Dracandros removes 1 Paper/Explosive Rune. A piece of the slgils from the characters' arms. 0 1 2 3 4 5 6 To Roof paper on the floor describes how to 0 ••• 7 At this point, the party has four .,....._: ~c:::)!io-t disarm the trap at 9. However, an choices: Attack the Dragons, Attack explosive rune guards the paper. If l<=lii!o--IC::Jil-~ ..... >··.·.·J.~- To Level J Dracandros, Flee, or Parl'il'j. To avoid 2 the rune Is not avoided, then the fighting the dragons, the party must paper explodes before the 3 choose to attack Dracandros or To Level J information can be read. Magic-users . Parlay with the Dragons. Be Nice or 4 are best suited to disarm the rune. Meek to them. fleeing or Attacking 5 8 Stairway. To the lst level. the dragons results in a fight with 14 6 t-+-~~Jolc::Jol Black Dragons. 9 Trap. The stalrw'il'j goes flat and propels the party Into a bed of spikes, We advise against fighting the dragons. Symbol of Pain to reduce the party's doing nasty damage. It can only be If you do, we advise the following: One To Level I chance of hitting him. avoided by successfully reading the of your fighters needs the Dragonslayer Your magic-users should cast several note at 7. Sword and the Scroll of Protection (you preparatory spells before the party should have collected these as treasure tangles with Burly: Haste and Enlarge 10 fight against Dracandros. Here the from the Salamander Cavern). Prior to If the party has made a deal with Silk are vital. During battle, have a thief try final battle with Dracandros and his entering the tower, read the scroll and the Swanm'il'j. the characters can back stabbing. A magic-user should minions takes place. Once the party cac;t preparatory spells such as Haste carry off a dragon's heart (Silk will pay cast Magic Missile. Stinking Cloud may triumphs, it gains the Helm of and Enlarge. When the battle begins, handsomely for this). But the dragon's work occasionally. Good Luck!! Dragons. Dracandros is protected by a charge the protected figllter into the addle blood spr'il'js the characters, Minor Globe, Protection from Normal dragon horde. Keep other fighters at and may damage them. 4 Stairway. It leads down to Level 3. Missiles and an Invisibility spell. range, where they can use missile 3 Burly and the Symbol of Pain. 5 Burly's fllusion. An illusion of the He'll cast fire Shield given an weapons. Magic-users can cac;t Dracandros' personal guard, Burly is a body guard at 3 stands here and opportunity to do so. His Efreeti and Confusion and ftreball. Dark Elf (Drow) and plenty tough. He demands a bribe to let the party pass. Drow guards are deadly in a melee. waits to confront the party. Burly uses If the characters refuse, they can then several potions before the characters dispel the illusion with a single blow. arrive, and his shield mounts a

17 18 Your party's best chance lies In If the sphere reaches the wizard, he H. YULASH: minimizing the number of spells uses a Rod of Cancellation to destroy Entrance T Dracandros casts. Cast preparatory It. However, destroying the sphere 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 spells, especially Haste. During battle, causes a tremendous explosion, 12 Key: Ice Storm to damage him, then 0 : 1 11 cast killing the wizard and letting the party ·.·.·.·.·.·.·.·.·,.. ·.·•·.·.·.·· • ·.·. 0 rush a fighter up to Dracandros and loot the room. 8 3 ··· IC~...;.,,...;;.-1 B attack. If you lack these spells, the 14 Drow/Ow/bear Patrol. 2 I •10 •. _ WALL party should move out of Dracandros' 3 .. ·.· s ·... ·.· ...... ,..... -u .·10 ..·. ·.-... sight, then dispose of his guards. 15 Wyvem Pens. The Wyverns roam this 41-.ii. ~ . ···•'········ --...... ___ -41 •• room, freed from their chains since Then send your fighters after DOOR Dracandros fled and undid their Alternate 5 .. ... ~ ·. ·: . . 4 ...... ·.. ·· .. ·· .. ,1:o-;....,r-~Jo1 Dracandros, but beware of his flre restraining locks. Your derics should Bnttance ..,____ frUo ___. 9 · · Shield - especially you are If have Neutralize Polson memorized •· g considering a timely back stab. ~; ( ( ·• ·: ~ · 10 •• before entering the pens as poisoning ARCHWAY Note: Artlfacts such as the Helm of enemies ls a Wyvern spedalty. B ·.· ·.-·...... ·.· •• Dragons do not appear in the items 16 More Wyvems. .·.·.·.·. •~·<· sees a sign over the east door stating 15 •• 8 10 •• : 1 'Trial of the Sphere'. Only one 19 Dracandros' Library. Though It con­ member of the party at a time may tains a wide variety of books, none enter. This character then moves Into are magical or particularly valuable. • a fateful struggle at the next location. 20 A Scroll library. Dracandros has the Zhentil terror squads, the looters and The Commander: You are first led into a 13 Sphere ofAnnihilation Duel. The recently ransacked It on his way out. the creatures of Moander to reach the Pit. waiting room. Should you move onto one chosen character faces a red wizard. This completes another of the five Moander last entered this world from the of the two exit squares, a door bursts open Pit and rumors suggest that he'll return and Zhentll Keep spies begin to run away Between the two is a Sphere of sections of Cull.Sii Of' THI! AzuRll Bonoo. Annihilation. Only a magic-user can The party will have lost another azure there soon. from you. You can either fight them or let control the sphere. The outcome of bond and recovered one of the three Where You Can Rest: In Yulash, you may them escape. Then you are led In to see the Commander. He will judge your party the duel ls determined by character key artifacts. We recommend that you rest ~fely In the Barracks of the Red level and Intelligence. If neither side select YULASH as your next Plume Guards - If you have met the com­ based on your ·performance· In these has control, then the sphere moves destination. When you arrive In mander and he decides that you are not different areas: towards the stronger mage. If your Yulash, you'll find the Red Plumes of looters. You may be able to rest In any A. flghting spies - the Commander judges character surrenders, he loses some Hillsfar in control of a partially ruined room once you've had an encounter there, you favorably only If you fought and Items and money and is forced town. A deadly Cult will be lurking In but this Isn't guaranteed. fought well. outside. A character touched by the the Pit of Moander... sphere Is permanently eliminated, Checkpoints: There are various check­ B. flghting Red Plumes - he frowns along with his treasure. H. YULASH points throughout the city. With the upon this. Commander's good will. you advance Note: Using a character who's not a Synopsis: The city of Yulash Is the historic C. Sneaking past checkpoints - you earn easily (If you choose parlay). If you have his disapproval. magic-user may work to your battleground between the forces of Hlllsfar not met the commander. the guards advantage since the sphere moves and the troops of Zhentil Keep. Currently, demand that you follow them. If you fight D. Your response to a Parlay - he likes the towards the stronger magic-user when the Red Plumes of Hillsfar control the city. the guards and lose, you wake up In haughty and the nice, but not the meek It's not controlled. However, the recent battles have left much prison. You are then taken to the or the sly. of the town In ruins; only the Red Plume commander, where you will be judged. Headquarters section has been rebuilt. The party must get by the Red Plume patrols, 20 19 E. The character's dass - he favors Mounds enjoy engulfing a foe, which paladins over thieves. they can do in just two rounds. A •I. THE PIT OF MOANDER: F. The character's alignment - the character engulfed for several rounds Commander favors good over evil. can be suffocated and die. To avoid this fate, cast Slow against the LEVEL 1 LEVEL l G. Additions to the party - he approves of Mounds. Shambling Mounds gain hit the Swanmay. 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 points when hit by lightning. Key: H. Your prison record - the Commander Note: Defeating them provides you 1..0 :: 2 6 o~ : ~ 10. :~ frowns upon transgressors. with a Wand of Defoliation, a very use­ J ::: : ·:·:·:·:· ·:·:·:·:·: 5 ·:·:·:·:·:· ful item in the Pit of Moander. You : ~~· '·-··;J• :·:·2:·:·:·:·:::·:·:·:·:·:·t B If all goes well, the Commander will give ~~~ WALL you a free pass through the city and a map. also get a Wand of Lightning Bolts. ~ 3 3 ::: ::: If not, he will brand you looters, forcing 1 You find a destroyed checkpoint with ·:·:·:·:·: 5 ·:·:·:·:·:· you to tackle him and the elite Red Plume 4 3 2 6 the mark of Zhentil Keep smeared on :·:·:·:·:·:5 DOOR guards. After the fight, you find the map in the walls. 5 ~~~ m 2 the Commander's desk. ~ 6 [!] 8 In addition to random encounters, l'l'. ... 7 ] Note: Once you fight the Commander, all you will meet Zhentil Keep Terrorists STAIRWAY 7 5 j~l - ~jj subsequent Red Plume encounters lead to at these points. 8 immediate combat. ~ ~ ~ - ~~~ ~ 6 :: 9 Loot.ers. In addition to random :·:·:·:·:·:· ~ •·•·•·•·•·• 3 ·•·•·•·•·• I ~ 9 IMPASSABLE Map Locations encounters, you meet looters at these I ) •: ARfA ,.,. ,,.. ,., ~.:'.. ·:·:·:·:·: ~ 1 Checkpoints. points. The first group you meet will 10 Exit s•·•·•·•·•" •·•·•·•·•·•· 2 Mess hall. If you have the goodwill of give you Information about the city If ,._111to-+--IC~""'ii:""'"' ::: '''''''''' ::: the Commander, you may drink and you parlay with them. There is a •·•·:·:·:·: 8 ·:·:·:·:·:l ·:·:·:·:··:<-:·:·:·::·:·1--i;i(Jio""""f 11 ·:·:·:·:·:· ~ :·: ·•· llli~..,,.;11 :·:·:·:·:·:·1 12 :,: 12 5 hear some tavern tales here. chance that some of them may be Fire Knives In disguise. 13 3 Barracks. You may rest here if you ·:·:·:·:·:·: :·:.:·: : 1O Pits. If you have a dwarf or thief with :: =···· hj 7 7 14 4 3 have the goodwill of the Commander. .B: ~ ~ ~-IE-1 you, they may notice that the ground ·:·:·:·:·:·•.,. ... •...... ,.,.,., .,,,.,.,.,.,.,.,Mi.... f-4 15 15 ~~~ 4 Brig. If you lose a battle with the Red here Is weak. Their senses should ~~~ 0 : ~ ~ I I u ::: 2 m Plumes before you meet the lead you around the trouble; however, Commander, you wake up here. Try to failure to detect leads to a ground col­ leave and you're immediately lapse and damage to your characters. marched to a rendezvous with the • world after a long absence. Opening the Level l Map Locations Commander. 11 f'alling Walls. Same as pits. gate depletes the power of the bonds and 1 Entrance to the Pit. Corpses litter the 12 Take note. This is the entrance to the 5 Waiting Room. You wait here for the sets the party free. floor. A wounded cleric collapses the Pit of Moander. It is a one-way Commander to see you. If you walk wall behind you, sealing you In. You entrance. Now they must kill Mogion to shut the gate into one of the eastern squares, a and defeat the parts of Moander which can hear the sound of battle. band of Zhentil Keep spies rushes I. THE Prr OF' MOANDBK have emerged. When they accomplish 2 Monster Remains. Bodies of various into the room. You may either fight these tasks, your characters discover the Synopsis: The Pit has become the monsters, all freshly killed or fatally them or let them go, then meet the Gauntlet of Moander, one of the three arti­ stronghold of the worshippers of Moander. wounded. Commander. facts necessary to defeat Tyranthraxus. The party starts at the top level and must 3 Dragonbalt. You meet them 6 You meet a group of Shambling and work its way to the bottom. There, your Where You Can Rest: It Is safest to rest in here. If you tell your story, they offer Mounds carefully picking over the characters confront the High Priestess any room where you have encountered to join you. If you are rude or refuse, body of a cleric. Shambling Mounds Mogion, who controls one of the bonds. and defeated your opponents. However, they ask again. If you refuse a second are very nasty monsters, Immune to Along the way they meet the lovely Alias there is no guaranteed rest area. time, the pair departs. most damage spells, though not to and her loyal companion, Dragonbait. The Magic Missile. They receive only half­ Note on Bncountas wiUt l'lonstas in the 4 stairs to the lower level. duo may join the party. Pit: If Mogion is alive, the monsters attempt damage from weapons. Shambling 5 Vegepygmles. They will try to push Once the characters reach the main to push you back Into the corridor and then you back and flee if Mogion lives. If temple, they fall under the power of flee. If Mogion is already dead, they attack. Mogion is dead, they11 simply attack. Mogion's bond. She forces them to open a They are very vulnerable to attacks gateway to allow Moander to reenter the from the Wand of Defoliation.

21 22 6 Shambling Mounds. Their response you must aush the pseudo-pods of which will assist your characters In Olive Ruskettle may appear from time to also depends on Mcglon's status. Jn Moander. These are super'\Slrength destroying the Pool of Radiance. time. She runs away until you meet combat, use the Wand of Defoliation Shambling Mounds. You11 have rid the party of Mcglon's alongside the Shrine. You also meet against the Shamblers. It has only a 3 Winning delivers the Gauntlet of bond. We suggest that you now various townspeople and overhear square range. Moander Into your hands. You then advance to ZHENTIL KEEP. remarks as you pass through the crowded environs of the city. 1 Giant Slugs. Kill them quickly. They must return to the exit (just above #8 J. ZIIBN11L KEEr spit acid for massive damage. Most of on level one) and bid farewell to The Tavern: Here you may drink, overhear them can be quickly avoided. Mcglon's lair. Synopsis: The Zhentrlm are worshippers gossip, and bet on the arena combat of Bane, and their High Priest controls one matches. If you don't bet or drink you are 8 final Batlle and Exit. If you've Cast preparatory spells before '/ of the bonds. Your goal here Is to discover forced to leave. dispatched Mcglon on the second entering the battle. Then, cast a a way Into the Shrine of Bane. The city's level, then you fight the last remnant barrage of spells (Fireball is the best) l Inhabitants are aware of the party, thanks Map Locations (See map, p. 25) of her forces at this point. Use a to prevent Mcglon and her cultists to the lively tongue of Olive Ruskettle. 1 The Main Oates. You will be stopped varlety of preparatory and attack from casting spells. After defeating Consequently, many people rudely point and questioned by the City Guards spells. Enlarged and Hastened the spell casters, eliminate the and mutter at the party. On the bright side, about your purpose In coming here. fighters are very effective. When you Shambling Mounds. Against the Bits Olive knows of secret entrances into the You also receive the first Indication win, you can leave through the door O' Moander a flurry of these spells is Shrine and will aid the party. that you are expected. to the west. Alias and Dragonbalt will advised: Hold Monster, Charm 2 The Inn. This Is the only place where then leave, assuming you've let them Monster, Confusion, and Slow. Clerics Where You Can Rest: The inn (only). you can rest in Zhentll Keep. join the party. should cMt Slay Living and Poison Whom and What you meet: 3 Weapons Shop. You can buy weapons Level 2 Map Locations (See map, p. 22) spells. Send a squad of Enlarged/ Zhentil Keep Troopers (with some Hastened fighters to hack up the Bits. at Inflated prices. I Stairs to upper level. Magic-Users): If you respond MEEK during A character wielding the Wand of Parlay, they let you go. If you lose a battle, 4 Magic Shop. You can buy magical 2 Dead Zhentil Keeper. A note from Defoliation is essential. If unable to you wake up in the court. If you plead items at inflated prices. Even so, you Fzoul to Mcglon rests in his stilled win this battle any other way, you may guilty while on trial, you are fined 90% of should at least buy some Darts of hand. use the Dust of Disappearance you your money and stripped of 50% of your the Hornet's Nest and magic arrows. 3 Vegepygmies. picked up In the Thieves' Guild. items. No matter what your plea you are The scrolls are probably not worth 4 Shambling Mounds. Cast Enlarge to Use the Dust of Disappearance in sent to the arena for trial by combat - to buying. The wands and potions will encounter Flightless Griffons, Ogres, prepare for battle. The Wand of camp before entering this location. be useful. You will probably not find Otyughs, Manticores or Gladiators. If you Defoliation is a superb weapon here. Keep the Invisible wielder of the Wand anything more worthwhile on which of Defoliation at least one square win, you are taken back out to the street. to spend money so you may as well 5 Giant Slugs. Move on them quickly. away from his opponents. Once you fight the troops, the Army spend It here. 6 Moander fanatics. They attack auto­ 9 Swanmays. If Silk has made a mem­ becomes permanently hostile to the party, 5 Equipment Shop. Equipment - at matically if Moglon Is dead. ber of the party a Swan may, Alias (if and spoils for a fight each time its troops inflated prices. 1 Alias. Here you receive another she is in your party) now senses this. encounter your characters. 6 Magistrate's Offlce. Should you not chance to accept Alias and Dragonbait If you tell her the truth about your Magic-Users (with some Troopers). If leave immediately, Zhentll Keep into your party. Refuse again and they Swanmay companion's presence, she you respond SLY in parlay, they let you go. troopers fall upon you. leave forever. stays with you. Lie and Alias and If you lose any battle, you are taken to the Reinforcements appear if you win the Dragonbait leave to Investigate Silk. 8 Mogion Appears. You meet Mcglon, Magistrate as above. If you fight the magic­ first battle. flghting either force turns who paralyses the party through the I O Giant Slug f'est.. If Alias Is with the users, they become forever hostile, attack­ the Zhentil Keep Army hostile for the ing at the sight of you. remainder of the game. bonds. Alias and Dragonbait (if party, you encounter a large number ~, present) are trapped by clinging vines. of cultists feeding a peasant to a Priests of Bane (with some Troopers). If 1 The Court. If you walk in here, you'll The energy from the bonds is used to giant slug. Alias ·and Dragonbait you respond with NICE in parlay, they find It empty. If you are brought here open the dimension door that Is Immediately attack, forcing you to \ release you. If you lose a battle, you are after losing a battle to the Zhentil Moander's entry to the world. As he join the battle. taken to the Magistrate as above. Once you Keep Army, you are tried as starts to emerge, the paralysis disap­ When you exit the pit, your party will battle the clerics, they will attack you on explained above. pears and you can fight again . Once have completed another of the five sight thereafter. you defeat Mcglon and her minions, sections of the game. You'll have Note: Priests cast powerful spells. Try at acquired the second of three all costs to keep priests from casting by artifacts, the Gauntlet of Moander, striking at them first. If a priest strikes a member of your party with a Hold Person spell, that character is helpless. 23 24 ~ Where You Can Rest: The cell at #6. In •J. ZHFMlL KEEP: K. THB SHRINB OF BANE: other locations Inside the Shrine, you have a chance of random encounters. 0 3 4 Map Locations 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 9 Key: I Main Temple Doors. An old cleric appears with a crumbling scroll and B 2 seals the temple door so no one can WALL 1-.l<::l-<:::l""'°~~ 3 leave. 4 2 Banlte Clerics. Automatic encounters 6 unfold here. Beware of the Priests' DOOR 5 spell casting powers and the clubs 6 they like to hurl at Held persons. :: ·.· ,, ...... ,, ...... ,:·.·.·.· .....-:;.·.·.·.· .. ·.::·.·.·.·.·.·.·:;.·.·.·.·.·.·.::·.·.·.·.·.·.·:;.·.·.·.·.·.·.::·.·.·.·.·.·.·:;.·.. ·.·.·.. ·.·•· ·.···· 7 3 Treasure/frap: Your party notices a ...... SECRET 11 11 11 DOOR trap door In the altar. If one of your magic-using characters possesses a Key: + + + detect trap spell, you discover that the Main fntranc;e to Temple of Bane ...... :...... 12 9 door Is trapped. If you by to disarm It 12 10 8 EJ and fail, the entire party is enveloped WALL ALTAR SECRET Secret ~~ h1o · ,...... J~ •~ c::>t 11 DOOR In a damaging cloud of gas. If all goes Entranc;e ·. 12··.··.· well, you find a treasure here. 12 to Temple J...... J-<>t a EJ 4 Secret .Door. You'll find this door DOOR PEWS ofBane 12 '...... 13 leading to and from the main chapel 12 14 when the party searches. ·. C ...... ,. . 15 5 Olive Ruskettle's Entry PolnL Where the party entered the Shrine If accom­ K. THB SHRINE OF BANE panied by Olive. The magic device Synopsis: The Banites are in turmoil In that she used to get you through the • the wake of political maneuverlng walls disintegrates, closing off this 8 The Arena. Wander about as much as that you accompany them Into the between High Priest fzoul and Dexam the opening as a possible exit route from you like (barring random encounters). Shrine. If you refuse, they attack. If Beholder. Dexam Is an Inquisitor searching the Shrine. for evidence that fzoul is dabbling In If you lose a battle to the Zhentll Keep they win, they capture the party and 6 Dlmswart the Sage. This cell holds Army, you are eventually brought here take the characters to a dungeon In magic. He has sent his lieutenant, a Dimswart the Sage. He will tell you his hooded woman (really a Medusa), Into the to battle the Keep's ·pets·. the Shrine. If you win, another group life-story and ask if he may accompany of Priests follows In the footsteps of Shrine to locate Dimswart, who has been 9 The Tuvem. You can buy drinks and you. Reply with a ~es· if you want to captured by fzoul. When the woman listen to tavern tales here. In the first. Defeat the reinforcements be sure that you can leave the Shrine. addition, you may gamble on the and win the right to enter the temple meets the party, she Insists on taking the characters along to be Interviewed. 7 Olive. If you entered the Shrine Arena combats. through the front doors. Any time you surrender, you are escorted Into the Agreeing to the request is the only way to through your own powers, Ruskettle 10 Olive's Secret Entrance. Olive dungeon. enter the Caves of the Beholder. materializes here and gives you more Ruskettle offers to take you Into the Information. Olive points out the cell As you move about inside the Shrine of Shrine of Bane through a secret Beware: Priests cany clubs which where Dlmswart Is being held and entrance she knows. Refusing this they can hurl at range at a party Bane, you may run into wandering bands then disappears. offer a second time blocks the member under the effect of a Hold of Banlte Clerics. Select NICE when engaged In a parlay and the clerics may let entrance, forcing you to use the main Person spell. You must move quickly entrance to the temple. to defuse their power. the party pass. Any other response and the 12 Private Residences. If you break Into clerics drag their feet until reinforcements 11 Temple of Bane. Main entrance. arrive. Attack the reinforcements Immedi­ these homes you receive fair warning. Priests of Bane rush out and demand ately to reduce the number of clerics you Try again and meet an aroused and angty detachment of Zhentll Keep must fight later. Troops. You've also guaranteed the permanent hostility of the Army. 25 26 8 Saying Room. This room Is filled with !'lap Locations mirrors. Fzoul uses It to spy on his Note: During encounters that occur In the THE CAVE OF THE BEHOLDER: enemies. Each mirror reveals the corridors, the monsters may attempt to L. current whereabouts of a particular flee (if the party is winning). In the lair, 0 2 3 4 5 6 7 8 9 10 11 12 monster. Remember the location of however, they will fight to the end. You will Key: the entry door, for It Is Invisible Inside note that some numbers are Indicated the room. Just walk through the west twice. Those numbers that are In a room wall in the upper left hand corner. are the lair encounters. B WALL 9 Hooded Woman. If Dimswart is with I Dexam 's Altar. You anive here with you a hooded woman (Medusa) will the hooded woman from the cave #dimension-door" Into these areas entrance. She then joins a band of DOOR when you anive. She offers to help armored minotaurs who snap to , the party escape the dutches of the attention, indicating that she has Banite priests. If you refuse the some power over them. ~ hooded woman's help, she vanishes. 7 APt.fNiAY 2 Melee in the altar room. A conflict In her place, a band of derics appears breaks out between f'zoul's forces 8 to attack the characters (they have ...... , and the troops of Dexam after Fzoul's tracked down the powerful magic 9 ALTAR death. Both sides attack you on sight. source of the dimension door). 10 You must fight your way to one of the Note: Each time you cross these altar exit doors to escape. 11 squares, the woman offers to help. 3 Teleporting square. When you tread 12 Saying Yes Is the only way to leave ...... rm;;_ • .,.,. ..,., J upon this square, you are violently the Shrine. 13 teleported to the square at (4). The t

27 28 The story It tells of Thri-kreen gaining rush them with fighters, damaging the M. THE 6uRIAL GLF.N: great strenfjh from the web Is a lie. creatures so they cannot cast. If you The Rakshasa flees if attacked. meet many Rakshasa at a location, retreat immediately to save 0 Key: 2 Olowlng Red Web. This is a web and some wire snares covered by a unprotected characters from the 0 9 :: C> ;: 17 Rakshasan spells (only characters with 3 Rakshasa Illusion. The party has the 2 • ...1... 0 ...... , ...... ,, ...... :; · ~~ ;;.. ·=·=·=·=· ~ .:·} o · =:,.,. ,., Minor Globe can hold their ground). ·.··:r: ... . B option of speaking, entering. hacking .... · 1s ,. .,.,., , WALL Then attack them with magic tc:J;i-+~~ ~ · · .9.::L.9 the web up - or leaving. Selecting 3 11 :: c:i C> ': 8 ::o ·:.:.::... :=- :: :: :: :·i c :; J weapons. The Blessed Crossbow Bolts Speak causes the web to glow more found in the Burial Glen kill a brightly. Entering it entraps the party OOOR Rakshasa instantly. In Its fibers and attracts some huge :~ £~ t7:+Br0 1 ~:a:t 1 ~ , ~ spiders. Once you've beaten the spi­ 6 Spirit's Warning. Once the party fol­ .·. :: ·:·:·:·:·:·=11·=·:·:·:·:·::p -.;;....;;-t ID ders, the Rakshasa arrives and lows the Red Plume, a spirit appears HEADSTONES attacks the party. If your characters to warn them of the ambush - pro­ 13 viding they've been restoring graves ; tl I - 19 hack the web, the spiders still come ++,. ~ after you. The Rakshasa becomes and not looting them. The spirit is 1 HEDGE 9 o :· :wT :: : J .w.· .w· 1t .... EL.:·:·:·=11·::::::::: : :~: ~ :. ]::~'l:J;i--1 frustrated and slips away. quickly silenced by the Rakshasa. 3 Princess Daemlr's Spirit. If the party 7 Ambush. The Rakshasa has laid an has been reburying - and not looting ambush with phase spiders here. IRON ;02' ..·.. · : ... ·... ·.=,,=:,=...':·,··.·. o····.·.:..a.·: .. ·... :·.':.,'.=::,..... :... ·.. :... ·... ·.·.. ·.:.=::,. :..=::, ··.::·:·:.:.:.:.:.:.:.: ,i.. '-,.:.:. ".:.:.:. :... ·. ...· .. ..· ·.. ·...... ::·=·=·=·=·=·=·:(·=·=·=·=·:= - 20 1 ~~,~,······: ·. ~:=.::. ·. t:; FENCE - skeletons it finds, Daemir offers to Cast Slow Poison and Neutralize bless the characters. Accepting her Poison on characters afflicted by the : ~ -- ~~~:::o""'''~~,: blessing results in a gain of two spiders' poison. 2 rnACO that is effective while the party 8 Quardlan SplriL The entrance to this :: ;~t :j'x ' 1 I ,, ~~+ is in Myth Drannor. Refusing the bless­ tower is guarded by an elvish spirit. If ing incites Daemir's curse and causes the party has looted graves, he'll raise a two-point drop in TiiACO. This curse a wind and hurt stones at the party, cannot be removed, so don't refuse. then dissipate. If the party has been • Daemlr offers to forgive the party for on good behavior, your characters are any grave robbing done, though she'll invited in to see the queen. M. TlIB 8uRIAL GLEl'I Temple. But that depends on your party curse your adventurers for refusing first Synopsis: Myth Drannor was an ancient showing friendship to the Knights. forgiveness (two rnACO loss). 9 Suits ofAnnor. Two suits of armor flank this stairway. They oppose the city of the elves. Abandoned long ago, it Random Encounters: The glen is 4 Thri-kreen Looting Scene. These are lies in ruins, overrun by looters and patrolled by packs of insects. If the insects party's entrance if it fought its way places where Thri-kreen may be exca­ past the Guardian spirit. However, demons. The burial glen that the characters are led by a Thri-kreen, the party can avoid vating graves. Once you've crushed wander through was once reserved for combat by choooing Parlay, then typing their opposition is limited and they the insects, the party may either take can only try to bar the passage with nobility. Now Thri-kreen loot the rich 'Tyranthraxus' when asked to identify their its own turn at looting or choooe to tombs, enjoying their fiendish depreda­ leader. The insects are wary of the their spears. When attacked, they bury the aggrieved skeleton. The loot crumble to rust. tions. A few Rakshasa have also drifted Into powerful Tyranthraxus, who resides in the consists of jewelry, but the party's pil­ the glen, seeking gullible prey. Their nearby temple. laging is sure to offend elvish spirits. 10 Spirit Quardlan. An elvish spirit here illusionary and ESP powers make them Where You Can Rest: At first, nowhere at summons a party of Thri-kreen to fight accomplished beguilers. 5 InvltaUon to an Ambush. A Red the party if it has forced its way past 8 all. After 10 random encounters have Plume approaches the party and Though the elvish spirits are very weak, taken place, rest anywhere. and 9. Otherwise, it merely invites offers his family's ancient long bow in them into the presence of the queen. they can hinder looters and aid protectors. Map Locations return for the character's help in res­ Also present is Nameless, the bard who cuing his father's bones. He is actual­ 11 Queen 's SpiriL The spirit of the once created Alias. He tells the characters 1 false Elf1n Spirit. An elvish spirit ancient queen of Myth Drannor appears before the party, though it is ly a Rakshasa trying to lead the party of the threat of Tyranthraxus and encour­ into an ambush at 7. If you overcome resides here. If the spiritiJUardlan ages them to hurry. really Rakshasa in disguise. The admitted the characters to her deceiving Rakshasa aims to lure the the ambush, you acquire the magic The Knights of Myth Drannot who dis­ long bow (+3). presence, she gives them a magical party into the web at the next location. treasure, including some blessed like the intrusion of the demons- and Rakshasa are immune to your spells, Tyranthraxus in particular - may arrange a and they cast damage spells. When helpful distraction when the party is in the encountering one or two Rakshasa.

29 30 crossbow bolts that are useful In N. TlIB KUll'lS OP MY111 DRANNOK N. THE RUINS OF MYTH DRANNOK: defeating the Rak.shasas. In the event Synopsis: This area of the ruins is con­ that the party used force to gain entry, trolled by the Rakshasa and their minions, 0 1 2 3 4 5 6 8 9 10 11 12 13 14 15 ..... :. the queen's spirit suooests a cursed ..... ·'. Key: ..... ;. the Margoyles and Hell Hounds. The head ·::::: ·.·.····· treasure as a substitute. The party can Rakshac>a Is angry with Tyranthraxus for 0 J ..!· . . ! @ :::: .· ·. ·= :- ...... refuse - at the price of a collapsed stealing his minions. so he tries to redalm tower upon its head. B them when the party enters the Temple. I/f Joi-.• ••- 1---tJ I IllII I~ ·· · · . WALL 12 Nameless. Here the party meets 3 Where You Can Rest: No place Is safe Nameless, who warns the characters untll the party has eliminated 10 random 4 ~ about Tyranthraxus. patrols. Then rest at will. DOOR 13 Thrl-lrreen Guards. They're sure to be Map Locations hostile. Your characters must kill the ~ Thri-kreens quickly, for they attack 1 Unkempt. Rakshasa. A friendly HEDGE with paraiyzlng venom. If a party Rakshasa with matted fur approaches member Is affected, try to move hlm the party. He offers to help them loot 1111111 the Rak.shasa's storehouse if the out of harm's way. RUBBLEO characters will help him break in. His WALL 14 More Thrl-kreen Guards. purpose: to find proof that another 15 Malil Thrl-Kreen Detachment. Guards Rakshasa had been cheating at gam­ from 14 and 15 respond to the noise bling. He leads the party to location 2. of your arrival and reinforce the Once the party defeats the guards. 13 troops here. another Rakshasa leads more troops 14 . 3 :· 16 Spiders. Huge spiders occupy this against the first Rakshasa. The party room. Don't forget to have Neutralize can help either side in the battle. The 15 Polson memorized in case a character characters can loot the storehouse if Is polsoned by one of these arachnids . they've sided with the first Rakshasa. Otherwise, the storehouse guard Is 17 Spider Nests. Hopefully, the spirits replaced. • have warned your characters about hell hound. But the hobbit is actually 10 Old Sewer Orate. This grate leads into this location, for these agile creatures 2 Storehouse Ouard. Here the store­ a Rakshasa who has stationed hidden the ruined temple. If the party enters guard their nests most fiercely. house guard Is stationed. forces on the nearby rooftops. Should through the grate, it can kill some of the party decide to rescue the forlorn 3 Rakshasa's Central Storeroom. If the Tyranthraxus' minions before the di­ 18 Phase Spiders. Will attack at anyone's ·hobbit.· the Rakshasa reveals him­ party should search the premises, If mactlc battle occurs. approach. self and ambushes the party. may find some valuables. 11 lfead Rakshasa. Here the chief 19 Phase Spiders //. More phase spiders 8 Gambling Den. This Is a popular 4 /fell !found Chase. A man captured by Rakshasa holds court. If the party par­ live In this room. Rakshasan hangout. Refer to the Rakshasa has been sentenced to lays and chooses haughty. he conde­ Invitation to an Ambush (BURIAL 20 Spiders and Bones. Phase spiders be on the receiving end of a hell scends to help the characters when have gathered some bones together GLEN SECTION) for the best tactics hound hunt. The party sees the tail they attack Tyranthraxus. to form a nest. The players can loot to use against the Rakshasa. end of the chase. If your characters If you fight the chief Rakshasa, you11 the bones or return them to the rescue the man, he reveals the 9 Margoyles Jn Doorway. The party spots face a large Rakshasan force. Cast crypts. course, looting the dead Of location of his hidden treasure. two margoyles torturing a small ani­ preparatory spells before entering the offends the elvish spirits. mal. If the party attacks, It can kill the 5 lfidden Treasure. The party should battle. Magic-users should protect l'tote: To enter the ruins of margoyles. themselves with the Globe of Invulner­ Myth search this location if it has rescued Drannor, move the party on a path that ability and Haste and Enlarge on theman in4. However, a Rakshasa has laid an cast takes them off the ea51:em edge of the ambush for anyone presuming to be a your fighters. A deric's Prayer spell is 6 Nameless. This anonymous benefac­ map. The eastern border of the Glen defender of small animals' rights. He also valuable. Keep unshielded char­ tor meets the party here and encour­ is the western boundary of the ruins. collapses the doorway onto the party. acters away from the Rakshasan ages It to confront Tyranthraxus. If the party plays dead, the attacking ranks, and utilize magic weapons 7 Brushy Ambush. The center of this Rakshasa can be surprised. against them. We recommend a Parlay courtyard Is overgrown with brush. Otherwise, he merely retreats. with a Haughty response. Parlaying will What seems to be a hobbit rushes also help you avoid Rakshasa patrols. Into the thicket. pursued by a hungry 32 31 Map Locations 18 f'inal Battle. Here the final battle with •o. THE GR.AND RUINED TEMPLE: Tyranthraxus unfolds. High Priests 1 Entry flail. When the party enters the 0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 and Margoyles support Tyranthraxus Key: main entrance hall, the sigils on the 0 characters' forearms force them against your party, making the fight ;.·.· .. ·.;.; .;.·.·.·· LEVEL 1 ahead. Tyranthraxus presents himself very difficult. As triumph nears, you EJ and leads them Into the chapel. There may use the Gauntlet of Moander to WALL he prepares to use them as his new destroy the Pool of Radiance...... ;.; ;.;.·.·.·· .....--·- bodies, but Nameless temporarily Tyranthraxus dies the true death and 3 :- d 3 : frees the party from Tyranthraxus' the curse of the final azure bond 4 :. 1. r :~ _,, ~ DOOR control. He retreats and leaves his vanishes. 5 ·:·:·:·: 1 ~ ·:·:·:·:· minions to battle the party. The battle against Tyranthraxus is the 6 [I] 2 Chapel to Bane. ultimate test for your party. :· STAIRCASE Tyranthraxus can use a devastating 7 3 Private Chapel to Bane. Run by a high lightning bolt once a round. His Priests 8 ...------.------....-- ...... 8 priest unsympathetic to Tyranthraxus. 1 and Margoyles are also potent. .,.,.,.,.,., :-:· 1o :·':: ,.,.,.,. ,.,.,.,.,.,.: 9 :-:>:·:·:·:·:·l ·:·:·:·:·:<·:·:·:·:·:·:·:::·:·:·:·:·:(:·:·:·:·:·:·'>:·:·:·:·:·:::.,.,.,.,.,.,.::,.,.,.,.,.,y EJ His hostility doesn't help your charac­ 9 PEWS ters, however, for the priest settles on To win, have the party spread out and 1~ •• their elimination as the best way to stay away from walls to avoid taking thwart Tyranthraxus. Attack and sub­ extra damage from lightning bolts. :: ~j- . : """'· t-·:: :i~\. ""ii1--,., ....-t<: . , , ~,.,, K:.,.,.,.,~,. ~'''' ~1:~.,.,.:: --4: :~.~,. •: .,. "*,, ·:·:·:·:dl·:·:-:-:-:-:\,.,.,.J due the priest quickly, for he possess­ Magic-users should cast fireballs and es multiple Hold Person spells. His Lightning Bolts to eliminate the 0 Slay Living spell ls deadly. Margoyles and harm the High Priests before they cast spells. Confusion :: :•:•,•:••••l :'•'.•'•'. t '.' 2.·:i•::·•:•:•l ••:•·····:;I·· ;-:·:·:·:·:-:::·:·:·:-::}-:-:-::·:·J..-••••• :~•• !C!:Jo;!. :::· - ·::t•• : ~ • ••••••·••••·•·••·•• 4 High Priest's Bedroom. 6 spells may turn enemy creatures 15 : 5 High Priest's Office. against each other, thus drawing away 6 Kitchen. The sewer from the ruins enemy attacks from the party. emerges here. It collapses once the Your Hastened, Enlarged fighters party enters. 0 2 3 4 5 6 7 should head straight for Tyranthraxus LEVEL 2 and try to kill him quickly. Magic-users 0 7 Priest Barracks. Empty after Tyranthraxus sounds the alarm. should cast Hold Monster and Charm Monster against Tyranthraxus. If these .·.···" :·.·.-.·.·.· ...... ! .·.··.·.· :... ·.·.·.·.· . Tyranthraxus' minions and approach him. A 8 Main flail. This central hall contains spells work, your fighters' task will be 18 cataclysmic battle ensues. The party closes the stairway to the second floor. eased. A high dexterity, Hastened the Pool of Radiance, kills Tyranthraxus - 3 17 fighter armed with Darts of the and Is generously rewarded. 9 Margoyle .Barrac;ks. 4 ...... i I Hornets Nest will kill just about ...... 0-...... ·.·ll ·.•.·.·.·.·.':·.·.·,'·.·.. :: ...... ·.· 10 Hell Hound Kennel. More Creature The party should hoard Its strength and anything he can get close to. 5 . ·.·.·.·.·.: resources If it is to prevail in the final battle quarters...... a '' r-~~,._-"!--1 Note: Rangers with magic armor and 6 ijl against Tyranthraxu5. 11 Meditation Chapel. 1 - ~~. =i-;--~~ -·.· . •···•':.·. · .·.·· 1 magic bows are especially effective 7 Note: If you wish to fight the battles in 12 Priest Preparing Spell. The party's against Tyranthraxus. Damer Falls - Including the fight against entrance disrupts his ceremony. With Tyranthraxus' downfall, the fifth the Mulmaster Beholder Corps In Oxam's 13 f'ood storage Area. and final bond is released from your Tower -you must do so before eliminat­ party. The characters have performed ing Tyranthraxus. Once he's dead, you can­ 14 Embalming Area. valiantly, releasing the hold of The 0. THE GlWID RUINED TEMPLE not return to the Falls. Also, once you 15 Library. enter the Temple, you may not leave. New Alliance on the Forgotten Synopsis: Here the characters have their 16 Storage Area. Realms. Where You Can Rest: The party will be final confrontation with Tyranthraxus. The 17 f'inal Door. It remains locked until the unable to rest anywnere In the temple. most potent member of The New Alliance party has met Tyranthraxus at the plan to use his bond to annex the charac­ Entry Hall. ters' bodies. However, Nameless sacrifices himself to temporarily free the party. The characters can then slice their way through

33 34 P. OVERLAND: •Q. SHADOWDALB DUNGEON:

0 1 2 3 4 5 6 7 8 9 10 11 12 13 I :: I Key: ~ .··· LEVEL 1 CJ B a r"i :·:·:·:·: WALL fALSE DOOR ,._ ~ [!] - - DOOR STAIRWAY ~ ~ I L ARCHWAY IMPASSABLE AREA

-- Note: All encounters I·:·:·:·:·:'·=·:·:·:·! I in the Shadowdale Dungeon are random

I 19 c • 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 P. O\IERIAl'ID Tilverton. Once the party has been thrown -- Sync>pSs: While travelling overland, your party out of Tllverton, It cannot return. Your . :,~):·:·:·:·::::·:·:·:·:·: I ·:·:·:·::· ,,_.. - LEVEL 2 may pass from some areas to dher specified characters may, however, visit the Sewers areas. Different mcihods of travel may be and fight the monsters within, or use th.e I thieves' training facility. I 0 ,)~ l1'led, depending upon where you are. Several - u trails fe

35 • 36 K. OXAM1 s TOWER: 012345 6 7 8 ,!. 10 11 12 13 14 15 16 17 18 19 20 21 22 23 LEVEL I LEVEL 3 ID ) ~~ ...... ·.·.·:::·.·.·.·.· ~ .· . · . • . •.·:: ..... ·.·.·• :f.· .....- .. :: ...... ~..... 0 1 3 4 5 -- 0 Key: 3 tc:JO;.--:il:"-f .., .. ,.,. ·= ·· 2 B ---12 • WALL ~ . 3 LEVEL 4 4 --: :-:·:·:·: ··>:·:-: 5 ,.,.;.;.; DOOR --- r ...... ~~ 5 LEvEL6 10 ~*1...... , . ·~· )· ·· rn··: _·_.·=·=·.·.·.·.·-:::··+···· ·--·-·.·.·.·.: ...... ·.····.·. LEVEL 2 11 ~ r-1 ·==·=::- r1 -otCJ~ ·=·=·=·=· !l(nL!I : 0 1 3 4 12 :: ... : :: Li t •.... ·.·.··:=·.·.·.·.·1·--· ::: 0 LEVEL 5 13 To Level 2 0 14 LEVEL 7 15

16 3 •• 2 17 4 18 :·:·:·:·:·1·:·:·:·:<:·:·:·:·:·:1,_. 5 19 I 20 SHADOWDALE DUl'IGEO!'{ 21 LEVEL 3 22 -- K. OXAM' s TOWER Level3 • Map Locations: 1 Stairs up/down. to his own. If the party visits the bar here, Your party's explorations should tum up a Level 1 Level4 Elmlnster appears In disguise and reveals tower, with caverns below, and a magic 1 The front door to Oxam 's Tower. 1 stairs up/down. Image of High Priest Information about Dracondros. shop. A Bane priest controls the tower, 2 stairs up to the 2nd level. of Bane. Otyugh fight. while the Mulmaster Beholder Corp has A three level dungeon lies below. The 3 Library filled with old books that Level5 daughter of a wealthy magistrate awaits occupied the cavern. The Beholder Corps has called a meeting of the realms' most crumble at your touch. 1 Stairs up/down. Manticore fight if you rescue within. remain in room. dangerous creatures to talk over the dan­ 4 Sitting Room. Search here to find ran­ Note: The party need not enter these gers of adventuring parties. Interrupting this dom treasure. Level6 places. They are included mainly to chal­ conference provokes the deadliest fight in 1 Stairs up/down. lenge powerful parties. However, the bat­ the game. The engagement challenges your 5 Battle with Minotaurs. The door to the Level 7 tles you fight will add to your characters' high level characters. You need not prevail east leads Into the dungeons of experience points. to succeed In your overall objectives. Oxam. 1 stairs down. fight with High Priest of Level2 Bane, other priests, and otyughs. Dagger Falls. The Zhentrlm bond the Note: To defeat the Beholder Corps, use characters wear angers the Daooer Falls the Dust of Disappearance on the party 1 Stairs down. townsfolk. as the town Is very hostile to before the engagement. 2 stairs up. anyone from Zhentil Keep. Dagger Falls folk may befriend the party If It has warned 3 Bedroom. the town of the Bugbear army, or rescued 4 Bedroom. Search to find random a farm from marauding Ettin. treasure.

37 38 U. llILLSFAK RUINS: •S. DUNGEON: . •

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Key: Key: .·.·.·.·.··'.:.: ~~ 0 ,, 2 ~~ ~ ...... =.,·'.,:··· 1 B B ~ WALL WALL ARCHWAY 2 ··=·=·=·:t·=·=·=·=· 3 B 4 B ~ DOOR DOOR SECRET :·: ::1:1:.:t.-:·::: 5 5 DOOR

6 IMPASSABLE AREA 7 8 ,: ~ f::i::t ±:.·.--- 8 f11111I 11 RUBBL£0 12 WALL 13 ·.· ::: ~ • .·.·.·.=:=.·.·.·.·.::::: . ... ) .·.·.· ~ .·-·.·.·:::·.·.·.· S. DUNOEON T. CAVERl'IS 141-~.:.:...~Jt..,,.;.,, .,.,.,.,.,, •. ,.,.,.,., ,.....;;;.....:iii~__;;--:::..__:::.._T=T-1 15 HEADSTONES !'lap Locations Map Locations 16 1 Entrance to Dungeon. 1 Entrance to Caverns. Note: All 17 encounters 2 Medusa and Ori/Tons. Treasure. 2 Entrance to Evil Convention Center. 18 in the Hillsfar 3 Arrow Trap. 3 Beholder. 19 Ruins 4 Teleport to Entrance to Oxam 's 4 Rakshasa disguised as Guards. are random Tower(# 1 on Level 1). 5 Drow Lords. 5 Otyugh fight. 6 Three Beholders. • W. EssEJllBKA 6 Surprised by fighters. U. fln,LSf'AK 7 Mu/master Beholder Corps. (See map, p. 43) Another split-level This city Is at war with Zhentll Keep. As 7 Medusa. Treasury. dungeon lies below this town. The owl­ 8 a result, the party's enby bearing the bears which Inhabit the dungeon worship a 8 Oas Spore. 9 Exit to the Overland Map. Zhentrlm s!gll leads to rotten treatment. drow mage. 9 Entrance to Caverns. The Innkeepers refuse your characters service. Everyone In the tavern picks X. VOONLAK fights with them. (See map, p.45) Exploring reveals an area • Exploring reveals an area of ruins and of ruins where Cultists of Moander are per­ T. CAVERNS: graveyards. The party may surprise bucca­ forming a ritual. neers looking for a place to bury their loot. 0 2345678 9 10 11 12 13 14 15 Y. TusHWAVE Key: 0 1 ·. V. ASHAllENFORD ···:· .·.··.;:·.·.· -.· (See map, p. 46) Exploring leads the party .,:: (See map, p. 41) A two-level dungeon lies to an area of ruins and burial areas. River B below this town. A madman has taken pirates are burying their loot here. WALL refuge here, protected by a mysterious 3 •• 3 Item of summoning. This lets him call Z. PHLAl'I upon various hostile creatures If the party 4 a (See map, p. 47) The party may find an 4 DOOR discovers him. area of ruins occupied by Red Plumes from 5 7 ' 8 ' Hillsfar and Zhentrlm terror troops. 6 •• g

• 40 39 Wilderness between Shadowdale and Centaurs. They are friendly and will aid the •V. ASHABENFORD DUNGEON: Dagger Falls. Travelling by wilderness to party In Its travels. Dagger Falls, the party comes upon a pack 0 1 2 3 4 5 6 7 B 9 10 11 12 13 Tue Standing Stones. A projection of Key: of Ettins raiding a farming community. Tyranthraxus waits here, disguised as a Rescuing the farmers guarantees the robed human. He will give the characters [!] party a favorable reaction upon arrival in hints to where the other members of the EJ Dag,ger Falls. WALL STAIRWAY Alliance are. It is Tyranthraxus' intention to Wilderness between Teshwave and have the party defeat the others and bring Dagger Falls. Along this trail, the party will him the artifacts. Tue party cannot harm a discover a path leading into the moun­ him here. DOOR fALSE DOOR tains. There they learn that the Zhentrim Tue forest near the Standing stones is 7 have assembled an army of Bugbears and filled with many dangerous creatures. Wargs. The Zhentrim plan to send the army Patrolling the forest allows the party to ARCHWAY IMPASSABLE against Dag,ger Falls, then dispatch a AREA meet and combat these lurking foes. If you 'rescue' force to save the city. find lairs, you may discover magic items. Tue party has arrived at a time when the Note: All encounters Wilderness near Yulash. Tue green robed in the Ashabenford Zhentrim were expecting a mercenaiy cultists of Moander prowl the wilderness, Dungeon are random band. Their orders are to turn command 13 keeping an eye out for the party. They will over to the mercenaries and avoid respon­ trail them to Yulash- but never attack. 14 sibility for the Intended assault. Once in Once the party destroys the Cult of 15 charge, your characters can either slip away Moander, the cultists disappear. 16 and warn Daooer Falls, march on Daooer LEVEL 1 Falls or Teshwave, or attack the Bugbear Between Voonlar and Yulash. Tue party commanders. Warning Daooer Falls gives discovers the Road of Moander, left by the the city time to mobilize and thwart the slime-god in his last Incarnation. A pile of offensive. Marching on Teshwave destroys organic material, animated by Moander, 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 the Zhentrim rescue force and the bugbear lies at the end of this road. 0: ... army. Marching on Daooer Falls starts a This mass of garbage Is now a monster-lair. fight with the Bugbear commanders. lo Besides Its noteworthy odor, nothing of value resides here. -. ,.,.,.,.,. Boating. Tue rivers and Inner sea are full .•- of pirates, so embarking on a boat trip may Roads under Zhentil Keep control• u well lead to an encounter with these fresh­ Troops patrol these roads heavily. Tuey let - water Buccaneers. Tue only exception is the party pass If its members still bear the ic:J the Ashaben River, kept clear by the Zhentrim bond. Otherwise, they attack the ___.. .,.,.,.,. 11;,,,j~ ,.,.,"., . :,,.,.,.,.,:f~ ...••~ ,.,.,.,.,.,,,.,., . , . , . , , . ,.,.,., .,..... Knights of Myth Drannor., party. Wiiderness between Mistledale and Road between Yulash and Hillsfar. Red I ) : S.':':·:· Shadowdale. Tue wetter areas along the Plume troops patrol this road and show ----"..--di'/?_IZ:/'"'. ~ ...... river are Infested with Lizard Men. In the --~·~· ;;?/y,,. I~ . great hostility to the characters if they bear drier sections, patrols of Knights of Myth the Zhentrim bond. Otherwise, they let the Drannor will shadow the party. They are not party pass. hostile and will avoid combat. Wilderness between Essembra and Hap. The roads between Mistledale and As the party approaches Hap for the first Hillsfar. These roads cut through dense time, three Black Dragons confront it. forest, perfect sites for ambush. Fire Once the characters have defeated Knife assassins will attempt to waylay the Dracandros in Hap, they meet Crimdrac party here. the Dracolich here - unless Crimdrac was Wilderness between the Standing slain in the caves. Otherwise, they move LEVEL 2 Stones and Essembra. This walk leads on towards &sembra unhindered. through the Vale of Lost Voices, which is presently home to a community of

41 42 •W. EssEMBKA DUNGEON: Wand of Defoliation: Only effective 0 1 2 3 4 5 6 7 8 g against vegetable creatures such as the Key: Shambling Mounds and Vegepygmles. LEVEL 1 found on the cleric's body in Yulash . E3 Wand of Lightning: It allows the wielder WALL to throw lightning bolts as in the spell. WARNING: Casting lightning against .... Shambling Mounds only makes them big­ DOOR ger! found on the Cleric's body in Yulash. Bractts AC4 and AC2: Your thieves and §] magic-users are extremely vulnerable ARCHWAY because they cannot wear armor. Use the LEVEL 2 bracers to raise your base armor class. [!] Bracers cannot be used In conjunction with armor. You can, however, use them in STAIRWAY ~ conjunction with other magical protection SPECIAL ITEMS AND WHERE devices (such as Rings of Protection). The 6 THEY CAN BE. FOUND Bracers of AC4 can be found In the Troll FALSEOOOR Dust of Disappearance: Use this item just Treasure in the Sewers of Tilverton. The before a battle that you feel you cannot Bracers of AC2 can be obtained from win any other way. Dust of Disappearance Zhentrim Marauders In Yulash. IMPASSABLE provides invisibility that has a greater BracttS of Defenselessness: These look 1 AREA duration than the regular invisibility spells exactly like Bracers of AC4. WARNING: This and remains active even If you attack. This item is cursed! It drops the AC of the wear­ Note: All Item can only be used once, and there Is ing character to AClO. Use a Remove encounters only one such Item in the game ..Use with "'0 in the Essembra Curse to get this item off. Found In the fire Dungeon caution. The Dust is found in the Thieves Knives' Armory. are random Guild Treasure Room. "' Cloak of Displacement: When worn Gauntlets of Dexterity: These increase (readied), it reduces the AC of the wearer the owners dexterity by 1 point (even in ...."' by 2 (In addition to any other protections). excess of 18) and allow the wearer to pick It also makes the first attack directed at "' "' pockets or open locks as a 4th level thief. If the wearer in a combat miss. "' the owner is already a thief, his ability to "' Robe of Powerlessness: WARNING!!!!! pick pockets and open locks is increased This Is a cursed item! This robe will reduce by 10%. This item is found in the your Intelligence and strength to 3. Use Salamander Caverns (in the Drow Caves). Remove Curse to get rid of the item. found Necklace of Missiles: This item allows with Dracandros after you defeat him. anyone to throw fireballs. It must be worn (readied) to be used. It is very good for Elfin Chain: The only kind of armor (other than leather) that thieves can wear and still clerics as they are often not as useful in keep all of their thieving abilities. It is very melee and can't otherwise cast fireball. light and does not affect encumbrance. found in the fire Knives Armory. Acts as normal chain-mail otherwise. Ring of WLZardry: This doubles the num­ found In the fire Knives' Armory . ber of lst, 2nd, and 3rd level spells that a Platemail +3: The best protection you can • magic-user may memorize. It can be found get. There Is a set worn by the Dark Elf with Dracandros after his defeat. Lord In the Wizard's Tower and another Wand of Fireballs: This item casts a fire­ worn by Moglon In the Pit of Moander. ball. It can provide extra firepower if your Magic-User is low on spells. found with Dracandros after his defeat. 43 44 •X. VOONLAK RUINS: Y. TusHWAVE RUINS:

0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 t 5 6 7 8 9 10 11 12 13 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 17 Section I Sectlon2 18 19 Ex.Jt-20 21 22 23 24 •.•.•.·.•(, .. ·.· 25 26 10 :: ::: 10 :ti .. J······· 27 28 ...... ·.·.,:, ...... - ·.·.·.·.··:=:·········1 :~· ········ -- .L ... = 29 -~~ ::13 l£ftF 13 30 ...... a+ ...... -:Jc::Jii-...1 Exit ·.···.2t11h1110 ....:= ...... 14 31 14 - := .•. 15 32 16 33 Key: + 12 to damage!!). This powerful item can 17 34 be found in the dying man's treasure In Note: All Myth Drannor. + 35 encounters continued Jn section 2 B EJ ~ in the A final note on the ROYAL TREASURES of 36 WALL DOOR HEADSTONES Teshwave DRANNOR: Key: 37 Ruins are MYfH random 38 Respond correctly to the spirits of the r""1 6 ~ Elves and you will receive a good treasure B ~ ~ EJ 39 RUB BUD FALSE IMPASSABLE WALL DOOR AREA that Includes: WALL DOOR ARCHWAY ALTAR 40 41 RING Of INVISIBILl1Y B a ~ BLESSED CROSSBOW BOLTS (12) - PEWS FALSE IMPASSABLE Note: All encounters in the effective against Rakshasa DOOR AREA Voonlar Ruins are random CROSSBOW +5 Mace +3: found in the Salamander RING Of PROTECTION +2 Caverns (in the Drow Caves), this can be a STAFF SUNG +.3 very useful weapon for your cleric. • If you do not respond correctly. you will Sword + 1, Flame Tongue: Great against Longsword +2 Draconslayen When Drow Items: All of these items are of a receive the following CURSED treasure: trolls. found in the fire Knives' Armory. wielded against a Black Dragon. it does magical nature. They include a +5 sword, a triple damage (.3-.36 +4 points of damage). number of +.3 swords, and many sets of +.3 ARMOR Of VULNERABIU1Y Sword +3, Frost Brand: This sword Is GAUNTLETS Of FUMBLING counted as +6 against fire-using or dwelling otherwise, it Is just a regular +2 longsword. chalnmall. However. all of these Items will found In the Salamander Caverns (in the dlsapi)ear and fade In the sun as soon as BRACERS Of DEFENSELESSNESS creatures. It works very well against HAT Of STUPIDl1Y Salamanders and Is found In the fire Drow Caves). you exit the areas where the Drow are. They can be found on the Drow. ROBE Of POWERLESSNESS Knives Armory. Sword +2, Berserking: This sword forces ROBE Of VERMIN Mace +2, Flail +2: Handy for your clerics. the wielder to go berserk. He will attack Girdle of Storm Giant Strength: The SWORD -2. CURSED found in the Fire Knives' Armory. the nearest target. friend or foe. It is wearer of this item gains a strength of 24 SWORD +2, BERSERKING CURSED. so use the Remove Curse spell to and the appropriate hit and damage be rid of It. It can be found In the treasure bonuses this gives (a +6 to hit bonus and a In the Dark Shrine in Zhentil Keep. Sword +3: This can be found in the dying man's treasure in Myth Drannor. 45 46 •z. PttLAN RUINS: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 :n Key: B 3- l ~:t: WALL .·.·.·.·.:::.. ,· . · . ·.·~=~.... ·.·.· ~ : = ::: : .::;;a ::: _ ::: ~ -- DOOR ,...... -o ...... ARCHWAY

10 11 I ALTAR 12 13 ) 14 15 16 IMPASSABLE 17 AREA 18 Note: All 19 _...... , ...... , ...... , ...... encounters in the Phlan Ruins :~l:·· to---- are random • GENERAL HINI'S: After combat, loot your fallen opponents. To find out what an item is, take it to a Use the Detect Magic spell to find out if shop and have it identified. There are your foes had magic items. You can take a shops In most minor towns in the Overland. chance and have a character take an item Keep an eye on your spells. Big battles can and ready it. By comparing his 1liACO, AC, occur at almost any time, so be prepared. or DAMAGE before and after he readies the Save your game often. Use multiple save item, try to tell if there Is something special games. Non-IBM users should have at least about it. Some Items are cursed, so keep a two separate save game disks and alternate Remove Curse Spell handy if you do this. between them.

CREDITS Written by Larry Hall, Dave Shelley, and Mike Mancuso Art Graphic Design and Desktop Publishing Loas SAFKOW Dl!81Cllf: Peter Gascoyne

47 ake heart, wemy one, your T;search for the creato.rs of the curse which ensnares your will is closer to an end than you think/ This store of knowledge will tip the scales of power in your favor...

A complete player's guide to SSI's CURSE or TI1E AzuRE BoNos computer adventure game, this clue book is an invaluable aid to the avid player. It contains: . • Winning game strategies, including tips

on choosing the best character clas.5es c::i c::i and races for the optimum party. 4 c::i c::i f ~'ffil----- c::i 0 CJ CJoOc:J • Hints on how to defeat each of the q many powerful monsters that you will 5 encounter, such as Shambling Mounds, Dracolichs and Beholders (to name 14 just a few). ~ • Detailed maps to all the locations in 16 the game with general guidelines ~C::l on how to get started, and where to go. AH laadlom are mappal • Secrets that will help you free yourself Jn great detail, mallng your quest tor from each of the five a~ursed · freedom a madJ Jll8ie manageal* tlllld Azure Bondsl

AOVANCf.D DIJ'KIWl'IS ~ DRACJOnS, Al>Ml. l"Oll00111't Rr.ALltS and the TSR logo are bademarks Olmed by mKI u90d under llcalse from TSR. Inc.. LalW! Claieva. WL U.5.A. 0 1989 TSR. Inc. 'i?::i... • All rtghls resaw:d. 'C,L! 0 16685 19004 2 HADE 1" U.5.A. 11IR. - I