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STRATEGIC SIMULATIONS, INC;' · CREDITS TABLE OF CONTENTS

Qame Creation: Beyond Software, Inc. Introduction: First Night in Yartar ...... ,...... ,...... 1 System Creation: SSI Special Projects Qroup Important Features of the ...... 2 Scenario Design: Don Daglow Towns and Cities ...... 2 IBM Programming and Forests ...... 3 Technical Design: Cathryn Mataga The Troll moors ...... 3 Amiga Programming: Linwood Taylor C-64 Programming: Mark Manyen The Cjreat Desert ...... ·...... 3 Other C-64 Programming: Westwood Associates lslands ...... 3 Amiga Programming Support and Characters and Parties ...... 4 IBM Music Driver: MicroMagic, Inc. Player Races ...... 4 IBM Sound Effects Driver: John Ratcliffe Ability Scores ...... 4 Music Production: Linwood Taylor Character Classes ...... 5 Encounter Authors: Don Daglow: Yartar, Nesme, Everlund, Silvel)'T11oon, Alignment ...... 6 Kraken Outpost, Neverwinter, Port Ll.ast, Luskan, Tuem, Other Attributes ...... ? Purple Rocks, Kraken HQ, Secomber, Star Mounts and Building a Successful Party ...... 8 Sundabar Linwood Taylor: LLorkh, Loudwater Combat ...... 9 Mark Buchignani: Ascore Cathryn Mataga: Qundarlun Combat Map ...... 9 Art Director: David Bunnett Initiative ...... 9 Artists: David Bunnett: Walls, Monsters, Small and Large Computer Control ...... 9 Qraphics Sergio Lobato: Walls, Monsters, Small Combat Ability ...... 9 and Large Qraphics Arturo Sinclair: Wilderness M ap Attacking ...... 1 O Additional Art: SS! Special Projects Ciroup Combat Movement ...... 10 Journal Entries: Don Daglow Combat Strategies ...... 11 Qame Development: (ieorge MacDonald, Rick White After Combat ...... 11 Documentation: Richard Wilson Magic ...... 12 Playtest Manager: Larry Webber Magic-Vsers ...... 12 Playtesters: Alan Marenco, John Kirk, Cyrus Harris, Clerics ...... 12 Jeff S~otwell, Cilen Cureton, James Young, Tips on Magic ...... 12 Phil Alne, Mike Baljiadia,Jason Ray, Magic Treasures ...... 13 Eduardo Trillo, Andre Vrignaud, Dennis Zahina Creatures of ...... 14 Special IBM Testing: Top Star Computer Services, Inc. Art, Qraphic Design & DTP: Louis SAEKOW DESICiN: Peter (iascoyne Spell Descriptions ...... 16 Pre-press Production: Louis SAEKOW DESICiN: Kirk Nichols & Ray Qarcia Journal Entries ...... 20 Printing: American Lithographers, Inc. Tables ...... 38 stories. Seems like everyone in the north­ INTRODUCTION: IMPORTANT FEATURES Luskan, located on the northwest coast, is The First ./Yight in Yartar ern Realms knows someone who's seen at least a dozen trolls or a hundred ores OF THE SAVAGE FRONTIER a city ruled by Northman sea captains who retired here years ago. There are sto­ "We had thought this was going to be skulking across their fields.'' (iATEWAY TO THE SAVAQE FRONTIER cov­ a routine mission, guarding a caravan of A burly fighter by the bar called out, ers a wide geographical area, ranging from ries that its leaders are actually former mithril travelling from Citadel Abdar in "So you came all this way with such a the coast of the Trackless Sea in the west to pirates who continue to sponsor attacks on shipping and that other evil forces have the far north. But no sooner did we sign fine-looking sword and never had a the edge of the Cireat Desert in the east. allied with them to enforce their rule in on to provide protection than the dwarves' chance to quench it with orcish blood!" Most of the population of this area lives in King Harbromm himself called us to the His voice dripping with sarcasm, he mim­ the towns and cities, with farming commu­ top of the tallest tower in the fortress. icked a dancer tiptoeing across a stage. nities clustered around the built-up areas. & -· "Now, Harbromm, he talks through "Perhaps you didn't want a fight. Perhaps ··-- Wewere his great whiskers and it sounds like a it's just a child's toy with a fine golden Towns and Cities led into bellows blowing, but this particular it the great arena handle attached to for show!" Yartar is where you start the game and before a screaming morning he didn't have to say much to Before his words had even crossed the will serve as a convenient home base. A ''crowd. Their cho­ get our attention. room the sword in question was drawn, trading town located on the River Surbrin rus of boos made "He pointed to the northeast, and we its gleaming blade flashing even in the just north of where it joins the Dessarin, it clear which side looked towards a brown cloud floating dim light of the tavern. The room went they were lies at the junction of the river and the on. above one of the mountain valleys. 'Do silent as they waited to see if we'd attack Evermoor Way, one of the two primary you see that! It is dust,' he said, his voice the blustering fool. After a moment of east-west trading routes in the region. a rising. 'It is the dust of tens of thousands of hesitation the sword was sheathed again. • the Ice Mountain Ores as they march from Ascore is no longer a city at all. Once a 'This sword is saved for orcish blood," we the-- city. Luskan is hostile to many of the their caves towards the cities of the south.' thriving dwarven seaport when the (ireat called back to the drunken fighter. "We do other cities in the region - especially '"But that always happens this time of Desert was the Narrow Sea, it shrank to not care to soil it with yours.'' Neverwinter - and rumors of impending year,' someone replied. 'Ore raiding par­ nothingness when the waters receded and The man looked at us, thought for a surface periodically. ties are always attacking Sundabar or minute, realized he had been insulted and the land dried and turned to dust. Travel ambushing from Silverymoon.' started to cross the room. Hesitating, he here is very perilous and not recommend­ Nesme, on the River Surbrin at the west­ 'The old dwarf nodded. 'Aye, that's looked around. To his surprise, none of his ed for any but the most experienced parties. ern edge of the Trollmoors, is a trading town. Its old wooden stockade has seen true. But tum your eyes to that dark cloud companions were crossing with him. He Everlund is located on the overland route more than one troll assault, and Nesme once more. Is that the dust of a thousand started to admonish them, call them to bat­ between Silverymoon and Yartar and pros­ riders patrol to keep the area near the city raiders! I think not. Two thousand! By no tle, but the words were stilled in his throat. pers as a trading town due to its location. means. If we are lucky, perhaps only two A tall, thin, black-caped man was sit­ clear of monsters. thousand times ten.' ting in the comer, and he shook his head Llorkh lies on the ancient trade routes that Neverwinter lies to the west of '"Cjuard well this caravan, adventur­ one time. The drunken fighter dropped his follow the long path around the southern Neverwinter Wood, and is famed for its ers, ' he told us. 'Evil is again awakened in eyes to the floor, muttered something, edge of the Cireat Desert. Long a dwarven indoor gardens and fine craftsmen who the Realms, and its eyes and hands - and then turned and left the tavern. Several stronghold, the town has recently come can even craft magical weapons. Its peo­ daggers - will be all around you.' others followed. under the rule of a human magic-user, ple are friendly to outsiders. The "Well, after that speech you can imag­ There was another moment of awk­ Lord Cieildarr. The stories of what's going Neverwinter River, which runs through ine how worried we all were. Every step ward silence. The man in the comer nod­ on in this mining and trading center are the area, is warm even in the snows of of the way we scanned the horizon, ded, and the waitress appeared with a jumbled and contradictoiy, but none of winter, and no one knows why. A magic looking for those dark brown clouds. We heaping tray, crying "More for everyone, them are good. shop - a rarity in the Savage Frontier - didn't see any, but we sure heard a lot of it's on the house!" Loudwater, with a population that is also located here. We all surged forward for our share, includes many half-elves, lies in the south­ Port Llast is a small town on the central and the rest of the evening was full of ern part of the region. Its fields are so coast. Once a major seaport, the centuries great fun and storytelling. green and its walls so overgrown with have seen its decline until now stonecut­ vines that it almost seems to be part of the ting is its most important trade. High Forest, which lies just to the north. ~· ···

Secomber, a quiet town in the southwest, The Trollmoors CHARACTBRS AND PARTIBS finding hidden objects. Half-elves can be is said to be home to an eccentric magic­ The Trollmoors, located in the north cen­ You must have a party of adventurer fighters, magic-users, clerics, thieves, user who continually creates clever new tral area of the region, are a dangerous Player Characters (PCs) to play (jATEWAY rangers, cleric/fighters, cleric/rangers, cler­ ic/magic-users, fighter/magic-users, fight­ items and devices. expanse of low, windswept, blighted hills. TO THE SAVACiE FRONTIER. For each char­ er/thieves, magic-user/thieves, Silverymoon, in the northeast area of the As their name indicates, the local inhabi­ acter you must choose the following: a tants are both unfriendly and dangerous. Race, a Class, and an Alignment. After cleric/fighter/magic-users, or region, is a large city known for its magi­ fighter/magic-user/thieves. cians. An invisible magic bridge spans the you select these, the computer generates a River Rauvin as it flows through the city. The Great Desert set of Ability Scores that define your new Gnomes are shorter and slimmer than A magic college and items shop are locat­ The Great Desert of Anauroch is a character's natural strengths and weak­ their dwarf cousins. They are especially ed here as well. hostile area filled with vile monsters and ness. To build a party you must make a resistant to magic. (jnomes receive bonus­ weather that swings from bitter heat to mix of characters that have the range of es when attacking man-sized giant-class biting cold in moments and is a place to skill needed for success, and then band creatures and are adept at dodging the avoid at all costs. them together. attacks of larger giant-class creatures. There (jnomes can be fighters, thieves, and are those who say Islands Player Races fighter/thieves. that magica l There are six races from which you may Gundarlun, and its capitol Gundbarg, are about half the size of a weapons ca n be construct player characters, each with dif­ crafted in are inhabited by Northmen. The island human, hence their name. They are espe­ ferent talents and limitations. Tables begin­ Neverwinter... lies almost due west of Neverwinter, two cially resistant to magic and poison. They ning on page 38 summarize the racial class for a price! days away by boat. Their status as an can be fighters, thieves, and limitations and ability score modifiers. The important shipping and resupply port, fighter/thieves. however, has made the inhabitants far following describes each race and tells more tolerant of other peoples, and you which classes are open to them. Humans are the most common player­ will usually find a warm welcome when race in the . They suffer Sundabar, in the far northeastem area, is Dwarves are a cunning race of sturdy you visit. no level racial limitations or ability score a former dwarven stronghold now rebuilt workers and craftsmen. They are especial­ ly resistant to magic and poison. Dwarves modifiers. Humans do have the disability by humans into one of the largest towns The Purple Rocks are a group of small, of shorter life-spans than the other races. in the northern Realms. It trades with rocky, islands to the west of (jundarlun. receive bonuses when attacking man-sized giant-class creatures and are adept at dodg­ This may be a problem if they are subject­ dwarven miners to the north and with Little is known about them, but outsiders ed to many Haste spells, which age the Silverymoon and Everlund to the west. are not welcome there. ing the attacks of larger giant-class crea­ tures. Dwarves can be fighters, thieves, target one year. They can be fighters, Tuern is also inhabited by Northmen. Its magic-users, clerics, thieves, rangers, Forests and fighter/thieves. capitol of Vttersea is built into the side of paladins, and dual-class characters. The High Forest dominates the center of a collapsed, extinct volcano. Other vol­ Elves are a tall, long-lived race. They are the region. Although its vast expanse is canos on the island still spew out molten nearly immune to sleep and charm spells Ability Scores known to harbor peaceful as well as hos­ lava. Its people tolerate outsiders but are and are adept at finding hidden objects Every character has six randomly generated tile creatures, traversing it is dangerous by no means glad to see them. There are such as secret doors. Elves also receive ability scores as explained below. These and should not be attempted until your reports of a recent meteorite strike on bonuses when attacking with swords and scores fall within a range determined by party has grown very strong. Tuem, and meteorite ore is a key ingredi­ bows, although they cannot be raised the race and class of the character. The base from the dead. Elves can be fighters, Neverwinter Wood is likewise danger­ ent in some kinds of magical weapons. values range from 3 (low) to 18 (high) and magic-users, thieves, fighter/magic-users, ous for travel. Local legend has it that there are tables of limitations, modifiers, fighter/thieves, magic-user/thieves, and even raiding ore parties choose to go and bonuses starting on page 38. fighter/magic-user/thieves. around the Wood rather than through it. Depending on the character class, one or Half-Elves are hybrids with many of the more of these abilities will be a Prime virtues of both humans and elves. Like Requisite. A prime requisite is an ability their ancestors, they are resistant to especially valuable to a given class. For sleep and charm spells and are adept at example, strength is key for fighters and receive one extra hit point if their constitu­ Paladins can fight with any armor or Dual-class are human characters who had wisdom for clerics. Most characters receive tion is 15 or two points if it is 16. Fighter­ weapons. They are resistant to spells and one class for the first part of their career, bonus experience points when their prime types (fighters, rangers, and paladins) poison, and can tum undead creatures as if and then changed to a new class for the requisite scores are 16 or greater. 'receive additional bonuses for constitu­ they were a cleric two levels below their remainder. Once a character changes class­ tions of 17 or 18. A character's constitu­ current level. Paladins are also always sur­ es, he cannot advance in his old class. Non-human characters may have modi­ tion also determines the maximum num­ rounded by the equivalent of a Protection Dual-class characters do not gain hit fiers to the basic ability scores to reflect dif­ from Evil spell. A paladin may heal two hit ferences between the races. Dwarves for ber of times that character can be raised points and cannot use the abilities of the points of damage per level once a day and instance, get a +1 constitution bonus and from the dead and the chance of a resur­ old class while their new class level is less rection attempt being successful. EveyY may Cure Disease once a week at 1st -Sth may have a maximum constitution of 19 time a character is successfully resurrected, levels and twice a week at 6th-8th levels. instead of 18. When a character is gener­ 1 point of constitution is lost. Paladins will not adventure with any evil ated, all racial modifiers are calculated characters. Paladins must be of lawful good automatically. Charisma {CHA) is the measure of how ' The man alignment and have ability scores of at least had a crazed look. others react to a character. Strength (STRJ is the measure of a charac­ 9 in intelligence and wisdom, at least 12 in He had obviously ter's physical power, muscle mass, and strength, at least 13 in wisdom, and at least been in the Character Classes dungeon for a stamina. Fighter-type characters may have 17 in charisma. The prime requisites for long, long exceptional strengths greater than 18 that A character must belong to at least one paladins are strength and wisdom. are indicated by a percent value (01, 02, character class. Non-human characters time .. . '' can have more than one class at the same Magic-Users have powerful spells, but 03 ... 98, 99, 00) following the base can use no armor and few weapons. They strength. High strength increases a charac­ time. Multi-class characters have more playing options, but increase in level slow­ can only memorize those spells available ter's combat ability with melee weapons in their personal spell books or on scrolls. than or equal to the old class level. Once such as swords or maces. Strength also er because experience is divided evenly among all classes. Magic-users may add entries to their spell the character's level in his new class is determines how much a character can books whenever they go up in level or greater than his level in his old class, he cany without becoming encumbered and Clerics have spells bestowed on them by find scrolls with spells they can scribe. gains hit points according to his new class slowed in combat. their deity and can fight wearing armor The prime requisite for magic-users is and may use abilities from both classes. Intelligence (INTJ is the measure of how and using crushing (no edged or pointed) intelligence. Human dual-class magic-users may not weapons. Clerics must memorize their well a character can learn. Thieves can fight with swords and slings, cast magic-user spells while they are wear­ spells just as magic-users, but they do not ing armor. Wisdom (WISJ is the measure of a char­ use spell books. When clerics gain a new but are limited to leather armor. In combat they do additional damage by 'back stab­ acter's ability to 1,mderstand the ways of spell level, they can automatically use any Alignment the world and to interact with the world. bing,' which is described in the Combat of the available spells for the new level. Alignment is the philosophy a character Clerics receive bonus spells for high The prime requisite for clerics is wisdom. section. Thieves also have special skills for wisdom. opening locks and removing traps. The lives by and can affect how NPCs and Fighters can fight with any armor or prime requisite for thieves is dexterity. some magic items in the game react to a Dexterity (DEX) is the measure of a char­ weapons, but they cannot cast magic character. The possibilities range from acter's manual dexterity and agility. spells. The prime requisite for fighters is Multi-class are non-human characters believing strongly in society and altruism Thieves especially benefit from high dex­ strength. who belong to two or more classes at the (lawful good) to being anarchistic and terity. Dexterity affects how well a charac­ same time. Multi-class characters' experi­ actively unpleasant (chaotic evil). ter can use ranged weapons (bows, darts, Rangers can fight with any armor or ence points are divided among each of the Alignment is presented in two parts: etc.), when he moves in a combat round, weapons. They do additional damage classes, even after they can no longer World View and Ethics. and how difficult he is to hit in combat. when fighting giant-class creatures, but advance in one or more of those classes. must be of good alignment and have ability Their hit points per level are averaged Constitution (CON) is the measure of a scores of at least 13 in strength and intelli­ among the classes. Multi-class characters character's overall health. Characters gence and at least 14 in wisdom and con­ gain all the benefits of all their classes stitution. The prime requisites for rangers with regard to weapons and equipment. are strength, intelligence, and wisdom...... ·········;.·· ...... ····. ;···;

World View character's class and level plus any adjust­ When they have enough experience cast offensive spells and use wands. The Lawful indicates that the character values ments for constitution. points, characters may go to a training hall paladin has the benefit of Protection from the structure and rules of society. and receive the training required to Evil in a 1O' radius. All characters in Note: increase in level. Characters may only range of the effect get an AC improve­ Neutral indicates that the character values Dice (d) is the term used to describe advance one level at a time. If a character ment of two. The dwarf fighter/thief both the individual and society. the range for a randomly generated has gained enough experience to go up offers the advantages of a thief (lockpick­ Chaotic indicates that the character values number. Dice are referred to by the two or more levels since the last time he ing and disarming traps) with the better the individual over society. range they represent. A d6 has a range has trained, he will go up one level, and armor and hit points of a fighter. Rangers from 1 through 6, a d10 has a range lose all experience in excess of one point do extra damage against giant type crea­ from 1 through 1O . Hit dice refers to below the next level. tures and start with extra hit points. the base range of hit points a character Clerics are absolutely essential for valu­ The Example: tower rose class may have. For example a 3rd able healing spells. threateningly into level fighter has a base of 3 d10 hit An 4th level thief enters a training hall the sky. Even dice, or 3-30 hit points. with £0,5£1 experience points (enough Sample Party 2 - Multi-class Characters: from across the for 6th level). He will leave as a 5th £ Half-elf Cleric/Magic-users water, we could A character gains a hit point bonus to level thief with £0,000 experience feel the £ Elf Fighter/Magic-users each hit die if his constitution is over 14. points - one point below 6th level. evil 1 Dwarf Fighter/Thief within. When a character takes enough damage Characters cannot train for new levels that his hit points reach 0, he is uncon­ once they have reached their maxi­ 1 Human Paladin scious. If the character's hit points drop to mum levels allowed in QATEWAY TO anything from -1 to -9, he will lose 1 hit This party is much more flexible than the THE SAVACiE FRONTIER. first, but will advance more slowly Ethics point per tum from bleeding until he is because of the multi-class characters. Good indicates that the character tries to bandaged or dies. If a character has -10 hit points or less, he is is dead. When you Building a Successful Party act in a moral and upstanding manner. Outfitting the Party view a character, his hit points (HP) on Forming a strong and adaptable party is a Neutral indicates that the character leans the screen will never be displayed as less key to success in QATEWAY TO THE The following are some suggestions for towards "situational ethics," evaluating than O. SAVACiE FRONTIER. Vp to six Player outfitting your party in Yartar: each set of circumstances. Characters (PCs) may be in a party - A Experience Points (EXP) are a measure of • Fighter Classes: Buy shields, splint mail, party with fewer is less powerful and broad swords, long bows, and arrows. Evil indicates that the character acts with­ what a character has learned while adven­ more likely to be eliminated by opponents. out regard to others, or in an overtly turing. Characters receive experience points • Magic-users: Buy quarterstaffs and darts. malignant manner. for actions such as fighting monsters, find­ Include a variety of classes in a party to ing treasures, and successfully completing get a good mix of skills. Here are two • Clerics: Buy splint mail, shields, staff Other Attributes quests. The computer keeps track of experi­ sample parties as examples: slings, and maces. Each character also has three important ence, and when characters earn enough Sample Party 1 - Single Class Characters: • Thieves: Buy leather armor, short values that change as the game goes on: they may advance in levels. See the Level swords, short bows, and arrows. Hit Points, Experience Points and Levels. Advancement Tables beginning on page 1 Elf Magic-user 4£ for experience requirements. Hit Points (HP) represent the amount of 1 Human Paladin rreparation Tips damage a character can take before he All characters start the game with 3,000 1 Dwarf Fighter/Thief Once the party has been outfitted, Encamp goes unconscious. A character's maximum experience points. This means that single­ 1 Half-elf Ranger at an inn and ready your weapons, armor, hit points are based on the hit dice for the class characters start at £nd or 3rd level. £ Human Clerics and shields. Then have all spellcasters memorize spells. Finally, save the game Levels are a measure of how much a char­ This party is balanced for combat, and before continuing. acter has advanced in his class. will advance quickly because most charac­ ters are a single class. The magic-user can COMBAT THACO Attacking Saving Throws Adventurers must battle their way Ability to hit enemies in melee or with There are two basic types of combat: Attacks such as poison or spells do not through many dangerous foes to complete missile fire is represented by THAC0. Melee and Ranged (or Missile). The fol­ automatically have their full effect on a the adventure. The following sections THAC0 stands for To Hit Armor Class lowing describes each type and other rules target. Victims may get a Saving Throw offer some more information and tips for 0. This is the number a character must governing combat. to avoid some or all of the effect. If the combat. 'roll' equal to or greater than to do damage saving throw is successful, generally the on a target with an AC of 0. The lower Melee Combat target suffers either no effect or only half­ the THAC0, the better the chance to hit Combat Map Melee combat is face-to-face fighting with damage. As characters gain levels, saving the target. Battle takes place on a tactical combat map weapons such as swords and maces. Only throws improve. that is a detailed view of the terrain that Note: when using melee weapons can characters Note: the party was in when the combat began. the generation of a random number is receive strength bonuses. During melee This map is set up with an invisible often referred to as a 'roll.' In determin­ combat fighters can sometimes overpower Some monsters have magic resistance square grid. ing if an attack hit, the number gener­ several small foes, and thieves have oppor­ which decreases their chance of being ated is from 1 through 20. tunities to back stab. affected by spells. Initiative Each round of combat is divided into 10 An attack is successful if the random num­ Hanged Combat segments, and every character and foe acts ber is greater than or equal to the attacker's Ranged combat is firing at distant enemies on a specific segment based on Initiative. THAC0 minus the target's AC. with weapons such as bows or darts. A Initiative is generated at the start of each THAC0 may be modified by things like character with a missile weapon (bow, pitiful' figureThe before combat round, and is modified by dexteri­ range, attacking from the rear, magic sling, etc.) may not attack when adjacent us gave witness to weapons, and magic spells. the evils our ty and random factors such as surprise. to an enemy. Two arrows or three darts enemies visit Casting spells may take extra time to per­ can be fired per tum. When opponents get upon the form, so often a spell-caster will begin a Example: too close for ranged combat, characters spell on his segment but it will not go off A fighter with a THAC0 of 16 must switch to melee weapons. helpless. '' until a little later. attacking a monster with an AC of 3 would need to roll:ITHAC0 16) - Multiple Attacks (Sweeping) Computer Control (AC 3) =13+ When fighting small creatures, fighter­ Combat Movement In combat you control the actions of PCs. types (fighters, rangers, and paladins) But to hit a monster with an AC of -2 The number of squares a character can The computer controls the actions of mon­ may 'sweep' through several weak oppo­ he would need to roll:ITHAC0 16) - move is affected by carried weight, charac­ sters, NPCs, and PCs set to computer nents in one combat round. When a (AC-2) =18+ ter strength, and the kind of readied control with the QVICK command. character attacks a weak target, he Damage automatically sweeps all of the available armor. A character's movement range is displayed on the View Screen and during Combat Ability weak opponents. Damage is the range of hit points loss the the character's segment in combat. Each character's ability in combat is attacker inflicts and is based on the attack­ Combat movement is important for both defined by AC, THAC0, and Damage. er's strength, weapon type, and any magic Back Stabbing A thief back stabs if he attacks a target closing quickly with opponents (and stop­ bonuses the weapon has. The base dam­ ping missile fire) and fleeing from battles AC from exactly opposite the first character to age for each weapon is summarized in the that are too tough. A character or monster's difficulty to be Weapons Table on page40. attack the target. The thief may not back stab if he has readied armor heavier than hit is represented by armor class (AC). Some monsters take only partial or no Running Away leather. A back stab has a better chance of The lower the AC, the harder the target is damage from certain weapon types. hitting the defender and does additional A character may flee from the battlefield if to hit. AC is based on armor and a dexter­ Skeletons, for example, take only half damage. he moves faster than all enemies, but not ity bonus. Some magic items, such as damage from sharp or edged weapons, if he moves slower than any enemies. A some bracers, also help improve AC. while some other monsters can only be character has a 500/o chance to move off damaged by magical weapons. ····:,::. .

the battlefield if he moves as fast as the Setting up behind a doorway that your MAGIC users, clerics can cast spells from scrolls fastest foe. Exception: if a character can enemies have to move through also makes Magic is essential to the survival of the without any preparation, but clerical reach the edge of the combat map without for a very strong defensive position. party. Magic-users cast many powerful scrolls also disappear after being cast. any of his opponents being able to see Always keep magic-users and missile offensive and defensive spells. Clerics cast him, he may then flee successfully even weapons safe behind the front line. healing spells to revive wounded charac­ though he is slower than his opponents. Wounded Characters ters as well as both defensive and offen­ Returning to the Party sive spells. A spell can exist in one of four Strength Characters who are seriously-injured forms: in a character's memory, in a char­ wins many battl es, A character that moves off the battlefield should be moved out of the front lines if acter's spell book, in a scroll, or in a wand. but cl ea r strategy, returns to the party after the fight is over. possible. Remember: if you move away A spell-caster with a memorized spell can planning and If all active characters flee combat, any from an adjacent enemy, he gets a free cast it using the CAST command. Spells preparation win dead or unconscious characters are lost. If attack at your back and has an improved many wars. are memorized during rest while a whole party flees, no one receives any chance to hit. encamped. Spells in scrolls or wands are experience points for monsters killed cast with the VSE command. before retreating. Stopping Ranged Attacks Missile weapons cannot be fired if there is Memorizing a spell takes 15 minutes of Combat Strategies an adjacent opponent. To stop enemy mis­ game time per spell level, plus a prepara­ Tips on Magic To succeed in combat, a skilled player sile fire, move someone next to the oppo­ tion period of four hours plus an additional nent. If you want to fire missiles, keep Both clerics and magic-users may cast deploys his party well, casts effective spells two hours for 3rd level spells. For exam­ spells which assist the party in combat. away from the enemy. ple, 1st and 2nd level spells take a mini­ before and during combat, maneuvers his Preparatory spells, such as Bless or characters into advantageous positions, mum preparation of four hours, while 3rd Strength, cast just before a battle can pro­ and attacks using his most powerful char­ Exploiting Enemies' Weaknesses level spells take six hours. acters and weapons. Exploit your opponents' weaknesses by tect or strengthen characters. Combat directing attacks against helpless, wounded, Example: spells can be cast to damage foes during Deploying the Party or isolated foes. Concentrate your attacks to To memorize two 1st level spells, one combat. Healing spells can be cast either When a battle begins, your party is auto­ eliminate one opponent rather than injure 2nd level spell, and one 3rd level spell during or after combat to revive wounded matically positioned based on the order list many (Exception: enemy spell casters). A would take: (6 hours preparation) + (2 comrades. of the characters. Characters near the top foe with one hit point remaining attacks as * 15 min) + (1 * 30 min) + (1 * 45 Spells should be rememorized as soon as of the order will be in the front lines and powerfully as an uninjured one. min) = 7 hours 45 min possible after they are used. This is most vulnerable to attack. To change the start­ Spell casters cannot fire spells after they likely to happen after combat. When in ing deployment, change the party order have taken damage in a round, and they Magic-Users camp, have your spell-casters memorize from the Alter Menu while encamped. lose any spells they are in the process of When a magic-user trains for a new level, spells and select REST to allow them to Shift the heavily armored fighters up the casting when they are hit. Try to keep he selects a new spell to add to his spell imprint the spells for later use. Selecting list and the vulnerable magic-users and enemy spell casters under attack every book. A magic-user can also scribe spells REST without choosing new spells has the thieves towards the bottom. Party order round while protecting your own. from identified scrolls if he is of high spell-casters rememorize the spells they cannot be changed while in combat, enough level to cast them. A magic-user have cast since last resting. although characters are free to move. After Combat must cast a Read Magic spell or have a Note: Your party may be placed in a bad posi­ If one or more characters survive on the scroll identified in a shop before he can tion at the start of a battle. Ciet an idea of battlefield at the end of combat, the bodies scribe (or cast) from it. The scroll disap­ Before resting, it is a good idea to save the situation, and move characters into of unconscious or dead party members pears after it has been scribed or cast. your game - especially after tough position. Sometimes the best strategy is stay with the party. If the entire party flees combats. Also, keep at least two sepa­ offensive: charging with fighters to close from combat, all unconscious and dead Clerics rate saved games at all times and alter­ ground and stop enemy missile fire. Other party members are permanently lost. If Clerical magic requires no spell books. All nate between them. This will allow times the best strategy is defensive: mov­ ALL the party members are slain, go back clerical spells of the appropriate level are you to go back to a save before that ing your characters to anchor their flanks to your last Saved (iame and try again always available to a cleric, the character last, fatal battle. on an obstacle such as a wall or tree. from that point. need only memorize them. Vnlike magic- MAGICAL TREASURES both cast spells directly from scrolls with CREATURES OF THE SAVAGE Frog (Giant) resemble their smaller kin USE in everything but size. (jiant frogs have As you travel about and encounter the the command, even if they could not FRONTIER been known to swallow adventurers up monsters and puzzles that stand between otherwise memorize the spells. Scrolls dis­ The denizens of these regions are many whole. you and finishing your various quests, you appear after they have been used or scribed. and varied. Here is a list of monsters you will also find magical items to help you on Enchanted Armor and Shields are creat­ may encounter in your adventures. Some of Ghouls are undead creatures who feed on your way. You can find magic items in a ed by skilled craftsmen and then enchant­ these creatures are extremely rare, and you the flesh of the still living. Their attack can treasure by doing a Detect Magic spell ed with protective spells. The power of the may never cross paths with them at all. paralyze all races of characters except elves. using the DETECT command. To find out magic on these items varies a great deal. Ankhegs are burrowing monsters Giants vary greatly in power, intelligence, specifically what an item is, you must take Enchanted annor has the great advantage it to a shop and have it identified. usually found in forests and fanning areas. and tastes. The following is a list of the of offering improved protection with less They resemble legged wonns anned with types of giants you are likely to encounter. Some magic items are in reality cursed and encumbrance than the same type of mun­ wicked mandibles and sharply hooked can do great hann. When a character dane annor. To use these items, ready limbs. readies a cursed item, a Remove Curse them from the Items Menu. Basilisks are reptilian monsters whose The spell must be cast before the item can be Enchanted Weapons come in many man was dropped. Some magic items, such as very gaze can tum to stone any fleshy sizes, shapes, and potencies. Sometimes a creature. obviously both wands or scrolls, may only be used by cer­ weapon will add between one and four to powerful and dan­ tain classes. Others may not work at all if your THAC0 and damage. Other Boars (Wild) are a type of undomesti­ gerous. We had to decide, could we certain other magic items are also in use. weapons may have other fantastic magical cated swine anned with long tusks and bargain with him properties including extra bonuses against mean dispositions. Here are descriptions of some items that or must we ' fightl you may find. Remember: Some items are specific types of creatures. Once a magic Bugbears are giant, hairy cousins of very rare, and you may not find all of weapon has been readied from the Items goblins. They stand about 7' tall and are them in your adventure. Menu, the character will have it for all powerful warriors. combats. Fire Giants are brutal and ruthless war­ Wands generally will cast a set number of Displacer Beasts resemble a six­ riors who resemble huge dwarves and a given spell (for example, 10 Fire Balls or Enchanted Adornments such as bracers, legged puma with two ebony tentacles have flaming red or orange hair and coal 15 Magic Missiles) . Only experimenta­ necklaces, periapts, and especially rings growing from behind its shoulders. These black skin. tion or paying to have them identified will are Favorite objects for magical enchant­ beasts have the magical ability to displace tell what a wand does. The USE command ment. These items may have any number their image about three feet from their Hill Giants are one of the smaller of the allows a character to cast spells with a of magical properties. Some items will actual body, making them especially tricky giant races, they are brutish hulks possess­ readied wand. help your AC, others may fire Magic opponents. ing low intelligence and tremendous Missiles, or offer protection from fire­ strength. Potions may heal wounded characters, based attacks. Once one of these items has Dragons are some of the most powerful cause them to become hastened or invisi­ been readied from the Items Menu, a and dangerous of the monsters a party can Gnolls are large, evil, hyena-like ble, or cause any number of other effects. character automatically gains all effects. encounter. The older and larger the drag­ humanoids that roam in loosely organized The USE command allows a character to The exception to this rule is that certain on, the more damage it can do and the packs. They attack by overwhelming drink a readied potion. magical necklaces require the VSE com­ harder it is to kill. unwary victims with their numbers. Scrolls cany either clerical or magic-user mand to work. Efreet are genies from the elemental Goblins are small, nasty humanoids - spells. A magic-user may use SCRIBE to per­ Enchanted Oothing can be such com­ plane of Fire. These creatures are immune they would be of little concern except for manently transfer a scroll into his spell monplace items of clothing as gauntlets or to all fonns of fire, but can be hit by other their great numbers. book if the spell is of a level that he can magical attacks. cloaks, but they are imbued with powerful Golems are magically created automa­ memorize. Magic-users and clerics can enchantments. A wide variety of these Ettin look like giant two-headed ores. tons of great power. Cjolems can be con­ items are known to exist. To use these They have great strength and can wield structed of flesh, clay, stone, or iron - all items READY them from the Items Menu. two spiked clubs that inflict terrible dam­ are dangerous. age in combat. Griffons are half-lion, half-eagle avian Margoyles are stony monsters that are Slugs (Giant) are huge, omnivorous SPELL DESCRIPTIONS carnivores. Their Favorite prey is horses immune to normal weapons and can mutations of the common garden pest. and their distant kin (hippogriffs, pegasi, attack many times with their sharp claws They attack by biting and can spit a high­ First Level Cleric Spells and unicorns). and spikes. ly corrosive acid. Bless improves the THAC0 of friendly Harpies are wicked avian humanoids Medusae are hideous women-creatures Snakes (Giant) are similar to their characters by 1. Bless cannot affect charac­ that prey upon nearly all creatures but pre­ with coiling masses of snakes for hair. They smaller kin and slay their prey with deadly ters who are adjacent to monsters when fer the flesh of humans and demihumans. can tum a person to stone with their gaze. venom. Neutralize Poison counters snake the spell is cast. This is a good spell to cast before going into combat. Hell Hounds are other-planar creatures Mummies are a powerful form of bites. resembling wolves, but they can breathe undead. They are driven by an unholy Spiders (Giant) are giant cousins of Curse impairs the THAC0 of targets fire and can detect invisible enemies. hatred of life. the small predator. They attack with a poi­ by 1. The target cannot be adjacent to a party character or NPC. Ogres are large, ugly, foul-tempered sonous bite. humanoids. Ogres generally attack with a Squids (Large) are dangerous varieties Cure Light Wounds heals 1-8 hit spiked club. of the smaller sea creature. They are known points (up to the target's normal maximum With hit points). the whole of the Ores are one of the most common, and to attack travelers on the Trackless Sea. Trackless Sea Cause Light Wounds inflicts 1-8 hit before us, our disliked, of the demihuman races. They Stirges are bird-like creatures that drink problems seemed are aggressive and warlike. the blood of their victims. They are not points of damage on a target. somehow less terribly dangerous except in large numbers. Detect Magic indicates which equip­ important... Otyugh are scavengers armed with long tentacles that they use to scoop trash into Tigers are carnivorous predators that are ment or treasure items are magical. After their cavernous mouths. sometimes trained for combat. casting the spell, view a character's items or •••as & .,. Take treasure items - equipment or trea­ Owlbears are thought to be a hybrid Trolls are ravenous horrors found in sure preceded by an '*' or a '+' is magical. Hobgoblins are fierce humanoid war­ created by some long-forgotten wizard. almost all climates and locales. They riors. They are intelligent, organized, and They have the body of a large bear, and attack with their dirty, clawed hands and Protection from Evil improves the aggressive. Many times lesser humanoids the head and slashing beak of a giant ow!. must be killed quickly because they regen­ AC and saving throws of the target by .2 will band together under a hobgoblin Owlbears are vicious, evil tempered, and erate hit points. against attackers of evil alignment. leader. ravenous. Wyvern are distant relatives of dragons. Protection from Good improves the Lizards (Giant) are similar to their Salamanders are natives of the ele­ They attack by biting and using the poi­ AC and saving throws of the target by .2 smaller kin in appearance and habit, mental plane of Fire and so are immune to sonous sting in their tail. against attackers of good alignment. although instead of eating insects, they all fire-based attacks. They are dangerous Zombies are mindless, animated Resist Cold halves the damage and prefer something more man-sized. foes because of their evil nature and the undead controlled by evil wizards or cler­ improves saving throws vs. cold attacks fact that they can only be hit by magical by3. Lizard Men are savage reptilian human­ weapons. ics. While more dangerous than skeletons, oids. They generally attack in groups. they move very slowly and can be dam­ Scrags, also called river trolls, live in aged by holy water. Second Level Cleric Spells Manticores are a strange mix with waterways and are related to trolls. They Find Traps indicates the presence of traps lions' torso and legs, bats' wings, spike perhaps the most feared of all troll-kind. in the character's path. tipped tails, and human heads. The can fire volleys of spikes from their tails and Skeletal Warriors are a more power­ Hold Person may paralyze targets of have a great appetite for human flesh. ful type of skeleton. character types (human, dwarf, e!c). You may aim a hold person spell at up to 3 tar­ Skeletons are one of the weaker types gets (use the EXIT command to target of undead. These creatures are animated fewer). by evil wizards or clerics and are often used as guardians or warriors. D • - ··············· rmrrr· · r ... 'Nf'fff

Resist Fire halves the damage and Prayer improves the THAC0 and sav­ Read Magic allows a magic-user to Stinking Cloud paralyzes those in its improves saving throws vs. fire attacks ing throws of friendly characters by 1 and ready a scroll and read it. This is identical area of effect for £-5 rounds. If the target by 3. reduces the THAC0 and saving throw of to having a scroll identified in a shop. makes its saving throw, it is not paralyzed, monsters by 1. This is a good spell to cast After casting Read Magic, a magic-user but is nauseous and has its AC reduced Silence 15' Radius must be cast on a before going into combat. Prayer is not may scribe the spells from a scroll if appro­ for £ rounds. character or a monster. That character or cumulative with Bless or other Prayer priate for his class and level. monster, and all adjacent to him, cannot Strength raises the target's strength by spells. cast spells for the duration of the spell. Shield negates enemy Magic Missile 1-8 points depending on the class of the Remove Curse removes the effects of spells, improves the magic-user's saving target. Slow Poison revives a poisoned person a Bestow Curse spell and allows the target throw, and may increase his AC. for the duration of the spell. to unready cursed magic items. Shocking Grasp does 1-8 hit points Snake Charm paralyzes as many hit of electrical damage, +1 hit point per level points of snakes as the cleric has hit points. First Level Magic-User Spells of caster. ' There is a spell for every Spiritual Hammer creates a tempo­ Burning Hands causes 1 hit point of Sleep puts 1-16 targets (depending on moment, but only rary magic hammer that is automatically fire damage per level of the caster. There is the hit dice of the targets) to sleep with no th e wisest will Readied. It can strike at range and does no saving throw. know when that saving throw. For example, up to sixteen 1 normal hammer damage. Spiritual moment has Charm Person changes the target's hit-die targets can be affected, while only Hammers can hit monsters than may only allegiance in a combat so that an oppo­ one 4 hit-die target can be affected. Targets arrived. '' be struck by magic weapons. nent will fight for the caster's side. It only of 5 or more hit-dice are unaffected. affects character types (human, dwarf, etc) . a Third Level Cleric Spells Detect Magic indicates which equip­ Second Level magic-user Spells Bestow Curse reduces the target's Third-- Level Magic-User Spells -· ment or treasure items are magical. After Detect Invisibility allows the target THAC0 and saving throws by 4. casting the spell, view a character's items or to spot invisible creatures. Blink protects the magic-user. The magic­ Cause Blindness will blind one tar­ Take treasure items - equipment or trea­ user 'blinks out' after he acts each round. Invisibility makes the target invisible. get. This can only be cured by a Cure sure preceded by an '*' or a '+' is magical. Although the magic-user may be physically The THAC0 of melee attacks against Blindness spell attacked before he acts each round, he may Enlarge makes the target larger and invisible targets is reduced by 4, and it is not be physically attacked after he acts. Cure Blindness removes the effect of stronger. The higher the caster's level, the impossible to aim ranged attacks at them. the Cause Blindness spell. larger and stronger the target gets. Invisibility is dispelled when the target Dispel Magic removes the effects of attacks or casts a spell. spells that do not have specific counter Cause Disease infects the target with Friends raises the caster's charisma by spells. This is a recuperation spell for any a debilitating ailment that saps strength £-8 points. It is best cast just before deal­ Knock is used to open locks. It can be cast of the party that has been held, slowed, or and hit points. ing with NPCs. from the door-opening menu if the active made nauseous. character has a memorized knock spell. Cure Disease removes the effects of Magic Missile does £-5 hit points per Fireball is a magical explosion that does disease caused by some monsters or missile with no saving throw. A magic­ Mirror Image creates 1-4 illusionary 1-6 hit points of damage per level of the caused by a Cause Disease spell. user throws 1 missile for every £ levels (1 duplicates of the magic-user to draw off caster to all targets within its area. If the at levels 1-£, £at levels 3-4, etc.) This attacks. A duplicate disappears when it is Dispel Magic removes the effects of target makes its saving throw, damage is spell damages any single target within its attacked. spells that do not have specific counter halved. Fireball is a slow-casting spell and range unless the target is magic resistant or spells. This is a recuperation spell for any Ray of Enfeeblement reduces the the spell's power demands that you target has certain magical protection. This spell of the party that has been held, slowed, or target's strength by £5% + £% per level of carefully. Vse the CENTER command to casts instantaneously. made nauseous. the caster. determine who will be in the area of effect. Protection from Evil improves the AC and saving throws of the target by £ against attackers of evil alignment. Haste doubles the target's movement Lightning Bolt is a magical electrical and number of melee attacks per round. attack that does 1-6 hit points of damage Haste has a short duration and you should per level of the caster to each target along wait until a fight is imminent to cast it. its path. If the target makes its saving ~ JOURNAL ENTR.IBS ~ Warning: characters age one year each throw, damage is halved. A lightning bolt time a haste spell is cast on them. is 4 or 8 squares long in a line away from the caster. For best results, send the bolt 0 JOVRNAL ENTRY 1 OJOVRNAL ENTRY 3 m a -• down a row of opponents. Lightning bolts A MIRROR MAP FROM THE HIQH WALL THE BOAT REPAIRMAN'S STORY: The sweet also reflect off walls back toward the spell "Well, funny you should ask. See these ·-- sound of caster. Targets adjacent or close to a wall three boats over herel I found them just the bubbling foun­ may be hit twice by the same bolt. last week, one by one, washed up on the tain should have sand bar outside town. been soothing, but Protection from Evil, 1 O' Radius th e fountain's sinis­ protects the target and all characters adja­ "See those holes in the sides! I patched ter visage kept us cent to the target. The spell improves the 'em up. There were arrows in them, lots AC and saving throws of those it protects of 'em. Plenty of blood on the floorboards, by 2 against attackers of evil alignment. too, but I cleaned that all up. Protection from Good, 1O' "Haven't found any boats like that north Hold Person may paralyze targets of Radius protects the target and all charac­ of town, but I've been looking. Maybe character types (human, dwarf, etc). You ters adjacent to the target. The spell going north on the river's safer than going may aim a hold person spell at up to 4 improves the AC and saving throws of east. targets (use the EXIT command to target those it protects by 2 against attackers of TI! fix 'em up and sell 'em. It gives me fewer). good alignment. the shivers thinking about what happened to the people that were in 'em, but. . . the Invisibility, 1 O' Radius makes all Protection from Normal Missiles targets adjacent to the caster invisible. The makes the target immune to non- magical people who buy 'em will never know. THAC0 of melee attacks against invisi­ missiles. OJOVRNAL ENTRY 2 What they don't know won't hurt 'em." THE BLACK-ROBED RIDERS : ble targets is reduced by 4 and it is impos­ Slow affects 1 target per level of caster and sible to aim ranged attacks at them. Vse We backed up against the stone buttress at OJOVRNALENTRY 4 halves the target's movement and number THE FISHERMAN'S STORY: this spell to set up a battle line while your of melee attacks per round. Slow can be the end of the bridge, waiting to see what enemies seek you out. Characters lose used to negate a haste spell and only affects frightened everyone so badly. The large fish market was almost empty, although the lingering smell of the place invisibility if they do anything but move. the side opposing the spell caster. A moment later they appeared, two riders told of better days. Some monsters can see invisible creatures. in long, black robes with hoods that hid their faces. They came around the comer "How d'you like my sign!" the fisherman behind the Temple ofTymora, crossed the asked us, proudly. "Carved it m'self, town square and pounded past us at the y'know! 'Course, could do it better. gallop. We turned and watched the Maybe now' d be a good time t'try. What guards stand back as the two raced with all the talk o' trolls and ores and all, through the gates and out of the city. fishermen ain't goin' far up river. Ain't bringin' back much, neither. Slowly, the people in the square resumed their activities. Only now, they were all in "Ciood time for wood carvin'," he sighed a hurry to be somewhere else. sadly. "Bad time for sellin' fish." OJOVRNAL ENTRY 5 ing fallen for so old a trick. Someone They even took my fine magical sword and a few supplies. We need to find a THE STOLEN REWARDS: slipped a little something in our food and with the gold braided handle, the one I new sponsor or a new mission quickly, to A curse upon their filthy heads! They've we slept like contented babes while the used to slay the griffon at Longsaddle last earn the money we need to live. bandits stole us blind! winter. What I would give to have it one taken all we had, stolen everything save Whatever mission we next accept, we more time, if only to skewer the slime the clothes on our backs! All the gold earned on our last mission is will have a second quest to complete as who committed this atrocity! "More! More for everyone!" the waitress gone. We endured those da'ngers, did our well: to catch these thieves and exact pay­ cried out at the tavern last night. We jobs and now are left with empty pockets! We still have the tiny purse of coins I kept ment for last night! looked at each other; shame-faced at hav- Our heads could have festooned the end beneath my pillow. There isn't much, but of an orcsish pike ... all for nothing! it will be enough to buy new weapons OJOVRNAL ENmY 8 People evel)'Where were walking hand­ OJOVRNAL ENffiY 13 THE STORY OF THE PRIESTESS OF in-hand, talking softly and revelling in the THE HARBORMASTER's STORY: Our foes WAVKEEN: beauty all around them. It was almost "I tell ye, young 'uns, the only reason that are many and var­ "I never knew that a secret door led into the enough to make us forget the worries and the Cjallant Prince still be anchored here ied, but we must dangers that had brought us here to always remember back of the temple like this! I'm only glad in Port Llast Harbor is we ain't got no the face of our that you are friends instead of enemies! Silvel)'ffioon. one who's darned fool enough t' board 'er ultimate and tow 'er out t' sea. "I'm sure the people who attacked you in OJOVRNAL ENmY 11 the outer room were going to use the THE BARQEBVILDER's STORY: "We'd all heard she wa' missin', then secret door to enter the temple and kill us "I hope this panic about armies of ores and Simon Hempwright the fisherman says all! As sure as the market hawkers gather he spied 'er adrift a mile off the coast, in the morning, they were sent here by trolls ends soon. We usually build two barges a month here. Now no one wants worm eat'n like she'd been a' sea a hun­ OJOVRNAL ENmY 6 the barbarians, and Longtresses herself. dred years. The young idiot towed 'er in All she wants is control of the city, and to send goods up river unless they have to, THE CjVARDS AT YARTAR: and we have no new orders. an' tied 'er up, an' then he goes traipsing "We've been ordered that no one be she doesn't care with whom she allies her­ down below decks like she wa ' some self to get it!" allowed to leave the city for the rest of the 'The river going east was always danger­ pleasure barge out o' . ous, but now going south is bad, too. Of day. Travellers from the north report that "Course, we never seen 'im no more after many bands of trolls have been seen there, OJOVRNAL ENffiY 9 course, the High Forest is still far more THE WATERBARON's WELCOME: dangerous than any other place in this part that, 'cept some say you can hear 'is and some have been observed close to screams a' night way back in town." Yartar." "Welcome, adventurers! I regret that all of of the Realms. your treasure and possessions have been OJOVRNAL ENmY 14 'These alerts normally don't last vel)' stolen. If the City Cjuards should recover OJOVRNAL ENmY 12 LONQTRESSES ALARAVN's STORY: long. If there's anything you need to buy any of your items they will be returned to THE COVNCIL MEMBER'S STORY: at any of the stores here in town, this is a you. "You may not care to listen to our sad "Please, let me welcome you to Nesme. good time to do it." tales, with your own horrid stories of We have just completed a vel)' unhappy "I also understand that you are in need of task. I had to seize the city by force of a commission, but I have nothing for you orcish armies on the march, but here in OJOVRNAL ENffiY 7 Everlund strange things have been hap­ arms to save it from the corrupt priests of MAP OF THE ISLAND FORTRESS. at this time. However, Yartar is a busy Waukeen. town filled with many people from all cor- pening as well. ners of the Realms. Perhaps in the "Many undead have appeared in the old "By necessity, I enlisted the aid of some of streets you will find someone in part of the city to the north, livestock have the local. . . well, barbarians. And I do need of help during these troubled been disappearing from the pens near the admit that now some of them are out of times." river, and even stirges have been so bold control. Take care as you travel through as to attack people in the streets. our streets, for my comrades are dangerous Main OJOVRNAL ENmY 10 and love to fight." Complex "What has our peaceful little town done MIELIKKi'S FESTIVAL: to deserve such misel)'l" OJOVRNAL ENffiY 15 All around us there was activity, THE SEARCH OF THE MAQE's BEDROOM: with the music of many lutes and the snap of a hundred banners flapping in In the debris you find a scrap of paper the breeze. with the inscription: In the heart of the glade a .chorus of ENWNWN. Cjo straight between turns young girls sang a blessing of the trees, until you must tum again. Vse the knock and the birds seemed to echo back a on hidden door to the right. happy, chirping refrain ...... ,.., ... ,...... , '"'······-

OJOVRNAL ENlliY 16 OJOVRNAL ENlliY 19 OJOVRNAL ENlliY 21 "Some are Krakens, but the magic-user is THE MACiE LIBRARIAN 'S STORY: A PORTION OF THE HOSTTOWER KREVISH 's STORY: from a great tower somewhere to the "Oh my, oh my, it's good to see you! Yes, DVNCiEON. "You know, I'd sure love to do something north. He kept taunting the Krakens, say­ Amanitas and his assistant were indeed for you guys! If you're looking for work I ing they needed to go to all this trouble here, but look! Their room has been tom have some friends here in Yartar who hire because they were not clever. He said that to pieces, and look at all this blood on the adventurers all the time and maybe they the wizards of the tower had great power, but that they were clever too. He said their floor! Oh my, oh my! •J have something you could do and that way you could get back on your feet again treasure was hidden in the opposite direc­ "I fear something terrible has befallen tion from where anyone would ever look.'' them. May Mystra guide you to his aid!" and I would've helped you and I would've repaid you for saving my life VD OJOVRNAL ENlliY17 and we'd be friends and wouldn't that be great?" ···- LoRD NASHER's STORY: ' The High "I'm afraid you've come to Neveiwinter OJOVRNAL ENlliY 22 Forest has always in a time of great troubles. Many people been dangerous, VMLCiAMON 'S TAVNTS: but now, even were moving to the outskirts of the city to th e cities of the escape the troubles. The older, inner areas "You pathetic little simpletons! Did you think that a puny group of snivelling north are beset by were becoming havens for criminals and monsters. ' all fonns of monsters. OJOVRNAL ENTRY 20 would-be heroes like yourselves could A MAP FOVND IN SILVERYMOON . change one iota of my plan!! "We converted several blocks of the old Ui city to indoor gardens to help bring people 'Vaalgamon does not deal with your kind! •• Hah! I can snuff out your lives with the back to Neveiwinter. But now monsters --OJOVRNAL ENlliY 24 heel of my boot as I would the tiniest of car­ have invaded the indoor gardens. Instead INTO THE HIDDEN COMPLEX: of bringing people in and helping the city, rion-crawling insects! I will leave the trivial We followed Krevish around several cor­ the gardens are scaring them away!" task of killing you to my Kraken hosts.'' ners and down an alley, where he pressed He turned and swept out of the room, as a hidden panel in a wall. A door swung 0 JOURNAL ENmY 18 the heavy door slammed shut behind him. open, and after some hesitation we let THE NESME HARBORMASTER's STORY: him lead us into a dark corridor. Our "It's not my fault! The stoiy's the same in OJOVRNAL ENlliY 23 weapons and annor clanked loudly as we many towns on the river, not just here in THE SAILOR TVRNED TO STONE: walked cautiously down the passageway, Nesme! They can't blame me for this, no, Beside the statue we found a crumpled finally arriving before a heavy wooden no, they can't! note: door. 'The warehouses on the eastern side of the 'They wanted the sea lanes clear between Krevish knocked on the wood in a com­ river have been beset by a plague of giant Luskan and the Purple Rocks, and any plex pattern of beats with both knuckles frogs, and lizard men have been feasting ship they found there they took over or and palm, and in a moment it was opened on the herds in the stock pens to the west destroyed. We were only one of the sad by an angiy-looking man in well-crafted shore. Now the shipping companies won't vessels in their path. annor. stop here because of the danger!" "One by one the undead they commanded have killed our crew, transfonning them into lonely wanderers like themselves. Soon it will be my tum. I only hope that the tall one turns me to stone, as he did the Captain, so I may be spared such eternal torture...... ······:.: .: ~~ •w • ''-" .~ • •• .,.. ,,, .,.·.:·:.:· · ··~~;

OJOVRNAL ENTRY 25 "It's as if someone was hying to keep the OJOVRNAL ENTRY 29 "My magical investigations cannot tell me THE MEETINCi BENEATH YARTAR: good law-abiding folk away from the river. THE CHALLENCiE OF AMANITAS: exactly where they are located, but I have The man looked us over for a moment, Perhaps the ores plan a great offensive and We quickly summarized for Amanitas a sense of the place where each statuette not at all sure whether he liked the idea are hying to deprive us of supplies. what we had learned thus far. We also now lies. To find them you cannot follow a map of the road beneath your feet - I that Krevish had brought our party to his "What will become of us! Silverymoon told how some Banites believed that only can lead you to your goals only by reveal­ secret lair. was such a peaceful town. I. just don't he could stop the forces of Zhentil Keep know ...." from conquering the lands of the Savage ing the pathways you must trace within "It's all right, Captain!" Krevish piped up your own souls. enthusiastically. 'They saved my life! Frontier. They didn't have to do it, they could have OJOVRNAL ENTRY 27 "What was revealed to you by the Banites THE CAPTAIN OF THE RIDERS OF just kept on walking, but they stopped and is correct," he said when we'd finished. "I We rushed risked their lives to save mine and that NESME'S STORY: learned much of the tale from an escaped forward was really nice of them and that's why "Yes, we too have heard the stories of the slave who had been a servant to the as the documents you really ought to give them a chance to trolls gathering in a great army to the east Zhentarim general Vaalgamon, and my burst into flame. All we could cany out a mission for us because they've in the Trollmoors, and now small groups investigations since have only served to save was a part of really earned a chance I think, don't you?" of them have been seen in the ruins to the confirm how great the danger truly is. one small east of the city. paper. The Captain rolled his eyes. "All right, "Although most of their story has been Krevish, all right," he sighed. "If you'll "We should be going out to drive them lost in time, I know now that four stat­ just be quiet I'll give them a chance." back! We should be scouting the moors to uettes were created in ancient Ascore. see what's going on! But are we! No! They were powerful magical items used in & -·' "As you know," he told us, "the Temples We're confined to barracks because the defense of the city, although precisely "First,-- you must lift your eyes with hope, of Bane are dedicated to the advancement Longtresses Alaraun has taken over. If we even if the vision which fills them is one of Evil in the Realms. One cleric of Bane how they worked is still a mystery. One go near the city now, the crazy barbarians of evil. The Statuette of the East is located in the town of Nesme, up the river to the was crafted to focus on each direction of will start a full-scale war!" the compass, protecting Ascore from ene­ in a great tower, and when you look up at north of here, has been causing great dis­ its many spires you shall know that you ruptions in that city. mies to the North, East, West and South. OJOVRNAL ENTRY 28 have found it. "When the city fell into ruins the statuettes "We believe that to save Nesme from civil EREK's STORY: "Next, you must seek small truths within war he must be stopped. If you can find passed from owner to owner throughout "Don't just stand there! Amelior the Savage Frontier for many centuries. the large, unfathomable world, for these the Banite Cleric, and cany out this mis­ Amanitas, the brilliant magic-user for are the only truths you will ever truly sion, you will have proven yourselves to They travelled in directions very different whom I work, is in great danger! They from their names. For example, the know. The Statuette of the West lies in a be as valuable as Krevish here says you said they were taking him up the river to small chest carved from the pearl of a great are. Well. .. almost as valuable, anyway." Statuette of the East has for many years Everlund, and from there overland to been hidden somewhere in the west. oyster, in a small room carved from the Llorkh and on to Zhentil Keep! They rock of a great mountain, which is itself OJOVRNAL ENTRY 26 were furious that he'd discovered their "Now the Zhentarim have dispatched made small by the greatness of the sea. THE COLLECiE DEAN'S STORY: plan, and there's no telling what they'll do Vaalgamon to collect the statuettes. They "It's really been quite terrible, quite awful · to him once he's there! believe that by returning the statuettes to "You must then travel to the place to here. The areas near the docks on the Ascore they can open a safe path through which people do not wish to go, because "If we don't find him before they leave north bank of the river are full of lizard the Qreat Desert. Through that path they we never truly covet that which we can Everlund we'll never have a chance - men and other monsters. Here! In intend to send armies to conquer the entire easily attain. The Statuette of the North there are so many routes they could take Silverymoon! It's unheard of! Savage Frontier. lies nowhere close by, but on the long towards Llorkh ... we have to find him way that many travellers nonetheless quickly!" "We must find and seize the statuettes must pass. before Vaalgamon can collect them, or a pall of darkness will fall across the north. 'Then you must soar where even the birds any of the statuettes I'll be happy to share we shall ensure that never again will the Zhentarim controlled. Then, quietly but cannot fly, and have faith that even with­ the information with you. (jood bye!" Banite clerics be taken for granted in inexorably, the hidden reins of power out wings you can reach great heights. The "The magic item!" we asked. 'There was Zhentil Keep! would be pulled into their grasp. Statuette of the South lies both high above an important magic item you were going and far below the surface of the land. "I will meet you during the Festival of "Now their greed to seize the northern to give us!" Mielikki in the hidden temple behind Realms is unbounded and impatient. • ... "Oh yes, yes, yes. Mustn't forget it. Very your shop in Silvel)'lTloon. We shall find Sending armies across the Cireat Desert! important." He searched through his robes the magic-user from the south who can Who would ever have believed it!! They -- once more .. . . tum the power of the Zhentarim against have forgotten that a single dagger at mid­ ''P -P-Pirates? No pirates here in itself. Then we shall see how brilliant the night may sow greater terror than 10,000 Luskan, no sir. OJOVRNAL ENffiY 30 Zhentarim prove to be! swords at dawn! Never seen one BRINSHAAR's STORY: here. Not a one. "We must not think that because we "Even now they are completing their com­ No, no pirates "My name is Brinshaar, and I am a magic­ know about their plans to cross the desert plex on the eastern edge of the desert, and user from Neverwinter. They kidnapped it will be simple to stop them. I am confi­ are reclaiming the dead city of Ascore on here! '' me there and were torturing me to learn of dent we will be successful within days the western edge as well. They have forged .,. Lord Nasher's magical defenses. Thanks only because . .. " with the Krakens and with other • to you they learned nothing, and forces in the North. I also hear tales that The remainder of the letter was destroyed, "--If you gain the four statuettes, take them Neverwinter remains safe! something big is going on in Llorkh. and the ashes crumble to nothingness in Magic items of great power are being col­ to Ascore. I have created one more special "As it turns out, I can repay you for your my hands. item which, when combined with the kindness without delay. I have seen the lected for the task, and I have been assured that they do indeed have the power to four ancient images, will tum the statuette you tell me that you seek. It is not OJOVRNAL ENffiY 32 1 allow the safe crossing of the desert! Zhentarim's planned triumph into total secreted in the Hosttower, but somewhere THE WATERBARON S WARNINQ: and irreversible defeat. But this can only in the dungeons where we now stand." "I must ask you to leave this place imme­ "We must strike now! Controlling the be accomplished in the ancient plaza at diately! (jreat forces here seek your Realms from the Moonsea to the Sea of Ascore ." OJOVRNAL ENmY 31 Swords will greatly strengthen the THE BANITE CLERIC'S lrrrER FRAQMENT: destruction. I will not help them but nei­ He reached into his robes and drew out a ther can I stand in their way. Cio now!" Zhentarim, and the historic balance small, square card that looked like it was ", .. that you found the explanation for between the Zhentarim and the Banites made of a thin layer of metal. Runes were the gatherings of trolls and orcish armies OJOVRNAL ENffiY 33 will be lost! in the north. I had suspected it was the 1 embossed upon it. BROADHAND S STORY: work of the Zhentarim, and if we had not ''Visiting here in Silvel)'lTloon at the Vault 'This isn't it! " he exclaimed, annoyed. discovered it in time they might have con­ Broadhand led us into a small, hidden of the Sages is the wizard I wrote you "But I suppose you should take it anyway. quered this entire region. room decorated with images and statues of about, Amelior Amanitas from Secomber. It's one of my latest inventions. I call it the Bane. He obviously believed us to be fel­ He learned much of this plot from a slave 'The fools believe that it is their cunning Card of Counting. If you carry it the low Banites from the temple at Nesme. who had escaped from a Zhentarim cara­ and their might that brings them such vaults in Yartar, Neverwinter and van, and is convinced he can stop it with awesome power. Have they forgotten so "I was worried when I sent my letter and Silvel)'lTloon will all save and exchange his magical powers . quickly about the Temples of Bane, and no messenger came bearing a reply. I'm your valuables as if they were really just the power that even our own leaders can­ glad to see you've arrived during the "He sent a message to a fellow wizard one place. Could be quite handy, yes, not abdicate! That we, the clerics who Festival as I suggested. here in Silvel)'lTloon, but one of my quite handy. Don't leave here without it. acolytes waylaid the courier and we carry out Bane's will, are the ones who "Once the Zhentarim would have been learned of the plan. Since Amanitas has "Well, that's it! (jood luck to you, and have made the name of the Zhentarim content with having found a way to open now come here himself, he must have may you find the path easy to follow. You feared throughout the Realms! this safe caravan route through the Cireat received word of the messenger's death can come visit me any time at my house in Desert. They would have let time pass, "I agree with your letter, and although we and is willing to take great risks to defeat Secomber, and if I've learned more about allowing towns and villages to become have never met I feel closely bound to the Zhentarim. you. By destroying this plan before it starts dependent on a supply route that only the ''You must find Amanitas quickly. Help We looked at each other helplessly. humans by a respectfully wide zone of great volcanic caves filled with fearsome him in this task, but do not tell him you Because we knew the Banite to be evil, empty seats, the remainder of the arena monsters. Only parties of veteran adven­ are Banites or he will never listen to you. we had slain him - the one man who was filled by ores, with a scattering of turers should dare to enter them." For all his brilliance he refuses to accept could stop the Zhentarim's plan for the goblins and even bugbears. the beauty of pure Evil, and will never conquest of the Savage Frontier. There OJOVRNAL ENillY 39 The great bowl was filled with the din of know the joy we find in Bane. was no choice. We had been searching for A MAP FovND IN THE OTYVqH's LAIR. a mission. Now, by accident, we had a thousand conversations, but every voice found one. We would have to save the was silenced at once when a guard called northern Realms ourselves. out, "All rise for Lord Vaalgamon!" The huge ship beat The familiar figure of the Zhentarim gen­ its way through the OJOVRNAL ENmY 35 eral strode onto a dais on the western side rising waves. The THE KRAKEN STRONQHOLD: '' of the arena and motioned for his follow­ great letter on its The castle that rose above us was so great ers to be seated. main sail made it quite clear who we in size that it dominated the entire island, 'Well, my friends!" he told us, a hideous as if it were a statue and the whole of were deal- '' smile distorting his already-twisted features. ing with. Trisk were only its base. "I see we have the pleasure of meeting again! The front of the building was carved in "I must say that I admire the courage and the image of a massive squid that rose a cunning that have brought you this far. You "Hurry now! As we speak our enemies-· hundred feet above the island, its huge OJOVRNAL ENillY 40 ··-- have defeated forces that should have THE VrHERAAL V1LLAQER's STORY: make progress on their path!" eyes glowing from some frightful, hidden defeated you. Their deaths at your hands light. Behind it the building gradually are appropriate punishment for their failure. "The headquarters of the Kraken Society is He slipped out of the room, motioning for transfonned into a heavily fortified castle, on Trisk, the other island just across the us to wait a short time before leaving to with high parapets that seemed to go on "As a reward for your achievements, I strait. They also have fortresses here on complete our "mission." and on until they merged into the cliff­ will give you all a chance. Defeat three Vtheraal, on the western coast, where sides of the coast. sets of opponents in my arena and I shall they force us to pay tribute. OJOVRNAL ENillY 34 let you live. "They take almost everything we have, THE ESCAPE OF THE PRISONERS: OJOVRNAL ENillY 36 Three men rushed from the tiny cell, their "Let the combat begin!" but if we don't pay they will take us away THE ODD MESSAQE OF THE KRAKEN: as slaves. I don't know if you can defeat clothes in tatters, eyes drawn from lack of css al a i gad. csl te o ere suhet te t i tk wl food and sleep. Across the arena a steel grating opened, them, but whatever you do can only make gad te trace i. de te t dw do suh te truh vut and we turned to face our first opponent. .. our lives better." One stopped to look down at the dead is fo tkn b wl sau te. Banite, and a broad smile spread across his OJOVRNAL ENmY 38 OJOVRNAL ENillY 41 hollow face. "Looks like you've done the OJOVRNAL ENmY 37 KINQ THRELKED IRONFIST'S STORY: THE ZHENTARIM SHIP ARRIVES: job we were sent to do!" he said, laughing THE ARENA BENEATH LLORKH: "Ever since the reports of the meteorite Rounding a rocky point far below us was unnaturally. "Now we can go home and The arena in which we stood was broad strike on the north end of the island, a ship with a single huge, red sail. A large take the credit! We of the Zhentarim and spacious, surrounded by seats for sev­ many adventurers have come here seeking black "M" filled its billowing expanse, salute you!" eral thousand spectators. ore for magical swords. However, no one which we could only speculate was the on this island can craft such fine weapons. His companions blanched as he said the Most of those seats were already filled. symbol of Lord Manshoon, the leader of forbidden word - only others dare to use Several hundred black-robed men sat in "I warn all adventurers, but few listen. Zhentil Keep. that name, never the Zhentarim them­ one section, beside an equal number of There are many canyons that cut across selves. They cursed in hushed voices, other humans and a few strange-looking the island, and some have networks of pulled him from the room, and were beings in the shadows - they may have instantly out of sight. been elves. Separated from the A single man stood at the railing near the ties from Llorkh captured me and brought "Just a few days ago a Zhentarim column OJOVRNAL ENTRY 50 bow, his black cape flowing behind him me here. They called me a 'novelty fight­ came through Llorkh, and they murdered THE AARAKOCRA's STORY: in the stiff sea breeze. Could it be er' and said it'd be fun to watch some­ any dwarf they could find. That's why "High atop the Star Mounts the birds can­ Vaalgamon himself! thing different in the arena for a change. we're now in hiding - this is the lair of a not go. Our homes are there, and only we medusa, but even with her hell hound and can brave the fierce The ship swung to the northwest, its sail 'Tm no novelty, I'm a person. And I killed guards we are safer here than on the city's winds that blow through the mountain­ dropping as it entered the lee of the island the man who said it. My name is streets." tops. We have seen black dragons fly to and started to approach a large dock. Men Muthtur and all I want to do is go home. an aerie on one of the highest peaks, and ran across the decks and scrambled up the "When they brought me here I saw them OJOVRNAL ENTRY 47 saw it to be that a human female rode rigging as they prepared for their arrival. use a secret door in the north alcove of the KESTvns' sTORY : upon the back of one such dragon. If this ship was coming for the statuette, arena. I don't know where it leads, but it "My name is Kestutis, and I was once a our time was running out! may help us all get out of here." knight who served the Kings of Tu em and Cjundarlun. In those days the two islands OJOVRNAL ENTRY 42 OJOVRNALENTRY 44 were friends, not the tense rivals they The Star Mounts ... I've THE POTTER'S STORY: have come to be. THE STORY OF PHINTARN REDBLADE: never heard of The flowers were left in beautifully "I overheard our captors saying that fire "Here on Tuem I dared to enter the hottest anyone who went woven baskets beside the street, and had giants have been preying on any adven­ volcanic vents in search of evil fire giants there and came delicate hand-embroidered ribbons on turers who were lucky enough to find back to tell who terrorized Vttersea, and the old King the tale. them. One said simply "In memoiy of meteorites. The giants sell the stolen ore to gave me this ancient fortress as a reward Phintam Redblade, Last Ruler of Llorkh." pirates in exchange for gems, grain, or for my service. Another read: even some of us as slaves." & "I am impressed by your valor and your • 'Tonight thy killers sit within thy Keep, She shivered visibly and thanked us once skill in taking on the mission you have ' -·"We have heard that the chambers within again for saving them. But soon they'll lie beneath it ... six feet described. Just as I risked my life in service the mountain be crafted as a maze. It has deep." to the people of the North, so you are risk­ been told that the corridors be in the form OJOVRNAL ENTRY 45 ing yours. Take this, the Armor of the of the first initial of their owner in three A guard wandered by and saw us looking THE DYINCi ZHENTARIM's DEFIANCE: Cjlacier that I wore during my service - different runic alphabets, each superim­ at the flowers. Drawing his sword, he ''You may have gotten this far, but even if it will give you protection against fire and posed upon the other and on their own knocked them from my hand and crushed you could get all the statuettes you 'd never against the monsters which it spawns." inverses, so that the letters are entwined them with his boot. "If you're a dwarf­ make it to Ascore ... Vaalgamon is far in many layers.'' lover," he warned us, "Llorkh is no place too clever for you, and our power is too OJOVRNAL ENTRY 48 for you! " great. ... THE SICiNS AT SECOMBER: OJOVRNAL ENTRY 51 "Enjoy your triumph for tonight, for it will 'The road and river to the east have THE CjUILTY CITIZEN 'S STORY: OJOVRNAL ENTRY 43 become veiy dangerous. Cio only if you MvrHruR's STORY: rot into disaster by tomorrow!" "I didn't want to help them, really I didn't. need to, and tiy to travel with a strong I haven't taken a share of pirate booty in As if he'd read our thoughts, the creature OJOVRNAL ENTRY 46 group of experienced adventurers." years. They said if I didn't report on said, "Yes, I'm a half-ore and to you I'm THE STORY OF THE HIDDEN DWARVES: -Selam Jagaerda's movements they'd tum me over ugly as an otyugh. I'm also the hideous, "We have been prisoners in our own city to the King!" inhuman thing that saved your lives." OJOVRNAL ENTRY 49 ever since Lord Redblade was killed. They 1 THE KRAKEN S CODED MESSACiE: "I don't know where they have her! I took We all looked at each other, embarrassed, say it was an accident, but we all know it my reports to a house hidden away among and several of us murmured our thanks. was the Zhentarim that killed him, and at l t t ur. ate h f onr otws h o t ae il urs h the cliffs on the southern coast. Please spare "I lived with a small colony of other out­ that it is they who control Llorkh. hetnd f. ok h o on or ot h hog al t rm ae e me! I've told you eveiything I know!" casts in the High Forest, until raiding par- Cjeildarr is only a puppet, an outsider il tte h. brought here by them to control the town...... ,,. •

OJOVRNAL ENTRY 52 0 JOURNAL ENTRY 54 "I know you have been to Tuern already, OJOVRNAL ENTRY 58 THE KRAKEN's CODED MESSAQE: CEPTIENNE'S WELCOME: but it is there that you have the best A MIRROR MAP FROM THE etuw lek msu rgt u rwtt k. ite edea leto e "Welcome to my home," the image said, chance of finding someone who will take HIQH WALL uw to eot se. gria a s. smiling. "My name is Ceptienne, and I you to the Purple Rocks. May Selune know that you are here to steal the guide you on your journey." Statuette of the South from me." She wait­ OJOVRNAL ENTRY 56 Never ed for the effect of this proclamation to had we take hold. THE MAN OF MIRRORS' STORY: seen such a sinister "You have proven yourselves worthy "I search and research ... I find the hidden. construction. . . I solve the unsolvable. I find reason adversaries to have gotten this far, and I Our' hearts quaked, within chaos and harmony from the stars. but we advanced enjoy the challenge of a clever enemy. I nonetheless .. . shall kill you ... yes, that much is certain. 'Vaalgamon has entrusted to me the riddle But I shall give you a chance to find the of the mirror-maps and they shall not defeat object that you seek." me! Already I have confirmed much of what they tell, and soon I shall give the -&& a A great CJystal globe beside her flickered general evel)'thing he seeks and more!" -·' to life, and the statuette appeared within OJOVRNAL ENTRY 53 it. "My fortress here has many portals. AN 0VNCE OF JVSTJCE: Twelve now stand between you and your OJOVRNAL ENTRY 57 Several weapons were stacked in one cor­ objective. I shall follow your movements THE MAq1c MovTH's STORY: ner of the room, and suddenly I cried out with interest." 'You have done well, adventurers," the OJOVRNAL ENTRY 59 in delight. stone face said. Its voice was deep and its THE OLD THIEF'S STORY: She smiled once more and the image features expressionless, but the tone of its "I was once an adventurer like you, in ser­ My magical long sword, the gold braid faded from view. words was warm, almost friendly. vice to the Lords' Alliance, and a fine on its handle tarnished but undamaged, pickpocket when it came to relieving our lay amidst the pile of crudely crafted "It is time for you to reap your reward. OJOVRNAL ENTRY 55 enemies of their documents ... and per­ weapons! I ran over, pulled it from its KINQ REDAXE TELLS OF THE Look within the waters of my fountain haps an occasional jewel to compensate sheath and examined the blade - still PVRPLE ROCKS: and discern what riches can await you!" me for my trouble! sharp and true as any arrow fired from 'The Purple Rocks may be the isles you Evel)'one looked at the spraying water as Helm's bow! seek," said the King. 'They have become a an image began to form there. The vision "He was a contemptuous buffoon, Vaalgamon was, pushed me down in the Whatever evils might stalk the Realms, I sad place. Their people were like other showed a pool filled not with water, but street as he passed by, for no good reason. knew that for this one moment justice had island folk, hardworking, many of them with gold. Each member of the party was I may be an old man, but I still have the been done. The gold they'd stolen from us seafarers. A few generations ago some­ swimming in it, leaping about and laugh­ touch! I saw to it that Vaalgamon didn't at the Inn was gone forever, but with this thing strange occurred, and many gathered ing and tossing coins in the air. in a secret cult which has become vel)' leave Sundabar with evel)'thing he'd sword our honor was restored! The image faded. 'That was a dream, my powerful, called the Kraken Society. They brought!" He held out an aged but steady friends, but it is a dream that you can worship the symbol of the Kraken, a huge hand, presenting an envelope with a bro­ make real. Drop the statuettes in my squid that can easily destroy great ships. ken wax seal. warm waters and this ocean of gold shall 'There are two islands in the Purple be yours!" We opened the envelope and removed Rocks, Vtheraal and Trisk. The people of what seemed to be a hastily scribbled note: Vtheraal are impoverished, but continue "Fool! You allow one tiny band of mon­ to live as before. The people ofTrisk, how­ grels to threaten evel)'thing our legions ever, have been completely consumed by now pursue! the Krakens and are controlled by them. _] : ' .

Qet to the pyramids at Ascore without OJOVRNAL ENTRY 62 delay! Let no one pass through the A LONELY UwENT: stronghold! Quard every pathway - I I hear the sound of many footsteps ~ TABLES ~ care not to hear your tales of how many approaching. I'm sure that they will find there are. If the Road fails you will pay for us soon. your carelessness!" If we had known of Ceptienne's true role MAXIMUM LEVEL LIMITS BY RACE, ClASS AND PRIME REQUISITE The note was signed with a large, as an opponent of the Zhentarim, the real scrawled letter "M". Cws ABILITY DwARf Elf GNOME HALF·Elf HALFUNG HuMAH statuettes would have been ours instead of Cleric Any no no no 5 no 6* the false ones we now hold. OJOVRNAL ENTRY 60 Fighter STR 16- 7 5 5 6 4 8* NOTES FROM A PRISON CELL: We must assume that Vaalgamon's boast- STR 17 8* 6 5 7 5 8* STR 18+ 8* 7 6 8* no 8* As I sit and write my journal the unrelent- ful speech was correct, and that the High Forest holds the spot where the magical Paladin Any no no no no no 8* ing cold spreads deep within my bones. Ranger STR 16- no no no 6 no 7* path across the desert ends. The stone floor and thick walls of my cell STR 17 no no no 7* no 7* here in Zhentil Keep drain every last But to know this now is useless. We have STR 18+ no no no 7* no 7* ounce of warmth from my body. fallen into his trap and we are his to play Magic-User INT 16- no 6* no 6* no 6* INT17 no 6* no 6* no 6* We never understood the significance of with, as a cat plays with the mouse it is about to devour. INT18 no 6* no 6* no 6* the statuettes, nor their power. With all Thief Any 8* 8* 8* 8* 8* 8* four in his possession, Vaalgamon Perhaps others will follow us on this path no: Characters of this race cannot be of this class. achieved his goals, and all the northern and find that victory awaits them instead *: Highest Level Available in Gateway to the Savage Frontier. Realms fell under the Zhentarim shadow. of death. Our riches have availed us nothing. We were hunted down, captured, and brought to this prison, where they keep us alive RANCiE OF ABILITY SCORES BY RACE

only out of a desire for revenge. If only we AalLITT DWARf Elf GNOME HALF-Elf HALFUNG HUMAN had the chance to live the past over once Strength M/F M/F M/F M/F M/F M/F again . ... Min . 8/8 3/3 6/6 3/3 6/6 3/3 Max 18/17 18/16 18/15 18/17 17/14 18/18 OJOVRNAL ENTRY 61 lntell igence A MIRROR MAP FROM THE HICiH WALL Min. 3/3 8/8 7/7 4/4 6/6 3/3 Max. 18/18 18/18 18/18 18/18 18/18 18/18 Wisdom Min. 3/3 3/3 3/3 3/3 3/3 3/3 Max. 18/18 18/18 18/18 18/18 17/17 18/18 Dexterity Min. 3/3 7/7 3/3 6/6 8/8 3/3 Max. 17/17 19/19 18/18 18/18 18/18 18/18 Constitution Min. 12/12 6/6 8/8 6/6 10/10 3/3 Max. 19/19 18/18 18/18 18/18 19/19 18/18 Charisma Min. 3/3 8/8 3/3 3/3 3/3 3/3 Max. 16/16 18/18 18/18 18/18 18/18 18/18 ~North MIF= Male/Female. ABILITY SCORE MODIFIERS BY RACE DEXTERITY TABLE ARMOR AND WEAPONS PERMITIED ARMOR TABLE llAcE MODIFIERS BY CHARACTER CLASS ABILITY REACTJON/MISSll.E AC WEIGHT MAXIMUM SCORE BONUS BONUS ARMOR TYPE IN GP. AC MOVEMENT* Dwarf Constitution +1, Charisma -1 CLASS MAX ARMOR SHIELD WEAPONS Elf Dexterity+ 1, Constitution -1 3 -3 +4 Cleric any any club, flail, hammer, None 0 10 Gnome none 4 -2 Shield# 50 9 +3 mace, staff, staff sling Half-elf none 5 -1 +2 Leather 150 8 12 squares Fighter any any any Dexterity+ 1, Strength-1 6 0 +1 Padded 100 8 9 squares Paladin any any any Human none 7 0 0 Studded 200 7 9 squares Ranger any any any 9 squares 8 0 0 Ring Mail 250 7 Magic-User none none dagger, dart, staff Scale Mail 400 6 6 squares SlREN(jTH TABLE 9 0 0 Thief leather none club, dagger, dart, Chain Mail 300 5 9 squares 10 0 0 ABILITY THACa DAMAGE WEIGHT ALLOWANCE sling, one-handed Banded 350 4 9 squares SCORE BONUS ADJUSTMENT (IN GOLD PIECES) 11 0 0 swords, short bow Splint Mail 400 4 6 squares 3 -3 -1 -350 12 0 0 Plate 450 3 6 squares 4-5 -2 -1 -250 13 0 0 •A character carrying many objects, including a large number of 6-7 -1 none -150 14 0 0 coins can be limited in movement to a maximum of 3 squares per turn. ' I A Shield subtracts 1 AC from any armor it's used with. 8-9 normal none normal 15 0 -1 WEAPONS TABLE 10-11 normal none normal 16 +1 -2 12-13 normal none +100 17 +2 -3 DAMAGE VS. DAMAGE VS. LARGER NUMBER NAME MAN SIZED THAN MAN SIZED OF HANDS CLASS 14-15 normal none +200 18 +3 -4 1-4 16 normal +1 +350 Axe, Hand 1-6 Bastard Sword 2-8 2-16 2 17 +1 +1 +500 CONSTITVTION TABLE Battleaxe 1-8 1-8 18 +1 +2 +750 ABILITY Hrr POINT RESURRECTION Broad Sword 2-8 2-7 l,th 18/01-50* +1 +3 +1 ,000 SCORE ADJUSTMENT SURVIVAL Club 1-6 1-3 f,cl,th 18/51-75* +2 +3 +1,250 3 -2 40% Composite Long Bow* 1-6 1-6 2 f 18/76-90* +2 +4 +1 ,500 4 -1 45% Composite Short Bow* 1-6 1-6 2 f 18/91-99* +2 +5 +2,000 5 -1 50% Dagger 1-4 1-3 f,mu,th 18/00* +3 +6 +3,000 6 -1 55% Dart 1-3 1-2 f,mu,th 7 0 Flail 2-7 2-8 f,cl *These bonuses available to fighter classes 60% only (Fighter, Paladin, Ranger). 8 0 65% Halberd 1-10 2-12 2 I 1-4 f,cl 9 0 70% Hammer 2-5 Javelin 1-6 1-6 f MULTIPLE 10 0 75% Light Crossbow# 1-4 1-4 2 ATTACKS FOR 11 0 80% Long Bow• 1-6 1-6 2 FIGHTER-TYPE MONEY 12 0 85% CHARACTERS CONVERSIONS Long Sword 1-8 1-12 f,th 13 0 90% Mace 2-7 1-6 f,cl CLASS ATIACKS COIN GOLD 14 0 92% Morning Star 2-8 2-7 f LEVEL PER ROUND TYPE EQUIVALENT 15 +1 94% Scimitar 1-8 1-8 f,th Fighter 1-6 1/1 Copper 200cp=1 gp 16 +2 96% Short Bow* 1-6 1-6 2 f,th Paladin 1-6 1/1 Silver 20sp=1 gp 17 +2 (+3)* 98% Short Sword 1-6 1-8 1 f,th Ranger 1-7 1/1 Electrum 2ep=1 gp 18 +2 (+4)* 100% Sling 2-5 2-7 f,th Fighter 7+ 3/2 Gold 1gp=1 gp Staff 1-6 1-6 2 f,cl,mu Paladin 7+ 3/2 Platinum 1/5pp=1 gp *These bonuses available to fighter classes Staff Sling 2-5 2-7 2 f,cl only (Fighter, Paladin, Ranger). Spear 1-6 1-8 f Trident 2-7 3-12 Two-Handed Sword 1-10 3-18 2

• Must have ready arrows to fire . Two Attacks per round. I Must have ready quarrels to fire. One Attack per round. f=fighter, cl=eleric, th=thief, mu=magic-user. Spell Parameters List FIRST LEVEL MA(jlC-VSER SPELLS Level Advancement Tables Remember that all experience earned by a non-human, multi-class character is divided This is a listing of spells available to player The following charts show the amount of SPEil NAME WHEN RNG AREA DURATION by the number of classes the character has. characters as they gain in level. Following experience a character must earn in order to Burning Hands Cmbt T 3 squares - gain a level in his character class. The charts The experience is divided even after the are abbreviations used in the list: Charm Person Cmbt 12 1 character has reached his maximum level in Detect Magic Both 0 All 2rftvl also list the number of spells that a character Cmbt =Combat only spell All =All characters in combat can have memorized at one time. Fighters a particular class. A Human dual-class char­ Camp= Camp only spell Enlarge Both .5/lvl 1Vlvl r = combat rounds and Thieves can never memorize spells. acter only earns experience in his second Bath= Camp or Combat spell t =turns Reduce Both .5/lvl class. The character cannot use the abilities T = Touch Range /lvl =per level of caster Friends Camp All 1rftvl dia =diameter targets= aim at each target. Magic Missile Cmbt 6+1vl of his first class until his level in his second rad= radius Protection from Evil Both T 2rftvl class exceeds his level in his first class. Protection from Good Both T 2rftvl Read Magic Camp O 2r/lvl FIRST LEVEL CLERICAL SPELLS Shield Both 0 5rftvl

SPEU NAME WHEN RNG AREA DURATION Shocking Grasp Cmbt T 1 Bless Both 5 dla 6r Sleep Cmbt 3+1vl 1-16 5rftvl CLERIC FIGHTER

Curse Cmbt 6 5 dia 6r NUMBER OF ClfRJCAL HIT Cure Light Wounds Both T 1 HIT SPEU.S PER lEvn lEvn EXPERIENCE DICE SECOND LEVEL MA(jlC-VSER SPELLS lEvn EXPERIENCE DICE 1 2 3 Cause Light Wounds Cmbt T 1 0-2,000 1d10 1 0-1,500 1d8 1 Detect Magic Both 0 All 1t SPEil NAME WHEN RNG AREA DURATION 2 2,001-4,000 2d10 2 1,5001 -3,000 2d8 2 Protection from Evil Both T 3rftvl Detect Invisibility Both All 5r~vl 3 4,001-8,000 3d10 3 3,001-6,000 3d8 2 Protection from Good Both T 3rftvl Invisibility Both T 4 8,001-18,000 4d10 4 6,001-13,000 4d8 3 2 Resist Cold Both T 1Vlvl Knock Camp 1/lvl 5 18,001-35,000 5d10 5 13,001-27,500 5d8 3 3 Mirror Image Both 1 2r/lvl 6 35,001-70,000 6d10 6 27,501+ 6d8 3 3 2 Ray of Enfeeblement Cmbt 1+.25/lvl 1r~vl SECOND LEVEL CLERICAL SPELLS 7 70,001 -125,000 7d10 Stinking Cloud Cmbt 3 2x2 1r/lvl 8 125,001+ 8d10 SPEU NAME WHEN RNG AREA DURATION Strength Both T 1 6Vlvl CLERIC'S BONVS SPELLS Find Traps Camp 3t MA(jlC-VSER Hold Person Cmbt 6 1-3 targets4r+1/lvl WISDOM 2 3 THIRD LEVEL MA(jlC-VSER SPELLS NUMBER OF MAGIC-USER Resist Fire Both T 1 1Vlvl 9-12 HIT SPEUS PER l.Evn SPEU NAME WHEN RNG AREA DURATION LEVR EXPERIENCE DICE 123 Silence 15' Radius Cmbt 12 3 dia 2r/lvl 13 +1 0-2,500 1d4 1 Slow Poison Both T 1 1 hour/lvl Blink Both 0 1r~vl 14 +2 2 2,501-5,000 2d4 2 Snake Charm Cmbt All 5-Br Dispel Magic Both 12 3x3 15 +2 +1 - 3 5,001-10,000 3d4 2 Spiritual Hammer Cmbt 1r/lvl Fireball Cmbt 10+1vl 2/3 rad - 16 +2 +2 - 4 10,001-22,500 4d4 3 2 Haste Both 6 5 dia 3r+ 1/lvl 17 +2 +2 +1 Hold Person Cmbt 12 1-4 2r~vl 5 22,501-40,000 5d4 4 2 THIRD LEVEL CLERICAL SPELLS 18 +2 +2 +1 Invisibility 10' Radius Both T 2dia 6 40,001+ 6d4 4 2 2 Note: These bonus spells are only available when the cleric is enti­ SPEU NAME WHEN RNG AREA DURATION Lightning Bolt Cmbt 4+1vl 4,8 tled to spells of the applicable level. Thus a 4th level cleric with a Cure Blindness Both T Protection from Wisdom of 18 can memorize the following spells: Cause Blindness Cmbt T Evil 10' Both T 2 dia 2r/lvl NUMBER OF SPEW Cure Disease Camp T Protection from 1 2 3 Cause Disease Cmbt T 1 Good 10' Both T 2 dla 2r~vl 4th level Cleric with 18 Wisdom 5 4 - Tables continue ... Dispel Magic Both 6 3x3 Protection from Prayer Both 0 All 1r/lvl Normal Missile Both T 1Vlvl Remove Curse Both T Slow Cmbt 9+1vl 5 dia 3r +1/lvl Bestow Curse Cmbt T 1Vlvl ····· ····; •• • ••••••• •••••••••••••• • ••·.·.··.w.·.· ·.•,-,...w, •.•, .•.•••.,..,w. .------1 I I I I PALADIN THIEF I I I I HIT HIT LEVEL EXPERIENCE DICE LEVEL EXPERIENCE DICE I I I I 0-2,750 1d10 1 0-1,250 1d6 I• ______.. , JI 2 2,751-5,500 2d10 2 1,251-2,500 2d6 3 5,501-12,000 3d10 3 2,501-5,000 3d6 4 12,001-24,000 4d10 4 5,001-10,000 4d6 5 24,001-45,000 5d10 5 10,001-20,000 5d6 6 45 ,001-95,000 6d10 6 20,001-42,500 6d6 IBM COMPATIBLE COMPUIBR INFORMATION: 7 95,001-175,000 7d10 7 42,501-70,000 7d6 8 175,001+ 8d10 8 70,001+ 8d6 Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that you consult with our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, RANQER (holidays exculded) to see if an SSI game you're considering purchasing is compatible with your computer. If we have insufficient data to determine compatibility, you may HIT LEVEL EXPERIENCE DICE wish to purchase the game and test for compatibility yourself. If the game proves to be incompatible, you may return it within 14 days with your dated receipt and we will 0-2,250 2d8 refund your money. Or, if you return the game within 30 days, you may exchange the 2 2,251-4,500 3d8 game for another. 3 4,501-10,000 4d8 4 10,001-20,000 5d8 5 20,001-40,000 6d8 6 40,001-90,000 ?dB 7 90,001+ 8d8 ADVANCED DVNQEONS &DRAQONS, AD&D and FORQOTIEN REALMS are trademarks owned by and used under license from TSR, Inc., Lake Cjeneva, WI, VSA. Copyright 1991 Strategic Simulations, Inc. All Rights Reserved. Copyright 1991 TSR, Inc. All Rights Reserved. These rules, any accompanying printed material, and the computer programs, on floppy disks or cassettes, described herein, are copyrighted and include proprietary information belonging to Strategic Simulations, Inc. and TSR, Inc. No one is permitted to give or sell copies of this handbook, any accompanying printed material, and the computer programs, on floppy disks or cassettes, or listings of the programs on floppy disks or cassettes to any person or institution except as provided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce to machine readable form this handbook or any other accompanying printed materi­ al, in whole or in part, without the prior written consent of Strategic Simulations, Inc. and TSR, Inc. 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