INSTRUCTION MANUAL AND ADVENTUREK1S JOURNAL TABLE OF CONTENTS LIMITED WARRANTY INTRODUCTION ...... 1 Your Cjame Box Should Contain ...... 1 SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFlWARE PRO­ Transferring Characters from DEATH KNIQHTSO F KRYNN ...... 1 GRAM RECORDED ON THE DISKITTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, Before You Play ...... 1 PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM (jetting Started Quickly ...... 1 Using Menus ...... 1 AND GAME ARE SOLD 'AS IS.' THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUEN­ BEQINNIN(j TO PlAY ...... 2 TIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN Start~~~::i~~~~: :: : :::: : : : :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: : :: : ::::: : :::::::::::::::::::::::::::::::::::::::::::::::::::::::: ~ ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR Modifying Characters and Parties ...... 3 LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, Party Creationlf raining Hall Menu ...... 3 SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .) Non-Player Characters ...... 4 Viewing Characters ...... 4 The enclosed software program and this Rule Book are copyrighted. All rights are reserved. This Rule Book Character Status ...... 5 may not be copied, photographed , reproduced , or translated or reduced to any electrical medium or View Menu ...... 5 machine readable form, in whole or in part, without prior written consent from SSI. The program accompa­ ltemsMenu ...... 5 nying this Rule Book may be copied, by the original purchaser only, as necessary for use on the computer WVENTVRIN(j ...... 6 for which it was purchased. Display Screens and Points of View ...... 6 Adventuring Options ...... 7 ADVANCED DUNGEONS & DRAGONS, AD&D , DRAGONLANCE and the TSR logo are trademarks owned by Adventure Menu ...... 7 and used under license from TSR Inc., Lake Geneva, WI, USA Encamping ...... 7 Encamp Menu ...... 7 Rest Menu ...... 7 Copyright ©1990 Strategic Simulations, Inc. All Rights Reserved. Copyright ©1990 TSR, Inc. All Rights Reserved. AlterMenu ...... 8 Level Menu ...... 8 WHAT TO DO IF YOU HAVE A DEFECTIVE DISK ...... 8 Magic Menu ...... 9 Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to Memorize Menu ...... 9 uncover and correct any errors in programming. However, due to the complex nature of our simulations, Scribe Menu ...... 9 some program errors may go undetected until after publication. In addition to errors in the program, there CIVILIZATION ...... 9 are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to Shop Menu ...... 9 5% fairure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk Tempie Menu ...... 1O drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the Bank Menu ...... 10 problem is with a disk drive that needs servicing for alignment, speed, or cleaning. ENCOUNTERS ...... 1O Sample Encounter Menu ...... 10 Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Combat ...... 11 Customer Support Department, along with a note describing the problem you have encountered . A replace­ Combat Menu ...... 11 ment disk will be provided upon our receipt of the defective disk. Aim Menu ...... 11 After Combat ...... 12 Should you uncover an error in the program, return your game disk to our Customer Support Department. Treasure Menu ...... 12 Please enclose a description of what was taking place in the game when the error occurred. Upon correction Take Menu ...... 12 of the program error, we will return an updated disk to you.

Alwa~s make sure to.include your name, address, and daytime telephone number with any correspondence. QUESTIONS OK PROBLEMS? We will do our best to see that any problems are corrected as soon as possible. If you encounter a disk or system related problem, you can contact the WlzardWorks Technical Suppon StaJT al (6 12) 559-5301 between 9 00 a.m and 4.00 pm Central Time, Monday through Friday, holidays excluded You may also wntc to us at 3850 Annapolis Lane, Suite 100, Minneapolis, MN 55447.

We cannot give game playing hints through the Technica l Support Nwnbcr. lf you need game hints, due books un be ordered by returning the form Included with the pack.age. Dark Queen of Krynn Copy Protection Question and Answer Table II

When )OU stan an ad\cnturc. lhe program \\Ill ask )OU a qucsuon. The ans\\crs arc prO\ 1dcd m lhc table bclo" . Type m the appropnate anrner and press enter INfKODUCTION Transferring Characters from For e-.ample. if the program asks Welcome to the official ADVANCED DEAill Kl'nGllTS OF KRYJVJY Tur; DARX QUUN Of KRYNN accepts characters Journal. Page (4) DUNGEONS & DRAGONS' computer product, What 1s Word #H Tur; DARX Q ur;m Of KRYNN, a DRAGONLANCE™ who have adventured in Dt:Am IV11atrTS Of After the Hcadrng KRYNN. There are two ways to get characters Character Classes'' fantasy role-playing epic. This game is based on the rules and background created by from Dt:Am fiNJOtrTS into DARX QUUN. The You would type m MUST and press enter. TSR, Inc. and a story line created especially first, and preferred way, is to load a saved Pug•# Word# Heading Answer for this game. game using the LOAD SAVED GAMEc ommand, then select DKK on the LOADFR OM WHERE?com­ I Abi lity Scores E,·ery Tur; DARX Q uUN Of KR YNN begins two years 5 Ab1 ht) Scores Randomli mand. The second way is to remove Dt:Am 8 Ab1ht) Scores Scores after the overthrow of Lord Soth in Dt:Am 1V11atrTS characters from their party, and add Character Classes Classes IV11otrTS Of KRYNN. General Laurana, the com­ Character Classes Must them to a new party by selecting DKK from Character Classes Character mander of the united forces which defeated the ADD CHARACTER command. See your Data 4 Character Classes Must the evil dragons in the War of the Lance, 6 AJ1gmncnt Ph1losoph) Card for more details. 6 Ahgnmcnt Ll\CS has requested your presence at her head­ 6 8 Ahgnmcnt Bu) quarters in the city of Palanthas. Responding 7 5 Other Attnbutcs Three Before You Play 7 6 Other Attnbutcs Important to her summons brings you face-to-face with There is no copy protection on your DARX 7 7 Other Attnbulcs Values the greatest threat Krynn has ever known. 8 5 Prepcrat1on Tips Banded Q uUN OF KRYNN disks, so please make back­ H 6 Prepcrauon Tips Together up copies and put the originals away for 8 lU Prepcrauon Tips Inn Combat Acl\cnturcrs Your Game Box Should Contain safekeeping. When you start the game, you 9 lmUall\C Round •Disks • Adventurer's Journal will be asked to answer a verification ques­ 9 Combat Battle Thaco Hit •Rule Book •Data Card tion from this Rule Book or the Adventurer's 6 lnll&all\C Dl\1ded Journal before you can play. Tum to the 7 Thaco Mclee This Rule Book is designed to explain all H Combat Dangerous page indicated in either this Rule Book or your options and guide you through playing 9 9 lmtinll\C Segments the Adventurer's Journal, find the indicated lU Sa\ mg TiuO\\S Such the game. If you are not with the 10 Damage Range word, type it in, and press Return or Enter. ADVANCED DUNGEONS & DRAGONS' game sys­ Ill 4 Ranged Combat firrng Remember: Do NOT count section headings 10 4 Sa\ mg ThrO\\S Poison tem, you will find helpful information about 10 6 Ranged Combat D1s1.ant when looking up the word. ltl 6 Sa, mg Thro\\s Spells how things work in the Adventurer's Journal. lU 7 Damage Point 1t1 H Damage Loss The Adventurer's Journal contains a variety Getting Started Quickly Ill 9 Ranged Combat Weapons of information including details about char­ 11 2 Combat Strategics Succeed Tur; DARX Q ur;m OF KRYNN comes with a ready­ 11 3 Running A\\a) Ma) acter classes, magic, combat, and an intro­ made party that allows you to begin adven­ II Runmng A\\3) Flee duction to the adventure story. The Journal II Wounded Characte" Senousl) turing immediately. Use the instructions on II Runrung A\\a) From also includes the maps, information, rumors, the Data Card to load the saved game that II Wounded Characters Injured and stories that you need to play the game. II Comba1 S1ra1eg1cs Skilled has been provided and begin playing. Use II Combat Strategies DcplO)S As you play the game, you discover for your­ this Rule Book to answer any questions dur­ II Wounded Characte" Cured self which of the tales you hear are fact and 12 I After Combat Ir ing play. 12 1 Magic Integral which are fiction. 12 6 After Combat SUf\1\'C 12 6 Magic Dark The Data Card explains how to start the Using Menus 12 7 Magic Queen NI commands are menu-based, and menus 12 9 Alter Combat Battlefield game and how to select items and menu 13 I Di cues Smee commands with your specific computer. It are displayed either vertically or horizontally. 13 3 D1eues Earliest 13 3 tells you how to transfer characters to Tue The Moons of Krvnn Creation Vertical menus indicate a character, item, or 13 The Moons of Kr}11n World DARX QUUN Of KRYNN from the fantasy role­ 13 D1ettes Wisdom spell to be acted upon. If there are more 13 10 playing game, Dt:Am fiNJOtrTS Of KRYNN. It also The Moons ofKrinn GO\emcd choices than fit on the screen at one time, 14 2 Range" Use shows how to get right into the game with­ 14 3 Magical Treasures Travel use the arrow keys, or the PageUp and Page­ 14 4 Magical Treasures About out having to read through the rules. Down keys to view the additional selections. 14 5 Ra ngers Druidic 14 6 Magical Treasures Enoountcr 14 7 Ra nge" They miiiiiiiiiiiiiiiiiiiii·--iiiiiiiiiiiiiiiiiiii miiiiiiiiiiiiiiiiiiiii·------After you are done selecting these attributes, Modifying Characters and Parties Example: When purcMilng !term, they BEGINNING TO PLAY the PICK DEITY menu appears if you have a The Party Creation/Training Hall Menu are highlighted on a vertical list then pur­ To begin playing the game, you must load cleric. PICK DEITY lists all of the deities a cleric shows the characters currently in your party chmed with the BUY command. a saved game or generate characters and character can choose to worship. Each deity and lists the commands for creating, modi­ band them together into a party. confers unique powers to its clerics, and fying, and training the party. Not all of the Horizontal menus list available actions. In determines which alignments a character options are available at all times. this Rule Book, menus are shown with all of Starting Options can be. See the "Deities" section in the their options, although in some cases com­ This first menu gives you the initial options. Journal for more details. PARTY CREA TION/TRAININCi mands are not available every time a menu Once all of the attributes have been selected, HALLMENV appears. ST ARTIN(j MENU the computer randomly generates the char­ ADD CHARACTER Example: ADD CHARACTER acter's ability scores. If you are not happy CREATE CHARACTER with the character's scores, you may REROLL REMOVE CHARACTER TREASVRE MENV LOAD SAVED GAME STATS to roll them again. Remember that you MODIFY CHARACTER can use the MODIFY command to change the VIEW TAKE POOL SHARE DETECT EXIT EXIT FROM GAME character's ability scores and hit points. TRAIN CHARACTER (Training Hall only) The commanm TAKE and SHARE only ADD CHARACTER allows you to add characters KNIGHT NEW ORDER (Training Hall only) Next, you must choose a name for the char­ appear If there Is treasure to take. The to the party from the saved game disk. A acter. CHARACTER NAME provides a 15-letter VIEW CHARACTER command DETECT only appears If there Is party is a group of characters composed of space to type in the character's name. This treasure and the active character hm a up to six player characters (called PCs) and CREATE CHARACTER name is automatically saved to disk. detect magic spell available. up to two non-player characters (called DEL8E CHARACTER NPCs). A party should have a balanced mix After naming a character, you must select LOAD SAVED GAME The Rule Book only shows the general of characters with different classes. For an icon which will represent that character menus. Special menus appear at various more information about building parties see in combat from the 49 combat icons provid­ SAVE CURRENT GAME times to give you all available options. the "Characters and Parties" section in the ed. The standard icon for the character's BEGIN ADVENTURING Adventurer's Journal. There is an ADD FROM The concept of the active character is cen­ race, class, and sex is highlighted; the arrow EXIT FROM GAME tral to the game. Outside of combat the WHERE? option that allows you to add charac­ keys or mouse may be used to change the active character's name is highlighted on ters from either Tut: DARK QuaN Of KRYNN or highlighted icon. DONE is used to confirm the REMOVE CHARACTER transfers a character from the vertical menu. During combat the active DfATN /Vt/OHTS Of KRYNN. selection of the highlighted icon. the party to the saved game disk. character begins his combat segment sur­ CREATE CHARACTER is used to build a new • EXIT at any time during character creation changes the character's rounded by a cursor. MODIFY CHARACTER character. Detailed information about char­ aborts the creation of the current character ability scores and hit points. Use MODIFY If a command affects the whole party, just acters, races, classes, and so on is available and returns you to the Party Creation/ CHARACTER to change a character generated in select the command. If the command in the Adventurer's Journal. This command Training Hall Menu. Tut: DARK QuUN Of KRYNN to match a Favorite displays a menu to define the following 9 affects a single character, make that charac­ permits you to resume a AD&D game character. A character cannot character attributes. DONE is used to proceed LOAD SAVED GAME ter active and then choose the command. game that has been previously saved. The be modified once the adventure has begun. to the next menu. saved game provided with Tut: DARK QUIZN Example: To look at a character's Items: TRAIN CHARACTER (from Training Hall Menu • PICK RACE lists the seven races a player­ Of KRYNN can also be loaded. There is a LOAD highlight the character, then select the only) increases a character's level when he character can be in DRAGONLANCE'". FROM WHERE? option that allows you to load VIEW then ITEMS commanm. However, to has gained enough experience points (EXP). saves from either Tut: DARK QuUN Of KRYNN or have the entire party camp, simply select • CLASS lists the class or classes the charac­ Choose the character to train and, if he has DfATH IVt!OHTS Of KRYNN. the ENCAMP command. ter is qualified for based on race. sufficient EXP, he will be able to advance EXIT FROM GAME ends play without saving the one level. If a character has gained enough lists all the possible alignments • ALIGNMENT game. experience to advance more than one level, for the character based on character class. he will advance only one level and then lose • GENDER lists the sex the character can be. all experience points in excess of one point Gender affects the character's maximum below that required for advancement to the strength. next level. See the section on "Experience Points" in the Adventurer's Journal for an example. II

Advancing in levels takes no game time. Non·Player Characters and maximum hit points, readied weapons From the View Menu, several options are and armor, and wealth. When magic-users advance, they may add a During the game, the party encounters non­ available to inspect the active character. Not all of these commands are available at all spell to their spell book. See the "~aximum player characters (Nl'Cs). There are three Characters accumulate wealth in the form of times. Level Limits by Race. Class, and Prime kinds of NPCs: those who volunteer to join gems, jewelry, and coins as they go. The Requisite" chart in the Adventurer's Journal the party, those who give information, and value of gems and jewelry varies, and can for level limits. those who will only fight. NPCs thatjoin the only be determined by having the items VIEWMENV KNIGHT NEW ORDER (from Training Hall Menu party are treated like player characters with a appraised in a shop. ITEMS SPELLS TRADE DROP LAY CURE EXIT only) allows a knight of sufficient experience few differences. The computer commands and abilities to petition for admission into NPCs in battle. They also have morale. If Encumbrance is the total weight the charac­ ITEMS displays all the equipment the charac­ ter is carrying. the next higher order. Look under Solamnic things are going badly for the party, NPCs ter is carrying and the Items Menu. Items Knights in the Adventurer's Journal for more may run. Items can be traded to some NPCs, Combat Movement is how many squares a preceded by a YES are ready for use. Not all information. but they cannot be traded from conscious character can move during a combat seg­ commands in the Items Menu are always available. VIEW CHARACTER displays a character's ability NPCs to other characters. If an NPC dies, ment. This is based on his readied armor, scores, readied weapon and armor, and however, you can use the TRADE command strength, and total encumbrance. more. See the "Viewing Characters" section on the Items Menu to take his items. Only ITEMSMENV two NPCs at a time may join the and for more information. party, Character Status they may take a share of all treasures found. READY USE TRADE DROP HALVE JOIN EXIT DElilt CHARACTER erases a character from OKAY status means that the character has positive hit points and can move and fight • READY changes the status of a weapon, the saved game disk. A deleted character Viewing Characters armor, or other item. Only readied items may not be recovered. normally. The Character Summary Screen is displayed can be used in combat. A character cannot UNCONSCIOUS status means that the character SAVE CURREIT GAME stores the current game anytime you select the VIEW command. This ready more than two hand-held items at has exactly O hit points. He cannot move or to the saved game disk or directory. screen displays important information about once. Arrows and crossbow bolts are fight, but is in no danger of dying. BEGll ADVENTURING starts the game. a character, such as ability scores, current assumed to be in a quiver and can be read­ ied at all times. Some items take both OW status means that the character has hands when readied (bows, quarter staffs, died. Non-elf characters have a chance of etc.), some take only one (long swords, being resurrected with a raise dead or resur­ , etc.). and others take no hands rection spell. The character's chance of (rings, armor, etc.). READY is sometimes being resurrected is innuenced by his con­ abbreviated ROY. stitution. See the "Constitution Chart" in the Adventurer's Journal. • USEactivates an item. In combat the Aim Menu appears if the item can be targeted. FLED status means that the character has See the "Combat" section for details about ned from a battle. After the battle he rejoins the Aim Menu. the party. • TRADE from the Items Menu transfers an DYING (combat only) status indicates the item from one character to another. High­ character has between -I and -9 HP, and is light an item to trade, select then bleeding to death. Use the BANDAGE com­ TRADE, select a character to receive the item. mand to have another character stop the Remember: a conscious NPC will not give bleeding before the character dies. up items. STONE status means that the character has • DROP permanently removes items from a been turned to stone. The character can be character. Dropped items may not be recov­ returned to normal with a stone to flesh ered. spell. • HALVE divides a bundle of like items into GONE status means that the character has two bundles. For example, HALVE would tum been totally destroyed. Nothing can bring one bundle of 42 Arrows into two bundles CHARACTER SUMMARY SCREEN the character back to life. of 21 each. This is handy for dividing items to distribute among party members. iiiiimiiiiiiiiii•ll•iiiiiiiiiiiiiiiiiiii riiiiiiiiiiiiiiiiiiiii.Bliiiiiiiiiiiiiiiiiiiiim

• JOIN combines all like items into one 3-D appears in areas such as towns or under­ Adventuring Options Encamping ground. This view appears in the top-left view group. No more ~an 255 similar it~ms can The following menu controls basic adventur­ The Encamp Menu includes options such as window to show the surrounding area from be joined. Some items, such as , ing, moving, encamping, and casting spells. saving the game, resting to heal and memo­ the party's perspective. Rotate the party's cannot be joined. rize spells, and changing items such as game facing and move using the directional con­ speed or party order. SPEUS is a listing of the spells a character trols that are described in your Data Card. ADVENTURE MENU has memorized and can cast. AREA CAST VIEW ENCAMP SEARCH LOOK INV Area provides an overhead view of the ENCAMP MENU TRADE from the View Menu transfers coins, party's surroundings, replacing the 3-D view. The party can use the arrow keys or mouse VIEW MAGIC REST ALT FIX LOAD SAVE EXIT gems, and jewelry from one character to Choose the AREA command from the to tum right or left, tum around or move another. Select TRADE, choose what type of Adventure Menu. This view is not available forward. Normal movement in 3-D or Area VIEW displays the View Menu and the charac­ money and how much to trade, then select in many regions. mode takes one minute of game time per ter screen of the active character. the receiving character. square. If the party has Search on, each move A cursor in the area display shows the MAGIC is a very important part of Tut: DARK takes ten minutes. Refer to the Data Card for DROP permanently removes money from a party's position and facing. Simply move the Qut:m Of KRYNN and is described under its computer-specific movement information. character. Dropped money cannot be recov­ party with the direction controls around the own heading on page 8. ered. area map. AREA tog,gles between the Area (overhead) REST allows characters to memorize spells and .3-D view. This command may not be LAY is a healing ability of paladins. Paladins Under the point of view window are dis­ and to heal naturally. When spells are being available in some regions. may Jay on hands and heal two hit points played the phases of the three moons of memorized, the initial rest time is estab­ per level of damage a day. Select the LAY Krynn. Solinari is shown on the left, Lunitari CAST displays the Cast Menu if the active lished by the time necessary to memorize command, then select the character to be is shown in the center, and Nuitari is shown character is a spellcaster. See the "Magic" any spells selected with the MEMORIZE com­ healed. This command is only displayed on the right. For more information about the section for more information. Remember: mand in the Magic Menu. For every 24 unin­ when a paladin has not yet used it that day. effects of the moons, see the heading "The Some spells only work in combat, others terrupted hours of rest in camp, each Moons of Krynn" in the Adventurer's Journal. only while encamped. wounded character regains one hit point. CURE is another healing ability of paladins - To the right of the point of view window is a Rest may be interrupted by encounters. If they may perform one cure disease per list of the party members, showing their VIEW displays the Character Summary Screen possible, find safe places to take long rests, week for every 5 levels. For example, at lst armor classes and current hit points. Below and the View Menu. such as an inn or places that you are told to 5th levels, a paladin may perform one, at this list is a compass, showing the direction ENCAMP displays the Encamp Menu. See the are safe during the game. 6th to IOth levels two, etc. This command is which the party is facing, and a status win­ "Encamping" section for a description of the only displayed if the paladin has a cure Characters can automatically rememorize dow, which displays the party's current loca­ available commands. available. tion (if known), its current activity (search­ the spells they have used by simply select­ ing, camping, etc.) and the current time. SEARCH toggles searching on and off. With ing REST - this saves having to make selec­ ADVEN'IUKING Search Off, the party takes one minute per tions from the Memorize Menu. Wddemess view displays a map in a large move. With Search On, the party takes IO After setting up your party and reading the view window with a cursor indicating the minutes per move because they are check­ RESTMENV background information in the Adventurer's party's current location. You get to this view ing for secret doors, traps, etc. When a party REST DAYS HOURS MINUTES ADD SUBTRACT EXIT Journal, it is time to head for adventure and when you leave a town or other developed has Search On, SEARCHING is displayed on the glory. The party will engage in fierce battles, area. Use the direction controls to move screen to the right of the point of view win­ • REST begins the resting process. Unless around on the map and go from location to find treasures, and sometimes have to stop, dow. Because the party is moving very slow­ interrupted, the party rests for the indicated recuperate, and memorize spells for future location. ly with Search On, the chance for random time. use during adventures. Combat view occurs automatically whenev­ encounters is greatly increased. • DAYS/HOURS/MINUTES selects the unit of time er the party engages in battle. The combat Display Screens and Points LOOK is used to search an individual square. to be changed by the ADD and SUBTRACT com­ screen is a detailed view of the area the of View A LOOK command acts as if the party moved mands. party was in when the encounter began. into the current square with SEARCH On. Tut: DAM Qut:m Of KRYNN uses four different • ADD/SUBTRACT increases or decreases the points of view: 3-D, Area, Wilderness, and llW displays a list of the special items and time that the party attempts to rest. Combat. artifacts which have been acquired by Decreasing the time may not allow spellcast­ the party. ers to memorize all of their spells. II

ALT displays the Alter Menu that is used to them on the party, and then rememorize MAQICMENV SCRIBE MENV their previous spells automatically. FIX takes change the characters in the party and the CAST MEMORIZE SCRIBE DISPLAY REST EXIT CHOOSE SPELL : SCRIBE EXIT parameters of the game. game time and may be interrupted by an encounter. If the party is severely damaged, CAST displays the Cast Menu and the charac­ • SCRIBE selects a spell to transfer from a At.TIRMENV you may need to select FIX more than once. ter's list of memorized spells. Select the magic-user scroll into a spell book. spell to cast and then indicate the target of LOAD allows you to load a saved game to DISPLAY lists the magic that currently affects ORDER DROP SPEED ICON LEVEL EXIT the spell. Once a spell is cast, it is gone replace your current game without first exit­ the party. This includes spells like bless or from memory until it is memorized again. • ORDER changes how the characters are listed ing from Tur; DARK QuUN or XRYNN. This may invisibility, plus effects like diseases. This is Some spells only have an effect when cast on the screen and how they are deployed in be desirable if your current game is in an an important command because diseased during combat and others may only be cast combat. Characters at the top of the list tend untenable position, or if you have acciden­ characters cannot regain hit points until they while encamped. to be at the front in combat. tally loaded the wrong game. have a cure disease spell cast on them. MEMORIZE displays the Memorize Menu, the • DROP eliminates a character from the party SAVE stores the characters and current game REST is identical to the Encamp Menu com­ character's spell book or clerical spell list, and erases him from the saved game disk. to the saved game disk or directory. Saved mand. Remember: A character's spells are and how many spells of each level the spell­ A dropped character is gone forever and games may be loaded either from the not memorized until he has rested the nec­ caster may memorize. Once all characters may not be recovered. Starting Menu when you start the game or essary time. from the Party Creation(Training Hall Menu. have selected the spells they want to memo­ • SPEED controls the rate at which messages Save often - especially after surviving really rize, choose the REST command to actually are printed on the screen. If the game is tough encounters. memorize the spells. CIW,;IZATION running too slowly, use the FASTER command Towns provide many valuable services and to speed up the displays. EXIT returns to the Adventuring Menu. Remember that spellcasters can have the same spell memorized multiple times, and supplies for the adventurer. In these places • ICON is used to change a character's com­ Magic they can automatically rememorize used you find inns, shops, training halls, temples, bat icon. To get the Magic Menu options, the active spells simply by selecting the REST command. and taverns. Go to town not only to adven­ character must be able to cast spells. ture, but also to purchase new equipment • LEVEL displays the Level Menu that permits and magic items, and to rest and regain you to adjust combat difficulty. Spellcasters can get a list of their memo­ MEMORIZE MENU rized spells from the CAST command of the spells and hit points. Magic Menu or from the SPELLS command of CHOOSE SPELL: MEMORIZE EXIT Level Menu Inns are safe resting places where party the View Menu. Magic-users can get a list of • MEMORIZE selects a spell to be memorized. members can recuperate and regain spells NOVICE SQUIRE VETERAN ADEPT CHAMPION their spells on scrolls from the SCRIBE com­ A spell is not actually memorized until it has and hit points. mand in the Magic Menu. been chosen from the Memorize Menu and The game is preset at the VETERAN level. This Shops are places to buy and sell equipment the character has rested long enough to is the level at which we consider the game Spells are defined by who can cast them, using the Shop Menu. to be "balanced." To make the combat when they can be cast, their range, dura­ imprint the spell on his or her mind. After selecting the spells to memorize, the com­ encounters easier, choose either the NOVICE tion, area of effect, and, of course, their SHOPMENV (easiest) or SQUIRE level. To make the com­ actual effect. The "Spell Parameters List" in puter verifies your choices. bat more difficult, choose either the ADEPT or the Adventurer's Journal summarizes all of SCRIBE displays the Scribe Menu and a list of BUY VIEW TAKE POOL SHARE APPRAISE EXIT CHAMPION (hardest) level. the available spells. When using spells from all of the spells on magic-user scrolls. Before BUY displays the items available in the shop. the Encamp Menu or the Adventure Menu ""'.hen you choose to make the game more spells can be scribed, they must either be Highlight the items that the active character (such as find traps or haste), remember that difficult, you are rewarded by receiving identified at a shop or the magic-user must will buy and select BUY. one round equals one minute of game time more experience points from your combat cast read magic. To scribe, select any spells (one normal move) and one tum equals ten VIEW displays the character screen with the encounters. When you choose to make the to be scribed into the character's spell book minutes of game time (ten normal moves). SELL and ID commands available in the Items game easier, you are penalized by receiving and select REST to actually scribe the spells. Look in the Adventurer's Journal for more Menu. fewer experience points from your combat Scribing a spell takes the same amount of information on spells and magic. encounters. time as memorizing the same spell. • SELL causes the shopkeeper to make an offer on the highlighted item. Sold items FIX is used to heal many wounded charac­ may not be recovered. te.rs with a single command. All characters ~1th at least first level clerical spells memo­ • ID is used to identify an item. The shop nze as many healing spells as they can, cast charges 20 steel pieces for the service. miiiiiiiiiiiiiiiiii•mmliiiiiiiiiiiiiiiiiiiiii m

TAKE is used to pick up coins from the Banks are used to store items and money Combat AIMMENV for you. The following menu appears when party's money pool. Select TAKE and choose In combat the computer chooses the active NEXT PREV MANUAL TARGET CENTER EXIT the type and amount of coins, gems, or jew­ you select this command. character. Characters with higher dexterity elry to take. tend to go before characters with lower dex­ • NEXT is used to look at all possible targets, BANK MENU terity. A character may hold his action until starting with the closest target and then POOL places all of the party members' coins, later with the DELAY command. There is a going to the next farthest and so on. NEXT gems, and jewelry into a pool which any VIEW TAKE POOL MONEY ITEMS EXIT and PREV only indicate targets in the charac­ member may use to make purchases. Use more detailed description of combat in the is identical to the Adventure Menu ter's line of sight. the TAKE or SHARE commands to pick up VIEW Adventurer's Journal. command except that in the Items Menu, coins, gems, and jewelry from the money The active character centered on the • PREV (Previous) is the opposite of the NEXT DROP is replaced by DEPOSIT, which places is pool. screen at the start of his combat segment. command. Use this command to look at the items in storage. To store, select ITEMS, high­ possible targets starting with the farthest tar­ picks up all the coins, gems, and jew­ The active character's name, hit points, AC, SHARE light an item, then select DEPOSIT. get and working back toward the character. elry from the pool and distributes even and current weapon are displayed. The allows you to retrieve items and money This command is most often used to select shares among the party. TAKE Combat Menu lists the character's options. from storage. Select TAKE, then select what to a target for a missile or magical attack. APPRAISE determines the monetary value of retrieve. COMBAT MENU • MANUAL permits the player to aim anywhere any gems or jewelry the character has. on the map. However, only targets in the char­ Select Appraise, then choose a gem or item POOL places all of the party members' coins, AIM USE CAST TURN GUARD QUICK acter's line of sight can actually be fired at. of jewelry, and an appraisal and purchase gems, and jewelry into storage. DELAY BANDAGE YELL VIEW SPEED END offer is made. Accept the offer and the item is used to deposit money in storage. •TARGET is used to fire a missile or spell at MONEY The arrow keys or mouse may be used to is sold. Reject the offer and the gem or the enemy where the cursor is currently move a character to adjacent squares. While piece of jewelry becomes an item on the ITEMS takes you directly to the Items Menu located. This command can also be used to character's item list. Gems andjewelry can­ of the active character where you can store moving, the number of squares of available attack an adjacent enemy with a melee not be used directly for purchases, they items. movement remaining is displayed, as are weapon (sword, mace, etc.). If this command the options UNDO and DONE. UNDO returns the must be appraised and sold first. EXIT returns you to the street outside of is not displayed, the target is out of range, character to his original square, but leaves not in line of sight, or invisible. Temples offer healing spells and perform the bank. intact any damage suffered by the character other clerical services. Temple services during the cancelled move. DONE concludes • CENTER centers the screen around the cur­ are free. ENCOUNTERS the character's movement and allows the sor. This is helpful when targeting manually. selection of another option; the character When a party comes across monsters or • EXIT returns to the Combat Menu. TEMPLE MENU NPCs, an encounter occurs. If the party may subsequently continue moving with any remaining movement allowance if no other USE allows a character to activate an item HEAL VIEW REPAIR EXIT attacks immediately, it may receive a bonus to combat initiative. If the monsters surprise option is selected. without having to go through the View Menu. Items such as scrolls and wands are then HEAL displays a list of the temple's healing the party, the monsters can attack immedi­ AIM allows weapons or spells to be targeted. targeted with the Aim Menu. spells. Select HEAL, choose the character on ately and get a bonus to their combat initia­ When aiming a ranged weapon, the range to whom to cast the spell, and then the spell to tive. If the monsters do not attack immedi­ the target is displayed above the menu bar. is only available to spellcasters when be cast. CAST ately, the party can react by choosing from If a character moves adjacent to an enemy, they have spells available. The spellcaster VIEW is identical to the Adventure Menu an Encounter Menu. Encounter menus vary, and has no more movement remaining, the selects from the list of available spells and command. listing options for each situation. AIM command can be used to attack with a then targets with AIM. If the character has melee weapon (sword, mace, etc.). The AIM been hit recently, his concentration may be REPAIR has the clerics cast all of the healing SAMPLE ENCOUNTER MENU command can also be used to survey the broken and the CAST command does not and restorative spells needed to return your condition of your party and enemies. As you COMBAT WAIT FLEE ADVANCE appear. party to full strength and health. move the aim cursor over a character or TURN is a clerical power that attempts to returns you to the street outside the In this sample menu you have opportunities monster, information about him is displayed EXIT destroy undead monsters or drive them temple. to fight immediately, wait and see, run on the right of your screen - use this to sur­ away from the party. This affects only weak away, or move forward. vey the battlefield. ~avems are rowdy places full of gossip, sto­ undead monsters. nes, and information. Buy a round of drinks and listen to the stories. m

GUARD sets a character to stand and attack After Combat the first enemy that moves adjacent. GUARD When combat is over, you see how many is only an option if a character is armed with experience points each character receives a melee weapon. and then the Treasure Menu is displayed. Most of the Treasure Menu commands work QUICK turns control of the character over to the computer. Under computer control. a like the commands in the Shop Menu. fighting character with a readied missile weapon tends to hang back and attack from TREASURE MENU a distance. If a character has no readied VIEW TAKE POOL SHARE DETECT EXIT missile weapon, he readies a melee weapon and charges. Single class magic-users fire VIEW displays the character screen and View missile weapons and cast spells if magic is Menu. turned on (see your Data Card for details). TAKE permits the active character to pick up They never rush into close combat, even if treasure from defeated monsters. This only all of their missile attacks are expended. appears if the monsters had a treasure or Consult your Data Card for instructions on the party has pooled its funds. A character regaining manual control and toggling magic canying a large number of coins and heavy on and off for your computer. equipment may be slowed in combat.

DBAY causes the character to hold his tum TAKEMENV until after the other characters and mon­ sters have acted. ITEMS MONEY EXIT BANDAGE gives first aid to a party member • ITEMS lists the equipment in the treasure. who is bleeding to death. BANDAGE stops the Frequently, the weapons and armor used by bleeding and keeps the character from los­ monsters are not listed because they are ing more hit points. poor quality and not worth taking. YEll (kender only) orders an active kender • MONEY displays the number and type of character to taunt opponents. If the taunt is coins, gems, and jewelry in the treasure. successful all opponents become enraged, Indicate the type then number of items the suffer a combat penalty, and direct as many active character takes. attacks as possible at the yelling character. POOL places all of the party members' coins VIEW displays the character screen and View into the treasure. Use the TAKE or SHARE com­ Menu. The USE command appears on the mands to pick up coins from the treasure. Items Menu to permit items such as wands SHARE picks up the money treasure, divides to be used in combat. it into shares, and distributes it among the SPEED changes the game speed and is party. described under the ALT command in the DETECT has the active character cast a detect Encamp Menu. magic spell. Magic items in the treasure or END quits a character's tum. party will be marked with an '• '. This com­ mand only appears if the active character has a detect magic spell availasble. EXIT leaves the scene of the battle. If any treasure remains, the option to return to the Treasure Menu is displayed. Multi-class characters are non-humans Note: Knights receive experience ~IMPORTANT FEATURES~ who belong lo two or more classes al the bonuses for doing knightly deeds and same lime. Multi-class characters' experi­ not for meeting prime requisites ence points are divided among each of the minimums. classes. even after they can no longer advance in one or more of those classes. To join the Knights of the Sword a knight Their hit points per level are averaged must have the following minimum ability among their classes. Multi-class characters scores: STR 12, INT 9, WIS 13, DEX 9, gain all the benefits of all their classes CON 10. with regard lo weapons and equipment.

To join the Knights of the Rose a knight Alignment must have the following minimum ability Alignment is lhe philosophy a character scores: STR IS, INT 10, WIS 13, DEX 12, lives by, and can affect how NPCs and CON 15. some magic items react to a character. The Magic-Users have powerful spells, but possibilities range from believing strongly can use no armor and few weapons. They in society and altruism (lawful good) to can only memorize those spells available being anarchistic and acli\ ely unpleasant in their personal spell books. Magic-users (chaotic evil). Alignment is presented in may add entries to their spell books when­ lwo parts: World View and Ethics. ever they go up in level or find scrolls with spells of levels that they are able lo World View scribe. In the world of Krynn , lhe power Lawful indicates lhal lhe character values of magic-users is moderated by the three the structure and rules of society. moons, and magic-users are divided into three orders based on alignment. A Neutral indicates that the character val­ magic-user's power nuctuates with the ues both the individual and society. cycles of the moon that innuences his Chaotic indicates that lhe character val­ order. For more information on the orders ues the individual over society. and moons see the "Magic" section (page 12). The prime requisite for magic-users is Ethics intelligence. Good indicates that the character tries to Thieves have special skills for opening act in a moral and upstanding manner. locks and removing traps, but are limited Neutral indicates lhal the character leans CHARACTERS AND PARTIES to using swords, short bows, slings, and towards "situational ethics," evaluating leather armor. In combat they do addi­ You need a party of adventurer Player each set of circumstances. Characters (PCs) to play THE DARK QUEEN OF tional damage by 'back stabbing.' which KRYNN. You must choose the following for is described in the Combat section. Evil indicates that the character acts with­ each character: a race, a class~and an Starting at IOth level, thieves can deci­ out regard to others, or in an overtly alignment. After you select these, the pher some magical writing and have a malignant manner. Player characters can­ computer generates a set of ability scores chance of casting spells from magic-user not be evil. that define your new character's natural scrolls. The prime requisite for thieves is strengths and weaknesses. To build a dexterity. party you must make a mix of characters that have the range of skills needed for success, and then band them together. II

Other Attributes completing quests. The computer keeps Include a variety of classes in a party to Clerics are essential for healing the party Each character also has three important track of experience, and when characters get a good mix of skills. Here are two after engagements. The most efficient way values that change as the game goes on: earn enough , they may advance in levels. sample parties: to heal is to ENCAMP and select FIX (you can hit points, experience points, and levels. See the Level Advancement Tables begin­ Sample Party #1: issue this command several times while ning on page 55 for experience require­ encamped). FIX works as follows: Hit Points measure the amount of dam­ ments. I ffuman Knight age a character can take before he goes I ffuman Paladin If a cleric is in the party, all available cure unconscious. A character's maximum hit New characters start the game with I Dwarf Ranger spells are cast and automatically rememo­ points are based on the hit dice for the 1,000,00 I EXP, which puts most single­ I Kender Cleric of Mishakalffhief rized until all characters are healed. If the character's class and level, plus any class characters at about 12th level. I Qualinesti Elf Cleric of party has taken more damage than clerics Shinare/F'ighter/Red Robe Mage have cure spells, the FIX option may be adjustments for constitution. A character Levels are a measure of how much a I Silvanesti Cleric of gains a hit point bonus to each hit die if character has advanced in his class. used again. When FIX is used, characters his constitution is over 14. When they have enough experience Majere/F'ighter/White Robe Mage at the top of the list will be healed before points, characters may go to a training Sample Party #2: the characters below them. If a cleric is Note: Dice (d) is the term used to not in the party, hit points may be recov­ hall and receive the training required to I ffuman Knight describe the range for a randomly gen­ ered through rest (I HP per 24 hour peri­ increase in level. Characters may only I Silvanesti f,Jf Cleric of Mishakal/ erated number. Dice are referred to by od), potions or Temple services. advance one level at a time. fighter/White Robe Mage the range they represent. A d6 has a I ffalf-f,Jf Ranger/Cleric of Majere Rangers normally start the game with range from I through 6, a d LO has a If a character has gained enough experi­ I Qualinesti Elf Cleric of more HP than other fighter types. They do range from I through I 0. Hit dice ence to go up two or more levels since Shinare/fighter/Red Robe Mage extra damage versus giant monsters, and refers to the base range of hit points a the last time he has trained, he goes up I Kender Cleric of Kiri-Jo/ithffhief receive magic and druidic spells at high character class may have. For exam­ one level, and lose all experience in excess I Qualinesti f,Jf fighter/Red Robe level. ple, a 3rd level fighter has a base of 3 of one point below the next level. Mage d JO hit dice, or 3-30 hit points. Knights are powerful fighters and there Example: Why These Classes? are some items that may only be used by When a character takes enough damage An 9th level thief enters a training hall them. Knights have special leadership that his hit points reach 0, he is uncon­ with 375,000 experience points Cleric/Fighter/Magic-Users are the ulti­ abilities and gain clerical spells at high scious. If the character's hit points drop (enough for I Ith level). He will leave mate multi-purpose character. A levels. to anything from -I to -9 , he will lose I hit as a I Oth level thief with 220 ,OOO cleric/fighter/magic-user can cast both point per turn from bleeding until he is experience points-one point below magic-user and cleric spells while wielding Paladins are great warriors. In addition to their martial prowess, they have natural bandaged or dies. If a character has -10 I Ith level. the armor and weapons of a fighter. The hit points or less, he is dead. Hit points main disadvantage of the cleric/fighter/ protection from evil JO' radius, healing powers, and they gain clerical spells. on the screen will never be displayed as Characters cannot train for new levels magic-user is that, as a triple-class charac­ less than O. once they have reached the maximum ter, they advance in levels quite slowly. levels allowed. Preparation Tips Experience Points are a measure of Fighter/Magic-Users may cast spells while wearing armor. This split class can Once the party has banded together, what a character has learned while adven­ camp at the inn, ready equipment, and turing. Characters receive experience Building a Successful Party fight as well as a fighter and receives more hit points than a pure magic-user. have all spellcasters memorize spells. points for actions such as fighting mon­ Forming a strong and adaptable party is a Finally, save the game before continuing. sters, finding treasures, and successfully key to success in TNE DARK QUEEN OF KRYNN. Cleric/'lhieves have more hit points and Up to six Player Characters (PCs) may be a better armor class than pure thieves. As in a party-a party with fewer is less pow­ a cleric, the cleric/thief can cast healing erful and more likely to be eliminated by and support spells, allowing the character opponents. to perform double duty as both the party thief and additional healer. The thief sta­ tus permits the powerful 'back stab' attack which is described in the "Combat" section. II

COMBAT Combat Ability Damage attacks every two rounds, then two attacks Damage is the range of hit point loss the every round. See the Bonus Attacks for Adventurers must battle their way through Each character's ability in combat is attacker inflicts and is based on the High Level Fighters table on page 50. many dangerous foes to complete the defined by AC, THAC0, and Damage. attacker's strength, weapon type, and any adventure. The following sections offer All of a character's attacks are taken some more information and tips for combat. Armor Class magic bonuses the weapon has. The base against his first target. If the first target A character's or monster's difficulty to be damage for each weapon is summarized goes down with the first attack, you can Combat Map hit is represented by armor class (AC). in the Weapons Table on page 51. aim the remaining attack at another tar­ Battle takes place on a tactical combat The lower the AC, the harder the target is Some monsters take only partial or no get. Fighter-types may also 'sweep' map that is a detailed view of the terrain to hit. AC is based on readied armor and damage from certain weapon types. through several weak opponents in one that the party was in when the combat a dexterity bonus. Some magic items, such Skeletons, for example, take only half combat round. When a character 'sweeps,' began. This map is set up with an invisi­ as some bracers, also help improve AC. damage from sharp or edged weapons, he automatically attacks all of the weak ble square grid. while some other monsters may only be opponents. TttAC" damaged by magical weapons. Initiative The ability to hit enemies in melee or with Back Stabbing Each round of combat is divided into 10 missile fire is represented by THAC0. Attacking A thief 'back stabs' if he attacks a target segments, and every character and foe acts THAC0 stands for To Hit Annor Class 0. There are two basic types of attack: Melee from exactly opposite the first character on a specific segment based on a random This is the number a character must 'roll' and Ranged (or Missile). The following to attack the target. The thief may not initiative number. Initiative is generated at equal to or greater than to do damage on describes each type and other rules gov­ 'back stab' if he has readied armor heav­ the start of each combat round, and is a target with an AC of 0. The lower the erning combat. ier than leather. A 'back stab' has a better modified by dexterity and random factors THAC0, the better the chance to hit the chance of hitting the defender and does such as surprise. Characters can act on target. Melee Combat additional damage. their initiative segment, or use the DELAY Melee combat is face-to-face fighting with ~the generation of a random Saving Throws command to hold action until the end of weapons such as swords and maces. Only ~Is often referred to as a 'roll'. the round. Casting spells may take extra when using melee weapons can charac­ Attacks such as poison or spells do not In delmnlnlng the sua:eM of an time to perform, so often a spellcaster will ters receive strength bonuses. Fighters automatically have their full effect on a begin a spell on his segment, but the spell llt8ck. the number generated Is from target. Victims may get a saving throw to 1 tluouQh 20. can sometimes overpower several small will not go off until a little later. foes during melee combat, and thieves avoid some or all of the effect. If the sav­ have opportunities to 'back stab. ' ing throw is successful, generally the tar­ Computer Control An attack is successful if the random get suffers either no effect or only half­ number is greater than or equal to the In combat you control the actions of PCs. Ranged Combat damage. Saving throws improve as char­ attacker's THAC0 minus the target's AC. The computer controls the actions of Ranged combat is firing at distant enemies acters gain levels. monsters, NPCs, and PCs set to computer THAC0 may be modified by things like range, attacking from the rear, magic with weapons such as bows or darts. A rtote: some monsters have natural control with the QUICK command. If you character with a missile weapon (bow, weapons, and magic spells. magic resistance which decreases the have a Knight or paladin in your party, he sling, etc. ) may not attack when adjacent may take control of NPCs at the start of chance that they will be affected by I• I Jiii to an enemy. Two arrows or three darts spells. combat by making a successful leader­ can be fired per turn . ship check. A successful leadership check A..,..,• a TIIAC0 of 5 attacking a nu•'Wltb • AC of :S would need puts NPCs under normal control for that Multiple Attacks combat. to Rll;(IHAC0 5) • (AC 3) • 2+ After seventh-level (eighth for rangers) all Butte bl a monster with an AC of -2 fighter-type characters increase the num­ he wauld need to roll (THAC0 5) - ber of attacks they make with melee (AC·2). 7+ weapons. The first increase is three Combat Movement Deploying the Party Exploiting Enemies' Weaknesses Memorizing a spell takes 15 minutes of game time per spell level, plus a prepara­ The number of squares a character can When a battle begins, your party is auto­ Exploit your opponents' weaknesses by tion period based on spell level: move is affected by carried weight, char­ matically positioned based on the order directing attacks against helpless, wounded, acter strength, and the kind of readied list of the characters. Characters near Lil e or isolated foes. Concentrate your attacks armor. A character's movement range is top of the order are in the front lines and to eliminate one opponent rather than Spell Level: 1-2 3-4 5-6 7-8 vulnerable to attack. To change the start­ injure many (exception: enemy spellcast­ displayed on the View Screen and during Preparation ing deployment, change the party order ers). A foe with one hit point remaining the character's segment in combat. Time: 4h rs 6h rs 8hrs 10 hrs 12h rs Combat movement is important for both from the ALT menu while encamped. Shift attacks as powerfully as an uninjured one. the heavily armored fighters up the list closing quickly with opponents (and slop­ If spellcasters are hit in a round, they lose and the vulnerable magic-users and ping missile fire ) and fleeing from battles any spells they are preparing to cast, and Example: thieves toward the bottom. Party order that are too tough. cannot cast for the remainder of that To memorize two I st level spells, one cannot be changed while in combat, round. Try to keep enemy spellcasters 2nd level spell, and one 3rd level spell although characters are free to move. Kunning Away under attack every round while protecting would take: A character may flee from the battlefield if Your party may be placed in a bad posi­ your own. (6 hours preparation) + (2 * 15 min) + he moves faster than all enemies, but not tion at the start of a battle. Get an idea of (I * 30 min) +(I * 45 min) = 7 hours if he moves slower than any enemies. A the situation, and move characters into After Combat 45 min character has a 50% chance to move off better deployment. Sometimes the best If one or more characters survive on the the battlefield if he moves as fast as the strategy is offensive: charging with fight­ battlefield at the end of combat, the bod­ Spells do not automatically have their full fastest foe . ers to close ground and slop enemy ies of unconscious or dead party mem­ effect on their target. Each target of a spell Exception: if a character can reach the magic and missile fire. Other times the bers stay with the party. If the entire party may get a saving throw to avoid some or edge of the combat map without any of best strategy is defensive: moving your flees from combat, all unconscious and all of the effects of the spell. his opponents being able to see him, he characters to anchor their flanks on an dead party members are permanently may then flee successfully even though obstacle such as a wall or tree. Setting up lost. If ALL the party members are slain, Magic-Users behind a doorway that your enemies have go back to your last saved game and try he is slower than his opponents. There are two orders of magic-users you to move through also makes for a very again from that point. can play - White Robe Mages and Red strong defensive position. Always keep Ketuming to the Party Robe Mages. All good alignment magic­ magic-users and missile weapons safe A character that moves off the battlefield MAGIC users are White Robe Mages and all neu­ behind the front line. returns to the party after the fight is over. Magic is integral to THE DARK QUEEN OF tral alignment magic-users are Red Robe If all active characters flee combat, any Mages. Evil magic-users are Black Robe Wounded Characters KRYNN. Magic-users and clerics, as well as dead or unconscious characters are lost. high-level Knights, rangers, and paladins Mages. The few magic-users in the world Characters who are seriously injured Characters that nee a combat receive no can cast spells. Magic is essential to the who do not enter an order are called should be cured or moved out of the experience points for the battle. survival of the party. Magic-users cast 'Rogues,' and are attacked on sight by all front lines if possible. Remember: if you many powerful offensive and defensive of the other orders. Magic-users keep move away from an adjacent enemy, he Combat Strategies spells. Clerics cast healing spells to revive spell information in their personal spell gets a free attack at your back and has an To succeed in combat, a skilled player wounded characters as well as both books, and may only memorize spells improved chance to hit. deploys his party well, casts effective defensive and offensive spells. A spell that are recorded there. spells before and during combat, maneu­ Stopping Kanged Attacks can exist in one of four forms: in a char­ When a magic-user trains for a new level. vers his characters into advantageous acter's memory, in a cha;acter's spell book, Missile weapons cannot be fired if there is he selects a new spell to add to his spell positions, and attacks using his most on a scroll, or in a . Memorized book. A magic-user can also scribe spells powerful characters and weapons. an adjacent opponent. To stop enemy spells are cast with the CAST command. missile fire. move someone next to the from identified scrolls if he is of high Spells are memorized during rest while enough level to cast them. A magic-user opponent. If you want to fire missiles, encamped. Spells in scrolls or wands are keep away from the enemy. must cast a read magic spell or have a cast with the USE command. scroll identified in a shop before he can scribe (or cast) from it. The scroll disap­ pears after it has been scribed or cast. riiiiiiiiiiiiiiiiiiii-lmliiiiiiiiiiiiiiiiiiiiiiiii

The Moons of Klynn Clerics /Yeutral Aligned Deities Spells should be rememorized as soon as possible after they are used. This is most Since the creation of the world. three Clerical magic requires no spell books. All Sinion likely to happen after combat. When in moons have governed the powers of clerical spells of the appropriate level are Powers: None magic in Krynn. As the moons wax and always available to a cleric, the character Extra Spells: burning hands camp, have your spellcasters memorize wane, so do the powers of magic aligned need only memorize them. Unlike magic­ spells and select REST to allow them to Reorx* to them. Each moon has a different cycle users, clerics can cast spells from scrolls imprint the spells for later use. Selecting Powers: + l THAC0 (dwarves only) and effects a different group of magic­ without any preparation, although clerical REST without choosing new spells has the Extra spells: none users. Magic-users of the White Robe scrolls also disappear after being cast. spellcasters rememorize the spells they have cast since last resting. Mages gain their power from Solinari the Shinare white moon, Magic-users of the Red Robe Deities Powers: None r.ote: Before resting, it is a good Idea Mages are governed by Lunitari the red Since the earliest days of Krynn, the wis­ Extra Spells: charm person to save your game-especially after moon. The evil Magic-users of the Black dom of the deities has been brought to all tough combats. Also, keep at least two Robe Mages are empowered by the dark •All dwarven clerics must select Reorx the races through the efforts of the cler­ separate saved games at all times and moon Nuitari. The current position of the and therefore must be neutral. ics, the mortal messengers of the will of alternate between them. This will allow moons is displayed at the top of your the heavens. As a sign of favor, deities you to go back to a save before that computer screen and their effects are as Knights and Paladins bestow upon their clerics special bonuses last, fatal battle or to try different follows: Knights and paladins use their clerical or additional spells. The following is a list strategies at key points. of the deities of Krynn that are available spells identically to clerics, except that to characters, their alignment. and clerical they can never use clerical scrolls, even if ooue bonuses: they may cast the spells. MAGICAL TREASURES Good Aligned Deities Rangers As you travel about and encounter the monsters and puzzles that stand between Paladine Rangers use magic and druidic spells. Saving Throws -1 Normal Normal +1 you and finishing your various quests, you Powers: None They use magic spells identically to Additional Spells • 0 0 +1 +2 magic-users and the druidic spells as cler­ will find magical items to help you on Extra spells: protection from evil your way. You can find magic items in a Effective level -1 Even Even +1" JO' radius ics use their magic. Rangers can never cast spells from scrolls, even if they can treasure by casting a detect magic spell ·The additional spells c:an be of any level the magic-user c:an c:ast. Maj ere memorize and cast the scroll spell nor­ using the DETECT command. To find out " Only amagic -user of sixth-level or higher who also has an intelli­ Powers: Tum undead as if cleric is two mally. specifically what an item is, you must take gence of 15 or greater gains this benefit. levels higher it to a shop and have it identified. Extra spells: silence 15' radius Tips on Magic Some magic items are in reality cursed Spheres of Magic Kiri-Jolith Both clerics and magic-users may cast and can do great harm. When a character The magic of Krynn operates in spheres, spells which assist the party in combat. readies a cursed item, a remove curse with the different schools of magic-users Powers: +I THAC0 Extra spells: detect magic Preparatory spells, such as bless or spell must be cast before the item can be only able to manipulate certain of them; strength, cast just before a tough battle dropped. Some magic items, such as spells castable by one order may not nec­ Mishakal can protect or strengthen characters. wands or scrolls, may only be used by essarily be cast by another. The "Spell Powers: +I die on all healing spells Combat spells can be cast to damage certain classes. Others may not work at all Parameters List" on page 52, and the Extra spells: charm person, remove foes during combat. Healing spells can be if certain other magic items are also in use. "Spell Descriptions· beginning on page 24 curse, bless cast either during or after combat to detail which magic-user orders can cast revive wounded comrades. each spell. m

Slow Poison revives a poisoned person Here are descriptions of some items that Enchanted Weapons come in many SPELL DESCRIPTIONS for the duration of the spell. you may find. Remember: Some items are sizes, shapes, and potencies. Sometimes first Level Cleric Spells very rare, and you may not find all of a weapon will add between one and five Snake Charm paralyzes as many hit points them in your adventure. to your THAC0 and damage. Some 81ess improves the THAC of friendly of snakes as the cleric has hit points. weapons may have other fantastic magi­ characters by I. /3/ess cannot affect char­ Wands generally cast a set number of a cal properties including extra bonuses acters who are adjacent to monsters Spiritual Hammer creates a temporary given spell (for example, 10 fir~balls o~ against specific types of creatures. Once a when the spell is cast. and the spell is not magic hammer that is automatically read­ 15 magic missiles). Onl~ exp~nmentat1on magic weapon has been readied from the cumulative. l llis is d good spell to rnst ied. It can be thrown cllld does 11or111al or paying to have them 1dent1fied tells Items Menu, the character has it for all before going into combat. ha1rnner damage. Spiritual hammers can what a wand does. The USE command combats. hil mon:.ter:. that may only be struck by allows a character to cast spells with a Cure Light Wounds heclls 1-8 hit points, magic weapons. readied wand. Dragonlances are powerful enchanted up to the target's normal 111clxirnum hit weapons that were created for the War of points. Third Level Cleric Spells Potions may heal wounded characters, the Lance to combat the evil dragons. Detect Magic indicates which equipment Cure Blindness counters the effects of cause them to become hastened or invisi­ They have large bonuses against any foe, or treasure items are magical. After cast­ cause blindness and power word blind. ble, or cause any number of other effects. but are deadly when attacking dragons, ing the spell, view a character's items or The USE command allows a character to where they do the wielder's hit points in Cure Disease removes the effects of dis­ take treasure items, and equipment or drink a readied . damage to the beast. ease caused by some monsters or cause treasure preceded by an '·' is magical. disease. Scrolls carry either clerical or magic-user Enchanted Adornments such as brac­ Protection from Evil improves the AC spells. A magic-user may use SCRIBE to per­ ers, necklaces, periapts, and especially Dispel Magic rernoves the effects of and savin~ throws of the tar yet by 2 manently transfer a scroll into his spell rings are Favorite objects for magical spell:. that do not have specific counter against attackers of evil alignment. The book if the spell is of a level that he can enchantment. These items may have any spells. This i:. the cure spell for any char· effects of the spell are not cumulative. memorize. Magic-users and clerics can number of magical properties. Some acters that have been held. slowed, or both cast spells directly from scrolls with items will help your AC, others may fire Resist Cold halves damage from cold made nauseous. the command, even if they could not USE magic missiles, or offer protection from attacks and improves saving throws vs. otherwise memorize the spells. Scrolls Prayer improves the THAC0 and saving fire-based attacks. Once one of these cold attacks by 3. throws of friendly characters by I and disappear after they have been used or . items has been readied from the Items reduces the THAC and saving throws of scribed. Magic-users must cast read magic, Menu, a character automatically gains all Second Level Cleric Spells monsters by I . This is a good spell to cast or have scrolls identified in a shop before of its effects. The exception to this rule is find Traps indicates tile presence of before going into combat. but it is not scribing or casting from them. Also, thieves that certain magical necklaces require the traps in the party's path. cumulative. of IOth level or higher have a chance of USE command to work. casting spells from magic-user scrolls. Hold Person may parcllyLe targets of Remove Curse removes the effects of Enchanted Clothing can be such com­ chclracter tyµes (hu111cln, dwarf. etc.). You Enchanted Annor and Shields are cre­ bestow curse and allows the target to monplace items as gauntlets or cloaks, mcly clirn d huld µe1so11 spell at uµ to 3 ated by skilled craftsmen and then urueady cursed magi<. items. but they are imbued with powerful targeb (use the t:Xll cornrnand to tclryet enchanted with protective spells. The enchantments. A wide variety of these kwer). power of the magic on these items varies items are known to exist. To use these a great deal. Enchanted armor has the items, READY them from the Items Menu. Resbt fire halves dalllage fro111 fire great advantage of offering improved pro­ clttack:. and illtf.llOve:. :.aving throws vs. tection with less encumbrance than the tire altclch:. by 3. same type of mundane armor. To use these items, ready them from the Items Silence 15' Kadiu~ 1nagically dampens Menu. all :.ound in the a1ea arouud the target. Tile tar yet cha1acter 01 mon:.ter, and all adjacent, cannot cast spells for the dura­ tion ot the :.pell m [iiiiiiiiiiiiiiiiiiiiiii•m•iiiiiiiiiiiiiiiiiim

fourth Level Cleric Spells Sixth Level Cleric Spells Charm Person or Mammal changes the Detect Magic indicates which equipment target's allegiance in combat so that an or treasure items are magical. After cast­ Cure Serious Wounds heals 3-17 hit 61ade Barrier creates a whirling circle of opponent will fight for the caster's side. ing the spell. view a character's items or points, up to the target's normal maxi­ razor sharp blades. Any who enter the cir­ It affects character types (human, dwarf. take treasure items, and equipment or mum hit points. cle suffer 8-64 points of damage. etc.) and other mammals. treasure preceded by an ·•· is magical. Neutralize Poison counteracts all toxins Heal cures all diseases, blindness, feeble­ Usable by both Red and White Robe Cure Light Wounds heals 1-8 hit points, and revives a poisoned person. mindedness, and all except 1-4 of a char­ Mages. up to the target's normal maximum hit acter's full hit points. Protection from Evil 10' Radius can be points. Enlarge makes the recipient larger and cast on a character or a monster and Seventh Level Cleric Spells stronger. The higher the caster's level. the improves the AC and saving throws of the Third Level Druid Spells greater the spell's effect. Usable by both Resurrection is similar to raise dead, target and all adjacent friendly characters Cure Disease removes the effects of dis­ Red and White Robe Mages. except that it also restores all hit points. by 2 against evil attackers. The effects of eases caused by some monsters or cause friends raises the caster's charisma by 2- this spell are not cumulative. Restoration returns life energy stolen by disease. 8 points. It is best cast just before dealing energy drain or the attacks of such Sticks to Snakes causes a distracting Hold Animal is similar to the cleric spell with NPCs. Usable by both Red and White undead as wights. mass of snakes to irritate the target. The hold person, except that only normal and Robe Mages. snakes will make movement and spell giant-sized animals are affected. This spell first Level Druid Spells Magic Missile does 2-5 hit points per mis­ casting impossible for the duration of the does not affect monsters or NPCs. sile with no saving throw. A magic-user spell. Powerful creatures may ignore the Detect Magic indicates which equipment throws I missile for every 2 levels ( I at created snakes. or treasure items are magical. After cast­ Neutralize Poison revives a poisoned ing the spell, view a character's items or person. levels 1-2, 2 at levels 3-4 , etc.) This spell take treasure items, and equipment or damages any single target within its range Fifth Level Cleric Spells Protection from fire has different effects treasure preceded by an··· is magical. unless the target is magic resistant or has Cure Critical Wounds heals 6-27 hit depending on the recipient. If cast on the magical protection such as a shield spell. points of damage, up to a target's normal Entangle causes plants to grow and druid, the spell absorbs 12 hit points times This spell casts instantaneously. Usable maximum hit points. entwine around the feet of any creature in the caster's level in fire damage. The spell by both Red and White Robe Mages. the area of effect. Be careful not to catch dissipates when the damage limit is Dispel Evil improves the target's AC by 7 allies in the spell area. reached. If cast on another character, the Protection from Evil improves the AC versus summoned evil creatures for the spell is identical to the clerical resist fire and saving throws of the target by 2 duration of the spell, or until the target faerie fire rings a targeted creature in spell. against attackers of evil alignment. Usable hits a summoned creature. The creature magical light. This spell will outline other­ by both Red and White Robe Mages. must make a saving throw when it is hit wise invisible targets and give a +2 first Level Magic·User Spells or be dispelled. THAC0 bonus to anyone attacking an Read Magic allows a magic-user to ready Burning Hands causes 1 hit point of fire affected creature. a scroll and read it. This is identical to flame Strike allows the cleric to call a damage per level of the caster. There is having a scroll identified in a shop. After column of fire down from the heavens Invisibility to Animals makes the target no saving throw. Usable by both Red and casting read magic, a magic-user may cast onto a target. The spell does 6-48 points invisible to non-magical, low or non-intelli­ White Robe Mages. any scroll spells or scribe them if they are of damage to any target that fails its saving gent animals. This spell does not offer appropriate for his and level. Usable by Person changes the target's alle­ throw. protection against intelligent opponents Charm giance in combat so that an opponent will both Red and White Robe Mages. or magical creatures. Raise Dead can bring back to life one fight for the caster's side. It only affects Shield negates enemy magic missile (non-el0 character. The chances for suc­ Second Level Druid Spells character types (human, dwarf, etc.). Usable spells, improves the magic-user's saving cess are based on the character's consti­ by both Red and White Robe Mages. throw, and may increase his AC. Usable 8arkskin causes the target's skin to tution and how long the character has been by both Red and White Robe Mages. dead. The raised character will have I hit become tougher and harder to damage. point and will lose I point of constitution. The tough skin improves AC by I. This is Shocking Grasp does 1-8 hit points of a good spell to cast before combat. electrical damage + 1 hit point per level of caster. Usable by both Red and White Robe Mages. fiiiiiiiiiiiiiiiiiiiiiiiiiiiillDlliiiiiiiiiiiiiiiiiiiiiiimiii fiiiiiiiiiiiiiiiiiiiiiiiiiiiillm-iiiiiiiiiiiiiiiiiiimiii

Sle~p putc; 1-1fi tilrqi>ts (c1i>pi>nc1ing on lhe Third Level Magic-User Spells this spell to set up a battle line while your 1-2 three hit-die targets. or 1 target of four c;i7P of thi> tilrqetc;) to slei>p with no c;avinq Blink proti>rts the maqir-uc;er. The magir­ enemies seek you out. Characters lose or more hit dice. UsahlP by White Rohe throw. For example. up to c;ixteen 1 hit-die user 'hlinks out' after he arts e;:ich rounc1 . invisibility if they do anything but move. Mages only. t;irgets ran he affertec1 . while only one 4 Remember: some monsters can see invis­ Although the maqir-11c;i>r m;iy he phyc;iral ­ Confusion affects 2 1fi targets causing hit-clie target can he affi>rti>c1 . Tarqets of 5 ible creatures. Usable by Red Robe Mages ly attacked hefnri> he ;:irtc; each ro11nc1 , he them to make a saving throw e<1rh round or more hit-dici> ;ire unaffi>rtec1. Uc;ahle hy only. may not be att;:irki>d after. Us;ihli> hy Red or stand ronfusec1 , bi>rome i>nraqed nee both Reel ;ind White Rohe Maqi>c;. Robe Mages only. Lightning Bolt is a magical electrical in terror. or go berserk. Cnnfusinn is most attack that does 1-6 hit points of damage Second Level Magic-User Spells Dispel Magic removi>s the effects of effective when used against a larqe num­ spells that rlo not have c;pecifir counti>r per level of the caster to each target along ber of enemies. Usable by White Rohe Detect Invisibility allows the t;irget to spells. This is a rernperation spell for ;iny its path. Damage is halved if the targets Mages only. spot invisihle creatures. lJs;ihli> hy hoth make their saving throw. A lightning bolt characters th;it have bei>n helc1 . slowe<1 . Dimension Door allows thi> m<1gir-user Red and White Rohe Maqec;. is 8 squares long in a line away from the or made nauseous. IJsahle by White Rohe to teleport himself to another point on the caster. For best results, send the bolt lnvisihility mrikes thi> t;irget invisihle. Mages only. battlefield within his line of sight 3nd the down a row of opponents. Lightning bolts The THACCZ> of melee att;irks against invis­ range of the spell Magir-users can use it fireball is a magical explosion thilt does also reflect off walls back toward the ihle t;irgets is recluced hy 4. and it is for quick escapes Fighter/ maqir users 1-6 hit points of d<1mage per level of the spellcaster. Targets adjacent or close to a impossihle to aim ranged attacks at them. can use dimension door to w<1rh eni>my caster to all targets within its area. If the wall may be hit twice by the same bolt. lnvisihility is dispelled when the t;irget spellrastl'rs or rnnqi>c1 \1wapons Us<1ble ;ittacks or casts a spell. lJsahle hy hoth target makes its saving throw. damage is Usable by both Red and White Robe Mages. halved. fireball is a slow-casting spell, by Red Robe Maql's only Red and White Robe Mages. Protection from Evil, 10' Radius pro­ and the spell's power demands that you fear c<111ses all within its area to nee in tects the target and all characters adja­ Knock opens locks. The spell will affect target carefully. Use the CENTER command terror if they fail thi>ir s<1ving throws cent to the target. The spell improves the both magirr11ly and non-magically locked to determine who will be in the area of Usable by Red Robe Maqes only. doors. chests, etc. Usahle hy Red Robe effect-indoors the three squares in each AC and saving throws of those it protects Mages only. corner will not be ;iffected by the blast if by 2 against attackers of evil alignment. fire Shield pr0tl'cts thi> m<1qir-11ser c;o the spell is targeted in the center of the Usable by White Robe Mages only. that any rre<1t11ri> who hits thi> rnstn in Mirror Image creates 1-4 illusionary melee does normal d;imaqe. ht1t t<1ki>s screen. Outdoors. the blac;t area is slightly Protection from Normal Missiles makes duplicates of the magic-user to draw off twice that clamagl' in ret11rn The c;hield smaller. Usahle by both Red and White the target immune to non-magical mis­ attacks. A duplicate disappeilrs when it is may be attuned to he target's movement Ray of Enfeeblement reduces the target's Slow affects 1 target per level of caster age (no damage if he makes his saving and numher of melee attacks per round. strength hy 25% + 2% per level of the and halves the target's movement and throw) and has his c;aving throw from the Haste has a short duration, so you should caster. Usable White Robe Mages only. number of melee attacks per round. Slow opposite type of attack improved by 2 wait until a fight is imminent to cast it. can be used to negate a haste spell and He takes douhle damage from the type of Stinking Cloud paralyzes those in its Warning: characters age one year each only affects the side opposing the spell­ attack the shield is attuned to Usahle hy area of effect for 2-5 rounds. If the target time a haste spell is cast on them. Usable caster. Usable by Red Robe Mages only. both Red and White Rohe Mages. saves, it is not paralyzed but is nauseous by Red Robe Mages only. and has its AC reduced for 2 rounds. fumble causes the t;irqet to berome Hold Person may paralyze targets of fourth Level Magic -user Spells Usable by both Red and White Robe Mages. l clumsy and unable to movl' or attack character types (human. dwarf. etc.). You Bestow Curse reduces the targets THACO If the target makes his c;aving throw. his Strength raises the target's strength by may aim a hold person spell at up to 4 \ and saving throws by 4. Usable by White attacks and movement are halved. Usable 1-8 points depending on the class of the targets (use the FXIT command to target Robe Mages only. by White Robe Mages only. target. Usable by Red Robe Mages only. fewer). Usable by White Robe Mages only. Charm Monster changes the target's alle­ Invisibility, tO' Radius makes all targets giance in combat so it fights on the side adjacent to the caster invisible. The of the magic-user. The spell will work on THAOl> of melee attacks against invisible most living creatures. The spell affects 2-8 targets is reduced by 4. and it is impossi­ one hit-die targets. 1-4 two hit-die targets. ble to aim ranged attacks at them. Use iiiiiiiiiiiiiii•mliiiiiiiiiiiiiiiiiii._ riiiiiiiiiiiiiiiiiiii•m•iiiiiiiiiiiiiiim

Ice Stonn does 3-30 hit points to all tar­ fire Touch creates a blazing aura around Seventh Level Magic-user Spells Ninth Level Magic-User Spells gets within its area. There is no saving the recipient. This aura adds 2·12 points Delayed Blast fireball is a more power­ Meteor Swarm is a very powerful and throw. This spell will even innict full dam­ of extra fire damage to all of the recipient's ful version of the third level spell and will spectacular spell, similar to a fireball. age on opponents protected by resist cold. attacks. Usable by Red Robe Mages Only. go through a minor globe of invulnerabili­ When cast. four magical spheres ny from Usable by both Red and White Robe Mages. Hold Monster is similar to hold person, ty. Usable by both Red and White Robe the caster's hand toward the target. Any­ Minor Globe of Invulnerability protects except that it affects a wider variety of Mages. thing in the spell's path receives 10-40 hit points of damage. Usable by both Red the caster from incoming first. second, or creatures. Usable by White Robe Mages Mass Invisibility is identical to the invisi­ and White Robe Mages. third-level spells. The globe is very effec­ only. bility spell, except that it will effect sever­ tive when used in combination with fire Iron Skin causes the magic-user's skin to al targets at once. This can be a valuable Monster Summoning calls forth one or shield. Usable by White Robe Mages only. become extremely tough and damage spell to cast before a known encounter. two powerful creatures to fight on the Remove Curse removes the effects of resistant. The magic-user's AC is reduced Usable by Red Robe Mages only. side of the spell magic-user. The creatures disappear after the battle. Usable by both bestow curse and allows the target to by four. Usable by Red Robe Mages Only. Power Word. Stun will cause one crea­ Red and White Robe Mages. unready cursed magic items. Usable by ture to be stunned and unable to think or White Robe Mages only. Sixth Lel'el Magic-user Spells act effectively. The weaker the target. the Power Word, Kill will instantly slay one Death Spell kills opponents instantly and longer it will be stunned. Usable by both or more creatures within the spell's range. Fifth Lel'el Magic-user Spells irrevocably. The spell will slay a greater Red and White Robe Mages. The spell affects approximately 120 hit Cloud Kill is similar to the stinking cloud number of weak opponents than strong. points worth of targets. Usable by both spell, except that ils area of effect is larger Usable by both Red and White Robe Eighth Lel'el Magic-User Spells Red and White Robe Mages. and il kills weaker monsters. More powerful Mages. Mass Charm is similar to the fourth-level monsters may be immune to the spell. Disintegrate destroys one target. Some spell, except that it affects a much larger Usable by both Red and White Robe Mages. creatures with an innate magic resistance number of targets. Usable by White Robe Cone of Cold unleashes a withering may avoid the effects of the spell, howev· Mages only. cone-shaped blast of cold. The spell's er most must make a saving throw to sur­ Mind Blank is a powerful protective spell range and damage increases with the vive. Usable by Red Robe Mages only. that defends the recipient from all spells caster's level. Usable by both Red and flesh to Stone causes the target to make that attack a character's will, such as White Robe Mages. a saving throw or be turned into stone. charm or feeblemind. Usable by White feeblemind causes targets who fail their Usable by Red Robe Mages only. Robe Mages only. saving throw Lo drop dramatically in inlel· Globe of Invulnerability protects against Otto's Irresistible Dance is an enchant­ ligence and wisdom and become unable lst through 4th level spells. Usable by ment that causes the target to be irre­ to cast spells. A heal spell must be cast White Robe Mages only. sistibly compelled to dance a wild and on the victim to recover from the effect. frenzied jig. The target's AC is reduced by Usable by White Robe Mages only. Stone to Flesh counters the effects of 4 and it will fail all saving throws against such magical creatures as the medusa or magic. Usable by White Robe Mages only. the spell flesh to stone. When this spell is cast on a character, there is a possibility Power Word, Blind strikes a target that the character will not survive the shock instantly blind. Usable by both Red and of being restored to nesh. System shock White Robe Mages. survival is based on a character's constitu­ tion. Usable by Red Robe Mages only. riiiiiiiiiiiiiiii-IDlliiiiiiiiiiiiiiiiii fiiiiiiiiiiiiiiii-nJl-iiiiiiiiiiii•

~i JOURNAL ENTRIES -~ JOURNAL ENTRY 5 JOURNAL ENTRY 7 THE ELEVATOR THENOL KINCi Looking up, you see jag_qed pipes and "Many come to tell me that my alliance rn1rkec1 Willis as light trickles out of dozens with the draconians is a mistake. They JOURNAL ENTRY 1 JOURNAL ENTRY 3 of hilllwilys every ten feet up. Before you, rant how the draconians have some dark THE HACi'S PROBLEM THE (iVARD'S TALE where some sort of intririlte platform purpose that will kill us all. Balderdash! usecl to be, sits ii huge, hot air bag float­ The power of Thenol is on the rise, and "My name is Eshalla. Not long ago, I was "Eons ago, before the minotaurs arrived inQ ii hove a lilrqe basket. Two gnomes, they wish to rush with us to glory. See shopping in the Imperial City, just mind­ on the shores of Kristophan and claimed c1ressec1 in jackets. caps and white gloves, how carefully they guard my own person ing my own business. All of a sudden, I the city for their own, my wife and I were come to attention at your approach. They and Trandamere, my valued councilor, in looked down and saw this coin purse members of royalty. The minotaurs forced awkwardly raise a hand to their foreheads Hawkbluff. lying in the street. I innocently picked it us into slavery, and we Iabored each day and bid you greetings. Tas says ''They're up and this brutish minotaur grabbed me with barely enough food to survive. "These same people used to tell me that kind of new at this. " Other gnomes by the arm and accused me of stealing the priesthood of Hith was bad for "With our children starving, my beloved squeal, "More people to test the new lift!" his purse! I broke free and called him an Thenol. And see how wrong they were. wife stole some crusts of bread. An old ugly cow-faced spawn of a gnome. It was The well dressed gnomes usher you in, Since the Cataclysm, we have been the cow caught her and we were both quickly all I could do! He took this quite personal­ sentenced to an eternity of agony. My wife then nervously climb in with you. The most resourceful and adaptable of peo­ ly, and roared in anger. He signaled to a ples. It is the great Thenolian gift." was locked in this cell, where each day other gnome swings a large pipe over mage who was in his attendance, and she perishes anew from hunger. I was from the wall and sets the end under the before I could run away ... poof! I am as condemned to stand guard at the door, bag floating over your heads. He yells, you see me, a withered hag, with bad JOURNAL ENTRY 8 lest anyone try to rescue her from this "Clear!" and all of the gnomes fall to the teeth, and not a friend in the world." LANDED misery. The only thing that will break the floor of the basket just as hot scalding spell is the Heart-Shaped Key, which will steam gushes out, blasting you in the You followed the monsters that landed JOURNAL ENTRY 2 unlock the door and unite us again. Alas, face. The bag rises, and you bump and ashore. crash your way up the shaft. DRACiONMEN JUSTICE the key was hidden ages ago, somewhere They killed and they burned, but also The elders of the dragonmen finish their in the depths of the Tomb." You hear a voice below saying " ... well, found friends, council and the eldest approaches you. if they weren't so tall. . . . " In the men who bring fact to the dire "Your talk, no money. Zarketh, no guide. JOURNAL ENTRY 4 Sharkmen's lore. No money. You talk, no money, truth TREACHERY JOURNAL ENTRY 6 talk?" His speech is hard to understand, but Zarketh translates for you: "You may You awake with Baldric's strange music TASSLEHOFF BVRRFOOT JOURNAL ENTRY 9 give witness, but you will get no money in still playing over and over in your heads. "After the War of the Lance, I was bored MIRROR return. And they will not permit me to be All of your money is gone, as are several and someone told me about the marak guide, as I swore. 'Let the drylanders of your magical items. Worst of all, the kender, here on Taladas. I was·curious, and "We have something in common now, flounder and sink,' they say." priceless dragon scale is nowhere to be made my way over. There was this ship travelers. We are both among the very few found. and such. But have you met the marak? to have foiled the careful plans of Raistlin They- they- they're as uninteresting as Majere. For that you have my grudging life gets. They worry and complain and it's respect, but no less hatred, of course. hard to believe we're even related. Then a passing dragon mentioned the old elves here in Tualtin. So I came to visit." "You think you have defeated me. but of "The Hulderfolk might help. Probably JOURNAL ENTRY 14 seldom granted. You recall hearing that course you are quite wrong. You are mor­ would in fact. You can find them to the the abishai. minions that dwell here, tals; do not dare to think more than mor­ easl of Trilloman. But the price is high; SHIPWRECI< maniacally claw each other to reach the tal thoughts, lest you join Raistlin. the price is always high . And you ought to "One of our number spied your ship in Red Gate of Wyrllish, where they are rein­ go find the Oracle of Tengur in the Tombs distress and summoned others. We sped "One day you will grow old, and weak, or carnated as draconians. You remember of Kristophan. You can't beat the Oracle like arrows, but when we arrived the ship foolish. Meanwhile my malice goes on the immense price that the hero Huma for a good augury. And that's what you was already in pieces. We pulled all the and on, growing stronger, deeper, more made to banish Takhisis, creator of all need most likely, a good augury. I had the Jandfolk out. cast spells upon them, and subtle. Which is why I propose this bar­ evil, to this loathsome plane. And finally keys to the inner chambers of the Tombs brought them to our city Naulidis. The gain to you. " you recall the folk wisdom about the here somewhere." ship's crew proved to be a superstitious Abyss: "Easy to get into. Impossible to Jot. ill-suited to life undersea, and so we leave. " JOURNAL ENTRY 10 JOURNAL ENTRY 11 sent them back to Ansalon . 'Tis strange to f ASTILLION SPEAl

JOVRNAL ENTRY 18 before you. Suddenly, your vision begins JOVRNAL ENTRY 22 "In these modern times, we must be to blur and you begin to feel dizzy. "My more sensitive to the feelings of those AIR SHAFf TI IE Tl~VTH plan is to stop you before you can inter­ beneath us. It may be time to put behind The sounds echo so much they are barely fere with Her Highness' plan. I see you "Don 't believe everything you hear," con­ that old adage; 'If you weren't born with recognizable. Noises of machinery blend will not be a problem ... not a problem tinues Lord Trandamere, puffing on his horns, you were born to be scorned.'" with the clash of weapons and the bellow at all. " pipe as he relaxes on the sofa. of fire creatures. Then the unmistakable "Fastillion's had it in for me since I boot­ As you fall to your knees, you see the JOVRNAL ENTRY 24 shout of a kender taunting his foes rever­ ed him out of Thenol for counterfeiting mage 's face twist and stretch into the berates through the shaft. Tasslehoff coin of the realm. He made himself a size­ ANTHELA hideous countenance of a draconian. Burrfoot is going into combat! able fortune passing around fool's gold, "We had been holding off the Sharkmen As its coarse laughter fills the chamber, before we wised up to his tricks. Last I for months. But then the draconians everything goes black. JOVRNAL ENTRY 19 heard, he was hanging his hat in a light­ came. They were well armed and orga­ house up in the League someplace, THE DRACONIAN'S SCROLL nized, and they soon killed all who resist­ JOVRNAL ENTRY 21 mooning after some mermaid doxy. ed. When the fighting was over, they went "Commander Barath - THE (iREAT ORACLE Anyway, I could use your help, controlling north. They said they would breed more these dragonmen which are making life You are hereby granted leave to make any "Centuries ago, a group of humans draconians on the shores of the Lava Sea. miserable for folks around here. and all arrangements with the Thenolian marched from Styrillia in search of a new It is a dreadful prospect. government necessary to acquire their full Interested?" home. Led by the great Kristophus, their "After the draconians left, the Sharkmen cooperation. Do not concern yourself with trek brought them here, where they began forcing us to build boats. Hundreds the particulars of promises made, as we began construction of a city. But soon, JOVRNAL ENTRY 23 and hundreds of boats. I don't know why have no intention of fulfilling them. the Minotaurs arrived from far off Ansalon THE SENSITIVE MINOTAVR they want the boats; it makes no sense. Consider the Thenols a tool to be used and claimed this land for their own. We might have thrown off the yoke of the and discarded when no longer useful. "Superiority is clearly the right of all mino­ "Eragas the Brutish became the new taurs. But. do not let this great gift work Sharkmen, but there are dragons in the Pass this information on as necessary to woods to the north, and no one dares to subordinates, then destroy this message." emperor and at his side was the human against you! How easy it is to belittle, oppose them. At the bottom of the scroll is an impres­ Oracle of Tengur. The Oracle led the insult, or even trample our servants. It is sive seal. emperor wisely in his conquests, and for indeed our right to do so, but it may be in "You must not stay here! Go to the great this, some have called him a traitor. That our favor to show occasional restraint. gnome citadel of Aldinanachru on the is a lie! The Oracle used his position to JOVRNAL ENTRY 20 "It is natural for other races to be resent­ northwest of the Lava Sea. The gnomes win rights for the humans and the other ful, or even to feel hatred toward their are enemies to the Minions of Hiteh. THE BLACK ROBED ONE conquered races. In exchange for his wis­ betters. These feelings may lead to ineffi­ Perhaps they can stop the draconians. I dom, the Minotaurs swore to enslave only The hood falls to the shoulders of the ciency and sloth. So next time, instead of love Bai' or dearly, but what is the good of a fraction of those whose lands they black robed figure. The pale mage smiles nagging your human slave, try a gentle fighting the Sharkmen if the draconians annexed. This is a promise that is kept to cruelly, "I see you have received my call. I reprimand, or even a kind word, like, 'I will soon conquer all the lands? Go now this day. am glad to see you, my fine champions. I am not angry at you, only at the result of and warn the gnomes. Do not incite the need your help in order to succeed with "When he died, the Oracle's sµirit Wds your actions.' This will instill more confi­ wrath of the dragons to the north, or my plan." He casually waves a thin hand hidden somewhere within th e Lity wdlls. dence in your slave, which may actually there may be no one left when you return . .. no one left in Bai'or.'' until it could be put to good use 011Le blossom into affection towards you. again." Remember, 'a happy slave is a productive slave.' [iiiiiiiiiiiiiiiiiiiiiiiiillD-iiiiiiiiiiiiiiiiiiii

JOURNAL ENTRY 25 JOURNAL ENTRY 26 JOURNAL ENTRY 29 LAIRS SOME RELIEF RnvAL WoRDs "And the gnomes really want to help, too. Limene: 'We will do that instantly.' But the King said, 'Help is completely out Bilbara: 'We politely but firmly decline.' of the question at this point in time!'" Tas The Lair raises his head and mimics the King. Shuwara: 'We block our ears to language of "'Our own situation is a parliament of of that sort.' Baldranous importance!'" Captain Daenor begins to smile and chuckle, then, as Tasslehoff Holbani: 'Your humor is your greatest begins stumbling around the room wig­ treasure. ' The Lair of gling his head and crashing into things, Gebene: 'We have peace in our hearts.' Tremor Daenor bursts into hysterical laughter and says, "The good gnome peoples do not JOURNAL ENTRY 30 appreciate this unwarranted interruption KEY in their daily schedules! " FIRST TEMPLE The desolate valley is dominated by a All of the past weeks of worry and OJ towering pillar of rock-Hawkbluff! Wall frustration pour out of Daenor in waves Beneath the crag are assembled the of laughter. []] shops, offices, and other buildings that Door serve those who visit the abode of Lord [}] JOURNAL ENTRY 27 Trandamere. For miles now, there have Archway (iRVNSCHKA'S OATH been a constant stream of zealous pil­ The she-dwarf grins crookedly, as she grims traveling to the great Temple of holds the glowing Grathanitch in her Hith, high atop Hawkbluff. And amongst hand. "My mother once told me, 'Every them were the rich and well-armed pro­ cessions of Lords and Senators coming to man for himself!' and my time has come. The Dark Queen is dead, the draconians consult with the influential Trandamere. But all on the road give wide berth to the are all gone. You don't need me anymore undead legions. Led by Hith fanatics and or this either. " necromancers, they patrol here and all The stone's power courses through the overThenol. dwarf, filling her until she begins to swell. "It's mine! I feel myself growing stronger, bigger. Soon, I'll be unbeatable. I could be King of the World . .. I mean Queen. "

JOURNAL ENTRY 28 PRESENT Find the realm where Tremor is lord. Choose the right present to add to his hoard. m

JOURNAL ENTRY 31 JOURNAL ENTRY 33 JOURNAL ENTRY 36 JOURNAL ENTRY 38 A WORD OF WARNIN0 TALHOOI< A lmER FROM TRANDAMERE MARTHA "Let's see, here is the village of Vinlans, "I woke. Everyone was gone. Something "It has come to my attention that the dra­ Davik chatters incessantly through the and to the east are the Sikoni Mountains. was wrong! I hid under the bed. Soon conians being sent by you to their encamp­ grill of the locked door. "Betray my The vast forest to the east of that is the some sea-devils came in. One was swim­ ment at Hawkbluff have not been arriving. Trandamere, will you? No you won't. No realm of the Hulderfolk. As strangers to ming around and around the room, pro­ Your report that younger creatures are too you won 't. I'll show you what happens to these lands, you must be wary of them. claiming to the others where he would willful for the Thenol Army is unacceptable. those who try to betray my Trandamere! I Every thief might not be of the Hulderfolk, place his possessions, when he came to built this place so I should know. I should. "I have discussed this with Yanorak and but every Hulderfolk is a thief. They are rule. The others called him Lord Prince Yes, I should. Now Martha here is very he will accept all returned draconians for renowned for stealing wagons from mov­ Talhook. Then a sea dragon arrived! I old, very nasty when she's hungry. And I discipline and indoctrination. In the inter­ ing caravans, horses from under riders, could not understand his talk, but Talhook dare say it's been many years since she im, all of your warehouses, taverns, and and even children from their mother's could. 'You will get your eggs back when last ate. Yes, I dare say so. But that won 't farms should be regularly patrolled to col­ bosom. Stay far away, else these boons I the elves are under my command,' he be the case long now, will it be Martha lect these young draconian recruits and give you will go for naught. You must use said. 'Not before. Obey me, or I will cook dear? No, not long at all. Not long at all. return them to the rear door of the this key to enter the tombs of New Aurim your progeny.' After the dragon left. the Ha ha! Ha ha ha! Ha ha ha ha! " palace. through the temple. Tell the priest that I sea-devils all snickered." have sent you and you have come to "In addition, you are to assign a squad of JOURNAL ENTRY 39 receive a special blessing. " guards to escort each group of draconians JOURNAL ENTRY 34 SENSILAN'S FINAL WORDS to Hawkbluff to prevent them from wan­ FRIENDS JOURNAL ENTRY 32 dering off. Hopefully this will greatly Choking back tears, Daenor cradles the A dragon you 'll meet. more mighty than all. improve the size of our draconian army." old man's head. "Sensilan, my old friend. THE HIDEOUS CAVERN It's all right now, it's almost over. Soon To stop its rampage, seek help from three The foul cavern is covered with mounds you'll be back at the town. " friends: JOURNAL ENTRY 37 of filth, decay, and rotting corpses. Some "Daenor, it gives me great pleasure to see of the corpses are those of enormous The black robed, the winged ones, and ADVICE your face again. But. it is too late for me, I spiders and huge bats. Others are of also the small. "Travel north, my friends, and soon you only have a few minutes left. Oteef and I humanoid form. The stench is overwhelm­ will come upon an ancient lighthouse. For tried to escape, but we became lost in the ing. Torn and rotting nesh is mixed with eons, the light has guided sailors through JOURNAL ENTRY 35 labyrinth. I pray that he has made it to something even fouler. The only illumina­ the dangerous shoals of the Tiderun. freedom. Daenor, have you found Crysia?" tion is a pale green light which comes PALACE "Legend has it that the tower is deserted, from all around you. By the light of this The f1rst thing you notice is that like the The Captain bows his head in grief. "Yes, except for whatever magic keeps it glow­ hideous glow, you suddenly see forms ris­ rest of New Aurim, the Palace is decrepit. we have found her. She is with . .. them.'' ing. But I know that there is a keeper, and ing from the mounds of filth. Pools of water stain what once were his wisdom is profound. Seek his aid and Sensilan clutches his hand. "Daenor, glossy marble noors. Cracks web the f1ne you will be richly rewarded. But be Crysia is caught in a powerful charm spell. stone walls. The smell of decay is every­ warned, strangers are not welcome in the She will nee from you and f1ght on the where. But ahead you see something ancient tower, and reaching its pinnacle side of evil." The old man begins to cough solid and new. The way is barred by a may prove to be a dangerous task. " violently. He wipes the blood from his lips guard station built of hard stone and and continues, "When you f1nd her, you gates of cold steel. must break the spell or she will be lost forever.'' · [iiiiiiiiiiiiiiiiiiii_DJ_iiiiiiiiiiiiiiiiiiiii

The old man begins to cough again and Driven by this new information, the JOURNAL ENTRY 44 JOURNAL ENTRY 46 then he is still. His head slumps against Council agrees to a threefold plan. The (/LORIOVS THENOL! FASTILLION Daenor's chest. The Captain begins to elite corps of gnome warriors, the sob quietly. Company of the Dead, will ride the fire­ After our army crushed the remains of the "One of those opens the inner chambers fleets and attack the lower region of the Armach invaders surrounded at Neul, the of the Tombs. That should help. " He JOURNAL ENTRY 40 Tower of Flame. The gnome army, accom­ famed Thenolite army successfully glances down at his models and seems panied by Baldric, Tremor, and Tasslehoff, repulsed the attack by the minotaur cows lost in thought. Then he looks up. "I did THE BARD will march on the draconian camp to the and their human toadies from across the notice that you've been fighting beholders. Your first warning is the tinkling of silver south. Meanwhile, you will ride the wind­ Drungar Frontier. Gathering th e carrion of I can see the signs of it on your armor. bells. Then, who should walk up but a fat, ships and infiltrate the Tower from the top our enemies, our beloved priests of Hith There weren 't supposed to be evil things cheery bard, strumming a strident chord balconies while the Dragons guarantee assembled a massive army of undead in my tower. The gorgons are supposed lo on a lyre. "Hello! I am Baldric. Pleased to your safe entrance. minotaurs and humans. Together with keep them out. I bet they were working meet you! I was just going out to look for specially trained servants of Hitl1 , our with the beholders weren 't they? Hmff. I work, but then I saw you. Perhaps I can Just then, a gnome bursts into the room. forces destroyed two ordines of the League really should gel around to training them. entertain you? Oh, you may wonder how "The clouds over the Lava Sea have overrun during our advance through the Oh well, lime nies. " a mere bard can survive this swamp. become the face of the dark goddess Spindle Gap. With the minotaurs in Well. I have some small talent for sooth­ Erestem." There is no time to lose, the retreat, our armies are again victorious JOURNAL ENTRY 47 ing the rufned beast. " With this, he strums Dark Queen has descended! with the aid of Hith. another cacophonous chord. THE MAYOR'S STORY JOURNAL ENTRY 43 Peace is at hand, all give thanks to Hid­ "Thank you, thank you, kind champions. dukel. You can help preserve the peace JOURNAL ENTRY 41 BARBER'S (/OSSIP Those monsters destroyed our beautiful with a prayer at the Hith Temple. If you're town and then herded us on board a ship WORDS "Ah, your hair is long I see, but not as down on your luck, ask for a special like cattle. They forced Aolan , a great The bright key opens the door to the long as one of my recent customers. You blessing. The Church of Hith is always sailor, to steer the ship, and to sail straight crypt. see, I cut the hair of Temple prisoners, willing to help the less fortunate. across the ocean. We told them there was those prestigious enough to get a last nothing there, that they were mad. Then Within you will find some words you audience with His Lordship Trandamere. JOURNAL ENTRY 45 they struck us and told us not to ask should heed. Just the other day, I gave Davik the 'royal Emc SmoNGBOND questions. Then find the Book that Amrocar wrote, treatment,' so to speak. You don't know Davik? Why, he's the architect of the "Have you seen all the boats in our small "While the monsters were busy fighting Within its pages, words you must read. Temple. Quite a celebrated man until he, harbor? To think that just a few short among themselves, Aolan steered the well, you know. Every so often, His months ago, Bai ' or was an insignificant ship onto the rocks, hoping to give us a JOURNAL ENTRY 42 Eminent Lordship forgets how to open a little village. Now just look at us! Why, it chance to escape. But fate was cruel. the secret lock or where a particular passage makes a man proud to be part of some­ ship did not sink immediately. The mon­ THE WAR COUNCIL goes, and hauls Davik out of the dungeon thing like this. Soon we'll have a boat for sters were able to drag us ashore and into The king's advisors file into the room and to demonstrate. Davik is a good cus­ every man, woman, and child in Bai 'or, these accursed caves. As for Aolan, they lake their seats at the enormous table. tomer; he sits still, and doesn't talk much. and the gods will reward us with great rewarded his brave act by slitting his King Telemandarklosminarus IV enters, Well , there you go, fresh as can be! " riches. It just goes to show what can be throat. He died a hero. wrapped from head to toe in blankets. accomplished when everyone pulls together "It's fr-eep- freezing in here! " Suddenly, and works as a team! " the door bursts open and Baldric storms into the room. "Friends! I come bearing grave news. The draconian army is even larger than we had feared!" [iiiiiiiiiiiiiiiiiiiiiiiMm•iiiiiiiiiiiiiiiiim

"These monsters speak freely in front of On that note, he abruptly turns and crash­ transporting black pudding from these JOURNAL ENTRY 52 containers to the deck of the vessel. They us. They constantly complain about not es headlong into the band drummer, who THE 'To Do' LIST being able to complete their great journey falls over, thumping the tuba player in the are also used for cooking the black pud· ding. Black pudding is traditionally to the other side of the world. They say stomach with his mallet. With an echoing Things To Do "Pphblaaaat-ooofff." the tuba falls forward cooked by immersion in boiling lava. the Dark Queen will be very displeased i fix the light with them. I hope she strikes them all knocking the band leader senseless with (Drikulomengrabacinatorengulixfreibie, Navigating the Burning Sea, page 323, o Find more power dead! a thud. The leader falls, arms nailing for Block doorway balance, and pokes the nutist in the eye column 77), although the breath of a o "As for that wench, Crysia, I know her with his stick. Grimacing with pain, the cooperative red or gold dragon may be o Train gorgons well. The traitor! They chose her from woman bites off the end of her nute and substituted in a pinch. Four to five minutes 0 Bribery? among us, and soon we saw her caring swallows it. gasping and wheezing for air. of immersion per pint of black pudding is 0 Visit library and grooming these disgusting monsters. The marching song suddenly turns into a a reasonable cooking time; properly 0 Repair broken teleporter Now they allow her to move around hideous cacophony of groans, wheezes, cooked black pudding will have a syrupy, o Install new doors freely, as if she were one of them. She crashes, and thumps. gelatinous texture. Extreme Care must be O Clean the basement deserves to be sent to the Abyss, where taken not to serve undercooked black she can spend eternity with her consorts. " Perkelanamord hurries away muttering, pudding; catastrophic cases of indigestion "Oops, sorry, I didn't..., sorry," as his wife may result from improper preparation. JOURNAL ENTRY 48 falls screaming to the ground, tears blub· bering down her round, little face. After removing the black pudding from JOURNAL ENTRY 53 THE TAVERN SONCi the boiling lava, it must be set aside for CARAMON'S OVEST about three hours, until the coating of There was an old skeleton named Trey. "If you know where I can find Raistlin, JOURNAL ENTRY so basalt has fully congealed. After chipping please tell me. I must find him, something Who comes to life when they pray. INSTRUCTIONS FOR PREPARATION OF off the basalt. the black pudding should has happened. Without his help Tika will be seasoned liberally with celebdil, ground His handler cut down, while charging a BLACK PvDDINCi die. I ... I couldn't go on without her, not caradhras, and fanuidhol seeds, then town, Black pudding is considered a delicacy in after everything that has happened. I'm served hot. One quart of black pudding the Fire Fleet. particulary after several sure you know where I can find my broth­ He bounces 'gainst their wall to this day. should serve two to three gnomes, unless months on the Boiling Sea. As black pud­ er. You must tell me!" Tears spring to the they are especially hungry. Leftover black ding is a ravenous carnivore, it first must big man's eyes as he slowly unsheathes pudding may be served for several weeks. JOURNAL ENTRY 49 be caught. before being prepared for con­ his sword and steps toward you. although its consistency will suffer. TEARY (jOODBYE sumption. Pages 2,976,341 through 3, I 23,882 of Volume LXXlll of Yo~ overhear his wife saying, "You're JOURNAL ENTRY 54 going to get yourself killed! You've never Thrapskaddidlogrumpanaciouslaxzitinity's JOURNAL ENTRY 51 THE (jENERAL even nown one of those stupid things semi-authoritative study of monster hunt· THE foETHVMPER ing, How People Try to Catch Monsters, "It has been but a short time since you so before! How am I supposed to raise our "The Foethumper is the weapon of a contain some 8,647 methods for acquir· valiantly helped us crush the draconian children without you?" Perkelanamord minoi warrior," says Benikobawoni, "not ing puddings. Many of these techniques army. Yet. such is the nature of these whispers, "If I don't go, our children may as random or clumsy as a broadsword - are not recommended, as they leave the creatures, that to sever the head from the never get the chance to grow up." a complicated weapon for a complex era." black pudding in an inedible form. Black beast only invites it to grow another. My pudding must be kept in secure ceramic emissaries have reported that some dra­ containers prior to cooking, to limit dam­ conian scum may have survived, and are age to culinary personnel. Special long­ again gathering to the south. We must handled asbestos ladles are ideal for know if this is true. Every day we wait is foolhardy, for the danger may be growing. [iiiiiiimiiiiiiiiiiii•m•iiiiiiiiiiiiiiim [iiiiiiiiiiiiiiiiiiii•m•iiiiiiiiiiiiiiim

"But, the good people of Palanthas "Then, the bad god Hiteh tricked some lit­ JOURNAL ENTRY 59 the fun Minoi gnomes, like the ones in deserve th e hard-won peace they now tle minoi into letting the stone go. It drifted Ansalon, who get stuck doing all the CAPTAIN 'S SroRY enjoy. From time to time, I still see the and burned, wreaked havoc to the west. work. Well, the King says he doesn't want shadows of old fears fl eeting across their So to punish these minoi, it was made so "Hundreds of draconians invaded, pillag­ his people to be separated into classes faces. I will not add to their troubles by they must follow the stone from here to ing the town and impounding the entire anymore, so he had all the gnomes just Jetting this unproven rumor reach their there. And there was the big island, far fleet of ships. Only those who could steer switch jobs. And, boy, are things crazy in ears. That is why I implore you, brave away, where one day the minoi stopped the ships were spared, everyone else there! And dangerous, too! heroes, to hasten to Caergoth, and dis­ to live under a mountain. Nevermind. " either escaped or was slaughtered. "Come on, I'll show you where the lift is, cover what truth there is in these fearful "Once they took what they wanted, a or, um . .. was, I guess." reports." JOURNAL ENTRY 57 horde of blue dragons leveled the build­ THE RESCVE ings and incinerated anyone trying to take JOURNAL ENTRY 62 JOURNAL ENTRY 55 refuge. The monsters then sailed out to The old woman's eyes light up. "You sea, leaving this village a charred ruin. ANOTI IER THE STRANCiE DRACiON aren't monsters! You 're people! Oh, thank I see flames and an egg and a crack and a "I am without hope. Sssuch a thing hasss Paladine! I escaped from the monsters "I can wait no longer! I must set sail and head, never been done assss they did to me. yesterday and fled into these lower caves, follow the loathsome beasts. My sister, Curssse them. hoping to find a way out. But the draconi­ Crysia, is among those kidnapped!" Then another, and another, and another, ans pale in comparison to the monsters "In the Tower of Flame they made my and more. that fill these caverns, and I was afraid to egg, by the Ssstone of Grathanich. They JOURNAL ENTRY 60 go further. I found this wand and neck­ She rises up, the Queen of the Dark, wanted a body for Eressstem. A perfect lace on a body I stumbled upon. With QI~EETINCi FROM /\ Hm I TEMPLE body for a god to enter the world. Ssso She conquers and rules leaving only the them I was able to send many of these SERVANT the draconiansss made me ... but I dead. foul creatures back to the Abyss. If the wasss flawed, a missstake, a failure. Yet The man with a shaved head and loosely draconians are no longer a threat, I'm the foolsss continue. They will make oth­ draped robes approaches you, carrying a sure I ca n find my way to the mouth of JOURNAL ENTRY 63 ersss. Finally they will sssuccsseed, and large pointed stick in one hand and a bas­ the cave. There is a small village not far AMROCAR'S BOOI< Ssshe will enter. Ssshe will become invin­ ket of flowers in the other. "Hale ye travel­ from here, and I can take refuge there. cible. Ssshe will rule Taladasss, and then ers from afar, would ye care to donate to "The book is a worthless text written one Farewell, my friends." She turns to leave, Ssshe will rule the world. Curssse them!" the Church of Hiddukel in exchange for a hundred years ago by the wizard Amrocar. but then adds, "Oh , here, why don't you special flower?" Obsessed with the mysteries of the ruins take this. " Sh e removes the necklace and in Blackwater Glade, it is filled with use­ JOURNAL ENTRY 56 hands it to you . "You certainly look like JOURNAL ENTRY 61 less maps and such. FABLE OF THE STONE you ca n handle yourselves, but you may be able to use this." TASSLEHOFF EXPLAINS "It had lain undisturbed for scores of "The god Reorx taught the smart gnomoi "After you guys left, I had the best time years, when suddenly one of our most art of the forge and machine, pleased he trusted librarians, Bovinus, was caught be. He taught them to some humans and JOURNAL ENTRY 58 with the elves. But once, when we were playing hide-and-seek, I hid so well the stealing it. A terrible fight ensued. In the not pleased he be. Stupid they were with TAS' FINAL WORDS end, three of our guards lay dead, and the th eir power so cursed they becamed into elves never could find me! Then I found Tas grips your arm feebly. "This wasn 't my new friend. You 'll like him, he's look­ librarian had disappeared along with the th e stupid minoi soon. tome. suppose to happen! I can 't die, I have too ing for the draconians, too. He says we many things to do ... places to go." Th e "But the god was good and gave a gift to need the gnome armies and windships to "That is not all. I just learned that King Aldinanachru. A stone he filled with kender coughs pitifully, and clutches his stop these draconians, but King Teleman­ Bovinus' body has been found in an alley­ chest. "I always thought you could trust the light and power of th e big moon something-or-other says he's much too way with his throat slit. But, who killed Luminari. The Grathanich they were gnomes ... they're just so trustworthy. busy to be worrying about dragons. him, and where is the book now?" proud to own. But ... look, I ... I can see Flint sitting under a tree, he's ca lling me ... Flint . . . "You see, there are two different kinds of I'm coming .... " The kender's frail body gnomes: the smart Gnomoi, gnomes who goes limp, and quickly grows cold. do all the inventing and designing, and miiiiiiiiiiiiiiiiii•mliiiiiiiiiiiiiiiiiim iiiiiiiiiiiiiiiiiiiiii•miliiiiiiiiiiiiiiiiiiim

JOVRNAL ENTRY 64 JOVRNAL ENTRY 65 JOVRNAL ENTRY 67 NAVLIDIS, CITY OF THE DARQONESTI RUBBLE fLAMEWALLS Before you lies the smoldering ruins of The walls of the Tower's inner core flare caergoth. Everything is blasted and burned. brightly, but there is no heat. Whatever Once sturdy buildings are sagging and mighty spell formed these walls, holds The Palace of melted; their stone runs like candle wax. the living flame trapped inside. After a The sickening odor of burnt carrion floats Prince Lyzian moment, you see shapes among the on the gentle breeze as vultures circle dancing flames! You realize that the walls, through the smoke. ceiling, and floor swarm with fire crea­ tures, and that they are watching you. Then you notice the fuming pools of acid in the streets. Draconians have been here. The only consolation is that some of them JOVRNAL ENTRY 68 paid for this abomination with their lives. 0THLORX "Back during the War of the Lance, JOVRNAL ENTRY 66 Takhisis called all her dragon children to THE QRATHANICH fight the forces of good. But here on Taladas, many evil dragons refused her You quickly retrieve the small oblong box call. Furious, she cursed each kind of evil from behind the mirror. The box contains dragon with a particular affliction. an oddly-shaped piece of gray stone, plain and unadorned, yet seeming to pulsate "When the forces of Takhisis stole the eggs with hidden power. from the good dragons, many traveled to Taladas to search for them. When it was "The Grathanich!" gasps Tasslehoff, discovered that the eggs were on Ansalon reaching out to the stone, "With this arti­ being corrupted into draconians, many of fact we can end the threat of the Dark the good dragons returned to Ansalon to Queen right here - we can unmake the fight in the War of the Lance. But not all race of draconians forever." He grasps the thought it wise to join in a human's war. stone and holds it up to the light. "But Those who stayed are shunned, quite what fun would that be?" he continues unfairly, by the other good dragons. Over with a crooked grin. Before you can react, KEY time, we outcast dragons have learned to Temple he drops the stone into a pocket and work together against common dangers. rn scampers off into the darkness. Wall We call ourselves 'othlorx.'" [Q] Forge Door

[1J To Celanost Archway ID m ABILITY SCORE MODIFIERS BY RACE CONSTITUTION TABLE ~TABLES~ llAl:l MoalflERS AHm HIT POHIT lluuMECTIOI Dwarf, Hill Constitution+ 1, Charisma-1 ScoRE ADJusnur SUlmvAL Dwarf, Mountain Constitution+ 1, Charisma-1 3 -2 40% Ell, Qualinesti Dexterity+ 1, Constitution-1 4 -1 45% Ell, Silvanesti Dexterity+ 1, Constitution-1 5 -1 50% MAXIMUM LEVEL LIMITS BY RACE AND CLASS Half-elf None 6 -1 55% Human None Sa.v. QuAL. llAL1 Hu MTI. 7 0 60% CWs "'*- Ems El.vu El.vu DwARVU DwARVU KilDEll Kender Strength-1 , Dexterity+2 8 0 65% Cleric Max Max Max Max 10 10 12 9 0 70% Fighter Max 10 14 9 Max Max 5 STRENQTH TABLE 10 0 75% Paladin Max 12 No No No 8 No Alam THACS DAMAGE WE1611TAu0WutE 11 0 80% Sea llolUI ADJusnur (11 Srm PIECES) Ranger Max Max Max 11 8 No 5 12 0 85% 3 -3 -1 -350 Knight Max No No 10 No No No 13 0 90% 4-5 -2 -1 -250 14 Magic-User Max Max Max 10 No No No 0 92% 6-7 -1 None -150 15 94% Thief Max No Max Max 10 8 Max +1 8-9 Normal None Normal 16 +2 96% 10-11 Normal None Normal No: Characters of this race cannot be of this class. 17 +2 (+3)* 98% Max: Highest Level Available in THE DARK OUEEN OF KRYNN. 12-13 Normal None +100 18 +2 (+4)* 100% 14-15 Normal None +200 16 Normal +1 +350 • Bonus applies only to the fighter classes (fighter. paladin, ranger, knight). 17 +1 +1 +500 RANQE OF ABILITY SCORES BY RACE 18 +1 +2 +750 18 (01-50)* +1 +3 +1,00D ARMOR PERMITTED BY Alam ScoRE S1R llT W11 DEX Col CHA 18 (51-75)* +2 +3 +1 ,250 CHARACTER CLASS Humans 3-18 (OD)* 3-18 3-18 3-18 3- 18 3-18 18(76-90)* +2 +4 +1.500 CWs MaxARMoll 5"18.11 (Females) 3-18 (50)* 3-18 3-18 3-18 3-18 3-18 18 (91-99)* +2 +5 +2,000 Cleric Any Any Silvanesti Elves 3 -18 (75)* 10-18 6-18 7 -19 6-18 12-18 18 (OD)* +3 +6 +3,000 Fighter Any Any Paladin Any Any (Females) 3-16 10-18 6-18 7-19 6-18 12-18 •These bonuses only available to the fighter classes (fighter, Qualinesti Elves 7 -18 (75)* 8-18 6-18 7-19 7-18 8-18 paladin, ranger, knight). Ranger Any Any (Females) 3-16 8-18 6-18 7 -19 7 - 18 8-18 Knight Any Any Hill Dwarves 9-18 (99)* 3-18 3-18 3-17 14 - 19 3-12 DEXTERITY TABLE Magic-User None None Thief Leather None (Females) 3-17 3-18 3-18 3-17 14 -19 3-12 AamScoRE llEAcnoll/MllSl.E llolUI AC Bou Mountain Dwarves 8-18 (99)* 3- rn 3-18 3-17 12-19 3-16 3 -3 +4 (Females) MVLTIPLEATTACKS FOR 3-17 3-18 3-18 3-17 12-19 3-16 4 -2 +3 FIQHTER-TYPE CHARACTERS Half-Elves 3-18 (90)* 4-18 3-18 6-18 6- 18 3-18 5 -1 +2 CWs I.ml. ATTACKS PER ROllllD (Females) 3-17 4-18 3-18 6-18 6-18 3-18 6 0 +1 Kender (Both) 6-16 6-18 3-16 8-19 10 - 18 6-18 7 0 0 Fighter 1-6 1/1 8 0 0 Paladin 1-6 1/1 • Maximum percentage for 18 strength for fighter type classes only (fighter, paladin, ranger, knight). 9 0 0 Ranger 1-7 1/1 10 0 0 Knight 1-6 1/1 11 0 0 Fighter 7-12 3/2 12 0 0 Paladin 7-12 3/2 13 0 0 Ranger 8-14 3/2 14 0 0 Knight 7-12 3/2 15 0 -1 Fighter 13+ 2/1 16 +1 -2 Paladin 13+ 2/1 17 +2 -3 Ranger 15+ 2/1 18 +3 -4 Knight 13+ 2/1 m m

WEAPONS TABLE SPELL PARAMETERS LIST DAMA&Evs. DAMAGE vs. LMIER NUMllER .. MAI SIZED THAI MAI SIZED Of llAllJS CWs This is a listing of spells available to player characters as they gain in level. The following are abbreviations used in the list: ~. Biitle HI 1-8 Cmbt = Combat only spell r = combat rounds Axe, Hand 1-6 1-4 Camp = Camp only spell I= turns Bow, Composite Long' 1-6 1-6 2 Both = Camp or Combat spell /lvl = per level of caster Bow, Composite Short' 1-6 1-6 2 1,th T =Touch Range targets = aim at each target Bow, Long' 1-6 1-6 2 I dia = diameter Bow, Short' 1-6 1-6 2 l,th Robe (Magic-user spells only): s =squares Club 1-6 1-3 l,cl,th White = Can only be cast by White Robe Mages Crossbow, Light' 1-4 1-4 2 I c =cone Red = Can only be cast by Red Robe Mages Dagger 1-4 1-3 l,mu,th All = All characters in combat Both = Can be cast by both Dart 1-3 1-2 l,mu,th Flail 2-7 2-8 l,cl Halberd HO 2-12 2 f FIRST LEVEL CLERICAL SPELLS FOVRTH LEVEL CLERICAL SPELLS Hammer 2-5 1-4 1 f,cl IPBl.lbm WllEI 111111 AREA DlllATIOI SPBLllAm WIEI 111111 AREA IJuuTIOI Hoopak(Melee)' 3-8 3-6 2 Special BleSs Both 6 5 dia 6r Cure Serious Wounds Both T 1 Hoopak(Missile)' 2-5 2-7 2 Special Cure Light Wounds Both T 1 Neutralize Poison Both T Javelin 1-6 1-6 f Detect Magic Both 0 1 1t Protection from Mace 2-7 1-6 f,cl Protection from Evil Both T 3r/lvl Evil 10' Radius Both T 2 dia 1Vlvl Morning Star 2-8 2-7 f Resist Cold Both T Sticks to Snakes Cmbt 3 1 2r/lvl Pick, Mililaly 2-7 2-8 f 1Vlvl Pike, Awl 1-6 H2 2 I Scimitar 1-8 1-8 1 f,th SECOND LEVEL CLERICAL SPELLS FIFTH LEVEL CLERICAL SPELLS Sling 1-4 1-4 f,th IPBl.lbm WllEI 111111 AllEA DlllATIOI SPBLNAm WllEI 111111 AllEA lluuTIOI Sling, Staff 1-8 2-8 2 I, cl Cure Critical Wounds Both T 1 Spear 1-6 1-8 f FindT~ Camp 1 31 Dispel Evil Cmbt T 1r/lvl Staff, Quarter 1-6 1-6 2 !,mu.cl Hold Person Cmbt 6 1-3 4r+1/lvl Sword, Bastard 2-8 2-16 2 f,cl Resist Fire Both T 11/fvl Flame Strike Cmbt 6 Sword, Broad 2-8 2-7 f,th Silence 15' Radius Cmbt 12 3dia 2r/lvl Raise Dead Camp 3 Sword, Long 1-8 1-12 1 f,th Slow Poison Both T 1 1 hour/lvl Sword, Short 1-6 1-8 1 f,th Snake Charm Cmbt 3 All 5-Br SIXTH LEVEL CLERICAL SPELLS Sword, 2-Handed HO 3-18 2 I Spiritual Hammer Cmbt 3 1r/lvl SPBL llAllE WllEI Trident 2-7 3-12 f Rm AllEA lluuTIOI Blade Barrier Cmbt 3 Special 3r/lvl THIRD LEVEL CLERICAL SPELLS Heal ARMOR TABLE "' 1 Must have ready arrows to fire. Two Attacks per round Both T 1 2 Must have ready bolts to fire. One Attack per round. lfru.llA!E WHH 111111 AllEA OlllATIOI WEIGHT MAx- 3 Only usable by kender characters. AMloR Tm 1111'. AC MoVIMHT1 Cure Blindness Both T 1 f = fighter(paladin, ranger, knight); cl =cleric; th =thief. SEVENTH LEVEL CLERICAL SPELLS None 10 12 squares Cure Disease Camp T o mu= magic-user SPBLNAm WllEI 111111 AllEA DllllTllll Shield' 50 9 Dispel Magic Both 6 3x3 s Resurrection Camp T Leather 150 8 12 squares Prayer Both 0 All 1r/lvl Restoration Camp T Padded 100 8 9 squares Remove Curse Both T Studded 200 7 9 squares Ring Mail 250 9 squares Scale Mail 400 6 6 squares ""' 1 Acharacter carrying many objects, including alarge number of Chain Mail coins, can be limited in movement to a minimum of 3 squares 300 5 9 squares per turn. Elfin Chain Mail 150 5 12 squares 2 AShield subtracts 1AC from any armor it is used with. Banded 350 4 9 squares Splint Mail 400 4 6 squares Plate 450 3 6 squares [iiiiiiiiiiiiiiiiiii-lllliiiiiiiiiiiiiiiiiiiiiim

FIRST LEVEL DRVID SPELLS FIRST LEVEL MAQIC-VSER SPELLS FOURTH LEVEL MAQIC-VSER SPELLS EIQHTH LEVEL MAQIC-VSER SPELLS For High-Level Rangers W1E1 RllB AREA DURATIDll ROIE 51'£1.1. NAlllE WHH Illa AREA 0URATIDll Burning Hands Cmbt T 3 s Both Bestow Curse Cmbt T 1 1Vlvl White Mass Charm Cmbt .5/lvl Special Special White Detecl Magic Both 0 12r Charm Person Cmbt 12 1 Both Charm Monster Cmbt 6 1 Special While Mind Blank Both 3 1 1 day White Entangle Cmbt B 4 dia 1t Detect Magic Both 6 1 2r/1vl Both Confusion Cmbt 12 2-16 2r+1/1vl White Otto's Irresistible Faerie Fire Cmbt B Bdia 4r/M Enlarge Both .5/lvl 1Vlvl Both Dimension Door Cmbt 0 Red Dance Cmbl T 2-5r White Invisibility to Animals Both T 1 11+1r/lvl Reduce Both .5Avl Both Fear Cmbt 0 6x3 c 1r/lvl Red Power Word, Blind Cmbt 5/lvl 3 dia Special Both Friends Cmbt O All 1rAvl Both Fire Shield (2 Types) Both O 1 2r+ 1/lvl Both SECOND LEVEL DRVID SPELLS Magic Missile Cmbt 6+1vl Both Fumble Cmbt 1/lvl 1 1r/lvl White NINTH LEVEL MAQIC-VSER SPELLS For High-Level Rangers Protection from Evil Both T 2r/1vl Both Ice Storm (Dmg only) Cmbt 1/lvl 4 dia Both Read Magic Camp o 2r/1vl Both Minor Globe of Shield Cmbt 0 5r/1vl Both Invulnerability Both 0 1r/lvl White Meteor Swarm Cmbt 4+1/lvl Special Both 4r+1r/lvl Barkskin Both T Shocking Grasp Cmbt T Both Remove Curse Both T White Monster Summoning Cmbt O Special Special Both Charm Person/Mammal Cmbt B Special Sleep Cmbt 3+1vl 1-16 5r/1vl Both Cure Light Wounds Both T Power Word, Kill Cmbt .25/lvl Special Both FIFTH LEVEL MAQIC-VSER SPELLS SECOND LEVEL MAQIC-VSER SPELLS THIRD LEVEL DRVID SPELLS WIEI Ria AMA OURATIDll RlllE For High-Level Rangers SPw. IWIE WIEI Ille AMA OURATIDll llalE Cloud Kill Cmbt 1 3x3 s 1r/lvl White Detect Invisibility Both Mvl 1 5r/1vl Both Cone of Cold Cmbt 0 .5/lvl c Both WIEI Ille OURATIDll Invisibility Both T Special Red Feebtemind Cmbt 1/lvl 1 White Cure Disease Camp T 1 Knock Camp 6 1 s/lvl Red Fire Touch Both T Special 1r/lvl Red Hold Animal Cmbt B 1-4 2r/lvl Mirror Image Both O 2r/1vl Red Hold Monster Cmbt .5/lvl 1-4 1r/lvl White Neutralize Poison Both T 1 Ray of Enfeeblement Cmbt 1+.2Mvl 1 1r/lvl While Iron Skin Both 0 Special 1r/lvl Red Protection from Fire Both Special T Stinking Cloud Cmbt 3 2x2s 1r/lvl Both Strength Both T 1 6Vlvl Red SIXTH LEVEL MAQIC-VSER SPELLS

THIRD LEVEL MAQIC-VSER SPELLS Death Spell Cmbt .5/lvl Both Disintegrate Cmbt .5/lvl Special Red Blink Both 0 1r/1vl Red Flesh to Stone Cmbt 1/lvl 1 Red Dispel Magic Both 12 3x3 s White Globe of Fireball Cmbt 1O+lvl 5/7 dia Both Invulnerability Both 0 1r/lvl Wh ite Haste Both 6 4x4 s 3r +Mvl Red Slone to Flesh Both 1/lvl Red Hold Person Cmbt 12 1-4 2r/lvl White Invisibility 1O' Radius Both T 2 dia Special Red SEVENTH LEVEL MAQIC-VSER SPELLS Lightning Bolt Cmbt 4+1vl 4,8 Both Protection from Evil 1O ' Radius Both T 2 dia 2r/lvl White Delayed Blast Fire Ball Cmbt 10+1/lvl 5/7 dia Special Both Protection from Normal Missiles Both T 1Vlvl White Mass Invisibility Both Mvl Special Special Red Slow Cmbt S+lvl 4x4 s 3r+ 1/lvl Red Power Word, Stun Cmbt .5/lvl 1 Special Both m

Level Advancement Tables CLERIC OF CiOOD CLERIC OF NEUTRALITY CLERIC'S BONVS SPELLS The following charts show the amount of DICE DICE 2 3 4 experience a character must earn in order 1 2,000 - 3,999 2d8 1 1,500 - 2,999 1d8 9-12 to gain a level in his character class. The 2 4,000 - 7,499 3d8 2 3,000 - 5,999 2d8 13 +1 charts also list the number of spells that a 3 7,500 - 15,249 4d8 3 6,000 - 12,999 3d8 14 +2 character can have memorized at one 4 15,250 - 24,999 5d8 4 13,000 - 27.499 4d8 15 +2 +1 time. Fighters and Thieves can never 5 25,000 - 39,999 6d8 5 27,500 - 54,999 5d8 16 +2 +2 memorize spells. 6 40,000 - 89,999 7d8 6 55,000 - 109,999 6d8 17 +2 +2 +1 7 90,000 - 159,999 8d8 7 110,000- 224,999 Remember that all experience earned by 7d8 18 +2 +2 +1 +1 8 160,000 - 249,999 9d8 8 225,000 - 449,999 8d8 a non-human, multiple-class character is Note that these bonus spells are only available when the cleric is 9 450,000- 674,999 9d8 divided by the number of classes the Each level after 8th requires 250,000 experience points and the char· entitled to spells of the applicable level. Thus a 12th level cleric with acter gains 1 hit point. a Wisdom of 18 can memorize the following spells: character has. The experience is divided Each level after 9th requires 225,000 experience points and the char­ even after the character has reached his acter gains 1 hit point. 111..at Of CuRlcAL 5"us PB Uva. 111..atOfSPWJ maximum level in a particular class. 1234567 Uva. 234567 ..._Of CuRICAL SPWJ P£ll I.Eva. 1 1 I.Eva. 1234567 12th-Level Cleric of Good with 18 Wisdom 8 7 6 4 2 2 2 2 1 2 3 2 2 2 4 2 2 3 3 2 1 5 3 3 4 4 2 2 6 3 3 2 5 4 3 2 FICiHTER 7 3 3 2 1 6 4 3 2 1 I.Eva. Hrr DICE 8 3 3 3 2 7 4 4 3 1 1 0-2,000 1d10 9 4 4 3 2 8 4 4 3 2 2 2,001 - 4,000 2d10 10 4 4 3 3 2 9 5 4 3 2 1 3 4,001 - 8,000 3d10 11 5 4 4 3 2 1' 10 5 4 3 3 2 4 8,001 - 18,000 4d10 12 6 5 5 3 2 2 11 5 5 3 3 2 1' 5 18,001 - 35,000 5d10 13 6 6 6 4 2 2 12 12 5 5 4 4 3 2 6 35,001 - 70,000 6d10 14 6 6 6 5 3 2 13 6 5 5 4 3 2 1 7 70,001 - 125,000 7d10 15 7 7 7 5 4 2 14 6 6 6 6 4 2 8 125,001 - 250,000 8d10 16 7 7 7 6 5 3 15 6 6 6 6 4 3 9 250,001 - 500,000 9d10 17 8 8 8 6 5 3 1 16 6 6 6 6 5 4 1 18 8 8 8 7 6 4 2 17 7 6 6 6 5 4 2 Each level after 9th requires 250,000 experience points, and the character gains 3 hit points 19 9 9 9 7 6 4 2 18 7 6 6 6 5 4 3 20 9 9 9 8 7 5 2 19 7 7 6 6 5 5 3 21 9 9 9 9 8 6 2 20 7 7 7 7 6 5 3 22 9 9 9 9 9 6 3 21 8 7 7 7 6 5 4 23 9 9 9 9 9 7 3 22 8 8 7 7 7 5 4 24 9 9 9 9 9 8 3 23 8 8 7 7 7 6 4 25 9 9 9 9 9 8 4 24 8 8 7 7 7 4 26 9 9 9 9 9 9 4 25 8 8 8 8 7 7 5 27 9 9 9 9 9 9 5 26 8 8 8 8 8 8 5 28 9 9 9 9 9 9 6 27 8 8 8 8 8 8 6 29 9 9 9 9 9 9 7 28 8 8 8 8 8 8 7 29 8 8 8 8 8 8 8 1 Usable only with 17 +wisdom 2 Usable only with 18+ wisdom. ~ Usable only with 17 +wisdom Usable only with 18+ wisdom m

THIEF RANQER libmROFSP£w KNIQHT OF THE SWORD PERlml lllMER OF CwucAI. 5P£w PER l.EVB. lml. ExPERDCE lllTDa l.EVe. ExPERDCE llllUll M8:-IEI HITDICE 2 3 4 5 6 7 0-1 ,250 1d6 1 lml. ExPEllUCE HITDa 1 2 3 1 2 3 12,000 - 23,999 4d10 1,251 - 2,500 2d6 2 1 0- 2,250 2d8 4 24,000 - 44,999 5d10 2,501 - 5,000 3d6 3 2,251 - 4,500 3d8 5 45,000 - 94,999 6d10 4 5,001 -10,000 4d6 3 4,501 -10,000 4d8 6 95,000 - 174,999 7d10 1 5 10,001 - 20,000 5d6 4 10,001 - 20,000 5d8 7 175,000 - 349,999 8d10 2 6 20,001 - 42,500 6d6 5 20,001 - 40,000 6d8 8 350,000 - 699,999 9d10 2 1 7 42 ,501 - 70,000 7d6 6 40,001 - 90,000 ?dB 9 700,000 - 1,049,999 10d10 3 2 70,001 - 110,000 8d6 8 7 90,001 -150,000 Bd8 10 1,050,000 - 1,399,999 10d10+2 4 2 9 110,001 - 160,000 9d6 8 150,001 - 225,000 9d8 11 1,400,000 -1,749,999 10d10+4 4 2 10 160,001 - 220,000 10d6 1 - 9 225,001 - 325,000 10d8 12 1,750,000 - 2,099,999 10d10+6 5 3 1 10 325,001 - 650,000 11d8 2 1 - Each level atter 10th requires 220,000 experience pointsand the 13 2,100,000- 2,449,999 10d10+8 6 4 1 11 650,001 - 975,000 11d8+2 2 2 - character gains 2 hit poi nts. 14 2,450,000 - 2,799,999 10d10+10 7 5 2 1 1 12 975,001 - 1,300,000 11d8+4 2 1 2 - 15 2,800,000 - 3,149 ,999 10d10+12 8 6 3 2 1 13 1,300,001 -1,625,000 11d8+6 2 1 - 2 1 16 3,150,000 - 3,499,999 10d10+14 9 7 3 2 2 PALADIN 14 1,625,001 - 1,950,000 11d8+8 2 2 2 1 tMllER Of 17 3,500,000- 3,749,999 10d10+16 9 8 4 3 3 2 CwucM.SPEw 15 1,950,001 - 2,275,000 11d8+10 2 2 2 2 PER l.EVB. 18 3,850,000+ 10d1 0+ 18 9 9 5 4 3 2 16 2,275,001 - 2,600,000 11d8+12 2 2 2 2 lml. ExPERDCE HIT Ila 1 2 3 4 17 2,600,001 - 2,925,000 11d8+14 2 2 2 2 2 1 0- 2,750 1d10 Each level atter 17th requires 325,000 experience points and the KNIQHT OF THE ROSE 2 2,751 - 5,500 2d10 libmR Of CwucAI. 5PEw PER l..EVe. character gains 2 hit points. 3 5,501 - 12,000 3d10 l..EVe. ExPERDCE HITDICE 2 3 4 5 6 7 4 12,001 - 24,000 4d10 4 27,000 - 59,999 5d10 5 24,001 - 45,000 5d10 KNIQHT OF THE CROWN 5 60,000 - 124 ,999 6d10 45,001 - 95,000 6d10 6 lml. ExPERDCE lllTDa 6 125,000 - 199,999 7d10 7 95,001 - 175,000 7d10 1 2,500 - 4,999 2d10 7 200,000 - 424,999 8d10 2 8 175,001 - 350,000 Bd10 2 5,000 - 9,999 3d10 8 425,000 - 799,999 9d10 2 1 9 350,001 - 700,000 9d10 1 3 10,000 - 18,499 4d10 9 800,000 - 1,499,999 10d10 3 2 10 700,001 - 1,050,000 9d10+3 2 4 18,500 - 36,999 5d10 10 1,500,000 - 1,999,999 10d10+2 4 2 11 1,050,001 - 1,400,000 9d10+6 5 37,000 - 84,999 6d10 11 10d10+4 4 2 12 1,400,001 - 1,750,000 9d10+9 2 2 2,000,000 - 2,499,999 6 85,000 - 139,999 7d10 10d10+6 5 3 13 1,750,001 - 2,100,000 9d10+12 2 1 - 12 2,500,000 - 2,999,999 7 140,000- 219,999 8d10 10d10+8 6 4 14 2,100 ,001 - 2,450,000 9d10+15 3 2 13 3,000,000 - 3,499,999 8 220,000 - 299,999 9d10 7 5 2 15 2,450,001 -2,800,000 9d10+18 3 2 14 3,500,000 - 3,999,999 10d10+10 9 300,000 - 599,999 10d10 8 16 2,800,001 - 3,150 ,000 9d10+21 3 3 1 15 4,000,000 - 4,499,999 10d1 0+12 6 3 2 1 10 600,000 - 899,999 10d10+2 17 3,150 ,001 - 3,500,000 9d10+24 3 3 2 16 4,500,000 - 4,999,999 10d10+14 9 7 3 2 2 11 900,000 - 1, 199,999 10d10+4 18 3,500,001 - 3,850,000 9d10+27 3 3 3 1 17 5,000,000 - 5,499,999 10d10+16 9 8 4 3 3 2 12 1,200,000 - 1,499,999 10d10+6 19 3,850,001 - 4,200,000 9d10+30 3 3 3 2 18 5,500,000 - 5,999,999 10d10+18 9 9 5 4 3 2 13 1,500,000 - 1,799,999 10d10+8 20 4,200,001 -4,550,000 9d10+33 3 3 3 3 14 1.800,000 - 2,099,999 10d10+10 Each Ieve 1a 1ter 18th requ ·ir es 500 .OOO experience points and the character gains 2 hit points. Each level atter 20th requires 350,000 experience poi nts and the 15 2,100 ,000 - 2,399,999 10d10+12 character gains 3 hit points. 16 2,400,000 - 2,699,999 10d10+ 14 17 2,700 ,000 - 2,999,999 10d10+16 18 3,000,000+ 10d10+18 m WHITE ROBE MAGE RED ROBE MAGE I.ml ElPERucE lllrlla I.ml Exl'BUEICI: Hlllla 1 2,500 - 4,999 1d4 1 2,500 - 4,999 1d4 2 5,000 - 9,999 2d4 2 5,000 - 9,999 2d4 3 10,000 - 19,999 3d4 3 10,000-17,999 3d4 4 20,000 - 37 ,999 4d4 4 18,000 - 35,999 4d4 5 38,000 - 54,999 5d4 5 36,000 - 49,999 5d4 6 55,000 - 99,999 6d4 6 50,000 - 89,999 6d4 7 100,000 - 199,999 7d4 7 90,000 - 179,999 7d4 8 200,000 - 399,999 8d4 8 180,000- 349,999 8d4 9 400,000 - 599,999 9d4 9 350,000 - 499,999 9d4 10 600,000 - 799,999 10d4 10 500,000 - 699,999 10d4 11 800,000 - 999,999 11d4 ;.1 700,000 - 899,999 11d4 Each level after 11 th requires 250,000 experience points and the Each level after 11 th requires 200,000 experience points and the character gains 1 hit point. character gains 1 hit point. Snus PU I.ml SP£w PU I.ml I.ml 2 3 4 5 6 7 8 9 I.ml 2 3 4 5 6 7 8 9 1 1 1 2 2 2 2 - 3 2 3 2 1 4 3 2 4 3 2 5 4 2 1 5 4 3 6 4 2 2 - 6 4 3 2 - 7 4 3 2 7 4 3 2 1 8 4 3 3 2 8 4 3 3 2 9 4 3 3 2 1' - 9 4 3 3 2 1' - 10 4 4 3 2 2 1' - 10 5 4 3 2 2 1' 11 4 4 4 3 3 2 1' 11 5 4 4 3 3 2 12 4 4 4 4 4 3 2 1' - 12 5 4 4 4 4 2 1' 13 5 5 5 4 4 3 2 1 - 13 5 5 5 4 4 2 1 1' 14 5 5 5 4 4 3 2 1 - 14 5 5 5 4 4 2 2 15 5 5 5 5 5 3 2 2 1' 15 5 5 5 5 5 2 2 1' 16 5 5 5 5 5 4 2 2 1 16 6 5 5 5 5 3 2 1 17 5 5 5 5 5 4 3 3 2 17 6 5 5 5 5 3 3 2 1 18 5 5 5 5 5 4 3 3 3 18 6 6 5 5 5 3 3 2 2 19 5 5 5 5 5 5 3 3 3 19 6 6 5 5 5 3 3 3 2 20 5 5 5 5 5 5 4 3 3 20 6 6 5 5 5 4 3 3 2 21 5 5 5 5 5 5 4 4 3 21 6 6 5 5 5 4 4 3 2 22 5 5 5 5 5 5 5 4 3 22 6 6 5 5 5 4 4 4 2 23 5 5 5 5 5 5 5 5 3 23 6 6 6 5 5 5 4 4 2 24 5 5 5 5 5 5 5 5 4 24 7 6 6 6 5 5 5 4 2 25 5 5 5 5 5 5 5 5 5 25 7 7 6 6 6 5 5 4 2 26 6 6 6 6 5 5 5 5 5 26 7 7 6 6 6 6 5 4 3 27 6 6 6 6 6 6 6 5 5 27 7 7 6 6 6 6 5 5 4 28 6 6 6 6 6 6 6 6 6 28 8 7 7 6 6 6 6 5 5 29 7 7 7 7 6 6 6 6 6 29 8 8 8 7 6 6 6 6 5 1Usable only with 10+ Intelligence 1 Usable only with 10+ Intelligence 2 Usable only witll 12+ Intelligence 2 Usable only with 12+ Intelligence 3Usable only with 14+ Intelligence 3 Usable only with 14+ Intelligence 4Usable only with 16+ Intelligence 4 Usable only with 16+ Intelligence 5 Usable only with 18+ Intelligence 5 Usable only with 18+ Intelligence P/N 3080A 6/94