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Ks Darkqueen Adv Jour PDF
Ks Darkqueen Adv Jour PDF
A LETTER FROM THE QENERAL LUMINARI THERA TRILLOMAN YAH IETNACHARU ALDINANACHRU
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CHARACTERS AND PARTIES Player Races
General La
You need a party of adventurer Player There are seven races from which you
Characters (PCs) to play THE DNi QUEEN OF may construct player characters, each
KRYTIN . You must choose the following for with different talents and limitations .
each character: a race, a class, and an Tables beginning on page 49 summarize
alignment . After you select these, the the racial class limitations and ability
computer generates a set of ability scores score modifiers. The following describes
that define your new character's natural each race and tells which classes are
strengths and weaknesses . To build a open to them .
party you must make a mix of characters
that have the range of skills needed for
success, and then band them together .
Hill Dwarves are a stubborn and rough Kender are a small people characterized Dwarves for instance, get a+ l constitu- be raised from the dead with raise dead
race of sturdy workers and craftsmen . by an absolute lack of fear, and an insa- tion bonus and may have a maximum or resurrection spells, and the chance of
They are especially resistant to magic and tiable curiosity . They are especially resis- constitution of 19 instead of 18 . All racial a resurrection attempt being successful .
poison . During combat, dwarves receive tant to magic and poison, and have the modifiers are calculated automatically Every time a character is successfully res-
bonuses when attacking goblins or hob- special ability to taunt intelligent oppo- when a character is generated . urrected, 1 point of constitution is lost.
goblins, and are adept at dodging the nents . When kender successfully taunt, an
Strength (STR) is the measure of a char- Charisma (CHA) is the measure of how
attacks of ogres and giants . Dwarves can opponent will attack in a mindless rage,
acter's physical power, muscle mass, and others react to a character .
be fighters, thieves, rangers, clerics of suffering a loss of combat effectiveness .
stamina . Fighter-type characters (fighters,
Reorx, or mixed classes. The preferred weapon of the kender is the Charisma is sometimes a factor when
paladins, and rangers) may have excep-
hoopak, part staff-sling, part metal-shod encountering NPCs - the higher a charac-
Mountain Dwarves are somewhat clan- tional strengths greater than 18 that are
staff, which only they can use . Kender ter's charisma, the more that character
nish and more refined than their Hill indicated by a percent value (01, 02, 03 . . .
receive bonuses to hit with hoopaks, and can persuade others to do what he wants .
Dwarf cousins, otherwise they are nearly 98, 99, 00) following the base strength .
are deadly accurate shots . They can be The character with the highest charisma
identical . Mountain dwarves may be fight- High strength increases a character's com-
thieves, fighters, rangers, clerics or mixed should be the active character when deal-
ers, paladins, thieves, clerics of Reorx, or bat ability with melee weapons, such as
classes . ing with IYPCs .
mixed classes . swords or maces . Strength also determines
Humans are the most common player- how much a character can carry without
Silvanesti Elves (High Elves) are a tall, Character Classes
race in the world of Krynn . Humans do becoming encumbered and slowed in
arrogant, and long-lived race . They are Classes are the characters' professions. A
have the disability of shorter life-spans combat .
nearly immune to sleep and charm spells, character must be at least one character
than the other races . This may be a prob-
and are adept at finding hidden doors . Intelligence (IIYT) is the measure of how class. Non-human characters can be more
lem if they are subjected to many haste
During combat, elves receive bonuses well a character can learn . Intelligence than one class at the same time . These
spells, which age the hasted character
when attacking with swords or bows . They level determines the maximum level of multi-class characters have more playing
one year . They can be fighters, magic-
cannot be raised from the dead . Silvanesti spells a magic-user can cast . options, but move up in levels slowly
users, clerics, thieves, paladins, rangers,
elves can be fighters, paladins, magic-users, because experience is divided evenly
and knights - but not mixed classes . Wisdom (WIS) is the measure of a char-
clerics, rangers, and mixed classes . among all classes .
acter's ability to understand the ways of
Qualinesti Elves are slightly smaller and Ability Scores the world and to interact with the world . Characters receive hit points, spells, and
friendlier than their Silvanesti brethren, Every character has six randomly generat- Clerics receive bonus spells for high wis- abilities based on their class, level, and
but they have identical abilities and ed ability scores as described below . dom, and wisdom determines the maxi- (sometimes) ability scores . Refer to the
bonuses . Qualinesti elves can be fighters, These scores fall within a range deter- mum level of spells a cleric can cast . tables at the back of this journal to find
rangers, magic-users, thieves, clerics and mined by the race and class of the char- the number and size of hit dice a charac-
Dexterity (DEX) is the measure of a
mixed classes. acter . The base values range from 3 (low) ter receives, and the number of spells the
character's manual dexterity and agility .
to 18 (high) . There are tables of limita- character can memorize .
Half-Elves are hybrids, with many of the Thieves especially benefit from high dex-
tions, modifiers, and bonuses starting on
virtues of both humans and elves . Like terity. Dexterity affects how well a charac- Clerics have spells bestowed on them by
page 49 .
their elf ancestors, they are resistant to ter can use ranged weapons (bows, dart, their deity and can fight wearing armor
sleep and charm spells, and are adept at Depending on the character class, one or etc .), when he moves in a combat round, and using crushing (no edged or pointed)
finding hidden doors . Half-elves can be more of these abilities will be a Prime and how difficult he is to hit in combat . weapons . After selecting an alignment,
fighters, knights, magic-users, clerics, Requisite . A prime requisite is an ability clerics may only choose a deity appropri-
Constitution (CON) is the measure of a
thieves, rangers, and mixed classes . especially valuable to a given class . For ate to their alignment . Each of the deities
character's overall health. Characters
example, strength is key for fighters and extend special abilities to their followers .
receive one extra hit point if their consti-
wisdom for clerics . Most characters For more information, see the "Deities"
tution is 15, and two points if it is 16 .
receive bonus experience points when
Fighter-types (fighters, rangers, knights,
their prime requisite scores are 16 or
and paladins) receive additional bonuses
greater . Non-human characters may have
for constitutions of 17 or 18 . A character's
modifiers to the basic ability scores to
constitution also determines the maxi-
reflect differences between the races .
mum number of times that character can
section on page 13 . Clerics have the ability Paladins must be of lawful good align- Multi-class characters are non-humans
Note: Knights receive experience
to sometimes turn away, or even destroy ment, and they will not knowingly adven- who belong to two or more classes at the
bonuses for doing knightly deeds and
undead creatures such as skeletons or ture with any evil characters . They must same time . Multi-class characters' experi-
not for meeting prime requisites
zombies . This power increases as the cler- have ability scores of at least 9 in intelli- ence points are divided among each of the
minimums .
ic increases in level . Clerics must memo- gence and constitution, at least 12 in classes, even after they can no longer
rize their spells just as magic-users, but strength, at least 13 in wisdom, and at advance in one or more of those classes.
To join the Knights of the Sword a knight
they do not use spell books . When clerics least 17 in charisma . The prime requisites Their hit points per level are averaged
must have the following minimum ability
gain a new spell level, they can automati- for paladins are strength and wisdom . among their classes . Multi-class characters
scores: STR 12, INT 9, WIS 13, DEX 9,
cally memorize any of the available spells gain all the benefits of all their classes
Rangers are a type of fighter, and can CON 10 .
for that level . The prime requisite for cler- with regard to weapons and equipment .
fight with any armor or weapons . They do
ics is wisdom .
additional damage when fighting giant- To join the Knights of the Rose a knight
Alignment
Fighters can fight with any armor or class creatures . Rangers must be of good must have the following minimum ability
Alignment is the philosophy a character
weapons, but they cannot cast magic alignment and have ability scores of at scores: STR 15, INT 10, WIS 13, DEX 12,
least 13 in strength and intelligence, and . lives by, and can affect how NPCs and
spells. All fighter-types (fighters, paladins, CON 15 .
knights, and rangers) gain the ability to at least 14 in wisdom and constitution . some magic items react to a character . The
Magic-Users have powerful spells, but possibilities range from believing strongly
attack more than one time per round They can use druid spellss when they
can use no armor and few weapons . They in society and altruism (lawful good) to
when they reach higher levels . They can reach 8th level, and magic-user spells
can only memorize those spells available being anarchistic and actively unpleasant
also have exceptional strength ; gaining when they reach 9th level . Their spell-
in their personal spell books. Magic-users (chaotic evil) . Alignment is presented in
additional hit point bonuses if they have a casting ability advances until 17th level .
may add entries to their spell books when- two parts : World View and Ethics .
constitution of 17+ . The prime requisite Rangers can never use scrolls of any type .
ever they go up in level or find scrolls
for fighters is strength . The prime requisites for rangers are
strength, intelligence, and wisdom.
with spells of levels that they are able to World View
Paladins are a type of fighter, and can scribe . In the world of Krynn, the power Lawful indicates that the character values
fight with any armor or weapons . They are Solamnic Knights are the pride of chival- of magic-users is moderated by the three the structure and rules of society .
resistant to spells and poison, and can ric honor in the world of Krynn . The moons, and magic-users are divided into
turn undead creatures as if they were a knights are divided into three orders : the three orders based on alignment . A Neutral indicates that the character val-
cleric two levels below their current pal- Knights of the Crown, the Knights of the magic-user's power fluctuates with the ues both the individual and society .
adin level . Paladins are also always sur- Sword, and the prestigious Knights of the cycles of the moon that influences his Chaotic indicates that the character val-
rounded by the equivalent of a protection Rose. All are renowned for their bravery order. For more information on the orders
ues the individual over society .
from evil 10' radius spell . Paladins may and skill at arms . Knights begin the game and moons see the "Magic" section (page
heal two hit points of damage per level with Solamnic Plate Mail, helm +2, long 12) . The prime requisite for magic-users is Ethics
once a day. They may cure disease once sword +2, and a shield +2 . intelligence .
Good indicates that the character tries to
a week for every five levels of experience .
Knights are valuable for their leadership Thieves have special skills for opening act in a moral and upstanding manner .
For example, once a week at Ist-5th levels,
ability in combat . Whenever a party with a locks and removing traps, but are limited
twice a week at 6th-10th levels, etc . They Neutral indicates that the character leans
Knight enters combat, he makes a leader- to using swords, short bows, slings, and
can use cleric spells when they reach 9th towards "situational ethics," evaluating
ship check. If the check is successful all leather armor. In combat they do addi-
level, although they can never use clerical each set of circumstances .
NPCs in the party come under your con- tional damage by 'back stabbing,' which
scrolls . They advance in spell-casting abili-
trol like regular PCs . Chance of success is described in the Combat section . Evil indicates that the character acts with-
ty until 20th level .
increases dramatically as a Knight rises Starting at 10th level, thieves can deci- out regard to others, or in an overtly
through the three orders. pher some magical writing and have a malignant manner. Player characters can-
chance of casting spells from magic-user not be evil .
If a Knight of either of the first two orders
scrolls. The prime requisite for thieves is
(Crown or Sword) is of sufficient level,
dexterity .
and has high enough ability scores, he
may petition the next higher order for
admission . When Knights of the Sword or
the Rose become sixth-level, they gain the
ability to cast some clerical spells .
Other Attributes completing quests . The computer keeps Include a variety of classes in a party to Clerics are essential for healing the party
track of experience, and when characters get a good mix of skills. Here are two after engagements . The most efficient way
Each character also has three important
earn enough, they may advance in levels . sample parties: to heal is to ENCAMP and select FIX (you can
values that change as the game goes on :
See the Level Advancement Tables begin- Sample Party # 1 : issue this command several times while
hit points, experience points, and levels .
ning on page 55 for experience require- encamped) . FIX works as follows :
I Human Knight
lilt Points measure the amount of dam- ments .
1 Human Paladin If a cleric is in the party, all available cure
age a character can take before he goes
New characters start the game with I Dwarf Ranger spells are cast and automatically rememo-
unconscious . A character's maximum hit
1,000,001 EXF, which puts most single- I Kender Cleric of Mishakal/Thief rized until all characters are healed . If the
points are based on the hit dice for the
class characters at about 12th level . 1 Qualinesti Elf Cleric of party has taken more damage than clerics
character's class and level, plus any
Shinare/Fighter/Red Robe Mage have cure spells, the FIX option may be
adjustments for constitution . A character Levels are a measure of how much a
1 Silvanesti Cleric of used again . When FIX is used, characters
gains a hit point bonus to each hit die if character has advanced in his class .
Majere/Fighter/White Robe Mage at the top of the list will be healed before
his constitution is over 14 . When they have enough experience
Sample Party #2 : the characters below them . If a cleric is
points, characters may go to a training
Note: Dice (d) is the term used to not in the party, hit points may be recov-
hall and receive the training required to 1 Human Knight
describe the range for a randomly gen- ered through rest (1 HP per 24 hour peri-
increase in level . Characters may only I Silvanesti Elf 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 HalfElf Ranger/Cleric of Majere Rangers normally start the game with
range from I through 6, a d 10 has a If a character has gained enough experi-
1 Qualinesti Elf Cleric of more HP than other righter types . They do
range from I through 10 . 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 Jolith/Thief receive magic and druidic spells at high
character class may have . For exam- one level, and lose all experience in excess
1 Qualinesti Elf Fighter/Red Robe level .
ple, a 3rd level fighter has a base of 3 of one point below the next level .
Mage
d 10 hit dice, or 3-30 hit points . Knights are powerful fighters and there
Example: are some items that may only be used by
Why These Classes?
When a character takes enough damage An 9th level thief enters a training hall them . Knights have special leadership
Cleric/Fighter/Magic-Users are the ulti-
that his hit points reach 0, he is uncon- with 375,000 experience points abilities and gain clerical spells at high
mate multi-purpose character . A
scious . If the character's hit points drop (enough for 11th level) . He will leave levels .
cleric/fighter/magic-user can cast both
to anything from -I to -9, he will lose I hit as a 10th level thief with 220,000
magic-user and cleric spells while wielding Paladins are great warriors . In addition to
point per turn from bleeding until he is experience points-one point below
the armor and weapons of a fighter . The their martial prowess, they have natural
bandaged or dies. If a character has -10 11th level .
main disadvantage of the cleric/fighter/ protection from evil 10' radius, healing
hit points or less, he is dead . Hit points
magic-user is that, as a triple-class charac- powers, and they gain clerical spells .
on the screen will never be displayed as Characters cannot train for new levels
ter, they advance in levels quite slowly .
less than 0 . once they have reached the maximum
Preparation lips
levels allowed . Fighter/Magic-Users may cast spells
Experience Points are a measure of Once the party has banded together,
while wearing armor . This split class can
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
have all spellcasters memorize spells .
more hit points than a pure magic-user .
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 THE DARK QUEEN of KRYNN . Cleric/Thieves 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 .
9
Combat Ability Damage attacks every two rounds, then two attacks
COMBAT
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 .
defined by AC, THACO, and Damage .
many dangerous foes to complete the
attacker's strength, weapon type, and any
adventure . The following, sections offer All of a character's attacks are taken
Armor Class magic bonuses the weapon has . The base
some more information and tips for combat . against his first target . If the first target
damage for each weapon is summarized
A character's or monster's difficulty to be goes down with the first attack, you can
in the Weapons Table on page 51 .
Combat Map hit is represented by armor class (AC) . aim the remaining attack at another tar-
The lower the AC, the harder the target is Some monsters take only partial or no get . Fighter-types may also 'sweep'
Battle takes place on a tactical combat
I
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,'
as some bracers, also help improve AC . damage from sharp or edged weapons, he automatically attacks all of the weak
began . This map is set up with an invisi-
while some other monsters may only be opponents .
ble square grid .
THACO damaged by magical weapons .
The ability to hit enemies in melee or with Back Stabbing
initiative
missile fire is represented by THACO . Attacking A thief 'back stabs' if he attacks a target
Each round of combat is divided into 10
segments, and every character and foe acts THACO stands for To Hit Armor Class 0 . There are two basic types of attack : Melee from exactly opposite the first character
This is the number a character must 'roll' and Ranged (or Missile) . The following to attack the target . The thief may not
on a specific segment based on a random
equal to or greater than to do damage on describes each type and other rules gov- 'back stab' if he has readied armor heav-
initiative number . Initiative is generated at
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
THACO, the better the chance to hit the chance of hitting the defender and does
modified by dexterity and random factors
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
command to hold action until the end of
Note : the generation of a random
weapons such as swords and maces . Only
Saving Throws
number 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 determining the success of an
time to perform, so often a spellcaster will ters receive strength bonuses. Fighters automatically have their full effect on a
attack, the number generated is from target . Victims may get a saving throw to
begin a spell on his segment, but the spell can sometimes overpower several small
1 through 20 . avoid some or all of the effect . If the sav-
will not go off until a little later . foes during melee combat, and thieves
have opportunities to 'back stab.' ing throw is successful, generally the tar-
An attack is successful if the random get suffers either no effect or only half-
Computer Control
number is greater than or equal to the damage . Saving throws improve as char-
In combat you control the actions of PCs . Ranged Combat
attacker's THACO minus the target's AC . acters gain levels .
The computer controls the actions of Ranged combat is firing at distant enemies
THACO may be modified by things like
monsters, NPCs, and PCs set to computer with weapons such as bows or darts . A
range, attacking from the rear, magic Note: 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
chance that they will be affected by
may take control of NPCs at the start of Example : to an enemy . Two arrows or three darts
spells .
combat by making a successful leader- can be fired per turn .
A fighter with a THACO of 5 attacking a
ship check . A successful leadership check
monster with an AC of 3 would need
puts NPCs under normal control for that
to roll (THACO 5) - (AC 3) = 2+
Multiple Attacks
combat. After seventh-level (eighth for rangers) all
But to hit a monster with an AC of -2 fighter-type characters increase the num-
he would need to roll (THACO 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
Exploit your opponents' weaknesses by game time per spell level, plus a prepara-
The number of squares a character can When a battle begins, your party is auto-
directing attacks against helpless, wounded, tion period based on spell level :
move is affected by carried weight, char- matically positioned based on the order
acter strength, and the kind of readied list of the characters . Characters near the 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 9
displayed on the View Screen and during vulnerable to attack . To change the start- injure many (exception : enemy spellcast-
Preparation
the character's segment in combat . ing deployment, change the party order ers) . A foe with one hit point remaining
Time : 4 hrs . 6 hrs . 8 hrs. 10 hrs . 12 hrs .
Combat movement is important for both from the ALT menu while encamped . Shift attacks as powerfully as an uninjured one .
closing quickly with opponents (and stop- the heavily armored fighters up the list
If spellcasters are hit in a round, they lose
ping missile fire) and fleeing from battles and the vulnerable magic-users and Example:
any spells they are preparing to cast, and
that are too tough . thieves toward the bottom . Party order To memorize two I st level spells, one
cannot cast for the remainder of that
cannot be changed while in combat, 2nd level spell, and one 3rd level spell
round . Try to keep enemy spellcasters
Running Away although characters are free to move .
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 stop enemy ies of unconscious or dead party mem- effect on their target. Each target of a spell
magic and missile fire . Other times the bers stay with the party . If the entire party
Exception : if a character can reach the may get a saving throw to avoid some or
best strategy is defensive : moving your flees from combat, all unconscious and
edge of the combat map without any of all of the effects of the spell .
characters to anchor their flanks on an dead party members are permanently
his opponents being able to see him, he
obstacle such as a wall or tree . Setting up lost. If ALL the party members are slain,
may then flee successfully even though 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
Returning to the Party strong defensive position . Always keep
Robe Mages . All good alignment magic-
magic-users and missile weapons safe MAGIC
A character that moves off the battlefield 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 KRYNN . Magic-users and clerics, as well as Mages . Evil magic-users are Black Robe
dead or unconscious characters are lost .
Wounded Characters Mages . The few magic-users in the world
high-level Knights, rangers, and paladins
Characters that flee a combat receive no Characters who are seriously injured who do not enter an order are called
can cast spells . Magic is essential to the
experience points for the battle . should be cured or moved out of the 'Rogues,' and are attacked on sight by all
survival of the party . Magic-users cast
front lines if possible . Remember: if you of the other orders . Magic-users keep
many powerful offensive and defensive
Combat Strategies move away from an adjacent enemy, he spell information in their personal spell
spells . Clerics cast healing spells to revive
gets a free attack at your back and has an books, and may only memorize spells
To succeed in combat, a skilled player wounded characters as well as both
improved chance to hit . that are recorded there .
deploys his party well, casts effective defensive and offensive spells . A spell
spells before and during combat, maneu- can exist in one of four forms: in a char-
Stopping Ranged Attacks When a magic-user trains for a new level,
vers his characters into advantageous acter's memory, in a character'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 wand . Memorized
an adjacent opponent . To stop enemy book. A magic-user can also scribe spells
powerful characters and weapons . 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
opponent. If you want to fire missiles, enough level to cast them . A magic-user
encamped . Spells in scrolls or wands are must cast a read magic spell or have a
keep away from the enemy .
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 .
The Moons of Krynn Clerics Neutral Aligned Deities Spells should be rememorized as soon as
Since the creation of the world, three Clerical magic requires no spell books . All Sirrion possible after they are used. This is most
moons have governed the powers of clerical spells of the appropriate level are Powers: None likely to happen after combat. When in
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
to them . Each moon has a different cycle users, clerics can cast spells from scrolls Reorx" imprint the spells for later use . Selecting
and effects a different group of magic- without any preparation, although clerical Powers: + 1 TI-IACO (dwarves only) REST without choosing new spells has the
users . Magic-users of the White Robe scrolls also disappear after being cast . Extra spells: none spellcasters rememorize the spells they
Mages gain their power from Solinari the have cast since last resting .
Shinare
white moon, Magic-users of the Red Robe Deities
Powers: None
Mages are governed by Lunitari the red Note : Before resting, it is a good idea
Since the earliest days of Krynn, the wis- Extra Spells: charm person
moon . The evil Magic-users of the Black to save your game-especially after
dom of the deities has been brought to all
Robe Mages are empowered by the dark 'All dwarven clerics must select Reorx tough combats . Also, keep at least two
the races through the efforts of the cler-
moon Nuitari . The current position of the and therefore must be neutral . separate saved games at all times and
ics, the mortal messengers of the will of
moons is displayed at the top of your alternate between them . This will allow
the heavens . As a sign of favor, deities
computer screen and their effects are as bestow upon their clerics special bonuses Knights and Paladins you to go back to a save before that
follows : last, fatal battle or to try different
or additional spells. The following is a list Knights and paladins use their clerical
strategies at key points .
of the deities of Krynn that are available spells identically to clerics, except that
C,00 ©
LOW SANCTION WANING WAXING HIGH SANCTION
to characters, their alignment, and clerical
bonuses :
Rangers
MAGICAL TREASURES
As you travel about and encounter the
(NEW MOON) (FULL MOON)
Paladin Rangers use magic and druidic spells. monsters and puzzles that stand between
Saving Throws -1 Normal Normal +1
Powers : None They use magic spells identically to you and finishing your various quests, you
Additional Spells' 0 0 +1 +2 will find magical items to help you on
Extra spells : protection from evil magic-users and the druidic spells as cler-
Effective level -1 Even Even +1 *'
10' radius ics use their magic . Rangers can never your way . You can find magic items in a
cast spells from scrolls, even if they can treasure by casting a detect magic spell
'The additional spells can be of any level the magic-user can cast . Majere
memorize and cast the scroll spell nor- using the DETECT command . To find out
" Only a magic-user of sixth-level or higher who also has an intelli- Powers : Turn undead as if cleric is two specifically what an item is, you must take
mally.
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,
Powers: + 1 THACO spells which assist the party in combat . readies a cursed item, a remove curse
with the different schools of magic-users
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: + 1 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 .
i
Here are descriptions of some items that Enchanted Weapons come in many
you may find . Remember: Some items are sizes, shapes, and potencies . Sometimes
v, CREATURES OF THE DRAGONLANCE TM SAGA ir
very rare, and you may not find all of a weapon will add between one and five
them in your adventure . to your THACO and damage . Some
A
Enchanted Traag Draconian
AC : 2; HD : 8; Mv: 6 ; Inl: Average;
Size : M; Align : CE ; THACO : 7;
on the otyugh . Except for their great size
and strength, greater otyughs are identical
to the otyugh .
points .
Fourth Level Cleric Spells Sixth Level Cleric Spells Charm Person or Mammal changes the Detect Magic indicates which equipment
Cure Serious Wounds heals 3-17 hit Blade Barrier creates a whirling circle of target's allegiance in combat so that an or treasure items are magical . After cast-
points, up to the target's normal maxi- razor sharp blades . Any who enter the cir- opponent will fight for the caster's side . ing the spell, view a character's items or
mum hit points . cle suffer 8-64 points of damage . It affects character types (human, dwarf, take treasure items, and equipment or
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
and revives a poisoned person . mindedness, and all except 1-4 of a char- Cure Light Wounds heals 1-8 hit points,
Mages .
acter's full hit points . up to the target's normal maximum hit
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
Resurrection is similar to raise dead, Third Level Druid Spells greater the spell's effect . Usable by both
target and all adjacent friendly characters
except that it also restores all hit points . Cure Disease removes the effects of dis- Red and White Robe Mages .
by 2 against evil attackers . The effects of
eases caused by some monsters or cause
this spell are not cumulative . Restoration returns life energy stolen by Friends raises the caster's charisma by 2-
disease. 8 points . It is best cast just before dealing
Sticks to Snakes causes a distracting
energy drain or the attacks of such
undead as wights . Hold Animal is similar to the cleric spell with l`IPCs. Usable by both Red and White
mass of snakes to irritate the target . The
hold person, except that only normal and Robe Mages .
snakes will make movement and spell
First Level Druid Spells giant-sized animals are affected . This spell
casting impossible for the duration of the Magic Missile does 2-5 hit points per mis-
Detect Magic indicates which equipment does not affect monsters or llPCs .
spell . Powerful creatures may ignore the sile with no saving throw . A magic-user
created snakes . or treasure items are magical . After cast- Neutralize Poison revives a poisoned throws 1 missile for every 2 levels (1 at
ing the spell, view a character's items or person . levels 1-2, 2 at levels 3-4, etc .) This spell
Fifth Level Cleric Spells take treasure items, and equipment or damages any single target within its range
treasure preceded by an '" is magical . Protection from Fire has different effects 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
maximum hit points. This spell casts instantaneously . Usable
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
Dispel Evil improves the target's AC by 7 dissipates when the damage limit is
allies in the spell area. Protection from Evil improves the AC
versus summoned evil creatures for the reached . If cast on another character, the
duration of the spell, or until the target spell is identical to the clerical resist fire and saving throws of the target by 2
Faerie Fire rings a targeted creature in
hits a summoned creature . The creature spell . against attackers of evil alignment. Usable
magical light . This spell will outline other-
must make a saving throw when it is hit by both Red and White Robe Mages .
wise invisible targets and give a +2
or be dispelled . ThACO bonus to anyone attacking an First Level Magic-User Spells Read Magic allows a magic-user to ready
affected creature . Burning Hands causes 1 hit point of fire 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
throw . appropriate for his and level . Usable by
protection against intelligent opponents Charm Person changes the target's alle-
both Red and White Robe Mages.
or magical creatures . giance in combat so that an opponent will
Raise Dead can bring back to life one
fight for the caster's side . It only affects Shield negates enemy magic missile
(non-elf) 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-
Barkskin causes the target's skin to by both Red and White Robe Mages . throw, and may increase his AC. Usable
tution and how long the character has been
dead . The raised character will have I hit become tougher and harder to damage . by both Red and White Robe Mages.
point and will lose 1 point of constitution . The tough skin improves AC by 1 . 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 .
Sleep puts 1-16 targets (depending on the 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
size of the targets) to sleep with no saving enemies seek you out. Characters lose or more hit dice . Usable by White Robe
Blink protects the magic-user. The magic-
throw. For example, up to sixteen I hit-die invisibility if they do anything but move . Mages only .
user 'blinks out' after he acts each round .
targets can be affected, while only one 4 Remember : some monsters can see invis-
Although the magic-user may be physical- Confusion affects 2-16 targets, causing
hit-die target can be affected . Targets of 5 ible creatures . Usable by Red Robe Mages
ly attacked before he acts each round, he them to make a saving throw each round
or more hit-dice are unaffected . Usable by only .
may not be attacked after . Usable by Red or stand confused, become enraged, flee
both Red and White Robe Mages. Robe Mages only . Lightning Bolt is a magical electrical in terror, or go berserk . Confusion is most
attack that does 1-6 hit points of damage effective when used against a large num-
Second Level Magic-User Spells Dispel Magic removes the effects of
per level of the caster to each target along ber of enemies . Usable by White Robe
spells that do not have specific counter
Detect Invisibility allows the target to its path . Damage is halved if the targets Mages only.
spells. This is a recuperation spell for any
spot invisible creatures. Usable by both make their saving throw . A lightning bolt
characters that have been held, slowed, Dimension Door allows the magic-user
Red and White Robe Mages . is 8 squares long in a line away from the
or made nauseous . Usable by White Robe to teleport himself to another point on the
caster. For best results, send the bolt
Invisibility makes the target invisible . Mages only . battlefield within his line of sight and the
down a row of opponents . Lightning bolts
The THACO of melee attacks against invis- range of the spell . Magic-users can use it
Fireball is a magical explosion that does also reflect off walls back toward the
ible targets is reduced by 4, and it is for quick escapes . Fighter/magic-users
1-6 hit points of damage per level of the spelicaster. Targets adjacent or close to a
impossible to aim ranged attacks at them . can use dimension door to reach enemy
caster to all targets within its area . If the wall may be hit twice by the same bolt .
Invisibility is dispelled when the target spellcasters or ranged weapons . Usable
target makes its saving throw, damage is Usable by both Red and White Robe Mages .
attacks or casts a spell . Usable by both by Red Robe Mages only .
halved. Fireball is a slow-casting spell,
Red and White Robe Mages . Protection from Evil, 10' Radius pro-
and the spell's power demands that you Fear causes all within its area to flee 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 their saving throws.
cent to the target. The spell improves the
both magically and non-magically locked to determine who will be in the area of Usable by Red Robe Mages only .
AC and saving throws of those it protects
doors, chests, etc . Usable by Red Robe effect-indoors the three squares in each
by 2 against attackers of evil alignment . Fire Shield protects the magic-user so
Mages only . corner will not be affected by the blast if
Usable by White Robe Mages only. that any creature who hits the caster in
the spell is targeted in the center of the
Mirror Image creates 1-4 illusionary melee does normal damage, but takes
screen. Outdoors, the blast area is slightly Protection from Normal Missiles makes
duplicates of the magic-user to draw off twice that damage in return . The shield
smaller. Usable by both Red and White the target immune to non-magical mis-
attacks. A duplicate disappears when it is may be attuned to heat attacks or cold
Robe Mages. siles. Usable by White Robe Mages only .
attacked . Usable by Red Robe Mages only . attacks . The magic-user takes half dam-
Haste doubles the target's movement Slow affects 1 target per level of caster age (no damage if he makes his saving
Ray of Enfeeblement reduces the target's
and number of melee attacks per round . and halves the target's movement and throw) and has his saving throw from the
strength by 25% + 2% per level of the
Haste has a short duration, so you should number of melee attacks per round . Slow opposite type of attack improved by 2 .
caster. Usable White Robe Mages only .
wait until a fight is imminent to cast it . can be used to negate a haste spell and He takes double 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 . Usable by
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 Robe Mages.
saves, it is not paralyzed but is nauseous by Red Robe Mages only .
Fumble causes the target to become
and has its AC reduced for 2 rounds . Fourth Level Magic-user Spells
Hold Person may paralyze targets of clumsy and unable to move or attack.
Usable by both Red and White Robe Mages. Bestow Curse reduces the targets THACO
character types (human, dwarf, etc .) . You If the target makes his saving 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 EXIT 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, 10' 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
THACO 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
Ice Storm 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 inflict 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 fly 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
the caster from incoming first, second, or creatures . Usable by White Robe Mages points of damage . Usable by both Red
Mass Invisibility is identical to the invisi-
third-level spells . The globe is very effec- only. and White Robe Mages .
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
bestow curse and allows the target to by four. Usable by Red Robe Mages Only. disappear after the battle . Usable by both
Power Word, Stun will cause one crea-
unready cursed magic items. Usable by Red and White Robe Mages .
ture to be stunned and unable to think or
White Robe Mages only . Sixth Level 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 Level 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 its area of effect is larger Usable by both Red and White Robe Eighth Level Magic-User Spells Red and White Robe Mages .
and it 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 to drop dramatically in intel-
Globe of Invulnerability protects against Otto's Irresistible Dance is an enchant-
ligence and wisdom and become unable
1st 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 flesh . System shock White Robe Mages .
survival is based on a character's constitu-
don . Usable by Red Robe Mages only .
JOURNAL ENTRIES w JOURNAL ENTRY 5 JOURNAL ENTRY 7
THE ELEVATOR THENOL KING
Looking up, you see jagged pipes and "Many come to tell me that my alliance
cracked walls as light trickles out of dozens with the draconians is a mistake . They
JOURNAL ENTRY 1 JOURNAL ENTRY 3 of hallways every ten feet up . Before you, rant how the draconians have some dark
THE HAGS PROBLEM THE GUARD'S TALE where some sort of intricate platform purpose that will kill us all . Balderdash!
used to be, sits a 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
ing above a large 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
dressed 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 labored 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 liith 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- then nervously climb in with you . The most resourceful and adaptable of peo-
sentenced to an eternity of agony . My wife
ly, and roared in anger . He signaled to a other gnome swings a large pipe over ples . It is the great Thenolian gift ."
was locked in this cell, where each day
mage who was in his attendance, and from the wall and sets the end under the
she perishes anew from hunger. I was
before I could run away . . . pool! I am as bag floating over your heads . He yells,
you see me, a withered hag, with bad
condemned to stand guard at the door, JOURNAL ENTRY 8
"Clear!" and all of the gnomes fall to the
lest anyone try to rescue her from this
teeth, and not a friend in the world ." floor of the basket just as hot scalding LANDED
misery. The only thing that will break the
steam gushes out, blasting you in the You followed the monsters that landed
spell is the Heart-Shaped Key, which will
JOURNAL ENTRY 2 face . The bag rises, and you bump and ashore .
unlock the door and unite us again. Alas,
crash your way up the shaft .
DRAGONMEN JUSTICE the key was hidden ages ago, somewhere They killed and they burned, but also
in the depths of the Tomb ." You hear a voice below saying " . . . well, found friends,
The elders of the dragonmen finish their
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 JOURNAL ENTRY 6
TREACHERY
talk?" His speech is hard to understand,
TASSLEHOFF BURRFOOT
but Zarketh translates for you : "You may You awake with Baldric's strange music 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
of your magical items . Worst of all, the "We have something in common now,
guide, as I swore . 'Let the drylanders kender, here on Taladas . I was curious, and
priceless dragon scale is nowhere to be made my way over. There was this ship travelers. We are both among the very few
flounder and sink,' they say."
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 ."
i
"You think you have defeated me, but of "The liulderfolk 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,
SHIPWRECK
tals; do not dare to think more than mor- east of Trilloman . But the price is high ; 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 carnated as draconians . You remember
"One day you will grow old, and weak, or
of Mstophan . You can't beat the Oracle like arrows, but when we arrived the ship the immense price that the hero liuma
foolish . Meanwhile my malice goes on
for a good augury . And that's what you was already in pieces . We pulled all the made to banish Takhisis, creator of all
and on, growing stronger, deeper, more
need most likely, a good augury . I had the landfolk out, cast spells upon them, and evil, to this loathsome plane . And finally
subtle . Which is why I propose this bar-
keys to the inner chambers of the Tombs brought them to our city Naulidis. The you recall the folk wisdom about the
gain to you ."
here somewhere ." ship's crew proved to be a superstitious Abyss : "Easy to get into . Impossible to
lot, ill-suited to life undersea, and so we leave ."
JOURNAL ENTRY 10 sent them back to Ansalon . 'Tis strange to
JOURNAL ENTRY 11
me that they who spend their life on the
FASTILLION SPEAKS
A SADDENED CAPTAIN DAENOR
JOURNAL ENTRY 17
sea should be so fearful of what is under-
"11mm, well then, I suppose it's a good TREMOR
"I kept my vow but slew Crysia in its keep- neath it, but so it is."
thing you came after all . There's evil at
ing . My heart is heavy, for she was all in "You may think us cowards, but we are
work in Thenol to the south, you know.
Krynn that I had . Forgive me, friends, for JOURNAL ENTRY 15 the noblest of creatures, toiling under our
Or I suppose you don't know and that's
there is no greater torment than failure ." Burden . Because we chose not to fight
why you're here, isn't it? Well, yes, there's STAFF
The captain's eyes rise darkly, "Let these Takhisis' battles for her during the Wars
evil at work in Thenol, and Trandamere's
draconians beware, for vengeance lurks In the Thenol state, find a staff, of the Lance, she struck a scale from the
probably behind it . He's sworn to conquer
within my heart!" chest of Kothar, our leader, and cursed
all Taladas, actually . Never was such a Wield its power, exert its might .
away our confidence . Since then, the
nice guy, that Trandamere . The draconi-
Strike down the gnomes and hesitate not, leader of the red othlorx has had Kothar's
ans are up to no good, and Thenol's JOURNAL ENTRY 12
blemish, and our Burden shall remain
involved, no doubt about it . SHARDS Steel your nerve, your task is right!
until the scale is returned .
JOURNAL ENTRY 28
PRESENT
Find the realm where Tremor is lord .
(Females) 3-17 3-18 3-18 3-17 12-19 3-16 3 -3 +4 MULTIPLE ATTACKS FOR
Half-Elves 3-18(90)` 4-18 3-18 6-18 6-18 3-18 4 -2 +3 FIGHTER-TYPE CHARACTERS
(Females) 3-17 4-18 3-18 6-18 6-18 3-18 5 -1 +2
CLASS LEVEL ATTACKS PER ROUND
Kender (Both) 6-16 6-18 3-16 8-19 10-18 6-18 6 0 +1
Fighter 1-6 1/1
7 0 0
Maximum percentage for 18 strength for fighter type classes only (fighter, paladin, ranger, knight) . 8 0 0 Paladin 1-6 1/1
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
WEAPONS TABLE
SPELL PARAMETERS LIST
DAMAGE VS. DAMAGE VS . LARGER NUMBER
NAME MAN SIZED THAN MAN SIZED OF HANDS CLASS This is a listing of spells available to player characters as they gain in level . The following are abbreviations used in the list :
FIRST LEVEL DRUID SPELLS FIRST LEVEL MAC,IC-USER SPELLS FOURTH LEVEL MAGIC-USER SPELLS EIC,HTH LEVEL MAGIC-USER SPELLS
For High-Level Rangers SPELL NAME WHEN RNG AREA DURATION ROBE SPELL NAME WHEN RNG AREA DURATION ROBE SPELL NAME WHEN RNG AREA DURATION ROBE
SECOND LEVEL DRUID SPELLS Magic Missile Cmbt 6+IvI 1 Both Fumble Cmbt 1/IvI 1 fr/IvI White NINTH LEVEL MAGIC-USER SPELLS
Protection from Evil T 1 2r/IvI Ice Storm (Dmg only) Cmbt 1/IvI 4 dia Both
For High-Level Rangers Both Both
SPELL NAME WHEN RHO AREA DURATION ROBE
Read Magic Camp 0 1 2r/IvI Both Minor Globe of
SPELL NAME WHEN RNG AREA DURATION Meteor Swarm Cmbt 4+1/IvI Special - Both
Invulnerability Both 0 1 1r/IvI White
Shield Cmbt 0 1 5r/IvI Both
Barkskin Both T 1 4r+1r/IvI Remove Curse Both T 1 - White Monster
Shocking Grasp Cmbt T 1 Both Summoning Cmbt 0 Special Special Both
Charm Person/Mammal Cmbt 8 1 Special
Sleep Cmbt 3+IvI 1-16 5r/IvI Both Power Word, Kill Cmbt .25/IvI Special - Both
Cure Light Wounds Both T 1
FIFTH LEVEL MA(,IC-USER SPELLS
SECOND LEVEL MAC,IC-USER SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE
THIRD LEVEL DRUID SPELLS
SPELL NAME WHEN RNG AREA DURATION ROBE Cloud Kill Cmbt 1 3x3 s 1r/IvI White
For High-Level Rangers
Cone of Cold Cmbt 0 .5/IvI c Both
Detect Invisibility Both 1/IvI 1 5r/Ivl Both
SPELL NAME WHEN RNG AREA DURATION
Feeblemind Cmbt 1/IvI 1 White
Invisibility Both T 1 Special Red
Cure Disease Camp T 1 Fire Touch Both T Special 1 r/IvI Red
noc Camp 6 1 s/IvI Red
Hold Animal Cmbt 8 1-4 2r/IvI Hold Monster Cmbt .5/IvI 1-4 1r/IvI White
Mirror Image Both 0 1 2r/IvI Red
Neutralize Poison Both T 1 Iron Skin Both 0 Special 1r/IvI Red
Ray of Enfeeblement Cmbt 1+.25/Ivl 1 1 r/IvI White
Protection from Fire Both T 1 Special
Stinking Cloud Cmbt 3 2x2s 1r/IvI Both
Strength Both T 1 6t/Ivl Red SIXTH LEVEL MAGIC-USER SPELLS
SPELL NAME WHEN RAN; AREA DURATION ROBE
SPELL NAME WHEN RNG AREA DURATION ROBE Disintegrate Cmbt .5/IvI Special - Red
Flesh to Stone Cmbt 1/IvI 1 - Red
Blink Both 0 1 1 r/IvI Red
Globe of
Dispel Magic Both 12 3x3 s - White
Invulnerability Both 0 1 1r/IvI White
Fireball Cmbt 10+lvl 5/7 dia - Both
Stone to Flesh Both 1/IvI 1 - Red
Haste Both 6 4x4 s 3r+1/IvI Red
Hold Person Cmbt 12 1-4 2r/lvl White
Invisibility 10' Radius Both T 2 dia Special Red SEVENTH LEVEL MAGIC-USER SPELLS
Lightning Bolt Cmbt 4+IvI 4,8 - Both SPELL NAME WHEN RNG AREA DURATION ROBE
55
Level Advancement Tables CLERIC OF GOOD CLERIC OF NEUTRALITY CLERIC'S BONUS SPELLS
DICE LEVEL EXPERIENCE DICE WISDOM 1 2 3 4
The following charts show the amount of LEVEL EXPERIENCE
experience a character must earn in order 1 2,000 - 3,999 2d8 1 1,500 - 2,999 1d18 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 7d8 18 +2 +2 +1 +1
Remember that all experience earned by
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 entitled to spells of the applicable level :-Thus a 12th level cleric with
divided by the number of classes the Each level after 8th requires 250,000 experience points and the char-
a Wisdom of 18 can memorize the following spells :
character has . The experience is divided acter gains 1 hit point . Each level after 9th requires 225,000 experience points and the char-
acter gains 1 hit point .
even after the character has reached his NUMBER OF SPELLS
NUMBER OF CLERICAL SPELLS PER LEVEL
maximum level in a particular class . 1 2 3 4 5 6 7
1 2 3 4 5 6 7
LEVEL NUMBER OF CLERICAL SPELLS PER LEVEL
12th-Level Cleric of
1 LEVEL 1 2 3 4 5 6 7
1 7 6 4 2 2
Good with 18 Wisdom 8
2 2 1 2
3 2 1 - 2 2 1
4 2 2 3 3 2 1
5 3 3 1 4 4 2 2
6 3 3 2 5 4 3 2 FIGHTER
7 3 3 2 1 6 4 3 2 1 LEVEL EXPERIENCE HIT DICE
8 3 3 3 2 - 7 4 4 3 1 1 0-2,000 1d10
9 4 4 3 2 1 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 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 5 5 4 4 3 2 12
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 1
8 125,001 - 250,000 8d10
16 7 7 7 6 5 3 12 15 6 6 6 6 4 3 1
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 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 .
1 Usable only with 17+ wisdom
2 Usable only with 18+ wisdom