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HEROES OF ASCORE :

TILE EPIC CONTINUES!


TEASURES OF THE SAVAGE FRONTIER

is the exciting sequel to GATEWAY To THE

SAVAGE FRONTIER and volume 11 in SSI's


spectacular new AD&D® computer
fantasy role-playing epic .
Your mission is truly daunting : save
the Savage Frontier from a cataclysmic
war, free Llorkh from its evil captors,
and regain a powerful magical item
lost since ancient times .
This big, bold adventure will
leave you reeling! The award-
winning game system used
throughout SSI's famous gold-box
series continues to evolve - new
features abound! Movement and
combat are now subject to the
unpredictable effects of weather.
Players can now interact with
NPCs - they can even have
romances. Plus, in some situations,
combat reinforcement can give you extra help
when you need it most . And with the Savage
IBM & AMIGA - $49.95 . Frontier teetering on the brink of all-out war, this
By Beyond Software .
feature will be put to good use!
TO ORDER : Transfer your characters from GATEWAY To THE
VISA/MC - call 1-800-245-4525 SAVAGE FRONTIER or create new 5TH level characters.
(USA & Canada) . By mail - send
You'll find so much more to explore - and the
check or money order for $49 .95
plus $4 .00 shipping & handling
freedom to explore it the way you want - as the
to : Electronic Arts, P.O. Box 7530, heroes of Ascore attempt the impossible yet again!
San Mateo, CA 94403
._, ADVANCED DUNGEONS & DRAGONS,
CA residents add applicable sales AD&D, and the TSR logo are trademarks
tax . Specify computer format . owned by and used under license from
s TSR, Inc . ©1992 TSR Inc . ©1992 Strategic
Allow 1-3 weeks for delivery . Simulallons, Inc. All rights reserved .
CREDITS TABLE OF CONTENTS

Game Creation : MicroMagic Inc . INTRODUCTION 1


System Creation : SSI Special Projects Group IMPORTANT FEATURES 2
Producer : George MacDonald CHARACTERS AND PARTIES 2
Associate Producer : Ken Humphries Player Races 2
Project Management : Lester Humphreys, Jason Linhart Ability Scores 3
Story and Design : Herb Perez Character Classes 4
Programming: Jason Linhart, David Blake Alignment 6
Additional Programming: Bill Sloan, Lester Humphreys Other Attributes 7
Art Director: Carol Tanguay Building a Successful Party 7
Artists: Carol Tanguay, Herb Perez
COMBAT 9
Additional Art : SSI Special Projects Group
Combat Map 9
Encounter Authors: Ken Eklund : Naulidis, Hulderfolk, Palace, Tower of Flame
Initiative 9
Herb Perez : Caves, Kristophan, Tombs
Computer Control 9
Francis Small : Hawkbluff, Blackwater Glade
Combat Ability 9
David Arcand : Overland, New Aurim
Attacking 10
Stephen Linhart : Luminari, Bai'or
Combat Movement ll
Wayne Horgan : Gnome Citadel
Combat Strategies 11
Additional Encounter Programming : David Arcand
After Combat 12
Copyeditors : Eileen Matsumi, Andre Vrignaud
MAGIC 12
Special Consultants : Wayne Horgan, Kiri Naiman
Magic-Users 12
Music Production : "The Fat Man" George Alistair Sanger
Clerics 13
Music Composition : David Govett
Knights and Paladins 14
IBM Digital Sound Driver : John Ratcliff
Rangers 14
Amiga Music Driver : The Dreamers Guild Inc .
Tips on Magic 14
Sound Effects : Bill Sloan, Ben Zeman, Kid Naiman, SSI Special
Projects Group MAGICAL TREASURES 14
Playtesters : Thomas MacMahon, Tao-Rodriguez-Seeger, CREATURES OF THE DRAGONLANCE TM SAGA 16
Emma Tallier, Brian Lowe, Cyrus Harris, Al Marenco,
Zane Wolters, John Kirk, Chris Warshauer, SPELL DESCRIPTIONS 24
Jeff Shottwell, Forrest Elam, John Boockholdt,
JOURNAL ENTRIES 31
Steven Okano, Tom MacDevitt, Sean House,
Larry Webber, Jason Ray, Mike Gilmartin TABLES 49
Test Support: Kym Goyer
Compatibility Testing: Top Star Computer Services, Inc .
Art, Graphic Design & DTP : Louis Saekow Design - David Boudreau, Kathryn J. Lee
Pre-press Production : Louis Saekow Design - Kirk Nichols, Jev Rothe
Printing: American Lithographers, Inc .

,* INTRODUCTION tw IMPORTANT FEATURES w

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 :

Good Aligned Deities


they can never use clerical scrolls, even if
they may cast the spells .

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

Wands generally cast a set number of a


weapons may have other fantastic magi- The denizens of these regions are many Boring Beetle
cal properties including extra bonuses and varied . Here is a list of monsters you
given spell (for example, 10 fireballs or These giant beetles favor
against specific types of creatures . Once a may encounter in your adventures . Some
15 magic missiles) . Only experimentation rotting wood and similar
magic weapon has been readied from the of these creatures are extremely rare, and
or paying to have them identified tells organic material upon
Items Menu, the character has it for all you may never cross paths with them all .
what a wand does. The USE command which to feed . They are usually found
combats .
allows a character to cast spells with a inside huge trees or unused underground
Bakali tunnel complexes .
readied wand . Dragonlances are powerful enchanted
These lizard-men of
weapons that were created for the War of
Potions may heal wounded characters, Taladas are powerful war-
the Lance to combat the evil dragons . Disir
cause them to become hastened or invisi- riors, but they are suscep-
They have large bonuses against any foe, Disir are skulking monsters
ble, or cause any number of other effects . tible to extra damage
but are deadly when attacking dragons, which are perpetually swathed
The USE command allows a character to from cold attacks . Bakali warlords are the
where they do the wielder's hit points in in layers of poisonous slime .
drink a readied potion . mightiest of their kind, and they may be
damage to the beast. The slime protects a disir from
accompanied by evil shamans .
Scrolls carry either clerical or magic-user damage from fire, and it also afflicts a
Enchanted Adornments such as brac-
spells . A magic-user may use SCRIBE to per- person who is hit by a disir with momen-
ers, necklaces, periapts, and especially
manently transfer a scroll into his spell Beholder tarily severe agony, making it difficult for
rings are favorite objects for magical
book if the spell is of a level that he can Also called "eye tyrants" the victim to attack the disir until the
enchantment . These items may have any
memorize . Magic-users and clerics can or "spheres of many effect of the toxin is overcome .
number of magical properties . Some
both cast spells directly from scrolls with eyes," these are solitary
items will help your AC, others may fire
the USE command, even if they could not horrors of great power.
magic missiles, or offer protection from Draconian
otherwise memorize the spells . Scrolls Each of the creature's
fire-based attacks. Once one of these Draconians are special troops of the
disappear after they have been used or eyes has a unique
items has been readied from the Items Dragon Highlords . They are created by
scribed. Magic-users must cast read magic, magical power . Beholders are armored
Menu, a character automatically gains all corrupting the eggs of good dragons with
or have scrolls identified in a shop before with tough chitinous skin .
of its effects . The exception to this rule is vile sorceries . Because of their magical
scribing or casting from them . Also, thieves
that certain magical necklaces require the origins, all draconians are somewhat
of 10th level or higher have a chance of
USE command to work. Black Pudding resistant to magic . There are six types of
casting spells from magic-user scrolls.
Black puddings are draconians:
Enchanted Clothing can be such com-
Enchanted Armor and Shields are cre- lurking horrors of deep
monplace items as gauntlets or cloaks,
ated by skilled craftsmen and then caverns and dungeons.
but they are imbued with powerful Aurak
enchanted with protective spells . The They are immune to
enchantments. A wide variety of these Created from the eggs of gold
power of the magic on these items varies damage from weapons, lightning, and
items are known to exist. To use these dragons, they attack with energy
a great deal . Enchanted armor has the cold, but take normal damage from fire . A
items, READY them from the Items Menu . bolts, poisonous gas clouds, or their claws
great advantage of offering improved pro- black pudding can dissolve armor; non-
and fangs . When an aurak is slain, it turns
tection with less encumbrance than the magical banded or plate mail can be
into a blazing ball of attacking energy and
same type of mundane armor. To use dissolved in two rounds, while lesser
then explodes .
these items, ready them from the Items armor can be dissolved in a single round .
Menu. Each magical bonus on a suit of armor
takes one additional round to dissolve .
18

Baaz Dragons Dragon, Death White Dragon


Made from brass dragon eggs, These are some of the most powerful and When some highly mag- Unique among dragons
they are the most common of dangerous monsters a party can encounter. ical and intelligent drag- in their preference for
the draconians . When killed, baaz will The older and larger a dragon, the more ons die, they become cold climates, these
turn to stone and then crumble into a pile damage it can do and the harder it is to death dragons. Their will creatures can attack
of rubble . The weapon used to slay a kill . In addition to their awesome strength, is so powerful that their with their freezing cold
baaz will sometimes be trapped in its dragons inspire an insidious terror called dead and rotting bodies remain animated . breath in addition to razor sharp claws
crumbling stone corpse and pulled from dragon fear. Many times the mere sight of They breathe a lethal cloud of gas . and fangs . These are one of the smaller
the attacker's hand . a dragon will cause opponents to panic and less intelligent of the dragon species .
and flee :
Green Dragon
Bozak These dragons are noto- Ettin
Amphi dragon
These draconians were created rious even among the These fierce creatures look like
These creatures, a
from bronze dragon eggs and other dragons for their giant two-headed orcs . They
unique crossbreed of a
can cast spells in addition to attacking cruel natures . They attack have great strength and wield
green dragon and a sea
with their claws and fangs. Bozaks explode with a poisonous breath, spiked clubs that inflict terrible
dragon, are vast toad-
when killed . and their claws and fangs . They will obey damage in combat.
like inhabitants of swamps and ocean
orders, but only from leaders whom they
floors . They are most at home underwater,
Kapak respect. Clever and subtle, green dragons
although they can hop about on land .
prefer to use trickery and magic on an
Eye of the Deep
These draconians can be distin- Amphi dragons can breathe a jet of deadly
enemy rather than an all-out assault. Eyes of the deep are
guished from the others by their acid upon their adversaries . oceanic cousins of the
poisonous venom . Frequently kapaks will
beholder. From their
lick their weapons and coat them with Red Dragon
Black Dragon large central eyes, they
venom. When a kapak is killed, it dissolves Perhaps the most feared
can emit a blinding ray,
into a pool of dangerous acid . These dragons attack by of all the evil dragons, which will stun all with-
spitting streams of acid these beasts were the in their path . Even the gaze from one of
and slashing with razor favored assault force of
Sivak their smaller eyes can paralyze the largest
sharp claws and fangs . the Dragon liighlord
Sivaks are created from silver creatures of the sea .
Since they are extremely armies during the War of the Lance . Not
dragon eggs and are the only
independent and only obey commands if usually inclined to obey orders, red drag-
draconians that can truly fly . They are Fire Elemental
it suits their purpose, black dragons were ons enjoy nothing more than setting cities
shapeshifters and are very deadly in
rarely used in direct assaults by the evil ablaze, destroying, and looting . Red drag- These elementals are conjured
combat .
Dragon Highlords . They are more highly ons can exhale great spouts of flame, cast up from their normal habitat on
valued as guards. magic spells, or attack with their claws the elemental plane of fire . They
Traag (proto-) and fangs. are terrible to behold and can

A The traag draconians are


among the first failed attempts
to create draconians, a precursor to the
Blue Dragon
Highly intelligent and Sea Dragon
be fierce opponents . They are
immune to both magical and
non-magical fire attacks.
greatly feared, these The fearsome sea drag-
more successful baaz . While not overtly
dragons exhale light- ons resemble giant tur-
tall, they are emaciated and gangly . They
ning bolts and attack in tles with a dragon's head
Fire Giant
have sharp taloned hands, and crocodile- These giants are brutal and ruth-
melee with claws and and tail . They travel the
like snouts . less warriors who resemble
fangs. Blue dragons are more gregarious deep oceans, occasion-
than many of their cousins . They obey ally overturning small vessels for suste- huge dwarves and have flaming
orders and can act and fight together as a nance and entertainment . They can breathe red or orange hair, and coal
cohesive unit . They are loyal allies of the a cloud of boiling steam which is equally black skin . Some fire giants can
evil Dragon Highlords . destructive above and below the surface use magic .
of the sea .

Fire Minion Giant Squid Minotaur Sea Snake


The giant squids of the These creatures are part-man These snakes are ven-
These fearsome creatures are
deep ocean can attack and part-bull warriors from the omous marine monsters
I composed of living flame, most
often taking the shape of large their prey with eight ten- Blood Sea Islands of Krynn . which like to immobilize
tacles and a sharp beak . They are highly intelligent and their prey with powerful
humanoids . They radiate intense heat and
If a giant squid is serious- dangerous opponents. toxins before swallowing
are healed by fire .
ly threatened, it will squirt the victim whole .
a blinding cloud of sepia ink, preventing Mummy
Fireshadow
attackers from hindering it as it departs Shambling Mound
These are terrifying creatures of These are powerful undead with
for safer quarters . These huge creatures resemble
the abyss which are perpetually great strength . The mere sight of
wreathed in an aura of pale one has been known to paralyze a animated piles of moss and
green fire . They are immune to man in combat . The touch of a mummy slime. They attack with their
These are large, carnivo- causes a strange rotting disease . club-like arms and can smother
fire and their flaming green
rous, bull-like creatures opponents in their slime. Their
touch can consume a victim in
protected by a metallic Purple Worm slimy forms are immune to fire
minutes . They can also cast a ray of obliv-
hide . They can breathe a and strengthened by lightning bolts.
ion that instantly disintegrates all in its path . These are enormous car-
cloud of petrifying gas on their adversaries .
nivores that burrow
Gas Spore straight through solid Skeleton Warrior
Hydra ground in search of These undead warriors are
These floating spheres
resemble beholders, but These creatures are small (adventurer-sized) forced into their nightmarish
immense reptilian mon- morsels . 1' states by powerful wizards . They
are actually benign . If a
gas spore is attacked, it sters with multiple are used by their controllers as bodyguards,
heads . All of its heads Sahuagin servants, or workers . Clerics have no
often explodes .
must be severed before The sahuagin are half human, power over these undead .
it can be slain . half fish, and all evil . These
marauders of the deep sea
Ghast Spectral Minion
Iron Golem occasionally come ashore for
These creatures are humans These undead are the spirits of
brief raids to wreak havoc upon
transformed into undead mon- Fashioned in the form of styl- humans and demi-humans who
coastal dwellers . The mighty
sters which feed on the decay- ized armor, iron golems are died before they could fulfill
warriors and savage priestesses of the
ing flesh of corpses. Although dangerous, fearless foes . They powerful vows or quests .
Sahuagin are fearsome foes.
the transformation from human-form has are affected only by very pow- Spectral minions are often not evil -
deranged and destroyed their minds, they erful magic weapons, magical their unfulfilled obligations are often quite
electrical attacks (which slow
Salamander
maintain an evil cunning . Their touch par- noble . They can only be hit with magic
them), and magical fire attacks (which These reptilian creatures are
alyzes humans and they exude a carrion weapons.
immune to all fire-based
stench which causes retching and nausea . heal them .)
attacks . They are dangerous
The ghast is susceptible to cold . Spectre
foes because of their evil
Lich These undead spirits haunt the
nature and their immunity to
Giant Anemone These are undead wizards who
all but magical weapons . most desolate and deserted
These sedentary subma- have kept their body animated places. They attack all living
rine monsters catch prey and their twisted spirits intact creatures with mindless rage,
J in their tentacles, and through magic . Liches maintain drain life levels, and can only be hit by
inject a paralyzing poison . the magical ability they possessed in life . magical weapons .
They then draw their
prey in and devour it .

New Monsters Enchanted Baaz Draconian


Spiders Vampire
(The following creatures are appearing AC: 0 ; HD: 9 ; My: 15 ; Int : High ;
These creatures are aggressive preda- These undead feed on the blood
for the first time in an AD&D © computer Size: M ; Align: CE; THACO: 5 ;
tors-even when not hungry, they attack of the living. Often they are
fantasy role-playing game .) Att: 2 ; Dmg : 2d8/2d8;
creatures that disturb them . These are indistinguishable from humans,
Spec Def: Trap Weapons; XP : 6,000
some of the species you may encounter : and they maintain abilities they possessed Legend :
in life (This sometimes includes spellcast- Enchanted Baaz can capture weapons by
AC: Armor Class
Enormous Spider ing) . Vampires can only be hit by magical turning portions of their bodies to stone
HD: Hit Dice
,V These spiders are weapons. Mv: Movement
whenever they are hit, not merely when
k ..AaA they are killed .
poisonous, quick, and all Int : Intelligence
too common hunters . Wraith Size: Size (M = Man Size; L = Large)
These evil undead spirits feed Align : Alignment Enchanted Bozak Draconian
Whisper Spider on adventurers' life essence (TN = True Neutral, LE = Lawful Evil ; AC: -4 ; HD: 12 ; Mv:15, Int : Genius ;
These spiders use lures and and can only be hit by silver or NE = Neutral Evil; CE = Chaotic Evil) Size: M ; Align: LE ; THACO :1,
misdirection to capture their magical weapons . THACO : To Hit Armor Class 0 Att : 2; Dmg: 3d8/3d8 ;
prey, slaying them with a deadly poi- Att: Number of attacks Spec Att: Explosion, Magic, XP :11,000
sonous bite . Dmg : Damage Enchanted Bozaks may cast cone of cold,
Wyndlass
Spec Att: Special Attacks ice storm, fire shield, lightning bolt, and
These are tentacled hor-
Two-Headed Troll Spec Def: Special Defenses slow, once per day . When an enchanted
rors that lurk in desolate
XP: Experience Point Value bozak is slain, it explodes into fragments,
Kin to both the troll and the swamps and gloomy
ettin, these creatures pack forests . A powerful with the same effect as an ice storm.
twice the punch of smaller predator, they can easily Enchanted Aurak Draconian
trolls. Luckily, two-headed trolls devour an entire horse. AC: -8 ; HD: 16; Mv:15, Int : Genius; Enchanted Kapak Draconian
do not regenerate as fast as Few have survived a firsthand meeting X1% OF" Size: M ; Align: LEI THAC0 : -3; AC: -2; HD: 10 ; My: 15 ; Int: High;
their weaker, single-headed with a wyndlass . t Att ® 2 Dmg® 4d8/4d8 Size : M ; Align : LE ; THACO : 3 ;
cousins . Spec Att: Exploding, Magic; XP : 16,000 Att :1, Ding: 2d10,
Zombie Enchanted draconians are deadlier forms Spec Att : Poison, Acid; XP: 8,000
Umber Hulk These are mindless, animated of the draconians of Ansalon, their abili- Enchanted Kapaks coat their weapons
These subterranean car- undead controlled by evil ties enhanced by powerful sorcery . The with their toxic saliva ; anyone hit by a
nivores burrow through wizards or clerics . Although enchanted aurak can cast meteor swarm, kapak must save versus poison at -4 or
the ground with powerful they are more dangerous than otto's irresistible dance, delayed blast fire- be paralyzed for 3d6 rounds . When an
claws . skeletons, they move very slowly. These ball, disintegrate, and flesh to stone, once enchanted kapak is slain, it dissolves into
evil spirits' keening wail strikes fear into per day. Enchanted auraks go berserk
a pool of fuming acid which may spatter
the hearts of men . They attack with a when slain, like auraks, and do double up to 10 feet in any direction .
chilling touch . damage when they hit while dying . When
they finally explode, enchanted auraks do
16d8 points of damage over the same
Zombie Minotaur
area as a fireball.
These zombies are created
from the remains of minotaurs .
Enchanted Sivak Draconian Greater Otyugh SPELL DESCRIPTIONS Slow Poison revives a poisoned person
for the duration of the spell .
AC: -6; HD : 14 ; Mv : 24; Int : Genius; AC: 0; HD: 14 ; Mv : 6; Int : Average;
Size: M; Align : NE ; THACO : -1 ; Size: L; Align : TN; THACO: 7; First Level Cleric Spells Snake Charm paralyzes as many hit points
Aft: 3 ; Dmg : 2d8/2d8/4d8; Aft: 3 ; Dmg : 2d10/2d10/1 d6 ; Bless improves the TACO of friendly
of snakes as the cleric has hit points .
Spec Aft : Back stab, Explosion ; XP. 13,000 Spec Def: Immunity to Disease ; characters by 1 . Bless cannot affect char-
XP : 10000 acters who are adjacent to monsters Spiritual Hammer creates a temporary
Enchanted sivaks which sneak up behind
when the spell is cast, and the spell is not magic hammer that is automatically read-
their adversaries may 'back stab' as Mages in the Realms have
cumulative . This is a good spell to cast ied . It can be thrown and does normal
thieves do. When an enchanted sivak is found that otyughs provide excellent
before going into combat . hammer damage . Spiritual hammers can
slain, it erupts with the effect of a meteor defense while disposing of useless offal .
hit monsters that may only be struck by
swarm . Since many mages are dissatisfied with Cure Light Wounds heals 1-8 hit points,
magic weapons.
what already exists, some have improved up to the target's normal maximum hit

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 .

Detect Magic indicates which equipment


or treasure items are magical . After cast-
Third Level Cleric Spells
Cure Blindness counters the effects of
cause blindness and power word blind.
Aft : 2; Dmg : 2d6/2d6 ; XP: 3,000 ing the spell, view a character's items or
Huge Bat take treasure items, and equipment or
Cure Disease removes the effects of dis-
Enchanted traag draconian are enhanced ease caused by some monsters or cause
AC : 2; HD : 9; Mv : 18; Int: Low; treasure preceded by an - is magical .
specimens of the first, experimental disease.
Size : L ; Align : NE; THACO :12;
breed of draconians . They have no Protection from Evil improves the AC
Aft : 3 ; Dmg : 2d4/2d4/1 d8;
special powers . Dispel Magic removes the effects of
XP : 1,400 and saving throws of the target by 2
spells that do not have specific counter
against attackers of evil alignment. The
These are mighty cousins of the cave- spells . This is the cure spell for any char-
Greater Disir dwelling bat. They attack with the claws
effects of the spell are not cumulative.
acters that have been held, slowed, or
AC: 0; HD: 9; Mv: 12 ; Int: High; on their wings and a vicious bite . Resist Cold halves damage from cold made nauseous .
Size : M ; Align : LE I THACO :12 ;
attacks and improves saving throws vs .
Aft : 3; Dmg: 2d6/2d6/3d8; Prayer improves the TIIACO and saving
Huge Crocodile cold attacks by 3 .
Spec Aft: Poison ; throws of friendly characters by 1 and
Spec Def: Fire Resistance; XP : 7,000 AC : 2; HD : 12; Mv: 12; reduces the THACO and saving throws of
Int: Animal ; Size : L; Second Level Cleric Spells monsters by 1 . This is a good spell to cast
Greater disirs are close relatives of the Find Traps indicates the presence of
Align : TN; THAC0: 9 ; before going into combat, but it is not
slime-covered disir, and the two can traps in the party's path .
Aft : 2; Dmg : 5d6/3d10 ; cumulative .
frequently be found in the same horrid
XP: 6,000
company. Hold Person may paralyze targets of Remove Curse removes the effects of
The huge crocodiles of the marshes and character types (human, dwarf, etc .) . You
bestow curse and allows the target to
fens of the Blackwater Glade are the may aim a hold person spell at up to 3 unready cursed magic items .
largest of their kindred upon Krynn . They targets (use the EXIT command to target
can attack with their mighty jaws and by fewer) .
sweeping their powerful tails with the
speed of a striking cobra . Resist Fire halves damage from fire
attacks and improves saving throws vs .
fire attacks by 3 .

Silence 15' Radius magically dampens


all sound in the area around the target.
The target character or monster, and all
adjacent, cannot cast spells for the dura-
tion of the spell .
26

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 .

"But now the puny Thenolites invade our


JOURNAL ENTRY 16
realm! If not for the Burden, we would
VOID drive them back in fear and ruin!" Tremor
-r lowers his head . "It is not just . Baldranous
. ill h1i~ You stand upon a vast undulating plain . It
:
-air l, t -~+1`l mr seems featureless, but as you look more and the other othlorx defend us, as is
closely, here and there, a bit of ruin juts only right, but the Burden is so great, we
;17
above the sand . Suddenly, on a wave of curse Takhisis every day!" As Tremor
i 1'
despair, all the lore you've ever heard turns away, you notice a scale missing
. tii1-_.
,
about the Abyss comes flooding back into from his chest .
your minds . You remember hearing about
how whole houses, ships, and cities,
doomed by pride, hate, or treachery, have
been thrown into the Abyss . And how
those doomed to sojourn here, end up
begging others for death, a boon that is
JOURNAL ENTRY 18 before you . Suddenly, your vision begins JOURNAL 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 SHAFT THE TRUTH
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 JOURNAL 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 coin of the realm . He made himself a size- ANTHELA
berates through the shaft . Tasslehoff
hideous countenance of a draconian . able fortune passing around fool's gold, "We had been holding off the Sharkmen
Burrfoot is going into combat!
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 . heard, he was hanging his hat in a light-
JOURNAL ENTRY 19 came . They were well armed and orga-
house up in the League someplace, nized, and they soon killed all who resist-
THE DRACONIAN'S SCROLL JOURNAL ENTRY 21 mooning after some mermaid doxy. ed . When the fighting was over, they went
"Commander Barath - Anyway, I could use your help, controlling north . They said they would breed more
THE GREAT ORACLE
these dragonmen which are making life draconians on the shores of the Lava Sea .
You are hereby granted leave to make any "Centuries ago, a group of humans miserable for folks around here . It is a dreadful prospect.
and all arrangements with the Thenolian marched from Styrillia in search of a new Interested?"
government necessary to acquire their full 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,
JOURNAL 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 MINOTAUR 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
"Superiority is clearly the right of all mino-
and discarded when no longer useful . taurs . But, do not let this great gift work Sharkmen, but there are dragons in the
"Eragas the Brutish became the new
Pass this information on as necessary to against you! How easy it is to belittle, woods to the north, and no one dares to
subordinates, then destroy this message ." emperor and at his side was the human
insult, or even trample our servants . It is oppose them .
At the bottom of the scroll is an impres- Oracle of Tengur . The Oracle led the
indeed our right to do so, but it may be in "You must not stay here! Go to the great
sive seal. emperor wisely in his conquests, and for
our favor to show occasional restraint.
this, some have called him a traitor . That gnome citadel of Aldinanachru on the
is a lie! The Oracle used his position to "It is natural for other races to be resent- northwest of the Lava Sea . The gnomes
JOURNAL ENTRY 20
win rights for the humans and the other are enemies to the Minions of Hiteh .
ful, or even to feel hatred toward their
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
The hood falls to the shoulders of the dom, the Minotaurs swore to enslave only ciency and sloth . So next time, instead of love Bai'or dearly, but what is the good of
black robed figure. The pale mage smiles a fraction of those whose lands they flogging your human slave, try a gentle fighting the Sharkmen if the draconians
cruelly, "I see you have received my call . I annexed . This is a promise that is kept to reprimand, or even a kind word, like, 'I will soon conquer all the lands? Go now
am glad to see you, my fine champions . I this day. 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 your actions.' This will instill more confi- wrath of the dragons to the north, or
"When he died, the Oracle's spirit was
my plan ." He casually waves a thin hand dence in your slave, which may actually there may be no one left when you return
hidden somewhere within the city walls,
blossom into affection towards you. . . . no one left in Bai'or ."
until it could be put to good use once
again ." Remember, 'a happy slave is a productive
slave .'
JOURNAL ENTRY 25
JOURNAL ENTRY 20 JOURNAL ENTRY 29
LAIRS
SOME RELIEF RITUAL 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
raises his head and mimics the King. Shuwara : 'We block our ears to language
"'Our own situation is a parliament of of that sort.'
importance!"' Captain Daenor begins to
Holbani : 'Your humor is your greatest
smile and chuckle, then, as Tasslehoff
treasure .'
begins stumbling around the room wig-
gling his head and crashing into things, Gebene : 'We have peace in our hearts .'
Daenor bursts into hysterical laughter and
says, "The good gnome peoples do not
JOURNAL ENTRY 30
A KEY appreciate this unwarranted interruption
I in their daily schedules!" FIRST TEMPLE
I0
Wall
All of the past weeks of worry and
The desolate valley is dominated by a
towering pillar of rock-Hawkbluff!
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 been a constant stream of zealous pil-
I (RVNSCHKA'S OATH
grims traveling to the great Temple of
The she-dwarf grins crookedly, as she
Hith, high atop Hawkbluff. And amongst
holds the glowing Grathanitch in her
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.
consult with the influential Trandamere .
The Dark Queen is dead, the draconians
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 over Thenol .
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 .
JOURNAL ENTRY 31 JOURNAL ENTRY 33 JOURNAL ENTRY 36 JOURNAL ENTRY 38
A WORD OF WARNING TALHOOK A LETTER 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 .
but every liulderfolk is a thief. They are "I have discussed this with Yanorak and
rule . The others called him Lord Prince Yes, I should. Now Martha here is very
renowned for stealing wagons from mov- he will accept all returned draconians for
Talhook. Then a sea dragon arrived! I old, very nasty when she's hungry . And I
ing caravans, horses from under riders, discipline and indoctrination. In the inter-
could not understand his talk, but Talhook dare say it's been many years since she
and even children from their mother's could . 'You will get your eggs back when im, all of your warehouses, taverns, and
last ate . Yes, I dare say so. But that won't
bosom . Stay far away, else these boons I farms should be regularly patrolled to col-
the elves are under my command,' he be the case long now, will it be Martha
give you will go for naught . You must use said . 'Not before . Obey me, or I will cook lect these young draconian recruits and
dear? No, not long at all . Not long at all .
this key to enter the tombs of new Aurim your progeny.' After the dragon left, the return them to the rear door of the
Ha ha! Ha ha ha! Ha ha ha ha!"
through the temple . Tell the priest that I sea-devils all snickered ." palace .
have sent you and you have come to "In addition, you are to assign a squad of JOURNAL ENTRY 39
receive a special blessing ."
JOURNAL ENTRY 34 guards to escort each group of draconians
SENSILAN'S FINAL WORDS
FRIENDS to Hawkbluff to prevent them from wan-
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 ."
of filth, decay, and rotting corpses . Some
friends : JOURNAL ENTRY 37
of the corpses are those of enormous ADVICE "Daenor, it gives me great pleasure to see
The black robed, the winged ones, and
spiders and huge bats . Others are of your face again. But, it is too late for me, I
also the small . "Travel north, my friends, and soon you
humanoid form . The stench is overwhelm- only have a few minutes left . Oteef and I
will come upon an ancient lighthouse . For
ing. Torn and rotting flesh is mixed with tried to escape, but we became lost in the
JOURNAL ENTRY 35 eons, the light has guided sailors through
labyrinth . I pray that he has made it to
something even fouler . The only illumina-
the dangerous shoals of the Tiderun .
tion is a pale green light which comes PALACE freedom . Daenor, have you found Crysia?"
from all around you . By the light of this The first thing you notice is that like the "Legend has it that the tower is deserted,
The Captain bows his head in grief . "Yes,
hideous glow, you suddenly see forms ris- rest of New Aurim, the Palace is decrepit . except for whatever magic keeps it glow-
we have found her . She is with . . . them."
ing from the mounds of filth . Pools of water stain what once were ing . But I know that there is a keeper, and
glossy marble floors . Cracks web the fine his wisdom is profound . Seek his aid and Sensilan clutches his hand. "Daenor,
stone walls. The smell of decay is every- you will be richly rewarded . But be Crysia is caught in a powerful charm spell .
where . But ahead you see something warned, strangers are not welcome in the She will flee from you and fight on the
solid and new . The way is barred by a ancient tower, and reaching its pinnacle side of evil ." The old man begins to cough
guard station built of hard stone and may prove to be a dangerous task ." violently . He wipes the blood from his lips
gates of cold steel . and continues, "When you find her, you
must break the spell or she will be lost
forever."
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
QLORIOVS THENOL! FASTILLION
Daenor's chest. The Captain begins to elite corps of gnome warriors, the
sob quietly. After our army crushed the remains of the "One of those opens the inner chambers
Company of the Dead, will ride the fire-
Armach invaders surrounded at Neul, the of the Tombs . That should help ." He
fleets and attack the lower region of the
famed Thenolite army successfully glances down at his models and seems
JOURNAL ENTRY 40 Tower of Flame . The gnome army, accom-
repulsed the attack by the minotaur cows lost in thought . Then he looks up . "I did
panied by Baldric, Tremor, and Tasslehoff,
THE BARD and their human toadies from across the notice that you've been fighting beholders .
will march on the draconian camp to the
Your first warning is the tinkling of silver Drungar Frontier . Gathering the carrion of I can see the signs of it on your armor.
south . Meanwhile, you will ride the wind-
bells. Then, who should walk up but a fat, our enemies, our beloved priests of Hith There weren't supposed to be evil things
ships and infiltrate the Tower from the top
cheery bard, strumming a strident chord assembled a massive army of undead in my tower . The gorgons are supposed to
balconies while the Dragons guarantee
on a lyre. "Hello! I am Baldric . Pleased to minotaurs and humans. Together with keep them out . I bet they were working
your safe entrance .
meet you! I was just going out to look for specially trained servants of Hith, 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 get 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, time flies."
a mere bard can survive this swamp . become the face of the dark goddess Spindle Gap . With the minotaurs in
Erestem." There is no time to lose, the retreat, our armies are again victorious
Well, I have some small talent for sooth- JOURNAL ENTRY 47
ing the ruffled beast ." With this, he strums Dark Queen has descended! with the aid of Hith .
THE MAYOR'S STORY
another cacophonous chord.
Peace is at hand, all give thanks to Hid-
JOURNAL ENTRY 43 "Thank you, thank you, kind champions.
dukel . You can help preserve the peace
Those monsters destroyed our beautiful
JOURNAL ENTRY 41 BARBER'S GOSSIP 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
long as one of my recent customers . You blessing . The Church of Hith is always sailor, to steer the ship, and to sail straight
The bright key opens the door to the
see, I cut the hair of Temple prisoners, willing to help the less fortunate .
crypt. 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 questions .
ERIC STRONQBOND
treatment,' so to speak . You don't know
Then find the Book that Amrocar wrote, "Have you seen all the boats in our small "While the monsters were busy fighting
Davik? Why, he's the architect of the
Within its pages, words you must read. harbor? To think that just a few short among themselves, Aolan steered the
Temple . Quite a celebrated man until he,
months ago, Bai'or was an insignificant ship onto the rocks, hoping to give us a
well, you know. Every so often, His
little village . Now just look at us! Why, it chance to escape . But fate was cruel, the
JOURNAL ENTRY 42 Eminent Lordship forgets how to open a
makes a man proud to be part of some- ship did not sink immediately. The mon-
secret lock or where a particular passage
THE WAR COUNCIL thing like this . Soon we'll have a boat for sters were able to drag us ashore and into
goes, and hauls Davik out of the dungeon
The king's advisors file into the room and every man, woman, and child in Bai'or, these accursed caves. As for Aolan, they
to demonstrate . Davik is a good cus-
take their seats at the enormous table . and the gods will reward us with great rewarded his brave act by slitting his
tomer; he sits still, and doesn't talk much .
King Telemandarklosminarus IV enters, riches . It just goes to show what can be throat. He died a hero .
Well, there you go, fresh as can be!"
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!"
"These monsters speak freely in front of On that note, he abruptly turns and crash- transporting black pudding from these JOURNAL ENTRY 52
us . They constantly complain about not es headlong into the band drummer, who containers to the deck of the vessel . They
being able to complete their great journey
THE PTO Do' LIST
falls over, thumping the tuba player in the are also used for cooking the black pud-
to the other side of the world . They say stomach with his mallet . With an echoing ding. Black pudding is traditionally
Things To Do
the Dark Queen will be very displeased "Pphblaaaat-ooofff," the tuba falls forward cooked by immersion in boiling lava .
with them . I hope she strikes them all knocking the band leader senseless with (Drikulomengrabaciflatorengulixfreibie, ' Fix the light
dead! a thud . The leader falls, arms flailing for Navigating the Burning Sea, page 323, U Find more power
balance, and pokes the flutist in the eye column 77), although the breath of a U Block doorway
"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 flute and substituted in a pinch . Four to five minutes U Bribery?
among us, and soon we saw her caring
swallows it, gasping and wheezing for air . of immersion per pint of black pudding is p visit library
and grooming these disgusting monsters .
The marching song suddenly turns into a a reasonable cooking time; properly U Repair broken teleporter
Now they allow her to move around
hideous cacophony of groans, wheezes, cooked black pudding will have a syrupy, U install new doors
freely, as if she were one of them . She
crashes, and thumps . gelatinous texture. Extreme Care must be
deserves to be sent to the Abyss, where U Clean the basement
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 SONG
the boiling lava, it must be set aside for CARAMON'S QUEST
There was an old skeleton named Trey, about three hours, until the coating of
JOURNAL ENTRY 50 "If you know where I can find Raistlin,
basalt has fully congealed . After chipping
Who comes to life when they pray . INSTRUCTIONS FOR PREPARATION OF please tell me . I must find him, something
off the basalt, the black pudding should
BLACK PUDDING has happened . Without his help Tika will
His handler cut down, while charging a be seasoned liberally with celebdil, ground
town, die . I . . . I couldn't go on without her, not
Black pudding is considered a delicacy in caradhras, and fanuidhol seeds, then
after everything that has happened . I'm
the Fire Fleet, particulary after several served hot . One quart of black pudding
He bounces 'gainst their wall to this day . sure you know where I can find my broth-
months on the Boiling Sea . As black pud- should serve two to three gnomes, unless
er . You must tell me!" Tears spring to the
ding is a ravenous carnivore, it first must they are especially hungry . Leftover black
JOURNAL ENTRY 49 big man's eyes as he slowly unsheathes
be caught, before being prepared for con- pudding may be served for several weeks,
his sword and steps toward you .
TEARY GOODBYE sumption. Pages 2,976,341 through although its consistency will suffer .
You overhear his wife saying, "You're 3,123,882 of Volume LXXIII of
Thrapskaddidlogrumpanaciouslaxzitinity's JOURNAL ENTRY 54
going to get yourself killed! You've never JOURNAL ENTRY 51
even flown one of those stupid things semi-authoritative study of monster hunt- THE GENERAL
ing, Flow People Try to Catch Monsters,
THE FOETHUMPER
before! How am I supposed to raise our "It has been but a short time since you so
contain some 8,647 methods for acquir- "The Foethumper is the weapon of a
children without you?" Perkelanamord valiantly helped us crush the draconian
ing puddings . Many of these techniques minoi warrior," says Benikobawoni, "not
whispers, "If I don't go, our children may army . Yet, such is the nature of these
are not recommended, as they leave the as random or clumsy as a broadsword -
never get the chance to grow up ." creatures, that to sever the head from the
black pudding in an inedible form . Black a complicated weapon for a complex era ."
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 .
"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 the hard-won peace they now tle minoi into letting the stone go . It drifted Ansalon, who get stuck doing all the
CAPTAIN'S STORY
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
"hundreds of draconians invaded, pillag- his people to be separated into classes
shadows of old fears fleeting across their So to punish these minoi, it was made so
ing the town and impounding the entire anymore, so he had all the gnomes just
faces. I will not add to their troubles by they must follow the stone from here to
fleet of ships . Only those who could steer switch jobs . And, boy, are things crazy in
letting this unproven rumor reach their there . And there was the big island, far
the ships were spared, everyone else there! And dangerous, too!
ears. That is why I implore you, brave away, where one day the minoi stopped
either escaped or was slaughtered .
heroes, to hasten to Caergoth, and dis- to live under a mountain . Nevermind ." "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." horde of blue dragons leveled the build-
JOURNAL ENTRY 57
ings and incinerated anyone trying to take
THE RESCUE 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 . ANOTHER
THE STRANQE DRAQON 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 and more .
"In the Tower of Flame they made my
that fill these caverns, and I was afraid to JOURNAL ENTRY 60 She rises up, the Queen of the Dark,
egg, by the Ssstone of Grathanich. They
go further . I found this wand and neck-
wanted a body for Eressstem . A perfect t. REETINQ FROM A HITH TEMPLE
lace on a body I stumbled upon . With She conquers and rules leaving only the
body for a god to enter the world . Ssso SERVANT
them I was able to send many of these dead .
the draconiansss made me . . . but I
foul creatures back to the Abyss. If the The man with a shaved head and loosely
wasss flawed, a missstake, a failure . Yet
draconians are no longer a threat, I'm draped robes approaches you, carrying a
the foolsss continue . They will make oth- JOURNAL ENTRY 63
sure I can find my way to the mouth of large pointed stick in one hand and a bas-
ersss . Finally they will sssuccsseed, and AMROCAR'S BOOK
the cave . There is a small village not far ket of flowers in the other . "Hale ye travel-
Ssshe will enter . Ssshe will become invin-
from here, and I can take refuge there . ers from afar, would ye care to donate to "The book is a worthless text written one
cible . Ssshe will rule Taladasss, and then
Farewell, my friends ." She turns to leave, the Church of Hiddukel in exchange for a hundred years ago by the wizard Amrocar .
Ssshe will rule the world . Curssse them!"
but then adds, "Oh, here, why don't you special flower?" Obsessed with the mysteries of the ruins
take this ." She 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 can handle yourselves, but you may
TASSLEHOFF EXPLAINS "It had lain undisturbed for scores of
be able to use this ." years, when suddenly one of our most
"The god Reorx taught the smart gnomoi
"After you guys left, I had the best time
art of the forge and machine, pleased he trusted librarians, Bovinus, was caught
with the elves . But once, when we were
be . He taught them to some humans and JOURNAL ENTRY 58 stealing it . A terrible fight ensued . In the
playing hide-and-seek, I hid so well the
not pleased he be . Stupid they were with TAS K FINAL WORDS end, three of our guards lay dead, and the
elves never could find me! Then I found
their power so cursed they becamed into librarian had disappeared along with the
Tas grips your arm feebly . "This wasn't my new friend . You'll like him, he's look-
the stupid minoi soon . tome .
suppose to happen! I can't die, I have too ing for the draconians, too . He says we
"But the god was good and gave a gift to many things to do . . . places to go." The need the gnome armies and windships to "That is not all. I just teamed 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-
the light and power of the big moon chest. "I always thought you could trust 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
"You see, there are two different kinds of
under a tree, he's calling me . . . Flint . . .
gnomes : the smart Gnomoi, gnomes who
I'm coming. . . ." The kender's frail body
do all the inventing and designing, and
goes limp, and quickly grows cold .
JOURNAL ENTRY 64 JOURNAL ENTRY 65 JOURNAL ENTRY 67
NAVLIDIS, CITY OF THE DARGONESTI 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
melted; their stone runs like candle wax . the living flame trapped inside . After a
The sickening odor of burnt carrion floats 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 JOURNAL ENTRY 68
paid for this abomination with their lives . OTHLORX
"Back during the War of the Lance,
JOURNAL ENTRY 66 Takhisis called all her dragon children to
THE ORATHANICH 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,
time, we outcast dragons have learned to
he drops the stone into a pocket and
work together against common dangers .
scampers off into the darkness .
We call ourselves 'othlorx ."'















ABILITY SCORE MODIFIERS BY RACE CONSTITUTION TABLE


v TABLES w RACE MODIFIERS ABILITY HIT POINT RESURRECTION
SCORE ADJUSTMENT SURVIVAL
Dwarf, Hill Constitution+l, Charisma-1
Dwarf, Mountain Constitution+l, Charisma-1 3 -2 40%
Elf, Qualinesti Dexterity+l, Constitution-1 4 -1 45%
MAXIMUM LEVEL LIMITS BY RACE AND CLASS Elf, Silvanesti Dexterity+1, Constitution-1 5 -1 50%
Half-elf None 6 -1 55%
SILV . DUAL. HALF HILL MTN.
cuss Human None 7 0 60%
HUMANS ELVES ELVES ELVES DWARVES DWARVES KENDER
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
STRENGTH TABLE 10 0 75%
Paladin Max 12 No No No 8 No
ABILITY THAC6 DAMAGE WEIGHT ALLOWANCE
11 0 80%
Ranger Max Max Max 11 8 No 5 SCORE BONUS ADJUSTMENT (IN STEEL PIECES) 12 0 85%
Knight Max No No 10 No No No
3 -3 -1 -350 13 0 90%
Magic-User Max Max Max 10 No No No 4-5 -2 -1 -250 14 0 92%
Thief Max No Max Max 10 8 Max 6-7 -1 None -150 15 +1 94%
8-9 Normal None Normal 16 +2 96%
No: Characters of this race cannot be of this class .
Max : Highest Level Available in
10-11 Normal None Normal 17 +2(+3)* 98%
THE DARK QUEEN OF KR CNN.
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
RANGE OF ABILITY SCORES BY RACE 18 +1 +2 +750
ABILITY SCORE STR INT 18 (01-50)* +1 +3 +1,000
ARMOR PERMITTED BY
WIS DEX CON CHA
CHARACTER CLASS
Humans 3-18(00)* 3-18 3-18 3-18 18 (51-75)* +2 +3 +1,250
3-18 3-18 CLASS MAR ARMOR SHIELD
(Females) 3-18(50)` 3-18 18(76-90)* +2 +4 +1,500
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 (00)" +3 +6 +3,000 Fighter Any Any
(Females) 3-16 10-18 6-18 7-19 6-18 12-18
Paladin Any Any ,
Qualinesti Elves 7-18(75)* 8-18 6-18 7-19 7-18 8-18 These bonuses only available to the fighter classes (fighter,
Ranger Any Any
(Females) 3-16 8-18 6-18 7-19 7-18 8-18 paladin, ranger, knight) .
Knight Any Any
Hill Dwarves 9-18(99)' 3-18 3-18 3-17 14-19 3-12 Magic-User None None
(Females) 3-17 3-18 3-18 3-17 14-19 3-12 DEXTERITY TABLE
Thief Leather None
Mountain Dwarves 8-18(99)* 3-18 3-18 3-17 12-19 3-16 ABILITY SCORE REACTION/MISSILE BONUS AC BONUS

(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 :

Axe, Baffle 1-8 1-8 1 f


Cmbt = Combat only spell r = combat rounds
Axe, Hand 1-6 1-4 1 f
Camp = Camp only spell t = turns
Bow, Composite Long' 1-6 1-6 2 f
Both = Camp or Combat spell /lvl = per level of caster
Bow, Composite Short' 1-6 1-6 2 f,th
T = Touch Range targets = aim at each target
Bow, Long' 1-6 1-6 2 f
dia = diameter Robe (Magic-user spells only) :
Bow, Short' 1-6 1-6 2 f,th
s = squares White = Can only be cast by White Robe Mages
Club 1-6 1-3 1 f,cl,th
c = cone Red = Can only be cast by Red Robe Mages
Crossbow, Light' 1-4 1-4 2 f
All = All characters in combat Both = Can be cast by both
Dagger 1-4 1-3 1 f,mu,th
Dart 1-3 1-2 1 f,mu,th
Flail 2-7 2-8 f,cl
Halberd 1-10 2-12 2
FIRST LEVEL CLERICAL SPELLS FOURTH LEVEL CLERICAL SPELLS
f
Hammer 2-5 1-4 1 f,cl SPELL NAME WHEN RNG AREA DURATION SPELL NAME WHEN RING AREA DURATION
Hoopak(Melee)' 3-8 2 Special Bless Both 6 5 dia 6r Cure Serious Wounds Both T 1
Hoopak(Missile)' 2-5 2 Special Cure Light Wounds Both T 1 Neutralize Poison Both T 1
Javelin 1-6 1 f
Detect Magic Both 0 1 it Protection from
Mace 2-7 1 f,cl Evil 10' Radius Both T 2 dia lt/lvl
Protection from Evil Both T 1 3r/Ivl
Morning Star 2-8 1 f Sticks to Snakes Cmbt 3 1 2r/Ivl
Resist Cold Both T 1 1t/IvI
Pick, Military 2-7 1 f
Pike, Awl 1-6 1 2 2 f
IIG
Scimitar 1-8 1 f,th SECOND LEVEL CLERICAL SPELLS FIFTH LEVEL CLERICAL SPELLS
Sling 1-4 1 f,th SPELL NAME WHEN RNG AREA DURATION
SPELL NAME WHEN RNG AREA DURATION
Sling, Staff 1-8 2 f, cl
Find Traps Camp 3 1 3t
Cure Critical Wounds Both T 1
Spear 1-6 18 1 f
Dispel Evil Cmbt T 1 it/lvl
Staff, Quarter Hold Person Cmbt 6 1-3 4r+1/lvl
1-6 2 f,mu,cl
T 1 1t/IvI Flame Strike Cmbt 6 1
Sword, Bastard 2-8 2-16 2 f,cl Resist Fire Both
Raise Dead Camp 3 1
Sword, Broad 2-8 2-7 1 f,th Silence 15' Radius Cmbt 12 3 dia 2r/Ivl
Sword, Long 1-8 1-12 1 f,th Slow Poison Both T 1 1 hour/Ivl
Sword, Short 1-6 1-8 1 Cmbt All
f,th Snake Charm 3 5-8r SIXTH LEVEL CLERICAL SPELLS
Sword, 2-Handed 1-10 3-18 2 f Spiritual Hammer Cmbt 3 1 1r/Ivl
SPELL NAME WHEN RING AREA DURATION
Trident 2-7 3-12 1 f
Blade Barrier Cmbt 3 Special 3r/Ivl
THIRD LEVEL CLERICAL SPELLS Heal Both T 1 -
ARMOR TABLE A 1 Must have ready arrows to fire . Two Attacks per round .
2 Must have ready bolts to fire . One Attack per round . SPELL NAME WHEN RNG AREA DURATION
WEIGHT MAXIMUM
3 Only usable by kender characters .
ARMOR TYPE IN SP. AC MOVEMENT 1 Cure Blindness Both T 1 SEVENTH LEVEL CLERICAL SPELLS
f = lighter(paladin, ranger, knight) ; cl = cleric ; th = thief ;
None 0 10 12 squares Cure Disease Camp T 1
mu = magic-user SPELL NAME WHEN RNG AREA DURATION
Shield' 50 9 Dispel Magic Both 6 3x3 s
Resurrection Camp T 1
Leather 150 8 12 squares Prayer Both 0 All 1 r/Ivl
Restoration Camp T 1
Padded 100 8 9 squares Remove Curse Both T 1
Studded 200 7 9 squares
Ring Mail 250 7 9 squares
Scale Mail 400 6 © 1A character carrying many objects, including a large number of
6 squares
coins, can be limited in movement to a minimum of 3 squares
Chain Mail 300 5 9 squares
per turn.
Elfin Chain Mail 150 5 12 squares
2 A Shield subtracts 1 AC from any armor it is used with .
Banded 350 4 9 squares
Splint Mail 400 4 6 squares
Plate 450 3 6 squares


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

SPELL NAME WHEN Ill AREA DURATION


Burning Hands Cmbt T 3 s Both Bestow Curse Cmbt T 1 1t/IvI White Mass Charm Cmbt .5/IvI Special Special White
Detect Magic Both 0 1 12r Charm Person Cmbt 12 1 Both Charm Monster Cmbt 6 1 Special White Mind Blank Both 3 1 1 day White
Entangle Cmbt 8 4 dia 1t Detect Magic Both 6 1 2r/IvI Both Confusion Cmbt 12 2-16 2r+1/IvI White Otto's Irresistible
Faerie Fire Cmbt 8 8 dia 4r/Ivl Dance Cmbt T 1 2-5r White
Enlarge Both .5/IvI 1 1t/Ivl Both Dimension Door Cmbt 0 1 Red
Invisibility to Animals Both T 1 It+1r/IvI Power Word, Blind Cmbt .5/IvI 3 dia Special Both
Reduce Both .5nvl 1 Both Fear Cmbt 0 6x3 c 1r/IvI Red
Friends Cmbt 0 All 1r/IvI Both Fire Shield (2 Types) Both 0 1 2r+1/IvI Both

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

THIRD LEVEL MACTIC-USER SPELLS Death Spell Cmbt 1 .5 /IvI - Both

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

Protection from Delayed Blast


Evil 10' Radius Both T 2 dia 2r/IvI White Fire Ball Cmbt 10+1/IvI 5/7 dia Special Both
Protection from Mass Invisibility Both 1/IvI Special Special Red
Normal Missiles Both T 1 1t/IvI White
Power Word, Stun Cmbt .5/IvI 1 Special Both
Slow Cmbt 9+IvI 4x4 s 3r+1/IvI Red

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




THIEF RANGER KNIGHT OF THE SWORD


NUMBER UP SPELLS NUMBER OF CLERICAL SPELLS PER LEVEL
PER LEVEL
LEVEL EXPERIENCE HIT DICE LEVEL EXPERIENCE HIT DICE 1 2 3 4 5 6 7
DRUM MAMCIJser
1 0-1,250 1d6 3 12,000-23,999 4d10
LEVEL EXPERIENCE HIT DICE 1 2 3 1 2
2 1,251 -2,500 2d6 4 24,000-44,999 5d10
1 0-2,250 2d8
3 2,501-5,000 3d6
2 5 45,000- 94,999 6d10
2,251 -4,500 3d8
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 7d8 9 700,000-1,049,999 10d10 3 2
8 70,001 -110,000 8d6
7 90,001-150,000 8d8 10 1,050,000 -1,399,999 10d10+2 4 2
9 110,001 -160,000 9d6 8 150,001 -225,000 9d8 1 11 1,400,000-1,749,999 10d10+4 4 2 1
10 160,001 -220,000 10d6 9 225,001 -325,000 10d8 1 1 12 1,750,000 - 2,099,999 1 Od10+6 5 3 1 1 -
10 325,001 -650,000 11d8 2 1 13 2,100,000-2,449,999 10d10+8
Each level after 10th requires 220,000 experience points and the 6 4 1 1 1
character gains 2 hit points . 11 650,001-975,00 11d8+2 2 - 2 - 14 2,450,000 - 2,799,999 10d10+10 7 1
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 1
6 3 2 1 1
13 1,300,01-1,625,000 11d8+6 2 1 2 1
16 3,150,000-3,499,999 10d10+14 9 7 3 2 2 1 1
PALADIN NUMBER OF 14 1,625,001-1,950,000 11d8+8 2 2 2 1
CLERICAL SPELLS 17 3,500,000-3,749,999 10d10+16 9 8 4 3 3 2 1
PER LEVEL 15 1,950,001 -2,275,00 11d8+10 2 2 2 2
18 3,850,000+ 10d10+18 9 9 5 4 3 2 1
LEVEL EXPERIENCE HIT DICE 1 2 3 4 16 2,275,001 -2,600,000 11d8+12 2 2 1 2 2
17 2,600,001 -2,925,00 11d8+14 2 2 2 2 2
1 0-2,750 1d10
Each level after 17th requires 325,000 experience points and the
KNIGHT OF THE ROSE
2 2,751-5,500 2d10 NUMBER OF CLERICAL SPELLS PER LEVEL
character gains 2 hit points .
3 5,501 -12,000 3d10 LEVEL EXPERIENCE HIT DICE 1 2 3 4 5 6 7
4 12,001 -24,000 4d10
4 27,000 - 59,999 5d10
5 24,001 -45,00 5d10
KNIGHT OF THE CROWN 5 60,000 - 124,999 6d10
6 45,001 -95,000 6d10
LEVEL EXPERIENCE HIT DICE 6 125,000 -199,999 7d10 1
7 95,001 -175,00 7d10
1 2,500-4,999 2d10 7 200,000 - 424,999 8d10 2
8 175,001 -350,000 8d10
2 5,000-9,999 3d10 8 425,000 - 799,999 9810 2 1
9 350,001 - 700,00 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 1,050,001-1,40,000 9d10+6 2 1 -
5 37,000-84,999 6d10 11 2,000,000 - 2,499,999 1Od10+4 4 2 1
12 1,400,001 -1,750,000 9d10+9 2 2
6 85,000 -139,999 7d10 12 2,500,000-2,999,999 10d10+6 5 3 1 1 -
13 1,750,001 -2,100,000 9410+12 2 2 1 -
7 140,000 - 219,999 BOO 13 3,000,000-3,499,999 10d10+8 6 4 1 1 1
14 2,100,001 -2,450,000 9d10+15 3 2 1
8 220,000 - 299,999 9d10
15 2,450,001 -2,800,000 9d10+18 3 2 1 1 14 3,500,000 - 3,999,999 10d10+10 7 5 2 1 1 1
9 300,000 - 599,999 10d10
16 2,800,001 -3,150,000 9d10+21 3 3 1 1 15 4,000,000 - 4,499,999 10d10+12 8 6 3 2 1 1 1
10 600,000 - 899,999 1 Od10+2
17 3,150,001 -3,50,00 9d10+24 3 3 2 1 16 4,500,000 - 4,999,999 10d10+14 9 7 3 2 2 1 1
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 1
12 1,200,000 -1,499,999 10410+6
19 3,850,001 -4,200,00 9d10+30 3 3 3 2 18 5,500,000 - 5,999,999 10d10+18 9 9 5 4 3 2 1
13 1,500,000 -1,799,999 1 Od10+8
20 4,200,001 -4,550,000 9d10+33 3 3 3 3
14 1,800,000 - 2,099,999 10d10+10 Each level after 18th requires 500,000 experience points and the character gains 2 hit points .
Each level after 20th requires 350,000 experience points and the
15 2,100,00-2,399,999 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+ 10810+18

WHITE ROBE MADE RED ROBE MADE I


I
LEVEL EXPERIENCE HIT DICE LEVEL EXPERIENCE HIT DICE THE DARK QUEEN
1 2,500 - 4,999 1d4 1 2,500 - 4,999 1d4 OF KRYNN
2 5,000 - 9,999 2d4 2 5,000 - 9,999 2d4
PROOF OF PURCHASE
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 STRATEGIC SI'IULATIONS, INC .

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 IBM COMPATIBLE COMPUTER INFORMATION :
11 800,000 - 999,999 11d4 11 700,000 - 899,999 11d4 Many of our games will work on IBM compatible computers . If you own an IBM
Each level after 11th requires 250,000 experience points and the Each level after 11th requires 200,000 experience points and the compatible computer we suggest that you consult with our Technical Support Staff at
character gains 1 hit point . character gains 1 hit point .
(408) 737-6850 between 11 a .m . and 5 p .m ., Pacific Time, Monday through Friday,
SPELLS PER LEVEL SPELLS PER LEVEL
(holidays excluded) to see if an SSI game you're considering purchasing is compatible
LEVEL 1 2 3 4 5 6 7 8 9 LEVEL 1 2 3 4 5 6 7 8 9
with your computer. If we have insufficient data to determine compatibility, you may
1 1 - 1 1
wish to purchase the game and test for compatibility yourself. If the game proves to be
2 2 2 2
incompatible, you may return it within 14 days with your dated receipt and we will
3 2 1 3 2 1
refund your money . Or, if you return the game within 30 days, you may exchange the
4 3 2 4 3 2 1
5
game for another .
4 2 1 5 4 3 1
6 4 2 2 6 4 3 2
7 4 3 2 1 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' - ADVANCED DUNGEONS & DRAGONS, AD&D and DRAGONLANCE are
10 4 4 3 2 2 12 - 10 5 4 3 2 2 12 - trademarks owned by and used under license from TSR, Inc ., Lake Geneva, WI, USA.
11 4 4 4 3 3 2 1-- 11 5 4 4 3 3 2 - - ©1992 Strategic Simulations, Inc . All Rights Reserved.
12 4 4 4 4 4 3 2 14 12 5 4 4 4 4 2 13
13 5 5 5 4 4 3 2 1 13 5 5 5 4 4 2 1 14 -
©1992 TSR, Inc. All Rights Reserved .
14 5 5 5 4 4 3 2 1 14 5 5 5 4 4 2 2 1 - These rules, any accompanying printed material, and the computer programs, on floppy
15 5 5 5 5 5 3 2 2 15 15 5 5 5 5 5 2 2 1 15 disks or cassettes, described herein, are copyrighted and include proprietary information
16 5 5 5 5 5 4 2 2 1 16 6 5 5 5 5 3 2 1
1 belonging to Strategic Simulations, Inc . and TSR, Inc . No one is permitted to give or sell copies
17 5 5 5 5 5 4 3 3 2 17 6 5 5 5 5 3 3 2 1 of this handbook, any accompanying printed material, and the computer programs, on floppy
18 5 5 5 5 5 4 3 3 3 18 6 6 5 5 5 3 3 2 2 disks or cassettes, or listings of the programs on floppy disks or cassettes to
19 5 5 5 5 5 5 3 3 3 19 6 6 5 5 5 3 3 3 2 any person or institution except as provided for by written agreement with Strategic
20 5 5 5 5 5 5 4 3 3 20 6 6 5 5 5 4 3 3 2 Simulations, Inc . and TSR, Inc . No one may copy, photocopy, reproduce, translate, or reduce
21 5 5 5 5 5 5 4 4 3 21 6 6 5 5 5 4 4 3 2
to machine readable form this handbook or any other accompanying printed material, in
22 5 5 5 5 5 5 5 4 3 22 6 6 5 5 5 4 4 4 2
whole or in part, without the prior written consent of Strategic Simulations, Inc . and TSR, Inc .
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 Any person/persons reproducing any portion of this program for any reason, in any media,
25 5 5 5 5 5 5 5 5 5 25 7 7 6 6 6 5 5 4 2 shall be guilty of copyright violation and subject to the appropriate civil or criminal legal action
26 6 6 6 6 5 5 5 5 5 26 7 7 6 6 6 6 5 4 3 at the discretion of the copyright holder(s) .
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
1 Usable only with 10+ Intelligence 1 Usable only with 10+ Intelligence
2
Usable only with 12+ Intelligence 2 Usable only with 12+ Intelligence
3 Usable only with 14+ Intelligence 3 Usable only with 14+ Intelligence
4 Usable only with 16+ Intelligence 4 Usable only with 16+ Intelligence
5 Usable only with 18+ Intelligence 5 Usable only with 18+ Intelligence

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