Вы находитесь на странице: 1из 32

DEATH KNIGHTS OF KRYNN

).VENTtJRER* ,S
JOURNAL

STRATEGIC SIMULATIONS. INC ."'

STRATEGIC SIMULATIONS, INC .


CREDITS TABLE OF CONTENTS
Game Creation SSI Special Projects Croup What Has Gone Before 1
Developers Ken Humphries, Dave Shelley Important Geographical Features of Ansalon 2
IBM Programmers Russ Brown, Mike Mancuso Characters and Parties 2
Commodore 64 Programmer Paul Murray The Player Races 2
Amiga Programmer Robert Lamb Ability Scores 4
Disk Manager Jim Jennings Character Classes 5
Artists Maurine Starkey, Mike Provenza, Alignment 8
Laura Bowen, Cyrus Lum,
Fred Butts, Daniel Colon, Jr . Other Attributes 8
Building a Successful Party 9
Encounter Authors Rhonda Qilbert, Ken Eklund,
Carolyn Bickford, Cary Shockley, Why These Guys? 10
Cyrus Harris, Alan Marenco, Preparation Tips 11
Terrea Thompson
Combat 11
Amiga Development Erik Flom
Combat Map 11
Playtesters John Kirk, Jeff Shotwell, 11
Initiative
Mike Cilmartin, Glen Cureton,
Phil Alne Computer Control 12
Preliminary Development Bret Berry Attacking 12
Documentation Richard Wilson Combat Movement 14
Project Manager Victor Penman After Combat 15
Programming Manager Keith Brors Magic 15
Art Manager Tom Wahl Mages 15
Playtest Manager Larry Webber Clerics 16
Other C-64 Programming Westwood Associates Knights and Paladins 17
Music Production "The Fat Man," Rangers 17
George Alistair Sanger Tips on Magic Spells 17
Written by Dave Qovett Magical Treasures 18
Art, Graphic Design & DTP LOUIS SAEKOW DESIC,N : Spell Descriptions 20
Peter Cascoyne
Creatures of Krynn 28
Pre-press Production Louis SAEKOW DESIGN :
Kirk Nichols & Ray Carcia Journal Entries 33
Tables 52
Printing American Lithographers, Inc .
Glossary of AD&D€ Game and Computer Terms 58




A WHAT HAS Gorw BEFORE A IMPORTAmr GEOGRAPHIC FEATURES OF AYSALON

One year ago, the forces of evil were the remaining, disorganized resis-
united under the powerful aurak dra- tance . Magic rituals discovered in a
conian, Myrtani . He had once again stolen tome would allow him to turn
uncovered the method of corrupting stolen dragon eggs into draconians en
dragon eggs into draconians . Aided by masse . The eggs were well hidden and
his Death Knight ally, Sir Lebaum, he Solamnic scouts had missed them
was able to seize control of central after the War of the Lance .
Krynn and to field a dangerous army
A small band of heroes were able to
of draconians and undead .
slip into Myrtani's stronghold in
As the Solamnic forces converged Kernen and slay this foul minion of
upon the region, a small band of stal- the evil goddess, Takhisis, before the
wart heroes uncovered Myrtani's magic could be used . Without the dra-
secret plans : to suddenly generate a conian force, the Knights of Solamnia
huge army, and ambush the Solamnic were able to rout the evil army and
forces . Myrtani hoped to slay key lead- bring peace to the region again.
ers in one swift action, and then crush

IMPORTANT GEOGRAPHICAL CHARACTERS AND PARTIES


FEATURES Individual persons called characters
make up your party of adventurers .
y o 1~e o ictory The major cities of the region are
They can be any one of several races
dt~efrrst annruersar Kalaman and Vingaard Keep . They
fo aflen cfude~ &e s uroioors and have any number of different
pe cr ill in f loosely administer the large number
lJou are cordially ironed %Ose in a ffendan Order o /J e of small villages in the region . These skills . Some will be warriors, some
a11'e ~aflle o f
~ernen. ecia(S o (amnic include the dwarven village of Turef, priests, some mages and others may
&0s, ranted f~e `SP be thieves. Each brings his own
of1~a16a11(e and % Xr nn. the gnomish village of Quazle and
GIamplons of y skills and talents .
the human towns of Cerberus and
Cekos . Many wars have been fought
~- y and a oolnm em€ra tion in this region, leaving several ruined The Player Races
o / 11) e yreaf uicfor ll6e ~eldfor &e old castles and forts . Many have evil There are seven races for player
ele6ra &on octal w`
X~(
c
~,)ill6e '60d a deoin if . sP ectalmem61"r m6o was slain reputations and should be avoided . characters (PCs) in the world of
Perhaps the most famous of them is
l~ose JV"0 fellack' 99arya 1,, 0afP ost, ra~le Krynn . Each offers unique strengths
of der of 16e e ~hts will6 e re(~(a1 f~epa Dargaard Keep . Once the home of and weaknesses . For example,
former COmm~n f~an dl~e teasur .ya16 OufP
osf' the famous Knight of the Rose, Lord humans can advance without limits
defending feeyro ~ads Sir Soth, it now lies abandoned and
un outside of the 9~ e in any class (profession), while only
decayed .
4

non-humans can have more than Qualinesti Elves are slightly small- Ability Scores mines how much a character can
one class at a time . Kender have lim- er and friendlier than their Silvanesti Every character has six randomly carry without becoming encum-
its to their maximum strength, while brethren, but they have identical generated ability scores as bered and slowed in combat .
elves receive bonuses to their dex- abilities and bonuses . Qualinesti explained below . These scores fall
terity . The following sections elves can be fighters, rangers, within a range determined by the

it ...
describe the races and several mages, thieves, clerics and mixed race and class of the character . The
finding
charts beginning on page 52 outline classes . basic values range from 3 (low) to
ourselves
specific bonuses and limitations . 18 (high) and there are charts of lim- low on supplies,
Half-Elves are hybrids, with many itations, modifiers and bonuses we stopped in
Hill Dwarves are a stubborn and of the virtues of both humans and starting on page 52 . the local store,
rough race of sturdy workers and elves . They are resistant to Sleep where we found
craftsmen . They are especially resis- and Charm spells and are adept at Depending on the character class, all manner of
tant to magic and poison . During finding hidden doors . Half-elves can one or more of these abilities will useful weapons
combat, dwarves receive bonuses be fighters, knights, paladins, to keep us
be a prime requisite . A prime requi-
going . . .
when attacking goblins or hobgob- mages, clerics, thieves, rangers and site is an ability especially valuable
lins and are adept at dodging the mixed classes . to a given class . For example,
attacks of ogres and giants . Dwarves strength is key for fighters and wis-
can be fighters, thieves, rangers, Kender are a small people charac- dom for clerics . Most characters
clerics of Reorx or mixed classes . terized by an absolute lack of fear Intelligence (ENT) is the measure
receive bonus experience points
and an insatiable curiosity . They are of how well a character can learn .
when their prime requisite scores
Mountain Dwarves are somewhat especially resistant to magic and Intelligence can limit how far mage
are 16 or greater.
clannish and more refined than their poison and have the special ability characters can advance and what
Hill Dwarf cousins, otherwise they to taunt intelligent opponents . When Non-human characters may receive levels of spells they can cast .
are nearly identical . Mountain kender successfully taunt, an oppo- modifiers to the basic ability scores
dwarves may be fighters, paladins, nent will attack in a mindless rage, to reflect differences between the Wisdom (WIS) is the measure of a
thieves, clerics of Reorx or mixed suffering a loss of combat effective- races . Dwarves for instance, get a +1 character's ability to understand the
classes . ness . The preferred weapon of the constitution bonus and may have a ways of the world and to interact
kender is the hoopak, part staff maximum constitution of 19 instead with the world . Clerics receive bonus
Silvanesti Elves (High Elves) are a sling part metal shod staff, which of 18 . When a character is generated spells for high wisdom and it may
tall, arrogant and long-lived race . only they can use . Kender receive with the CREATE NEW CHARACTER limit what level spells they can cast .
They are nearly immune to Sleep bonuses to hit with hoopaks and are command, all racial modifiers are
and Charm spells and are adept at deadly accurate shots . They can be Dexterity (DEX) is the measure of
I calculated automatically .
finding hidden doors . During com- thieves, fighters, rangers, clerics or a character's manual dexterity and
bat, elves receive bonuses when mixed classes . Strength (STR) is the measure of a agility . Thieves especially benefit
attacking with long or short swords character's physical power, muscle from high dexterity . Dexterity affects
and bows . They cannot be raised Humans are the most common mass and stamina. Fighter-type char- how well a character can use ranged
from the dead . Silvanesti elves can player-race in the world of Krynn . acters may have exceptional weapons (bows, dart, etc .), when he
be fighters, paladins, mages, clerics, They can be fighters, mages, clerics, strengths greater than 18 which are moves in a combat round and how
rangers and mixed classes . thieves, paladins, rangers and difficult he is to hit in combat .
indicated by a percent value (01,
Knights but not mixed classes . Only 02,03 . . . 98, 99, 00) following the
humans and half-elves can be
base strength . High strength increas-
Knights. es a character's combat ability with
melee weapons . Strength also deter-
5
Constitution (CON) is the measure character with the highest charisma Clerics have the ability to sometimes undead creatures as if they were a
of a character's overall health . should be the active character when turn away or even destroy undead cleric two levels below their current
Fighters receive one extra hit point dealing with NPCs . creatures such as skeletons or zom- level and are always surrounded by
per hit die for each point of consti- bies . This power increases as the the equivalent of a Protection from
tution above 14 . Non-fighters Character Classes cleric increases in level . The prime Evil 10' Radius spell . Once a day
receive similar benefits except they requisite for clerics is wisdom . paladins may heal two HP of damage
A character must belong to at least
receive a maximum of two extra hit per their level . They can also Cure
one character class . Non-human Fighters can fight with any armor
points per level (no benefits for con- Disease once a week at 1st - 5th
characters can have more than one or weapons, but they cannot cast
stitutions above 16) . These bonuses levels, twice a week at 6th to 10th
class at the same time . A non- magic spells . Fighters can have and three times a week at 11th to
human character with multiple class- exceptional strength and gain 14th level . At ninth-level, paladins
es has more playing options, but he additional HP bonuses if they have gain the ability to cast clerical spells,
increases in level more slowly
we heard soft foot- a Constitution of 17+ . The prime but they cannot use clerical scrolls .
steps followed by a because his experience points are requisite for fighters is strength .
low, ominous growl. Suddenly, divided evenly among all his classes . Paladins must be of lawful good
the weretiger rounded the cor- Mages have powerful spells, but alignment and have ability scores of
ner, running full speed. We Characters receive HP, spells and
can use no armor and few weapons . at least 9 in intelligence and consti-
brandished our weapons, but abilities based on their class, level They can only memorize those tution, at least 12 in strength, at
it was too late . . . and (sometimes) ability scores .
99 Refer to the tables at the back of
spells available in their magical spell
books or use scrolls . In the world of
least 13 in wisdom and at least 17 in
charisma . The prime requisites for
the journal to find the number and
Krynn, the power of mages is mod- paladins are strength and wisdom .
size of hit dice a character receives
erated by the three moons and
and the number of spells the char-
mages are divided into three orders Rangers can fight with any armor or
are only given until characters reach acter can memorize .
based on alignment . A mage's weapons . Rangers can have excep-
about 10th-level (depending on
power fluctuates with the cycles of tional strength and gain additional
class) . A character's constitution Note: Dice is the term used to
describe the range for a ran- the moon that influences his order . HP bonuses as fighters . They do
also determines the maximum num-
domly generated number. A d6 For more information on the orders additional damage in combat when
ber of times that character can be
die has a range from 1 through and moons see the Magic section fighting giant-class creatures . No
raised from the dead and the
6, a d 10 has a range from 1 (page 15) . The prime requisite for more than three rangers can join
chance of a resurrection attempt
through 10 . mages is intelligence . one party.
being successful . Every time a char-
acter is successfully resurrected, he Paladins can fight with any armor Rangers are very in tune with nature
Clerics have spells bestowed on
loses 1 point of constitution . or weapons, are totally immune to and gain the ability to cast druidic
them by their deities and can fight
wearing armor and using crushing disease and can cast a few clerical spells when they reach eighth-level .
Charisma (CILIA) is the measure of
(not edged or pointed) weapons . spells once they reach ninth-level . At ninth-level they gain the ability to
how others react to a character .
After selecting a deity, clerics may Paladins can have exceptional cast mage spells . Rangers can never
Charisma is sometimes a factor
only choose alignments appropriate strength and gain additional HP use scrolls of any type .
when encountering NPCs - the
to their deity . Each of the deities bonuses as fighters . They are some-
higher a character's charisma, the Rangers must be of good alignment
extends special abilities to his fol- what resistant to spells and poison .
more that character can persuade and have ability scores of at least 13
others to do what he wants . The lowers . For more information, see
Because of their special nature, cer-
the Deities section on page 16 .
tain magical abilities are conferred
on them by deities . They can turn
in strength and intelligence and at If a Knight of either of the first two Alignment Hit Points (HP) represent the
least 14 in wisdom and constitution . orders (Crown or Sword) is of suffi- Alignment is the philosophy a char- amount of damage a character can
The prime requisites for rangers are cient level and has high enough acter lives by and can affect how take before he goes unconscious .
strength, intelligence and wisdom . ability scores, he may petition the NPCs and some magic items in the To calculate a character's maximum
next higher order for admission . game react to the character. The fol- HP, the computer rolls the charac-
Solamnic Knights are the pride of ter's hit dice and adds any adjust-
lowing alignments are available to
chivalric honor in the world of Note: Knights receive experi- ments for level or constitution .
Player Characters .
Krynn . The knights are divided into ence bonuses for doing knightly A character gains a HP bonus to
three orders : the Knights of the deeds and not for meeting Lawful Good characters believe in
Crown, the Knights of the Sword prime requisites minimums . the rule of law for the good of all .
and the prestigious Knights of the
Rose . All are renowned for their To join the Knights of the Sword a Lawful Neutral characters believe . . . he was very old,
bravery and skill at arms . Knights knight must have the following mini- the rule of law is more important but looked strong
begin the game with Solamnic Plate mum ability scores : STR 12, INT 9, than any objective good or evil out- enough to ward off the
WIS 13, DEX 9, CON 10 . fiercest of monsters . That
Mail, long sword +1 and a shield . come .
face, riddled with a thou-
To join the Knights of the Rose a sand wrinkles, still dis-
Knights are valuable for their leader- Neutral Good characters believe
knight must have the following mini- played the dignity of
ship ability in combat. Whenever a that the triumph of good is more a Solamnic Knight. . .
party with a Knight enters combat, mum ability scores : STR 15, INT 10, important than the rule of either law
he makes a leadership check. If the WIS 13, DEX 12, CON 15 . or chaos .
check is successful, all NPCs in the
Thieves can fight with swords, short True Neutral characters believe
party, come under your control like
bows and slings and wear leather that there must be a balance
regular PCs . Chances of success
armor. In combat they do additional between good and evil and law and each hit die if his constitution is
increase dramatically as a Knight
damage 'back stabbing, which is over 14 . When a character takes
rises through the three orders . chaos .
described in the Combat section . enough damage that his HP reach 0,
Knights must take a vow of poverty Thieves also have special skills for Chaotic Good characters believe in he is unconscious . If the character's
opening locks and removing traps . creating good outcomes unfettered HP drop to anything from -1 to -9,
and so they tithe a large part of their
monies and treasures back to the The prime requisite for thieves is by the rule of law . he will lose 1 HP per turn from
orders . Knights of the Crown will dexterity . bleeding until he is bandaged or
Chaotic Neutral characters believe dies . A character is dead if he has
tithe 10 percent to their order when-
Multi-class are non-human charac- that the freedom to act is more -10 HP or less . When you view a
ever they enter an outpost . Knights
ters who belong to two or more class- important than any objective good character, his HP on the screen will
of the Sword and Rose will give up
es at the same time . The character's or evil outcome . never be displayed as less than 0 .
everything except 20 steel pieces experience points are divided among
when they tithe . When Knights of each of the classes, even after the Note: Due to the nature of this Experience Points are a measure
the Sword or the Rose become adventure, no evil Player
character can no longer advance in of what the character has learned
sixth-level, they gain the ability to one or more of those classes . The Characters are permitted . on his adventures . Characters
cast some clerical spells .
character's hit points per level are receive experience points for
averaged among the classes . The Other Attributes actions such as fighting monsters,
multi-class character gains all the Each character also has three other finding treasures and successfully
benefits of all classes with regard to important values that change as the completing quests . The computer
weapons and equipment . game goes on : Hit Points, keeps track of experience and when
Experience Points and Levels .
10
Sample party#2 : Clerics are essential for healing the
characters earn enough they may New characters start with 210,003
One Human Knight party after engagements . The most
advance in levels . See the Level experience points and they will
One Silvanesti Elf Cleric of efficient way to heal is to Encamp
Advancement Tables for each already have all levels and spells
Mishakal/Fighter/White Mage and select FIX (you can issue this
class's experience requirements . appropriate for that experience .
command several times while
Characters may advance to a maxi- One Half-Elf Ranger/
encamped) . FIX works as follows :
mum of 14th-level, except thieves Cleric of Majere

ks the door was open,


o I walked in . There
before me stood a high
who may advance to 18th-level .

Building a Successful Party


One Qualinesti Elf Cleric of
Shinare/Fighter/Red Mage
One Kender Cleric of Kiri-Jolith/
If a cleric is in the party, all available
cure spells are cast and automatical-
ly rememorized, until all characters
priest, his robe tattered
Forming a strong and adaptable Thief are healed. If the party has taken
from years of weathering .
party is a key to success in One Qualinesti Elf Fighter/ more damage than clerics have cure
'I've been expecting you,'
he said in a deep Champions of Krynn . You may place Red Mage spells, the FIX option may be used
voice . . .
99 up to six Player Characters in your
party. It is recommended that you
use all six characters . A smaller
Why These Guys?
again . When FIX is used, characters
at the top of the list will be healed
before the characters below them . If
party is less powerful and more like- Cleric/fighter/wages are the a cleric is not in the party, HP may
Levels are a measure of how much ly to be eliminated by your enemies . ultimate multi-purpose character. be recovered through rest (1 HP per
a character has learned in his class . A cleric/fighter/mage can cast both 24 hour period), potions or Temple
Characters can go to a hall and In choosing which characters to mage and cleric spells while services .
receive the training required to include in the party, it is wise to wielding the armor and weapons of
increase in level when they have include a variety of classes : clerics, a fighter. The main disadvantage Rangers normally start the game
enough experience . Characters may mages, thieves and fighters . At least of the cleric/fighter/mage is that, as with more HP than other fighter
only advance one level at a time . If one party member should be a a triple-class character, he advances types . They do extra damage versus
a character has gained enough kender, so you may taunt (yell) in in levels quite slowly . giant type monsters and receive
experience to go up two or more combat . Some adventures may only mage and druidic spells at high level .
levels since the last time he has be completed if the party includes a Fighter/mages may cast spells
trained, he will go up one level and Knight. while wearing armor . This split class Knights are powerful fighters and
can fight as well as a fighter and there are some items that may only
lose all experience in excess of one
point below the next level . Sample party #1 : receives more HP than a pure mage . be used by them . Knights have spe-
One Human Knight cial leadership abilities and gain
Example: Cleric/thieves have more HP and a clerical spells at high levels .
One Human Paladin better armor class than pure
An 11th level thief enters a train- One Dwarf Ranger thieves . As a cleric, the cleric/thief Paladins are great warriors. In
ing hall with 667,543 experience
One Kender Cleric of can cast healing and support spells, addition to their martial prowess,
points (enough for 13th-level) .
Mishakal/Thief allowing the character to perform they have natural protection from
He will leave as a 12th-level thief
One Qualinesti Elf Cleric of double duty as both the party thief evil, healing powers and they gain
with 660,000 experience points
Shinare/Fighter/Red Mage and additional healer. The thief sta- clerical spells .
- one point below 13th-level .
One Silvanesti Cleric of Majere/ tus permits the powerful back stab
Once characters have reached
Fighter/White Mage attack which is described in the
their maximum levels for this
Combat section .
game, they cannot train .
.L'10

Preparation Tips Computer Control An attack is successful if the ran-


Combat Map
In combat, the player controls the dom number is greater than or
The makeup of your party affects Battle takes place on a tactical com-
actions of PCs . The computer con- equal to the attacker's THACO
your combat strategy throughout the bat map that is a more detailed view
trols the actions of monsters, NPCs minus the target's AC. THACO may
game . Loading your party with cler- of the map terrain (3D or overland)
and PCs set to computer control be modified by range, attacking
ics and mages increases the impor- that the party was on when the com-
with the QUICK command . If you from the rear, magic weapons and
tance of spell casting both before bat began . This map is set up with
have a Knight in your party, he may magic spells among other things .
an invisible square grid and you will
notice that everything moves on the take control of NPCs at the start of
combat by making a successful Example:
grid from square to square . Moving
I . . .the mere leadership check. A successful lead- A fighter with a THACO of 15
diagonally often costs more move-
sight of the ership check puts NPCs under nor- attacking a monster with an AC
ment points than moving horizontal-
strong, deter- mal control for that combat . of 3 would need to roll :(THACO
mined warrior
ly or vertically .
15) - (AC 3) = 12+
would have
Combat Ability But to hit a monster with an AC
scared off all but Initiative
the bravest of Each character's ability in combat of -2 he would need to
Each round of combat is divided roil :(THACO 15) - (AC -2) = 17+
foes. But this is defined by his AC, TIIACO and
was no ordinary into 10 segments . Every character
damage.
rival. . . and foe acts on a specific segment Damage
based on a random number. The When a hit is scored, the attacker
AC
random segment number is generat- does damage . Damage is the range
A character or monster's difficulty to
ed at the start of each combat of HP loss the attacker inflicts when
be hit is represented by his armor
round and is modified by dexterity he hits an opponent in combat and
and during a battle. An emphasis on class or AC . The lower the AC, the
and random factors such as sur-
fighters, Knights, paladins or rangers harder it is to hit the target . AC is it depends on the attacker's strength
prise. In most cases a character will based on armor and a dexterity and weapon type . The damage each
makes your hand-to-hand combat move and/or aim an attack during
skills that much more important . bonus . Some magic items also help weapon can do is summarized in the
his segment . Casting spells may a character's AC . Weapon Table on page 53 .
take extra segments to perform, so
Ready the melee weapons (swords,
often a spell-caster will begin his THACI Some monsters take only partial or
maces, quarter staffs) at the start of
spell on his segment and have it go The character's THACO represents no damage from certain weapon
the game instead of the missile
off a few segments later. his ability to hit enemies in melee or types . Skeletons, for example, take
weapons (bows, slings, darts) . Be
sure to keep arrows ready too . with missile fire . THACO stands for only half damage from sharp or
Sometimes a character will act in edged weapons, while some other
To Hit Armor Class 0 . This is the
segment 10 of one round and seg- monsters only take damage from
number a character must 'roll' equal
ment 1 in the next, appearing to act to or greater than to do damage on magical weapons .
COMBAT
twice in a row . This is especially a target with an AC of 0 . The lower
Adventurers must battle their way common if you use the DELAY com- the THACO, the better the chance to
through many dangerous foes to Attacking
mand . When the DELAY command is hit the target .
complete the mission . Tales of brav- given, that character's action is Characters generally engage in
ery and heroes ring with the sounds always delayed until segment 10 . Note: the generation of a ran- melee combat, which is face-to-face
of combat . The following sections dom number is often referred to fighting with weapons such as
offer some more information and as a 'roll' . In determining if an swords and maces . Characters also
tips for combat . attack hit, the number generat-
ed is from I through 20 .
13 I 14
have other options, such as ranged All of a character's attacks are taken the list . Party order cannot be casters) . A foe with one hit point
combat, with bows and slings, and against his first target . If the first changed while in combat, although remaining attacks as powerfully as
rear attacks on engaged foes . target goes down with the first they are free to move. an uninjured one .
Different options and restrictions attack, he can aim the remaining
apply to each . attack at another target . Fighter- When battle begins, your party may Spell casters cannot fire spells after
be placed in a bad position . If you they have taken damage in a round
types may also sweep through
wish to be defensive, move your and they will lose any spells they are
several weak opponents in one
combat round. When a character characters to anchor your flanks on in the process of casting when they
an obstacle such as a wall or tree . are hit . Try to keep enemy spell
64 . . the wight
attacked
sweeps, he automatically attacks
all of the weak opponents . Setting up behind a doorway that casters under attack every round
with such speed your enemies have to move through while protecting your own .
and ferocity that makes for a very strong defensive
Back Stabbing
some life essence
A thief back stabs if he attacks a position . Also, keep mages safe Combat Movement
was drained from
three of our party target from exactly opposite the first behind the front line . The number of squares a character
before we could character to attack the target . The can move is affected by the weight
defeat it. . . thief may not back stab if he has Wounded Characters he's carrying, his strength and the

V readied armor heavier than leather .


A back stab has a better chance of
Characters who are seriously injured
should be moved out of the front
lines if possible . Remember : if you
kind of armor he has readied . A
character's movement range is
hitting the defender and does displayed on the view screen and
additional damage . move away from an adjacent when moving during combat .
enemy, he gets a free attack at your
Ranged Weapons Combat Strategies back . Back attacks have an Running Away
A character with a missile weapon improved chance to hit . A character may flee from the battle-
To succeed in combat, a skilled
(bow, sling, etc .) may not attack player deploys his party well, casts field if he can move faster than all
when adjacent to an enemy . The Stopping Ranged Attacks enemies, but not if he moves slower
effective spells before and during
exception to this is the kender Missile weapons cannot be fired if than any enemies . A character has a
combat, maneuvers his characters
hoopak. Kender may attack there is an adjacent opponent . If 50% chance to move off the battle-
into advantageous positions and
adjacent targets with the metal you want to fire missiles, make sure field if he can move as fast as the
attacks using his most powerful
shod end of their hoopaks or use you keep away from the enemy . fastest enemy monster. Exception :
characters and weapons .
it as a ranged weapon . Hoopaks are the only exception, as if a monster or character can reach
they may be used either as a missile the edge of the combat map without
Bows can be used twice per turn . Deploying the Party
weapon or a melee weapon . To stop any of his opponents being able to
When a battle begins, your party is
Three darts can be thrown per turn . enemy missile fire, move someone
automatically positioned based on see him, he may then flee success-
next to the opponent . fully even though he is slower than
the order list of the characters .
Multiple Attacks his opponents.
Characters near the top of the order
After seventh level (eighth for Exploiting Enemies' Weaknesses
will be in the front lines and vulnera-
rangers,) all fighter-type characters Exploit your opponents' weaknesses Returning to the Party
ble to attack. To change the starting
increase the number of attacks they by directing attacks against helpless, A character that moves off the
deployment, change the order from
make with melee weapons . The first wounded or isolated foes . battlefield returns to the party after
the Alter menu while encamped .
increase is three attacks every two Concentrate your attacks to elimi- the fight is over. If all active
Shift the heavily-armored fighters up
rounds, then two attacks every nate one opponent rather than
the list and the vulnerable mages
round . See the Bonus Attacks for injure many (Exception : enemy spell
and thieves towards the bottom of
High Level Fighters table on page 52 .
15 CU 16€-
characters flee combat, any dead or A spell-caster with a memorized Evil mages are of the Black Robe your computer screen and their
unconscious characters are lost . If a spell can cast it using the CAST com- order. The few mages in the world effects are as follows :

oc
whole party flees, it will not receive mand . Spells are memorized during who do not enter an order are
any experience points for monsters rest while encamped . called "Rogues," and are attacked
killed before retreating . on sight by all of the other orders . •
Memorizing a spell takes 15 minutes Mages keep spell information in WANING WAXING HIGH SANCTION
LOW SANCTION
of game time per spell level, plus a their personal spell books and may (NEW MOON) (FULL MOON)
After Combat
minimum period of preparation of only memorize spells that are Saving Throws -1 Normal Normal +1
If one or more characters survive on Additional Spells' 0 0 +1 +2
four hours, plus two hours every recorded there .
the battlefield at the end of combat, two spell levels . For example, first
Effective level -1 Even Even +1"

the bodies of unconscious or dead


and second level spells take a When a mage trains for a new level, The additional spells can be of any level the mage can cast .
party members stay with the party .
minimum preparation of four hours, he selects a new spell to scribe into ** Only a mage of sixth-level or higher who also has an intelligence
If the entire party flees from combat, while third and fourth level spells his spell book. A mage can also of 15 or greater gains this benefit .
all unconscious and dead party take six hours . scribe spells from identified scrolls
members are permanently lost . If Spheres of Magic
if he is of high enough level to cast
ALL the party members are slain, go Example : The magic of Krynn operates in
them and they are the correct type
back to your last Saved Game and To memorize (2) first-level spheres, with the different schools
for his order. Red Robe mages may
try again from that point . spells, (1) second-level spell and of mages only able to manipulate
only use or scribe Red Robe scrolls
(1) third-level spell would take : and White Robe mages may only certain of them ; spells castable by
(6 hours preparation) + (2 * 15 use or scribe White Robe scrolls . A one order may not necessarily be
min) + (1 * 30 min) + (1 * 45 mage must cast the Read Magic cast by another. The Spell
. . . with sev- Parameters Table on page 55 and
eral of our
min) = 7 hours 45 min spell in order to identify the spells
party wounded on the scroll . A spell disappears the Spell Descriptions beginning on
from combat we Spells do not automatically have after it has been scribed or cast . page 20 detail which mage orders
needed the help their full effect on their target . Each can cast each spell .
of a cleric heal-
target of a spell may get a saving The Moons of Krynn
er. The best one
throw to avoid some or all of the Since the creation of the world, Clerics
around these
parts was right in effect of the spell . As a character three moons have governed the Clerical magic requires no spell
town . . . gains levels, his saving throws powers of magic in Krynn . As the books . All clerical spells of the
improve . moons wax and wane, so do the appropriate level are always avail-
powers of magic aligned to them . able to a cleric, the character need
Note : some monsters have 11 Each moon has a different cycle and only memorize them . Unlike mages,
magic resistance which decreas- affects a different group of mages . clerics can cast spells from scrolls
MAGIC es the chance of them being Mages of the White Robes gain their without any preparation .
Magic is integral to DEATH KNIGHTS of affected by spells . power from Solinari the white
KRYNN . Mages and clerics, as well moon, Mages of the Red Robes are Deities
as high-level Knights, rangers and Mages governed by Lunitari the red moon . Since the earliest days of Krynn, the
paladins can cast spells . A spell There are two orders of mages you The evil Mages of the Black Robes wisdom of the deities has been
can exist in one of four forms : in a can play-White Robes and Red are empowered by the dark moon brought to all the races through the
character's memory, in a character's Robes . All good alignment mages Nuitari . The current position of the efforts of the clerics, the mortal
spell book, in a scroll or in a wand . are White Robes and all neutral moons is displayed at the top of
alignment mages are Red Robes .
17 18
messengers of the will of the heav- Neutral Aligned Deities: used . This is most likely to happen dropped . Some magic items may
ens . As a sign of favor, deities after combat . When in camp, have only be used by certain classes .
bestow upon their clerics special Sirrion your spell-casters memorize spells Others may not work at all if certain
bonuses or additional spells . The Powers : None and select REST to allow them to other magic items are also in use .
following is a list of the deities of Extra Spells: Burning Hands imprint the spells for later use . You must select the READY com-
Krynn that are available to charac- Selecting REST without choosing mand from the Items Menu to pre-
Reorx*
ters, their alignment and clerical new spells has the spell-casters pare items for use . Items such as
Powers : + 1 THACO (dwarves only)
bonuses : rememorize the spells they have armor, weapons or adornments are
Extra spells : None cast since last resting . simply readied and you gain their
Shinare benefit automatically . Items like
Note: Before resting, it is a scrolls or potions must be readied
Powers : None
after good idea to save your game . before they can be used .
Extra Spells: Charm Person
night fell, I We recommend that you save
set up camp and *All dwarven clerics must select your game after every tough
was warming Wands
Reorx and therefore be neutral . combat and that you keep at
myself by the fire Wands are the traditional objects of
least two separate saved games
when I heard it. enchantment. Wands generally will
It seemed to Knights and Paladins at all times and alternate
cast a set number of a given spell
come from all between them . This will allow
Knights and paladins use their (Fireball or Ice Storm for instance) .
around. . . you to go back to a save before
clerical spells identically to clerics, Only experimentation or paying to
that fatal battle .
VV except that they can never use
clerical scrolls, even if they may
have them identified will tell what a
wand does . Generally wands can
cast the spells . only be used by mages, although a
MAGICAL TREASURES
few can be used by other classes .
Good Aligned Deities: Rangers As you travel about and encounter
the monsters and puzzles that stand
Paladine Rangers use mage and druidic Potions
between you and finishing your vari-
Powers : None spells . They use mage spells identi- Potions are the most common sort
ous quests, you will also find magi-
cally to mages and the druidic spells of magical treasure . Potions may
Extra Spells : Protection from evil cal items to help you on your way .
as clerics use their magic . Rangers heal wounded characters, cause
10' radius Here are some descriptions of items
can never cast spells from scrolls, them to become hastened or invisi-
even if they can memorize and cast that you may find . Not all of these
Majere ble or cause any number of other
items may be found in your adven-
Powers : Turn undead as if cleric is the scroll spell normally . effects .
ture . You can find out if there is a
two levels higher
magic item in a treasure by doing a
Extra Spells : Silence 15' radius Tips on Magic Spells
Detect Magic spell using the DETECT Scrolls
Both clerics and mages may cast command . To find out specifically
Kiri-Jolith Scrolls can be either for clerics or
spells which assist the party in what an item is, you must take it to
Powers : + 1 THACO one of the mage orders . They offer
combat . Preparatory spells cast just a shop and have it identified .
Extra Spells : Detect Magic new spells for mages to scribe into
before a battle can protect and
their books, spells of a higher level
Mishakal strengthen characters . Spells can be Some magic items are in reality than the spell-casters can normally
Powers : + 1 die on all healing cast to damage foes during combat cursed and can do great harm . cast and extra spells for emergen-
spells or to protect or heal comrades . When a character readies a cursed cies . A mage may use SCRIBE to
Extra Spells : Charm Person, item, a Remove Curse spell must be
Spells should be rememorized as
Remove Curse, Bless cast before the item can be
soon as possible after they are
19
transfer a scroll into his spell book . Enchanted Weapons SPELL DESCRIPTIONS Silence 15' Radius must be cast on
Mages and clerics can cast spells a character or a monster. That char-
Enchanted weapons come in many
directly from scrolls with the USE First Level Clerical Spells acter or monster and all adjacent to
sizes and shapes and potencies .
command . Bless improves the THACO of him, cannot cast spells for the dura-
Sometimes a weapon will add to
your TI-IACO and damage . Other friendly characters by 1 . The bless tion of the spell .
weapons may have other magical spell does not affect characters who
Slow Poison revives a poisoned
properties including extra bonuses are adjacent to monsters when the
person for the duration of the spell .
. . .you know what they against specific types of creatures . spell is cast. This is a good spell to
say - the bigger they Once a magic weapon has been cast before going into combat . Snake Charm paralyzes as many
are, the harder they fall . readied from the Items Menu, the HP of snakes as the cleric has HP.
This was certainly true of character will have it for all combats . Cure Light Wounds heals 1-8 HP (up
the giant skeleton we to the target's normal maximum HP) . Spiritual Hammer creates a tempo-
encountered, A few choice
attacks from the right Enchanted Adornments rary magic hammer. It can strike at
Detect Magic indicates which
weapon will reduce them to Bracers, necklaces, periapts and range and does normal hammer
equipment or treasure is magical .
a pile of bones. . . especially rings are favorite objects damage plus one point for every
View a character's items or Take
for magical enchantment. These three levels the caster has attained .
treasure items . Equipment or trea-
items may have any number of mag- The hammer appears in the clerics
sure preceded by an '*' or a '+' is
ical properties . Some items will help equipment list and must be readied
magical .
your AC, others may fire Magic as any other weapon . The hammer
Enchanted Armor and Shields Missiles or be cursed . Once one of Protection from Evil improves the will reconjure itself on the cleric's
Sometimes you may run across these items has been readied from AC and saving throws of the target person if it is thrown .
armor or shields that have been the Items Menu, a character will by 2 against evil attackers .
created by skilled craftsmen and automatically gain all effects . The Third Level Clerical Spells
then enchanted by mages to imbue exception to this rule is that certain Resist Cold halves the damage and Cure Blindness removes the effect
them with protective spells . The magical necklaces require the USE improves saving throws vs . cold
of the Cause Blindness or Power
power of the magic on these items command to work. attacks by 3 .
Word, Blind spells .
may vary a great deal . Enchanted
armor has the great advantage of Dragonlances Second Level Clerical Spells Cure Disease removes the effects
offering improved protection with These powerful enchanted weapons Find Traps indicates the presence of disease caused by some mon-
less encumbrance than the same were created for the War of the of traps in the character's path . sters or by a Cause Disease spell .
type of mundane armor . Lance, to combat the evil dragons .
They have large bonuses against any Hold Person may paralyze targets Dispel Magic removes the effects
foe, but are deadly when attacking of character type (human, etc .), gob- of spells that do not have specific
Solamnic Plate
dragons, where they do the wielder's lin or hobgoblin . You may aim a counter spells . This is a recupera-
These suits of plate mail were tion spell for any of the party that
hit points in damage to the beast . hold person spell at up to 3 targets .
originally crafted for some of the has been held, slowed or made
Knights of Solamnia . The armor is Resist Fire halves the damage and nauseous.
of exceptionally high quality and is Enchanted Clothing
improves saving throws vs . fire
very ornate . Only Knights may use Wizards will sometimes cast
attacks by 3 .
Solamnic Plate . enchantments on commonplace
items of clothing such as gauntlets
or cloaks. A wide variety of these
items are known to exist .
21
Prayer improves the TI-IACO and the area . Be careful not to catch etc.), goblins or hobgoblins . Usable
Dispel Evil improves the target's
saving throws of friendly characters allies in the spell area . Entangle only by both Red and White Robes .
AC by seven versus summoned evil
by one and reduces the THACO and works outdoors .
creatures for the duration of the
saving throw of monsters by one . spell or until the target hits a sum- Faerie lure will ring a targeted crea-
This is a good spell to cast before moned creature . The creature must ture in magical light. This spell will
going into combat . make a saving throw when it is hit outline otherwise invisible creatures 66 long after

or be dispelled . and give a +2 THACO bonus to any- encounter with


Remove Curse removes the effects the dread wolf, 1
of a Bestow Curse spell and allows one attacking an affected creature .
Raise Dead can bring back to life had nightmares of
the target to unready cursed magic one non-elf character. The chances its evil face
Invisibility to Animals will make
items . for success are based on the target's snarling at me
the target invisible to non-magical, from out of the
constitution . The raised character
low or non-intelligent animals . This darkness . . .
Fourth Level Clerical Spells
Cure Serious Wounds heals 3-17
returns to life with one hit point . spell does not offer protection
against intelligent opponents or
V
HP (up to the target's normal Sixth Level Clerical Spells magical creatures .
maximum HP) . Heal cures all diseases, blindness,
Detect Magic indicates which
feeblemindedness and restores all Second Level Druid Spells
Neutralize Poison counteracts equipment or treasure is magical .
except one to four of a character's
all toxins and revives a poisoned Barkskin causes the target's skin to View a character's items or Take
full hitpoints .
person . become tougher and harder to dam- treasure items . Equipment or trea-
age . The effect of this spell is a -1 sure preceded by an " or a '+' are
Protection from Evil 10' Radius Seventh Level Clerical Spells bonus to AC . This is a good spell to magical . Usable by both Red and
must be cast on a character or a Restoration returns experience lev- cast before combat . White Robes .
monster. It improves the AC and els to characters who have suffered
saving throws of the target and all the draining attacks of undead mon- Charm Person or Mammal Enlarge makes the target larger and
adjacent friendly characters by two sters such as wights . changes the target's allegiance in a stronger. The higher the caster's
against evil attackers . combat. It affects character types level, the larger and stronger the tar-
Resurrection is similar to the Raise (human, etc .) and other mammals . get gets. If the caster is sixth-level or
Sticks to Snakes causes snakes to Dead spell, except that the resur- greater, the target becomes as strong
harass the target . The target is rected character has full hit points Cure Light Wounds heals 1-8 hit- as an Ogre . If the caster is 10th-level
unable to attack or cast spells for returned . points (up to the target's normal or greater, the target becomes as
the duration of the spell . Large crea- maximum hitpoints) . strong as a Fire Giant . A target can
tures may ignore the created snakes . First Level Druid Spells only be under the effect of one
Detect Magic indicates which First Level Mage Spells enlarge spell at a time . Unwilling tar-
Fifth Level Clerical Spells equipment or treasure is magical . Burning Hands causes one HP of gets get a saving throw against this
View a character's items or Take fire damage per level of the caster . effect . The spell will stay in effect for
Cure Critical Wounds heals 6-27
treasure items . Equipment or trea- There is no saving throw . Usable by more than one combat and should
HP (up to the target's normal maxi-
sure preceded by an ' *' or a '+' is both Red and White Robes . be cast before combat . Usable by
mum HP) .
magical . both Red and White Robes .
Charm Person changes the target's
Entangle will cause plants in the allegiance in a combat . It only
area of effect to grow and entwine affects character types (human,
around the feet of any creature in
U 24 -
Friends raises the caster's charisma fled . A mage may scribe the spells Mirror image creates 1-4 illusionary Fireball does 1 d6 HP per level of
2-8 points . It is often cast just from a scroll (if appropriate for his duplicates of the mage . A duplicate the caster to all targets within its
before an encounter . Usable by both class and level) after it has been disappears when it is attacked . area . If the target makes its saving
Red and White Robes . read . Usable by both Red and White Usable by Red Robes Only . throw, the damage is halved . A fire-
Robes . ball has a five square diameter out-
Magic Missile does 2-5 HP per Ray of Enfeeblement reduces the doors and a seven square diameter
missile with no saving throw . A Shield negates the magic missile target's damage by 25% + 2% per indoors . Fireball is a slow-casting
mage throws one missile at first- spell, improves the mage's saving level of the caster. Usable by White spell and the spell's power demands
second level, two missiles at third - throw and may increase his AC . Robes only . that you target carefully . Otherwise,
fourth level, three missiles at fifth- Usable by both Red and White you may inadvertently destroy party
sixth level and four missiles at sev- Robes . Stinking Cloud paralyzes those in
characters . If you target a fireball in
its area for 2-5 rounds . If the target
the center of the screen indoors, the
Shocking Grasp does electrical saves, it is not paralyzed, but is
only safe areas are the three
damage of 1-8 HP, +1 HP per level of nauseous and has its AC reduced
squares in each corner . Be sure to
caster. Usable by both Red and for two rounds . This spell has a very
. . . when I saw center to determine who will be in
the spectre White Robes . short range and care should be
the area of effect . Usable by both
floating toward me taken to avoid including party
Sleep puts 1-9 targets to sleep with Red and White Robes .
from out of the members in the cloud .
shadows, its hateful no saving throw. Up to 9 one hit-die
Haste doubles the target's move-
presence charging targets are affected . One 4 hit-die Strength raises the strength of the
the air with tense
ment and number of melee attacks
target is affected . Targets of five or recipient one to eight points . The
fear, my first reac- per round . Haste has a short dura-
more hit-dice are unaffected . Usable effects of the spell are less if the
tion was just to run tion and you should wait until a fight
like mad . . .
by both Red and White Robes . target has 18 strength .Usable by
is imminent to cast it . Warning: each
Red Robes Only . time a haste spell is cast on a char-
Second Level Mage Spells acter, that character ages one year.
Detect Invisibility allows the target Third Level Mage Spells Usable by Red Robes only .
to spot invisible targets . Usable by Blink protects the mage . The mage
enth - eighth level . This spell will both Red and White Robes . 'blinks out' after he acts each Hold Person may paralyze targets
damage any target within its range round . The mage may be physically of character type (human, etc .), gob-
Invisibility makes the target attacked before he acts each round, lin or hobgoblin . You may aim a
unless the target is magic resistant
invisible . The THACO of melee hold person spell at up to four tar-
or has certain magical protection . but he may not be physically
attacks against invisible targets is gets (Exit to target less) . Usable by
Casts instantaneously . Usable by attacked after he acts . Usable by
reduced by four. It is impossible to White Robes Only .
both Red and White Robes . Red Robes only .
aim ranged attacks at invisible tar-
Protection from Evil improves the gets . Invisibility is dispelled when the Dispel Magic removes the effects Invisibility, 10' Radius makes all
AC and saving throws of the target target attacks or casts a spell . Usable of spells that do not have specific targets adjacent to the caster invisi-
by two against evil attackers . Usable by both Red and White Robes . counter spells . This is a recupera- ble . The THACO of melee attacks
by both Red and White Robes . tion spell for any of the party that against invisible targets is reduced
Knock is used to open locks . It can by four. It is impossible to aim
has been held, slowed or made nau-
Read Magic allows a mage to ready be cast from the door-opening ranged attacks at invisible targets .
seous . Usable by White Robes only .
a scroll and read it . For scrolls, this menu if the active character has a Use this spell to set up a battle line
works as if they have been identi- memorized knock spell . Usable by while the bad guys seek you out .
Red Robes only. Characters lose invisibility if they do
,rte

25
anything but move . Some monsters useful against any high-damage takes twice that damage in return . Cone of Cold fires a withering cone
can see invisible creatures. Usable creature . Only affects the side The shield may be attuned to heat shaped blast of cold . The spell's
by Red Robes only . opposing the spell caster. Usable by attacks or cold attacks . The mage range and damage increases with
Red Robes only . takes half damage (no damage if he the caster's level . Usable by by both
Lightning Bolt does 1d6 HP per makes his saving throw) and has his White and Red Robes
level of the caster to targets along its saving throw against the opposite
Fourth Level Mage Spells
path . If the target makes its saving form of attack improved by two . He
throw, the damage is halved . A light- Bestow Curse reduces the targets
takes double damage from the form
THACO and saving throws by four . the
ning bolt is four or eight squares long of attack the shield is attuned to .
Usable by White Robes only . chest,
in a line away from the caster . For Usable by both Red and White Robes . when opened,
best results, move the spell caster to overflowed with
Charm Monster changes the tar-
send the bolt down a row of oppo- Fumble causes the target to be treasure, some of
get's allegiance in combat . It will
nents . It will attack all opponents unable to move or attack . If the tar- it having magical
work on any living creature . The
along the line within its range . Target get makes his saving throw, he is properties; but
spell affects 2-8 first level targets, one item caused
the first creature in the row (closest affected by a slow spell . Usable by
1-4 second level targets, 1-2 third the mage among
to caster) . Lightning bolts will reflect White Robes only .
level targets or one target of fourth- u to
off walls back toward the spell caster. level or above. Usable by White shudder . .
This permits targets adjacent or Ice Storm does 3-30 HP to all tar-
Robes only . gets within its area . There is no sav-
close to a wall to be hit twice by the
ing throw . This spell will inflict dam-
same bolt . Be careful the caster isn't Confusion affects 2-16 targets .
hit by the reflected bolt . Usable by age on opponents protected by Minor Feeblemind causes targets who fail
Each target must make a saving
both Red and White Robes . Globes of Invulnerability . Usable by their saving throw to drop dramati-
throw each round or stand
confused, become enraged, flee in both Red and White Robes . cally in intelligence and wisdom
Protection from Evil, 10' Radius terror or go berserk . Confusion is and become unable to cast spells .
protects the target and all charac- Minor Globe of Invulnerability
most effective when used against a A Heal spell must be cast on the
ters adjacent to the target . The protects the caster from incoming victim to recover from the effect .
large number of enemies . Usable by
spell improves the AC and saving first, second or third-level spells . Usable by White Robes only .
White Robes only . The Globe is very effective when
throws of those it protects by two
against evil attackers . Usable by used in combination with Fire Fire Touch creates a blazing aura
Dimension Door allows the mage
White Robes only . to teleport himself to another point Shield . Usable by White Robes only . around the recipient . This aura adds
on the battlefield within his line of 2-12 points of extra fire damage to
Protection from Normal Missiles Remove Curse removes the effects all of the recipient's attacks . Usable
sight and the range of the spell . of a Bestow Curse spell and allows
makes the target immune to non- Mages can use it for quick escapes . by Red Robes Only .
magical missiles . Usable by White the target to unready cursed magic
Fighter/mages use the "Door" to
Robes only . items . Usable by White Robes only . Hold Monster is similar to Hold
reach the opposition's rear area .
Person, except it affects a wider
Usable by Red Robes only .
Slow affects one target per level of Fifth Level Mage Spells variety of creatures . Usable by White
caster. The spell halves the target's Fear causes all within its area to Cloudldll is similar to the Stinking Robes only .
movement and number of melee flee . Usable by Red Robes only . Cloud spell, except that its area of
attacks per round . Slow can be used effect is larger and it will kill weaker
to negate a haste spell . This spell is Fire Shield protects the mage so that monsters . Stronger monsters may
any creature who hits the mage in be immune to the spell . Usable by
melee does normal damage, but both White and Red Robes .
'411 1"' '
27 28
Iron Skin causes the mage's skin Mass Invisibility is identical to the CREATURES OF KRY1'I Dragon, Black
to become extremely tough and Invisibility spell, except that it They are noted for spit-
The denizens of Krynn are many
damage resistant . The mage's AC affects several targets at once . This ting a stream of deadly
and varied . This is a list of some
is reduced by four. Usable by Red can be a valuable spell to cast acid as well as attacking with claws
monsters you may encounter in
Robes Only . before a known encounter. Usable and fangs . Since they are extremely
your adventures .
by Red Robes only . independent and only obey com-
Sixth Level Mage Spells mands if it suits their purpose, black
Power Word, Stun causes one Beast, Undead dragons were rarely used in direct
Death Spell kills opponents instantly
creature to be stunned-reeling and The undead beast is assaults by the evil Dragon
and irrevocably . The spell will kill a
unable to think or act effectively . a mindless killer of Highlords . They were more highly
greater number of weak opponents The weaker the target, the longer it unknown origin, compelled to valued as guards .
than strong . Powerful opponents
will be stunned . This is a very destroy the living . It is resistant
may be immune . Usable by both
powerful spell and it automatically to pointed or edged weapons
Red and White Robes . Dragon, Blue
affects any creatures who do not and flame .
Highly intelligent and
have magical immunities . Usable by
Disintegrate destroys one target. greatly feared, they
both White and Red Robes .
Some creatures with an innate Death Knight exhale lightning bolts in
magic resistance may avoid the
effects of the spell, while most
must make a saving throw to sur-
Eighth Level Mage Spells
Mass Charm is similar to the fourth-
A A type of powerful undead
that cannot be turned, death
addition to attacking
with claws and fangs . Blue dragons
knights are dangerous and fright- are more gregarious than many of
vive . Usable by Red Robes only . level spell, except it affects a much their cousins . They obey orders and
ening opponents who are immune
larger number of targets . Usable by can act and fight together as a cohe-
Flesh to Stone causes the target to most magical attacks . They can
White Robes only . sive unit . They proved to be loyal
to make a saving throw or be turned reflect some magic attacks back on
the caster, cause fear in those allies of the evil Dragon Highlords .
into stone . Usable by Red Robes Mind Blank is a powerful protective
only . spell . The recipient of this spell is around them and cast a massive
totally protected from spells that fireball attack once a day . Dragon, Death
Globe of Invulnerability protects attack a character's mind or will, When some highly
against first to fourth level spells . such as Charm or Feeblemind . . magical and intelligent
Dragons
Usable by White Robes only. Usable by White Robes only . dragons die, they
These are the most powerful and become death dragons .
Stone to Flesh counters the effects dangerous of the monsters a party
Otto's Irresistible Dance is an Their will is so powerful that their
of a Flesh to Stone spell . Characters can encounter. The older and larger
enchantment that causes the target dead and rotting bodies remain ani-
may not survive the shock of being the dragon, the more damage it can
to be irresistibly compelled to mated . They breathe a lethal cloud
restored to flesh . System shock sur- do and the harder it is to kill . In of gas .
dance a wild and frenzied jig . The
vival is based on a character's con- addition to their awesome strength,
target's AC is reduced by four and it
stitution . Usable by Red Robes only . dragons inspire an insidious terror
fails all saving throws versus other
called Dragon Fear or Awe . Many
magical attacks . Usable by White
times the mere sight of a dragon will
Seventh Level Mage Spells Robes only .
cause opponents to panic and flee .
Delayed Blast Fireball is a more
Power Word, Blind will strike some
powerful version of the third level
targets instantly blind . Usable by
spell and will penetrate a Minor
both White and Red Robes .
Globe of Invulnerability . Usable by
by both White and Red Robes .

29
Dragon, Red Fire Lizard Golem, Flesh Lich
Perhaps the most feared Resembles a wingless A humanoid formed by the Though liches are among the
of all the evil dragons, dragon and is sometimes called stitched together remains of most powerful undead, they
these beasts were the a "False Dragon." It attacks with many corpses . Its skin is the sickly seek only to further their own
favored assault force of teeth, claws and a fire breath . green and yellow of decomposing power. They do not seek confronta-
the Dragon Highlord armies during It is resistant to fire-based attacks . flesh . Fire and cold based attacks tion, but are ruthless in defending
the War of the Lance. Not usually only slow it, electrical attacks heal it themselves .
inclined to obey orders, red dragons and they are only vulnerable to mag-
enjoy nothing more than setting Fire Minion ical weapons .
cities ablaze, destroying and looting . A fearsome creature from the Lycanthrope
Red dragons can exhale great elemental plane of Fire . Its body is Humans who can transform them-
Golem, trop

I
spouts of flame, cast magic spells or composed of living flame, most Fashioned in the form of selves to resemble normal animals
attack with their claws and fangs . often taking the shape of a large stylized armor, it is affected and monsters .
humanoid . It radiates intense heat only by very powerful magic
k' Dragon, Spectral and is healed by fire . weapons, magical electrical Wereboar
Spirit form of Evil attacks (which slow them) and magi- Like the boar it can transform
Dragons brought into the Ghast cal fire attacks (which heal them .) into, the wereboar is ill tempered
Human planes by the most powerful
priests of Takhisis . Their touch
4 This creature is nearly indistin-
guishable from a ghoul, save for a Hatori
and combative .

drains life and they are unaffected carrion stench which it exudes . The Weretiger
by many spells and non-magic Dwelling deep in sandy
stench causes retching and nausea . deserts, this Crocodile of Weretigers are primarily
weapons . The ghast is susceptible to cold . female and are ferocious solitary
the Sands has a voracious appetite .
hunters.
Entire caravans have been lost to a
Dragon, Undead Ghoul single hatori .
The animated corpse of a Nightmare
dragon, often of good A human transformed into an
alignment . It has none of undead monster which feeds on the liellhound Commonly the mount
the intelligence or powers decaying flesh of corpses . Although ~~ A fire-breathing canine of the more powerful undead, it
the transformation from human-form originates in the lower planes .
of the original dragon . summoned to serve evil beings .
has deranged and destroyed its Often known as hell horses or
Their eerie wail has caused strong
mind, it maintains an evil cunning. men to flee . demon steeds .
Dread Wolf Its touch paralyzes humans .
A wolflike undead creature Rhino Beetle
who taunts budding heroes . The Kua-Toa
Golems An enormous beetle
dread wolf is often found in the An ancient race of fish-men
Magically created automatons of with powerful mandibles, capable
service of a powerful evil master. dwelling underground and harboring
It has the ability to move great great power. Golems can be a deep hatred of surface dwellers . of crushing anything in its path .
distances in a very short time and constructed of several materials . Kua-Toans are only encountered
is immune to most magic . above ground when they are
seeking sacrifices and slaves .
a J -3 1 32
Roc, Undead Spectral Minion Wight Zombie
The animated remains These undead are the spirits An undead creature with Magically animated corpses under
of a gigantic flying bird . of humans and demi-humans who cruel, burning eyes set in mummi- the control of an evil force, they will
died before they could fulfill fied flesh . Affected only by magical fight with mindless rage until turned
powerful vows or quests . Spectral weapons, it feeds on the life or destroyed .
minions are often not evil - their essence of its prey. Each successful
unfulfilled obligations are often blow drains life from its victims . Zombie Giant
Sivak Draconians
R
Draconians were the special
troops of the Dragon liighlords .
quite noble . They can only be hit
with magic weapons .
These creatures can only be hit by
silver or magical weapons .
Formed from the remains of
a giant .

They are created by corrupting the

0
eggs of good dragons with vile
sorceries . Because of their magical
Spectre
Powerful undead that haunt
A Wraith
Evil undead spirit that seeks to
origins all draconians are somewhat the most desolate and deserted of absorb human life energy . Though Zombie Mastodon
magic resistant . Sivaks are created places, hating all life . Spectres drain having no substance, it prefers to Formed from the
from silver dragon eggs . They are levels when they attack. form into a vaguely human shape . remains of a mastodon .
powerful fighters who get three These creatures can only be hit by
attacks per combat round . EL A Vampire
silver or magical weapons .
Zombie Minotaur
7P Vampires prey upon the living Formed from the remains of
Skeleton Wyndlass
during the night hours or deep
These are the least powerful of the A tentacled horror that a minotaur.
underground . Often indistinguish-
undead . They are usually controlled able from humans, they keep the lurks in desoldte
by some powerful evil force . abilities they had in life, including swamps and gloomy
spell casting. Vampires drain levels forests. A powerful
Skeletal Giant when they attack . predator, it can easily devour an
The animated bones of entire horse . Few have survived a
a giant. firsthand meeting with a wyndlass .
Vodyanoi
Close aquatic relative of the
umber hulk, living in deep
bodies of fresh water . It only
Skeleton Warrior has two eyes and lacks the
Undead warriors forced into ability to confuse its enemies .
~- their nightmarish states by
powerful wizards . They are used by
Whisper Spider
their controllers as bodyguards, ser-
4010, The whisper spider uses lures
vants or workers . Clerics have no
power over these undead . and misdirection to capture its prey,
slaying them with a deadly poi-
II sonous bite .
33
hounds tear them apart like scare- JOURNAL ENTRY 7
Journal Entries crows! There are evil men beyond
the hounds and beyond the men,
SIR THOM'S DREAM
You and many heroic Knights are at
someone more evil still .
JOURNAL ENTRY 1 JOURNAL ENTRY 3 a celebration, feasting merrily . You
TALE OF CROOK STREET An explosion sounds behind you "I have the power to bring you into see a long-faced man in dark robes
and a splinters rip through the deck my dreams, to face the terrors I who doesn't seem to belong . As
"It's the worst street in town, you
know. And proud of it . The Knights of the Kuo-Toa slave ship . Another cannot face . If you are stout of you try to accost him, he disappears
have learned to leave it alone . It ship sails close and its captain shouts heart, they cannot kill you . Will in the crowd .
winds around a lot . Real crooked for the immediate surrender of all you help me?" Suddenly Sir Karl is there before
street. If a body wanted to do a little Kuo-Toa and their captives .
I
JOURNAL ENTRY 6 you . You smile, even though you
private business or hide out, it's the You don't see the Kuo-Toa captain, know he is dead . 'Thom! Give me
perfect place . Strange magics will MOUNTAIN DWARF
but his voice rises over the commo- your sword!" he cries and you do so
confuse all but the natives . tion to address the attacking ship . "The name's Skomp . I come from at once . He jerkily takes it and you
"We'll die first, land-faring infidels!" beneath the Dargaard Mountains . notice silver strands attached to his
"The Dream Merchant? Yes, he's on There, while exploring a new pas-
The clerics and monitors cheer their arms and legs . The strands lead up
Crook Street . Keep going - you'll sage, I came upon an echo chamber
agreement . to a monstrous man, whose face
see the sign . By the way, nobody - one of those unusual caverns that covers the sky. He laughs like thun-
trifles with the Merchant - every- Soon the air is thick with explosions somehow amplify sound . I heard
body has to sleep sometime ." der and pulls Sir Karl to him,
and flying fireballs . The battle is voices coming from above, from the
joined! surface. Names were mentioned . All turns black as you plummet into
JOURNAL ENTRY 2 dark catacombs . You grope in the
Lord Soth. Sir Karl . Sebas Astmoor.
THE CLERIC'S TABLE JOURNAL ENTRY 4 There was talk of a Dragonlance darkness, tearing through walls of
The cleric waves you toward a SPRITE MEETING and something called a Rod of gossamer spiderwebs, until you see
table of food . 'Take your pick," he Omniscience . Conquest, that was a speck of light and head for it . It is
A Sprite flies up to you, "You are
says . "Your choice will determine the topic. World conquest. a candle held by the long-faced
not Evil . Bewarned! Evil monsters
your fate ." have entered Voice Wood . Even man . There is a string around his
"When I brought this matter before wrist, but it has been cut . As you
You study the table . The choice is though you would normally be my superiors, they shrugged . The fate draw near, a door shuts and the can-
almost impossible to make . A bottle welcome, it would be safest to of the surface world does not concern dle is blown out . This happens
of clear water. A pastry decorated leave as quickly as you can ." them . I went to their superiors, with again . On the third try the candle
with curlicues of frosting . A cup of the same result . How shortsighted flickers, but stays lit . You step past a
JOURNAL ENTRY 5
cider with a stick of cinnamon steep- they are, for if the surface world falls, red door into a small bare room . The
ing within . A boiled potato decorat- THE DREAM MERCHANT'S REQUEST would we not be next?" long-faced man transforms into a
ed with a sprig of parsley . Each one "Ever since I escaped from Kalaman, young Solamnic Knight, who hands
could mean death or victory. The there have been creatures haunting Go to Journal Entry 20 .
you an ornate key the color of blood .
cleric offers no advice . my sleep . If I look away from the "For every key, a prisoner," he
people I meet in dreams, fierce warns, then you awake .
35 CI 1'2'/` 36

JOURNAL ENTRY 8 JOURNAL ENTRY 9 JOURNAL ENTRY 11 JOURNAL ENTRY 14


SIR THOM'S STORY ARRIVAL IN SVDVLTO MAYA SPEAKS SPRITE WARNING
"My name is Thom C,ovamont and
The hidden city of Sudulto lies Maya jumps out from a dark cave, The Sprite responds, "The Rod of
I am Knight Emeritus of the Order before you, nestled in a deep valley blocking your path . "Stop!" she cries . Omniscience will be safe here ; all
"There's so much I must explain to
of the Rose . Listen to me : I tell you, between two cliffs . A group of of Voice Wood will guard it ."
I knew all this would happen! I saw playing children transform into tus- you before you continue your Another Sprite chants, "The Rod
Sir Karl rise again in a dream . But sling puppies and back into human mission against Soth . He is not the
is too powerful and must never be
wait! There is more! The dream children as you watch . "It's a city of villain you think!"
used . It must be guarded from
went on . There was darkness and a lycanthropes," Kai explains . "Not all
Sir Karl steps out from the shadows everyone or the world would be
candle and - oh, I am old, I cannot werecreatures are evil . In Sudulto all
behind Maya . He laughs evilly destroyed!" Before you can respond,
remember. creatures live in peace . Soth has no
and rests his hand on her shoulder. they fly away into the trees .
power here . You'll find the true Rod "Yes . . . Maya serves Soth now!
of Omniscience in the city."
Surrender, all of you . You can't JOURNAL ENTRY 15
. . .Maya You turn to question him further, defeat Maya in her dragon form!" SLAVES OF THE KVO TOA
drops her but a powerful stag stands in his The slaves grimly welcome you
innocent expres- Maya drops her innocent expression .
sion . "Give me place . Waving his antlers at you in "Give me the Rod of Omniscience," into their group . "You have been
the Rod of Omni- one final warning, he vanishes into captured by an aquatic race, known
she orders, "and I'll make sure your
science, " she the woods . as the Kuo Toa . The Kuo-Toa hate
orders, and I'll deaths are quick."
make sure your all landfaring creatures, which they
deaths are JOURNAL ENTRY 10 use us as slaves and sacrifices to
JOURNAL ENTRY 12
quick .'. . . DAINE'S QREETINQ their gods . We must escape and
"Welcome to our city THE DREAM EXPLAINED
. I am Daine, "The first part of the dream is obvi- destroy this vessel .
Commander of the Solamnic 'The Kuo-Toa fear fire above all
ous . An evil man is gathering pow-
"But here! Take this Knights for the City of Kalaman .
." He presses a erful weapons and warriors . Things else . The only flames to be found
And with me you see my second,
small smooth stone into your hand . look dark for the forces of good . aboard the ship are in the temple,
Major Terns and the beauteous
It is strangely warm . "Take care of it . There is hope ; the tragic man in where they light holy torches to
Ariela, my advisor and consort .
It is a Sleepstone . I keep it under my dark robes has cut his puppet strings . represent their trust in their gods .
"We hear many rumors of the rising You must find him, first by finding
pillow and it records my dreams . "You are the strongest among us
the candle and then by traveling .
Often they prove interesting . I pro- power of Lord Soth . My knights
through red doors . If you go through Make your way to the temple and
cured the Sleepstone from the find his hideous agents even here in
set fire to the boat with the torches .
Dream Merchant, a man with the center of town . We are anxious a gray door he will disappear .
The Kuo-Toa will panic and we can
power over dreams . I think his shop to learn how his power may be "The man will introduce you
all escape . Whatever you do, don't
is in Vingaard . Take him the stone ; stopped ." somehow to the young Knight, get in any fights before you reach
he will be able to show my dream who holds the key to everything ." the torches! We don't want them
to you . It is most important ." on guard ."
37 38
JOURNAL ENTRY 16 JOURNAL ENTRY 18 "If you encounter him, use utmost JOURNAL ENTRY 21
PHILOSOPHER'S ORATORY SAGE GNOME caution . He is clever and wily. If WEAPON GUILD LEADER
The Gnome shakes your hand then "Welcome to our town!" one of the you can take him alive, bring him
"I'm the leader of the Weapons
begins, "You can call me Quartzberkl Sage Gnomes says as one of his here at once . We must find out
Guild . Recently, a series of bright
. . . Did you know that all of reality is companions busily sketches you. what his mission is ."
lights, loud noises and explosions
subjective? How can we really exist "As you may or may not know, our rocked this town . This is not unusu-
if we don't create a machine that is mission in life, is to record every JOURNAL ENTRY 20
al in our village, except I have never
constantly aware of the existence of activity in this village . Well recently, MOUNTAIN DWARF CONTINUED
seen so much of it . I figured it must
each and every one of us? It's a great a Gnome whom you would call "So that is why I am up here, travel- be an invasion . We quickly got
task that some Gnome is this town 'Quax' made a machine that would ling village to village, warning the together our best troops and our
must take to task . The machine make some of us obsolete . It made hill and gully dwarves of the latest weaponry . . . "Another
would need to . . ." sketches of anything you pointed it impending danger and the need to Gnome interrupts to say he hopes
at . We told him to make something unite against this common enemy. the two guards haven't been hurt too
JOURNAL ENTRY 17 different and to destroy this machine, I've been to two villages before this, badly. "We hope you can help us
MAYA IN Dis RESSI but he is awfully stubborn . So we where the hill dwarves at least find and defeat our enemy, if you are
You hear a scream from the other asked the Engineering Guild to make listened to me . I can't expect a warm truly the heroes you appear to be."
side of the graveyard and rush to something to make his machine fail . reception from any of them, you
assist . You find Maya surrounded Unfortunately, shortly afterwards, know, because of the bad blood JOURNAL ENTRY 22
and restrained by hordes of undead . thevillagestartedbeingrockedwithex- between our kinds . But here, this SERVANTS OF SOTH
A Death Knight stands behind her, plosionsloudnoisesbrightlights . . . " village, these hill dwarves, there's an
"We were once citizens of Cerberus,"
weaving a complex spell to prevent He stops, realizing he was speaking intense hatred I don't understand .
a barmaid begins . "Soth brought us
her from transforming into her drag- too fast . He calms down and contin-
"I'll give up on this village . But here to serve his minions . We don't
on form . ues, "Since then, we've been at war know if our families even know
and Quax has barricaded himself in before leaving, I must find my
More and more undead appear for mount. You saw that fine wild boar what became of us ."
his workshop and even put some
the spectacle, making the chance of traps around to keep anyone from I was knocked from by the hill Another barmaid interrupts . "One
a successful rescue remote . They coming in ." dwarves . He's carried me many a of Soth's head minions keeps us here
drag Maya forward and tie her stretch of wilderness and seen me under a peas . He calls himself
hands around a wooden stake . As JOURNAL ENTRY 19 through countless tight spots . 'Commander.'" She sneers in disgust .
she screams and struggles, they ARIEIA'S WARNING
Without his speed beneath me, my
begin to heap firewood under her warnings will reach the villages too The first barmaid continues . 'The
'This man, Sebas Astmoor, is Soth's late . If you could spare the time,
kicking feet . Commander's magic is focused in an
favorite and a potent cleric worship- I could use the help finding him . orb he keeps in his chamber. Break
The Death Knight raises his head ping Takhisis, the Dark Queen . He's in the village somewhere ." the orb and the peas will be lifted!"
and looks squarely at you, as if He has been abroad for some time,
defying you to interfere . Nearby, doing some dark errand . He visited "No," the second contradicts . "You
you see six more stakes fitted with Kalaman and left scenes of incom- must break the orb and kill the four
heavy iron restraints . parable horror. patrols on this floor. Only then may
we go free ."
39 Xi`~Nlffll 10 40
"Anyway," the first finishes, "the He hesitates, then looks bashful . looking Gnomes, as he works on a but what cost can you place on a
Commander's quarters are closely "I hoped to have the chance to learning device that occasionally good night's sleep? When I saw the
guarded, but we located a secret know her better in the future . . . " makes a loud noise . "Ever since the Merchant, it was at his shop in
passage that leads directly to the orb . Sage Guild got together with the Vingaard . But I believe this time of
The entrance is directly ahead . JOURNAL ENTRY 25 Engineering Guild, the entire town year he travels through Cerberus to
Please, smash the orb and kill the ARIELA INS I RUCTS HER SERVANTS has been in a mess . Machines, Kalaman ."
patrols!" "You three - take our captive at Soldiers, Monsters . . . " He mumbles
once to our mistress Kitiara . Perhaps for a while then continues, "As a
JOURNAL ENTRY 23 result, no one wants to help us find
he will tell her his secret. Do not let
THE SIVAK'S PLEA a way to teach our children how to . . ."We must
Soth's warriors take him alive . save
"You believe me to be your enemy, Hurry, now, begone! make things . Is there any way you Lenore, " Durfey
but I am not . We too fear the can help us?" says . "It is a
growing power of Lord Soth . If we "The rest of you - assume your true matter of honor
kill you, we only add minions to his forms and teach these meddlers a JOURNAL ENTRY 28 now. . . she could
grotesque armies . Therefore I ask lesson ." VAGABOND ON STREET fall into Soth's
clutches at any
that you release me . We will then "I used to be a magician's assistant,
JOURNAL ENTRY 26 moment!'. . .
leave this place in peace . Kill me until the day the dragons came .
and my underlings will wreak THE HUNTER
They burned half the town and
havoc upon this town ." The old hunter, Kai, bursts out at killed all of the powerful mages .
you, shaking his fists . "You scared They forbade any one from practic-
JOURNAL ENTRY 24 away my quarry!" He points at a ing magic again and killed or impris- JOURNAL ENTRY 30
DURFEY'S QUEST wicked looking trap concealed under oned any one who did . Some say TRAPPED BY SEBAS
"I ran as fast as I could to catch up some leaves . You politely ask what the leader of dragons was nearly You burst into the cell, but Sebas is
with you," pants Durfey. His arm he is tracking . "Hunters, of course! killed by magic when he was young nowhere in sight . The cell door
grips his side as he doubles over To protect the animals," he explains . and he has hated magic ever since . slams shut and you are trapped
with exertion . "I escorted Lenore You tell Kai that Sebas sent you to Then those guards came - those within! Sebas's face appears on the
home as I said I would, but when him . "So you want me to guide you guards who became lizards!" His other side of a small barred window.
we arrived her children were gone! eyes widen in crazed terror, 'Then "Only heroes could be so stupid," he
to Sudulto?" he makes a face, then
She swore it was the work of Soth nods . "Sebas would only send you the statue spoke to me one night . . . " says conversationally. "No one else
and took off into the Keep before with good reason . I'll join your would have believed the story about
I could stop her!" JOURNAL ENTRY 29 me converting to 'Good .' Thank
party and show you the way. But be
TALE OF THE DREAM MERCHANT you for recovering the Rod of
Durfey straightens and lifts his chin . warned! If you kill any animals, I'll
cut your throats!" 'The Dream Merchant? Aye, I Omniscience . Lord Soth will reward
"We must save Lenore," he says .
"It is a matter of honor now . We know of him . I had this dream once me well ." He leaves .
must not wait . . . she could fall into JOURNAL ENTRY 27 - this lady - well, I don't want to
SCHOLAR GNOME speak of it . One's dreams should
Soth's clutches at any moment!"
stay one's own . He was expensive,
"No one is interested in education
anymore," says one of the studious

41 42
JOURNAL ENTRY 31 army. We must stop them! Arrgh! managed to get rid of almost every stop the spell, but your mouth moves
C/ARREN'S TALE the sword has taken my strength . visitor they think is too curious of its own accord . You are pulled
"I had collected the items tossed I fear I shall be little use in a fight . about the workings of Cekos ." into a swirling vortex . When the
down by Sir Karl, when he passed Still, we must be on after Soth!" incantation is finished, you find
over Caargath Outpost . I was trying JOURNAL ENTRY 34 yourself in another place . . .
JOURNAL ENTRY 32
THE FATE OF THE FORTUNE TELLER
WHAT ARIELA DROPPED "Curiouser and curiouser!" a voice
The fortune teller's eyes roll back in behind you exclaims .
The object is a heavy metal key, his head, showing only the whites .
The
Dream
embellished with loops and swirls . Incense rises and curls around his JOURNAL ENTRY 36
Merchant? Aye, I The barrel is shiny from long use . body. "I see a far away city . . . " he THE KNIGHT'S STORY
know of him. I had Inset in the key's handle is the word intones . "You must talk to the ani-
this dream once -
"Denissa," set in flowing feminine "I was following some suspicious
this lady - well, I mals . . . you must find your place in
script. this city to find the object you seek men when they suddenly grabbed
don't want to
speak of it. One's me. Turns out they were Ariela's
. . . your quest will take you far . . . "
dreams should JOURNAL ENTRY 33 spies and they locked me up in the
)w
stay one's
n. . .
99
I GORF The curls of incense form a
humanoid shape above the fortune
Commander's House . Soon they
brought another man in, a bleak-
He seats you in plush chairs and
arranges his expensive silk robe teller. "You reveal too much, idiot!" looking chap . Looked half-dead .
the shape snarls . The smoke They chained him up too and left us
around himself as he sits down, "I
to determine who Sir Karl had heard about the treasure hidden in coalesces around the fortune teller's awhile . The fellow whispered to me,
slain . This one sword was intensely head, making him choke and gasp . 'I must trust you to deliver a message
Cekos long ago . My family thinks
intriguing ; it almost seemed to In moments, he falls lifeless to the for me.' He specified you by name .
they are the same jewels that were
speak to me . Soon I became stolen from my ancestors before the table . The smoke dissipates through-
'This was the message : that the key
convinced that Sir Karl was right, Cataclysm ." out the tent.
to Soth's doom is the Rod Of
that the knighthood was foolish- Omniscience . This fellow found it
ness . I sought him out and he sent His odd copper-colored eyes search JOURNAL ENTRY 35
and hid it in a place called Voice
me on to Lord Soth . your faces as he thinks . Having READING THE TOME
Wood. He said you must go to
made a decision, he continues, "I You contemplate the giant tome
"Things became hazy after this, but I Dulcimer in order to get there. I think
came to Cekos to find and reclaim before you, memorizing the circled
remember planning an attack on the he wanted to say more, but then the
my inheritance, but I haven't had incantation . Speaking it correctly will
High Clerist's Tower in order to Sivaks returned and hustled us off
any luck finding anything yet ." He mean life or death to the waiting
steal away the corpses . Soth hopes into the bazaar. Someone was chas-
pauses for a second and takes a sip townspeople . After another few
to create Death Knights with them from a teacup . 'This town is very ing us, so the Sivaks split into two
moments of study, you feel ready. groups . I guess the group holding this
- band them into an invincible confusing . It is supposed to be a
You begin the incantation. The fellow Sebas managed to escape ."
town of magic, but I have yet to see
any. The people are all very secretive tome seems to grow larger and larg-
and keep to themselves . I have also er, surrounding you, blocking your
noticed that the town guard has vision of the room . You try to
JOURNAL ENTRY 37 JOURNAL ENTRY 39 disgust, "One of them had just less with a book titled 'Brain Traumas
SEB/A S MAP invented something that actually in the Severely Pummeled', to give
SPIRIT OF VOICE WOODS
worked, some sort of mechanical an idea how twisted their minds are .
"Welcome." A gently rumbling picture making device . Suddenly, the
voice calls from all around you . 'The situation is even worse than
whole town was up in arms and
"I have watched you as you moved I've described it . For there is one
some of the villagers were blockad-
through the my trees . I have other text, a notebook, really, whose
ing the inventor in his workshop ."
watched many people, but your contents dare not fall into the minds
bravery has impressed me above all A sinister grin appears on his face, of those evil rascals . 'Ambush Made
others . The Rod of Omniscience is a "Replacing the inventor would solve Easy', that's what it's called . A trivial
very dangerous artifact . Even beings all of my problems . I could hide and thing, it may seem . The text barely
of good might be tempted to use the become more powerful without runs 20 pages . But, oh, the secrets it
Chasm Rod improperly. I will release it to anyone even knowing that I exist ." reveals about that most fundamental
you if you vow to use it only against He rolls his head back in laughter, of strategies : the ambush . Yes, yes,
Lord Soth ." The woods are quiet, as "I had no trouble sneaking in and they took it . I tell you, you must
if waiting for an answer. killing the unfortunate Gnome who recover it . Otherwise, we are in for a
had created the machine . Just to long and difficult campaign whose
JOURNAL ENTRY 40 make sure, I set up some traps, so end cannot be to our favor."
SIR KARL!s GRAVE the villagers would think he had
become a hermit . I let my 'pets' out JOURNAL ENTRY 43
The graveyard is silent except for
whispers of wind . All seems in order. to create more confusion . After you SEBAS IN DESPAIR
You find Sir Karl's grave, heaped in are gone, I can get back to my You show the Rod of Omniscience
flowers and marked by the gleaming studies and become the most to Sebas . He touches it hesitantly,
JOURNAL ENTRY 38
marble obelisk that Maya had powerful wizard on Krynn!" then throws it aside with a moan of
CLERIC'S DIARY
prepared. Yet something is amiss; the despair. "I never meant for You to
The diary contains mostly routine obelisk leans slightly. As you put out JOURNAL ENTRY 42 find the decoy!" he cries . "I had this
notes about the upkeep of the grave- a hand to correct it, it suddenly SCHOLAR one made in Kalaman bazaar. The
yard . Only the last entry is of interest . topples . Crash! Full on the grave it 'Those villanous brutes, they true Rod was moved from Voice
falls, breaking through sod and casket ransacked my study and took what Wood to Sudulto days ago .
'I fear old Loring, the gravedigger,
has been stealing from the bodies . to reveal black tunnels that reek of military texts they could find .
"You must go to Sudulto and recover
He's started wearing a huge ruby, putrefaction and disease . 'The Proper Care and Feeding of a
the true Rod . Climb the Eastern
far beyond his means and refuses to Military Campaign' . 'The Art of
JOURNAL ENTRY 41 mountains and search for an old
explain where he obtained it . . . Murder and Mayhem' . 'Advanced
hunter named Kai . He can guide
EVIL MAQE'S SPIRIT Taunts and Tortures' . 'One Hundred
Before I speak to Loring, I must you to Sudulto .
"After Myrtani's army was defeat- and One Intimidation Techniques' .
check the wards around the fence . It ed, I fled the battlefield and stum- They took them all . I tried to stop 'Take this fake Rod with you and
may be my imagination, but I sense bled across this village ." His eyes them, but what can an old scholar hide it well . Tell no one that it is not
something is wrong with them .' glass over a second, then he spouts, do? I was never a man of the sword . the true item .
"Gnomes!" He shakes his head in They just laughed and beat me sense-

,. 46
"My spirit resides here until the Dark shapes peer through the
JOURNAL ENTRY 44 THE RUFFIAN'S MAP altar can be destroyed . I believe windows before boards are quickly
that the necklace lies with my body. nailed into place blocking their
KALAMAN BUSINESS DISTRICT I sense it to the north and down- view. "It was the fortune teller," says
ward . Coo forward so that my soul a teenaged girl . "I saw him
may finally rest ." giving orders to the creatures as I
was running from the market ."
JOURNAL ENTRY 46
Her father interrupts . "The important
MAJOR TEMS SPEAKS thing is to save our cleric, Zakarie .
"Thank Paladine you've come . Only he can open the door to the
Some of us have had suspicions for armory. With our weapons, we can
some time . Lately even some destroy these accursed invaders!"
Knights have disappeared without
trace! But we lacked proof of her JOURNAL ENTRY 49
dark intent . She told Daine she had DURFEY'S TALE
gone to Cerberus to visit her older
"I have been a knight since early in
sister. She goes there quite often . He
life . I have fought in the numerous
will be furious at being deceived ."
battles against evil's forces . One by
JOURNAL ENTRY 47 one, each of my friends have died in
battle or ambush . With Myrtani's
THE INKEEPER S STORY
forces crushed I came here to visit
"Don't blame me if I am a little with my lost comrades .
suspicious . This neighborhood is
getting worse . Something's going "Alas, even in the heart of
on - creeps are everywhere - Solamnia's greatest fortress, I am
and the City Knights are nowhere besieged by evil . If I can't find
to be seen ." peace, then I shall take the battle to
them! Quickly now, for my friends'
JOURNAL ENTRY 48 crypts are being desecrated . Onward
I ATTACK ON CERBERUS into the eternal war ."
TO THE
WALLS "Never before has this town had
JOURNAL ENTRY 50
the land . Other knights had assault- such ill-fortune! First the assassina-
JOURNAL ENTRY 45 THE SUBTERRANEAN LAKE
ed the place before, but none tion of our good mayor. Now this!
SIR VANSWARD'S TALE Legions of undead have invaded the The tunnel leads deeper and deeper
survived the altar room . Finally, we
'This was once a thriving temple to town . They desire only our lives into the earth. You stop often to
created a necklace which would pro-
Takhisis . Corruption bubbled up and the destruction of our homes ." clear the passage, shoving aside dirt
tect us from the spectral guardians .
from this building and spread across and rocks left by frequent cave-ins .
I carried it boldly in, but was slain
by a priest here in the antechamber.
47 48
It becomes difficult to breathe and JOURNAL ENTRY 52 JOURNAL ENTRY 54 darkness . The wailing sound is
you consider turning back if the strengthening . Now it is unbearable,
PHILOSOPHER'S ORATORY SEBAS'S LAST WORDS
tunnel doesn't end soon . soon it may be deadly.
The little Gnome bobs his head in "My friends . . . do you have the Rod
The surface beneath you crumbles excitement, "I am Quizmarxomatix of Omniscience?" You show it to
and you plummet into the darkness, . . .Did you know that if each him and he lowers his head in
splashing into an ice-cold subter-
ranean take . Your equipment sinks
Gnome is given to according to his
ability and taken from according to
relief. "Then my suffering hasn't
been in vain . Listen closely, I must
66 . . . "Never
fear," Soth
promises . "Food
quickly to the bottom, lost forever. his need or wait, is that if each tell you . . . " He breaks off as pain and water will be
In the darkness, you can't discern Gnome is taken from according to washes over him . His mutilated fin- lowered to you
the nature of the slimy creatures that his ability or wait, was that, if each gers clench and unclench as he col- daily. . . just
enough to keep
are entwining your legs under the Gnome. . . " lects himself. you alive! Death
surface of the water. won't come
JOURNAL ENTRY 53 "Long ago, when I worked for Soth, easily. . .
JOURNAL ENTRY 51 THE WRONG ANSWER
he sent me to recover the Rod of 19
THE GRAVEDIGGER'S CONFESSION
Omniscience . After searching faith-
The Fairy king folds his arms . "Your fully for many years, I finally found
"I found the ruby on my bed," he words betray you . You have lied
it . When I touched the Rod and felt
cries . "I didn't steal it! I swear to you, about your intentions and your good its power, I knew I must protect it JOURNAL ENTRY 56
I am no thief," he says, flashing nature. I must now pass judgement from Soth at all costs . I hoped to find THE BOAR'S REVENGE
anger. "I thought it was a gift from on you ." Fairies cluster around you,
a strong and honest group of adven- A persistent rustling from the bushes
a mourner - for my services . I hundreds of their tiny hands holding turers who could be trusted with the
thought nothing of it at first . . . "He you in place . "You are too treacher- beside your campsite catches your
Rod . . . a group like yourselves ." attention, but poking through the
lapses into silence for a moment . ous to go free," the king proclaims,
"Something happened to me . A few "and you are too dangerous to His voice grows fainter . "I would brush reveals nothing . Just as you
days after I found the ruby, my mind remain in our Wood ." He waves have escaped if Kitiara hadn't are about to settle down to rest, an
must have left me . I am afraid I was his hand, surrounding you with a caught me . That woman is power undead boar mounted by an insane
led to serve some great evil . . . to do magic field . "You will therefore hungry and wants the Rod for her dwarf charges though the campsite,
terrible things ." He looks up at you become a part of our Wood . . . " own purposes . She is cunning and scattering your belongings .
fearfully now, "I killed the cleric . He will do anything to get what she "You let them murder my boar!" the
was such a kind man . . . I stole the Roots sprout from your feet, embed- wants . . . beware of her . . . "
ding you deeply in the earth . Leaves dwarf rages . "If that wasn't enough,
runes he had placed around the you tried to have him cooked for
graveyard to ward off evil and buried sprout from your hair and fingertips . JOURNAL ENTRY 55
The fairies exclaim with pleasure your revolting dinner! Animals!
them outside . The next morning THE BLACK PIT Cannibals!" He strokes the boar's
and perch on your branches . . .
new runes had replaced them and The pit is filled with the bones of already-decomposing hide . "I'll cook
the place stunk of Evil . What have I countless sacrifices . Bits of corroded You over your own campfire!" he
done?!?" He buries his head in his armor and tattered cloth cover many vows and attacks!
hands and sobs . of the corpses . Something seems to
flicker and move in the distant
50
JOURNAL ENTRY 57 JOURNAL ENTRY 59 "I desire only the best warriors," he
The snake hisses venomously. "Do
LENORE INTRODUCTION BARTENDER not lisssten to her," it urges . "Ssshe mocks, "and the most intelligent .
"My name is Lenore ." The woman's "Strangers have been coming to this isss one of usss, in human form . You identified Ariela and killed her.
dress hangs in tatters as she nervously town for years," the bartender says, Our king demandsss her return, to That makes you quite eligible ."
picks at the threads . "I'm looking for pouring a glass for an impatient face judgement for her crimesss ." Durfey charges and slashes at Soth
food or money for my family ." Her customer. "Mostly they come to see with his sword, but it causes no visi-
jaw stiffens . "I have a right to steal the magic, but some had heard JOURNAL ENTRY 61 ble damage. "You think you can hurt
from this place! Soth's minions killed about the treasure some dragon or FACING THE SNAKE KING me?" Soth mocks . "Perhaps you are
my husband and our children need to dragons hid in this town long ago . You watch from the shadows as not quite as intelligent as I thought ."
eat ." Her anger fades and the hunted Since we no longer practice magic Durfey and Lenore are brought to
expression returns . "I don't dare enter in Cekos, I suppose you're here to JOURNAL ENTRY 63
stand in front of the king of the
any further than the first floor. find the treasure . A princess came snakes . The king's body is as thick IN THE OUBLIETTE
If you're wise you won't, either!" here looking for the same thing a Soth watches personally as you are
as a tree trunk and his coils extend
You tell Lenore of your mission . few weeks ago, but I'm sure the far into the shadows behind . disarmed and chained . "You chose
"May I follow your team, just for a town guard has chased her out of Snakelets slither and play around his the wrong door," he gloats . "Once I
few hours?" she asks hesitantly. "I'll town already. No one has found the body, while adult snakes rise on might have turned you into undead,
be safe behind you and I can search treasure or if they have, they haven't either side of him expectantly. to join my army, however, since you
the bodies of those you slay for lived to enjoy it . You're always free Durfey is not cowed . "I will not let have been so much trouble, I will
money or rations . In exchange I'll to tell me how close you came to you hurt Lenore!" he insists, putting derive even greater pleasure know-
help you as much as I can with my finding it, I've heard every story his arm around her protectively . ing that you live . . . in torment!"
knowledge of the Keep ." there is ."
"Her name isss Erline," the snake You are shoved, one by one, through
JOURNAL ENTRY 60 king says calmly. 'Tell him the truth, a door in the floor and fall into a
JOURNAL ENTRY 58
Erline . Your charade isss over." dungeon below. "Never fear," Soth
THE MYSTERIOUS LETTER THE SNAKE'S DEMANDS
Lenore only sobs and clutches promises . "Food and water will be
The letter reads : Snakes rise from each of the three
Durfey's arm tighter . The king looks lowered to you daily . . .just enough
baskets, surrounding you . One of
"Brave adventurers, disgusted. to keep you alive! Death won't come
them has a human face and it dips easily . . . " The door slams shut,
You have a locked box . We have close to speak . "It would be easssy to JOURNAL ENTRY 62 submerging you in total darkness .
the man with the key. Since we both kill you all," it says . "Our poissson
SOTH REVEALED
seek to stop the Lord Soth from hasss no known cure . But we only JOURNAL ENTRY 64
coming to power, why not bring the want the girl . Leave her with usss The commander of the garrison
approaches and pokes Ariela's body A MYSTERIOUS VISITOR
Sleepstone and the Dream Merchant and we'll let you leave in peaccce ."
together under rules of truce? with his foot . "You truly are mighty As you leave Cerberus, a blonde
Tonight, meet us at the 16th hour in Lenore screams and hides behind warriors," he says . "Mighty enough man approaches from the woods .
the center of the bazaar. No tricks or Durfey. "Don't leave me here!" she to join my armies ." His visage shim- He is wearing a strange blue uni-
we shall kill the Dream Merchant . cries . "Please, protect me!" mers and the face of Lord Soth is form, completely unfamiliar to you .
revealed . He laughs at your surprise .
The Kidnappers"

51 52
BONUS ATTACKS FOR HIGH LEVEL FIGHTERS
The weapon on his belt is equally JOURNAL ENTRY 66 TABLES Cuss LEVEL ATTACSS/ROIIIo
mysterious . "I just wanted to MAN IN THE DARK ROBES Fighter 1-6 1/1
congratulate you on your rescue of STRENGTH TABLE : ABILITY ADJUSTMENTS Knight 1-6 1/i
"My name is Sebas Astmoor. Once WEIWIT
Cerberus," he says . "It always pays AuowucE
Paladin 1-6 1/1
I was a cleric of Majere, although Aum TRAC0 DAMAGE (IN STEEL Ranger 1-7 1/1
to remember that people are more SCORE Bonus AOJOSTMEIT PIECES)
7-12 3/2
I can scarce remember it . Long ago Fighter
important than orders ." He waves 3 -3 -1 -350
Knight 7-12 3/2
Lord Soth corrupted me into worship- _2 -250
good-bye and vanishes back into the 4-5 Paladin 7-12 3/2
ping the dark gods . As his favorite 6-7 -1 none -150
Ranger 8-14 3/2
woods. normal none normal 2/1
and most powerful cleric, he sent me 8-9
normal none normal
Fighter 13+
10-11 Knight 13+ 2/1

JOURNAL ENTRY 65
on his most pressing quest : to find - 12-13 normal none +100
Paladin 13+ 2/1
no, no, I shall not tell you what. 14-15 normal none +200

THE KALAMAN AUCTION 16 normal +1 +350


RANGE OF ABILITY SCORES BY RACE TABLE
+1 +500
""COME ONE, COME ALL TO THE "I found it . And could not resist 17 +1
+750
ARMY SCORE STR* bET WIS DES CON CRA
18 +1 +2
ANNUAL AUCTION!" the hawker wielding it just a little . And it '18/01-50 +1 +3 +1,000 Humans 3-18(00) 3-18 3-18 3-18 3-18 3-18
3-18 3-18 3-18 3-18
bellows. "UNIQUE AND VALUABLE changed me, curse it! Suddenly I '18/51-75 +2 +3 +1,250 (Females) 3-18(50) 3-18
Silvanesti Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18
+4 +1,500
ITEMS FOR THE BIDDING!"" saw Lord Soth's folly and - my '18/76-90 +2
(Females) 3-16 10-18 6-18 7-19 6-18 12-18
- '18/91-99 +2 +5 +2,000
own unworthiness . I hid it . I hid it '18/00 +3 +6 +3,000 Qualinesti Elves 7-18(75) 8-18 6-18 7-19 7-18 8-18
Most of the display items are junk : very well. My Lord must never find 'Bonuses available to fighter classes only (Fighter, Paladin, Knight, Ranger) .
(Females) 3-16 8-18 6-18 7-19 7-18 8-18
14-19 3-12
broken furniture; chipped mirrors; it, for his own sake and that of all of
Hill Dwarves 9-18(99) 3-18 3-18 3-17

(Females) 3-17 3-18 3-18 3-17 14-19 3-12


moth-eaten clothing . You are about Krynn . I will release it only to those DEXTERITY TABLE: CONSTITUTION Mtn . Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16
to leave when the hawker starts his proven strong enough to resist Lord ABILITY ADJUSTMENTS TABLE: ABILITY (Females) 3-17 3-18 3-18 3-17 12-19 3-16
3-18
tirade again . "WHO'LL BID ON MY Soth and who can be trusted to ABILITY
REACTION(
MISSILE AC
Halt-Elves 3-18(90) 4-18 3-18 6-18 6-18

Bonus ABILITY HIT POINT RESuRREC . (Females) 3-17 4-18 3-18 6-18 6-18 3-18
Scam Bosun
FIRST ITEM?" he demands . "A SCORE ARJusnwor SuRVIvAL
wield power correctly. 3 -3 +4
Kender(Both) 6-16 6-18 3-16 B-19 10-18 6-18
GENUINE ARTIFACT FROM DAR- 3 -2 40 'Maximum percentage for 18 strength for fighter type classes only
4 -2 +3
45 (tighter, knight, ranger, paladin)
QAARD KEEP ITSELF, OBTAINED AT "Curse that thing! I gave it up, I 5 -1 +2
4 -1
5 -1 50%
INCREDIBLE RISK FOR SALE H ERE . surrendered my dark powers and 6 0 +1
6 -1 55% MAXIMUM LEVEL LIMITS BY RACE,
7 0 0
D O I HEAR AN OFFER?" now I hide alone in the dark, 8 0 0
7 0 60%
CLASS AND PRIME REQUISITE
0 65%
waiting to die . All because it gave 9 0 0
8
SIV. OVAL. HALF HILL MTO .
He holds up a glass skull . Once me back a conscience ." 10 0 0
9 0 70 Cuss ABILITY HAwAI ELVES ELVES ELVES DWARVES DWARVES KERBER
10 0 75% Cleric Any 14 14 14 14 10 10 8
jewels were mounted in the eyes, 11 0 0
11 0 80 14 9 14 14 5
12 0 Fighter Sir 16- 14 10
0
but they were pried loose long ago . 13 0 0
12 0 85% Sir 17 14 10 14 9 14 14 -

Even so, the skull carries an aura of 14 0 0


13 0 90% Sir 18+ 14 10 14 9 14 14 -
14 0 92% 11 8 No 5
Ranger Sir 16- 14 14 14
menace and enchantment that you 15 0 -1
15 +1 94% 14 14 11 8 No -
16 +1 -2 Sir 17 14
can feel, even at this distance . "WHO 17
16 +2 96% Sir 18+ 14 14 14 11 8 No -
+2 -3
WILL START THE BIDDING?" the auc- 18 +3 -4
17 +2 (+3)' 98% Knight Any 14 No No 10 No No No
18 +2 (+4)' 100% No No No 8 No
tioneer looks directly at you . ' Bonus applies only to fighters; all
Paladin Any 14 12
No No
Mage Int 16- 14 14 14 10 No
other classes may be given a maxi-
Int 17 14 14 14 10 No No No
mum hit point bonus adjustment for
Int 18+ 14 14 14 10 No No No
constitution of +2 .
Thief Any 18 No 18 18 10 8 18

4
WEAPON TABLE ARMOR TABLE CLERIC OF NEUTRALITY KNIGHT OF THE CROWN
DAMAGE Vs. DAMAGE vs . LARGER MIIE,ER WEIGHT Hun
MAXIMUM
NAME MAR Sims TRAIN MAR SGEo OF HAM CLASS ARMOR TYPE M SP . Hun CLERICAL SPELLS PER LEVEL LEVEL EXPERIENCE DICE
AC MOVEMENT*
LEVEL EXPERIENCE DICE 1 2 3 4 5 6 7
Axe, Battle 1-8 1-8 1 f None 0 10 1 2,500-4,999 2d10
1 1,500-2,999 1d8 2
Axe, Hand 1-6 1-4 1 f Shield 50 2 5,000-9,999 3d10
2 3,000-5,999 2d8 2 1
Bow, Long* 1-6 1-6 2 f Leather 3 10,000-18,499 4d10
150 8 12 squares
3 6,000-12,999 3d8 3 2 1
Bow, Short" 1-6 1-6 2 f Ring 250 4 18,500-36,999 5d10
7 9 squares 4 2 2
4 13,000-27,499 4d8
Bow, Composite Long` 1-6 1-6 2 f Scale 400 5 37,000-84,999 6d10
6 6 squares 5 27,500-54,999 5d8 4 3 2
Bow, Composite Short` 1-6 1-6 2 f Chain 300 5 6 85,000-139,999 7d10
9 squares 6 55,000-109,999 648 4 3 2 1
Club 1-6 1-3 1 f,cl,th Banded 7 140,000-219,999 8d10
350 4 9 squares 7 110,000-224,999 7d8 4 4 3 1
Dagger 1-4 1-3 1 f, mo.th Plate 8 220,000-299,999 9d10
450 3 6 squares 8 225,000-449,999 8d8 4 4 3 2
Dart 1-3 1-2 1 f,mu,th `In addition to armor, movement may be limited by carried items . Minimum 5 4 3 2 1 - 9 300,000-599,999 10410
9 450,000-674,999 9d8
Flail 2-7 2-8 1 f,cl movement is 3 squares . 5 4 3 3 2 - 10 600,000-899,999 10d10+2
10 675,000-899,999 9d8+1
Halberd+ 1-10 2-12 2 f " A Shield subtracts 1 AC from any armor it is used with . 11 900,000-1,124,999 9d8+2 5 5 3 3 2 1` 11 900,000-1,199,999 10d10+4
Hammer 2-5 1-4 1 I'd 12 1,125,000-1,349,999 9d8+3 5 5 4 4 3 2 1- 12 1,200,000-1,499,999 10d10+6
Hoopak (Melee) 3-8 3-6 2 " 13 1,350,000-1,574,999 9d8+4 6 5 5 4 3 2 1 13 1,500,000-1,799,999 10410+8
LEVEL ADVANCEMENT TABLES
special 14 1,575,000+ Qd8+5 6 6 6 6 4 2 1 14 1,800,000+ 10dlO+10
The following charts show the number of experience points a character must
Hoopak (Missile) 2-5 2-7 2 Usable only by clerics of 17 or greater wisdom
earn in order to gain a level in his character class . The charts also list the num-
special
ber of spells that a character can have memorized at one time . Fighters and " Usable only by clerics of 18 or greater wisdom KNIGHT OF THE SWORD
Javelin 1-6 1-6 1 f Thieves can never memorize spells . Hun CLERICAL SPELLS PER LEVEL
Light Crossbow# 1-4 1-4 2 f CLERIC WISDOM BONUS LEVEL EXPERIENCE DICE 1 2 3 4 5 6
Remember : All experience earned by multiple-class characters is divided evenly
Mace 2-7 1-6 1 I'd CLERIC'S BONUS SP ELLI ;
among all classes, even after character has reached maximum level in a class . 3 12,000-23,999 4d10
WISDOM 1
Morning Star 2-8 2-7 1 1 4 24,000-44,999 5d10
9-12
Pick, Military 2-5 1-4 1 f 5 45,000-94,999 6d10 - -
CLERIC OF GOOD 13 +1
Pick, Awl 1-6 1-12 1 1 6 95,000-174,999 7d10 1
HIT CLERICAL SPEIis PER LEVEL 14 +2
Quarterstaff 1-6 1-6 2 f,cl,mu LEVEL EXPERIENCE DICE 1 2 3 4 5 6 7 175,000-349,999 8410 2 -
15 +2 +1
Scimitar 1-8 1-8 1 f,th 8 350,000-699,999 9d10 2 1
1 2,000-3,999 2d8 1 16 +2 +2
Sling 1-4 1-4 1 f,th
17 +2 +2 +1 9 700,000-1,049,999 10d10 3 2
2 4,000-7,499 3d8 2
Sling, Staff 2-8 3-9 2 I'd
18 +2 +2 +1 +1 10 1,050,000-1,399,999 10410+2 4 2
3 7,500-15,249 4d8 2 1 -
Spear 1-6 1-8 1 f 11 1,400,000-1,749,999 1Odl0+4 4 2 1 - -
4 15,250-24,999 5d8 2 2 - Note that these bonus spells are only available when the cleric is entitled to
Sword, Bastard 2-8 2-16 2 f spells of the applicable level . For example, an 6th-level cleric of Good with a 12 1,750,000-2,099,999 1Od10+6 5 3 1 1 -
5 25,000-39,999 6d8 3 3 1
Sword, Broad 2-8 2-7 1 t,th Wisdom of 18 can memorize the following spells:
13 2,100,000-2,449,999 10d10+8 6 4 1 1 1
6 40,000-89,999 7d8 3 3 2
Sword, Long 1-8 1-12 1 NUMBER OF SPELLS PER LEVEL
Sword, Shod 1-6
f,th
7 90,000-159,999 8d8 3 3 2 1 1 2 3 ILs 14 2,450,000+ 10d10+10 7 5 2 1 1 1
1-8 1 t,th
8 160,000-249,999 9d8 3 3 3 2-- 6th-Level Cleric of Good
Sword, Two-Handed 1-10 3-18 2 f KNIGHT OF THE ROSE
9 250,000-499,999 with 18 Wisdom 5 5 3 - -
9d8+1 4 4 3 2 1 -
Trident 2-7 3-12 1 f Hun CLERICAL SPELLS PER LEVEL
10 500,000-749,999 9d8+2 4 4 3 3 2 - LEVEL EXPERIENCE DICE 1 2 3 4 5 6
+ Polearm FIGHTER
11 750,000-999,999 9d8+3 5 4 4 3 2 1*
* Must have ready arrows to fire . Two Attacks per round . Hun 4 27,000-59,999 5d10
12 1,000,000-1,249,999 9d8+4 6 5 5 3 2 2 LEVEL EXPERIENCE DICE
# Must have ready quarrels to fire . One Attack per round . 5 60,000-124,999 6d10 -
13 1,250,000-1,499,999 9d8+5 6 6 6 4 2 2 1
" Only usable by kender characters . 0-2,000 1d10 6 125,000-199,999 7d10 1 -
14 1,500,000+ 9d8+6 6 6 6 5 3 2 2 2,001-4,000 2d10 7 200,000-424,999 Bd10 2 -
f=fighter (includes knight, ranger, paladin), cl=cleric, th=thief, mu=magic-user
Usable only by clerics of 17 or greater wisdom 3 4,001-8,000 3d10 8 425,000-799,999 9d10 2 1
4 8,001-18,000 4d10 9 800,000-1,499,999 10d10 3 2
5 18,001-35,000 5d10 10 1,500,000-1,999,999 10d10+2 4 2
6 35,001-70,000 6d10
11 2,000,000-2,499,999 10d10+4 4 2
7 70,001-125,000 7d10
12 2,500,000-2,999,999 10d10+6 5 3 1 1 -
8 125,001-250,000 8d10
13 3,000,000-3,499,999 10d10+8 6 4 1 1 1-
9 250,001-500,000 9d10
14 3,500,000+ 10d10+10 7 5 2 1 1 1
10 500,001-750,000 9d10+3
11 750,001-1,000,000 9d10+6
12
1,000,001-1,250,000 9d10+9
13 1,250,001-1,500,000 9d10+12
14
1,500,001+ 9d10+15







56
WHITE ROBE MACE RANGER 1ST-LEVEL CLERICAL SPELLS 7T1 I-LEVEL CLERCIAL SPELLS
HIT SPELLS PER LEVEL SPELLS PER LEVEL WHEN ANA DuwnON SPELL NM WREN Rio AREA DHNUni
LEVEL EXPERIENCE DICE SPELL RELEE RE
1 2 3 4 5 6 7 8 HIT DRRRRC MIAEC-DEER
LEVEL EXPERIENCE DICE 1 2 1 2 Restoration Camp T 1 Permanent
Bless Both 6 5 dia 6r
1 2,500-4,999 1d4 1 -
Resuraction Camp T 1 Permanent
2 5,000-9,999 204 2 - 1 0-2,250 2d8 Cure Light Wounds Both T 1
3 2 1 2 2,251-4,500 3d8 Detect Magic Both 3 1 1t
10,000-19,999 3d4 - - - - -
1ST-LEVEL DRUIDICAL SPELLS
4 20,000-37,999 444 3 2 - - - - - - 3 4,501-10,000 4d8 Protection from Evil Both T 1 3rAvl
(FOR II IGH-LEVEL RANGERS)
5 38,000-54,999 5d4 4 2 1 - - - 4 10,001-20,000 5d8 Resist Cold Both T 1 1tAv1
SPELLHM WHEN Roo Am Duuna
6 55,000-99,999 6d4 4 2 2 - - - - - 5 20,001-40,000 6dB
7 100,000-199,999 7d4 4 3 2 1 2ND-LEVEL CLERICAL SPELLS Cure Light Wounds Both T 1
6 40,001-90,000 748
8 200,000-399,999 8d4 4 3 3 2 SPELL NANN WHEN RE ANA DURATION Detect Magic Both 4 1 12r
7 90,001-150,000 8d8
9 400,000-599,999 9d4 4 3 3 2 8 150,001-225,000 948 1 Find Traps Camp 3 1 3t Entangle Cmbt 8 4 dia 1t
10 600,000-799,999 1044 4 4 3 2 2 1 -- Cmbt 6 1-3 4r+1/Ivl Faerie Fire Cmbt 8 8 dia 4r/Ivl
9 225,001-325,000 10d8 1 1 - Hold Person
11 800,000-999,999 11d4 4 4 4 3 3 2 1- Both T 1 1VIvI Invisibility to Animals Both T 1 l t+l r/Ivl
10 325,001-650,000 11d8 2 1 Resist Fire
12 1,000,000-1,249,999 1044+1 4 4 4 4 4 3 2 1 12 3 dia 2r/Ivl
11 650,001-975,000 11d8+2 2 - 2 Silence 15' Radius Cmbt
13 1,250,000-1,499,999 1044+2 5 5 5 4 4 3 2 1 1 hour/Ivl 2ND-LEVEL DRUIDICAL SPELLS
12 975,001-1,300,000 11d8+4 2 1 2 - Slow Poison Camp T 1
14 1,500,000+ 1044+3 5 5 5 4 4 3 2 1
13 1,300,001-1,625,000 11d8+6 2 1 2 1 Snake Charm Cmbt 3 All 5-8r (FOR HIGH-LEVEL RANGERS)

14 1,625,001+ 11 d8+8 2 2 2 1 Spiritual Hammer Cmbt 3 1 1r/Ivl SPELL HARE WHEN RNs Am DURATION
RED ROBE MADE
Barkskin Both T 4r+1 r/Ivl
Hnr SPELLS PER LEVEL
LEVEL EXPERIENCE DICE 1 2 3 4 5 6 7 8 THIEF 3RD-LEVEL CLERICAL SPELLS
Charm Person/Mammal Cmbt 12
HIT SPELL Nam WEN RISE AREA DEAncu
1 2,500-4,999 1d4 1 - -
LEVEL EXPERIENCE DICE
2 5,000-9,999 2d4 2 - Cure Blindness Both T 1 1ST-LEVEL MACE SPELLS
1 0-1,250 1d6 T 1 ROBE
3 10,000-17,999 344 2 1 - - Cure Disease Camp SPELLRum WREN RNB Am DuunuN
4 18,000-35,999 4d4 2 1,251-2,500 2d6 Dispel Magic Both 6 3x3 s
3 2 1 - Burning Hands Cmbt T 3s Both
5 36,000-49,999 544 4 3 1 - 3 2,501-5,000 3d6 Prayer Both 0 All 1r/Ivl Charm Person Cmbt 12 1 Both
6 50,000-89,999 6d4 4 3 2 - 4 5,001-10,000 4d6 Remove Curse Both T 1
Detect Magic Both 6 1 2r/Ivl Both
7 90,000-179,999 7d4 4 3 2 1 5 10,001-20,000 5d6
Enlarge Both .5/IvI 1 1VIvl Both
8 180,000-349,999 8d4 4 3 3 2 6 20,001-42,500 646 4T1 I-LEVEL CLERICAL SPELLS
Friends Cmbl 0 All 1 r/IvI Both
9 350,000-499,999 9d4 4 3 3 2 1 - 7 42,501-70,000 746 SPELL NAM WHEN RNs AREA Duun0N
Magic Missile Cmbt 6+IvI 1 Both
10 500,000-699,999 1044 5 4 3 2 2 1 8 70,001-110,000 846 Cure Serious Wounds Both T 1 Protection from Evil Both T 1 2r/IvI Both
11 700,000-899,999 1044+1 5 4 4 3 3 2 9 110,001-160,000 946
Neutralize Poison Both T 1 Read Magic Camp 0 1 2r/IvI Both
12 900,000-1,099,999 1004+2 5 4 4 4 4 2 1 - 10 160,001-220,000 1046 Poison Cmbt T 1 Cmbl 0 1 5r/IvI Both
Shield
13 1,100,000-1,299,999 1044+3 5 5 5 4 4 2 1 1 11 220,001-440,000 10d6+2 Protection from Evil 10' Radius Both T 2 dia 1VIvl Shocking Grasp Cmbt T 1 Both
14 1,300,000+ 1044+4 5 5 5 4 4 2 2 1 12 440,001-660,000 10d6+4 Sticks to Snakes Cmbt 3 1 2r/IvI Sleep Cmbt 3+IvI 1-16 5r/IvI Both
13 660,001-880,000 1046+6
PALADIN
14 880,001-1,100,000 10d6+8 511 I-LEVEL CLERICAL SPELLS 2ND-LEVEL MACE SPELLS
HIT CLERICAL SPELLS PER LEVEL
LEVEL EXPERIENCE DNA 1 2 3 4 15 1,100,001-1,320,000 10d6+10 SPELL RARE WINES! Rim Am DURATION WHEN RNs ANA Duuni ROBE
SPELL NAAE
16 1,320,001-1,540,000 10d6+12
1 0-2,750 1410 Cure Critical Wounds Both T 1 Detect Invisibility Both 1/IvI 1 5r/IvI Both
2 2,751-5,500 2d10 17 1,540,001-1,760,000 10d6+14
Dispel Evil Cmbt T 1 1r/IvI Invisibility Both T 1 Red
3 5,501-12,000 3d10 18 1,760,001+ 10d6+16
Flame Strike Cmbt 6 1 Knock Camp 6 1 s/IvI Red
4 12,001-24,000 4d10 - - - - Raise Dead Camp 3 1 Mirror Image Both 0 1 2r/IvI Red
5 24,001-45,000 5d10 SPELL PARAMETERS TABLE
Ray of Enfeeblement Cmbt T 1+ .25 s/Ivl 1r/IvI White
6 45,001-95,000 6410 When: Duration : 0TH-LEVEL CLERICAL SPELLS
Stinking Cloud Cmbt 3 2x2 s 1 r/IvI Both
7 95,001-175,000 7410 Cmbt = Combat only spell SPELL RAVE
r=combat rounds WEN RE AREA DONATION
Strength Camp T 1 6VIvI Red
8 175,001-350,000 8d10 - - Camp = Camp only spell t=turns Heal T 1 Permanent
Both
9 350,001-700,000 9d10 1 Both = Camp or Combat spell /IvI = per level of caster
10 700,001-1,050,000 9410+3 2 - Rng : targets = aim at each target .
11 1,050,001-1,400,000 9d10+6 2 1 - - T = Touch Range Robe (Mage spells only)
12 1,400,001-1,750,000 9d10+9 2 2 dia = diameter White = Can only be cast by White
13 1,750,001-2,100,000 9d10+12 2 2 1 - Robes
rad = radius
14 2,100,001+ 9d10+15 3 2 1 - All =All characters in combat Red = Can only be cast by Red
Robes
1= Number of targets
Both = Can be cast by both
Is = Number of squares

57 W1 58
3RI)-LEVEL MACE SPELLS 5TI I-LEVEL MACE SPELLS
SPELL GLOSSARY OF AD&D€ GAME Enter. The act of giving a command
KWE WRER Rim AREA OJRAnaR PAR SPELL Nut WsEu RN AREA DERAnsR Rut
to the computer. How this is done
Blink Both 0 1 1 r/Ivl Red Cloudkill Cmbt 1 30s 1r/Ivl White AND COMPUTER TERMS
Dispel Magic Both 12
varies depending on the computer .
3x3 s White Cone of Cold Cmbt 0 .5 s/IvI cone - Both
Fireball Cmbt 10+IvI 2/3 rad Both Feeblemind
Ability Scores . These are numbers
Cmbt 1/IvI 1 White
Haste Both 6 4x4 s 3r+1/Ivl that describe the attributes of the Experience Points . Every encounter
Red Fire Touch Both T Special 1r/Ivl Red
Hold Person Cmbt 12 1-4 2r/Ivl White Hold Monster Cmbt .5/IvI 1-4 1 r/Ivl characters . There are six ability the characters have yields experience
White
Invisibility 10' Radius Both T 2 dia Red Iron Skin Both 0 Special 1 r/Ivl Red scores: Strength, Intelligence, points for every character depending
Lightning Boll Cmbt 4+Ivl 4,8 Both on how successful the encounter was
Wisdom, Dexterity, Constitution
Protection tr. Evil 10' Rad Both T 2 dia 2r/lvl White 0TH-LEVEL MACE SPELLS
and Charisma . for the party . A character who gains
Protection fr. Normal Misl. Both T 1 1VIvl White SPELL Nut WM RN AMA DaAfi Rut enough experience can advance a
Slow Cmbt 9+Ivl 4x4 s 3r+1/Ivl Red Death Spell Cmbt 1 .5 SAM Instantaneous Both
Adventurer . This is a term for one of level.
Disintegrate Cmbt .5/IvI Special Instantaneous Red
4TH-LEVEL MACE SPELLS the characters you play in this game .
Globe of Invulnerability Both 0 1 1r/Ivl White
SPELL NAME Wm Rim AREA Daumu ROBE
Facing . In combat, a character faces
Stone to Flesh Both 1/IvI 1 Permanent Red
Bestow Curse Cmbt T 1 1VIvI White Flesh to Stone Cmbt 1/IvI 1 Permanent Red
Alignment. This is the basic philoso- a certain direction . An attack from the
Charm Monster Cmbt 6 1 White phy of a character . See Alignment in direction he is not facing has a greater
Contusion Cmbt 12 2-16 2r+1/Ivl White 7TI I-LEVEL MACE SPELLS the Character Classes section . chance of doing damage. A character
Dimension Door Cmbl 0 1 Red SPELL 11114A Wm Rim AREA DumrmR RON will always face an opponent if he has
Fear Cmbt 0 6x3 cone 1r/Ivl Red Delayed Blast Fire Ball Cmbt 10+1/IvI 2 rad Special White Armor Class (AC) . This is a rating only one opponent.
Fire Shield (2 Types) Both 0 1 2r+1/Ivl Both Mass Invisibility Both 1/Iv1 Special Special Red of how difficult a target is to damage .
Fumble Cmbt 1/IvI 1 1 r/Ivl White Power Word, Stun Cmbt .5/IvI 1 Special Both The lower the AC number the more Hit Points (HP) . This is a measure of
Ice Storm (Dmg only) Cmbt 1/IvI 4 dia Both
Min Globe of Invlnrblty. Both 0 1
difficult it is to hit . how healthy a character is . Damage
1 r/Ivl White 8TH-LEVEL MACE SPELLS
Remove Curse Both T 1 White SPELL RATE WRER Rim At tlunwnou
from weapons subtracts hit points
RiE
Character. This is another name for from the character's total . When he
Mass Charm Cmbt .5/IvI Special Special White
Mind Blank Both 3 1 1 day White
one of the persons you play in the has lost all of his hit points, he is
Otto's Irresistible Dance Cmbt 1t . 1 2-5 r White
game . A party consists of up to six unconscious and dying. If his wounds
Power Word, Blind Cmbt .5/IvI 3 dia Special Both characters . are bound by another party member,
he is simply unconscious .
Class. This is a character's occupa-
tion . For example mage, fighter or Icon . This is the small picture of a
cleric are classes . monster or a character seen during
combat . Character icons can be
Command . A one or two-word option altered using the Alter command in
in a menu . Activating that command the Camp Menu .
allows you either to view another
menu or have your characters Initiative. This is a semi-random
perform an action . determination of which character in a
combat acts first. The characters with
Encounter. This is what happens higher dexterities have a better
when a party meets a monster. You chance for a higher initiative .
are given a menu of choices of how
you want to handle the situation . Level . This describes the power of a
number of different items . The power
of characters, dungeons, monsters and
spells are all described with levels.
9 DEATH KNIGHTS
OF KRYNN

PROOF OF PURCHASE

Character Level . This is a determina- Non-Player Character (NPC) . This is


STRATEGIC SIMCLATIOrS . If C.
tion of how much experience a char- a member of a player race who is not
acter has . The higher the level, the controlled by the player . Some NPCs
more experienced and important the can be brought into a party .
character is . High-level spellcasters
can cast high-level spells . Party. The group of adventurers you
form to perform the missions you are IBM COMPATIBLE COMPUTER INFORMATION :
Spell Level . Spells come in degrees given . A party can be reformed for
of difficulty . The higher the level of Many of our games will work on IBM compatible computers . If you own an IBM
each adventure and even altered compatible computer we suggest that you consult with our Technical Support Staff at
the spell, the greater the difficulty . during the course of an adventure .
(408) 737-6850 between 11 a .m . and 5 p .m ., Pacific Time, Monday through Friday,
Only very experienced magic-users
holidays exculded to see if an SSI game you're considering purchasing is compatible
and clerics can learn high-level spells . Player Character (PC) . This is a
with your computer . If we have insufficient data to determine compatibility, you may
member of a player race who is
Magic . This term covers spellcasting, wish to purchase the game and test for compatibility yourself . If the game proves to be
controlled by the player. The charac- incompatible, you may return it within 14 days with your dated receipt and we will
enchanted items and any other ters in your adventuring party are PCs .
application of the supernatural . refund your money . Or, if you return the game within 30 days, you may exchange the
game for another.
Race . The species characters may
Melee Combat . This is hand-to-hand belong to in the game . For example
combat with weapons such as swords, human, elf or dwarf are races .
spears and fists .
Spell . This is a magic incantation that ADVANCED DUNGEONS & DRAGONS, AD&D and DRAGONLANCE are
Missile Combat. This is ranged com- can alter the nature of reality. Magic- trademarks owned by and used under license from TSR, Inc ., Lake Geneva, WI, USA .
bat with weapons such as bows and users, clerics and high-level knights, Copyright 1991 Strategic Simulations, Inc . All Rights Reserved .
arrows, crossbows and quarrels and paladins and rangers can cast spells Copyright 1991 TSR, Inc . All Rights Reserved .
slings and slingstones . after memorizing them . If the spell is These rules, any accompanying printed material, and the computer programs, on floppy
cast, it is gone from the user's mind disks or cassettes, described herein, are copyrighted and include proprietary information
Monster . This term actually includes
and must be re-memorized . belonging to Strategic Simulations, Inc . and TSR, Inc . No one is permitted to give or sell
human and other player races as well
copies of this handbook, any accompanying printed material, and the computer programs,
as ogres and dragons . In general, if it Spell Book. The book a magic-user on floppy disks or cassettes, or listings of the programs on floppy disks or cassettes to any
isn't part of your party, it's a monster . carries his spells in . If he doesn't have person or institution except as provided for by written agreement with Strategic
Monsters are not necessarily hostile ; a magic book, he has no spells to Simulations, Inc. and TSR, Inc . No one may copy, photocopy, reproduce, translate, or
some may be helpful . memorize . reduce to machine readable form this handbook or any other accompanying printed materi-
al, in whole or in part, without the prior written consent of Strategic Simulations, Inc . and
Multi-Class Characters. Non-human THACO (To flit Armor Class 0) . This
characters may belong to two or TSR, Inc .
is the number that a character must
three classes at the same time . Such Any person/persons reproducing any portion of this program for any reason, in any media,
make or exceed to hit an opponent
multi-class characters split their with ACO . shall be guilty of copyright violation and subject to the appropriate civil or criminal legal
experience among all their classes, action at the discretion of the copyright holder(s) .
even if they have reached their racial
maximum class .

Вам также может понравиться