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ADVANCED'DUNQEONS & DRAGONS, AD&D and DRAGONLANCE are

trademarks owned by and used under license from TSR Inc., Lake Geneva, WI, USA.
Copyright 1990 Strategic Simulations, anc. All Rights Reserved.
Copyright 1990 TSR . Inc . All Rights Reserved.
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CREDITS n
Based on an original story by Jim Ward,Victor Penman, Dave Shelley

Game Creation : SSI Special Projects Group


TABLE OF CONTENTS
Project Manager & Developer : Victor Penman
Letter to the Circle of Knights 1
IBM Programming : Russ Brown, Scot Bayless Important Geographic Features of Northeast Ansalon 3
Commodore 64 and The Player Races in Champions of Krynn 4
Apple II Programming : Paul Murray, Jim Jennings Ability Scores 5
Character Classes 8
Additional C64 Programming: Westwood Associates
Alignment 10
Amiga Programming : Norm Koger
Building a Successful Party 10
Encounter Authors: Dave Shelley: Overland, Neraka, Kemen, Solamnic Tomb, Ogre Base Why these guys? 10
Mike Mancuso : Throtl, Gargath, Jelek, Sanction 12
Combat
Ken Humphries: Southern Outpost
Magic 15
Art Director: Tom Wahl Deities 17
Artists: Fred Butts: 3D Walls & Sprites, Overland Map & Large Graphics
Good Aligned Gods 17
MarkJohnson : 3D Monsters
Neutral Aligned Gods 17
Cyrus Lum: Combat Pictures & Large Graphics
Susan Manley: 3D Portraits & Specials Creatures of Krynn 18
Laura Bowen : Amiga Conversion Magical Treasures 44
Music and Sound Effects: John Halbleib, Tom Wahl, Scot Bayless, Dave Warhol Journal Entries 46
Tavern Tales 44
IBM Music Driver: Electronic Arts
Spells 49
In House Playtesting : Rick White, Don McClure, Mike Bench, Cliff Mann, First Level Clerical Spells 49 I
Rick Wilson, Eric Flom, Cyrus Harris
Second Level Clerical Spells 49
Additional Testing : Qraeme Bayless Third Level Clerical Spells 49

Documentation : Rick Wilson Fourth Level Clerical Spells 49


First Level Mage Spells 50
Customized Apple Disk
Second Level Mage Spells 50
Operating System : Roland Qustafsson
Third Level Mage Spells 51
Special Thanks to : Pat Andreas
Fourth Level Mage Spells 52
Art, Graphic Design and Charts 53
Desktop Publishing : Louis Saekow Design : Peter Ciascoyne & David Boudreau Spell Parameters List 53
Pre-press Production : Louis Saekow Design : Kirk Nichols/Ray Qarcia Armor List 55
Armor and Weapons Permitted by Character Class 55
Printing : Muller Printing Co.
Cleric's Wisdom Bonus Table 55
Constitution Table 55
Questions or Problems? 55
Dexterity Table
Our main business number is (408) 737-6800 . If you encounter disk or system related Strength Table: Ability Adjustments 56
problems you can call our Technical Support Staff at (408) 737-6850 between 11 a .m . and
5 p .m ., Pacific Time, Monday through Friday . NO GAME PLAYING HINTS WILL BE
GIVEN THROUGH THIS NUMBER . If you need hints, call our Hint Line at
(408) 737-6810 . Recorded hints are available 24 hours a day, 7 days a week . If you don't hear
the information you need, please write to us at 675 Almanor Avenue, Sunnyvale, CA 94086
Range of Ability Scores by Race

Level Advancement Tables


Weapon List
56
Maximum Level Limits by Race, Class and Prime Requisite 56
57
58
I
(include a stamped self-addressed envelope for quick reply) .
Glossary of AD&D€ Game Terms and Computer Terms 59
To the Circle of Knights :
I, your humble servant, send you greetings . This missive is sent without the Raistlin Majere, a companion with his For all of the confidence many felt when
knowledge of my commandant and in violation of his orders . I take this action in full brother Caramon, was caught up in the web of Sanction fell, things are not as they could be .
knowledge of the consequences it may bring upon me and through the conviction that power that blazed through the land. While work- Many of the good dragon eggs remain lost . Lord
in doing so, I fulfill my oath . ing against the Dark Queen's plans, his own Soth stays secure and apparently untouchable in
grew ever more ambitious. By the time She was his fortress (although he provided no aid to the
The commandant has been acting strange of late as if afflicted by some dark spell .
driven out of the land, his own robes, once a DragonArmies in this last conflict) . The knights,
I know that information of evil portends has not been forwarded to your august body
neutral red, became as black as his heart . on whom so much depends, are stretched too
as required by our charter. Many of our most faithful followers have died suddenly thin . Indeed, it is all the knights can do to provide
Through long and macabre studies, he
and mysteriously within this last fortnight . The commandant has been too ready with the outposts with leadership . The work of
became convinced that he himself could become
replacements for them, replacements which have an unclear feel . a god . Not just a god, the most powerful of all patrolling, and the like, falls almost entirely on
I ask that you send a knight of pure character and high stature to investigate my gods . Through his plots and machinations, ordinary folk, such as ourselves .
conduct and this report . As further evidence, I provide, in its entirety, a letter found on another foul time swept over Ansalon, this one And if the other outposts are like this one,
the body of one Hal Horbin, a ranger of the highest character . threatening even more defilement than that things may be much worse than they appear .
caused by the DragonArmies . It was only when Strange events have occurred . We hear rumors .
Raistlin realized that if he persisted, he would be Rumors of settler caravans killed or enslaved .
left to rule a dead world, that he relented . Of a strange force that opens graves and robs the
Caught up in this power struggle, evil forces dead . Of evil dragons seen flying to the east .
"Dear Istan :
struck again . Kitiara, half-sister to Raistlin and the Of entire cities captured and secretly enslaved .
Far from annoying me, I find the greatest While the good forces' attempts to ally Our commandant sends out patrols and they
hero Caramon, organized an attack . Dragons,
pleasure in responding to your inquiry dear broth- against the common threat were hampered by
draconians, men, and other evil creatures report nothing . At least those who return have
er. It has been some time since I have turned my treachery and old feuds, the evil armies made
bypassed the High Clerist's Tower and fell on nothing to report . But of late, not all sent out have
mind to the scholarly histories in which I former- good use of their time . Quickly consolidating
Palanthas . The city would have stood against been coming back . I know the commandant has
ly delighted. Your questions regarding the rela- their hold on the newly conquered lands, they been urged to report all this, but he has refused to
even these forces had it not been for the aid given
tionship between the War of the Lance and these struck west and even further south in the winter
by Lord Soth and his Death Knights. do so .
outposts provides a welcome diversion from my of 351 A .C . The fact is that our commandant has not
None could stand before them as they swept
normal duties. But first, a bit of background . . . It was in this year that a group of compan- been himself lately. He looks the same and talks
through the city streets . In the very tower where
Ansalon is a small continent stretching from ions met at the Inn of the Last Home in Solace . the same, but his actions - his feel - are quite
Raistlin did battle with the Dark Queen, Kitiara
the arctic to the equatorial climates in the south- The exploits of the companions are now well different . I fear some dreadful fate awaits us all .
fell . It is said that Lord Soth took her unwilling
ern hemisphere of the World of Krynn . It was known - How they gained the disks of A fate we should be able to see but which a dark
and undead body off to a fate far worse than a
across the face of this troubled land that the War Mishakal and returned them with the first true veil is hiding .
clean death . Whatever the reason, the Death
of the Lance raged in years past and brought our cleric to walk the lands since the Cataclysm . Ah, I babble. We are in the western-most out-
Knights withdrew and good overthrew the
company to its present unhappy fate . How their discovery that the draconians were the post below the deserted City of Throtl . Of all the
invaders .
In the 348th year after the Cataclysm, the result of the corruption of the good dragon eggs
With this clear lesson before them, all outposts, we have the least to fear . My regards to
evil forces of Takhisis, the Queen of Darkness, freed the good dragons from their pledge and our mother. Tell her I am safe and likely to remain
realized the evil threat could return at any time .
launched the treacherous war she had long brought them into the war on the side of good . that way.
With new resolve, the alliance stood to arms
prepared in secret. Striking first north, east, and How they helped Berem to return to the temple
again. Led by the Solamnic Knights, the good Your brother,
then south, the armies of evil dragons, fell draco- outside of Neraka and with his death close the
forces smashed through the remaining Dragon- Hal"
nians, and all manner of other evil beings quickly portal that gave Takhisis an entry into Krynn .
Armies . In a long and bitter campaign, the east-
overran the unprepared and the unsuspecting . It was at this time that many counted the
ern lands were freed . The City of Sanction fell to
The good dragons, historical enemies of the war over. With their queen locked out of this Respectfully submitted for your consideration :
a bloody siege . Evil was routed and its followers
evil dragons, could not ally themselves with the world, the DragonArmies lost their sense of
driven deep into hiding .
forces of good . As part of the Dark Queen's plan, direction . Many urged the good armies to return Mothus Strongsword
So as not to be caught unprepared again, the
their eggs were taken as hostage while the great home and disband, some were foolish enough to Knight of Tears
knights established outposts, like this one,
beasts slept . The good dragons' "neutrality" was do so .
throughout the Eastern Lands . With that, the
the price they paid to keep their eggs from harm . But evil retained a strong grip on much of the
armies withdrew and, save for the knights, were
land. The corruption process was stopped, but the
largely disbanded . All depend on our outposts .
good eggs were not returned and the exploits of
We are to be vigilant, to stamp out evil where we
the companions had given evil yet a new form .
find it and, if dark plots threaten, to give advance
warning to good folk everywhere .
1 2
4

THE PLAYER RACES IN


CHAMPIONS OF KRYNN
There are seven races (described
below) from which you may construct
your player characters . Each race has
different talents and limitations .
The Range of Ability Scores by Race
chart on page 56 lists each player
race's limits on ability scores . There are
charts and tables in the appendix at the
back of the Journal that summarize the
abilities and class limitations for the dif-
ferent races . Non-human characters can
combine character classes and may
also have additional special abilities .
Hill Dwarves are a stubborn and rough
race of sturdy workers and craftsmen .
They are especially resistant to magic
and poison . During combat, dwarves
receive bonuses when attacking
goblins and hobgoblins and are adept
at dodging the attacks of ogres and Hill Dwarf
giants. Dwarves can be fighters,
thieves, rangers, clerics of Reorx or and bonuses. Qualinesti elves can be
IMPORTANT C~EOCiRAPHIC FEATURES OF NORTHEAST ANSALON fighters, rangers, mages, thieves, clerics
mixed classes .
and mixed classes .
The territories in the game are those that were overrun by the evil armies during Mountain Dwarves are somewhat
the War of the Lance or were occupied by evil beings before that war. clannish and more refined than their Half-Elves are hybrids with many of
Hill Dwarf cousins . Otherwise they are the virtues of both humans and elves .
Throtl was the capitol city of the Hobgoblins. Neraka was the special city of They are resistant to sleep and charm
Takhisis and her temple was located near it . Sanction was a pre-cataclysmic city nearly identical . Mountain dwarves may
spells, and are adept at finding hidden
that was the base of operations for the DragonArmies . I<ernen was the capitol be fighters, thieves, clerics of Reorx, or
doors . Half-elves can be fighters,
mixed classes .
city of the Ogres . mages, clerics, thieves, rangers,
Silvanesti Elves (High Elves) are a tall, knights and mixed classes .
The mountains near Jelek hold CQodshome . While these are now empty ruins, it arrogant and long-lived race . They are
is rumored that an area sacred to the True Qods exists somewhere in these Kender are a small people character-
nearly immune to sleep and charm
mountains . ized by an absolute lack of fear and
spells and are adept at finding hidden
insatiable curiosity . They are especially
The lands are largely empty, save for a few settlers . The City of Sanction is the doors . During combat, elves receive
resistant to magic and poison, and
only area that has come close to its pre-war level of settlement . bonuses when attacking with long or
short swords and bows . They cannot be have the special ability to taunt intelli-
raised from the dead . Silvanesti elves gent opponents . When kender success-
can be fighters, mages, clerics, rangers, fully taunt, an opponent will attack in a
thieves and mixed classes . mindless rage, suffering a loss of

Qualinesti Elves are slightly smaller


and friendlier than their Silvanesti
brethren . They have identical abilities
5 6

combat effectiveness . The preferred hit in melee combat, and the more
weapon of the kender is the hoopak, damage he will do when he does hit .
part staff sling part metal shod staff, There is a Strength table on page 56 .
which only they can use . When armed
Intelligence (TENT) is the measure of
with a hoopak, a kender will receive
how well a character can learn . Mages
bonuses to hit and is a deadly accurate
with an intelligence of 16 or higher
shot. Kender can be thieves, fighters,
receive a 10 percent experience point
rangers, clerics or mixed classes .
bonus . Non-human mages may have a
Humans are the most common player- lower maximum level if their intelli-
race in the world of Krynn . They can be gence is less than 18 . Rangers must
fighters, mages, clerics, thieves, have both intelligence and wisdom of
rangers, and knights but not mixed 16 or higher to receive a 10 percent
classes . experience point bonus .
Wisdom (WIS) is the measure of a
Ability Scores character's ability to understand the
Every character has six randomly ways of the world and to interact with
generated ability scores as explained the world . Clerics get the 10 percent
below. These scores fall within a range experience bonus if their wisdom is 16
determined by the race and class of the or higher. Clerics with a wisdom of 14
character (see the Range of Ability or higher receive additional low level
Scores by Race table on page 56) . For spells . Rangers must have both intelli-
humans, that range is from 3 (low) to gence and wisdom of 16 or higher to
18 (high) . receive a 10 percent experience point
Depending on the character class, one bonus. There is a Wisdom Bonus table
or more of these abilities will be a for clerics on page 55 .
prime requisite . A prime requisite is an Dexterity (DEX) is the measure of the
Kender
ability especially valuable to a given manual dexterity and agility of the char-
class (strength for a fighter, wisdom for acter. Thieves especially benefit from
a cleric, etc) . Characters receive bonus Strength (STR) is the measure of a high dexterity. Thieves receive a 10
experience points when their prime character's physical power. Fighters, percent experience benefit if their dex-
requisite scores are at or above a cer- rangers, and knights with an 18 terity is 16 or higher. For every dexterity
tain number (16 in most instances) . strength also have a percentage value point from 15 to 18, a character
When the scores are generated, non- from 1 to 100 . The maximum percent- receives a corresponding one point
human characters may receive modi- age values vary from race to race . improvement in his armor class . For
fers to the basic ability scores to Strength is most important for fighter every dexterity point from 16 to 18, a
reflect differences between the races . type characters (fighters, rangers, character receives a one point improve-
Dwarves, for instance, get a +I consti- knights) . If 16 or higher, fighters ment on his ability to hit with missile
tution bonus and may have a maxi- receive a bonus of 10% additional weapons. It is highly recommended
Elves
mum constitution of 19 instead of 18 . experience points . Non-human fighters that all characters have a high dexterity .
When a character is generated with the may have a lower maximum level if This is considered essential for mages
CREATE NEW CHARACTER command, their strength is less than 18 . The and thieves. There is a Dexterity effects
all racial modifiers are calculated higher a character's strength, the more table on page 55 .
automatically . he can carry, the more likely he is to
7

Constitution (CON) is the measure of constitution . A character gains a HP Character Classes


the overall health of a character . bonus to each hit die if his constitution
A character must belong to at least one
Fighters receive one extra hitpoint per is over 14 .
hit die for each point of constitution character class . Non-human characters
above 14 . Non-fighters receive similar When a character takes enough can have more than one class at the
benefits except they receive a maxi- damage that his HP reach 0, he is same time . A non-human character
mum of two extra hitpoints (HP) per unconscious . If the character's HP drop with multiple classes has more playing
level (no HP benefits for constitutions to anything from -1 to - 9, he will lose I options, but he increases in level more
above 16) . A character's constitution HP per turn from bleeding until he is slowly because his XP is divided evenly
also determines the maximum amount bandaged or dies . A character is dead if among all his classes .
of times that character can be raised he has -10 HP or less . When you view a
character, his HP on the screen will Characters receive HP, spells and
from the dead and the percent chance abilities based on their class, level and
of a resurrection attempt being suc- never be displayed as less than 0 .
(sometimes) ability scores . Refer to the
cessful . Every time a character is suc- Experience Points (XP) are a measure tables at the back of the journal to find
cessfully resurrected, he loses 1 point of what the character has learned on the number and size of hit dice a
of constitution . There is a Constitution his adventures . Characters receive XP character receives and the number of
effects table on page 55 . for actions such as fighting monsters, spells the character can memorize .
Charisma (CHA) is the measure of finding treasures and successfully
completing quests . The computer Note : Dice is the term used to
how others react to a character.
keeps track of XP and most new char- describe the range for a randomly
Charisma is sometimes a factor when
acters will begin with enough XP to be generated number. A d6 die has a
the character has an encounter with
second level . The exceptions are clerics range from 1 through 6, a d 10 has
NPCs . The higher a character's charis-
and knights, who begin at first level . a range from I through 10 .
ma, the more that character can
persuade others to do what he wants . See the Advancement Tables for each
class' XP requirements . Clerics have spells bestowed on them
The character with the highest charisma
should be the active character when by their deity and can fight wearing
When characters have enough XP they
parlaying . armor and using crushing (no edged or
can go to a hall and receive the training
pointed) weapons . After selecting a
required to increase in level . Characters
Each character also has two other deity, clerics may only choose align-
may only advance one level at a time . If
important values that change as the ments appropriate to their god . Each of
a character has gained enough XP to go
game goes on : Hitpoints and the gods will extend special abilities to
up two or more levels since the last
Experience Points . their followers . For more information,
time he has trained, he will go up one
see the Deities section . The prime
Hitpoints (HP) represent the amount level and lose all XP in excess of one
requisite for clerics is wisdom . Clerics
of damage a character can take before point below the next level .
start the game at first level .
he goes unconscious . To calculate a
character's maximum HP, the Example: Fighters can fight with any armor or
computer rolls the character's hit dice A third level thief enters a training weapons, but they cannot cast magic
and adds any adjustments for level or hall with 18,300 XP. He will leave as spells . Fighters can have exceptional
a fourth level thief with 10,000 XP . strength and gain additional HP bonuses Solamnic Knight
if they have a Constitution of 17+ . The
Once characters have reached their prime requisite for fighters is strength .
maximum levels for this game, they Rangers can fight with any armor or
should not train . weapons . Rangers can have exceptional
strength and gain additional HP bonuses
9 i

if they have a Constitution of 17+ . They To petition to join the Knights of the thieves, and fighters . At least one party
do additional damage in combat when Sword a knight must have the following
Alignment
member should be a kender so you
fighting giant-class creatures . Rangers minimum ability scores : STR 12, INT 9, Alignment is the philosophy a character
may taunt (yell) in combat and some
must be of good alignment and have WIS 13, DEX 9, CON 10 . lives by. A character's alignment can
adventures may only be completed if
ability scores of at least 13 in strength affect how NPCs and some magic items
To petition to join the Knights of the the party includes a knight .
and intelligence and at least 14 in in the game react to the character. The
wisdom and constitution . The prime Rose a knight must have the following following alignments are available to One suggested sample party includes:
requisites for rangers are strength, minimum ability scores : STR 15, INT Player Characters . One Human Knight
intelligence, and wisdom . 10, WIS 13, DEX 12, CON 15 . One Human White Mage
Lawful Good characters believe in the
Mages have powerful spells, but can rule of law for the good of all . One Dwarf Ranger
Solamnic Knights are the pride of
use no armor and few weapons . They One Kender Cleric of Mishakal/Thief
chivalric honor in the world of Krynn .
can only memorize those spells avail- Lawful Neutral characters believe the One Qualinesti Elf Cleric of
The knights are divided into three
able in their magical grimoires rule of law is more important than any Shinare/Fighter/Red Mage
orders : the Knights of the Crown, the
(personal spell books) or use scrolls . In objective good or evil outcome . One Human Cleric of Majere
Knights of the Sword, and the presti-
gious Knights of the Rose. All are the world of Krynn, the power of mages Neutral Good characters believe that Another suggested sample party
renowned for their bravery and skill at is moderated by the three moons . the triumph of good is more important includes :
arms . Knights begin the game with Mages are divided into three orders than the rule of either law or chaos .
based on alignment . Each alignment One Human Knight
plate mail, long sword, and a shield but One Silvanesti Elf Cleric of
has its own order, strengths, abilities True Neutral characters believe that
very little money. Mishakal/Fighter/White Mage
and moon . The mage's power fluctu- there must be a balance between good
Knights must take a vow of poverty and ates with the cycles of the moon that and evil, and law and chaos . One Half-Elf Ranger/Cleric of Majere
so they tithe a large part of their influences his order. For more informa- One Qualinesti Elf Cleric of
Chaotic Good characters believe in Shinare/Fighter/Red Mage
monies and treasures back to the tion on the orders and moons see the
orders. Knights of the Crown will tithe creating good outcomes unfettered by One Kender Cleric of Kiri-Jolith/Thief
Magic section (page 15) . The prime req-
the rule of law . One Qualinesti Elf Fighter/Red Mage
10% to their order whenever they enter uisite for mages is intelligence .
an outpost . Knights of the Sword and Chaotic Neutral characters believe
Rose will give up everything except 20 Thieves can fight with swords and Why these guys?
that the freedom to act is more
steel pieces when they tithe . When slings and wear leather armor . In
important than any objective good or CLERIC/FIGHTER/MAQ4E
Knights of the Sword or the Rose combat they do additional damage
evil outcome . The cleric/fighter/mage is the ultimate
'back stabbing' . Back stabbing is
become 6th level, they gain the ability multi-purpose character . A cleric/
to cast some clerical spells . If a knight described in the Combat section . NOTE: Due to the nature of this
Thieves also have special skills for fighter/mage can cast both mage and
of either of the first two orders (Crown adventure, no evil Player Characters
cleric spells while wielding the armor
or Sword) is of sufficient level, and has picking pockets, opening locks, are permitted .
removing traps, moving silently, hiding and weapons of a fighter . The main
high enough ability scores, he may disadvantage of the cleric/fighter/mage
petition the next higher order for in shadows, and climbing walls . The
prime requisite for thieves is dexterity . Building a Successful Party is that, as a triple-class character, they
admission . Prime requisites for knights advance in levels quite slowly .
are strength and wisdom . Multi-class are non-human characters Forming a strong and adaptable party
who belong to two or more classes at is a key to success in CHAMPIoVs or FIGHTER/MACWE
NOTE: Knights receive XP bonuses the same time . The character's experi- KRYmv. You may place up to six Player The fighter/mage may cast spells while
for doing knightly deeds and not for ence points are divided among each of Characters in your party . It is recom- wearing armor. This split class can fight
having prime requisites . They begin the classes, even after the character mended that you use all six characters . as well as a fighter and receives more
the game as first level characters . can no longer advance in one or more A smaller party is less powerful and HP than a pure mage .
of those classes . The character's HP per more likely to be eliminated by your
level are averaged among the classes . enemies .
The multi-class character gains all the In choosing which characters to include
benefits of all classes with regard to in the party, it is wise to include a
weapons and equipment . variety of classes: clerics, mages,

11 U

CLERIC/THIEF MIXED CLASS


A cleric/thief has more HP and a better Mixed class characters in general are
armor class than a pure thief . As a very valuable for their many skills and
cleric, the cleric/thief can cast healing are worth the slower rate at which they
and support spells, allowing the will advance in levels .
character to perform double duty as
both the party thief and additional PREPARATION TIPS
healer. The thief status permits the The makeup of your party affects your
powerful back stab attack which is combat strategy throughout the game .
described in the Combat section . Loading your party with clerics and
mages increases the importance of
CLERIC spell casting both before and during a
A cleric is essential for healing the party battle . An emphasis on knights and
after an engagement. The most efficient rangers makes your hand-to-hand com-
way to heal is to Encamp and select FIX bat skills that much more important.
(you can issue this command several
times while encamping) . Fix works as At the beginning of the game, go to the
Armoury . Pool your money and pur-
follows :
chase the following equipment :
If a cleric is in the party, all available
For fighters, rangers, and
cure spells are cast until all characters
split class fighters: croup of Draconians
are healed. If the party has taken more
damage than clerics have cure spells, Ring Mail Short Bow
the fix option may be used again . When Shield 80 Arrows After purchasing the equipment, share or monster acts in depends on his
fix is used, characters at the top of the 2 Long Swords Sling the money from the pool and ready the initiative number. This is a randomly
list will be healed before the characters new equipment . To start, ready the generated number for each character
For thieves:
below them . melee weapons (swords, maces, and monster. This random number is
Leather Armor 80 Arrows quarter staffs) instead of the missile generated at the beginning of each
If a cleric is not in the party, HP may 2 Long Swords Sling weapons (bows, slings, darts) . Be sure combat round and is modified by dex-
be recovered through rest (1 HP per Short Bow
to ready the arrows too . terity bonuses or penalties and random
24 hour period), potions or Temple
For clerics: factors (such as surprise) to arrive at the
services.
Ring Mail 2 Maces Combat initiative number.
RANQER Shield Staff Sling Combat occurs often . Combat takes Sometimes a character will act in
Rangers normally start the game with place on a tactical map. This map is a segment 10 of one round and segment
For mages
more HP than other fighter types . They more detailed view of the map terrain 1 in the next, appearing to act twice in
2 Quarter Staffs 100 Darts
do extra damage versus giant type (3D or wilderness) that the party was on a row. This is especially common if you
monsters . For any Kender character when the combat was triggered . This use the DELAY command . When the
map is overlaid with a square grid that DELAY command is given, that
2 Hoopaks
KNIGHT is not visible on your screen . character's action will be delayed until
Knights are powerful fighters and are The reason for purchasing 2 of each of
As you move characters, you will notice segment 10 .
necessary to complete some quests . the melee weapons is to combat Baaz
There are some magic items that may that everything moves on the grid from In combat, the player controls the
Draconians . When a Baaz dies, it will
only be used by knight characters . square to square . Moving diagonally actions of PCs . The computer controls
sometimes pull a weapon from a char-
often costs more movement points the actions of monsters, NPCs, and PCs
acter's hand . The weapon is not
than moving horizontally or vertically . set to computer control with the AUTO
retrieved until after combat .
command .
INITIATIVE
Each round of combat is divided into 10
segments . Which segment a character
13 Q

Each character's ability in combat is DAMAGE All of a character's attacks are taken unconscious and dead party members
defined by his THACO, damage When a hit is scored, the attacker does against his first target . If the first target are permanently lost . If ALL the party
and AC . damage . Damage is the range of liP goes down with the first attack, aim the members are slain, go back to your
loss the attacker inflicts when he hits remaining attack at another target. last Saved Game and try again from
AC
an opponent in combat . Damage Fighters, knights, and rangers may that point .
A character or monster's difficulty to be depends on the attacker's strength and sweep through several weak opponents
hit is represented by his armor class or weapon type . The damage each COMBAT STRATEGIES
in one combat round . When a character
AC . The lower the AC the harder it is to weapon can do is summarized in the sweeps, he will automatically attack Throughout CHAMPIONS of Kiwi r, your
hit the target . AC is based on the armor Weapons List on page 58 . party engages a colorful collection of
multiple opponents .
a character is wearing plus a dexterity foes . At times, you may elect to avoid a
bonus . Some magic items will help a Some monsters take only partial or no MOVEMENT confrontation, choosing conversation
character's AC . damage from certain weapon types . The number of squares a character can or flight instead . More often, however,
Skeletons, for example, take only half move is affected by the weight he's your characters must stand and fight .
THACO damage from sharp or edged weapons, carrying, his strength, and the kind of
The character's TIIACO represents his while some other monsters only take To succeed in combat, a skilled player
armor he has readied . A character's
ability to hit enemies in melee or with damage from magical weapons . deploys his party well, casts effective
movement range is displayed on the
missile Fire . TACO stands for To Hit spells before and during combat,
view screen and when moving during
Armor Class 0. This is the number a BACK STABBING maneuvers his characters into advanta-
combat .
character must 'roll' equal to or greater A thief will back stab if he attacks a geous position, and attacks using his
than to do damage on a target with an target from exactly opposite the first RUNNING AWAY most powerful characters and weapons .
AC of 0 . The lower the THACO the bet- character to attack the target . The thief A character may flee from the battlefield
ter the chance to hit the target. may not back stab if he has readied DEPLOYING THE PARTY
if he can move faster than all enemies .
armor heavier than leather (exception : When a battle begins, your party is
A character may not move off the battle-
NOTE: the generation of a random elfin chain mail) . A back stab has a automatically positioned based on the
field if he moves slower than any ene-
number is often referred to as a better chance of hitting the defender existing order of the characters .
mies. A character has a 50% chance to
'roll'. In determining if an attack and does additional damage . Characters near the top of the order will
move off the battlefield if he can move
hit, the number generated is from be in the front lines and vulnerable to
MISSILE ATTACKS
as fast as the fastest enemy monster.
I through 20. attack . To change the starting deploy-
Exception : if a monster or character can
A character may not attack an ment, change the order from the Alter
reach the edge of the combat map with-
An attack is successful if the random adjacent target with a missile weapon menu while encamped . Shift the heavily-
(bow, sling, etc) . A character may out any of his opponents being able to
number is greater than or equal to the armored fighters up the list and the
see him, he may then flee successfully
attacker's THACO minus the target's attack an adjacent target with a vulnerable mages and thieves towards
thrown weapon (ax, club, etc) or a even though he may be slower than his
AC . THACO may be modified by range, the bottom of the list. Party order can-
hoopak (Kender only) . opponents .
attacking from the rear, magic not be changed while in combat .
weapons, and magic spells among Bows can attack twice per turn . Thrown A character that moves off the battle-
When battle begins, your party may be
other things . darts can attack three times per turn . field returns to the party after the fight
placed in a bad position . If you wish to
is over. If all active characters flee
be defensive, move your characters to
Example : MULTIPLE ATTACKS combat, any dead or unconscious
anchor your flanks on an obstacle such
Fighters and knights of 7th level or characters are lost . If a party flees it will
A fighter with a Tf1ACO of 15 as a wall or tree . Keep your mages
greater can attack twice every other not receive any XP for monsters killed
attacking a monster with an AC of 3 behind the front line . Setting up behind
turn . Rangers of 8th level or greater can before retreating.
would need to roll : a doorway that your enemies have to
attack twice every other turn . move through makes for a very strong
(TIIACO 15) - (AC 3) = 12+ AFTER COMBAT
If one or more characters survive on defensive position .
But to hit a monster with an AC of -2
the battlefield at the end of combat,
he would need to roll :
the bodies of unconscious or dead
(TACO 15) - (AC -2) = 17+ party members stay with the party. If
the entire party flees from combat, all
U 16

Characters who are seriously injured Spells are memorized during rest while use Red Robe scrolls and White Robe mage and failure means death . All
should be moved out of the front lines encamped . mages may only use White robe scrolls . mage characters have taken the test
if possible . Be warned, if you move A mage must cast the Read Magic spell before beginning this adventure .
away from an adjacent enemy, he will Memorizing a spell takes 15 minutes of
in order to identify the spells on the
get a free attack at your back . Back game time per spell level, plus a mini- Many of the NPC mages you encounter
scroll . A spell disappears after it has
attacks have an improved chance to hit . mum period of preparation . First and are those who refused to take the Test
been scribed or cast . Only mages can
second level spells take a minimum of High Sorcery and have become
Missile weapons cannot be fired if cast mage spells from scrolls .
preparation of four hours . Third and Rogue mages . Rogues are despised by
there is an adjacent opponent . If you fourth level spells take a minimum Before they formally enter an order, all of the mage orders and are killed on
want to fire missiles, make sure you preparation of six hours . mages may learn spells that they could sight . Rogue mages are not bound by
keep away from the enemy . Hoopak not learn because of order restrictions . the limitations of the other orders, but
and thrown weapons are exceptions as Example: Once a mage has learned these spells their life expectancy is short and they
they may be used either as a missile To memorize (2) 1st level spells, (1) they remain available to him forever . do not gain benefits from the moons as
weapon or a melee weapon . If you 2nd level spell and (1) 3rd level do other mages .
want to stop enemy missile fire, move spell would take : TIPS ON MACK SPELLS
someone next to the opponent . Spell casting : Both clerics and mages THE MOONS OF MAGIC
(6 hours preparation) + (2 * 15 may cast spells which assist the party Since the creation of the world, three
Exploit your opponents' weaknesses by min) + (I * 30 min) + (1 * 45 min) in combat. Preparatory spells just moons have governed the powers of
directing attacks against helpless enemy = 7 hours 45 min before a battle can protect and magic in Krynn . As the moons wax and
characters . Gang up on isolated foes .
strengthen characters. During battle, wane, so do the powers of magic
Concentrate your attacks to eliminate Spells do not automatically have their your spells will damage your oppo- aligned to them . Each moon has a
one opponent rather than injure many full effect on their target . Each target of nents and help your party. different cycle and effects a different
(Exception : enemy spell casters) . A foe a spell may get a saving throw to avoid group of mages . Mages of the White
with one hitpoint remaining attacks as some or all of the effect of the spell . As Memorizing Spells : Spells should be
Robes gain their power from Solinari
powerfully as an uninjured one . a character gains levels, his saving memorized as soon as possible after
the white moon, Mages of the Red
throws improve. Note: some monsters they are used . This is most likely to
A spell caster who takes damage can- Robes are governed by Lunitari the red
have magic resistance which gives them happen after combat . Encamp, have
not cast a spell that round . If the spell moon . The evil Mages of the Black
a chance to be unaffected by the spell . your spell-casters memorize spells and
caster had started to cast and was hit, Robes are empowered by the dark
select REST to allow them to imprint
he will lose that spell from memory . moon Nuitari . The current position of
MACES the spells for later use .
Therefore, try to injure all enemy spell the moons is displayed at the top of
There are two types of PC mages -
casters every round even if it is only for Note: after resting, it is a good idea your computer screen and their effects
White Robes and Red Robes . All good
one point of damage . Conversely, if you to save your game . We advise you are as follows :
alignment mages are White Robes and
want to cast spells, make sure your to save your game after every tough
all neutral aent mages are Red Robes .
spell casters are protected .
For more ination, see the advancement
tables (page 57) . Mages scribe spells
into their personal grimoire and may
combat. We recommend that you
keep at least two separate saved
games at all times and alternate
')OG €
LOW SANCTION
(NEW MOON)
WANING WAXING HIGH SANCTION
(FULL MOON)
Magic is integral to CHAMPIONS OF KRYNm . only memorize spells that are recorded between them. This will allow you
Saving Throws -1 Normal Normal +1
Mages, clerics and high-level knights there . to go back to a save before that Additional Spells* 0 0 +1 +2
can cast spells . fatal battle . Effective level -1 Even Even +1**
When a mage trains for a new level in a
A spell can exist in one of four forms : Hall, he is allowed to select a new spell The additional spells can be of any level the mage can cast .
THE TEST OF HIGH SORCERY
in a character's memory, in a charac- to scribe into his grimoire . A mage can
ter's grimoire (spell book), in a scroll or also scribe spells from identified scrolls Mages do not join a specific order as ** Only a mage of 6th level or higher who also has an intelligence
of 15 or greater gains this benefit .
in a wand . students . The young mages study until
if he is of high enough level to cast
them . they have been deemed ready, where-
A spell-caster with a memorized spell upon they must pass the Test of High
can cast it using the CAST command . Mages may only use scrolls of the Sorcery before being admitted into an
correct type . Red Robe mages may only order. The test is different for each
17 18

SPHERES OF MAGIC Deities CREATURES OF KRYNN


The magic of Krynn operates in spheres
with the different schools of mages only Since the earliest days of Krynn, the The denizens of Krynn are many and
able to manipulate certain of them ; wisdom of the gods has been brought varied . This is a list of some monsters
spells castable by one order may not to all the races through the efforts of you may encounter in your adventures.
necessarily be cast by another. The the clerics, the mortal messengers of Some of these creatures are extremely
spheres and the orders that may work the will of the heavens . As a sign of rare, and you may never cross paths
with each order are as follows : favor, gods bestow upon their clerics with them at all .
special bonuses or additional spells .
WHITE ROBE MACES RED ROBE MACES BLACK ROBE MAGES*
The following is a list of the gods of CARRION CRAWLER
Abjuration Krynn that are available to characters, Giant, segmented creatures whose
Alteration eight tentacles attack once a round
Conjuration Conjuration their alignment, and clerical bonuses :
each . A successful attack can paralyze .
Summoning Summoning
Divination Divination Divination Good Aligned Gods CROCODILE, C,IANT
Enchantment/ Enchantment/
Charm Charm PALADINE Large carnivorous reptiles with tough
Evocation Evocation Powers: None hides who bite for massive damage .
Illusion Illusion
Necromancy Extra spells: Protection from evil 10'
DEATH KNIGHT
* Only NPC characters may be evil Black Robe Mages . radius
A type of liche that cannot be turned,
MAJERE Death Knights are dangerous and
Each spell operates in one or more of
the magical spheres, and so mages are Powers: Turn undead as if cleric is two frightening opponents who are
limited in their selection of spells by levels higher immune to most magical attacks . They
their school of magic . The mage Spell Extra spells: Silence 15' radius can reflect some magic attacks back
Parameters charts on page 53 indicate on the caster, gate in monsters to help
KIRI JOLITH
which spells are usable by each of the them in combat, cause fear in those
Powers: +1 THACO
PC mage groups . around them and cast a massive
Extra spells: Detect Magic fireball attack once a day .
CLERICS MISHAKAL
Clerical magic requires no spell books . DRACONIANS
Powers: + 1 die on all healing spells
All clerical spells of the appropriate Draconians were the special troops of
Extra spells : Charm Person, Remove
level are always available to a cleric or the Dragon liighlords . They are created
Curse, Bless
high- level knight, the character need by corrupting the eggs of good dragons
only memorize them . with vile sorceries. Because of their
Neutral Aligned Gods magical origins all draconians are
When a cleric finds a clerical scroll, he SIRRION somewhat magic resistant . There are
can use the spells directly from the Powers: None five types of draconians :
scroll ; he does not need to scribe the Extra Spells: Burning Hands
spells into a spell book. Knights can AVRAK
never use clerical scrolls, even if they REORX* Created from the eggs of gold dragons,
may cast the spells . Powers: +1 THACO (dwarves only) they attack with energy bolts, poisonous
Extra spells: None gas or their claws and fangs . When an
The Death Knight
Aurak is slain it turns into a blazing ball
SHINARE
of attacking energy for several rounds
Powers: None
and then explodes . Auraks have the
Extra Spells : Charm Person ability to mind control characters of 7th
*All dwarven clerics must select Reorx level and below .
and therefore be neutral .
19 20

Kapak Draconian Sivak Draconian Baaz Draconian Bozak Draconian Aurak Draconian

BAAZ SIVAK Black Dragons were rarely used in COPPER DRAGON


Made from brass dragon eggs, they are They are created from silver dragon direct assaults by the evil Dragon Although basically good in nature, they
the most common of the draconians . eggs and are the only draconians that Highlords . They were more highly are extremely fond of wealth and
When killed, Baaz will turn to stone and can truly fly . Sivaks are shapeshifters . valued as guards . almost always ask "what's in it for
then crumble into a pile of rubble . The They are powerful fighters who get me?" when asked to aid others . They
weapon used to slay a Baaz will some- three attacks per combat round . BLVE DRAGON attack with teeth and claws and their
times be trapped in its crumbling stone Highly intelligent and greatly feared, two kinds of breath weapons : acid and
corpse and pulled from a character's DRAGONS they exhale lightning bolts in addition a slow gas .
hand . If a weapon is lost it is automati- These are the most powerful and to attacking with claws and fangs . Blue
cally retrieved after the combat is dangerous of the monsters a party can dragons are more gregarious than many GREEN DRAGON
completed unless the party fled . encounter. The older and larger the of their cousins. They obey orders and These dragons are notorious even
dragon, the more damage it can do and can act and fight together as a cohesive among other dragons for their cruel
BOZAK the harder it is to kill . unit . They proved to be loyal allies of natures . Green dragons exhale poi-
They are created from bronze dragon the evil Dragon Highlords . sonous clouds plus attack with claws
In addition to their awesome strength,
eggs and can cast spells in addition to and fangs . They will obey orders, but
dragons inspire an insidious terror BRASS DRAGON
attacking with either their claws and only from leaders whom they respect .
called Dragon Fear or Awe. Many times Boisterous and loud with a tendency to
fangs or other weapons . Bozaks will Clever and subtle, green dragons prefer
the mere sight of a dragon will cause selfishness, Brass dragons are very
explode when killed . to use trickery and magic on an enemy
opponents to panic and flee . fond of small talk . These good dragons rather than all- out assault . For this rea-
KAPAK can attack with claws and teeth as well son, they were rarely used in any major
BLACK DRAGON
They can be distinguished from other as two different types of breath evil offenses, but were often called in
They are noted for spitting a stream of
draconians by their poisonous venom . weapons : sleep gas and fear gas . for more sinister purposes.
deadly acid as well as attacking with
Frequently Kapaks will lick their
claws and fangs . Since they are BRONZE DRAGON
weapons and coat them with venom .
extremely independent and only obey Fond of war and fighting, Bronze drag-
When a Kapak is killed, he will dissolve
commands if it suits their purpose, ons attack with teeth and claws or their
into a pool of dangerous acid . A
character hit by a Kapak must make his two kinds of breath weapons : a bolt of
saving throw or be paralyzed . lightning or a repulsion gas cloud .
These good dragons are extremely
interested in the affairs of men .

I
21 it 22

GHAST MINOTAUR
A variety of undead monster so These creatures are part-man and part-
disgusting in their stench that often- bull warriors from the Blood Sea
times opponents are nearly overcome Islands of Krynn . They are highly intelli-
by revulsion . Ghasts are identical to gent and dangerous opponents .
ghouls in appearance . Characters hit
by ghasts (elves included) must save or MOBAT
be paralyzed. These are huge omnivorous bats who
like nothing better than warm- blooded
GHOUL humanoids for dinner!
These are evil undead creatures whose
touch alone is known to paralyze a OGRE
man . They feed on corpses and attack Large, ugly foul-tempered humanoids,
all living things on sight . Characters hit ogres generally attack with a wicked
by ghouls (elves excluded) must save spiked club .
or be paralyzed .
PENANGGALAN
GIANT CENTIPEDE Female vampires who appear as attrac-
Like their smaller kin, they attack with a tive women during the day, but at night
poisonous bite . they feed on the living blood of their
GOLD DRAGON SILVER DRAGON sleeping victims .
The most majestic of the dragons, gold The dragons most beloved by mankind, GIANT RAT
dragons are over 50 feet long . Gold they can polymorph into human or These ferocious giant rodents are the POISON SNAKE
dragons attack with teeth and claws or elven form . Silver dragons attack with size of large dogs . These large reptiles slay their prey with
with their breath weapons . They can claws and teeth or use either of two deadly venom . Use Neutralize Poison to
breathe fire or chlorine gas . These good breath weapons - a cone of frost or a GIANT SPIDER counter snake bite .
dragons have the ability to polymorph cone of paralyzation . Many are also These giant insects have a poisonous
themselves and can appear in the guise bite . SHADOW PEOPLE
proficient in the use of magic .
of human or animals . They are A mysterious race that is rumored to
extremely skilled in magic . WHITE DRAGON GOBLIN have inhabited the city of Sanction
Unique among dragons in their These small humanoid creatures are since its founding, the shadow people
RED DRAGON preference for cold climates, these evil common to the lands of Ansalon . are believed to dislike light, but little
Perhaps the most feared of all the evil beasts can attack with their freezing else is known about them .
dragons, these beasts were the favored GROANING SPIRIT
cold breath in addition to razor sharp
assault force of the Dragon tlighlord Also called Banshee, these are the SKELETON
claws and fangs. Small in size and not
armies during the War of the Lance . Not undead spirits of evil female elves . These are the least powerful of the
as intelligent as their cousins, these
usually inclined to obey orders, red They are immune to many magical undead . They are usually controlled by
dragons were used primarily as scouts
dragons enjoy nothing more than attacks and attack with a chilling touch . some powerful evil force .
during the War of the Lance .
setting cities ablaze, destroying and
HILL GIANT SKELETAL DRAGON
looting. Red dragons can exhale great FROGHEMOTH
One of the smaller of the giant races, Skeletal forms of slain dragons,these
spouts of flame, cast magic spells, or Huge, swamp dwellers who are immune
they are brutish hulks possessing low horrific creatures are very difficult to
attack with their claws and fangs . to normal fire attacks, these beasts are
intelligence and tremendous strength . turn, and while they have no known
capable of swallowing their victims
whole . breath attack, their claws and fangs are
HOBGOBLIN still powerful .
Man-sized cousins of the goblins, hob-
GELATINOUS CUBE
goblins are usually led by leaders who
These large scavengers are totally or
are the fiercest warriors of their tribe .
partially immune to most forms of
attack. Their touch causes paralysis .
li

SKELETAL KNIGHT MAGICAL TREASURES


These are corpses of brave Solamnic
Knights who have in death been As you travel about and encounter the
enslaved and animated by perverse evil monsters and puzzles that stand
magic . Skeletal Knights are significantly between you and finishing your various
more dangerous foes than regular quests, you will also find magical items
skeletons. to help you on your way. Here are some
descriptions of items that you may find .
SPECTRAL MINION Not all of these items may be found in
These undead are the spirits of humans your adventure . You can find out if
and demi-humans who died before they there is a magic item in a treasure by
could fulfill powerful vows or quests . doing a Detect Magic spell using the
They can only be hit with magic DETECT command . To find out
weapons . specifically what an item is, you must
take it to an armoury or find a shop
TROLL and have it identified .
Large carnivorous monsters who attack
3 times a round . They can regenerate Some magic items are, in reality, cursed
their lost HP unless they are burned . and can do great harm. When a charac-
ter readies a cursed item, a Remove
VAMPIRE Curse spell must be cast before the couldn't otherwise cast, or be scribed
Life draining undead who can only be item can be dropped . Some magic into a mage's grimoire . A mage may
hit by magical weapons, vampires can items may only be used by certain class- use SCRIBE to transfer a scroll into his
es . Others may not work at all if certain grimoire . Mages and clerics can cast
other magic items are also in use . spells directly from scrolls with the
USE command .
WANDS
Wands are the traditional objects of ENCHANTED ARMOR AND SHIELDS
Spectral Minion
enchantment . Wands generally will cast Sometimes you may run across armor
a set number of a given spell (fire ball or shields that have been crafted by
regenerate lost HP, charm their or magic missile for instance) . Only skilled craftsmen and then enchanted
opponents, and summon monsters to experimentation or paying to have them by mages to imbue them with protec-
help them in combat .
identified will tell what a wand does . tive spells. The power of the magic on
WIGHT The USE command will allow a charac- these items may vary a great deal .
These life draining undead can only be ter to cast spells with a readied wand . Enchanted armor has the great
hit by silver or magic weapons . advantage of offering improved
POTIONS protection with less encumbrance than
WRAITH Potions are the most common sort of the same type of mundane armor. To
These are similar to wights, but silver magical treasure . Potions may heal use these items merely ready them
weapons only do half damage . wounded characters, cause them to from the Items Menu .
Skeletal Knights become hastened or invisible, or cause
ZOMBIE any number of other effects . The USE
Magically animated corpses under the command will allow a character to
control of an evil force, they will fight drink a readied potion .
with mindless rage until turned or
SCROLLS
destroyed .
Either clerical or for mages, these
items may give you spells that you
25 It 26

SOLAMNIC PLATE may fire Magic Missiles or be cursed . JOURNAL ENTRIES


These suits of plate mail were originally Once one of these items has been
crafted for some of the Knights of readied from the Items Menu, a charac- L7 Journal Entry 1 "Be careful! I saw one of the draconians
Solamnia. The armor is of exceptionally ter will automatically gain all effects . "Sir Era! Sir Era! We are ultimately kill the Commandant . As the
high quality, and is very ornate . To use The exception to this rule is that certain Commandant died the draconian's shape
responsible for these people! I don't think
Solamnic Plate, ready it from the Items magical necklaces require the USE changed and then he looked and sounded
that we have the space to accommodate all
Menu . Only knights may use Solamnic command to work . exactly like the Commandant .
Plate . of these refugees, considering that
DRAGONLANCES Vertrothe will soon be back from his quest . 'The 'Commandant' and the other
ENCHANTED WEAPONS These powerful enchanted weapons May I suggest that we send them on their leaders spend a lot of time in the
Enchanted weapons come in many were created for the War of the Lance, way? The simplest solution would be to Commandant's Office ."
sizes and shapes and potencies . to combat the evil dragons. They have shut the castle against them and just
Sometimes a weapon will add between large bonuses against any foe, but are pretend they don't exist . . ." 0 Journal Entry 4
I and 5 or so to your THACO and deadly when attacking dragons . The townspeople come out and thank
damage . Other weapons may have The odious minister to the Knight you after the last of the DragonArmies are
other fantastic magical properties ENCHANTED CLOTHING, continues to fawn in the most obsequious driven from the outpost. They have a large
including extra bonuses against specific Wizards will sometimes cast enchant- manner. His charm and personality have
ments on commonplace items of cloth- celebration with you as the guests of
types of creatures . Once a magic convinced you that ridding the world of
ing such as gauntlets or cloaks. A wide honor. The new Commandant speaks,
weapon has been readied from the this . . . 'person' . . . would be beneficial to
Items Menu, the character will have it variety of these items are known to 'Thank you for saving us . Your heroic
Krynn . Fortunately, cooler heads prevail
for all combats . exist. To use these items ready them actions will live forever."
and the minister is quickly taken from the
from the Items Menu .
ENCHANTED ADORNMENTS
room . The people cheer you as you accept the
Bracers, necklaces, periapts and espe- GIRDLE OF GIANT STRENGTH key to the outpost .
J Journal Entry 2
cially rings are favorite objects for magi- When worn, this girdle will give a char-
cal enchantment . These items may acter the tremendous strength and "Listen, I know that you think that Sir U journal Entry 5
combat bonuses of a giant . To wear the Karl is a most honorable Knight ; however, The gully dwarves scatter at your
have any number of magical properties .
Some items will help your AC, others girdle, ready it . I have found out that he is under the approach . Disgusting traces of their recent
influence of an evil Dragon named Maya . meal permeate everything in sight . Your
r Maya is able to transform herself into the
shape of a beautiful woman . We must
camp equipment has been opened and all
foodstuffs eaten . You quickly look to the
forget about finding Caramon at this time . place where you had left the piece of the
If we can get to the outpost in time we dragon orb . It is gone!
may be able to save it ."
0 Journal Entry 6
0 Journal Entry 3 As you walk up to the dying body of the
"We were captured by draconians Commandant, Qrilliard says, "Why did
disguised as the merchant band that comes you do this to us? We are now too weak to
through here every month . When we hold the outpost against Takhisis' forces ."
were sleeping, they killed the guards at the You see a flight of Red Dragons closing
gate and captured us before we had a in on the town . . .
chance to even fight .
'They took our leaders into the barracks
and interrogated them . They've all got to
be dead now.

27 -' u IC 28

others are gathering . We need you to ,J Journal Entry 12 He looks a little nervous for a moment,
U Journal Entry 7
direct scouting and raiding operations . I and then says, "He has been ill . I'm afraid
"Listen, Sir Karl is the most honorable of "Welcome to the Southern Outpost . I
see now that things are worse than we no one can see him right now. Thank you
men . I would follow him anywhere . But am Carilliard, the Commandant here . I
thought . Throtl was supposed to have for delivering the information and good
there is something very dark and strange hear you have important news for me."
been abandoned ." luck on your journey back . I'm afraid I
going on around him . He seems obsessed You tell him about all of the adventures have to get back to work ."
with a young girl named Maya . The fact Caramon says, "It's even worse than that you have been on and all of the
that he's about 40 years older than she is that . I have seen Brass Dragon Eggs!" With that, he waves you out of his
information that you have gathered . After
isn't really the problem ; if they'd just settle office.
She gasps, "No! They must not do this you finish you ask him about the missing
down and declare themselves! All that again! ." Then she pauses, "Wait, how can messenger.
would happen is that a few gossips will
they do it? I thought the process was lost
snicker and that'll be the end of it . But they
during the War of the Lance . Did you see
won't do that . Maya is extremely valuable
any evidence that they were successful?" J Journal Entry 13
to us. She has sources of information that
are astounding, especially for one so young . "No," says Caramon, "I was knocked Tower KEY
unconscious before I had a chance to look Wall
But whenever the two of them are in the
further." He turns to you . "I need you to 101 0 m
same room the tension is so obvious that. . . Houses
investigate this matter. Find the key, and € Door
"Ah, never mind. You say that he seems go to the old temple in the Northeast part
to be all right. I will go on that hope, and of the city. Find out what you can ." Secret

let troubles find me in their own good M NO W Door

time. Let's go." 0 Journal Entry 10 Tavern € Stairs

" . . .attempt a conversion without the


0 Journal Entry 8 `oi
intervention of Tak . . . Front
As you work to free the slaves, their Gate
shackles seem to come off too easily. Before . . .book of spells that contains the
you can react, they whip out weapons and necessary incantations and rituals for the
prepare to attack . One laughs, "The one conversion . It is said that this book will
Armorer's
you saw die before you was not Sir Karl, it allow even relatively weak ma . . . Shop

was a Sivak . There are no slaves here, it . . .nze, silver and gold were considered
was only a story to lure you to your the most difficult trans. . ." 0

doom ." They begin to close in . Storage I Stables


0 Journal Entry 11 f
J Journal Entry 9 You follow Angar into one of the
FH F
She explains to Caramon, "I've been buildings . He yells, "I have a gift for you!"
sent by Sir Karl to get you back to the and you are greeted by a Dragon Highlord
Outpost . There are rumors that large forces and a group of his minions . As you start to
of draconians, hobgoblins, minotaurs and draw your weapons, you realize that you
have lost a great deal of strength . He must
have drugged the food as well .
You never should have trusted him . . .

29 /I
' 30

J Journal Entry 14 J Journal Entry 17 J Journal Entry 19 J Journal Entry 21


"Okey, dokey. Listen up people. Here's . . .the book of conversion that I found is The Dragonlance was a stroke of genius . "Hey, come here . Look at this. This is a
how you play. Now I've got three cards useless . It doesn't give us the actual cere- With one small theft we distracted them piece of the dragon orb that Tasselhoff broke!
here . Two of them are Gargoyles and the mony to perform . It is merely a description from the main threat and forced their atten- Just this little piece of the orb will allow you
third is the Princess . I'm gonna place the of the ceremony. I will have to come . . . tion on the recovery of the weapon . This to control the largest dragon! I'll sell it to you
cards face down on the table, with the became Stage Two, since it fit so neatly for only 2,000 steel pieces . .. and it's a bar-
Princess in the middle . Now, aaall you
J Journal Entry 18 with our plans . It allowed us to delay the gain at twice the price! NO, don't touch it
have to do is guess where the Princess is Tale of Sir Dargaard : original kidnapping of Sir Karl just long with your bare fingers . The last person who
after I move the cards around . Easiest thing In the past, a faithful Knight of the Rose enough to gather many more bodies for Sir did that woke up with a withered hand!
in the world, right? It's only three cards named Sir Dargaard gained an item which Lebaum to work with . Gruesome . So, what offer have I?"
and I'm sure you won't have any problem gave him great fighting prowess . He was a
keeping track of the Princess. Simplest
J Journal Entry 20 J Journal Entry 22
scourge of the evil armies until his entire
thing in the world . Now, who'll place a The 'Plan' is to be carried out in three "Welcome, I am Jadefang . I have been
company was poisoned at a feast . The
stages . Stage one is nearly done . We have asssigned to capture thisss hole and con-
small wager of saaay, 3 steel pieces?" company was buried along with Sir
managed to kill Caramon and Tanis and vinssse you 'Humansss' that you ssstill
Dargaard's great device in lands later over-
J Journal Entry 15 run by evil . The evil ones sought to wrest
have captured or put to flight most of the own it . We did this ssso we could gather
"Listen," the woman says, "we . . . that is, Sir other 'Heroes' from the Dragonlance Wars . information and keep the sssouthern road
the artifact from the tomb, but were slain
Karl and I . . .have determined that it is The good armies are reduced to sending out open . Sssince you have given usss a lot of
by the spirits of Sir Dargaard and his
imperative that the entire area be evacuated . hapless adventurers who have little or no ussseful information, I thank you ."
company. Our scouts now say that draconi-
The number of undead sightings has experience . We have managed to feed He bows gracefully and continues to
ans have attempted to penetrate the tomb
increased to an alarming degree . We want information to one of those bands with speak.
again, perhaps with sufficient strength to
you to head into Qargath and force the notable success . The information is true,
succeed . It is time for a truly noble knight "However, you also have dissscovered
population to evacuate immediately. Thank but it always comes too late to be of any
to go and ask that the artifact be passed on our sssecret and therefore you mussst die ."
goodness there are no more Draconians. I interest.
to guard the forces of good today . You now notice that he is not alone in
don't know how we would be able to get the barracks . He rises into the air . . .
out if we had them to contend with as well . On a side note, you will be happy to
know that Caramon has contacted our
J Journal Entry 16 elite units in Solamnia . The Council of
The plan has to be carried out in stages . Knights themselves will lead them into
Stage One, which is already complete, the coming battles, I will be certain to J Journal Entry 23
was to threaten various small areas to the mention your impressive record to them To Keep

north and get the good armies to begin a when they arrive .
consolidation of their forces . We were KEY
fortunate to find a rather hapless party that
we were able to use to pass the false € Gargath
m
• Door
Wall

information to their leaders . It was pure


XTomb
chance that they were sent after Caramon
when he was captured in Throtl . We
couldn't have planned better for our
€ Outpost
m Secret
Door

purposes . We left clues behind to lead the € Jelek


group to Qargath, Jelek and Neraka . This
gave us time to complete our plans for the
ambush at Sanction .
32

J Journal Entry 24 J Journal Entry 27 J journal Entry 30 J Journal Entry 34


Old ogre's story: "We have had to exhume all of the Stage two is currently coming to fruition . Qravnak and the draconians turn on
"I was once the councillor to the ogre bodies in the graveyard and burn them . Sir Lebaum, our Sivak who has taken over you . "Fools!" he hisses, "Did you really
princes, but I have become too weak and We found out that someone was entering the leadership of the Knights of the Rose, think a member of my proud race would
crippled to keep my place . Now I hear of the burial glen, digging up the bodies, and has sown enough discord in the ranks of every ally with the likes of you?"
plots against our lord Qravnak, by one of then re-animating them into zombies and the Knights to render them ineffective You are attacked from all sides .
his lieutenants . Draconians have slipped ghouls . It's been hard, especially for those against us . In a few days he will issue the
into the manor house and will strike when that recently buried their loved ones, but it order that will send most of the Knights U journal Entry 35
the current meeting ends . I watched them was necessary." over the mountains and out of this area "I was with a party of knights and others
enter and saw the secret sign they gave the altogether. under Caramon that came in here to
J Journal Entry 28 explore . We haven't really found anything .
guards .
"I've been kept out of the burial grounds 0 Journal Entry 31
Caramon's already left to report . I guess
I have no love of these assassins or their now for a week, I can't even get in there to "Watch out for the minister. They say you must have missed him .
traitorous ally. Use the sign to enter the get my tools . There are strange things that he has taken over the castle of Sir Era
manor, seek out the assassins and find going on in there . . . open graves, broken "Oh, one thing we did find out was that
and now runs the old knight, as well as
evidence implicating Morog . He is the tombstones, strange noises . . . even the the kingdom . The people are being . . . hush! there is a treasure left over from the previ-
traitor. His rooms lie in the southeast of animals are gone! That Sir Lebaum is he's here ." ous occupants of Throtl . We got word of it
the manor." ruining the town . He even made his office from a hobgoblin who was sneaking in to
in the burial glen! It's in the building just
0 Journal Entry 32 claim it . Before he died, he told us that it
0 Journal Entry 25
C~ravnak's alliance plans : was located in the south-central area of the
to the south and west of here but the door
"When you get to Qargath, beware of city. Tell you what, if you help me find this
is through the graveyard . "We are both hunting for Myrtani
anyone who appears to be bending over treasure, I'll split it with you . All right?"
while he seeks our deaths . I have no love
backward to help you . Be especially aware 'That's another strange thing . . . nobody's
for sanctimonious knights and their ilk, but J Journal Entry 36
of anyone who mentions Sir Karl . We ever seen our new leader, at least, nobody
I do love my life . To keep that, I would
don't think that they know that we are that I know of . He gives his orders and the "Thank Paladine you're here . They've
suggest a temporary alliance . Myrtani has
now aware of their deception . 'guards' carry them out . taken everything! My poor family, my
a base in Kernen which he visits quite
'Things just ain't right ." friends and retainers. Gone ." He breaks
"Be especially careful about any clothing often . If you can slip into town, I have
down . After a while he looks up in
they may want you to wear. There is an allies who will help you penetrate the base
J Journal Entry 29 anguish and says,
evil mage in the town who delights in and kill Myrtani ."
Stage Four runs almost in step with "There's an Aurak who seems to be in
putting curses on harmless-looking objects . He then shows you the secret sign to
Stage Three . As soon as Sir Lebaum has charge . He's had his minions scouring the
Good luck." give his allies.
launched his attack, the mass conversion Keep . He's looking for my dragonlance!
J Journal Entry 26 of dragon eggs into draconians will be U Journal Entry 33 He'll never find it . It's hidden . Hidden
"Qargath was overrun about a week ago . performed . The good armies will be very well . Nobody can find it . But I'll tell
'The Dragonlance has been moved to
There were only a few of us here at that caught in our mailed fist! They have no Jelek . After the Keep was overrun I you . Yes . Yes, I'll tell you . You're from
time trying to rebuild after the War of the idea that they are about to be attacked by Caramon? Of course, of course . Look on
managed to smuggle it out of town and
Lance . Draconians and evil forces snuck in two huge armies! The first of the good the sixth story. As you come up the stairs
hide it in the burial glen . It is hidden in an
at night and captured the Keep . Since then armies will be filled with their leaders and you will see a door directly ahead of you .
unused tomb in the north-west corner of
they have been bringing in prisoners and the elite of those accursed Knights . When the grave yard . You will recognize the The wall to the left of that door has a
putting them to work . They make us wear our armies rise so quickly, we shall cut the secret door in it . The Dragonlance is in
entrance because there is a silver rose bush
these hoods to keep track of us." very heart of their ability to resist us . With growing just before it ." there ."
the leaders dead the rest of the rabble will
wander like sheep . He looks around in fear. "Where are
they? Where? They were here . I saw

33 ill F-z 34

them . My little ones . Where are they? I set." He looks around and leans towards J Journal Entry 41 Keep . I don't know what it looks like
must go, I must. I will slip out down the you, "You wanna help! Huh, what d'ya inside . I can tell you that the main gates
The prisoner looks at you with agony as
stairs . Goodbye, goodbye. Get the lance!" say? are in the upper-northwest comer of the
another shudder wracks his body.
J Journal Entry 37 The terrorized look comes back . He Suddenly, his flesh seems to split and a foul city In the middle of the city you will find
screams and gasps in tenor. odor permeates the room! You start to gag a secret door into the wooden structure . It
Stage Three is about to begin . The good
and cough in the middle of the stinking is currently being guarded by draconians
armies are marching on Sanction, and our 0 Journal Entry 39 because it's location has been discovered
friendly 'adventurers' are still trying to cloud. The door behind you closes and you
The great ship lists to port and seems to recently." He licks his lips in consternation
figure out how to get the Dragonlance . Sir hear the bolt being driven home . You are
pause in silent anticipation . The sailors and suddenly speaks in hushed intensity
Lebaum has been working in the arena of trapped!
jump off like rats . In the distance, a hump "Listen, there's a dragonlance in the Keep .
Duerghast. He will begin to raise his army of moving water marks the place where J Journal Entry 42 I know, all of them were supposed to be
of undead as soon as the good armies are the gigantic whale swims away . Your boat The prisoner is extremely weak . He sent South but the Castellan was injured
in position . We anticipate that this will starts rocking as the waves from his blow barely croaks out some broken phrases : during the War and his lance was brought
take another day or two . I have Blue to the ship finally reach you . " . . .the Castellan is alive . He's being held with him when he returned . You must
Dragons stationed at Duerghast to guard
The ship finally slips quietly under the here on this floor. . ." " . . .an Aurak . . .silver find it!" .
the eggs and Red Dragons are waiting to
give me word when he has finished his waves . The orb fragment - and the eggs . . . black dragons. . .book . . ." J Journal Entry 44
preparations . When I hear from him the Vampire - slide down to their final
He grabs your arms and dies . "Ah, come on Grag! You know that
resting place .
final stage will begin . we're supposed to guard the grave of this
0 Journal Entry 43
0 Journal Entry 38 J Journal Entry 40 guy The captain's gonna be mad if he sees
'They have built up a large, wooden us in here . Uh, by the way, can you buy
The road back to Solace is filled with the
'They're back . . . back there . . . who, look structure in front of the main gates of the
refugees of Krynn . Wretched individuals me a drink? I'm a bit short this week ."
out! No, no, no . I stabbed one but it took
and families carry what possessions they
my sword. I couldn't get it out of its body!
can on their backs or on small pushcarts
Caramon!"
and wheelbarrows . They all scan the sky 0 Journal Entry 45
His eyes clear for a moment and he with fear; waiting for the horrific sight of
becomes more lucid. "Listen to me," he KEY
dragons flying out of the sun to breath
says, "they've captured Caramon . Most of
our party has been wiped out ."
death onto the miserable line of humanity. Burial Glen m Wall

€ Door
The Second Flight of the Dragons has
He suddenly jerks about . "What's that! devastated Krynn . Sanction is a smoldering
Get them! They've got Caramon . Find lake of lava . Gargath a pile of melted
him . I'll find him . North, north and west stone, and Neraka has been blasted into
Magic
and south . Traps! Back up. . . go back now. oblivion . Only Jelek and Keman survive Shop
Quiet, quiet, quiet . . . look out! above you! in this part of the continent ; and they have 0
oh no, oh no, oh no . . . " become enclaves of evil . Jelek has become
He gets a sly, slightly mad conspiratorial Sir Lebaum's base of operations, where he Weapon
Shop
look on his face . "I saw a money chest in a continues his experiments with the
room to the east . I'm gonna get it and I'm undead . Kernan has been taken over by
Myrtani and his horde of newly created
draconians .

35 --- a~~ ` 36

U Journal Entry 49 All of them are bent or broken and quite to . I now go out to gain my freedom . If I
U Journal Entry 46
useless . There is a hole in the ceiling fail, then know I held you in my thoughts
The tree suddenly explodes! The locket Sir Karl's dying monologue :
above . It is evident that the party was to the end ."
is thrown away from the enchanted circle . 'They tortured me to get information, ambushed . There are no bodies .
From the swirling ashes of the explosion but I gave them nothing . Killed my guards U Journal Entry 57
an ominous shape slowly rises . Vaguely when they came for me again . Afraid I D journal Entry 53 Red Dragon's story :
manlike, it's features are indistinguishable didn't quite make it all the way out . Men discussing a rebellion :
"Once when I was young and my scales
in the thick smoke . Qiant Rats and Things getting dark . . . Hard to concentrate . "I can't believe that we are letting an were sleek and smooth, I was appointed
Mobats charge out of the impenetrable There are slaves down there . They must be Aurak dictate what we have to do . Its not protector of the Crown Jewels . Beautiful
dust! freed from this evil place . . . Remember me right. We created them to serve us, not the they were, glistening in the torchlight .
U Journal Entry 47 to Maya . . ." His breathing stops . other way around . At the meeting I'm Many a tasty thief came by to admire
"We've had a lot of unsavory characters J Journal Entry 50 going to speak in favor of restructuring this them, but I always kept them safe . Then
passing through town lately . The good alliance . Only their slimy blood will flow." the city fell and the jewels were lost . Since
Draconians!
armies have left us in the lurch and we are then I have sought them everywhere . I am
I have good news . I have managed to J Journal Entry 54
forced to take the law into our own hands sure they will turn up, so that I can watch
attain the volume that we have been A large number of human warriors are
in order to protect the citizens of this town . their glittering beauty again . The crown
searching for all of these years . The power gathered here . One leaps upon a table and
Here's the official proclamation ." was the prettiest piece, golden and encrust-
to create more of our kind is now in my calls out, 'Who among you wishes to
ed with gems . Ah, such a wondrous time ."
'All persons entering Jelek that are hands . Send me all of your eggs along overthrow Myrtani!' As hands raise
unknown to the guards shall be assigned with any mages and clerics that you may throughout the room, archers slip out from U Journal Entry 58
an escort for the duration of their stay in have with you . I'll be at the Citadel of behind curtains and fire . The man on the "Hello, and welcome to Jelek! We have
the city. They will be restricted to the pub- CQargath very soon . Have the eggs packed table laughs, 'Myrtani will be grateful for recovered so well from the recent war that
lic parts of the town . The burial grounds and taken to me within the week. your identifying yourselves .' we are able to provide you with a guide
are strictly forbidden to all strangers .' that will bow to your every need . He will
By order of Myrtani . D Journal Entry 55
"It's signed by our leader, Sir Lebaum . direct you to our Inn, where you can rest in
U Journal Entry 51 'They say that there is a Vampire that
luxurious peace, and point out the exciting
"So, here's a nice young man who'll has been enchanted in that old tree . A
'The worst monsters our scouts have new businesses that have helped to make
show you around the town . very powerful mage trapped him in there
reported anywhere in the area are Jelek the most dynamic town in all of
"Skyla! Come over here!" before the world was changed . The only
hobgoblins . Draconians and evil dragons Krynn . "
thing that will release him is a piece of the
He introduces you to a man who looks have long since abandoned this area to our He waves over a tall, handsome young
soul of the mage who trapped him . The
you over and breaks into a goofy grin . His forces . Still, be a little wary on your way to man . 'This is Skyla." he says, "He will be
mage is long dead, however . The only
entire aspect seems dignified enough, until Throtl . your escort for the duration of your stay in
known artifact that had any relationship
he smiles or begins to talk, then his "Also, be sure to report back here Jelek ."
with him is the Locket of Light . But that
ancestry is extremely questionable and you immediately, if anything unusual or disappeared into the west long ago . D journal Entry 59
wonder if maybe he hadn't suffered a fall dangerous occurs . This outpost depends
on his head as a child . on information brought back by patrols U Journal Entry 56 "Listen, I've been following you for
Sir Karl's last message to Maya : some time now . That Skyla character is the
D journal Entry 48 such as yours . Good luck and may
Paladine watch over you ." leader of a faction of guards that has taken
"Finally, you're here . I got word that Sir "I realize now that I shouldn't allow our
over the city. He looks stupid, but don't let
Karl was going to send someone to check U Journal Entry 52 differences to interfere with our feelings .
that fool you . He knows exactly what he
this place out . I've been waiting for you for I suppose at my age it takes a while to
The weapons and armor of Solamnic looks like, and he knows how to use it to
days . Come with me ." adjust to new things . Remembering your
Knights and their allies is strewn about his advantage .
beauty and bravery has helped me with-
the corridor.
stand the tortures they have subjected me
38

"He takes his orders from Sir Lebaum . J Journal Entry 62 U Journal Entry 63 U Journal Entry 66
Lebaum took over about a week ago . It Message from assassins .Thepar The ogres lead you along a twisting cor-
was slow and insidious how he did it . No reads : ridor.Theyasurot hepasgi
word got out at all and, initially, there was completyunkw .Gravnkwhispe
. Everyone We have contacted a traitor at the rene-
lotsfbuineor shp for you to be ready .Hepulsavr,bt
gade ogres' base .Wecanslipuob-
washpy .Excepthanow'scutfal insteadofhwlpenig,thflordps
served and slay the renegade leaders . If we
contact with the outside . Anyone that out from beneath you .Myrtanipes
are not successful, beware .Ourspytel
comes in here either joins the guards or is next to C,ravnak and both begin to laugh .
that the renegades might try to ally with
killed, as you almost were .
the forces of good . Their knowledge of U Journal Entry 67
"There's another disturbing thing . I've Kemen makes them dangerous .
KEY "Iwasitheprolatfwed
done some digging around and nobody Caramon in here . We ran into trouble
Aroughmapisdwnotheback .
has even seen this Sir Lebaum character .
Mostpelhavnre adof SirKalthenspk,'TSolamnic
m
• Door
Wall
almost immediately. We were not really
expctingmuhosnbt . . .We were
him . There was a Knight of Solamnia of Cavalry is already on the march . It will
ambushed by a large force of hobgoblins
thanme wscoruptedbyTakhis not be too long until these first units have Jail and draconians . I was knocked out by a
many, many years ago but legend has it arrived in the area . We must have infor- W Door
blow to the head early in the battle . I
that he died-horribly, they say. mation on the enemy strengths and weak- Dragon-
awoke in a dark corner, alone . It took me a
lance
nesses soon . The Solamnic force will be while to get my bearings but I finally went
"I'd like to get into the graveyard and
small and an ambush could cause them outinsearchfmyopnis
examine his office . Are you willing to go . I over-
problems ." heardfompsingatrlhevybod
with me!"
D journal Entry 64 excptCarmonwskiled .
U Journal Entry 60
WANTED : Soldiers to wage the battle YoumsthelpfindCarmo . He
Message on body of Prison Lord : Gargath € Ogre
Base aginstheSolmcusrpof must not be allowed to fall into the hands
It has come to my attention that the X KRYNN . 5 stelpicwhnyousgp of the leaders of this band ."
bodies we receive here in Sanction from andgurte2slpicawek
yourpisnae hglydterioa
€Outpos
U Journal Entry 68
until the end of the engagement. See the
condition . We realize that information AstheVampirgsthecofrb
recruiting officer at the Southern Sanction
must be gained by torture and that it is a € Jelek adeptrmblingshake bing!Blod
Inn for details .
useflwaytorx,buIwldprefit begins to run from his eyes and ears as a
a majority of the bones remained U Journal Entry 65 higkensoudfrceypato
Draconians! hold their heads in anguish .TheVampir
uncrushed .Iwilnotrepahisqut .
isdepratlyingordhmselft
Sir Lebaum I'mafridth ebokatwspeno glass object . It will not leave his hand!
much effort in obtaining has turned out to OldRimshank'pelofrmant
U Journal Entry 61 bevnmoriptahnweougt! binding is working!
I want you to find the adventurers and Not only are we going to be able to create
puthemofrisey . They have more Draconians without using eggs, but
servdthipuose,nwI'mafridthey it has taught us how to use the dragon orb
may find some way to get word to the to make our existing Draconians even
good armies . Eliminate that threat . morepwful!ThPanproceds!
Death to Solamnia!

40

.J Journal Entry 69 J journal Entry 70 Q Journal Entry 72


WEARY TRAVELERS! Come to the "Listen, I've been following you for some 1st door 2nd floor 3rd door
best accommodations on KRYNN! The time. You need to get to Jelek as quickly as 0
KEY
SOUTHERN SANCTION INN is open possible . There are rumors that Sir Karl is I Ijail Cells I I Wall
for your business . We are located in the
southeast comer of the city
about to attack the town in order to get at
the last Dragonlance that remains in our 1,M S airs Up
CD-

Stairs Up CZ?
I0
• Door
Down
THE DRAGON'S CURSE is open for hands. Once you arrive, a resistance
business in the middle of Sanction . We
have the best selection of drinks since Istar
worker will join your group as an escort .
Jelek has become prosperous lately and they
00

LJ
€0_ 0 Stairs

Circular
sank beneath the sea . Non-humans wel- are requiring all visitors to be escorted
through the town . The stated reason is to
Entrance
M Stairs

come! Possible
show new visitors around the town, the 4th Floor Treasure
IF YOU GOT THE MONEY, 5th door 6th Floor
WE'VE GOT WHAT YOU WANT! real reason is to keep an eye on all new-
While our inventory had been decimated comers and prevent anyone from getting
by the recent war, we are again open and into the graveyard . Our man's name is Stairs

offering the finest in magical items avail- Skyla, as soon as you arrive he will be able W ~~
able. As always, if we don't have it, we to join your group and help you find the
will find it, or make it. All we need is time Dragonlance that the castellan hid."
and money. QUSMARKEN'S MAGIC l Journal Entry 71 8th Floor 9th Floor 10th Floor 11th !Floor
SHOP Located in the eastern-central area
of the city We are the first door to the
Myrtani is gathering his forces in secret
7th Floor
Lower
Tower
Lower
Tower
9 0 0
areas around Sanction . We won't be ready
right, heading north from the inn . for a few weeks yet . My minions have
THE SHARPEST, MOST DURABLE started gathering materials for my use .
WEAPONS MONEY CAN BUY! Several graveyards have been looted
Come to our smithy, located just north of already. Many of them have left the open
the Southern Sanction Inn, and peruse our grave sites unfilled. I suppose it can't be 0 Journal Entry 73 I didn't know either. We were unprepared
fine selection of blades, armor, arrows, helped . Stupidity has always been our "After the battle I was taken to see a for the extent of the evil forces .
darts and anything else you could possibly most dangerous enemy. powerful cleric. He laughed at my defeat . 'The ambush was a complete surprise ."
need to equip your party REASONABLE They led me to some doors that glowed in
RATES! Myrtani has found a Dragonlance! I J .Journal Entry 74
urged him to give it to his strongest the darkness, opened them with a key that
he pulled from his robes, and took me to a Tanis's tale:
SO, YOU THINK YOU'VE warrior but I'm afraid that the draconian
EARNED THE RIGHT TO dark temple . I saw a bronze dragon egg on "I had heard of slaves being taken in the
doesn't trust anyone who could hold that area, so I disguised myself and arranged to
ADVANCE TO THE NEXT LEVEL? the altar! He told me that they were going
much power. Foolish . He's going to hide it to start the corruptions again! Then he had be captured. I have just managed to free
Horgathindorn's Training Hall has away somewhere in Sanction .
worked with the best! Come see us in the his minions beat me . the slaves here, but more are held to the
Northeast Corner and see if you've got south . I will organize the slaves here
"I woke up here . If it hadn't of been for
what it takes! while you free the others . Then we will
the treachery of a dark elf, and a sneak
arrange a diversion to allow the slaves a
attack from behind, they never would chance to escape ."
have captured me ." He pauses . "I'm sorry
for my men ." he says, 'They had no idea
what we were getting into . Krynn's blood,
41 42

U Journal Entry 75 U Journal Entry 78 J Journal Entry 81 Oh, you want to find him, well that's an
"I am the only one left from the ambush . "Now, what do you know about that! interesting story, you see when we first got
KEY
I was knocked out early in the combat . By They say that a real dragonlance has been together about two weeks ago . . .
the time I came to, the enemy was gone .
Caramon is dead . I figure that they must
found in the hills to the east . It also carries
an enchantment that will force any dragon
Meeting
X
w
Wall
" Vh, I can help, you know. Caramon
was taken somewhere south of here . I've
have ganged up on him first. His was the to your will if you but wound the beast ." been trying to reset traps in case more
only body left behind . You don't want to Door draconians and hobgoblins get here .
know what condition they left him in .
J Journal Entry 79
Cfravnak's story about the Guardian : "Why don't we team up, OK?"
Evidently they wanted to leave a warning
to anyone who comes after him . It was 'The oldest rulers of Kernen ordered the U Journal Entry 83
awful . I laid him out as best I could and city's mages to create a deadly guardian for "... the minotaurs have refused to come
have been working my way out of Throtl . their castle. How they did it no one to our aid . They are touchy beasts and I'm
We must get back and warn the Outpost! knows, but the magicians gave this thing to afraid that our emissary was less than
"I don't understand how they could have the king . Over the years it became unruly diplomatic . We will attempt to contact
known that we were coming . The ambush and was locked in the vaults below this 0
them again but don't count on having
was obviously well planned . They knew building . We know of no way to harm it their. . ."
exactly who was with us and exactly how or chase it back to the vaults where it was
The fragment ends .
to counter any attack we could muster." kept . All we know is that an ancient tome
in the library contains a recipe for a salve U Journal Entry 84
U Journal Entry 76 that will protect the wearer from the ".. .we have contacted the minotaurs .
friend has many objects of value for guardian's deadly bolts . You must construct They will help us. I must go to Gargath .
sale . . . this salve in the alchemist's study before It is rumored that there is a dragonlance
. . .great frog collection!!! . . . you can succeed in passing the guardian ." stored there . We must secure the keep and
. . .sword that seems to be magical, at U Journal Entry 82 find the treasure room that is hidden there .
least undead creatures are afraid of it . . .
U Journal Entry 80
"So! At last, you've come to rescue me . The map of the keep shows those places
A few days after that, Stage three will
. . .many potions for sale . . . where we believe the secret door may be
begin . We have taken the pieces of the You know these things are quite clever.
. . .information about the incidents of located . Give this map to your officers
dragon orb that the kender shattered and Not clever enough for me of course. I've
undead and draconian incursions in the just been improving them somewhat . and. . ."
have placed them in strategic spots all
area . . . Oh dear. I do hope you didn't come
around Sanction. Raistlin's researches has The fragment ends
. . .a beautiful daughter. . . through from the North . . . oh, sorry.
determined that, under the right conditions,
U journal Entry 85
U Journal Entry 77 even a piece of the dragon orb can act as a "I suppose you'll be wanting to get me
'The cavernous maw of the great beast
Base Commander's papers . You find : powerful lure for dragons . Furthermore, out of here now. Oh, there are more peo-
is used as the entrance to the temple . The
A list of orders authorizing an attack on each piece can be tuned to a particular type ple back there . Strangbourn is around here
dragon's head is being artificially preserved
of dragon . He has been lost to us since the somewhere, He's looking for Caramon .
the knight's outpost . through magic . We need the dragon's
War, but his dark elf assistant has managed
A supply list, consisting mostly of fangs in order to complete our spell . If they
to create the spell out of Raistlin's notes .
implements of torture signed by someone can be brought to us we can prevent
With our captured Dragonlances, we will
known as the Prison Lord . draconians from ever . . .
destroy all the good dragons that remain in
The final page is an order to turn all Krynn, and our final victory will then be
slain prisoners over to a Sir Lebaum . all but assured .
44

0 Journal Entry 86
He slumps down on the bed . You TAVERN TALES
notice that he desperately needs food and
rest, but he waves off your help and 0 Tavern Tale 1
continues his story, "Hey, Jorclack! You wants' play
Gargath
"I hid and they missed me, but they cap- tonight? I think we can get at least
tured most of the other guards . They are two other guys . I'm gonna win those
Outpost 2
being held in the outpost jail . Also, they're steel pieces back from you ."
guarding the north side of town heavily . I 0 Tavern Tale 2
Jeleck think they might have hostages there too ." "Even giants are being seen nearer the
J Journal Entry 88 outpost . Glad we have some rangers
Neraka/
"Just before the Temple of Duerghast and dwarves in the company ."
was closed, dead bodies were seen being J Tavern Tale 3
carried into the arena in the Temple's "Kernen can no longer be approached
X Outpost 3
northwest comer. There were hundreds of at all . Too many dragons in the air."
them . It has been discovered that the
Death Knight, Sir Lebaum, has taken over J Tavern Tale 4
Sanction
the Temple and has gathered together the "Hey, Jorclack! What in blazes were
exhumed dead for miles around . you doing up in the slum area? You
'There is no way that you can get into rubbin' shoulders with the local
the temple through the front gates . You scum?" 0 Tavern Tale 8
UJournal Entry 87 must get the Shadowpeople's support . U Tavern Tale 5 "I hear that they're gonna be hiring
"I am Angar, one of the real guards of They have tunnels that cross from the mercenaries down in Sanction . I say
'There are secret doors that lead into
the outpost . We were overrun about a Temple of Huerzyd to the Temple of the old entrance to the keep . The we get out of this hick town and go
week ago by a draconian army. I was Duerghast ." She pulls out an amulet . 'This Draconians have built up around the down to where the real action is ."
coming in from a patrol when I saw them amulet will let you through a secret door . entrance in order to prevent people 0 Tavern Tale 9
taking over . They were everywhere . . ." The Shadowpeople will find you once you from getting into it."
enter Huerzyd." "Strange how those folks in Jelek
0 Tavern Tale 6 fooled us so well . Evil has always
"The Castellan of Gargath was been skilled at duplicity."
rumored to be holding a dragonlance 0 Tavern Tale 10
in one of his treasure rooms . With it "I hear that Sanction is slowly being
we can prevail against the evil infested with Ogres, Minotaurs and
dragons ."
Draconians . The Temple of Duerghast
0 Tavern Tale 7 is even showing signs of life . It would
"Here's a drink to all the knights be an dark day indeed if that place
buried in Jelek's graveyard ; may they comes back ."
rest in peace forever." J Tavern Tale 11
"It's good to see that Jelek is holding
against the tide of evil ."
45

U Tavern Tale 12 U Tavern Tale 20


"We've been finding lots of emptied ".. .There's something weird going on
graves . Someone is collecting bodies ." here . My son was saying that he saw
a zombie . I told him he was
U Tavern Tale 13
crazy. . . but I don't know, he's not
"With Sir Dargaard's treasure rescued, usually given to making up stories .. ."
we are sure to push the draconians
back ." J Tavern Tale 21
". . .so I was sayin', why we gotta do
U Tavern Tale 14
all this stuff? Why don't we just go
'Those blasted Minotaurs have taken down there and take the thing? And
over the entire western section of you know what, that's exactly what
town! The docks are almost com- we did . That Lance is ours! Of course,
pletely under their control . Those that my officer took all the credit for him-
aren't are the pleasure boat docks that self. Cretin . He couldn't hold the dull
don't have any warehouses . How am end of a sword if he didn't have us to
I supposed to get my lumber into the teach him. . ."
city if I can't use the port? Things are
going from bad to worse down here . I U Tavern Tale 22
should have stayed in Jelek." "Throtl is starting to crawl with
monsters . Some of our scouts have U Tavern Tale 27
U Tavern Tale 15 U Tavern Tale 31
been harassed ."
"Enemy scouts have been patrolling 'The slaughtered wagon train was ".. .I tell you that grave was breathin'!
closer to the outposts . They'll be on U Tavern Tale 23 carrying a magic tome . Perhaps it held The dirt was risin' up and down, just
the run when the good armies get "Its been too quiet for too long . the secret of the corruption process ." like it was takin' in air . I lit outa there
there ." Something's got to happen soon ." U Tavern Tale 28 as fast as these stumpy legs could
U Tavern Tale 24
carry me.. ."
U Tavern Tale 16 'The evil forces have dragon eggs .
"Now lissen here, yer Red Dragon is "Scouts are starting to report evil forces We can look forward to more U Tavern Tale 32
by far the best at nose-to-nose, claw- on the march everywhere ." draconians if they can rediscover the "... a silver dragon! They say they
to-claw fightin' . But for breathin', corruption process ." loved each other but how do you
U Tavern Tale 25
gimme a green any day." U Tavern Tale 29 figure? What can a man and a dragon
"Enemy patrols hold most of the cities do? I don't know . I got sick and tired
U Tavern Tale 17 in the area . Hope the army gets here "Once the armies are here, we will of all the moping about ."
"A young woman has her eye on Sir soon . It's galling to let them operate so sweep the area clean of evil for the
Karl . Its making him uncomfortable ." openly." final time ." "It's a shame about Sir Karl though .
They say he was killed up north
U Tavern Tale 18 U Tavern Tale 26 U Tavern Tale 30 somewhere. He was an OK guy.
"Maya's on the warpath, she's always "It's a shame that people on our side "I thought that the good armies had Treated you right ."
been sweet on Sir Karl ." could just abandon the slaves that destroyed the Draconians! Well it just
way." goes to show you can't trust anyone
U Tavern Tale 19 anymore . Where are the Solamnic
"Draconians have been seen near Knights now? Why weren't they
Throtl . Things are heating up ." here when those foul reptiles took
over our town ."
J Tavern Tale 33 0 Tavern Tale 41 0 Tavern Tale 47 0 Tavern Tale 52
"We got the fires out, but the enemy "No, he never came back . He was on 'The armies will be here soon . This 'Too bad about all those slaves in
escaped with Sir Karl . Those Auraks a boat that went out onto the Blood time it will be a quick war. The evil Neraka, slaughtered and hauled off
can control the minds of our toughest Sea of Istar and never came back . forces can't compete ." and enslaved again as undead ."
people." Somebody said they actually went
0 Tavern Tale 48 0 Tavern Tale 53
down the Maelstrom . .. but that's
0 Tavern Tale 34 ". . .yeah, I went to see the guy. He ". . .the Shadowpeople are still around .
crazy, nobody would sail close to that
"Nothing's been seen in Throtl for thing .. . anyway I haven't been able . . ." said he didn't need tired old scum! They say they've got tunnels that run
months . The place is boring." The bleepard said nobody who lives all around underneath the city . That
0 Tavern Tale 42 in Sanction is good enough for his captain that's trying to hire mercenar-
0 Tavern Tale 35
"What ever happened to that army. He's spread the word that ies is pumping people for information
"Annoying guides they give you in Dragonlance that the Castellan had professional soldiers are needed . about the Shadowpeople and their
Jelek, but I suppose they can't be too during the last war? I know for a fact Humph . Didn't I fight with Tanis tunnels. He's stupid though . Nobody
careful ." that it was never returned to the good and Caramon in the last war? . . . finds those tunnels if the Shadow-
0 Tavern Tale 36 armies . Blast it man, I was with the Scum, he said!" people don't want 'em found-at
"A moment of silence for Sir Karl, a Castellan's armorer, all of the least, if they're found, nobody returns
0 Tavern Tale 49
brave Knight of the Rose . He truly weapons went through us and that to tell about it ."
Dragonlance was never returned!" "I've heard that Caramon has gotten
followed the Oath and the Measure ." the first elements of the army on the 0 Tavern Tale 54
0 Tavern Tale 43 march . They'll soon be here ." "It was a good thing they found the
U Tavern Tale 37
'The draconians were led by an 'The enemy's rear guard was seen good dragon eggs in the prison . I've
0 Tavern Tale 50
Aurak . They're very deadly." heading south . Too bad most of us are heard that the good dragons are
stuck guarding this outpost, we could ". . .every graveyard within a hundred
heading down because of that ."'
0 Tavern Tale 38 chase them down in a few days ." miles of this place has been looted .
Graves left open, tombs cracked and 0 Tavern Tale 55
"I wonder if they could have saved Sir 0 Tavern Tale 44 broken . It's eerie . Funny thing "That was the draconian leader that
Karl's life if they tried harder."
"Gargath is crawling with evil forces . though, a lot of the valuable stuff has led the attack . He's an Aurak named
0 Tavern Tale 39 Hopefully Caramon can raise the been left behind . Weapons and armor Myrtani ."
"I tell you I saw dragons! They were armies quickly." was gone, but any jewelry or other
0 Tavern Tale 56
flying around the top of the keep! items of value that was buried along
Q Tavern Tale 45 "Who are these guys that have taken
Black ones they were . Except for one with them is still there .
real big one . I think it was a red ." "I've heard they ignored Sir Karl's last over? I see soldiers with the number
wish and let the slaves fend for them- Another thing, some of these tombs 101 tattooed on their arms . What
0 Tavern Tale 40 selves ." look as if they were opened from the
inside .. ." gives?"
"Don't drink the beer. The bartender 0 Tavern Tale 57
0 Tavern Tale 46
washes his feet in it ." 0 Tavern Tale 51
"It was the strangest thing . I was "Yeah, Sanction is gonna start up trade
"Those rescued slaves had horrible
walking past the old building by the again . Me and Lancrent are gonna go stories to tell . We're sure glad they
graveyard, you know, the one with were helped to escape ."
down there and start up our lumber
no door on this side, and I was hit by import business again . The docks are
an incredibly cold wind . You know
rebuilt and open for business ."
how warm it was yesterday. It only
hit me for a second, but it was scary."
(I 50

SPELLS Slow Poison revives a poisoned Sticks to Snakes causes snakes to Protection from Evil improves the AC
person for the duration of the spell . harass the target. The target is unable and saving throws of the target by 2
First Level Clerical Spells to attack or cast spells for the duration against evil attackers .
Snake Charm paralyzes as many HP
of the spell .
Bless improves the TIIACt of friendly of snakes as the cleric has HP. Read Magic allows a mage to ready a
characters by 1 . The bless spell does scroll and read it . For scrolls, this works
not affect characters who are adjacent Spiritual Hammer creates a temporary First Level Mage Spells
magic hammer that is automatically as if they have been identified . A mage
to monsters when the spell is cast . This Burning Hands causes 1 HP of fire may scribe the spells from a scroll (if
is a good spell to cast before going into Readied . It can strike at range and does damage per level of the caster. There is
normal hammer damage . appropriate for his class and level) after
combat . no saving throw . it has been read .
Cure Light Wounds heals 1-8 HP (up Third Level Clerical Spells Charm Person changes the target's Shield negates the magic missile spell,
to the target's normal maximum HP) . allegiance in a combat . It only affects
Cure Blindness removes the effect of improves the mage's saving throw, and
character types (human, etc), goblins or may increase his AC .
Detect Magic indicates which equip- the Cause Blindness spell . hobgoblins .
ment or treasure is magical . View a Shocking Grasp does electrical dam-
Cure Disease removes the effects of Detect Magic indicates which equip-
character's items or Take treasure age of 1-8 HP, +1 HP per level of caster.
disease caused by some monsters or ment or treasure is magical . View a
items . Equipment or treasure preceded caused by a Cause Disease spell.
by an "' or a '+' is magical . character's items or Take treasure Sleep puts 1-16 targets to sleep with
Dispel Magic removes the effects of items. Equipment or treasure preceded no saving throw . Up to sixteen 1 hit-die
Protection from Evil improves the AC by an "' or a '+' are magical . targets are affected . One 4 hit-die target
spells that do not have specific counter
and saving throws of the target by 2 is affected . Targets of 5 or more hit-
spells. This is a recuperation spell for Enlarge makes the target larger and
against evil attackers. dice are unaffected .
any of the party that has been held, stronger. The higher the caster's level,
Resist Cold halves the damage and slowed or made nauseous. the larger and stronger the target gets .
improves saving throws vs . cold attacks If the caster is 6th level the target
Second Level Mage Spells
Prayer improves the THACO and saving
by 3 . becomes as strong as an Ogre . If the Detect Invisibility allows the target to
throws of friendly characters by 1 and
reduces the THACO and saving throw of caster is 10th level the target becomes spot invisible targets .
Second Level Clerical Spells monsters by 1 . This is a good spell to as strong as a Fire Giant . A target can Invisibility makes the target invisible.
Find Traps indicates the presence of cast before going into combat . only be under the effect of 1 enlarge The THACO of melee attacks against
traps in the character's path . spell at a time . Unwilling targets get a invisible targets is reduced by 4 . It is
Remove Curse removes the effects of saving throw against this effect . The
Hold Person may paralyze targets of a Bestow Curse spell and allows the tar- impossible to aim ranged attacks at
spell will stay in effect for more than I invisible targets . Invisibility is dispelled
character type (human, etc), goblin or get to unready cursed magic items . combat, and should be cast before
hobgoblin . You may aim a hold person when the target attacks or casts a spell .
combat .
spell at up to 3 targets (hold person Fourth Level Clerical Spells Knock is used to open locks . It can be
target less) . Friends raises the caster's charisma cast from the door-opening menu if the
Cure Serious Wounds heals 3-17
2-8 points . It is often cast just before active character has a memorized
Resist Fire halves the damage and HP (up to the target's normal maxi-
an encounter. knock spell .
improves saving throws vs . fire attacks mum HP) .
by 3 . Magic Missile does 2-5 HP per missile Mirror Image creates 1-4 illusionary
Neutralize Poison revives a poisoned
with no saving throw . A mage throws 1 duplicates of the mage . A duplicate
Silence 15' Radius must be cast on a person .
missile at 1st-2nd level, 2 missiles at disappears when it is attacked .
character or a monster. That character
Protection from Evil 10' Radius must 3rd- 4th level, 3 missiles at 5th-6th
or monster, and all adjacent to him, Ray of Enfeeblement reduces the
be cast on a character or a monster . It level, and 4 missiles at 7th-8th level .
cannot cast spells for the duration of improves the AC and saving throws of This spell will damage any target within target's strength by 25% + 2% per level
the spell . the target and all adjacent friendly its range unless the target is magic of the caster.
characters by 2 against evil attackers . resistant or has certain magical
Protection . Casts instantaneously .

it 52
51 -

protection from Normal Missiles Fear causes all within its area to flee .
Stinking Cloud paralyzes those in its Haste doubles the target's movement
makes the target immune to non-
area for 2-5 rounds . If the target saves, and number of melee attacks per Fire Shield protects the mage so that
magical missiles .
it is not paralyzed, but is nauseous and round . Haste has a short duration and any creature who hits the mage in
has its AC reduced for 2 rounds . This you should wait until a fight is immi- Slow affects I target per level of caster. melee does normal damage, but takes
spell has a very short range and care nent to cast it. Warning : each time a The spell halves the target's movement twice that damage in return . The shield
should be taken to avoid including haste spell is cast on a character, that and number of melee attacks per may be attuned to heat attacks or cold
party members in the cloud . character ages one year . round . Slow can be used to negate a attacks . The mage takes half damage
haste spell . This spell is useful against (no damage if he makes his saving
Strength raises the target's strength by Hold Person may paralyze targets of any high-damage creature . Only affects throw) and has his saving throw against
1-8 points, depending on the class of character type (human, etc), goblin or
the side opposing the spell caster . the opposite form of attack improved
the target . hobgoblin . You may aim a hold person
by 2 . He takes double damage from the
spell at up to 4 targets (Exit to target
Fourth Level Mage Spells . form of attack the shield is attuned to .
Third Level Mage Spells less) .
Charm Monster changes the target's
Blink protects the mage . The mage Fumble causes the target to be unable
Invisibility, 10' Radius makes all allegiance in combat . It will work on
'blinks out' after he acts each round . to move or attack . If the target makes
targets adjacent to the caster invisible . any living creature . The spell affects 2-8
The mage may be physically attacked his saving throw, he is affected by a
The THACO of melee attacks against 1st-level targets, 1-4 2nd-level targets,
before he acts each round, but he may slow spell .
invisible targets is reduced by 4 . It is 1-2 3rd-level targets, or 1 target of 4th-
not be physically attacked after he acts . impossible to aim ranged attacks at level or above . Ice Storm does 3-30 HP to all targets
invisible targets. Use this spell to set up within its area . There is no saving
Dispel Magic removes the effects of Confusion affects 2-16 targets . Each
a battle line while the bad guys seek throw. This spell will inflict damage on
spells that do not have specific counter target must make a saving throw each
you out . Characters lose invisibility if opponents protected by Minor Globes
spells . round or stand confused, become
they do anything but move . Some of Invulnerability.
Fireball does 1 d6 HF per level of the monsters can see invisible creatures . enraged, flee in terror or go berserk .
caster to all targets within its area . If Confusion is most effective when used Minor Globe of Invulnerability pro-
Lightning Bolt does 1 d6 HP per level against a large number of enemies . tects the caster from incoming first,
the target makes its saving throw, the
of the caster to targets along its path . second, or third-level spells . The Globe
damage is halved . A fireball has a 2 Dimension Door allows the mage to
If the target makes its saving throw, the is very effective when used in combina-
square radius outdoors and a 3 square teleport himself to another point on the
damage is halved . A lightning bolt is 4 tion with Fire Shield .
radius indoors . Fireball is a slow-casting battlefield within his line of sight and
or 8 squares long in a line away from
spell and the spell's power demands the range of the spell . Mages can use it Remove Curse removes the effects of
the caster. For best results, move the
that you target carefully . Otherwise, you for quick escapes . Fighter/mages use a Bestow Curse spell and allows the
spell caster to send the bolt down a
may inadvertently destroy party the "Door" to reach the opposition's target to unready cursed magic items .
row of opponents . It will attack all
characters . When indoors, the only safe rear area .
opponents along the line within its
area on the screen at the time you
range . Target the first creature in the
target the spells are the squares in each
row (closest to caster) . Lightning bolts
corner of the screen and the squares
directly above and below these corner will reflect off walls back toward the
spell caster. This permits targets
squares. Be sure to center to determine
adjacent or close to a wall to be hit
who will be in the area of effect.
twice by the same bolt . Be careful the
caster isn't hit by the reflected bolt .
Protection from Evil, 10' Radius pro-
tects the target and all characters adja-
cent to the target . The spell improves
the AC and saving throws of those it
protects by 2 against evil attackers.
1st-Level Mage Spells
CHARTS TYPE SPELL NAME WHEN RANGE AREA DURATION
R Burning Hands Cmbt
Spell Parameters List W Charm Person
T 1
Cmbt 12 1
This is a listing of spells available to player characters as they gain in level . RW Detect Magic Both 0 1 2r/Ivl
The following are abbreviations used in the list : R Enlarge Both .5/Ivl 1 1t/Ivl
Cmbt= Combat only spell r = combat rounds W Friends Camp 0 All 1r/IvI
Camp = Camp only spell t = turns RW Magic Missile Cmbt 6+IvI 1
Both = Camp or Combat spell Avl = per level of caster W Protection from Evil Both T 1 2r/IvI
1= Touch Range targets = aim at each target RW Read Magic Camp 0 1 2r/IvI
dia = diameter R = Red Mage Spell RW Shield Both 0 1 5r/IvI
rad = radius W =White Mage Spell R Shocking Grasp Cmbt T 1
All = All characters in combat W Sleep Cmbt 3+IvI 1-16 5r/IvI

2nd-Level Mage Spells


1st-Level Clerical Spells
TYPE SPELL NAME WHEN RANGE AREA
DURATION DURATION
SPELL NAME WHEN RANGE
RW Detect Invisibility Both IvI All 5r/IvI
Bless Both 6 6r
R Invisibility Both T 1
Cure Light Wounds Both T
R Knock Camp 6 IvI
Detect Magic Both 3 it
R Mirror Image Both 0 1 2r/IvI
Protection from Evil Both T 3r/IvI
W Ray of Enfeeblement Cmbt 1+.25/lvl 1 1 r/IvI
Resist Cold Both T 1t/Ivl
RW Stinking Cloud Cmbt 3 2x2 1 r/IvI
R Strength Camp T 1 6t/IvI
2nd-Level Clerical Spells
WHEN RANGE DURATION
SPELL NAME 3rd-Level Mage Spells
Find Traps Camp 3 3t TYPE SPELL NAME WHEN RANGE AREA DURATION
Hold Person Cmbt 6 4r+IvI R Blink Both 0 1 1r/IvI
Resist Fire Both T 1t/IvI
W Dispel Magic Cmbt 12 3x3
Silence 15' Radius Cmbt 12 2r/IvI RW Fireball Cmbt 10+IvI 2 rad
Slow Poison Camp T 1 hour/lvl R Haste Both 6 5 dia 3r+IvI
Snake Charm Cmbt 3 5-8r W Hold Person Cmbt 12 1-4 2r/IvI
Spiritual Hammer Cmbt 3 1 r/IvI
R Invisibility 10' Radius Both T 2 dia
RW Lightning Bolt Cmbt 4+1/vI
3rd-Level Clerical Spells W Protection from
SPELL NAME WHEN RANGE AREA DURATION Evil 10' Rad Both T 2 dia 2r/IvI
T 1 W Protection from
Cure Blindness Both
1 Normal Missile Both T 1 1t/IvI
Cure Disease Camp T
R Slow Cmbt 9+IvI 5 dia
Dispel Magic Cmbt 6 3x3 3r+IvI
Prayer Both 0 3 dia
Remove Curse Both T 1 4th-Level Mage Spells
TYPE SPELL NAME WHEN RANGE AREA DURATION
W Charm Monster Cmbt 6
4th-Level Clerical Spells 1+
W Confusion Cmbt 12
SPELL NAME WHEN RANGE AREA DURATION 2-16 2r+lvl
R Dimension Door Cmbt 0 1
Cure Serious Wounds Both T 1
R Fear Cmbt 0 6x3 cone 1 r/IvI
Neutralize Poison Camp T 1
RW Fire Shield Both 0 1 2r+lvl
Protection from W Fumble Cmbt IVI 1 1 r/IvI
Evil 10' Radius Both T 2 dia 1t/Ivl RW Ice Storm Cmbt IvI 5 dia
Sticks to Snakes Cmbt 3 1 1 r/IvI W Min Globe of
Invulnerability Both 0 1 1 r/IvI
W Remove Curse Both T 1

53 54

Armor List Constitution Table Strength Table : Ability Adjustments


ABILITY THACO DAMAGE WEIGHT
WEIGHT MAXIMUM ABILITY HIT POINT RESURRECTION
SCORE BONUS ADJUSTMENT ALLOWANCE (IN STEEL PIECES)
ARMOR TYPE IN SP AC MOVEMENT* SCORE ADJUSTMENT SURVIVAL

3 -2 40% -350
None 0 10
4 -1 45% -250
Shield, Small# 50 9
5 -1 50% 6-7 -1 none -150
Leather 50 8 12 squares
8-9 normal none normal
Ring 250 7 9 squares 6 -1 55%
7 0 60% 10-11 normal none normal
Scale 400 6 6 squares normal
8 0 65% 12-13 none +100
Chain 300 5 9 squares normal
9 0 70% 14-15 none +200
Banded 350 4 9 squares 16 normal +1 +350
10 0 75%
Plate 450 3 6 squares 17 +1 +1 +500
11 0 80%
18 +1 +2 +750
*A character carrying many objects, including a large 12 0 85%
number of coins, can be limited in movement to a maxi- 13 0 90% *18/01-50 +1 +3 +1,000
mum of 3 squares per turn . *18/51-75 +2 +3 +1,250
14 0 92%
#A Shield subtracts 1 AC from any armor it's used with . 15 +1 94% *18/76-90 +2 +4 +1,500
*18/91-99 +2 +5 +2,000
16 +2 96%
17 +2 (+3)* 98% *18/00 +3 +6 +3,000
Armor and Weapons Permitted by
18 +2 (+4)* 100% *These bonuses available to fighter classes only .
Character Class
CLASS MAX ARMOR SHIELD WEAPONS * Bonus applies only to fighters; all other classes may
Range of Ability Scores by Race
be given a maximum hit point bonus adjustment for con-
Cleric any any club, flail, ABILITY SCORE STR* INT
stitution of +2 . WIS DEX CON CHA
hammer, mace,
Human 3-18(00) 3-8 3-8 3-8 3-18 3-18
staff, staff, sling
(Females) 3-18(50) 3-18 3-18 3-18 3-18 3-18
Fighter any any any Dexterity Table
REACTION/ Silvanesti Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18
Ranger any any any ABILITY MISSLE AC
SCORE BONUS BONUS (Females) 3-16 10-18 6-18 7-19 6-18 12-18
Knight any any any Quafinesti Elves 7-18(75) 8-18 6-18 7-19 7-18 8-18
3 -3 +4
Mage none none dagger, dart, staff (Females) 3-16 8-18 6-18 7-19 7-18 8-18
Thief leather none club, dagger, dart, 4 -2 +3
Hill Dwarves 9-18(99) 3-18 3-18 3-17 14-19 3-12
sling, short bow, 5 -1 +2 (Females) 3-17 3-18 3-18 3-17 14-19 3-12
one-handed 6 0 +1 Mountain Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16
swords 7 0 0 (Females) 3-17 3-18 3-18 3-17 12-19 3-16
8 0 0 Half-Elves 3-18(90) 4-18 3-18 6-18 6-18 3-18
Cleric's Wisdom Bonus Table 9 0 0 (Females) 3-17 4-18 3-18 6-18 6-18 3-18
BONUS SPELLS PER LEVEL 10 0 0 Kender (Both) 6-16 6-18 3-16 8-19 10-18 6-18
1 2 3 4
11 0 0 *Maximum percentage for 18 strength for fighter type classes only (fighter, knight, ranger)
9-12 12 0 0
13 +1 13 0 0
Maximum Level Limits by Race, Class and Prime Requisite
14 +2
14 0 0 SILVANESTI QUALINESTI HALF HILL MOUNTAIN
15 +2 +1 CLASS ABILITY HUMAN ELVES ELVES
15 0 -1 ELVES DWARVES DWARVES KENDER
16 +2 +2 Cleric
16 +1 -2 Any 8 8 8 8 8 8 8
17 +2 +2 +1 Fighter Str 16- 8
17 +2 -3 8 8 8 8 8 5
18 +2 +2 +1 +1
18 +3 -4 Str 17 8 8 8 8 8 8 6
Note that these bonus spells are only available when the Str 18+ 8 8 8 8 8 8 7
cleric is entitled to spells of the applicable level . Thus a Ranger Str16- 7 7 7 7 7 No 5
6th-level cleric with a Wisdom of 18 can memorize the Str 17 7 7 7 7 No 6
following spells :
Str 18+ 7 7 7 7 No 7
NUMBER OF SPELLS PER LEVEL
Knight Any 7 No No 7 No No No
1 2 3 4 5
Mage Int 16- 8 8 8 8 No No No
6th-Level Cleric of
Int 17 8 8 8 8 No No No
Good with 18 Wisdom 5 5 3
Int 18 8 8 8 8 No No No
Thief Any 9 No 9 9 9 8 9
Entries marked with 'No' indicate that class is not available to that race .
55 56

Level Advancement Tables Knights of the Rose Advancement Table Clerics of Good Advancement Table Clerics of Neutrality Advancement Table
SPL PER LVL SPL PER LVL SPL PER LVL
(Lvl=Level, XP=Experience Points, HP=Hit Points, HP 1 2 3 4
LVL XP HP 1 2 3 4 LVL XP LVL XP HP 1 2 3 4
Spl Per Lvl=Spells Per Level)
27,000-59,999 5d10 1 2,000-3,999 208 1 1 1,500-2,999 1d8 2
4
Fighter Advancement Table 5 66,000-124,999 6d10 2 4,000-7,499 3d8 2 2 3,000-5,999 2d8 2 1
LVL XP HP 6 125,000-199,000 7d10 1 3 7,500-15,249 408 2 1 3 6,000-12,999 3d8 3 2 1
1 0-2,000 1410 7 200,000-424,000 8d10 2 4 15,250-24,999 508 2 2 4 13,000-27,499 4d8 4 2 2
2d10 425,000+ 9410 2 1 5 25,000-39,999 608 3 3 1 5 27,500-54,999 508 4 3 2
2 2,001-4,000 8
3 4,001-8,000 3d10 6 40,000-89,999 7d8 3 3 2 6 55,000-109,999 6d8 4 3 2 1
4d10 7 90,000-159,999 8d8 3 3 2 1 7 110,000-224,999 7d8 4 4 3 1
4 8,001-18,000 Thief Advancement Table
5 18,001-35,000 5410 8 160,000+ 9d8 3 3 3 2 8 225,000+ 8d8 4 4 3 2
LVL XP HP
6 35,001-70,000 6d10
1 0-1,250 106
7 70,001-125,000 7410
2 1,251-2,500 206
8 125,001+ 8410
3 2,501-5,000 306
Weapon List
4 5,001-10,000 4d6
Ranger Advancement Table 5 10,001-20 .000 5d6 DMAGE VS.
DAMAGE VS . LARGERrHAN NUMBER
LVL XP HP 6 6d6
20,001-42500 NAME MAN SIZED MAN SIZED OF HANDS CLASS
0-2,250 2d8 42,501-70,000 706
Axe, Hand 1-6
2,251-4,500 3d8 8 70,001-110,000 8d6 Bastard Sword 2-16
4 .501-10 .000 4d8 110,001+ 906 Battleaxe 1-8 f
10 001-20,000 5d8 Broad Sword f,th
20,001-40 .000 6d8 White Robe Advancement Table Club f,cLth
6 40,0001-90,000 7d8 Dagger
SPL PER LVL f,mu,th
7 90,000+ 8d8 LVL XP HP 1 2 3 4 Dart f,mu,th
2,500-4,999 1d4 Flail 2-8 f .cl
Knights of the Crown Advancement Table 5,000-9,999 2d4 Halberd+ 2-12
LVL XP HP 10,000-19,999 304 2 1 Hoopak (Melee) 3-6 "special
20,000-37,999 4d4 3 2 Hoopak (Missile) 2-7
2,500-4,999 2d10
38,000-54 .999 504 4 2 1 Hammer f .cl
5,000- 9,999 3410
55,000-99,999 604 4 2 2 Javelin
10,000-18,499 4d10
100,000-199,999 704 4 3 2 Long Sword f,th
18 .500-36 999 5410
8 200,000+ 8d4 4 3 3 Mace f,cl
37,000-85,999 6410
Morning Star f
85 .000-139 .999 7010
Pick, Military
140,000-219 .999 8d10 Red Robe Advancement Table Pike, Awl+
8 220,000+ 9d10 f
SPL PER LVL
Quarterstaff f,cl,mu
LVL XP HP 1 2 3 4
Scimitar f,th
Knights of the Sword Advancement Table 2,500-4,999 104 1 Short Sword f th
SPL PER LVL 5,000-9,999 204 2 Spear 1-6 1-8 f
LVL XP HP 1 2 3 4 10,000-17,999 3d4 2 1 Two-Handed Sword 1-10 3-18 f
3 12,000-23,999 4d10 4 18,000-35,999 4d4 3 2 1 Long Bow** 1-6 1-6 f
4 24,000-44,999 5d10 5 36,000-49,999 5d4 4 3 1 Short Bow** 1-6 1-6 f,th
5 45,000-94,999 6010 6 50,000-89,999 6d4 4 3 2 Sling 2-5 2-7 f,th
6 95,000-174,999 7d10 1 7 90,000-179,999 704 4 3 2 1 Staff Sling 2-8 3-9 f,cl
7 175,000-349,999 8410 2 8 180,000+ 804 4 3 3 2
2 1 +Polearm
8 350,000+ 9d10
*Only usable by Kender (of any class) .
"Must have ready arrows to fire . Two attacks per round .
f=fighter, cl=cleric, mu=mage

57 58
59 1( 60

Experience Points (XP) . Every Character Level . This is a determi- Multi-Class Characters. Non-human
GLOSSARY OF AD&D€ nation of how much experience a characters may belong to two or three
encounter the characters have yields
CAME TERMS AND experience points for every character character has. The higher the level, classes at the same time . Such multi-
COMPUTER TERMS depending on how successful the the more experienced and important class characters split their experience
Ability Scores . These are numbers encounter was for the party . A character the character is. High-level spell- among all their classes, even if they
that describe the attributes of the who gains enough XP can advance a casters can cast high-level spells . have reached their racial maximum
characters . There are six ability scores : level . class .
Dungeon Level . This is a measure
Strength, Intelligence, Wisdom,
Facing . In combat, a character faces a of how far down in the earth a Non-Player Character (NPC) . This is a
Dexterity, Constitution, and Charisma .
certain direction . An attack from the dungeon is . For the most part, the member of a player race who is not
Adventurer. This is a term for one of direction he is not facing has a greater further down one is, the more controlled by the player . Some NPCs
the characters you play in this game . chance of doing damage . A character ferocious the monsters . Thus, a can be brought into a party .
will always face an opponent if he has high-level dungeon refers either to
Alignment. This is the basic philosophy Party. The group of adventurers you
only one opponent . how deep it goes or the relative
of a character. See Alignment in the form to perform the missions you are
toughness of the monsters .
Character Classes section . Grimoire (Spell Book) . The book a given . A party can be reformed for each
magic-user carries his spells in . If he + Monster Level . This is a measure of adventure, and even altered during the
Armor Class (AC) . This is a rating of how powerful monsters are . The course of an adventure .
doesn't have a magic book, he has no
how difficult a target is to damage . higher the level, the more powerful
spells to memorize. Player Character (PC) . This is a
The lower the AC number the more the monster.
difficult it is to hit. flit Points (HP) . This is a measure of member of a player race who is
how healthy a character is . Damage Spell Level . Spells come in degrees controlled by the player . The characters
Character. This is another name for of difficulty . The higher the level of in your adventuring party are PCs .
from weapons subtracts hit points from
one of the persons you play in the the spell, the greater the difficulty .
the character's total . When he has lost
game . A party consists of several Race. The species characters may be in
all of his hit points, he is unconscious Only very experienced magic-users
characters . the game . For example human, elf or
and dying. If his wounds are bound by and clerics can learn high-level spells .
dwarf are races .
Class. This is a character's occupation . another party member, he is simply Magic . This term covers spellcasting,
For example mage, fighter or cleric are unconscious. Spell . This is a magic incantation that
enchanted items, and any other appli-
classes . can alter the nature of reality . Magic-
Icon. This is the small picture of a cation of the supernatural .
users, clerics and high-level knights can
Command . A one or two-word option monster or a character seen in the cast spells after memorizing them . If the
Melee Combat. This is hand-to-hand
in a menu . Activating that command initial stages of an encounter and spell is cast, it is gone from the user's
combat with weapons such as swords,
allows you either to view another menu during combat . Character icons can be spears, and fists . mind and must be re-memorized .
or have your characters perform an altered using the Alter command in the
action . Camp Menu . Missile Combat . This is ranged combat THACO (To Hit Armor Class 0). This
with weapons such as bows and is the number that a character must
Encounter. This is what happens when Initiative. This is a semi-random
arrows, crossbows and quarrels, and make or exceed to hit an opponent
a party meets a monster. You are given determination of which character in a slings and slingstones . with ACO .
a menu of choices of how you want to combat acts first . The characters with
handle the situation . higher dexterities have a better chance Monster. This term actually includes
for a higher initiative . human and other player races as well
Enter. The act of giving a command to as ogres and dragons . In general, if it
the computer. How this is done varies Level . This describes the power of a isn't part of your party, it's a monster .
depending on the computer . number of different items . The power
Monsters are not necessarily hostile ;
of characters, dungeons, monsters, and
some may be helpful . That's what the
spells are all described with levels .
Parlay command in the Encounter
Menu is for.

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