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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
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
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
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
Kapak Draconian Sivak Draconian Baaz Draconian Bozak Draconian Aurak Draconian
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
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
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
29 /I
' 30
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
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
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
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
53 54
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.