Documente Academic
Documente Profesional
Documente Cultură
).VENTtJRER* ,S
JOURNAL
One year ago, the forces of evil were the remaining, disorganized resis-
united under the powerful aurak dra- tance . Magic rituals discovered in a
conian, Myrtani . He had once again stolen tome would allow him to turn
uncovered the method of corrupting stolen dragon eggs into draconians en
dragon eggs into draconians . Aided by masse . The eggs were well hidden and
his Death Knight ally, Sir Lebaum, he Solamnic scouts had missed them
was able to seize control of central after the War of the Lance .
Krynn and to field a dangerous army
A small band of heroes were able to
of draconians and undead .
slip into Myrtani's stronghold in
As the Solamnic forces converged Kernen and slay this foul minion of
upon the region, a small band of stal- the evil goddess, Takhisis, before the
wart heroes uncovered Myrtani's magic could be used . Without the dra-
secret plans : to suddenly generate a conian force, the Knights of Solamnia
huge army, and ambush the Solamnic were able to rout the evil army and
forces . Myrtani hoped to slay key lead- bring peace to the region again.
ers in one swift action, and then crush
non-humans can have more than Qualinesti Elves are slightly small- Ability Scores mines how much a character can
one class at a time . Kender have lim- er and friendlier than their Silvanesti Every character has six randomly carry without becoming encum-
its to their maximum strength, while brethren, but they have identical generated ability scores as bered and slowed in combat .
elves receive bonuses to their dex- abilities and bonuses . Qualinesti explained below . These scores fall
terity . The following sections elves can be fighters, rangers, within a range determined by the
it ...
describe the races and several mages, thieves, clerics and mixed race and class of the character . The
finding
charts beginning on page 52 outline classes . basic values range from 3 (low) to
ourselves
specific bonuses and limitations . 18 (high) and there are charts of lim- low on supplies,
Half-Elves are hybrids, with many itations, modifiers and bonuses we stopped in
Hill Dwarves are a stubborn and of the virtues of both humans and starting on page 52 . the local store,
rough race of sturdy workers and elves . They are resistant to Sleep where we found
craftsmen . They are especially resis- and Charm spells and are adept at Depending on the character class, all manner of
tant to magic and poison . During finding hidden doors . Half-elves can one or more of these abilities will useful weapons
combat, dwarves receive bonuses be fighters, knights, paladins, to keep us
be a prime requisite . A prime requi-
going . . .
when attacking goblins or hobgob- mages, clerics, thieves, rangers and site is an ability especially valuable
lins and are adept at dodging the mixed classes . to a given class . For example,
attacks of ogres and giants . Dwarves strength is key for fighters and wis-
can be fighters, thieves, rangers, Kender are a small people charac- dom for clerics . Most characters
clerics of Reorx or mixed classes . terized by an absolute lack of fear Intelligence (ENT) is the measure
receive bonus experience points
and an insatiable curiosity . They are of how well a character can learn .
when their prime requisite scores
Mountain Dwarves are somewhat especially resistant to magic and Intelligence can limit how far mage
are 16 or greater.
clannish and more refined than their poison and have the special ability characters can advance and what
Hill Dwarf cousins, otherwise they to taunt intelligent opponents . When Non-human characters may receive levels of spells they can cast .
are nearly identical . Mountain kender successfully taunt, an oppo- modifiers to the basic ability scores
dwarves may be fighters, paladins, nent will attack in a mindless rage, to reflect differences between the Wisdom (WIS) is the measure of a
thieves, clerics of Reorx or mixed suffering a loss of combat effective- races . Dwarves for instance, get a +1 character's ability to understand the
classes . ness . The preferred weapon of the constitution bonus and may have a ways of the world and to interact
kender is the hoopak, part staff maximum constitution of 19 instead with the world . Clerics receive bonus
Silvanesti Elves (High Elves) are a sling part metal shod staff, which of 18 . When a character is generated spells for high wisdom and it may
tall, arrogant and long-lived race . only they can use . Kender receive with the CREATE NEW CHARACTER limit what level spells they can cast .
They are nearly immune to Sleep bonuses to hit with hoopaks and are command, all racial modifiers are
and Charm spells and are adept at deadly accurate shots . They can be Dexterity (DEX) is the measure of
I calculated automatically .
finding hidden doors . During com- thieves, fighters, rangers, clerics or a character's manual dexterity and
bat, elves receive bonuses when mixed classes . Strength (STR) is the measure of a agility . Thieves especially benefit
attacking with long or short swords character's physical power, muscle from high dexterity . Dexterity affects
and bows . They cannot be raised Humans are the most common mass and stamina. Fighter-type char- how well a character can use ranged
from the dead . Silvanesti elves can player-race in the world of Krynn . acters may have exceptional weapons (bows, dart, etc .), when he
be fighters, paladins, mages, clerics, They can be fighters, mages, clerics, strengths greater than 18 which are moves in a combat round and how
rangers and mixed classes . thieves, paladins, rangers and difficult he is to hit in combat .
indicated by a percent value (01,
Knights but not mixed classes . Only 02,03 . . . 98, 99, 00) following the
humans and half-elves can be
base strength . High strength increas-
Knights. es a character's combat ability with
melee weapons . Strength also deter-
5
Constitution (CON) is the measure character with the highest charisma Clerics have the ability to sometimes undead creatures as if they were a
of a character's overall health . should be the active character when turn away or even destroy undead cleric two levels below their current
Fighters receive one extra hit point dealing with NPCs . creatures such as skeletons or zom- level and are always surrounded by
per hit die for each point of consti- bies . This power increases as the the equivalent of a Protection from
tution above 14 . Non-fighters Character Classes cleric increases in level . The prime Evil 10' Radius spell . Once a day
receive similar benefits except they requisite for clerics is wisdom . paladins may heal two HP of damage
A character must belong to at least
receive a maximum of two extra hit per their level . They can also Cure
one character class . Non-human Fighters can fight with any armor
points per level (no benefits for con- Disease once a week at 1st - 5th
characters can have more than one or weapons, but they cannot cast
stitutions above 16) . These bonuses levels, twice a week at 6th to 10th
class at the same time . A non- magic spells . Fighters can have and three times a week at 11th to
human character with multiple class- exceptional strength and gain 14th level . At ninth-level, paladins
es has more playing options, but he additional HP bonuses if they have gain the ability to cast clerical spells,
increases in level more slowly
we heard soft foot- a Constitution of 17+ . The prime but they cannot use clerical scrolls .
steps followed by a because his experience points are requisite for fighters is strength .
low, ominous growl. Suddenly, divided evenly among all his classes . Paladins must be of lawful good
the weretiger rounded the cor- Mages have powerful spells, but alignment and have ability scores of
ner, running full speed. We Characters receive HP, spells and
can use no armor and few weapons . at least 9 in intelligence and consti-
brandished our weapons, but abilities based on their class, level They can only memorize those tution, at least 12 in strength, at
it was too late . . . and (sometimes) ability scores .
99 Refer to the tables at the back of
spells available in their magical spell
books or use scrolls . In the world of
least 13 in wisdom and at least 17 in
charisma . The prime requisites for
the journal to find the number and
Krynn, the power of mages is mod- paladins are strength and wisdom .
size of hit dice a character receives
erated by the three moons and
and the number of spells the char-
mages are divided into three orders Rangers can fight with any armor or
are only given until characters reach acter can memorize .
based on alignment . A mage's weapons . Rangers can have excep-
about 10th-level (depending on
power fluctuates with the cycles of tional strength and gain additional
class) . A character's constitution Note: Dice is the term used to
describe the range for a ran- the moon that influences his order . HP bonuses as fighters . They do
also determines the maximum num-
domly generated number. A d6 For more information on the orders additional damage in combat when
ber of times that character can be
die has a range from 1 through and moons see the Magic section fighting giant-class creatures . No
raised from the dead and the
6, a d 10 has a range from 1 (page 15) . The prime requisite for more than three rangers can join
chance of a resurrection attempt
through 10 . mages is intelligence . one party.
being successful . Every time a char-
acter is successfully resurrected, he Paladins can fight with any armor Rangers are very in tune with nature
Clerics have spells bestowed on
loses 1 point of constitution . or weapons, are totally immune to and gain the ability to cast druidic
them by their deities and can fight
wearing armor and using crushing disease and can cast a few clerical spells when they reach eighth-level .
Charisma (CILIA) is the measure of
(not edged or pointed) weapons . spells once they reach ninth-level . At ninth-level they gain the ability to
how others react to a character .
After selecting a deity, clerics may Paladins can have exceptional cast mage spells . Rangers can never
Charisma is sometimes a factor
only choose alignments appropriate strength and gain additional HP use scrolls of any type .
when encountering NPCs - the
to their deity . Each of the deities bonuses as fighters . They are some-
higher a character's charisma, the Rangers must be of good alignment
extends special abilities to his fol- what resistant to spells and poison .
more that character can persuade and have ability scores of at least 13
others to do what he wants . The lowers . For more information, see
Because of their special nature, cer-
the Deities section on page 16 .
tain magical abilities are conferred
on them by deities . They can turn
in strength and intelligence and at If a Knight of either of the first two Alignment Hit Points (HP) represent the
least 14 in wisdom and constitution . orders (Crown or Sword) is of suffi- Alignment is the philosophy a char- amount of damage a character can
The prime requisites for rangers are cient level and has high enough acter lives by and can affect how take before he goes unconscious .
strength, intelligence and wisdom . ability scores, he may petition the NPCs and some magic items in the To calculate a character's maximum
next higher order for admission . game react to the character. The fol- HP, the computer rolls the charac-
Solamnic Knights are the pride of ter's hit dice and adds any adjust-
lowing alignments are available to
chivalric honor in the world of Note: Knights receive experi- ments for level or constitution .
Player Characters .
Krynn . The knights are divided into ence bonuses for doing knightly A character gains a HP bonus to
three orders : the Knights of the deeds and not for meeting Lawful Good characters believe in
Crown, the Knights of the Sword prime requisites minimums . the rule of law for the good of all .
and the prestigious Knights of the
Rose . All are renowned for their To join the Knights of the Sword a Lawful Neutral characters believe . . . he was very old,
bravery and skill at arms . Knights knight must have the following mini- the rule of law is more important but looked strong
begin the game with Solamnic Plate mum ability scores : STR 12, INT 9, than any objective good or evil out- enough to ward off the
WIS 13, DEX 9, CON 10 . fiercest of monsters . That
Mail, long sword +1 and a shield . come .
face, riddled with a thou-
To join the Knights of the Rose a sand wrinkles, still dis-
Knights are valuable for their leader- Neutral Good characters believe
knight must have the following mini- played the dignity of
ship ability in combat. Whenever a that the triumph of good is more a Solamnic Knight. . .
party with a Knight enters combat, mum ability scores : STR 15, INT 10, important than the rule of either law
he makes a leadership check. If the WIS 13, DEX 12, CON 15 . or chaos .
check is successful, all NPCs in the
Thieves can fight with swords, short True Neutral characters believe
party, come under your control like
bows and slings and wear leather that there must be a balance
regular PCs . Chances of success
armor. In combat they do additional between good and evil and law and each hit die if his constitution is
increase dramatically as a Knight
damage 'back stabbing, which is over 14 . When a character takes
rises through the three orders . chaos .
described in the Combat section . enough damage that his HP reach 0,
Knights must take a vow of poverty Thieves also have special skills for Chaotic Good characters believe in he is unconscious . If the character's
opening locks and removing traps . creating good outcomes unfettered HP drop to anything from -1 to -9,
and so they tithe a large part of their
monies and treasures back to the The prime requisite for thieves is by the rule of law . he will lose 1 HP per turn from
orders . Knights of the Crown will dexterity . bleeding until he is bandaged or
Chaotic Neutral characters believe dies . A character is dead if he has
tithe 10 percent to their order when-
Multi-class are non-human charac- that the freedom to act is more -10 HP or less . When you view a
ever they enter an outpost . Knights
ters who belong to two or more class- important than any objective good character, his HP on the screen will
of the Sword and Rose will give up
es at the same time . The character's or evil outcome . never be displayed as less than 0 .
everything except 20 steel pieces experience points are divided among
when they tithe . When Knights of each of the classes, even after the Note: Due to the nature of this Experience Points are a measure
the Sword or the Rose become adventure, no evil Player
character can no longer advance in of what the character has learned
sixth-level, they gain the ability to one or more of those classes . The Characters are permitted . on his adventures . Characters
cast some clerical spells .
character's hit points per level are receive experience points for
averaged among the classes . The Other Attributes actions such as fighting monsters,
multi-class character gains all the Each character also has three other finding treasures and successfully
benefits of all classes with regard to important values that change as the completing quests . The computer
weapons and equipment . game goes on : Hit Points, keeps track of experience and when
Experience Points and Levels .
10
Sample party#2 : Clerics are essential for healing the
characters earn enough they may New characters start with 210,003
One Human Knight party after engagements . The most
advance in levels . See the Level experience points and they will
One Silvanesti Elf Cleric of efficient way to heal is to Encamp
Advancement Tables for each already have all levels and spells
Mishakal/Fighter/White Mage and select FIX (you can issue this
class's experience requirements . appropriate for that experience .
command several times while
Characters may advance to a maxi- One Half-Elf Ranger/
encamped) . FIX works as follows :
mum of 14th-level, except thieves Cleric of Majere
oc
whole party flees, it will not receive mand . Spells are memorized during who do not enter an order are
any experience points for monsters rest while encamped . called "Rogues," and are attacked
killed before retreating . on sight by all of the other orders . •
Memorizing a spell takes 15 minutes Mages keep spell information in WANING WAXING HIGH SANCTION
LOW SANCTION
of game time per spell level, plus a their personal spell books and may (NEW MOON) (FULL MOON)
After Combat
minimum period of preparation of only memorize spells that are Saving Throws -1 Normal Normal +1
If one or more characters survive on Additional Spells' 0 0 +1 +2
four hours, plus two hours every recorded there .
the battlefield at the end of combat, two spell levels . For example, first
Effective level -1 Even Even +1"
25
anything but move . Some monsters useful against any high-damage takes twice that damage in return . Cone of Cold fires a withering cone
can see invisible creatures. Usable creature . Only affects the side The shield may be attuned to heat shaped blast of cold . The spell's
by Red Robes only . opposing the spell caster. Usable by attacks or cold attacks . The mage range and damage increases with
Red Robes only . takes half damage (no damage if he the caster's level . Usable by by both
Lightning Bolt does 1d6 HP per makes his saving throw) and has his White and Red Robes
level of the caster to targets along its saving throw against the opposite
Fourth Level Mage Spells
path . If the target makes its saving form of attack improved by two . He
throw, the damage is halved . A light- Bestow Curse reduces the targets
takes double damage from the form
THACO and saving throws by four . the
ning bolt is four or eight squares long of attack the shield is attuned to .
Usable by White Robes only . chest,
in a line away from the caster . For Usable by both Red and White Robes . when opened,
best results, move the spell caster to overflowed with
Charm Monster changes the tar-
send the bolt down a row of oppo- Fumble causes the target to be treasure, some of
get's allegiance in combat . It will
nents . It will attack all opponents unable to move or attack . If the tar- it having magical
work on any living creature . The
along the line within its range . Target get makes his saving throw, he is properties; but
spell affects 2-8 first level targets, one item caused
the first creature in the row (closest affected by a slow spell . Usable by
1-4 second level targets, 1-2 third the mage among
to caster) . Lightning bolts will reflect White Robes only .
level targets or one target of fourth- u to
off walls back toward the spell caster. level or above. Usable by White shudder . .
This permits targets adjacent or Ice Storm does 3-30 HP to all tar-
Robes only . gets within its area . There is no sav-
close to a wall to be hit twice by the
ing throw . This spell will inflict dam-
same bolt . Be careful the caster isn't Confusion affects 2-16 targets .
hit by the reflected bolt . Usable by age on opponents protected by Minor Feeblemind causes targets who fail
Each target must make a saving
both Red and White Robes . Globes of Invulnerability . Usable by their saving throw to drop dramati-
throw each round or stand
confused, become enraged, flee in both Red and White Robes . cally in intelligence and wisdom
Protection from Evil, 10' Radius terror or go berserk . Confusion is and become unable to cast spells .
protects the target and all charac- Minor Globe of Invulnerability
most effective when used against a A Heal spell must be cast on the
ters adjacent to the target . The protects the caster from incoming victim to recover from the effect .
large number of enemies . Usable by
spell improves the AC and saving first, second or third-level spells . Usable by White Robes only .
White Robes only . The Globe is very effective when
throws of those it protects by two
against evil attackers . Usable by used in combination with Fire Fire Touch creates a blazing aura
Dimension Door allows the mage
White Robes only . to teleport himself to another point Shield . Usable by White Robes only . around the recipient . This aura adds
on the battlefield within his line of 2-12 points of extra fire damage to
Protection from Normal Missiles Remove Curse removes the effects all of the recipient's attacks . Usable
sight and the range of the spell . of a Bestow Curse spell and allows
makes the target immune to non- Mages can use it for quick escapes . by Red Robes Only .
magical missiles . Usable by White the target to unready cursed magic
Fighter/mages use the "Door" to
Robes only . items . Usable by White Robes only . Hold Monster is similar to Hold
reach the opposition's rear area .
Person, except it affects a wider
Usable by Red Robes only .
Slow affects one target per level of Fifth Level Mage Spells variety of creatures . Usable by White
caster. The spell halves the target's Fear causes all within its area to Cloudldll is similar to the Stinking Robes only .
movement and number of melee flee . Usable by Red Robes only . Cloud spell, except that its area of
attacks per round . Slow can be used effect is larger and it will kill weaker
to negate a haste spell . This spell is Fire Shield protects the mage so that monsters . Stronger monsters may
any creature who hits the mage in be immune to the spell . Usable by
melee does normal damage, but both White and Red Robes .
'411 1"' '
27 28
Iron Skin causes the mage's skin Mass Invisibility is identical to the CREATURES OF KRY1'I Dragon, Black
to become extremely tough and Invisibility spell, except that it They are noted for spit-
The denizens of Krynn are many
damage resistant . The mage's AC affects several targets at once . This ting a stream of deadly
and varied . This is a list of some
is reduced by four. Usable by Red can be a valuable spell to cast acid as well as attacking with claws
monsters you may encounter in
Robes Only . before a known encounter. Usable and fangs . Since they are extremely
your adventures .
by Red Robes only . independent and only obey com-
Sixth Level Mage Spells mands if it suits their purpose, black
Power Word, Stun causes one Beast, Undead dragons were rarely used in direct
Death Spell kills opponents instantly
creature to be stunned-reeling and The undead beast is assaults by the evil Dragon
and irrevocably . The spell will kill a
unable to think or act effectively . a mindless killer of Highlords . They were more highly
greater number of weak opponents The weaker the target, the longer it unknown origin, compelled to valued as guards .
than strong . Powerful opponents
will be stunned . This is a very destroy the living . It is resistant
may be immune . Usable by both
powerful spell and it automatically to pointed or edged weapons
Red and White Robes . Dragon, Blue
affects any creatures who do not and flame .
Highly intelligent and
have magical immunities . Usable by
Disintegrate destroys one target. greatly feared, they
both White and Red Robes .
Some creatures with an innate Death Knight exhale lightning bolts in
magic resistance may avoid the
effects of the spell, while most
must make a saving throw to sur-
Eighth Level Mage Spells
Mass Charm is similar to the fourth-
A A type of powerful undead
that cannot be turned, death
addition to attacking
with claws and fangs . Blue dragons
knights are dangerous and fright- are more gregarious than many of
vive . Usable by Red Robes only . level spell, except it affects a much their cousins . They obey orders and
ening opponents who are immune
larger number of targets . Usable by can act and fight together as a cohe-
Flesh to Stone causes the target to most magical attacks . They can
White Robes only . sive unit . They proved to be loyal
to make a saving throw or be turned reflect some magic attacks back on
the caster, cause fear in those allies of the evil Dragon Highlords .
into stone . Usable by Red Robes Mind Blank is a powerful protective
only . spell . The recipient of this spell is around them and cast a massive
totally protected from spells that fireball attack once a day . Dragon, Death
Globe of Invulnerability protects attack a character's mind or will, When some highly
against first to fourth level spells . such as Charm or Feeblemind . . magical and intelligent
Dragons
Usable by White Robes only. Usable by White Robes only . dragons die, they
These are the most powerful and become death dragons .
Stone to Flesh counters the effects dangerous of the monsters a party
Otto's Irresistible Dance is an Their will is so powerful that their
of a Flesh to Stone spell . Characters can encounter. The older and larger
enchantment that causes the target dead and rotting bodies remain ani-
may not survive the shock of being the dragon, the more damage it can
to be irresistibly compelled to mated . They breathe a lethal cloud
restored to flesh . System shock sur- do and the harder it is to kill . In of gas .
dance a wild and frenzied jig . The
vival is based on a character's con- addition to their awesome strength,
target's AC is reduced by four and it
stitution . Usable by Red Robes only . dragons inspire an insidious terror
fails all saving throws versus other
called Dragon Fear or Awe . Many
magical attacks . Usable by White
times the mere sight of a dragon will
Seventh Level Mage Spells Robes only .
cause opponents to panic and flee .
Delayed Blast Fireball is a more
Power Word, Blind will strike some
powerful version of the third level
targets instantly blind . Usable by
spell and will penetrate a Minor
both White and Red Robes .
Globe of Invulnerability . Usable by
by both White and Red Robes .
29
Dragon, Red Fire Lizard Golem, Flesh Lich
Perhaps the most feared Resembles a wingless A humanoid formed by the Though liches are among the
of all the evil dragons, dragon and is sometimes called stitched together remains of most powerful undead, they
these beasts were the a "False Dragon." It attacks with many corpses . Its skin is the sickly seek only to further their own
favored assault force of teeth, claws and a fire breath . green and yellow of decomposing power. They do not seek confronta-
the Dragon Highlord armies during It is resistant to fire-based attacks . flesh . Fire and cold based attacks tion, but are ruthless in defending
the War of the Lance. Not usually only slow it, electrical attacks heal it themselves .
inclined to obey orders, red dragons and they are only vulnerable to mag-
enjoy nothing more than setting Fire Minion ical weapons .
cities ablaze, destroying and looting . A fearsome creature from the Lycanthrope
Red dragons can exhale great elemental plane of Fire . Its body is Humans who can transform them-
Golem, trop
I
spouts of flame, cast magic spells or composed of living flame, most Fashioned in the form of selves to resemble normal animals
attack with their claws and fangs . often taking the shape of a large stylized armor, it is affected and monsters .
humanoid . It radiates intense heat only by very powerful magic
k' Dragon, Spectral and is healed by fire . weapons, magical electrical Wereboar
Spirit form of Evil attacks (which slow them) and magi- Like the boar it can transform
Dragons brought into the Ghast cal fire attacks (which heal them .) into, the wereboar is ill tempered
Human planes by the most powerful
priests of Takhisis . Their touch
4 This creature is nearly indistin-
guishable from a ghoul, save for a Hatori
and combative .
drains life and they are unaffected carrion stench which it exudes . The Weretiger
by many spells and non-magic Dwelling deep in sandy
stench causes retching and nausea . deserts, this Crocodile of Weretigers are primarily
weapons . The ghast is susceptible to cold . female and are ferocious solitary
the Sands has a voracious appetite .
hunters.
Entire caravans have been lost to a
Dragon, Undead Ghoul single hatori .
The animated corpse of a Nightmare
dragon, often of good A human transformed into an
alignment . It has none of undead monster which feeds on the liellhound Commonly the mount
the intelligence or powers decaying flesh of corpses . Although ~~ A fire-breathing canine of the more powerful undead, it
the transformation from human-form originates in the lower planes .
of the original dragon . summoned to serve evil beings .
has deranged and destroyed its Often known as hell horses or
Their eerie wail has caused strong
mind, it maintains an evil cunning. men to flee . demon steeds .
Dread Wolf Its touch paralyzes humans .
A wolflike undead creature Rhino Beetle
who taunts budding heroes . The Kua-Toa
Golems An enormous beetle
dread wolf is often found in the An ancient race of fish-men
Magically created automatons of with powerful mandibles, capable
service of a powerful evil master. dwelling underground and harboring
It has the ability to move great great power. Golems can be a deep hatred of surface dwellers . of crushing anything in its path .
distances in a very short time and constructed of several materials . Kua-Toans are only encountered
is immune to most magic . above ground when they are
seeking sacrifices and slaves .
a J -3 1 32
Roc, Undead Spectral Minion Wight Zombie
The animated remains These undead are the spirits An undead creature with Magically animated corpses under
of a gigantic flying bird . of humans and demi-humans who cruel, burning eyes set in mummi- the control of an evil force, they will
died before they could fulfill fied flesh . Affected only by magical fight with mindless rage until turned
powerful vows or quests . Spectral weapons, it feeds on the life or destroyed .
minions are often not evil - their essence of its prey. Each successful
unfulfilled obligations are often blow drains life from its victims . Zombie Giant
Sivak Draconians
R
Draconians were the special
troops of the Dragon liighlords .
quite noble . They can only be hit
with magic weapons .
These creatures can only be hit by
silver or magical weapons .
Formed from the remains of
a giant .
0
eggs of good dragons with vile
sorceries . Because of their magical
Spectre
Powerful undead that haunt
A Wraith
Evil undead spirit that seeks to
origins all draconians are somewhat the most desolate and deserted of absorb human life energy . Though Zombie Mastodon
magic resistant . Sivaks are created places, hating all life . Spectres drain having no substance, it prefers to Formed from the
from silver dragon eggs . They are levels when they attack. form into a vaguely human shape . remains of a mastodon .
powerful fighters who get three These creatures can only be hit by
attacks per combat round . EL A Vampire
silver or magical weapons .
Zombie Minotaur
7P Vampires prey upon the living Formed from the remains of
Skeleton Wyndlass
during the night hours or deep
These are the least powerful of the A tentacled horror that a minotaur.
underground . Often indistinguish-
undead . They are usually controlled able from humans, they keep the lurks in desoldte
by some powerful evil force . abilities they had in life, including swamps and gloomy
spell casting. Vampires drain levels forests. A powerful
Skeletal Giant when they attack . predator, it can easily devour an
The animated bones of entire horse . Few have survived a
a giant. firsthand meeting with a wyndlass .
Vodyanoi
Close aquatic relative of the
umber hulk, living in deep
bodies of fresh water . It only
Skeleton Warrior has two eyes and lacks the
Undead warriors forced into ability to confuse its enemies .
~- their nightmarish states by
powerful wizards . They are used by
Whisper Spider
their controllers as bodyguards, ser-
4010, The whisper spider uses lures
vants or workers . Clerics have no
power over these undead . and misdirection to capture its prey,
slaying them with a deadly poi-
II sonous bite .
33
hounds tear them apart like scare- JOURNAL ENTRY 7
Journal Entries crows! There are evil men beyond
the hounds and beyond the men,
SIR THOM'S DREAM
You and many heroic Knights are at
someone more evil still .
JOURNAL ENTRY 1 JOURNAL ENTRY 3 a celebration, feasting merrily . You
TALE OF CROOK STREET An explosion sounds behind you "I have the power to bring you into see a long-faced man in dark robes
and a splinters rip through the deck my dreams, to face the terrors I who doesn't seem to belong . As
"It's the worst street in town, you
know. And proud of it . The Knights of the Kuo-Toa slave ship . Another cannot face . If you are stout of you try to accost him, he disappears
have learned to leave it alone . It ship sails close and its captain shouts heart, they cannot kill you . Will in the crowd .
winds around a lot . Real crooked for the immediate surrender of all you help me?" Suddenly Sir Karl is there before
street. If a body wanted to do a little Kuo-Toa and their captives .
I
JOURNAL ENTRY 6 you . You smile, even though you
private business or hide out, it's the You don't see the Kuo-Toa captain, know he is dead . 'Thom! Give me
perfect place . Strange magics will MOUNTAIN DWARF
but his voice rises over the commo- your sword!" he cries and you do so
confuse all but the natives . tion to address the attacking ship . "The name's Skomp . I come from at once . He jerkily takes it and you
"We'll die first, land-faring infidels!" beneath the Dargaard Mountains . notice silver strands attached to his
"The Dream Merchant? Yes, he's on There, while exploring a new pas-
The clerics and monitors cheer their arms and legs . The strands lead up
Crook Street . Keep going - you'll sage, I came upon an echo chamber
agreement . to a monstrous man, whose face
see the sign . By the way, nobody - one of those unusual caverns that covers the sky. He laughs like thun-
trifles with the Merchant - every- Soon the air is thick with explosions somehow amplify sound . I heard
body has to sleep sometime ." der and pulls Sir Karl to him,
and flying fireballs . The battle is voices coming from above, from the
joined! surface. Names were mentioned . All turns black as you plummet into
JOURNAL ENTRY 2 dark catacombs . You grope in the
Lord Soth. Sir Karl . Sebas Astmoor.
THE CLERIC'S TABLE JOURNAL ENTRY 4 There was talk of a Dragonlance darkness, tearing through walls of
The cleric waves you toward a SPRITE MEETING and something called a Rod of gossamer spiderwebs, until you see
table of food . 'Take your pick," he Omniscience . Conquest, that was a speck of light and head for it . It is
A Sprite flies up to you, "You are
says . "Your choice will determine the topic. World conquest. a candle held by the long-faced
not Evil . Bewarned! Evil monsters
your fate ." have entered Voice Wood . Even man . There is a string around his
"When I brought this matter before wrist, but it has been cut . As you
You study the table . The choice is though you would normally be my superiors, they shrugged . The fate draw near, a door shuts and the can-
almost impossible to make . A bottle welcome, it would be safest to of the surface world does not concern dle is blown out . This happens
of clear water. A pastry decorated leave as quickly as you can ." them . I went to their superiors, with again . On the third try the candle
with curlicues of frosting . A cup of the same result . How shortsighted flickers, but stays lit . You step past a
JOURNAL ENTRY 5
cider with a stick of cinnamon steep- they are, for if the surface world falls, red door into a small bare room . The
ing within . A boiled potato decorat- THE DREAM MERCHANT'S REQUEST would we not be next?" long-faced man transforms into a
ed with a sprig of parsley . Each one "Ever since I escaped from Kalaman, young Solamnic Knight, who hands
could mean death or victory. The there have been creatures haunting Go to Journal Entry 20 .
you an ornate key the color of blood .
cleric offers no advice . my sleep . If I look away from the "For every key, a prisoner," he
people I meet in dreams, fierce warns, then you awake .
35 CI 1'2'/` 36
41 42
JOURNAL ENTRY 31 army. We must stop them! Arrgh! managed to get rid of almost every stop the spell, but your mouth moves
C/ARREN'S TALE the sword has taken my strength . visitor they think is too curious of its own accord . You are pulled
"I had collected the items tossed I fear I shall be little use in a fight . about the workings of Cekos ." into a swirling vortex . When the
down by Sir Karl, when he passed Still, we must be on after Soth!" incantation is finished, you find
over Caargath Outpost . I was trying JOURNAL ENTRY 34 yourself in another place . . .
JOURNAL ENTRY 32
THE FATE OF THE FORTUNE TELLER
WHAT ARIELA DROPPED "Curiouser and curiouser!" a voice
The fortune teller's eyes roll back in behind you exclaims .
The object is a heavy metal key, his head, showing only the whites .
The
Dream
embellished with loops and swirls . Incense rises and curls around his JOURNAL ENTRY 36
Merchant? Aye, I The barrel is shiny from long use . body. "I see a far away city . . . " he THE KNIGHT'S STORY
know of him. I had Inset in the key's handle is the word intones . "You must talk to the ani-
this dream once -
"Denissa," set in flowing feminine "I was following some suspicious
this lady - well, I mals . . . you must find your place in
script. this city to find the object you seek men when they suddenly grabbed
don't want to
speak of it. One's me. Turns out they were Ariela's
. . . your quest will take you far . . . "
dreams should JOURNAL ENTRY 33 spies and they locked me up in the
)w
stay one's
n. . .
99
I GORF The curls of incense form a
humanoid shape above the fortune
Commander's House . Soon they
brought another man in, a bleak-
He seats you in plush chairs and
arranges his expensive silk robe teller. "You reveal too much, idiot!" looking chap . Looked half-dead .
the shape snarls . The smoke They chained him up too and left us
around himself as he sits down, "I
to determine who Sir Karl had heard about the treasure hidden in coalesces around the fortune teller's awhile . The fellow whispered to me,
slain . This one sword was intensely head, making him choke and gasp . 'I must trust you to deliver a message
Cekos long ago . My family thinks
intriguing ; it almost seemed to In moments, he falls lifeless to the for me.' He specified you by name .
they are the same jewels that were
speak to me . Soon I became stolen from my ancestors before the table . The smoke dissipates through-
'This was the message : that the key
convinced that Sir Karl was right, Cataclysm ." out the tent.
to Soth's doom is the Rod Of
that the knighthood was foolish- Omniscience . This fellow found it
ness . I sought him out and he sent His odd copper-colored eyes search JOURNAL ENTRY 35
and hid it in a place called Voice
me on to Lord Soth . your faces as he thinks . Having READING THE TOME
Wood. He said you must go to
made a decision, he continues, "I You contemplate the giant tome
"Things became hazy after this, but I Dulcimer in order to get there. I think
came to Cekos to find and reclaim before you, memorizing the circled
remember planning an attack on the he wanted to say more, but then the
my inheritance, but I haven't had incantation . Speaking it correctly will
High Clerist's Tower in order to Sivaks returned and hustled us off
any luck finding anything yet ." He mean life or death to the waiting
steal away the corpses . Soth hopes into the bazaar. Someone was chas-
pauses for a second and takes a sip townspeople . After another few
to create Death Knights with them from a teacup . 'This town is very ing us, so the Sivaks split into two
moments of study, you feel ready. groups . I guess the group holding this
- band them into an invincible confusing . It is supposed to be a
You begin the incantation. The fellow Sebas managed to escape ."
town of magic, but I have yet to see
any. The people are all very secretive tome seems to grow larger and larg-
and keep to themselves . I have also er, surrounding you, blocking your
noticed that the town guard has vision of the room . You try to
JOURNAL ENTRY 37 JOURNAL ENTRY 39 disgust, "One of them had just less with a book titled 'Brain Traumas
SEB/A S MAP invented something that actually in the Severely Pummeled', to give
SPIRIT OF VOICE WOODS
worked, some sort of mechanical an idea how twisted their minds are .
"Welcome." A gently rumbling picture making device . Suddenly, the
voice calls from all around you . 'The situation is even worse than
whole town was up in arms and
"I have watched you as you moved I've described it . For there is one
some of the villagers were blockad-
through the my trees . I have other text, a notebook, really, whose
ing the inventor in his workshop ."
watched many people, but your contents dare not fall into the minds
bravery has impressed me above all A sinister grin appears on his face, of those evil rascals . 'Ambush Made
others . The Rod of Omniscience is a "Replacing the inventor would solve Easy', that's what it's called . A trivial
very dangerous artifact . Even beings all of my problems . I could hide and thing, it may seem . The text barely
of good might be tempted to use the become more powerful without runs 20 pages . But, oh, the secrets it
Chasm Rod improperly. I will release it to anyone even knowing that I exist ." reveals about that most fundamental
you if you vow to use it only against He rolls his head back in laughter, of strategies : the ambush . Yes, yes,
Lord Soth ." The woods are quiet, as "I had no trouble sneaking in and they took it . I tell you, you must
if waiting for an answer. killing the unfortunate Gnome who recover it . Otherwise, we are in for a
had created the machine . Just to long and difficult campaign whose
JOURNAL ENTRY 40 make sure, I set up some traps, so end cannot be to our favor."
SIR KARL!s GRAVE the villagers would think he had
become a hermit . I let my 'pets' out JOURNAL ENTRY 43
The graveyard is silent except for
whispers of wind . All seems in order. to create more confusion . After you SEBAS IN DESPAIR
You find Sir Karl's grave, heaped in are gone, I can get back to my You show the Rod of Omniscience
flowers and marked by the gleaming studies and become the most to Sebas . He touches it hesitantly,
JOURNAL ENTRY 38
marble obelisk that Maya had powerful wizard on Krynn!" then throws it aside with a moan of
CLERIC'S DIARY
prepared. Yet something is amiss; the despair. "I never meant for You to
The diary contains mostly routine obelisk leans slightly. As you put out JOURNAL ENTRY 42 find the decoy!" he cries . "I had this
notes about the upkeep of the grave- a hand to correct it, it suddenly SCHOLAR one made in Kalaman bazaar. The
yard . Only the last entry is of interest . topples . Crash! Full on the grave it 'Those villanous brutes, they true Rod was moved from Voice
falls, breaking through sod and casket ransacked my study and took what Wood to Sudulto days ago .
'I fear old Loring, the gravedigger,
has been stealing from the bodies . to reveal black tunnels that reek of military texts they could find .
"You must go to Sudulto and recover
He's started wearing a huge ruby, putrefaction and disease . 'The Proper Care and Feeding of a
the true Rod . Climb the Eastern
far beyond his means and refuses to Military Campaign' . 'The Art of
JOURNAL ENTRY 41 mountains and search for an old
explain where he obtained it . . . Murder and Mayhem' . 'Advanced
hunter named Kai . He can guide
EVIL MAQE'S SPIRIT Taunts and Tortures' . 'One Hundred
Before I speak to Loring, I must you to Sudulto .
"After Myrtani's army was defeat- and One Intimidation Techniques' .
check the wards around the fence . It ed, I fled the battlefield and stum- They took them all . I tried to stop 'Take this fake Rod with you and
may be my imagination, but I sense bled across this village ." His eyes them, but what can an old scholar hide it well . Tell no one that it is not
something is wrong with them .' glass over a second, then he spouts, do? I was never a man of the sword . the true item .
"Gnomes!" He shakes his head in They just laughed and beat me sense-
,. 46
"My spirit resides here until the Dark shapes peer through the
JOURNAL ENTRY 44 THE RUFFIAN'S MAP altar can be destroyed . I believe windows before boards are quickly
that the necklace lies with my body. nailed into place blocking their
KALAMAN BUSINESS DISTRICT I sense it to the north and down- view. "It was the fortune teller," says
ward . Coo forward so that my soul a teenaged girl . "I saw him
may finally rest ." giving orders to the creatures as I
was running from the market ."
JOURNAL ENTRY 46
Her father interrupts . "The important
MAJOR TEMS SPEAKS thing is to save our cleric, Zakarie .
"Thank Paladine you've come . Only he can open the door to the
Some of us have had suspicions for armory. With our weapons, we can
some time . Lately even some destroy these accursed invaders!"
Knights have disappeared without
trace! But we lacked proof of her JOURNAL ENTRY 49
dark intent . She told Daine she had DURFEY'S TALE
gone to Cerberus to visit her older
"I have been a knight since early in
sister. She goes there quite often . He
life . I have fought in the numerous
will be furious at being deceived ."
battles against evil's forces . One by
JOURNAL ENTRY 47 one, each of my friends have died in
battle or ambush . With Myrtani's
THE INKEEPER S STORY
forces crushed I came here to visit
"Don't blame me if I am a little with my lost comrades .
suspicious . This neighborhood is
getting worse . Something's going "Alas, even in the heart of
on - creeps are everywhere - Solamnia's greatest fortress, I am
and the City Knights are nowhere besieged by evil . If I can't find
to be seen ." peace, then I shall take the battle to
them! Quickly now, for my friends'
JOURNAL ENTRY 48 crypts are being desecrated . Onward
I ATTACK ON CERBERUS into the eternal war ."
TO THE
WALLS "Never before has this town had
JOURNAL ENTRY 50
the land . Other knights had assault- such ill-fortune! First the assassina-
JOURNAL ENTRY 45 THE SUBTERRANEAN LAKE
ed the place before, but none tion of our good mayor. Now this!
SIR VANSWARD'S TALE Legions of undead have invaded the The tunnel leads deeper and deeper
survived the altar room . Finally, we
'This was once a thriving temple to town . They desire only our lives into the earth. You stop often to
created a necklace which would pro-
Takhisis . Corruption bubbled up and the destruction of our homes ." clear the passage, shoving aside dirt
tect us from the spectral guardians .
from this building and spread across and rocks left by frequent cave-ins .
I carried it boldly in, but was slain
by a priest here in the antechamber.
47 48
It becomes difficult to breathe and JOURNAL ENTRY 52 JOURNAL ENTRY 54 darkness . The wailing sound is
you consider turning back if the strengthening . Now it is unbearable,
PHILOSOPHER'S ORATORY SEBAS'S LAST WORDS
tunnel doesn't end soon . soon it may be deadly.
The little Gnome bobs his head in "My friends . . . do you have the Rod
The surface beneath you crumbles excitement, "I am Quizmarxomatix of Omniscience?" You show it to
and you plummet into the darkness, . . .Did you know that if each him and he lowers his head in
splashing into an ice-cold subter-
ranean take . Your equipment sinks
Gnome is given to according to his
ability and taken from according to
relief. "Then my suffering hasn't
been in vain . Listen closely, I must
66 . . . "Never
fear," Soth
promises . "Food
quickly to the bottom, lost forever. his need or wait, is that if each tell you . . . " He breaks off as pain and water will be
In the darkness, you can't discern Gnome is taken from according to washes over him . His mutilated fin- lowered to you
the nature of the slimy creatures that his ability or wait, was that, if each gers clench and unclench as he col- daily. . . just
enough to keep
are entwining your legs under the Gnome. . . " lects himself. you alive! Death
surface of the water. won't come
JOURNAL ENTRY 53 "Long ago, when I worked for Soth, easily. . .
JOURNAL ENTRY 51 THE WRONG ANSWER
he sent me to recover the Rod of 19
THE GRAVEDIGGER'S CONFESSION
Omniscience . After searching faith-
The Fairy king folds his arms . "Your fully for many years, I finally found
"I found the ruby on my bed," he words betray you . You have lied
it . When I touched the Rod and felt
cries . "I didn't steal it! I swear to you, about your intentions and your good its power, I knew I must protect it JOURNAL ENTRY 56
I am no thief," he says, flashing nature. I must now pass judgement from Soth at all costs . I hoped to find THE BOAR'S REVENGE
anger. "I thought it was a gift from on you ." Fairies cluster around you,
a strong and honest group of adven- A persistent rustling from the bushes
a mourner - for my services . I hundreds of their tiny hands holding turers who could be trusted with the
thought nothing of it at first . . . "He you in place . "You are too treacher- beside your campsite catches your
Rod . . . a group like yourselves ." attention, but poking through the
lapses into silence for a moment . ous to go free," the king proclaims,
"Something happened to me . A few "and you are too dangerous to His voice grows fainter . "I would brush reveals nothing . Just as you
days after I found the ruby, my mind remain in our Wood ." He waves have escaped if Kitiara hadn't are about to settle down to rest, an
must have left me . I am afraid I was his hand, surrounding you with a caught me . That woman is power undead boar mounted by an insane
led to serve some great evil . . . to do magic field . "You will therefore hungry and wants the Rod for her dwarf charges though the campsite,
terrible things ." He looks up at you become a part of our Wood . . . " own purposes . She is cunning and scattering your belongings .
fearfully now, "I killed the cleric . He will do anything to get what she "You let them murder my boar!" the
was such a kind man . . . I stole the Roots sprout from your feet, embed- wants . . . beware of her . . . "
ding you deeply in the earth . Leaves dwarf rages . "If that wasn't enough,
runes he had placed around the you tried to have him cooked for
graveyard to ward off evil and buried sprout from your hair and fingertips . JOURNAL ENTRY 55
The fairies exclaim with pleasure your revolting dinner! Animals!
them outside . The next morning THE BLACK PIT Cannibals!" He strokes the boar's
and perch on your branches . . .
new runes had replaced them and The pit is filled with the bones of already-decomposing hide . "I'll cook
the place stunk of Evil . What have I countless sacrifices . Bits of corroded You over your own campfire!" he
done?!?" He buries his head in his armor and tattered cloth cover many vows and attacks!
hands and sobs . of the corpses . Something seems to
flicker and move in the distant
50
JOURNAL ENTRY 57 JOURNAL ENTRY 59 "I desire only the best warriors," he
The snake hisses venomously. "Do
LENORE INTRODUCTION BARTENDER not lisssten to her," it urges . "Ssshe mocks, "and the most intelligent .
"My name is Lenore ." The woman's "Strangers have been coming to this isss one of usss, in human form . You identified Ariela and killed her.
dress hangs in tatters as she nervously town for years," the bartender says, Our king demandsss her return, to That makes you quite eligible ."
picks at the threads . "I'm looking for pouring a glass for an impatient face judgement for her crimesss ." Durfey charges and slashes at Soth
food or money for my family ." Her customer. "Mostly they come to see with his sword, but it causes no visi-
jaw stiffens . "I have a right to steal the magic, but some had heard JOURNAL ENTRY 61 ble damage. "You think you can hurt
from this place! Soth's minions killed about the treasure some dragon or FACING THE SNAKE KING me?" Soth mocks . "Perhaps you are
my husband and our children need to dragons hid in this town long ago . You watch from the shadows as not quite as intelligent as I thought ."
eat ." Her anger fades and the hunted Since we no longer practice magic Durfey and Lenore are brought to
expression returns . "I don't dare enter in Cekos, I suppose you're here to JOURNAL ENTRY 63
stand in front of the king of the
any further than the first floor. find the treasure . A princess came snakes . The king's body is as thick IN THE OUBLIETTE
If you're wise you won't, either!" here looking for the same thing a Soth watches personally as you are
as a tree trunk and his coils extend
You tell Lenore of your mission . few weeks ago, but I'm sure the far into the shadows behind . disarmed and chained . "You chose
"May I follow your team, just for a town guard has chased her out of Snakelets slither and play around his the wrong door," he gloats . "Once I
few hours?" she asks hesitantly. "I'll town already. No one has found the body, while adult snakes rise on might have turned you into undead,
be safe behind you and I can search treasure or if they have, they haven't either side of him expectantly. to join my army, however, since you
the bodies of those you slay for lived to enjoy it . You're always free Durfey is not cowed . "I will not let have been so much trouble, I will
money or rations . In exchange I'll to tell me how close you came to you hurt Lenore!" he insists, putting derive even greater pleasure know-
help you as much as I can with my finding it, I've heard every story his arm around her protectively . ing that you live . . . in torment!"
knowledge of the Keep ." there is ."
"Her name isss Erline," the snake You are shoved, one by one, through
JOURNAL ENTRY 60 king says calmly. 'Tell him the truth, a door in the floor and fall into a
JOURNAL ENTRY 58
Erline . Your charade isss over." dungeon below. "Never fear," Soth
THE MYSTERIOUS LETTER THE SNAKE'S DEMANDS
Lenore only sobs and clutches promises . "Food and water will be
The letter reads : Snakes rise from each of the three
Durfey's arm tighter . The king looks lowered to you daily . . .just enough
baskets, surrounding you . One of
"Brave adventurers, disgusted. to keep you alive! Death won't come
them has a human face and it dips easily . . . " The door slams shut,
You have a locked box . We have close to speak . "It would be easssy to JOURNAL ENTRY 62 submerging you in total darkness .
the man with the key. Since we both kill you all," it says . "Our poissson
SOTH REVEALED
seek to stop the Lord Soth from hasss no known cure . But we only JOURNAL ENTRY 64
coming to power, why not bring the want the girl . Leave her with usss The commander of the garrison
approaches and pokes Ariela's body A MYSTERIOUS VISITOR
Sleepstone and the Dream Merchant and we'll let you leave in peaccce ."
together under rules of truce? with his foot . "You truly are mighty As you leave Cerberus, a blonde
Tonight, meet us at the 16th hour in Lenore screams and hides behind warriors," he says . "Mighty enough man approaches from the woods .
the center of the bazaar. No tricks or Durfey. "Don't leave me here!" she to join my armies ." His visage shim- He is wearing a strange blue uni-
we shall kill the Dream Merchant . cries . "Please, protect me!" mers and the face of Lord Soth is form, completely unfamiliar to you .
revealed . He laughs at your surprise .
The Kidnappers"
51 52
BONUS ATTACKS FOR HIGH LEVEL FIGHTERS
The weapon on his belt is equally JOURNAL ENTRY 66 TABLES Cuss LEVEL ATTACSS/ROIIIo
mysterious . "I just wanted to MAN IN THE DARK ROBES Fighter 1-6 1/1
congratulate you on your rescue of STRENGTH TABLE : ABILITY ADJUSTMENTS Knight 1-6 1/i
"My name is Sebas Astmoor. Once WEIWIT
Cerberus," he says . "It always pays AuowucE
Paladin 1-6 1/1
I was a cleric of Majere, although Aum TRAC0 DAMAGE (IN STEEL Ranger 1-7 1/1
to remember that people are more SCORE Bonus AOJOSTMEIT PIECES)
7-12 3/2
I can scarce remember it . Long ago Fighter
important than orders ." He waves 3 -3 -1 -350
Knight 7-12 3/2
Lord Soth corrupted me into worship- _2 -250
good-bye and vanishes back into the 4-5 Paladin 7-12 3/2
ping the dark gods . As his favorite 6-7 -1 none -150
Ranger 8-14 3/2
woods. normal none normal 2/1
and most powerful cleric, he sent me 8-9
normal none normal
Fighter 13+
10-11 Knight 13+ 2/1
JOURNAL ENTRY 65
on his most pressing quest : to find - 12-13 normal none +100
Paladin 13+ 2/1
no, no, I shall not tell you what. 14-15 normal none +200
Bonus ABILITY HIT POINT RESuRREC . (Females) 3-17 4-18 3-18 6-18 6-18 3-18
Scam Bosun
FIRST ITEM?" he demands . "A SCORE ARJusnwor SuRVIvAL
wield power correctly. 3 -3 +4
Kender(Both) 6-16 6-18 3-16 B-19 10-18 6-18
GENUINE ARTIFACT FROM DAR- 3 -2 40 'Maximum percentage for 18 strength for fighter type classes only
4 -2 +3
45 (tighter, knight, ranger, paladin)
QAARD KEEP ITSELF, OBTAINED AT "Curse that thing! I gave it up, I 5 -1 +2
4 -1
5 -1 50%
INCREDIBLE RISK FOR SALE H ERE . surrendered my dark powers and 6 0 +1
6 -1 55% MAXIMUM LEVEL LIMITS BY RACE,
7 0 0
D O I HEAR AN OFFER?" now I hide alone in the dark, 8 0 0
7 0 60%
CLASS AND PRIME REQUISITE
0 65%
waiting to die . All because it gave 9 0 0
8
SIV. OVAL. HALF HILL MTO .
He holds up a glass skull . Once me back a conscience ." 10 0 0
9 0 70 Cuss ABILITY HAwAI ELVES ELVES ELVES DWARVES DWARVES KERBER
10 0 75% Cleric Any 14 14 14 14 10 10 8
jewels were mounted in the eyes, 11 0 0
11 0 80 14 9 14 14 5
12 0 Fighter Sir 16- 14 10
0
but they were pried loose long ago . 13 0 0
12 0 85% Sir 17 14 10 14 9 14 14 -
4
WEAPON TABLE ARMOR TABLE CLERIC OF NEUTRALITY KNIGHT OF THE CROWN
DAMAGE Vs. DAMAGE vs . LARGER MIIE,ER WEIGHT Hun
MAXIMUM
NAME MAR Sims TRAIN MAR SGEo OF HAM CLASS ARMOR TYPE M SP . Hun CLERICAL SPELLS PER LEVEL LEVEL EXPERIENCE DICE
AC MOVEMENT*
LEVEL EXPERIENCE DICE 1 2 3 4 5 6 7
Axe, Battle 1-8 1-8 1 f None 0 10 1 2,500-4,999 2d10
1 1,500-2,999 1d8 2
Axe, Hand 1-6 1-4 1 f Shield 50 2 5,000-9,999 3d10
2 3,000-5,999 2d8 2 1
Bow, Long* 1-6 1-6 2 f Leather 3 10,000-18,499 4d10
150 8 12 squares
3 6,000-12,999 3d8 3 2 1
Bow, Short" 1-6 1-6 2 f Ring 250 4 18,500-36,999 5d10
7 9 squares 4 2 2
4 13,000-27,499 4d8
Bow, Composite Long` 1-6 1-6 2 f Scale 400 5 37,000-84,999 6d10
6 6 squares 5 27,500-54,999 5d8 4 3 2
Bow, Composite Short` 1-6 1-6 2 f Chain 300 5 6 85,000-139,999 7d10
9 squares 6 55,000-109,999 648 4 3 2 1
Club 1-6 1-3 1 f,cl,th Banded 7 140,000-219,999 8d10
350 4 9 squares 7 110,000-224,999 7d8 4 4 3 1
Dagger 1-4 1-3 1 f, mo.th Plate 8 220,000-299,999 9d10
450 3 6 squares 8 225,000-449,999 8d8 4 4 3 2
Dart 1-3 1-2 1 f,mu,th `In addition to armor, movement may be limited by carried items . Minimum 5 4 3 2 1 - 9 300,000-599,999 10410
9 450,000-674,999 9d8
Flail 2-7 2-8 1 f,cl movement is 3 squares . 5 4 3 3 2 - 10 600,000-899,999 10d10+2
10 675,000-899,999 9d8+1
Halberd+ 1-10 2-12 2 f " A Shield subtracts 1 AC from any armor it is used with . 11 900,000-1,124,999 9d8+2 5 5 3 3 2 1` 11 900,000-1,199,999 10d10+4
Hammer 2-5 1-4 1 I'd 12 1,125,000-1,349,999 9d8+3 5 5 4 4 3 2 1- 12 1,200,000-1,499,999 10d10+6
Hoopak (Melee) 3-8 3-6 2 " 13 1,350,000-1,574,999 9d8+4 6 5 5 4 3 2 1 13 1,500,000-1,799,999 10410+8
LEVEL ADVANCEMENT TABLES
special 14 1,575,000+ Qd8+5 6 6 6 6 4 2 1 14 1,800,000+ 10dlO+10
The following charts show the number of experience points a character must
Hoopak (Missile) 2-5 2-7 2 Usable only by clerics of 17 or greater wisdom
earn in order to gain a level in his character class . The charts also list the num-
special
ber of spells that a character can have memorized at one time . Fighters and " Usable only by clerics of 18 or greater wisdom KNIGHT OF THE SWORD
Javelin 1-6 1-6 1 f Thieves can never memorize spells . Hun CLERICAL SPELLS PER LEVEL
Light Crossbow# 1-4 1-4 2 f CLERIC WISDOM BONUS LEVEL EXPERIENCE DICE 1 2 3 4 5 6
Remember : All experience earned by multiple-class characters is divided evenly
Mace 2-7 1-6 1 I'd CLERIC'S BONUS SP ELLI ;
among all classes, even after character has reached maximum level in a class . 3 12,000-23,999 4d10
WISDOM 1
Morning Star 2-8 2-7 1 1 4 24,000-44,999 5d10
9-12
Pick, Military 2-5 1-4 1 f 5 45,000-94,999 6d10 - -
CLERIC OF GOOD 13 +1
Pick, Awl 1-6 1-12 1 1 6 95,000-174,999 7d10 1
HIT CLERICAL SPEIis PER LEVEL 14 +2
Quarterstaff 1-6 1-6 2 f,cl,mu LEVEL EXPERIENCE DICE 1 2 3 4 5 6 7 175,000-349,999 8410 2 -
15 +2 +1
Scimitar 1-8 1-8 1 f,th 8 350,000-699,999 9d10 2 1
1 2,000-3,999 2d8 1 16 +2 +2
Sling 1-4 1-4 1 f,th
17 +2 +2 +1 9 700,000-1,049,999 10d10 3 2
2 4,000-7,499 3d8 2
Sling, Staff 2-8 3-9 2 I'd
18 +2 +2 +1 +1 10 1,050,000-1,399,999 10410+2 4 2
3 7,500-15,249 4d8 2 1 -
Spear 1-6 1-8 1 f 11 1,400,000-1,749,999 1Odl0+4 4 2 1 - -
4 15,250-24,999 5d8 2 2 - Note that these bonus spells are only available when the cleric is entitled to
Sword, Bastard 2-8 2-16 2 f spells of the applicable level . For example, an 6th-level cleric of Good with a 12 1,750,000-2,099,999 1Od10+6 5 3 1 1 -
5 25,000-39,999 6d8 3 3 1
Sword, Broad 2-8 2-7 1 t,th Wisdom of 18 can memorize the following spells:
13 2,100,000-2,449,999 10d10+8 6 4 1 1 1
6 40,000-89,999 7d8 3 3 2
Sword, Long 1-8 1-12 1 NUMBER OF SPELLS PER LEVEL
Sword, Shod 1-6
f,th
7 90,000-159,999 8d8 3 3 2 1 1 2 3 ILs 14 2,450,000+ 10d10+10 7 5 2 1 1 1
1-8 1 t,th
8 160,000-249,999 9d8 3 3 3 2-- 6th-Level Cleric of Good
Sword, Two-Handed 1-10 3-18 2 f KNIGHT OF THE ROSE
9 250,000-499,999 with 18 Wisdom 5 5 3 - -
9d8+1 4 4 3 2 1 -
Trident 2-7 3-12 1 f Hun CLERICAL SPELLS PER LEVEL
10 500,000-749,999 9d8+2 4 4 3 3 2 - LEVEL EXPERIENCE DICE 1 2 3 4 5 6
+ Polearm FIGHTER
11 750,000-999,999 9d8+3 5 4 4 3 2 1*
* Must have ready arrows to fire . Two Attacks per round . Hun 4 27,000-59,999 5d10
12 1,000,000-1,249,999 9d8+4 6 5 5 3 2 2 LEVEL EXPERIENCE DICE
# Must have ready quarrels to fire . One Attack per round . 5 60,000-124,999 6d10 -
13 1,250,000-1,499,999 9d8+5 6 6 6 4 2 2 1
" Only usable by kender characters . 0-2,000 1d10 6 125,000-199,999 7d10 1 -
14 1,500,000+ 9d8+6 6 6 6 5 3 2 2 2,001-4,000 2d10 7 200,000-424,999 Bd10 2 -
f=fighter (includes knight, ranger, paladin), cl=cleric, th=thief, mu=magic-user
Usable only by clerics of 17 or greater wisdom 3 4,001-8,000 3d10 8 425,000-799,999 9d10 2 1
4 8,001-18,000 4d10 9 800,000-1,499,999 10d10 3 2
5 18,001-35,000 5d10 10 1,500,000-1,999,999 10d10+2 4 2
6 35,001-70,000 6d10
11 2,000,000-2,499,999 10d10+4 4 2
7 70,001-125,000 7d10
12 2,500,000-2,999,999 10d10+6 5 3 1 1 -
8 125,001-250,000 8d10
13 3,000,000-3,499,999 10d10+8 6 4 1 1 1-
9 250,001-500,000 9d10
14 3,500,000+ 10d10+10 7 5 2 1 1 1
10 500,001-750,000 9d10+3
11 750,001-1,000,000 9d10+6
12
1,000,001-1,250,000 9d10+9
13 1,250,001-1,500,000 9d10+12
14
1,500,001+ 9d10+15
56
WHITE ROBE MACE RANGER 1ST-LEVEL CLERICAL SPELLS 7T1 I-LEVEL CLERCIAL SPELLS
HIT SPELLS PER LEVEL SPELLS PER LEVEL WHEN ANA DuwnON SPELL NM WREN Rio AREA DHNUni
LEVEL EXPERIENCE DICE SPELL RELEE RE
1 2 3 4 5 6 7 8 HIT DRRRRC MIAEC-DEER
LEVEL EXPERIENCE DICE 1 2 1 2 Restoration Camp T 1 Permanent
Bless Both 6 5 dia 6r
1 2,500-4,999 1d4 1 -
Resuraction Camp T 1 Permanent
2 5,000-9,999 204 2 - 1 0-2,250 2d8 Cure Light Wounds Both T 1
3 2 1 2 2,251-4,500 3d8 Detect Magic Both 3 1 1t
10,000-19,999 3d4 - - - - -
1ST-LEVEL DRUIDICAL SPELLS
4 20,000-37,999 444 3 2 - - - - - - 3 4,501-10,000 4d8 Protection from Evil Both T 1 3rAvl
(FOR II IGH-LEVEL RANGERS)
5 38,000-54,999 5d4 4 2 1 - - - 4 10,001-20,000 5d8 Resist Cold Both T 1 1tAv1
SPELLHM WHEN Roo Am Duuna
6 55,000-99,999 6d4 4 2 2 - - - - - 5 20,001-40,000 6dB
7 100,000-199,999 7d4 4 3 2 1 2ND-LEVEL CLERICAL SPELLS Cure Light Wounds Both T 1
6 40,001-90,000 748
8 200,000-399,999 8d4 4 3 3 2 SPELL NANN WHEN RE ANA DURATION Detect Magic Both 4 1 12r
7 90,001-150,000 8d8
9 400,000-599,999 9d4 4 3 3 2 8 150,001-225,000 948 1 Find Traps Camp 3 1 3t Entangle Cmbt 8 4 dia 1t
10 600,000-799,999 1044 4 4 3 2 2 1 -- Cmbt 6 1-3 4r+1/Ivl Faerie Fire Cmbt 8 8 dia 4r/Ivl
9 225,001-325,000 10d8 1 1 - Hold Person
11 800,000-999,999 11d4 4 4 4 3 3 2 1- Both T 1 1VIvI Invisibility to Animals Both T 1 l t+l r/Ivl
10 325,001-650,000 11d8 2 1 Resist Fire
12 1,000,000-1,249,999 1044+1 4 4 4 4 4 3 2 1 12 3 dia 2r/Ivl
11 650,001-975,000 11d8+2 2 - 2 Silence 15' Radius Cmbt
13 1,250,000-1,499,999 1044+2 5 5 5 4 4 3 2 1 1 hour/Ivl 2ND-LEVEL DRUIDICAL SPELLS
12 975,001-1,300,000 11d8+4 2 1 2 - Slow Poison Camp T 1
14 1,500,000+ 1044+3 5 5 5 4 4 3 2 1
13 1,300,001-1,625,000 11d8+6 2 1 2 1 Snake Charm Cmbt 3 All 5-8r (FOR HIGH-LEVEL RANGERS)
14 1,625,001+ 11 d8+8 2 2 2 1 Spiritual Hammer Cmbt 3 1 1r/Ivl SPELL HARE WHEN RNs Am DURATION
RED ROBE MADE
Barkskin Both T 4r+1 r/Ivl
Hnr SPELLS PER LEVEL
LEVEL EXPERIENCE DICE 1 2 3 4 5 6 7 8 THIEF 3RD-LEVEL CLERICAL SPELLS
Charm Person/Mammal Cmbt 12
HIT SPELL Nam WEN RISE AREA DEAncu
1 2,500-4,999 1d4 1 - -
LEVEL EXPERIENCE DICE
2 5,000-9,999 2d4 2 - Cure Blindness Both T 1 1ST-LEVEL MACE SPELLS
1 0-1,250 1d6 T 1 ROBE
3 10,000-17,999 344 2 1 - - Cure Disease Camp SPELLRum WREN RNB Am DuunuN
4 18,000-35,999 4d4 2 1,251-2,500 2d6 Dispel Magic Both 6 3x3 s
3 2 1 - Burning Hands Cmbt T 3s Both
5 36,000-49,999 544 4 3 1 - 3 2,501-5,000 3d6 Prayer Both 0 All 1r/Ivl Charm Person Cmbt 12 1 Both
6 50,000-89,999 6d4 4 3 2 - 4 5,001-10,000 4d6 Remove Curse Both T 1
Detect Magic Both 6 1 2r/Ivl Both
7 90,000-179,999 7d4 4 3 2 1 5 10,001-20,000 5d6
Enlarge Both .5/IvI 1 1VIvl Both
8 180,000-349,999 8d4 4 3 3 2 6 20,001-42,500 646 4T1 I-LEVEL CLERICAL SPELLS
Friends Cmbl 0 All 1 r/IvI Both
9 350,000-499,999 9d4 4 3 3 2 1 - 7 42,501-70,000 746 SPELL NAM WHEN RNs AREA Duun0N
Magic Missile Cmbt 6+IvI 1 Both
10 500,000-699,999 1044 5 4 3 2 2 1 8 70,001-110,000 846 Cure Serious Wounds Both T 1 Protection from Evil Both T 1 2r/IvI Both
11 700,000-899,999 1044+1 5 4 4 3 3 2 9 110,001-160,000 946
Neutralize Poison Both T 1 Read Magic Camp 0 1 2r/IvI Both
12 900,000-1,099,999 1004+2 5 4 4 4 4 2 1 - 10 160,001-220,000 1046 Poison Cmbt T 1 Cmbl 0 1 5r/IvI Both
Shield
13 1,100,000-1,299,999 1044+3 5 5 5 4 4 2 1 1 11 220,001-440,000 10d6+2 Protection from Evil 10' Radius Both T 2 dia 1VIvl Shocking Grasp Cmbt T 1 Both
14 1,300,000+ 1044+4 5 5 5 4 4 2 2 1 12 440,001-660,000 10d6+4 Sticks to Snakes Cmbt 3 1 2r/IvI Sleep Cmbt 3+IvI 1-16 5r/IvI Both
13 660,001-880,000 1046+6
PALADIN
14 880,001-1,100,000 10d6+8 511 I-LEVEL CLERICAL SPELLS 2ND-LEVEL MACE SPELLS
HIT CLERICAL SPELLS PER LEVEL
LEVEL EXPERIENCE DNA 1 2 3 4 15 1,100,001-1,320,000 10d6+10 SPELL RARE WINES! Rim Am DURATION WHEN RNs ANA Duuni ROBE
SPELL NAAE
16 1,320,001-1,540,000 10d6+12
1 0-2,750 1410 Cure Critical Wounds Both T 1 Detect Invisibility Both 1/IvI 1 5r/IvI Both
2 2,751-5,500 2d10 17 1,540,001-1,760,000 10d6+14
Dispel Evil Cmbt T 1 1r/IvI Invisibility Both T 1 Red
3 5,501-12,000 3d10 18 1,760,001+ 10d6+16
Flame Strike Cmbt 6 1 Knock Camp 6 1 s/IvI Red
4 12,001-24,000 4d10 - - - - Raise Dead Camp 3 1 Mirror Image Both 0 1 2r/IvI Red
5 24,001-45,000 5d10 SPELL PARAMETERS TABLE
Ray of Enfeeblement Cmbt T 1+ .25 s/Ivl 1r/IvI White
6 45,001-95,000 6410 When: Duration : 0TH-LEVEL CLERICAL SPELLS
Stinking Cloud Cmbt 3 2x2 s 1 r/IvI Both
7 95,001-175,000 7410 Cmbt = Combat only spell SPELL RAVE
r=combat rounds WEN RE AREA DONATION
Strength Camp T 1 6VIvI Red
8 175,001-350,000 8d10 - - Camp = Camp only spell t=turns Heal T 1 Permanent
Both
9 350,001-700,000 9d10 1 Both = Camp or Combat spell /IvI = per level of caster
10 700,001-1,050,000 9410+3 2 - Rng : targets = aim at each target .
11 1,050,001-1,400,000 9d10+6 2 1 - - T = Touch Range Robe (Mage spells only)
12 1,400,001-1,750,000 9d10+9 2 2 dia = diameter White = Can only be cast by White
13 1,750,001-2,100,000 9d10+12 2 2 1 - Robes
rad = radius
14 2,100,001+ 9d10+15 3 2 1 - All =All characters in combat Red = Can only be cast by Red
Robes
1= Number of targets
Both = Can be cast by both
Is = Number of squares
57 W1 58
3RI)-LEVEL MACE SPELLS 5TI I-LEVEL MACE SPELLS
SPELL GLOSSARY OF AD&D€ GAME Enter. The act of giving a command
KWE WRER Rim AREA OJRAnaR PAR SPELL Nut WsEu RN AREA DERAnsR Rut
to the computer. How this is done
Blink Both 0 1 1 r/Ivl Red Cloudkill Cmbt 1 30s 1r/Ivl White AND COMPUTER TERMS
Dispel Magic Both 12
varies depending on the computer .
3x3 s White Cone of Cold Cmbt 0 .5 s/IvI cone - Both
Fireball Cmbt 10+IvI 2/3 rad Both Feeblemind
Ability Scores . These are numbers
Cmbt 1/IvI 1 White
Haste Both 6 4x4 s 3r+1/Ivl that describe the attributes of the Experience Points . Every encounter
Red Fire Touch Both T Special 1r/Ivl Red
Hold Person Cmbt 12 1-4 2r/Ivl White Hold Monster Cmbt .5/IvI 1-4 1 r/Ivl characters . There are six ability the characters have yields experience
White
Invisibility 10' Radius Both T 2 dia Red Iron Skin Both 0 Special 1 r/Ivl Red scores: Strength, Intelligence, points for every character depending
Lightning Boll Cmbt 4+Ivl 4,8 Both on how successful the encounter was
Wisdom, Dexterity, Constitution
Protection tr. Evil 10' Rad Both T 2 dia 2r/lvl White 0TH-LEVEL MACE SPELLS
and Charisma . for the party . A character who gains
Protection fr. Normal Misl. Both T 1 1VIvl White SPELL Nut WM RN AMA DaAfi Rut enough experience can advance a
Slow Cmbt 9+Ivl 4x4 s 3r+1/Ivl Red Death Spell Cmbt 1 .5 SAM Instantaneous Both
Adventurer . This is a term for one of level.
Disintegrate Cmbt .5/IvI Special Instantaneous Red
4TH-LEVEL MACE SPELLS the characters you play in this game .
Globe of Invulnerability Both 0 1 1r/Ivl White
SPELL NAME Wm Rim AREA Daumu ROBE
Facing . In combat, a character faces
Stone to Flesh Both 1/IvI 1 Permanent Red
Bestow Curse Cmbt T 1 1VIvI White Flesh to Stone Cmbt 1/IvI 1 Permanent Red
Alignment. This is the basic philoso- a certain direction . An attack from the
Charm Monster Cmbt 6 1 White phy of a character . See Alignment in direction he is not facing has a greater
Contusion Cmbt 12 2-16 2r+1/Ivl White 7TI I-LEVEL MACE SPELLS the Character Classes section . chance of doing damage. A character
Dimension Door Cmbl 0 1 Red SPELL 11114A Wm Rim AREA DumrmR RON will always face an opponent if he has
Fear Cmbt 0 6x3 cone 1r/Ivl Red Delayed Blast Fire Ball Cmbt 10+1/IvI 2 rad Special White Armor Class (AC) . This is a rating only one opponent.
Fire Shield (2 Types) Both 0 1 2r+1/Ivl Both Mass Invisibility Both 1/Iv1 Special Special Red of how difficult a target is to damage .
Fumble Cmbt 1/IvI 1 1 r/Ivl White Power Word, Stun Cmbt .5/IvI 1 Special Both The lower the AC number the more Hit Points (HP) . This is a measure of
Ice Storm (Dmg only) Cmbt 1/IvI 4 dia Both
Min Globe of Invlnrblty. Both 0 1
difficult it is to hit . how healthy a character is . Damage
1 r/Ivl White 8TH-LEVEL MACE SPELLS
Remove Curse Both T 1 White SPELL RATE WRER Rim At tlunwnou
from weapons subtracts hit points
RiE
Character. This is another name for from the character's total . When he
Mass Charm Cmbt .5/IvI Special Special White
Mind Blank Both 3 1 1 day White
one of the persons you play in the has lost all of his hit points, he is
Otto's Irresistible Dance Cmbt 1t . 1 2-5 r White
game . A party consists of up to six unconscious and dying. If his wounds
Power Word, Blind Cmbt .5/IvI 3 dia Special Both characters . are bound by another party member,
he is simply unconscious .
Class. This is a character's occupa-
tion . For example mage, fighter or Icon . This is the small picture of a
cleric are classes . monster or a character seen during
combat . Character icons can be
Command . A one or two-word option altered using the Alter command in
in a menu . Activating that command the Camp Menu .
allows you either to view another
menu or have your characters Initiative. This is a semi-random
perform an action . determination of which character in a
combat acts first. The characters with
Encounter. This is what happens higher dexterities have a better
when a party meets a monster. You chance for a higher initiative .
are given a menu of choices of how
you want to handle the situation . Level . This describes the power of a
number of different items . The power
of characters, dungeons, monsters and
spells are all described with levels.
9 DEATH KNIGHTS
OF KRYNN
PROOF OF PURCHASE