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Advanced

THIS IS IT. Dungeons`\Dragons


COMPUTER PRODUCT

THIS IS THE ULTIMATE TEST.


Tie Dwi Queen or lironn is the final
battle in SSI's award-winning
DRAGONLANCE fantasy role-playing
trilogy - and the winner takes all!

THIS IS YOUR DESTINY .


To fulfill it you must draw upon the skill,
wisdom, and courage that brought you
to this fateful place. You must also make
use of all the resources at your disposal,
and Tie D,wvi Queen or hrivnn CLUB Boor; is
your best and brightest resource .

THE DARK QUEEN oF KRYNN CLUE BOOK is


much more than a player's guide, it's
a powerful ally . And, with the odds
against you, your party needs all the
help it can get -

"? DETAILED MAPS for the entire


game, including locations of all
major events in the adventure.

LISTS of all major magical


items and their locations.

:" DESCRIPTIONS of encounters


and treasures - you won't miss
any part of the adventure and
you'll find all the loot!

THE DARK QUEEN OF KRYNN A The odds shift strongly, in your


favor when you cant' maps that tell
CLUE BOOK - This is your lucky day. you exactly what to expect
around every corner!
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MADE IN U .S .A. 9
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,^ TABLE OF CONTENTS

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
JOURNAL ENTRIES (TRUE OR FALSE?) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
MAJOR MAGICAL ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
MAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Palanthas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Caergoth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Draconian Caves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Naulidis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Taladas Overland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Hamlet of Hizden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Luminari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Kristophan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
The Tombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Hulderfolk Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
New Aurim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
.
Palace of the Thenol King . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Hawkbluff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Bai'or . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
Blackwater Glade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Aldinanachru . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Tower of Flame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
The Abyss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49

TIPS FOR WINNING BATTLES . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . .51


Combat Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
STRATEGIC SIMULATIONS, INC. reserves the right to make improvements in the product
described in this clue book at any time and without notice . Preparation Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Strategic Simulations, Inc . makes no warranties, express or implied, with respect to this clue book, Backstabbing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
its quality, merchantability or fitness for any particular purpose. This clue book is provided "as is ."
Underwater Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
ADVANCED DUNGEONS & DRAGONS, AD&D and the TSR logo are trademarks owned by and used under license from
Dealing with Humanoid Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
TSR, Inc., Lake Geneva, WI USA.
Dealing with Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
01992 Strategic Simulations, Inc. ©1992 TSR, Inc. All Rights Reserved .

This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations, Inc.
No
one is permitted to sell copies of this clue book to any person or institution except as provided for by written agreement with
Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce to machine-readable
form this clue book without the prior written consent of TSR, Inc.

Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright violation and
subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).
`UR°

MAJOR MAGICAL ITEMS =7


Draconian Caves New Aurim
INTRODUCTION " white mage scroll (dispel magic, " cleric scroll (heal, heal, restoration)
globe of invulnerability, mass charm) " short sword+4
THE DARK QUEEN OF KRYNN is Strategic " shield+3
Simulations, Inc.'s sequel to DEATH KNIQHTS " flail+4 Palace of the Thenol King
" necklace of missiles " plate mail+3
OF KRYNN and is the third ADVANCED " red mage scroll (slow, ice storm,
DUNGEONS & DrACGONS® computer role- Naulidis iron skin)
" two rings offree action " mace of disruption
playing game set in the DRACGONLANCE - " staff ofstriking " ring offire resistance
universe . hakes the award-winning system " scimitar+3
" wand of paralyzation Hawkbluff
first used in POOL OF RADIANCE and applies " footman's dragonlance " wand offireballs
it to the world of Krynn . The group of " ten darts+4
Luminari " boots ofspeed
adventurers you create in THE DARK QUEEN " long sword -3 (cursed) " potion ofextra healing
" red mage scroll (disintegrate,
OF KRYNN or transfer from DEATH KNIQHTS mass invisibility, meteor swarm) Bai'or
of KRYNN, will be responsible for prevent- " white mage scroll (delayed blast " ring offire resistance
fireball, otto's irresistible dance, " bracers AC 2
ing Takhisis, the Dark Queen, from again power word kill) " scimitar+4
entering the material plane and wreaking " bracers AC 2 " scroll ofprotection vs. dragon breath
havoc. Your characters sail to the continent " long sword+4
Blackwater Glade
of Taladas, where Takhisis is cultivating a Kristophan " wand ofice storm
" helm+3 " silver shield+3
new army. There, your characters form " dagger+4 " ring of wizardry- doubles 5th
alliances to help destroy these new forces, " cloak of displacement level spells
" potion ofgiant strength " vorpal long sword
and they also have to stop the Dark Queen
The Tombs
of Krynn . Aldinanachru
" cleric scroll (restoration, resurrection,
blade barrier) " cloak ofprotection+3
" hoopak+4
" eyes of petrification (cursed) -
petrifies the wearer " ring ofinvisibility
" girdle ofgiant strength " wand of lightning
" eyes ofpetrification- petrifies the enemy Tower of Flame
" fine long bow " ring ofprotection+4
JOURNAL ENTRIES (TRUE OR FALSE?) Hulderfolk Wood " elixir ofyouth
" elfin chain+4 " 2-handed sword+4
The following entries in the DAm Queen or KRVnn Adventurer's Joumal are false :
" composite long bow+4
4, 11, 15, 20, 22, 27, 31, 38, 45, 48, 51, 53, 58, 66 " twenty arrows+4
" potion ofspeed
WNW
W 4

MAPS Caergoth

Key

Palanthas (no map) Caergoth


a °
aw,~;~°r 'P° ?
Synopsis : The party arrives in Synopsis : Arriving in Caergoth, the dr Wall
Palanthas after receiving a letter from party discovers that disaster has
General Laurana. After speaking with befallen the city . It has been demol-
the General in the palace, the party Door
ished and most of its inhabitants are
leaves for Caergoth . missing or slain. While searching, they
find signs of draconians and dragons.
Wandering Monsters : None. Impassable
At the harbor, the party encounters
Resting: The party is free to rest at the Captain Daenor, who lost his sister in
INN. the raid on Caergoth. The Captain Impenetrable
explains what happened, and volunteers Forest
PALACE: The party meets with General
to take the party with him in search of
Laurana. If they return with information,
the draconians .
then they are told to search for the Rubble
draconians . Wandering Monsters: None .
Other (Locations: The party can hear Resting: The party may rest for only a
Wall of
rumors at the PUB. All other locations short while before vultures descend to
Trees
provide standard service. peck at them.

Map Locations:
1 The path to and from Palanthas .

2 Shortly after entering Caergoth, drag


5 A destroyed home . 9 The burned out Dockmaster's Office.
ons discover the party and attack.
6 Vultures feed on the dead . 10 Sailors leap from the ship to con-
3 An old woman and child are burying
front the party. Captain Daenor intro-
their relatives. 7 The ruins of a house destroyed by
duces himself and describes the events
dragons.
4 The body of a slain boy. The party he has seen . The party should go with
may bury him. 8 A vandalized warehouse. him in search of the draconians.
6

Draconian Caves 3 Several draconians are sleeping. The Draconian Caves


Synopsis : Soon after beginning their party may leave safely or pick a fight.
journey on the "Silver Shark," the char- 4 The party encounters Crysia and a
acters spot a beached shipwreck. Once group of draconians. Captain Daenor's
on shore, they spot human tracks lead- sister is under a charm spell. She escapes
ing to a cave halfway up a cliff. As the down a passage to the north as the
party explores the cave with Captain
draconians attack.
Daenor, it discovers a horde of draconi-
ans camped there . With them are the 5 This is a secret chamber filled with
hostages they kidnapped . The party treasure: white mage scroll (dispel
also finds Crysia, the Captain's sister, magic, globe of invulnerability, mass
who has been charmed and turned charm), shield+3
against the party. She warns the draco- 6 Stone and rubble block the passage .
Mans of the party's presence and If the characters climb over it they come
escapes deeper into the caves . The face to face with a gas spore . Upon
characters follow the girl down the striking it, each character takes damage.
winding passages and meet an assort-
ment of cave-dwelling monsters before 7 Draconians are guarding prisoners
they catch up with her. They reach the kidnapped in Caergoth. After a fierce
cave's exitjust in time to see Crysia battle, the party may move forward to
mount a small blue dragon and fly free the prisoners at location 18.
toward the horizon . Captain Daenor 8 The party meets Crysia again, this time
swears he'll find her even if he has to warning the draconians of the party's
sail all the way to Taladas. arrival. She attacks the party with magic
Wandering Monsters: Depending on then immediately runs to the west. A
which part of the cave the party is character must cast a dispel magic spell
exploring, it can expect to meet: boring or the party takes damage from the attack
beetles, draconians, otyugh, enormous The draconians attack immediately.
spiders, whisper spiders and umber 9 Piercers fall upon the party, causing
hulks. Wall Rubble
damage . Door Archway Secret
Door
Impassable

Resting: The party is able to rest freely 10 The party disturbs otyugh in their lair.
at the entrance and exit of the cave. If
resting elsewhere, the party may be 11 The party battles more otyugh. Search-
15 The beholders here may prove to be 18 The party may free the prisoners and
interrupted by wandering monsters. ing after combat uncovers old weapons.
difficult opponents to beat. then speak with the Mayor of Caergoth,
Treasure: Bali+4
Map Locations: who gives them valuable information .
16 Hungry umber hulks attack the party.
1 Captain Daenor and the party enter 12 Boring beetles burst through the 19 An old friend of Captain Daenor lies
the cave. wall and attack . 17 The party meets an old woman, who dying. With his last breath he explains
has escaped from her draconian captors .
13 A purple worm lair. what happened to Crysia .
2 An elaborate trap blocks the party's She recounts her story and rewards the
way. A thief has a chance to avoid the trap. 14 The party hears a woman's screams, party with a magic item.
'Draconian Caves" continues.. .
coming from the south. Treasure: necklace ofmissiles
8

20 Whisper spiders and enormous The party traverses a long undersea


spiders attack the party in this cell. tunnel that leads to the Celanost ruin,
and rescues the eggs from the merce-
21 A draconian has fallen victim to spi-
nary mages and the fiery creatures that
ders. Searching reveals a piece ofjewelry.
guard them. When the eggs are
22 Spiders have created a decoy to fool returned to the sea dragons, the drag-
the party. Once the trap is destroyed, the ons agree to unite against the sahuagin,
party is ambushed from the east. and the conspiracy is undone. The
23 Another lair of otyugh, and sham- party helps find the sahuagin leader,
bling mounds . Prince Talhook, as he attempts one last
perfidious act: the assassination of
24 Blue and black dragons attack the
Prince Lyzian of Naulidis. Afterwards,
party.
the sea elves take the party the rest of
25 The cave exit. The party arrives in the way to the continent of Taladas.
time to see Crysia escaping on the back
of a blue dragon . The party now has the Note: The party must be careful to use
choice of exiting, which leads back to the the CRYLOKON only at the air bubble . It
"Silver Shark" or entering the cave again. only works twice . If they use it else-
where they may drown.
Naulidis Wandering Monsters: Until the eggs
Synopsis : The characters are saved are returned to the sea dragons, these
from drowning by the Dargonesti elves powerful creatures prowl all of Naulidis
of Naulidis . They are put under except the safe halls. The corridor to
enchantments that allow them to live Celanost and the ruined city itself are
underwater. full of various ocean predators . The air
pocket contains wandering bands of
Movement and combat are hindered
fire creatures.
underwater, however, and many spells
don't work or have altered effects. Resting: Rest is most secure in the
While the party is becoming acclimated safe halls.
to underwater life, sea dragons attack
Map Locations :
and the characters are called upon to
assist in the city's evacuation and 1 A locked room where the party awak-
defense. They then rescue Captain ens . The sea elf prince, Lyzian, gives
Daenor, incapacitated in the shipwreck. them a ring which negates the move-
He tells them he has learned that the ment and combat effects of being may be rewarded with a magic staff or 3 Defense rallying points. Elves attempt
treacherous sahuagin are holding sea underwater. scimitar. The characters also receive a to hold these doors against the dragons
dragon eggs hostage and forcing the Treasure: ring offree action second magic ring and a map of the city outside .
monsters to attack the sea elves. Since when they agree to fetch a new hinge
2 Safe halls. Players receive a variety of 4 Guardrooms. Irenia, a young sea elf,
the eggs are being held in an air pocket for a damaged door or rescue Daenor.
missions from defenders here and from is hiding in one of these.
in the nearby ruins of Celanost, the Treasure: ring offree action, staffof
elves in need all over the city. If the
party is assigned to recover them . striking sclmitar+3
characters heal wounded elves, they Naulidis" continues.. .
9 10
vi'aWk R ci ..okr' ; diC9k # ~c .. .

5 Workroom with cold forge. If a hinge 13 Chambers of the rogue mages of Celanost Ruin
has broken on one of the safe hall's Malgi Hi. Searching reveals gems, a
doors, the party finds a replacement in wand, and notes that explain the con- To Naulidis

this room. spiracy . The mages have fled to the


rooms to the south. The characters
6 The party may encounter elves in
must defeat these mages at location 23 Passageway To Passageway Key
distress.
7 Lyzian's Bedroom . After Lyzian tells
first if they want to get all of the items.
Treasure: wand of paralyzation mWall
the party to rescue Captain Daenor, the
party finds him here, hiding behind the 14 This large room is guarded by more
door. Once found, Daenor must be fire creatures. Entering the room Door
returned to location 2. through the windows foils their
ambush .
After the sea dragon eggs have been Archway
liberated, the party flushes out Prince
Talhook waiting in ambush.
15 Well containing the sea dragon eggs.

16 Sea dragons confront the charac-


mFort
Celanost Ruin Door
8 Tunnel. Many wild sea creatures may ters. They may only pass if they surren-
(underwater)
be found in the tunnel, including eyes der the eggs. If they fight with the
of the deep. dragons, any eggs are stolen by the Window
crafty sahuagin.
9 Gates into Celanost Ruin. The party
may see sahuagin hauling air down to 17 Sahuagin may hide stolen eggs in Clawed
Door
the air pocket in sleds. this room.

10 Well into the Air Pocket Rooms at 18 Lyzian and his train wait for the Impassable
location 11 . These rooms were formerly party at the gates until the sea dragon
used to entertain friends from the land. eggs are recovered .
If the characters do not have a CRYLOKoN 19 Elven guards escort the party to
from Lyzian, they cannot breathe air, location 7 to rest. This triggers an
and cannot survive in the pocket. They assassination attempt by Prince
use the CRYLOKON to first lift and then Talhook, who has magic weapons.
recast the water-breathing spell upon
themselves. 20 A sahuagin ambush waits here for
Air Bubble
the characters, as they head to Prince
11 Well back to location 10. Lyzian's bedroom to rescue Captain
Daenor.
12 Fire creatures wait in ambush at
these doors. Taking the passage at
location 22 and attacking the monsters Naulidis" continues...
from behind foils their ambush.

4
To Cetanost Ruin
14

21 Sea elf training hall. vices to the party. The party's location
and its terrain affect the kinds of encoun-
22 Side Passageway. If the party takes ters the party has . Different kinds of
this path, it breaks the ambush at loca- monsters inhabit different locales .
tion 12.
Camping is possible almost anywhere
23 A mage is summoning monsters in outside Armach territory, but there is
his room. He and his minions immedi- always a risk that monsters or patrols
ately attack. may disturb the party's rest.
24 A common room being torn up by The party may acquire THENOL ARMY
dragons . UNIFORMS from some slain opponents
in the southern areas of the map. The
25 A temple also being torn up by party automatically puts these on if they
dragons . take them. The uniforms make Thenol
26 After Prince Talhook is defeated, patrols much friendlier to the party. On
Lyzian meets the party for celebration . the other hand, wearing the uniforms in
He awards it a dragonlance, a gift from the north causes minotaur bands to
the Dargonesti Icings . Afterward, the attack the party more frequently.
elves take the party undersea to 1 These are generic towns. At each
Taladas. town there is a TEMPLE, a TRAINING HALL,
Treasure : footman's dragonlance an INN, a PUB, where the party can gather
information, and a SHOP, which sells
Taladas Overland
non-magical equipment.
The overland map is used to travel from
place to place on Taladas . This map 2 There is no way the party can reach
shows the area covered in the game these places.
and shows many of the major points of 3 After the party has thwarted the Dark
interest as symbols on the terrain . Many Queen's plans, these straits can be
monsters may be encountered during forded .
overland travel, providing opportunities
for characters to gain additional experi- 4 This Is the edge of the Elf-Kingdom of
ence levels. There are also numerous Armach . If the party ventures beyond
caravans of merchants, pilgrims, and these borders, it is showered with arrows
the like, who may provide valuable ser- by hidden elves. There is nothing to be
gained by trespassing in Annach.
14

Hamlet of Hizden Luminari Lower Reaches


Key
Synopsis: The party awakens in a quiet Key
inn, late in the evening . The Hamlet of 2nd Deep F____j _
Hizden is a small town on Taladas pop- Wall
1 st Deep
[11 U]
Wall Door
ulated by the "Children of the Sea," the
offspring of sea elves and men. When 4
the party speaks to Ezra, as Lyzian has The Secret
suggested, the party is told about the Pit Door
00*11
Luminari lighthouse and the wizard who
can help them. Before the party can
resume its quest, sahuagin who have Stairs Stairs
Up Down
followed the party, attack!
Wandering Monsters: The sahuagin
attack comes shortly after leaving Ezra. Archway Impass-
able
Resting : The party may rest freely at
the inn and the abandoned building.
Luminari The strange and powerful vortex of
Map Locations:
Synopsis : In the Luminari lighthouse, energy on level 5 is a turning-point in
1 The Inn. the party's ascent of the lighthouse.
the characters seek to reach the wizard
2 A Training Hall. Fastillion, who gives them wise coun- After this level, it is not entirely safe to
10 Mislaxa Temple. Healing services
sel, as well as two keys to the inner rest, because of umber hulks roaming
3 General Store. are available here.
chambers of the tombs. Alas, Fastillion the tower. Also, the battles are tougher
4 Tavern . 11 Mislaxa priest looking for donations. in the upper reaches, and the tele-
is quite mad, and has filled his tower
The priest heals any non-elf that gives porters are trickier. Finally, on level 11,
5 Ezra's Bait Shop. with traps, obstacles, and deadly perils
him a donation. to keep unwanted visitors out of (what's the party is stopped by a door they can-
6 Town gate. not open. Returning to level 10, they
12 Abandoned building where the party left of) his hair. To make matters worse,
encounter a woman of the Hulderfolk.
7 Thieves' hangout . may rest. he has forgotten all about these defenses
decades ago, and the whole place has She has been crushed by a gorgon that
8 Fish Market. 13 Ezra is mending nets. If the party she somehow turned to stone . Before
decayed into ever-greater chaos and
gives the CRYLOKON to him, the party is she dies, she gives the party a clue to
9 Townsfolk repel the party from their confusion .
given valuable information . the location of the teleporter that leads
home.
The party may make their way up through to Fastillion.
the tower, gaining experience, treasure
and magical items along the way, but
the route to Fastillion is ultimately by Luminari" continues...
way of location 30 on the 1st Deep.
16

Luminari Lower Reaches (continued)


Key
Level 1

Wall

Door

Archway

One Way
Door

Stairs
Up

Stairs
Down

The
Pit

NNIN
Impassable

Wandering Monsters: Huge bats and Map Locations : 6 Ettins and two-headed trolls attack 12 The party must give the spectral
enormous spiders inhabit this part of 1 The stone porch of the lighthouse. the party. guardians a gem to pass either of these
the tower, but they learn to leave the This is the only entrance to the light-
7a A false stair that secretly teleports locations if it hopes to avoid a fight. If
party alone after the first few encoun- house. the party to 7b. the spectral guardians are destroyed,
ters. Boring beetles attack in the 2nd
2 A poorly-concealed pit, which passes some of their equipment falls to the
Deep. The vortex keeps the bats and 8 The party finds a small mound of
through the floors of each level, down ground .
spiders out of the upper reaches, but treasure.
umber hulks roam this part of the to the 2nd Deep. Falling into this pit Treasure: long sword 3 (cursed)
tower (except for the top level). causes some damage and leaves the 9 A storeroom full of old building mate- 13a - 20a Secret teleporters that move
party in the 2nd Deep. rials . the characters to the b location, and
Resting: Anywhere in the lower
reaches of the tower except the 2nd 3 The ettin dangling in an enormous 10 The party finds a strange contraption turn them to make the walls look similar.
web is bait left by whisper spiders to in this room.
Deep is safe to rest after the bats and 21 A locked room containing a "To Do"
spiders have been scared off. In the attract prey. If the ettin is freed, it helps 1 11 There is a gnome blocking the stairs list that Fastillion lost decades ago.
upper reaches, the party may rest the spiders attack the party. with an invisible barrier. The party
safely in the "eye" of the vortex, 4 A destroyed staircase. needs to get the strange contraption at
Fastillion's closet, and the teleporter "Luminad" continues. ..
location 10 and offer it to the gnome.
control room. 5 A destroyed teleporter archway.
m 18

Luminari Upper Reaches (continued) 40 This door has been shut with power- 44 After defeating the monsters, the
ful magic and stonework. The party party may climb atop this mound and
Level 9 Level 1 o Level 11 cannot open it. escape up through the pit to location
45.
41 After attempting the false door on
Level 11, the characters meet a Hulder 45 Climbing up from location 44 brings
woman pinned under a stone gorgon . If the party here.
they move the gorgon, she gives them 46 A teleporter archway to location 5.
a clue to the location of the teleporter
at location 50 and bequeaths them her 47 Hydras block the passage at this
bracers and staff. (The fastest way spot.
down to location 50 is tojump into the 48 A secret teleporter that tums the
pit at location 2.)

m
party around . If the teleporters are on,
Key : ® M 001 Treasure: bracers AC 2, long sword+4 the party should step into this location
and then tum around . When the party
Wall Door False Stairs Stairs The Impassable 42 A large expanse of filth and decay,
Door Up Down Pit inhabited by purple worms, otyugh, and steps forward, it moves in its original
boring beetles . If the party falls into this direction.
level, the filth cushions its fall, but the 49a A secret teleporter to location 49b
22 This area is filled with an incompre- 32 Beholders in their lairs. inhabitants attack with surprise. The that tums the party to make the walls
hensible energy vortex that dulls the purple worms and otyugh can be elimi- look the same.
33 A battle between two beholder groups .
party's senses and causes minor dam- nated, but the beetles always come back
When they see the party, they attack . 50 A teleporter archway to location 51
age to the party every turn.
34 A locked room containing a heavy 43 Fastillion counsels the party to seek on Level 11 .
23 The "eye" of the vortex. A safe place the ORACLE OF TENQVR in the tombs on
stone lever that controls the teleporters 51 A teleporter archway to location 50
to rest. the edge of the old city of Kristophan ;
(except for the teleporter archways.) in the 1st Deep.
24 Heaps ofjewels and gems are piled The party can leave the lever in the on and he gives them two keys to the
in these comers of the room. position in order to use the teleporter inner chambers of the tombs: the 52 A large unused closet. This is a
at location 37 to rest in the "eye" of the GOLDEN KEY and the RVSrED KEY. The good place to rest.
25 The pit that passes through the vortex. party also has this encounter with
vortex, or it can turn the teleporters off,
26 The party overhears a group of dark to simplify navigation . Fastillion if they attempt to rest any-
wizards planning an attack on Fastillion . where on Level 11 (except location 52) .
35 The party is ambushed by fire ele-
27 A group of dark mages are plotting mentals .
against Fastillion in this room.
36 Fire elementals guarding a chest .
28 An umber hulk lair. Treasure : red mage scroll (disinte-
29 A beholder and an umber hulk flee grate, mass invisibility, meteor
from the party. swarm), white mage scroll (delayed
blast fireball, otto's irresistible dance,
30a A secret teleporter that moves the power word kill)
party past the stair to 30b at the one-
way door. 37 A teleporter that sends the party to
location 23 .
31 The steel jaw trap looks scary, but
it's broken . The party shouldn't bother 38 Beholders and gorgons assault the
trying to disarm it. party.
39 Iron golems guard the door.
------------------ -------------------------------- - --------
19 Mw 20

Kristophan 3 The Gates of Kristophan . The party Sristophan


Synopsis : Kristophan is the Capitol of enters here.
the League, a large city filled with 4 A group of humans is startled to see
humans and minotauts, who are clearly the party. Unless the party leaves
the ruling class. The party must be care- immediately, guards attack.
ful not to aggravate the arrogant mina
taurs, since no good can come of this. 5 Cows House of Fashions. Guards
While here, the party hears about the attack if the party refuses to leave .
disappearance ofthe BOOK OF AMROcAR. 6 Hooves Polished. Guards attack if the
Later the book can be recovered in Hawk- party refuses to leave this shop.
bluff, and is needed to complete the
game. Selias, a thief, is found in a pub 7 The occupants of this house invite
minutes before marauding evil dragons the party to stay for tea. The party hears
attack the town. He leads the party to important rumors ; most notably, that
the tombs, where they can take shelter. the BOOK OF AMRocAR has been stolen
from the library. Eventually, a mishap
Wandering Monsters: Thieves may be befalls the family and they no longer
encountered in the east end of town. give the party rumors.
They quickly learn not to fool with the
party and avoid them. Minotaurs may 8 The City Vault . Items and money can
pick a fight with the party in the be stored here.
Imperial City, to the west. 9 An empty house.
Resting: The party can only rest safely 10 The Watering Trough . A beautiful
To overland

in inns or in the homes of strangers if minotaur pub with very unfriendly cus-
they are invited . tomers .
Map Locations: 11 The Bullish Gourmet. Guards attack
1 The party's arrival at the city is inter-
rupted by the sound of weeping. They
if the party refuses to leave .
12 Shackles by Shariskis. Guards
Key: m Wall ® Door ®Archway Impassable ®Stairs Down

arrive before a small house. The party attack if the party refuses to leave.
can then continue into the house, enter
the city, or return to the overland . 13 Imperial Training Hall of the
Champions Guild . The characters can 18 An old temple that leads to the 21 Tenderloin Lodge. A cheap and safe
2 The party meets Eshalla the hag. The train if they lie and say that they are tombs . It is only accessible if Selias is place to rest.
party should ask her what's wrong, lis- training for the Champions Guild. with the party.
ten to her story, and then comfort her. 22 The party interrupts a group of
This entails kissing her until her curse 14 Imperial Arena of Kristophan . The 19 A kind, old woman allows the party thieves dividing their loot. After the
is broken . Once she has been success- arena is only open when the party is to rest in her house for as long as it characters defeat them, they can claim
fully restored, she rewards the party the featured combatant. wants. the thieves' treasure .
with a cloak. Eshalla later looks for the 15 The Golden Stables . A very high 20 The Peoples' Temple. The charac- Treasure: potion ofgiant strength
hero who helped her in the east end of priced minotaur inn . There are cheaper ters can be healed, free of charge. If
town. The first time she finds him she altematives, but it may come in handy. they agree that they are faithful to
gives him a helm, the second time a Kristophan' continues...
16 A safe room to rest. Mislaxa, the temple cleric offers to sell
dagger. them magic scrolls.
Treasure : helm+3, dagger+4, cloak of 17 Due to rioting the road is blocked
displacement and heavily guarded .
23 The Oracle of Tengur. A charlatan overpowered . After the party awakens The Tombs
fortune teller tells the party about the in ajail cell, they are escorted to the Key :
real Oracle and gives them a bad div- arena to pay for their indiscretion . The
Wall
ination. characters have to defeat powerful 17
champion minotaurs, but are able to b
24 Peoples' General Store. The party
claim the minotaurs' magical armor and Door
can stock up on basic items in this shop.
weapons if they win . 44
25 The original entrance to the tombs,
35 The Frosty Mug. The party meets
now blocked and impassable. Secret
Selias in this cozy bar. He explains that 47 29
Door
26 Entrance to the Imperial City of he is a thief by trade and that he is will-
Kristophan. ing to bring the party to the tombs for a NNNI
27 Villa of Arishanolis Ill . The charac- price. The conversation is interrupted 7 Impassable
34
ters cannot enter. If they attempt to by a dragonstrike . Selias joins the party
fight their way in, they eventually have and tells them to go to the old temple
at location 18. If the party makes it, Stairs
to flee from the scores of guards who Down
defend the Villa. Selias opens the magic door and leads
the party into the tombs.
28 Hordes of guards leaving their bar-
racks prevent the party from entering. The Tombs
29 Imperial Senate. The party cannot Synopsis: The tombs are a sprawling
enter. labyrinth of passages and chambers
linked together by a series of unpre-
30 Palace of King Ambeoutin XI. The dictable teleporters. The party encoun-
party cannot enter. ters thieves, monsters, and undead in
To Kristophan

31 Official Ministries of Kristophan. The their quest for the ORACLE OF TENC4M
party cannot enter. The Oracle is a tiny statue that has
been broken into five pieces. Each Map Locations : 8 These teleporters lead to location 29.
32 The Queen's Palace . The characters piece gives the party a new clue or bit 1 The entrance to the tombs. 9 The original entrance to the tombs,
cannot enter. If they attempt to fight
of advice . Eventually, it becomes clear 2 The party surprises a group of now blocked .
their way in, they eventually have to that the pieces of the ORACLE OF
flee from the scores of guards defend- thieves . They attack once they recog- 10 The party is teleported to this spot
TENQvR have been scattered about in
ing the palace . nize Selias as an ex-member who stole from location 54. There is a spiked trap
an attempt to lure unsuspecting adven- from them. here, like location 56.
33 Imperial Library. The party may turers deep into a lair of vampires .
enter and inquire about books. When 3 The thieves' stash is stored here. 11 Evil mages are worshipping at an
Wandering Monsters: The party may
asked the name of the author of the 4 Greater otyugh and shambling altar to Hiddukel . After dispatching them
encounter whisper spiders, enormous
book they wish to read, they should say mounds reside in these rooms. the party can steal the statue's eyes.
spiders, and umber hulks anywhere in
AMROCAR . The party learns that the Treasure: eyes ofpetrlricatton (cursed)
the tombs . Purple worms may be 5 A lair of black puddings.
book was stolen under mysterious con- - petrifies the wearer
encountered in the first level. Undead
ditions and has not been recovered . 6 The party finds a scroll .
inhabit the catacombs.
34 The party encounters an old mino- Treasure: cleric scroll (restoration,
Resting : Resting is only safe in the
taur abusing a human slave. If the party resurrection, blade barrier). `The Tombs' continues...
main hall, which has a blocked
attacks the minotaur, they are quickly 7 An abandoned Cleric Purification
entrance at the east end and a large
statue of the Oracle at the west end . Chamber.
,,ctaA3.CUA5RR .5eD~GC Q7A3.'
23 24

The Tombs (continued) The Tombs (continued)


31
13
Key:
19 20 Wall

33 25
41 Door

One Way
Door

Secret
Door

Teleporter

12 This teleporter leads to location 13. 25 This teleporter leads to location 26. RNN
NMN
Impassable
13 This teleporter leads to location 12. 26 The party is teleported here from
14 The door is actually a mimic that location 25.
attacks the first character that tries to 27 Eshkal, the city tax collector, insists
pick or bash it. that the party pay one quarter of all its 33 This teleporter leads to location 29. searching reveals another piece of the
steel. Paying the fee allows the party to ORACLE OF TENGVR.
15 The party is attacked by a group of 34 This teleporter leads to location 35.
vampires and death dragons . proceed to the teleporter at location 42 Lord Destries' "Special Attraction" of
28. Refusing to pay leads to a battle 35 The party is teleported here from death dragons, wraiths, and spectres.
16 Hydras attack the party. with spectres, wraiths, and death dragons . location 34 . After combat, searching reveals the
17 This teleporter leads to location 18. 28 This teleporter leads to location 29. 36 The party finds magical eyes. CIRCLET OF COLD, which is needed at
Treasure: eyes ofpetrification - location 46.
18 This teleporter leads to location 17. 29 There is a statue commemorating
the Oracle of Tengur. This is not the petrifies the enemy 43 This teleporter leads to location 29.
19 Treasure chests . Before the party can leave, the party
Oracle the party seeks, and TALK and 37 The party is welcomed to Lord
20 These treasure chests are mimics RUB STATUE do nothing. Destries' Side Show. Admittance is one must defeat Lord Destries and the last
that attack the first character that tries quarter of all the party's steel . Refusal of his followers.
to open them. 30 This teleporter leads to location 31 . to pay leads to a battle with undead . 44 This trap door leads to location 45.
21 This treasure chest contains the 31 This teleporter leads to location 30.
38 Lord Destries' "Trained Animals." 45 This ladder leads to location 44.
HEART SHAPED KEY, which is needed at 32 The party meets a spectral guardian, The umber hulks attack
location 32. who is seeking the HEART SHAPED KEY. 46 The characters meet a ghostly fig-
39 Lord Destries holds two-headed ure, who begs them to return the
22 This chest can be opened with the If the party lies to him or refuses to give
trolls in this room. They attack the party. CIRCLET OF GOLD. Lying or refusing to
Rv5TED KEY. him the key, the party has to face him
and his cohorts. Once the party gives 40 Lord Destries' hydras charge the give him the circlet leads to combat.
Treasure: girdle ofgiant strength
him the key it recovered at location 21, party.
23 Another black pudding lair. the party is rewarded with another "The Tombs" continues...
41 Lord Destries' "Tightrope Walkers ."
24 The purple worm lair. piece of the ORACLE OF TENGVR . Spiders assail the party. After combat,
25 26

The Tombs (continued) Huldeifolk Wood


Key

Wall of
51 This broken teleporter used to lead Trees
to the "Maze of Columns."
52 The tomb of the ancient King of Impenetrable
Kristophan. If searched, the party finds Forest
a piece of the ORACLE OF TENgvR.
53 Vampires descend upon the party. It
appears that the pieces of the ORACLE
OF TENGuR have been strewn about in
hopes that it would lead adventurers
deep within the catacombs. After com-
bat, the party finds another piece of the
ORACLE OF TENGM

54 This teleporter leads to the "Maze of


Columns" at location 10.
55 The party finds treasure in this room.
56 Spiked traps. If a thief does not
detect the trap the first time the party
Upon returning the circlet to him, the
steps on it, it becomes active . The sec-
party is rewarded with treasure, includ-
ond time it is set off.
ing a piece of the ORACLE OF TENCGM
Treasure: tine long bow Hulderfolk Wood
In order to escape more time-consum- Note: Attacking the Hulder people, or
47 This door opens if the party uses Synopsis : Enchanting perfumes draw ing rituals, the King gives the party a failure in the ritual of words may invoke
the COLDEN KEY they received from the party through a mountain tunnel, task: count the leaves on the Mother of the dreaded Hulder punishment of
Fastillion at Luminari. If they use the and into a sheltered wood. They find Trees before they fall . Despite the Queen's shunning -slow death by starvation .
RvsnD KEY, it melts and becomes use that their food is gone, and hunger gnaws legal twists, the party solves the puzzle.
less. The stairs lead to the catacombs at them. After a while, they stumble Map Locations:
After a celebration with the elves, the
at location 48 . across Tasslehoff Bunfoot, equally lost, party rests, only to discover upon wak- 1 A mountain tunnel that remains hid-
who tells them that they have entered den until one day after the party solves
48 The entrance to the catacombs. ing that the spiteful Queen has caused
the realm of the ttulderfolk elves. When a whole month to pass. The party meets the leaf riddle.
49 A single Intact coffin occupies this they rest, a single elf whispers to them the helpful half-elf Elea as they leave, 2 Tasslehoff Burrfoot may be found at
room . If the characters open it, they are the Hulder words necessary to befriend and she asks a seemingly impossible one of these locations.
immediately set upon by undead . the archaic elves. request: to find her true mother, who
Searching after combat in the upper 3 A spring. Drinking water refreshes the
Using the ritual words, the party enjoys does not even know she bore Elea .
right comer of the room reveals a party.
a banquet, and is brought before the Wandering Monsters: None.
secret door in the coffin .
Hulder King and Queen for a ritual of
50 This room is the resting place of words. The Queen asks the party to Resting: The party may rest anywhere . 7iulderfolk Wood" continues.. .
holy men. The party should not ransack swear an oath : never to cut any wood Resting allows the elf changeling Elea
their coffins. off her beloved trees, nor cant' off any to teach more Hulder words to her
of her children. favorite in the party.
27 28

4 The Banquet Meadow. When eligible rebels being held hostage in the city New Aurim
to meet the Hulderfolk, a voice chal- prison . If the party rescues them, then
lenges the party. The correct response, supporters of the rebellion provide safe
GEBEIE, reveals a hidden banquet . resting and training, and give valuable
information and equipment to the party.
Many combinations of replies may suc,
ceed with the Hulderfolk Queen. One Wandering Monsters: There are four
such combination: GEBEIE, SHUNIARA, Thenolian press gangs run by the kith
LIMEIYE, BILBARA, LIMEIE . r Nrnt Z- 9 temple inquisitors. If the party is not
wearing uniforms, they attack on sight.
After the characters fulfill their leaf-
There is an opportunity to take their
counting task, the Hulder King awards
THENOL ARMY VNIFORMs after each
them with many magic objects. He also
encounter.
presents them with the RING OF DECEP-
-nON, which glows in the presence of Resting : The best places to rest are
disguised draconians, and an IRON with the rebel supporters. There is an
DRAGON SCAuE necklace made from a inn but there is one group of Thenolian
dragon scale. This necklace proves fanatics that frequent it. All other build-
invaluable when the party meets Tremor, ings are periodically invaded by press
leader of the evil othlorx dragons . gangs and other local menaces . The
Treasure: elfin chain+4, party cannot rest in the city streets. 26
composite long bow+4, 20 arrows+4, Map Locations:
potion ofspeed I-?.
5 The Mother of Trees. Cutting the tree
1 The city gate.
wQ~
i
2 Thenol guards ask the characters if
or buming its leaves brings on disaster . they want tojoin the Thenol army. If BOB
Plucking the leaves, which are begin-
ning to fall anyway, solves the riddle.
they do, they are escorted to location 3. Z y
Elea may also appear, and use her 3 The party can hear rumors from Boom 'r
Hulder power over time to cause the Thenol soldiers. THENOL ARMY
leaves to drop. In either case, only one UNIFORMS may be gathered if the party
leaf is left on the Mother of Trees. attacks the guards.
4 Thenol Anny Quartermaster. The BLESSING brings the party face to face 11 The Quiet Kender Tavern . A Mislaxa
Mew Aurim party may also get THENOL ARMY
Synopsis: On their search for draconi- with the gathering of Hithite high priests cleric tells the party about rebel
VNIFORMs here. As long as the soldiers and their servants at location 18. hostages in the city prison and asks the
ans in Taladas, the characters enter the in the previous room are still alive, the party to free them. Upon the party's
capital of the Thenol Empire . They dis- quartermaster sells the party equipment. 8 If the party has been to the Hith tem-
cover that the Thenolians are preparing retum, he gives them a MISLAXA
ple, the Thenol army lieutenant directs
5 Senators' offices . If searched, letters TALJSMAN that identifies the party to
for war and that there are draconians in the characters to the Commander's
the King's palace. The party is offered are found. friends of the rebellion.
house for their CLAY PASS .
the opportunity to join the Thenol army 6 Pub of the Grinning Dead . The party 9 The private office of the Army 12 The City Prison. Temple inquisitors
and given THENOL ARMY VmFoRMs . If may talk with Thenolian soldiers and a are torturing an old man. If he is res-
Commander. Papers tell the party about
the characters wear the uniforms, they hooded baaz draconian. cued and the party casts a healing spell
the recruits being taken to Hawkbluff.
are less likely to be attacked and can on him, he tells the party about the
get into the front or rear entrance of 7 Ajunior priest of Kith can heal the 10 Home of the Thenol Army Commander. "Quiet Kender Tavem.'
the palace with a CLAY PAss. While party. If the characters are wearing If the party is wearing uniforms and knows
exploring the city, the party hears about THENoL ARMY UNIFORMS, they may about the recruit escort trips to Hawk-
pick up their orders here. The SPECIAL "Yew Aurim' continues. ..
bluff, he gives the party a CLAY PASS .
29 30

13 The party may free men locked in a 25 A rebel hideout. After the party has Palace o! the Thenol King: Dungeon
prison cell. rescued the hostages from the prison,
14 The party may free an old man locked they may rest and train.
in a prison cell. Treasure: short sword+4
15 The party may free women and chil- 26 A magic shop friendly to the rebel-
dren locked in a prison cell. lion. It sells magical items and THENOL 13
ARMY UNIFORMS .
16 A rebel sympathizer allows the char-
acters to rest in his home after they 27 The Home of Senator Pakland . After
have rescued the hostages. He can also rescuing the hostages, Pakland allows
train mages. the party to rest in his house and gives
the party information about hew Aurim
17 The party is attacked by a Thenol and the palace .
priest and his congregation of undead.
28 Inn . The party can rest but might be
18 The party is attacked by a gathering interrupted by a Thenolian press gang.
of Hithite high priests and their ser.
vants. 29 Thenol Army Barracks. If wearing
their uniforms, the party may rest and
19 A baaz draconian is making swords train .
for draconian recruits. The party can
find out what the draconians are doing 30 Thenol Anny Paymaster's Office. The killed by Thenolian rebels . The party Resting: Rest is impossible on the first
in the palace. party finds a strongbox full of steel. then ascends to the second ring of the level or in the dungeon until the gong
20 Ajunior priest of Hith offers the 31 An empty office. palace, largely abandoned to monsters, that sounds every few minutes is
and then to the inner palace. The Thenol destroyed . The party can rest anywhere
characters a chance to enter the ser- 32 Front entrance to the palace . If the
vice of Hith and directs them through king, a puppet of Tyrant Trandamere, is on the upper levels.
characters are wearing THENOL ARMY
the next door. unhelpful, but the Queen tells what she
UNIFORMS and have a CLAY PASS, they Map (Locations:
knows about the draconians' plans, and
21 The party is immediately attacked by may enter. urges the party to disrupt their opera- 1 Guard Gates. These gates are open,
a high priest and other followers of Hith. 33 Rear entrance to the palace . If the tions. The party also meets Grunschka, locked, or occupied by draconian
22 A den of vampires. characters are wearing THENoL ARMY a dwarf, who joins them against the guards at various times .
UNIFORMS and have a GAY PASS, they draconians. Descending again to the 2 Empty guard barracks .
23 The party uncovers an enchanted may enter. dungeon, the party disrupts a mass cor-
aurak draconian magically disguised as ruption of dragon eggs, and the draco- 3 Thenol officials may sell the charac-
a local senator. 34 The rear exit from the city. ters THENOL PALACE UNIFORMS or
nians abandon the palace.
24 The Mislaxa temple gives healing and THENOL ARMY UNIFORMS if they have a
Palace of the Thenol King While in the palace, the party learns
allows resting if the party Is not wearing CLAY PASS.
Synopsis: Wearing enemy uniforms, that the BOOK OF AMROCAR, stolen
uniforms. If the characters have res- the characters enter the first ring of the from Kristophan by Thenolian agents, 4 Kitchens .
cued the prisoners from location 12, Palace-of the Thenol King, seeking could greatly aid the draconians' plans. 5 Draconian guards challenge the
they may rest freely regardless of what more information about draconians. The book has been sent to Hawkbluff party. After the combat, the party can
uniforms they are wearing. The priest With a CLAY PASS, they descend to the by Trandamere and must be recovered recover and reassemble a clay tablet,
also gives them a scroll and a CLAY dungeon, pass by barracks teeming before the Thenol army moves on which reveals that the BOOK OF
PASS if they agree to explore the palace. with draconians, and learn of plans to Blackwater Glade. AMRocAR is in Hawkbluff.
Treasure: cleric scroll (heal, heal, use the Thenolian army to gather vast
restoration) Wandering Monsters: Draconian
new stores of dragon eggs. The party is patrols occupy the lower levels and Palace of the Thenol Wng" continues. . .
given draconians to escort to Hawkbluff,
assorted types of monsters wander the
but these are soon ambushed and upper levels of the palace.
34

Palace of the Thenol King: lfist Ring Palace of the 7henol King: Second Ring and Inner Palace

To New Aurim Side Gate

~FH 13

i
To Dungeon Level

6 Draconian barracks . Departing from 11 After the Thenol rebels overwhelmed her in a dream and urged her to help 19 The Vault. The party finds that it is
the main path brings on a horde of dra- the draconian guards at location 10, the party. She tells the party about the empty of dragon eggs.
conians . they left their uniforms in this room. draconians in the dungeon, and reveals
a secret passage behind the fireplace. 20 Chambers of the Evil Priests. The
7 An aurak speaks for the Dark Queen, 12 The Inner Palace of the Thenol King party is attacked by a crazed cleric.
She also gives the party her SIQNET
and tells the Thenol-garbed party to is dilapidated and almost deserted. Treasure: mace of disruption
RINC/ that identifies the party as a friend
escort a squad of newly-hatched draco- After visiting the inner palace, the party
to the jeweler at Hawkbluff. 21 A death dragon lair.
nians to Hawkbluff. meets Grunschka, a draconian-hating
dwarf, who may join the party. She is 15 This temple celebrates the evil Hiteh 22 Clerics prevent the party from reach-
8 Thenol rebels lurking nearby slaugh- encountered at the next guard gate that the Merchant, patron god of ing Trandamere, who is burning his
ter the draconian recruits that the party
the party visits at location 1 or 10. Trandamere . papers at the fireplace . Trandamere
is escorting.
Once the party receives Grunschka's
9 Abandoned areas. Various undead 16 This temple is dedicated to Takhisis. flees and leaves treasure.
warning about the draconians, they
17 Gong of Chaos. The characters can Treasure: ring offire resistance
and wild monsters may be found in have a limited amount of time to find
these areas. and disrupt the egg corruption ritual at destroy it without mishap if they wait 23 Beholders and other assorted morn
Treasure: plate mail+3, red mage location 18. until the turn of the hour. sters defend their lair.
scroll (slow, ice storm, iron skin) 13 The Thenol King. He listens to the 18 The Corruption Gathering. Waves of Al-A2, Bi-B2, CO-CI, 02-03 These stair-
10 The draconians in these guard posts party, but is unconvinced that evil servants try to prevent the party ways connect the levels.
were overwhelmed by Thenol rebels on Trandamere or the draconians pose any from disrupting the corruption ceremony.
their way to see the King. Grunschka threat to Thenol . If the characters persevere, they can
can be found here. prevent a mass hatching of draconians,
14 The Thenol Queen. A mysterious and the draconians abandon the palace.
man in black robes has appeared to
34

Hawkbluff characters may wander the temple Hawkbluf Catacombs and Dungeon
Synopsis: The temple to Hith at Hawk proper without fear of battle unless
bluff is a powerful fortress that contains they attack, refuse to leave a room Key:
a labyrinthine network of secret passages when ordered, or enter the room con-
taining the BOOK OF AMROCAR . Wall
and is also home to the Tyrant Tranda-
mere, de facto ruler of Thenol. Movement Resting : The party may rest without
within the fortress is regulated by a disturbance in rooms containing mon- Ild Door
series of guard stations requiring eight sters, in the area beyond the prison, Md
different types of passes. The jeweler in and in the catacombs, after suitable
the town outside Hawkbluff aids the Secret
arrangements have been made with the Door
party by forging these passes. The party inhabitants.
also learns that Davik, the temple's
Map Locations : 0
architect, is imprisoned in the lower `SSd Stairs
level . The characters free Davik, who is 1 Entrance and exit to the town at HawkBluff Catacombs Up
29
then able to guide them through the Hawkbluff.
temple's maze. The party then finds the 2 The jeweler's. Give the jeweler the Stairs
room where generals are plotting the SIGNET RING and he forges passes to Down
invasion of Blackwater Glade, using the get into the fortress.
BOOK OF AmRocAR. After recovering
the book, the party escapes the temple The eight pass types are: Secret
through a secret door with Davik's aid. Passageway
1 . KEYHOLE 5. SWORD

The fortress of Hawkbluff cannot be 2. LANTERN 6. SWAMP HawkBluff Dungeon


Impassable
entered until the palace in New 3. BATON 7. QUILL
Aurim has been completed . The 4. ZIGGURAT 8. INCENSE
party should first try to disrupt the The first three are most important. 9 The inn. The party can safely rest in 16 Armory containing only low-grade
egg conversion ceremony there, the room to the east. weapons .
When obtaining a LANTERN PASS, the
which causes Trandamere to flee to jeweler asks if you want a RELEASE form. 10 Regular troop barracks . Safe resting, 17 Barracks containing bakali troops . If
Hawkbluff. If the characters enter When asked what name, say DAVIK. but the party is interrupted every eight the party successfully battles them, it
Hawkbluff before completing the After obtaining several passes from the hours as the guard changes . finds a QuLL PASS .
palace, they are not able to obtain a jeweler, the authorities catch on and
KEYHOLE PASS, which would gain 11 Kitchen. The BOOK OF AMROCAR is 18 In one of these rooms the party
kill him .
them entrance to the fortress. found here after the battle with the gen- finds a LANTERN PASS and a DAVIK
3 A cleric official sells a KEYHOLE PASS erals on the 4th Level. RELEASE form.
Hawkbluff is a powerful fortress, and to the party for 1000 steel.
combat with guards or regulars even- 12 Exit from the temple. The party 19 Treasuries. This room is filled with
tually triggers drastic defense measures. 4 A training hall, which charges 1000 must have the BOOK OF AmROcAR and steel, gems, and jewelry.
steel for training. Davik with it to manipulate the lock on
this door. 20 A functionary mistakenly gives the
Important Note: You need Davik to get 5 Shops. party a SWORD PASS.
through the secret doors on levels two 13 Barracks containing undead .
and three. 6 Guard post and main entrance to 21 The party encounters a lone priest.
Hawkbluff. Requires the KEYHOLE PASS. 14 Guard posts. If the fortress is on alert, Killing the hapless fellow produces a
Wandering Monsters: Wandering mon- they attack immediately, otherwise, the
7 Side entrance and guard post. KEYHOLE PASS.
sters are always a threat in the area guards just restrict the party's move-
beyond the prison, In the catacombs, Requires the BATON PASS.
ment. The party must have the proper
and in the secret passageways . The 8 Side entrance and guard post. passes to get through these locations . "Hawkbluff continues...
Requires the INCENSE PASS .
15 Library.
36

Hawkbluffi- Level One Hawkbluffi- Level Three Hawkbluff." Top Level


X3 FF3 V5 W5
Key KK5

Wall 03

P3 JJ5
Door

Archway

AA3 B3

Secret
Door Hawkbluffi- Level Four

10 V4 W4 X4 25 Briefing room packed with soldiers


P1
and priests during the day. Starting a
Blocked
Door
fight is dangerous.
01
26 Draconians. If attacked, the party
learns of the draconians' intentions to
Stairs betray the Thenolians.
Up
27 Main temple to kith.
28 Side altar, where priests are corrupt-
To Overland Stairs
Down ing dragon eggs into draconians.
LL4 AM D4 SS4 Treasure : potion of extra healing
Hawkbluffi- Level Two Secret
29 Davik's cell. The party can leave the
Passage cell, or request directions from Davik,
22 The party finds a ZIGGURAT PASS on by using SEARCH or LOOK . Davik can only
INN a desk in this general's room. point out directions to the requested
Impassable 23 The Thenolian Senate . location (his tongue has been removed.)
24 Side room where Trandamere and 30 The PRIsorvKEYS to release Davik

Thenolian generals are reviewing the may be found in this room.


BOOK OF AMROcAR. In the battle which
31 These rooms contain monsters and
ensues from the party's entry, the book are safe after the inhabitants have been
is thrown on a dumbwaiter to the evicted.
Kitchen at location 11, and Trandamere
flees In panic, ordering his bakali body- 32 The jailer meets the party here and
guard to kill everyone in the fortress leads the characters to Davik if they
until the book is recovered. have the DAVIK RELEASE form.
02 R2 A2 B2 ca Treasure : wand of fireballs, 10 A-TT (C,d,1-5) These stairways connect
darts+4, boots of speed - received the different levels .
only if the party pursues Trandamere
38

Bai'or Resting : Before Sharkmen patrols have Bai'or


Synopsis: The village of Bator has been been eliminated, the party may rest in
occupied by "Sharkmen," who are forc- the homes of villagers (but not the Key
homes of Sharkmen/thugs) and in the
ing the villagers to build boats. But the
Sharkmen are actually working for dra- secret room in the library. After defeat- Ell
Wall
conians, who took over the town and ing the Sharkmen, the party may rest at
left it in the control of the Sharkmen as the inn or in the secret room.
a staging ground for their conquest of Map Locations : Door
Ansalon . The boats are intended to 1 This is where the party arrives.
carry a great army back across the sea.
The Sharkmen aren't trustworthy allies, 2 The boat works. These are the loca- Secret
Door
so the draconians left a group of evil tions where boats are assembled .
dragons to keep them in line. There are always villagers here, but
they are afraid to talk. Some of these Forest
The party may gain experience and people are Sharkmen.
treasure by defeating the Sharkmen
and the thugs, who are really just 3 The sheds where the people of Bai'or
The Edge of
Sharkmen in street clothes. The leaders store their boat making tools and materials .
Town / Exit to
of the Sharkmen are in the Town Hall. 4 Home of a reclusive village fisherman Overland
However, the party cannot defeat the named Eric Strongbond . Eric thinks that
endless hordes of Sharkmen them- Oleg Hamhand is the cause of the current
selves . They need to find the village troubles in Bai'or. The Harbor
Elder, Anthela, in the Library in order to
raise the villagers against the Sharkmen 5 The homes of villagers. When the
in a climactic battle . She also tells them party meets villagers at home they are
to go to Aldinanachru and wam the much more inclined to explain what
gnomes about the draconian threat. they know.
Then the party can go to the woods 6 There are Sharkmen living in these
north of town and fight the evil drag- buildings .
ons . After defeating these dragons, the
party meets a sadly deformed dragon, 7 Town Square. The party should
remain inconspicuous unless they are
who was being held captive by the oth- 11 This is the hiding place of Anthela, pletes the third dragon battle. The party
ers. She tells the party that she was cre- looking for a fight. (After visiting
the village Elder. Anthela tells the party cannot free the village without her help.
Anthela, this is the site of the climactic
ated in a failed attempt to create a about the gnomes of Aldinanachru and
battle against the Sharkmen .) 12 These are evil dragon encounter
dragon host through which Erestem can the draconians on the shore of the Lava
Treasure: ring of fire resistance, locations, but only after the party has
enter the world. If the party helps her Sea. Because the characters now know met Anthela. In the first encounter at
recover, she tells them to go to bracers AC 2 the whereabouts of the draconian army, any of these locations, the dragon
Blackwater Glade and seek the aid of 8 Town Hall. This building is occupied they are able to travel to Blackwater doesn't take the party seriously. In the
the othlorx dragons. by the leaders of the Sharkmen . Glade and get the othlorx dragons there second encounter the dragon flees. The
Wandering Monsters: Sharkmen Treasure: scimitar+4 to bring them to the gnome citadel. If third encounter is a tough one against
patrol the town. The patrols keeps com- the party promises to defeat the evil many well prepared dragons. If the
9 This is the home of Oleg Hamhand dragons at the north end of town, Anthela
ing until the party enlists the aid of and his family. Oleg thinks Eric helps the party muster the villagers
Anthela, the village Elder, to raise the Strongbond is in league with the
town and help the heroes wipe out the against the Sharkmen. Otherwise, she
Sharkmen. 'Bai'or' continues ...
Sharkmen. musters the villagers after the party com-
10 The Library.
WA 39 kamwW 40

characters leave Bai'or after meeting camped by the Lava Sea after the scale Blackwater Glade
Anthela, but without completing the is returned to Tremor, the silver drag-
third encounter, a large group of drag- ons fly the party to the gnome citadel at
ons swoops down on them. In either Aldinanachru from the lair of Clematra .
case the party gets a scroll after defeat- Wandering Monsters: The party is con-
ing the third group of dragons. After this, stantly in danger of meeting swamp
the deformed dragon can be encoun- monsters and Thenolian patrols.
tered at any one of these locations .
Treasure: scroll ofprotection vs. Resting: Only the lair of Clematra, a sil-
dragon breath ver dragon, is completely safe.

13 This is the inn. After the Sharkmen Map Locations :


have been eliminated, this is a safe place 1 Entrance and exit to Blackwater Glade.
to rest. The evil dragons do not think to 2 Before visiting Hawkbluff, the party
look for trouble here so this is a good may overhear a swamp leader conclud-
place to rest before the dragon battle . ing a deal with a bakali, hiring them in
14 A magic store after the Sharkmen Trandamere's name to aid with the up-
leave. coming invasion of Blackwater Glade.
15 A general store after the Sharkmen 3 The party may encounter a young
leave. bakali undergoing his test of manhood,
fighting a crocodile in single combat. If
Blackwater Glade the party does not interfere with the
Synopsis: The party gives the IRON test, and truthfully testifies on behalf of
DRAC,ON SCAU obtained from the the young bakali, Zarketh, he eventu-
Hulderfolk to the red othlorx dragon, ally rejoins the party as a guide. This
Tremor, whose lair can only be reached favorably affects random encounters.
with the aid of a secret word written 4 Approach to the lair of Baldranous.
backwards in the BOOK OF AMROCAR No gain awaits the party down this
obtained in Iiawkbluff. Along the way path, merely damage from falling rocks
the party meets a wandering bard, as Baldric/Baldranous protects his lair.
Baldric, who is in reality the silver
dragon, Baldranous . Baldric seems to 5 The lair of the silver dragon,
Clematra, who is Baldric's mother. 6 Approach to Tremor's lair. Tremor they witness a drama where Tremor's
flee in the face of danger, but he actu-
When Tremor and Baldranous have set endlessly demands more tribute from leadership is impugned by another
ally is evaluating the party's worthiness.
off to destroy the Thenol threat, and the party. If the party attacks, he dragon . To prove his bravery, he directs
Later, he leaves the party to secretly
the party has learned the whereabouts cravenly flees inside the cavern. The a member of the party to place a vorpal
smash opponents ahead. If the party
of the draconians' camp in Bai'or, oth- secret word to open the door is sword lightly on his neck If the charac-
allows Baldric tojoin them and does
lorx dragons urge the party to accept IIABOILJX. ter does so, the party is rewarded with
not drop him, they are later rewarded
air transportation to Aldinanachru to the blade .
with a magic item. If the party has 7 Tremor's Inner Sanctum . If the char-
learned that the draconians are enlist the aid of the gnomes . acters are willing to give the IRON Treasure: ring of wizardry- doubles
Treasure: wand of ice storm, silver 5th level spells, vorpal long sword
DRAC,oN Scram to Tremor, they are
shield+3-received only if the party rewarded with a magic ring. If they win
hasn't antagonized Baldric the combat with invading Thenolians,
41 42

Aldinanachra Map Locations : Aldinanachrw


Synopsis: The characters fly to the 1 The Palace Waiting Room. Tasslehoff
Citadel of Aldinanachru on dragon-back brings the party to meet Captain
to enlist the help of the gnome armies Daenor. The two of them have been
against the draconians at the Tower of waiting for an audience with the gnome C4round Level I
Flame. Upon arriving, they find the King for several days . Quest Room Level
citadel in utter chaos. The gnome King y o
2 The characters meet the gnome King,
has decided that he no longer wants his who offers them no help at all, and any
people divided into social classes, and questioning merely brings about a
has mandated a complete transforma- demand that they leave. The glowing y y .
tion of the work structure of the citadel . 1LNG OF DECEPTION reveals the King to
Gnomoi gnomes, who used to be the be a draconian. They defeat the dis-
designers and engineers, are now guised monsters while the phony King
moved to worker positions, and the 35
runs away.
minoi gnomes, who were always proud
of their positions as the builders and After the party returns from the Tower w~y
creators, are now in charge of creating of Flame, the victory celebration takes
place here.
"\ME~A
and designing the many contraptions in
the citadel. Once the party realizes that 3 The "renovated" elevator shaft. The
the King is actually a draconian, and drop to the main level damages the
To Overland

that the mayhem taking place in the party, so be sure to prepare the party
citadel is actually a carefully orches-
trated plan to prevent the forces of
for the fall.
Key :
Wall
® ® M
Door Archway Secret Blocked Rubble Teleporter Impassable

good from utilizing the gnomes' fire- 4 The main air-lift of the citadel is cur- Door Door

fleets and windships, the search for the rently undergoing renovations. The
true King begins. party is asked to choose between the
WORKSHOPS, GUEST ROOMS, or PALACE .
Once the true King is restored to his
throne, the characters travel to the 5 If Grunschka is with the party, she
warns the party that she smells draaconians. 11 The party overhears draconians dis- 16 Minoi gnomes are hard at work repair-
Tower of Flame to defeat the evil forces cussing their plans to keep the citadel ing a hole in the floor as a gnomoi gnome
and thwart the Dark Queen's plan. 6 Storage yard for the gnomes' fire, in chaos. Unfortunately, they see the looks on in frustration .
Upon completing this task, they return fleets. party and attack.
to the gnome citadel to celebrate their 17 The Temple of Reorx .
victory. However, during the victory cel- 7 The party encounters draconians dis- 12 This room is safe to rest in.
guised as gnomes . Choosing LEAVE allows 18 Leonard Minors Bar 8t Grill.
ebration, the evil othlorx dragons, led 13 Whispering voices foreshadow an
by Tremor, burst into the palace and the party to avoid this encounter. 19 A thief dressed in black approaches.
encounter with several aurak draconians
attack the forces of good. 8 The party meets the newest windship Handing over all of the party's money
preparing spells . Cast a dispel magic to
captain, Perkelanamord . enter the combat unharmed and gain avoids the combat with gnome
Wandering Monsters: None.
extra experience. thieflords .
9 In the largest shipyard, the party
Resting: Each level of the citadel has
encounters several disguised draconians. 14 Draconians charge down the hall 20 The Hall of Enhancement . This is a
at least one safe room to rest, and the
and attack good place to train characters .
guest quarters also have an inn to rest After the King has been rescued, this
in. Rest may be interrupted in any other location becomes the assembly point 15 The draconians have fused this door 21 A sign informs the party that the
location. before the battle at the Tower of Flame, shut and sealed off the western wing of wing is closed for renovations.
and the arrival point after the war is won . the citadel .
Aldinanachru' continues. ..
10 Large pots are filled with cooling lava.
43 --------- --- --- - - --------- -----
44

22 A magic portal mistakenly opened 31 When entering, the party finds sev- Aldinanachru (continued)
by a group of experimenting gnomes eral burlap sacks containing the evis-
releases hydras, iron golems, and a lich. cerated remains of many creatures. The Workshop Level Palace Level
Treasure : cloak ofprotection+3 bodies all have one thing in common:
every drop of blood is missing.
23 An unfortunate gnome is caught in
his newest invention, a bed that is sup. Once the vampires from location 33
posed to lull you off to sleep. Freeing have been eliminated, Puddy the cat
the gnome brings the party extra expe- can be found high up on a shelf.
rience points. 32 After Takh!sis has been defeated,
24 The party bursts in on several draco- the King delivers his victory speech,
nians taunting a gnome. The gnome is and the party is awarded the greatest
the chief magistrate ofthe citadel, and gift of the gnome people, the Royal
goes off to warn others of the draco- Cheese Nutball! Just as the celebration
nian takeover . heats up, Tremor and a large group of
evil othlorx dragons blast through the
25 When the characters enter this
workshop, they see several gnomes palace walls and attack. The party
needs every advantage to win this bat-
experimenting with colorful liquids. The
tests have not gone well, and one tle, so enter it prepared! As the party Key:
battles the horde of dragons inside the MON
gnome is left holding a bubbling jar.
Grab the jar and throw it out the win- palace, Baldric engages Tremor in a Wall Door Archway Secret
Door
Blocked
Door
Rubble Teleporter Impassable

mid-air duel outside.


dow for bonus experience .
26 Entering this room interrupts, and After this final encounter, the party is
free to travel anywhere on the map. then PICK the lock, BASH the door down are disposed of, the party is faced with
probably saves the lives of, several
minotaurs conversing with disguised 33 This neatly decorated room is the or CAST a knock spell to open the door. two gnome lungs. However, the real
draconians. After the draconians are living quarters of a group of vampires . 38 Draconians are discussing their infil- King exposes the fake.
done away with, the minotaurs decide Searching the coffins, lifting a lid, and tration plans. One of the draconians is 42 This teleporter brings the party back
to scour the citadel and ferret out any looking inside reveals a vampire, who disguised as the gnome King. to location 40. Gnome guards arrive to
other draconlans . tries to trick the lead character into escort the long back to the palace.
helping him out of the coffin . Pushing 39 Be sure to rest well before entering
27 Several objects are thrown across the man away avoids the unwanted bite this room, because several mages are 43 Once the true gnome King has been
the room at the party if it tries to enter. anticipating the party's arrival and have rescued, the party is transported to this
to the neck. No matter what happens,
28 An old gnome woman, thinking the the other vampires immediately attack. spells ready to attack . After the battle, location . The King calls for the War
characters are trying to break into her the draconian disguised as the gnome Council and the gnomes prepare their
Treasure: hoopak+4 King rushes towards the party carrying
room and assault her, fends them off battle plans. Baldric and the othlorx
with her cane. Guards arrive and usher 34 This kennel is actually a room filled an innocent-looking weapon . Tell the dragon army interrupt the council meet-
them out of the room. with disguised draconians. King to halt, then dive out of the way to ing to offer their assistance. The King
35 The Sleepy Siren Inn. avoid the crystal cube . gives the party a magic wand and ring
29 A visiting shopkeeper offers to sell to show his gratitude.
the party her selection of bolts and 40 The teleporter in this room brings
36 A poison needle trap guards this the party to the dungeon at location 41, Treasure : ring of invisibility,
arrows . This is a good place to stock up locked door. Have a thief disarm the
on magical ordnance. where the true gnome King is being wand of lightning
trap or smash the door in. held captive.
30 A small gnome child begs the party 44 Various forms of celebration are tak-
37 The magically-protected door resists ing place after the party's victory at the
to enter the deserted wing and retrieve bashing and picking the lock. CAST a dis- 41 When the King wams the party,
select LOOK BEHIND YOU. Once the guards Tower of Flame.
her runaway cat. pel magic spell to remove the magic,
45 46

Tower of Flame The party finds a vast hall filled with Tower of Flame: Level 0
Synopsis: The party rides a gnome servants of evil, who speak the mind of
the Dark Queen, then attack. Afterward,
windship to the Tower of Flame, and
leaps through a siege port into the high- the party is drawn into the Abyss by a Key: 10
Wall Impassable
est level of the fortress. But when whispering man.
Crysia appears, Captain Daenor leads After escaping the Abyss, the party
the party toward his sister over a slen- returns to the Tower of Flame to find Door Stairs
der bridge . She severs the bridge, and the gnomes have conquered the top Up
the party plummets down an air shaft level and now surround the glowing orb,
to the lowest level of the Tower, losing which they feel is the Grathanich, the Archway
Captain Daenor . mystical gem of their creation . Their
The characters are then challenged to worship turns to horror when the orb
find their way up to the top again . As cracks, and a giant five-headed dragon
they proceed, they need to defeat emerges. The party defeats the beast
Tower defenders to help the gnome that was to hold Takhisis' spirit. After
the combat, the true Grathanich rises 5 The Casting Room. 16 The gnomish bucket brigade opens
assault.
from under the egg and begins to float the wall briefly, and the gnomes invade
6 The Tool Room.
Level 0: Smash the Tower engines, run throughout the tower, with the gnomes, the central core of the Tower. The party
by fire giants. draconians, evil dragons and the party 7 This is where fire giants have been can step between locations 16 and 17
in hot pursuit Eventually the Grathanich making siege weapons . by moving through the wall.
Level 1: Defeat beholders; open the
siege ports to admit a gnomish force. falls into a shaft and is lost. 8 Fire giants and other monsters defend 17 Fire creatures move within the fiery
Mission accomplished, the party then their hall. walls of the Tower's core and attack
Level 2: Invade a coven of black wiz-
ards; destroy the lair where wounded meets Hrumbishnog again at an airshaft 9 The Hall of the Salamanders. Many from time to time.
evil dragons are healed . or siege port, and he sails back to the salamanders lurk among the arches. After the party returns from the Abyss,
gnome citadel where everyone is wel- Knocking down the grisly trophy heads draconians bring a mirror for a parley
Level 3: Disrupt the temple where dra- comed as heroes . brings them out with Takhisis. If the party talks with her,
conians bask in radiant power.
Wandering Monsters: Beholders and 10 The Manacle Room. The party may monsters surround the party.
The party must walk through flaming many types of fire creatures wander the destroy the thousands of chains forged 18 The gnomes briefly unlimber a fold-
walls and enter the fiery core of the Tower. in anticipation of the slavery of Ansalon, ing ladder, which the party can take to
Tower to find ways to accomplish all
Resting : Some small rooms in the but this brings angry giants to the room. location 32 on Level 2.
these feats .
Tower of Flame are relatively safe. 11 Refuge of the fire giants. 19 Black wizards summon creatures to
When these operations are completed,
the party finds that their windship pilot, Map Locations : 12 Beholder lairs . help them attack the party.
Hrumbishnog, has entered the tower 1 Upper siege port. The party disem- 13 Fire creatures strike, coming through 20 Defeating the wizards in this room
airshaft If the charactersjump aboard barks here. causes the others to flee the Tower.
the fiery wall at location 16. Later, a
the craft, they rise to the Tower's top gnome bucket brigade pours water Treasure: ring ofprotection+4
2 Bridge . When the party attempts to
level. There they find Captain Daenor
cross, Crysia severs the bridge, and the against the flame wall at location 16. 21 Dragonloft. Evil dragons heal and re-
being tortured by his sister who is still
party rides the bridge down to Level 0 14 Arbalest A character can use the equip after aerial battle in this room.
under the control of an aurak. If the
at location 3. When the characters giant crossbow to kill an attacking Attacking quickly retains the element of
party breaks the charm spell controlling
return via airship, they may rescue beholder. surprise .
her, the pair escape with Hrumbishnog
Captain Daenor and Crysia here.
on the windship. 15 Draconians have barricaded the Treasure: elixir ofyouth
3 This is where the partyends up, among siege ports against gnome invaders.
the rubble of the collapsed bridge . The party must open the ports to the "Tower ofFlame" continues...
4 Fire giants tend the Tower engines. gnomes to reach the next level.
47 48

Tower of Flame: Level 1 Tower ofFlame: Level 3 24 Tower Prison. In the farthest cell the
party can free a female mage, Dahmia,
Key the mother of Elea from Hulderfolk
25 D Wood. She shares her escape plan with
Wall the party. The party ends up at location
L C 25 on Level 3.
L L 25 Dahmia's escape plan brings the
Door
L party here.
c c c L
26 Experiment Hall. This hall is filled

y`w
Archway C L G L with the grotesque failures of attempts
G G G L L to form the perfect beast to accept the
One Way
Door
G G

0
L
n
L
ARUN spirit of Takhisis .
27 Draconian guards try to protect the
# G L

# L G L 13m L Font.

Stairs 28 Draconians bask in enhancing


Up energy coming from the floor above.
Tower ofFlame: Level 4 Treasure : 2-handed sword+4
Stairs 29 The Master of the Font and other
Down draconians have been cornered in its
chamber.

Tower of Flame: Level 2 Siege


30 The Temple of Her Return. The party
Port must fight two waves of monsters and
draconians to reach the temple. When
they do so, Raistlin draws them into the
Secret Abyss.
Passage
When they return, the characters must
fight the five-headed dragon, and then
Impassable pursue the Grathanich as it floats
# throughout the Tower.
# #
Flaming 31 The party may fight draconians and
# #
Core evil dragons for control of the
# Grathanich. Eventually the stone
# 22 Entrance shaft. Evil dragons return plunges down a shaft and is lost for-
Flaming from battle up this shaft. It can be ever. The party can then escape the
Wall Leading
# into/out of blocked by releasing a steel gate. Tower via windship, encountered at a
the Flaming siege port or in the shafts at Y.
Core 23 Exit shaft. Evil dragons use it to exit
the tower. It can be blocked with endless 32 This is where the gnomes drop you
flame if a high-level mage commands an off from location 18 on level 1 .
invisible rune.
HM "Tower of flame" continues. . .
49 50

AO-Al, BO-B1, C1-C2, D2-D3, E3-E4 to escape. The party finds Takhisis The Abyss
These stairways connect the levels . absorbed in awakening the form she is
Gangs of fire giants brick them up with to inhabit. Both the party and the black Key
lava blocks, but after the gnomes enter mage, Raistlin Majere, try to creep past
the Tower, they unblock some of the her to her portal. They attempt to dis-
stairways. tract the Queen by hurling a rock at the Wall
ceremonial bell that stands at the
F2-F3 The lava elevator.
entrance of the chamber. The plan suc-
S Mostly safe rooms. ceeds, but not before Takhisis engages Door
X These are shafts plunging to floors Raistlin in combat. This allows the party
below. At these shafts, the party may to escape but leaves the mage behind .
get clues about undisrupted operations Wandering Monsters: A bizarre mix of Archway
Cage of Fools
in the Tower. evil monsters litter the landscape .
Y These shafts are main ones, extend- Resting : Do not rest in the Abyss after
Secret
ing through almost all the Tower. Raistlin is freed, or else the Dark Queen Door
Hrumbishnog flies his windship up enters Krynn and the game is over!
through these shafts.
Map Locations :
Z These sections of floor drop away 1 After his unsuccessful attempt to suc- Rubble
and plunge the characters down one ceed her, Raistlin Majere has been
level if they step in the hole. chained here by the Dark Queen .
Various weird Abyss creatures torment One Way
The Abyss Door
him at her behest. Since the chains that
Synopsis : The characters wander the bind him suppress mage magic, spells
Abyss until they find a circular room. do not work.
Moving to the center through illusionary
walls, they find a black mage being tor- 2 The Dark Queen waits for her dragon
tured by Abyss creatures . They destroy form to emerge from its egg_on Taladas.
the creatures to free the mage. He tells To have the best chance of emerging
them of Takhisis' plan to enter Krynn unscathed, the party should pick the
and lead the draconians to Ansalon, character with the highest dexterity to
and promises to help them stop the throw the rock at the bell. Remember,
Dark Queen and then to use the portal the party should leap through the portal
only when the fog has cleared from it.
52

TIPS FOR WIIYIYIPIG BATTLES


although only the first two protect the movement until all monsters have
entire party; Protection from evil must attacked . Then have the accomplice
be cast individually on all party mem- attack the chosen victim, after which
Combat Spells Against a single monster, magic missile bers other than paladins, who are the thief can backstab the victim by
There are several mage spells which causes substantial damage with no already protected. The spells resist fire attacking from precisely the opposite
are effective for wounding or killing delay, although most mages may be and resist cold are very useful against direction.
large numbers of enemies. Delayed invulnerable, because of shield, minor monsters or spells which inflict the
blast fireball is easily the best bet globe of invulnerability, or globe of appropriate type of damage. These Underwater Combat
against monsters which are not invulnerability spells. Disintegrate is a spells frequently create a margin of sur- Fighting underwater requires somewhat
immune to fire damage ; there is no generic way to eliminate a single oppo- vival for weaker party members sub- different tactics from those used in
delay before it is cast, and it inflicts nent, while otto's irresistible dance is a jected to delayed blast fireball or white ordinary combat. Missile weapons do
superior damage . Regular fireball and good bet against a powerful mage. dragon breath . not work, party members move very
lightning boltspells are also pretty Fumble can also be effective against a slowly, and blunt or slashing weapons
single target . The druid spell barkskin aids characters
good. It's especially effective to cast a do minimal damage. Furthermore, all
attacked in melee or by missile
lightning bolt at a target standing For clerics, the combat spell choices fire-related spells don't work underwa-
weapons . Resist fire is an especially
against a wall so that the bolt bounces are more limited. Blade barrier, ter, including HOT (but not COLD) fire
good druid spell to cast prior to fighting
off the wall and strikes the target twice . employed against a group of enemies shield spells . Ice storm does minimal
fire-using enemies .
Cone of cold is effective at close range, locked in melee, causes significant damage, although the area of effect is
although take care to avoid catching A mage spell which can aid the entire larger, and lightning bolt acts like a
damage. flame strike is a single target
friendly characters in the cone. Meteor spell, while dispel evil has specialized party is haste; this is a very powerful miniature fireball. A ring of free action
swarm is useful for causing damage combat aid, but should be used spar- allows a character to ignore the move-
utility against creatures summoned
over a wide area. While its damage is from other planes. Silence, if success- ingly because of its aging side effects . ment and combat restrictions of under-
relatively light, the impact of ice storm Another spell that can help the party is water fighting, but it does not affect
ful, prevents key opponents from cast-
(which does not actually do cold dam- mass invisibility, which is occasionally spell-casting constraints .
ing spells . Judicious use of healing
age - the damage is inflicted by hail- useful when the party is about to be
spells can greatly enhance the perfor- Generally, underwater combat may be
stones) can be useful, particularly surprised, but is otherwise of quite
mance of a party's fighters. Both a little more tedious than normal com-
against creatures which are immune to ephemeral utility. There are a number
classes can use dispel magic to break bat because of damage reduction and
fire damage . of spells that a mage can use for self-
down the defenses of enemy clerics slowed movement. It also proves more
protection prior to battle; these include
Mass charm and charm monster are and mages . Most other combat spells difficult to scatter the party to avoid
shield, detect, invisibility, mirror image,
useful for encouraging defections from are usually somewhat inferior to the massive damage from dragon breath .
protection from normal missiles, fire
the enemy. Hold monsters (or hold spells listed above, but you may find However, lightning bolt and cone of
shield (COLD is usually better, except
person vs. people) are useful for inca- their effects better suited to your style cold should provide reasonable substi-
against white dragons), iron skin, and
pacitating several targets. Summon of play. tutes for fireball, and strong characters
globe of invulnerability (cast this spell
monsters is great for conjuring an last). Spells that mages can cast on any with magic weapons still do significant
Preparation Spells amounts of damage, even with thrust-
instant horde, especially if several party members include enlarge (this is
mages cast it together. Slow is effective Casting appropriate spells immediately ing weapons. Rings of free action
more effective than strength), invisibil-
for making a group of enemies less before entering combat is a good tech- should be given to fast-moving, well-
ity, fire touch, and mind blank.
effective fighters. Power word stun, nique for enhancing the chances of sur- armored characters.
power word blind, and power word kill vival for your party. Clerics, rangers, Backstabbing
spells are really only useful against less and mages may cast a number of spells '71ps for Winning Battles" continues...
Backstabbing with thieves is a fairly
powerful monsters. before combat which benefits the party.
effective way to inflict massive damage
The cleric spells bless, prayer, protec- on human-sized monsters. To ensure
tion from evil, and protection from evil the effectiveness of a backstab attack,
10' radius are generally useful spells, have a thief and accomplice delay
54

Draconians Note that the description of enchanted


Dealing with Humanoid Enemies Thenol Priest auraks in the Adventurer's Joumal is
These evil clerics only take half damage Aurak Draconian
Black Rogue, Gnome Thiefford not entirely correct, as an enchanted
These thieves are unlikely to present from fire and cold, and they cast a vari- These persistent monsters have to be
slain twice before they stop moving, aurak explosion only affects adjacent
a serious challenge to a full strength ety of unpleasant spells, if allowed. creatures, not all those within the
party, although they may inflict some Delayed blast fireball spells are still a and after they stop moving they are still
dangerous, as they soon explode, dam- radius of a fireball.
damage with their slings before being good bet, even with damage halved,
although magic missile spells are more aging and possibly stunning anyone Enchanted Baaz Draconian
wiped out. adjacent. Slay them quickly, twice, and
effective against single opponents. With These are only moderately tough oppo-
Dark Wizard, Thenol Wizard light armor and moderate hit points, then move away before they explode. nents, but their penchant for stealing
These human mages don't have a lot of these vile priests should not be very Most spells are effective against auraks, weapons in the middle of a battle makes
hit points, but they pack a big punch threatening, as long as you keep them although their magic resistance may it Imperative that your fighters carry
and come well protected. The renegade from casting spells. protect them against low-level spellcast spares, preferably of the +3-or-better
wizards of Taladas are not constrained ers. Auraks can cast lightning bolt and variety. The magic resistance of the
by the spell selection limits ofthe White Dealing with Monsters stinking cloud spells, so it is best to enchanted baaz may interfere with spells
Robes, Red Robes, and Black Robes of Bakalii damage them every round, if they can- cast by characters under 20th level.
Ansalon, and they are generally well These guys are not very much of a threat, not be killed outright .
prepared for combat. Globe of invulner- Enchanted Bozak
although some care should be taken to Bozak Draconian While not as dangerous as enchanted
ability, fire shield, and mirror image keep the shaman from casting spells. Bozaks are also spellcasters, and auraks, these draconians are very
spells protect them from many attacks, should be damaged every round until
and they generally cast delayed blast Beholder potent adversaries. In addition to their
Very tough opponents - they are slain. They have limited magic resis- impressive combat and spellcasting
fireball spells at the first opportunity.
immune to magic and do not die very tance; high-level mages and clerics capabilities and their magic resistance,
Magical missile weapons can wound have no problem with them. When
them at long range. Meteor swarm, quickly in melee. Long range archery is enchanted bozaks enter battle pro-
effective, as beholders move slowly slain, bozaks explode, damaging adja- tected by fire shield -cold, which
delayed blast fireball, and cone of cold cent characters .
may be effective spells against them, and their special capabilities have a makes melee attacks against them haz-
and dispel magic may increase their limited range. Sivak Draconian ardous to the attacker. When they are
vulnerability. If a particular bunch of Sivaks are not very tough opponents, slain, they explode with the effect of an
Black Pudding ice storm. A high-level cone of cold is
wizards is too tough, consider casting f7reball, magic missile, and ice storm but they do have the same limited
preparatory spells prior to battle, and magic resistance as bozaks . probably the best bet against enchanted
spells are the way to go with these bozaks, although a high-level delayed
spread out or mingle with the enemy at digestive blobs; melee and missile Enchanted Aurak Draconian
the outset of the battle, to avoid having blast fireball into a group of them may
weapons are completely ineffectual, These are among the toughest adver- kill enough for their own explosions to
the entire party injured by each delayed and they are immune to lightning and saries you face in THE Dmic Quern of do in the remainder.
blast fireball. cold damage . While it is difficult for KRmn . They have the same three stages
them to hit, black puddings can perma- of mortality as regular auraks, but they Enchanted Kapak Draconian
Shark Man, Thenol Fanatic,
nently damage or destroy irreplaceable are much harder to kill, do quite sub- These bad guys are somewhat weaker
lbenol Warrior, Thenol Warlord
These human fighters all have substan- magical armor, so consider removing stantial damage, and they can cast very than enchanted bozaks, but their nasty
tial hit dice and are likely to hit frequently, the armor from front-line characters potent spells . While they are not paralysis attacks and their predilection
but they do not do as much damage as while you destroy these pests. immune to any particular kinds of for splashing pools of acid around
the tougher monsters, they have no attacks, their magic resistance may when they die makes it desirable to kill
Boring Beetle them quickly, at long range. Delayed
magical arms or armor, and they have Not serious opposition. interfere with spellcasters under 30th
level, and it's not really worth trying blast fireball is the recommended
no special protection against magic.
Disir, Greater Disir spells under about 12th level. Once it methodology for this task, but the
Disir are not very tough opponents, has been slain twice, the enchanted
although fire attacks do limited damage aurak soon explodes with very substan- Dealing with Monsters' continues...
to them . However, greater disir are tial fireworks. Move all of your charac-
capable of inflicting substantial damage. ters away from the aurak if possible.
m s
e
.... .
Na On
. ,
56

caster should be 20th level or higher to from the Abyss to cast preparatory Ftireshadow the victim in place and inhibiting coun-
enjoy reasonable odds of defeating an spells before engaging the gargantuan These malevolent spirits from the ele- terattacks. Otherwise, giant squid are
enchanted kapak's magic resistance . beast. A single strong, hasted, high-level mental plane of fire can be dangerous not particularly dangerous opponents,
Enchanted Sivak Draconian warrior with the footman's dragonlance opponents. They share the fire minion's and they can be dealt with in the same
can slay four of the five heads in the immunity to fire and fiery aura, and fashion as any other underwater monster.
These are extremely potent, highly
first round of combat, with a little luck. their ray of oblivion and green fire
magic-resistant fighters, and they do Gorgon
Luck is also required to defeat the chro- attacks can do serious harm. They take
devastating damage with backstab The carnivorous bulls are not particu-
matic dragon's magic resistance, no damage from non-magical weapons .
attacks if given the opportunity. While larly ferocious, but their petrifying
they do not cast spells, enchanted although no amount of luck helps a A mace of disruption is the preferred
spellcaster under about 25th level. breath makes them respectable oppo-
sivaks explode with the force of a weapon against fireshadows, as it does
nents, particularly when they are
meteor swarm when they die. Ettin double damage and has 50% chance of accompanied by tougher monsters.
Ettin are not a major threat; they have destroying them outright. Non-fire
Enchanted 9raag Draconian spells should also be used to kill fire- Greater Otyugh
no special capabilities .
Enchanted traags are garden-variety shadows quickly. Heal characters These filth-wallowers are large and
opposition, and their eradication Eye of the Deep afflicted by green fire immediately after capable of inflicting significant damage,
should not prove particularly challeng- The blinding ray, hold person, and hold the end of combat, as the damage from but they have no special defensive
ing, although their magic resistance monster spells of these undersea this aura quickly slays any character capabilities.
may stymie spellcasters under 20th cousins of the beholder make them who is not fully cured.
level. somewhat difficult to deal with, but Spectral Minion
they can be overcome with the use of Gas Spore These haunting spirits rarely oppose
Dragons Don't confuse these benign balloons the party in combat, but they are tough
lightning bolt and cone of cold spells.
While most dragons can be challenging with beholders, and they won't bother opponents when they fight. They are
adversaries, particularly in large groups, Fire Elemental your party. immune to attacks by non-magical
proper use of the footman's drag These rampaging flame-creatures are weapons, as well as cold, paralysis,
Ghast
onlance can minimize their hazard to immune to fire attacks, but other forms charm, or death magic, but fire spells
of magic should work well to overcome These weak undead can be defeated
the party. Alternatively, dispersing work quite handily.
with minimal effort.
widely and casting powerful fireball them.
Huge Bat
(lightning bolt, underwater) spells FSre Giant Giant Anemone
Huge bats have no special capabilities.
should prevail over most dragon Potent adversaries, these brutes can These undersea foes take a lot of dam-
encounters. inflict a great deal of damage, and their age to kill, and they can paralyze foes Huge Crocodile
and do a great deal of damage to These reptiles do lots of damage with
Chromatic Dragon mages and clerics can harass your
spellcasters fairly effectively, if not neu- attackers, but they are immobile and their vast maws and slashing tails, but
The form created to house the Dark
completely impotent against opponents are not otherwise troublesome.
Queen's spirit is likely to be the most tralized by missile attacks . They are
immune to fire damage, but other kinds who are not adjacent, so you can
challenging single opponent in the game. Hydra
defeat them at your leisure with magic
The dragon's body is invulnerable, and of spells workjust fine against them. These many-headed beasts attack mul-
missile, lightning bolt, and cone of cold
its five heads, which must be individu- Fire Minion tiple times and can sustain substantial
spells. Giant anemones can regenerate
ally slain, are not far behind . The new- damage, but are not otherwise distin-
Puny relatives of the fire elemental, lost hit points, but not quickly enough
born monster cannot move or attack these creatures are healed by fireball guished .
to be a serious nuisance.
with its claws, and it lacks the wit to cast spells and project an aura of fire which
spells, but each of the heads can breathe Giant Squid 'Dealing with Monsters" continues ...
can damage adjacent characters. They
and has a potent bite attack Fortunately, take doubled damage from cone of These vast, fast-moving cephalopods
there is an opportunity after returning can attack with a multitude of tenta-
cold spells and wands ofcold, though,
cles, and they attempt to wrap tenta-
and they die quickly in melee.
cles around a chosen victim, pinning
--- --------------
58

Iron Golem Purple Worm Skeleton Warrior Two-Headed Troll


These animated statues are unaffected These are large, powerful vermin, and These undead lords have the usual These lumbering beasts are very similar
by all magic except fire, which heals their poisonous stings make trifling with undead magical immunities and cannot to ettins, although they also regenerate
them, and lightning bolt spells, which them somewhat risky, but they have no be turned by clerics. Their high magic damage, albeit very slowly.
slow them down. They are also unaf- special protection against magic and resistance may interfere with spells
fected by weapons with a bonus less they are easy to hit. Umber Hulk
below 30th level, they are immune to
than +3. They are heavy hitters and take The gaze of these bulky beasts can
attacks with nonmagical weapons, and
a while to kill, but proper tactics over- Salamander temporarily immobilize party members,
These fire creatures are immune to fire, they take half damage from thrusting
come them without much difficulty. but they have no defenses against
charm, and hold magic, but they are and slashing weapons . If your mages
Prepare your fighters with enlarge, bless, magic and only the weakest of parties
especially vulnerable to cold spells. are below 20th level, spells won't do
prayer, and haste, if necessary, and then should have substantial difficulties in
much good, so cast preparatory spells
charge in and slow the golems down They are not very fearsome opponents . dealing with them.
before fighting them, if possible, and
with lightning bolt spells as you gang up Sahuagin gang up on individual skeleton warriors Wyndlass
and chop them down, one at a time . Except for their leader, Prince Talhook, and arrange things so your thieves can These subterranean behemoths can do
these undersea warriors are pushovers, backstab one every round . a great deal of damage with their
Lich
These undead mages are immune to although it is wise to keep their priest- spiked tentacles, but they fall quickly to
Spectre, Vampire, Wight, Wraith
esses from casting spells each round. determined attacks .
lightning, as well the forms of magic These undead are all nasty because
Prince Talhook is a mighty warrior who
which don't affect other high-level they drain experience levels when they Zombie
can be dealt with using underwater magic
undead -cold, charm, hold, confu- hit, although the experience levels may These weak undead can be defeated
sion, fear, paralysis, poison, and death. or melee attacks, but he may inflict sig-
be recovered with a restoration spell . with minimal effort .
nificant damage before he is slain.
Delayed blast fireball spells should They have the usual undead magical
work fine, however, and high-level cler- Sea Snake Zombie Minotaur
immunities, and high-level clerics should
ics have a fair chance of turning them. These vast serpents are completely vul- More powerful than a zombie but less
be able to turn most of them. Vampire
Try to keep liches from casting spells nerable to snake charm, but each spell powerful than a minotaur, these
clerics and mages can cast spells .
on the party. is only likely to immobilize one or two undead fighters can easily be turned or
Spider (Enormous Spider and defeated by most parties .
snakes, so keep a number of the spells
Minotaur Whisper Spider)
ready through the entire undersea por-
Minotaur warriors are rather tough fight Poisonous bites make it desirable to
tion of the game, if possible.. Snake
ers, especially the champions, but they slay these scuttling horrors quickly, but
charm is of no use during the rest of
have no special protection from magic. they have no special defenses to make
the game, but resist tire is useless
If there are minotaur mages present in this task particularly challenging .
underwater, so the two spells can be
a battle, concentrate on eliminating
traded off between realms.
them before cleaning up the fighters;
they are not as well protected against Shambling Mound
magic as human wizards, but they have These hulking, herbaceous horrors are
more hit points, and they can cast immune to fire, healed by lightning,
unpleasant spells on the party. take half or no damage from cold, mini-
mal damage from blunt weapons, and
Mummy
half damage from other weapons.
The paralysis these shambling undead
can evoke and the rotting sickness they Magic missile and ice storm spells are
effective ways to damage them, and
can induce do not make mummies ter-
ribly powerful opponents. They have they succumb to melee attacks eventu-
ally. Ganging up on a shambling mound
the usual undead magical immunities,
is a good way to keep it from suffocat-
but they can be turned fairly easily .
ing a character it has engulfed .
Elevate yourself to a
higher level offantasy
gaming!
CREDITS

Producer
George MacDonald
PROPHECY OF THE SHADOW,. is SSI'S
Associate Producer exciting single-character role-playing
Ken Humphries game that uses state-of-the-art
Writers technology to breathe life into a
MicroMagic Inc.: Herb Perez, Kid Maiman mystical fantasy.

Other Contributors Stunning cinematics with


MicroMagic Inc.: Ken Eklund, Francis Small, David Arcand, over fifty digitized art and
Stephen Linhart, Wayne Horgan animation sequences, including
characters in full costume.
Editors
SSI Tech Writing Simple point-and-click
interface with icon-based
Testing commands and graphical
John Boockhoidt, Forrest Elam, Cyrus Harris, John Kirk, Zane Wolters inventories makes the game
Test Support fast and easy to play. Learn
Kym Goyer words and converse from an icon bar by
simply clicking on the word.
Art, Graphic Design, and Desktop Publishing
Louis Saekow Design: David Boudreau, Kathryn Lee, and Chris Mischak 0 Over 50 sound effects and a continuous
IBM & AMIGA - $5995 FM soundtrack enhance the action .
Pre-press Production By Jaimi McEntire .
Louis Saekow Design: Kirk IYiichols and Jev Rothe 0 Three perspective viewpoints : An
TO ORDER:
VISA/MC -call 1-800-245-4525
adventure view allows you to explore this
Printing exciting world and engage in combat ; an
(USA & Canada). By mail - send
American Lithographers, Inc . check or money order for $59.95 up-close-and-personal mode lets you converse
plus $4 .00 shipping & handling
to : Electronic Arts, P.O. Box 7530,
with Non-Player Characters ; and through
San Mateo, CA 94403 the use of magic, an eagle's view of the world.
CA residents add applicable sales
tax. Specify computer format.
0 A large, complex world - both above
Allow 1-3 weeks for delivery. and below ground -
that you must save!

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