Documente Academic
Documente Profesional
Documente Cultură
MADE IN U .S .A. 9
. . .. . ..___ . . . . .w. .. M? omm
,^ 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
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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
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subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).
`UR°
MAPS Caergoth
Key
Map Locations:
1 The path to and from Palanthas .
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
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
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
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
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
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
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
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
~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
Wall 03
P3 JJ5
Door
Archway
AA3 B3
Secret
Door Hawkbluffi- Level Four
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.
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
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.
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
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
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.