Death Knights of Krynn Adventure Journal Table of Contents What Has Gone Before............................................1 Important Geographical Features of Ansalon......................2 Character and Parties...........................................2 The Player Races..............................................2 Ability Scores................................................4 Character Classes.............................................5 Alignment.....................................................8 Other Attributes..............................................8 Building a Successn...........................................9 Why These Guys?...............................................10 Preparation Tips..............................................11 Combat..........................................................11 Combat Map....................................................11 Initiative....................................................11 Computer Control..............................................12 Attacking.....................................................12 Combat Movement...............................................14 After Combat..................................................15 Magic...........................................................15 Mages.........................................................15 Clerics.......................................................16 Knights and Paladins..........................................17 Rangers.......................................................17 Tips on Magic Spells..........................................17 Magical Treasures...............................................18 Spell Descriptions..............................................20 Creatures of Krynn..............................................28 Journal Entries.................................................33 Tables..........................................................52 Glossary of AD&D Game and Computer Terms........................58 WHAT HAS GONE BEFORE One year ago, the forces of evil were united under the powerful aurak draconian, Myrtani. He had once again uncovered the method of corrupting dragon eggs into draconians. Aided by his Death Knight ally, Sir Lebaum, he was able to seize control of central Krynn and to field a dangerous army of draconians and undead. As the Solamnic forces converged upon the region, a small band of stalwart heroes uncovered Myrtani's secret plans: to suddenly generate a huge army, and ambush the Solamnic forces. Myrtani hoped to slay key leaders in one swift action, and then crush the remaining, disorganized resistance. Magic rituals discovered in a stolen tome would allow him to turn stolen dragon eggs into draconians en masse. The eggs were well hidden and Solamnic scouts had missed them after the War of the Lance. A small band of heroes were able to slip into Myrtani's stronghold in Kernen and slay this foul minion of the evil goddess, Takhiisis, before the magic could be used. Without the draconian force, the Knights of Solamnia were able to rout the evil army and bring peace to the region again. You are cordially invited to attend the first anniversary of the victory at the Battle of Kernen. Those in attendance will include the survivors of that battle and those granted the Special Solamnic Order of the Champions of Krynn. This will be both a celebration of the great victory and a commendation of those who fell achieving it. A special memorial will be held for the former commander of the Gargath Outpost, Sir Karl, who was slain defending the Oath and the Measure. This will be held at the parade grounds outside of the Gargath Outpose. IMPORTANT GEOGRAPHIC FEATURES OF ANSALON IMPORTANT GEOGRAPHICAL FEATURES The major cities of the region are Kalaman and Vingaard Keep. They loosely administer the large number of small villages in the region. These include the dwarven village of Turef, the gnonmish village of Quazle and the human towns of Cerberus and Cekos. Many wars have been fought in this region, leaving several ruined old castles and forts. Many have evil reputations and should be avoided. Perhaps the most famous of them is Dargaard Keep. Once the home of the famous Knight of the Rose, Lord Soth, it now lies abandoned and decayed. CHARACTERS AND PARTIES Individual persons called characters make up your party of adventurers. They can be any one of several races and have any number of different skills. Some will be warriors, some priests, some mages and others may be thieves. Each brings his own skills and talents. The Player Races There are seven races for player characters (PCs) in the world of Krynn. Each offers unique strengths and weaknesses. For example, humans can advance without limits in any class (profession), while only non-humans can have more than one class at a time. Kender have limits to their maximum strength, while elves receive bonuses to their dexterity. The following sections describe the races and several charts beginning on page 52 outline specific bonuses and limitations. Hill Dwarves are a stubborn and rough race of sturdy workers and craftsmen. They are especially resistant to magic and poison. During combat, dwarves receive bonuses when attacking goblins or hobgoblins and are adept at dodging the attacks of ogres and giants. Dwarves can be fighters, paladins, thieves, clerics of Reorx or mixed classes. Mountain Dwarves are somewhat clannish and more refined than their Hill Dwarf cousins, otherwise they are nearly identical. Mountain dwarves may be fighters, paladins, thieves, clerics of Reorx or mixed classes. Silvanesti Elves (High Elves) are a tall, arrogant and long-lived race. They are nearly immune to Sleep and Charm spells and are adept at finding hidden doors. During combat, elves receive bonuses when attacking with long or short swords and bows. They cannot be raised from the dead. Silvanesti elves can be fighters, paladins, mages, clerics, rangers and mixed classes. Qualinesti Elves are slightly smaller and friendlier than their Silvanesti brethren, but they have identical abilities and bonuses. Qualinesti elves can be fighters, rangers, mages, thieves, clerics and mixed classes. Half-Elves are hybrids, with many of the virtues of both humans and elves. They are resistant to Sleep and Charm spells and are adept at finding hidden doors. Half-elves can be fighters, knights, paladins, mages, clerics, thieves, rangers and mixed classes. Kender are a small people characterized by an absolute lack of fear and an insatiable curiosity. They are especially resistant to magic and poison and have the special ability to taunt intelligent opponents. When kender successfully taunt, an opponent will attack in a mindless rage, suffering a loss of combat effectiveness. The preferred weapon of the kender is the hoopak, part staff sling part metal shod staff, which only they can use. Kender receive bonuses to hit with hoopaks and are deadly accurate shots. They can be thieves, fighters, rangers, clerics or mixed classes. Humans are the most common player-race in the world of Krynn. They can be fighters, mages, clerics, thieves, paladins, rangers and Knights but not mixed classes. Only humans and half-elves can be Knights. Ability Scores Every character has six randomly generated ability scores as explained below. These scores fall within a range determined by the race and class of the character. The basic values range from 3 (low) to 18 (high) and there are charts of limitations, modifiers and bonuses. Depending on the character class, one or more of these abilities will be a prime requisite. A prime requisite is an ability especially valuable to a given class. For example, strength is key for fighters and wisdom for clerics. Most characters receive bonus experience points when their prime requisite scores are 16 or greater. Non-human characters may receive modifiers to the basic ability scores to reflect differences between the races. Dwarves for instance, get a + 1 constitution bonus and may have a maximum constitution of 19 instead Of 18. When a character is generated with the CREATE NEW CHARACTER command, all racial modifiers are calculated automatically. Strength (STR) is the measure of a character's physical power, muscle mass and stamina. Fighter-type characters may have exceptional strengths greater than 18 which are indicated by a percent value (01, 02, 03 . . . 98, 99, 00) following the base strength. High strength increases a character's combat ability with melee weapons. Strength also determines how much a character can carry without becoming encumbered and slowed in combat. "...finding ourselves low on supplies, we stopped in the local store, where we found all manner of useful weapons to keep us going..." Intelligence (INT) is the measure of how well a character can learn. Intelligence can limit how far mage characters can advance and what levels of spells they can cast. Wisdom (WIS) is the measure of a character's ability to understand the ways of the world and to interact with the world. Clerics receive bonus spells for high wisdom and it may limit what level spells they can cast. Dexterity (DEX) is the measure of a character's manual dexterity and agility. Thieves especially benefit from high dexterity. Dexterity affects how well a character can use ranged weapons (bows, dart, etc.), when he moves in a combat round and how difficult he is to hit in combat. Constitution (CON) is the measure of a character's overall health. Fighters receive one extra hit point per hit die for each point of constitution above 14. Non-fighters receive similar benefits except they receive a maximum of two extra hit points per level (no benefits for constitutions above 16). "...we heard soft footsteps followed by a low, ominous growl. Suddenly, the weretiger rounded the corner, running full speed. We brandished our weapons, but it was too late.." These bonuses are only given until characters reach about 10th-level (depending on class). A character's constitution also determines the maximum number of times that character can be raised from the dead and the chance of a resurrection attempt being successful. Every time a character is successfully resurrected, he loses 1 point of constitution. Charisma (CHA) is the measure of how others react to a character. Charisma is sometimes a factor when encountering NPCsÑthe higher a character's charisma, the more that character can persuade others to do what he wants. The character with the highest charisma should be the active character when dealing with NPCs. Character Classes A character must belong to at least one character class. Non-human characters can have more than one class at the same time. A non-human character with multiple classes has more playing options, but he increases in level more slowly because his experience points are divided evenly among all his classes. Characters receive HP, spells and abilities based on their class, level and (sometimes) ability scores. Refer to the tables at the back of the journal to find the number and size of hit dice a character receives and the number of spells the character can memorize. Note: Dice is the term used to describe the range for a randomly generated number. A d6 die has a range from 1 through 6, a d10 has a range from 1 through 10. Clerics have spells bestowed on them by their deities and can fight wearing armor and using crushing (not edged or pointed) weapons. After selecting a deity, clerics may only choose alignments appropriate to their deity. Each of the deities extends special abilities to his followers. For more information, see the Deities section. Clerics have the ability to sometimes turn away or even destroy undead creatures such as skeletons or zombies. This power increases as the cleric increases in level. The prime requisite for clerics is wisdom. Fighters can fight with any armor or weapons, but they cannot cast magic spells. Fighters can have exceptional strength and gain additional HP bonuses if they have a Constitution of 17+. The prime requisite for fighters is strength. Mages have powerful spells, but can use no armor and few weapons. They can only memorize those spells available in their magical spell books or use scrolls. In the world of Krynn, the power of mages is moderated by the three moons and mages are divided into three orders based on alignment. A mage's power fluctuates with the cycles of the moon that influences his order. For more information on the orders and moons see the Magic section. The prime requisite for mages is intelligence. Paladins can fight with any armor or weapons, are totally immune to disease and can cast a few clerical spells once they reach ninth-level. Paladins can have exceptional strength and gain additional HP bonuses as fighters. They are somewhat resistant to spells and poison. Because of their special nature, certain magical abilities are conferred on them by deities. They can turn undead creatures as if they were a cleric two levels below their current level and are always surrounded by the equivalent of a Protection from Evil 10' Radius spell. Once a day paladins may heal two HP of damage per their level. They can also Cure Disease once a week at 1st - 5th levels, twice a week at 6th to 10th and three times a week at 11th to 14th level. At ninth-level, paladins gain the ability to cast clerical spells, but they cannot use clerical scrolls. Paladins must be of lawful good alignment and have ability scores of at least 9 in intelligence and constitution, at least 12 in strength, at least 13 in wisdom and at least 17 in charisma. The prime requisites for paladins are strength and wisdom. Rangers can fight with any armor or weapons. Rangers can have exceptional strength and gain additional HP bonuses as fighters. They do additional damage in combat when fighting giant-class creatures. No more than three rangers can join one party. Rangers are very in tune with nature and gain the ability to cast druidic spells when they reach eighth-level. At ninth-level they gain the ability to cast mage spells. Rangers can never use scrolls of any type. Rangers must be of good alignment and have ability scores of at least 13 in strength and intelligence and at least 14 in wisdom and constitution. The prime requisites for rangers are strength, intelligence and wisdom. Solamnic Knights are the pride of chivalric honor in the world of Krynn. The knights are divided into three orders: the Knights of the Crown, the Knights of the Sword and the prestigious Knights of the Rose. All are renowned for their bravery and skill at arms. Knights begin the game with Solamnic Plate Mail, long sword +l and a shield. Knights are valuable for their leadership ability in combat. Whenever a party with a Knight enters combat, he makes a leadership check. If the check is successful, all NPCs in the party come under your control like regular PCs. Chances of success increase dramatically as a Knight rises through the three orders. Knights must take a vow of poverty and so they tithe a large part of their monies and treasures back to the orders. Knights of the Crown will tithe 10 percent to their order whenever they enter an outpost. Knights of the Sword and Rose will give up everything except 20 steel pieces when they tithe. When Knights of the Sword or the Rose become sixth-level, they gain the ability to cast some clerical spells. If a Knight of either of the first two orders (Crown or Sword) is of sufficient level and has high enough ability scores, he may petition the next higher order for admission. Note: Knights receive experience bonuses for doing knightly deeds and not for meeting prime requisites minimums. To join the Knights of the Sword a knight must have the following minimum ability scores: STR 12, INT 9, WIS 13, DEX 9, CON 10. To join the Knights of the Rose a knight must have the following minimum ability scores: STR 15, INT 10, WIS 13, DEX 12, CON 15. Thieves can fight with swords, short bows and slings and wear leather armor. In combat they do additional damage 'back stabbing', which is described in the Combat section. Thieves also have special skills for opening locks and removing traps. The prime requisite for thieves is dexterity. Multi-class are non-human characters who belong to two or more classes at the same time. The character's experience points are divided among each of the classes, even after the character can no longer advance in one or more of those classes. The character's hit points per level are averaged among the classes. The multi-class character gains all the benefits of all classes with regard to weapons and equipment. ALIGNMENT Alignment is the philosophy a character lives by and can affect how NPCs and some magic items in the game react to the character. The following alignments are available to Player Characters. Lawful Good characters believe in the rule of law for the good of all. Lawful Neutral characters believe the rule of law is more important than any objective good or evil outcome. Neutral Good characters believe that the triumph of good is more important than the rule of either law or chaos. True Neutral characters believe that there must be a balance between good and evil and law and chaos. Chaotic Good characters believe in creating good outcomes unfettered by the rule of law. Chaotic Neutral characters believe that the freedom to act is more important than any objective good or evil outcome. Note: Due to the nature of this adventure, no evil Player Characters are permitted. OTHER ATTRIBUTES Each character also has three other important values that change as the game goes on: Hit Points, Experience Points and Levels. Hit Points (HP) represent the amount of damage a character can take before he goes unconscious. To calculate a character's maximum HP, the computer rolls the character's hit dice and adds any adjustments for level or constitution. A character gains a HP bonus to each it die if his constitution is over 14. When a character takes enough damage that his HP reach 0, he is unconscious. If the character's HP drop to anything from -1 to -9, he will lose 1 HP per turn from bleeding until he is bandaged or dies. A character is dead if he has -10 HP or less. When you view a character, his HP on the screen will never be displayed as less than 0. Experience Points are a measure of what the character has learned on his adventures. Characters receive experience points for actions such as fighting monsters, finding treasures and successfully completing quests. The computer keeps track of experience and when characters earn enough they may advance in levels. See the Level Advancement Tables for each class's experience requirements. "...the door was open, so I walked in. There before me stood a high priest, his robe tattered from years of weathering. 'I've been expecting you,' he said in a deep voice..." Levels are a measure of how much a character has learned in his class. Characters can go to a hall and receive the training required to increase in level when they have enough experience. Characters may only advance one level at a time. If a character has gained enough experience to go up two or more levels since the last time he has trained, he will go up one level and lose all experience in excess of one point below the next level. Example: An 11th level thief enters a training hall with 667,543 experience points (enough for 13th-level). He will leave as a 12th-level their with 660,000 experience points -- one point below the 13th-level. Once characters have reached their maximum levels for this game, they cannot train. New characters start with 210,003 experience points and they will already have all levels and spells appropriate for that experience. Characters may advance to a maximum of 14th-level, except thieves who may advance to 18th-level. BUILDING A SUCCESSFUL PARTY Forming a strong and adaptable party is a key to success in Champions of Krynn. You may place up to six Player Characters in your party. It is recommended that you use all six characters. A smaller party is less powerful and more likely to be eliminated by your enemies. In choosing which characters to include in the party, it is wise to include a variety of classes: clerics, mages, thieves, and fighters. At least one party member should be a kender, so you may taunt (yell) in combat. Some adventures may only be completed if the party includes a Knight. Sample party One Human Knight One Human Paladin One Swarf Ranger One Kender Cleric of Mishakal/Thief One Qualinesti Elf Clerif of Shinare/Fighter/Red Mage One Silvanesti Cleric of Majere/Fighter/White Mage Sample party #2: One Human Knight One Silvanesti Elf Cleric of Mishakal/fighter/ White Mage One Half-Elf Ranger/Cleric of Majere One Qualinesti Elf Cleric of Shinare/Fighter/ Red Mage One Kender Cleric of Kiri-Jolith/Thief One Qualinesti Elf fighter/Red Mage WHY THESE GUYS? Cleric/fighter/mages are the ultimate multi-purpose character. A cleric/fighter/mage can cast both mage and cleric spells while wielding the armor and weapons of a fighter. The main disadvantage of the cleric/fighter/mage is that, as a triple-class character, he advances in levels quite slowly. Fighter/mages may cast spells while wearing armor. This split class can fight as well as a fighter and receives more HP than a pure mage. Cleric/thieves have more HP and a better armor class than pure thieves. As a cleric, the cleric/thief can cast healing and support spells, allowing the character to perform double duty as both the party thief and additional healer. The thief status permits the powerful back stab attack which is described the Combat section. Clerics are essential for healing the party after engagements. The most efficient way to heal is to Encamp and select FIX (you can issue this command several times while encamped). FIX works as follows: If a cleric is in the party, all available cure spells are cast and automatically rememorized, until all characters are healed. If the party has taken more damage than clerics have cure spells, the FIX option may be used again. When FIX is used, characters at the tope of the list will be healed before the characters below them. If a cleric is not in the party, HP may be recovered through rest (1 HP per 24 hour period), potions of Temple services. Rangers normally start the game with more HP than other fighter types. They do extra damage versus giant type monsters and receive mage and druidic spells at high level. Knights are powerful fighters and there are some items that may only be used by them. Knights have special leadership abilities and gain clerical spells at high levels. Paladins are great warriors. In addition to their martial prowess, they have natural protection from evil, healing powers and they gain clerical spells. PREPARATION TIPS The makeup of your party affects your combat strategy throughout the game. Loading your party with clerics and mages increases the importance of spell casting both before and during a battle. An emphasis on fighters, Knights, paladins or rangers makes your hand-to hand combat skills that much more important. Ready the melee weapons (swords, maces, quarter staffs) at the start of the game instead of the missile weapons (bows, slings, darts). Be sure to keep arrows ready too. COMBAT Adventures must battle their way through many dangerous foes to complete the mission. Tale's of bravery and heroes ring with the sounds of combat. The following sections offer some more information and tips for combat. COMBAT MAP Battle takes place on a tactical combat map that is a more detailed view of the map terrain (3D or overland) that the party was on when the combat began. This map is set up with an invisible square grid and you will notice that everything moves on the grid from square to square. Moving diagonally often costs more movement points than moving horizontally or vertically. INITIATIVE Each round of combat is divided into 10 segments. Every character and foe acts on a specific segment based on a random number. The random segment number is generated at the start of each combat round and is modified by dexterity and random factors such as surprise. In most cases a character will move and/or aim an attack during his segment. Casting spells may take extra segments to perform, so often a spell-caster will begin his spell on his segment and have it go off a few segments later. Sometimes a character will act in segment 10 of one round and segment 1 in the next, appearing to act twice in a row. This is especially common if you use the DELAY command. When the DELAY command is given, that character's action is always delayed until segment 10. COMPUTER CONTROL In combat, the player controls the actions of PCs. The computer controls the actions of monsters, NPCs and PCs set to computer control with the QUICK command. If you have a Knight in your party, he may take control of NPCs at the start of combat by making a successful leadership check. A successful leadership check puts NPCs under normal control for that combat. COMBAT ABILITY Each character's ability in combat is defined by his AC, THAC0 and damage. AC A character or monster's difficulty to be hit is represented by his armor class or AC. The lower the AC, the harder it is to hit the target. AC is based on armor and a dexterity bonus. Some magic items also help a character's AC. THAC0 The character's THAC0 represents his ability to hit enemies in melee or with missile fire. THAC0 stands for To Hit Armor Class 0. This is the number a character must "roll" equal to or greater than to do damage on a target with an ACT of 0. The lower the THAC0, the better the chance to hit the target. Note: the generation of a random number is often referred to as a "roll". In determining if an attack hit, the number generated is from 1 through 20. An attack is successful if the random number is greater than or equal to the attacker's THAC0 minus the target's AC. THAC0 may be modified by range, attacking from the rear, magic weapons and magic spells among other things. Example: A fighter with a THAC0 of 15 attacking a monster with an AC of 3 would need to roll: (THAC0 15) - (AC 3) = 12+ But to hit a monster with an AC of -2 he would need to roll: (THAC0 15) - (AC -2) = 17+ Damage When a hit is scored, the attacker does damage. Damage is the range of HP loss the attacker inflicts when he hits an opponent in combat and it depends on the attacker's strength and weapon type. The damage each weapon can do is summarized in the Weapon Table on page 53. Some monsters take only partial or no damage from certain weapon types. Skeletons, for example, take only half damage from sharp or edged weapons, while some other monsters only take damage from magical weapons. ATTACKING Characters generally engage in melee combat, which is face-to-face fighting with weapons such as swords and maces. Characters also have other options, such as ranged combat, with bows and slings, and rear attacks on engaged foes. Different options and restrictions apply to each. "...the wight attacked with such speed and ferocity that some life essence was drained from three of our party before we could defeat it.." Ranged Weapons A character with a missile weapon (bow, sling, etc.) may not attack when adjacent to an enemy. The exception to this is the kender hoopak. Kender may attack adjacent targets with the metal shod end of their hoopaks or use it as a ranged weapon. Bows can be used twice per turn. Three darts can be thrown per turn. Multiple Attacks After Seventh level (eighth for rangers), all fighter-type characters increase the number of attacks they make with melee weapons. The first increase is three attacks every two rounds, then two attacks every round. See the Bonus Attacks for High Level Fighters table on page 52. All of a character's attacks are taken against his first target. If the first target goes down with the first attack, he can aim the remaining attack at another target. Fighter-types may also sweep through several weak opponents in one combat round. When a character sweeps, he automatically attacks all of the weak opponents. Back Stabbing A thief back stabs if he attacks a target from exactly opposite the first character to attack the target. The thief may not back stab if he has readied armor heavier than leather. A back stab has a better chance of hitting the defender and does additional damage. COMBAT STRATEGIES To succeed in combat, a skilled player deploys his party well, casts effective spells before and during combat maneuvers his characters into advantageous positions and attacks using his most powerful characters and weapons. Deploying the Party When a battle begins, your party is automatically positioned based on the order list of the characters. Characters near the tope of the order will be in the front lines and vulnerable to attack. To change the starting deployment, change the order from the Alter menu while encamped. Shift the heavily-armored fighters up the list and the vulnerable mages and thieves towards the bottom of the list. Party order cannot be changed while in combat, although they are free to move. When battle begins, your party may be placed in a bad position. If you wish to be defensive move your characters to anchor your flanks on an obstacle such as a wall or tree. Setting up behind a doorway that your enemies have to move through makes for a very strong defensive position. Also, keep mages safe behind the front line. Wounded Characters Characters who are seriously injured should be moved out of the front lines if possible. Remember: if you move away from an adjacent enemy, he gets a free attack at your back. Back attacks have an improved chance to hit. Stopping Ranged Attacks Missile weapons cannot be fired if there is an adjacent opponent. If you want to fire missiles, make sure you keep away from the enemy. Hoopaks are the only exception, as they may be used either as a missile weapon or a melee weapon. to stop enemy missile fire, move someone next to the opponent. Exploiting Enemies' Weaknesses Exploit your opponents' weaknesses by directing attacks against helpless, wounded or isolated foes. Concentrate your attacks to eliminate one opponent rather than injury many (Exception: enemy spell casters). A foe with one hit point remaining attacks as powerfully as an uninjured one. Spell casters cannot fire spells after they have taken damage in a round and they will lose any spells they are in the process of casting when they are hit. Try to keep enemy spell casters under attack every round while protecting your own. COMBAT MOVEMENT The number of squares a character can move is affected by the weight he's carrying, his strength and the kind of armor he has readied. A character's movement range is displayed on the view screen and when moving during combat. Running Away A character may flee from the battlefield if he can move faster than all enemies, but not if he moves slower than any enemies. A character has a 50% chance to move off the battlefield if he can move as fast as the fastest enemy monster. Exception: if a monster or character can reach the edge of the combat map without any of his opponents being able to see him, he may then flee successfully even though he is slower than his opponents. Returning to the Party A character that moves off the battlefield returns to the party after the first is over. If all active characters flee combat, any dead or unconscious characters are lost. If a whole party flees, it will not receive any experience points for monsters killed before retreating. AFTER COMBAT If one or more characters survive on the battlefield at the end of combat, the bodies of unconscious or dead party members stay with the party. If the entire party flees from combat, all unconscious and dead party members are permanently lost. If ALL the party members are slain, go back to your last Saved Game and try again from that point. MAGIC Magic is integral to DEATH KNIGHTS OF KRYNN. Mages and clerics, as well as high-level Knights, rangers and paladins can cast spells. A spell can exist in one of four forms: in a character's memory, in a character's spell book, in a scroll or in a wand. A spell-caster with a memorized spell can cast it using the CAST command. Spells are memorized during rest while encamped. Memorizing a spell takes 15 minutes of game time per spell level, plus a minimum period of preparation of four hours, plus two hours every two spell levels. For example, first and second level spells take a minimum preparation of four hours, while third and fourth level spells take six hours. Example: To memorize (2) first-level spells, (1) second-level spell and (1) third-level spell would take: (6 hours preparation) + (2 * 15 min) + (1 *30 min) + (1 * 45 min) = 7 hours 45min Spells do not automatically have their full effect on their target. Each target of a spell may get a saving throw to avoid some or all of the effect of the spell. As a character gains levels, his saving throws improve. Note: some monsters have magic resistance which decreases the chance of them being affected by spells. Mages There are two orders of mages you can play--White Robes and Red Robes. All good alignment mages are White Robes and all neutral alignment mages are Red Robes. Evil mages are of the Black Robe order. The few mages in the world who do not enter an order are called "Rogues," and are attacked on sight by all of the other orders. Mages keep spell information in their personal spell books and may only memorize spells that re recorded there. When a mage trains for a new level, he selects a new spell to scribe into his spell book. A mage can also scribe spells from identified scrolls if he is of high enough level to cast them and they are the correct type for his order. Red Robe mages may only use or scribe Red Robe scrolls and White Robe mages may only use or scribe White Robe scrolls. A mage must cast the Read Magic spell in order to identify the spells on the scroll. A spell disappears after it has been scribed or cast. The Moons of Krynn Since the creation of the world, three moons have governed the powers of magi in Krynn. As the moons wax and wane, so do the powers of magic aligned to them. Each moon has a different cycle and affects a different group of mages. Mages of the White Robes gain their power from Solinari the white moon, Mages of the Red Robes are governed by Lunitari the red moon. The evil Mages of the Black Robes are empowered by the dark moon Nuitari. The current position of the moons is displayed at the tope of your computer screen and their effect are as follows: THE MOONS OF KRYNN Spheres of Magic The magic of Krynn operates in spheres, with the different schools of mages only able to manipulate certain of them; spells castable by one order may not necessarily be cast by another. The spell Parametes Table on page 55 and the Spell Descriptions beginning on page 20 detail which mage orders can cast each spell. CLERICS Clerical magic requires no spell books. All clerical spells of the appropriate level are always available to a cleric, the character need only memorize them. Unlike mages, clerics can cast spells from scrolls without any preparation. Deities Since the earliest days of Krynn, the wisdom of the deities has been brought to all the races through the efforts of the clerics, the mortal messengers of the will of the heavens. As a sign of favor, deities bestow upon their clerics special bonuses or additional spells. The following is a list of the deities of Krynn that are available to characters, their alignment and clerical bonuses: "...after night fell, I set up camp and was warming myself by the fire when I heard it. It seemed to come from all around..." Good Aligned Deities: Paladine Powers: None Extra Spells: Protection from evil 10' radius Majere Powers: Turn undead as if cleric is two levels higher Extra Spells: Silence 15' radius Kiri-Jolith Powers: +1 THAC0 Extra Spells: Detect Magic Mishakal Powers: +1 die on all healing spells Extra Spells: Charm Person, Remove Curese, Bless Neutral Aligned Deities: Sirrion Powers: None Extra spells: Burning Hands Reorx* Powers: +1 THAC0 (dwarves only) Extra spells: Shinare Powers: None Extra Spells: Charm Person * All dwarven clerics must select Reorx and therefore be neutral. KNIGHTS AND PALADINS Knights and Paladins use their clerical spells identically to clerics, except that they can never use clerical scrolls, even if they may cast the spells. RANGERS Rangers use mage and druidic spells. They us mage spells identically to mages and the druidic spells as clerics use their magic. Rangers can never cast spells from scrolls, even if they can memorize and cast the scroll spell normally. TIPS ON MAGIC SPELLS Both clerics and mages may cast spells which assist the party in combat. Preparatory spells cast just before a battle can protect and strengthen characters. Spells can be cast to damage foes during combat or to protect or heal comrades. Spells should be rememorized as soon as possible after they are used. This is most likely to happen after combat. When in camp, have your spell-caster memorize spells and select REST to allow them to imprint the spells for later use. Selecting REST without choosing new spells has the spell-casters rememorize the spells they have cast since last resting. Note: Before resting, it is a good idea to save your game. We recommend that you save your game after every tough combat and that you keep at least two separate saved games at all times and alternate between them. This will allow you to go back to a save before that fatal battle. MAGICAL TREASURES As you travel about and encounter the monsters and puzzles that stand between you and finishing your various quests, you will also find magical items to help you on your way. Here are some descriptions of items that you may find. Not all of these items may be found in your adventure. You can find out if there is a magic item in a treasure by doing a Detect Magic spell using the DETECT command. To find out specifically what an item is, you must take it to a shop and have it identified. Some magic items are in reality cursed and can do great harm. When a character readies a cursed item, a Remove Curse spell must be cast before the item can be dropped. Some magic items may only be used by certain classes. Others may not work at all if certain other magic items are also in use. You must select the READY command from the Items Menus to prepare items for use. Items such as armor, weapons or adornments are simply readied and you gain their benefit automatically. Items like scrolls or potions must be readied before they can be used. Wands Wands are the traditional objects of enchantment. Wands generally will cast a set number of a given spell (Fireball or Ice Storm for instance). Only experimentation or paying to have them identified will tell what a wand does. Generally wands can only be used by mages, although a few can be used by other classes. Potions Potions are the most common sort of magical treasure. Potions may heal wounded characters, cause them to become hastened or invisible or cause any number of other effects. Scrolls Scrolls can be either for clerics or one of the mage orders. They offer new spells for mages to scribe into their books, spells of a higher level than the spell-casters can normally cast and extra spells for emergencies. A mage may use SCRIBE to transfer a scroll into his spell book. Mages and clerics can cast spells directly from scrolls with the USE command. Enchanted Armor and Shields Sometimes you may run across armor or shields that have been created by skilled craftsmen and then enchanted by mages to imbue them with protective spells. The power of the magic on these items may vary a great deal. Enchanted armor has the great advantage of offering improved protection with less encumbrance than the same type of mundane armor. Solamnic Plate These suits of plate mail were originally crafted for some of the Knights of Solamnia. The armor is of exceptionally high quality and is very ornate. Only Knights may use Solamnic Plate. Enchanted Weapons Enchanted weapons come in many sizes an shapes and potencies. Sometimes a weapon will add to your THAC0 and damage. Other weapons may have other magical properties including extra bonuses again specific types of creatures. Once a magic weapon has been readied from the Items Menu, the character will have it for all combats. Enchanted Adornments Bracers, necklaces, periapts and especially rings are favorite objects for magical enchantment. These items may have any number of magical properties. Some items will help your AC, others may fire Magic Missiles or be cursed. Once one of these items has been readied from the Items Menus, a character will automatically gain all effects. The exception to this rule is that certain magical necklaces require the USE command to work. Dragonlances These powerful enchanted weapons were created for the War of the Lance, to combat the evil dragons. They have large bonuses against any foe, but are deadly when attacking dragons, where they do the wielder's hit points in damage to the beast. Enchanted Clothing Wizards will sometimes cast enchantments on commonplace items of clothing such as gauntlets or cloaks. A wide variety of these items are known to exist. SPELL DESCRIPTIONS First Level Clerical Spells Bless improves the THAC0 of friendly characters by 1. The bless spell does not affect characters who are adjacent to monsters when the spell is cast. This is a good spell to cast before going into combat. Cure Light Wounds heals 1-8 HP (up to the target's normal maximum HP). Detect Magic indicates which equipment or treasure is magical. View a character's items or Take treasure items. Equipment or treasure preceded by an '*' or a '+' is magical. Protection from Evil improves the AC and saving throws of the target by 2 against evil attackers. Resist Cold halves the damage and improves throws vs. cold attacks by 3 Second Level Clerical Spells Find Traps indicates the presence of traps in the character's path Hold Person may paralyze targets of character type (Human, etc.), goblin or hobgoblin. You may aim a hold person spell at up to 3 targets. Resist Fire halves the damage and improves saving throws vs. first attacks by 3. Silence 15' Radius must be cast on a character or a monster. That character or monster and all adjacent to him, cannot cast spells for the duration of the spell. Slow Poison revives a poisoned person for the duration of the spell. Snake Charm paralyzes as many HP of snakes as the cleric has HP. Spiritual Hammer creates a temporary magic hammer. It can strike at range and does normal hammer damage plus one point for every three levels the caster has attained. The hammer appears in the clerics equipment list and must be readied as any other weapon. The hammer will re-conjure itself on the cleric's person if it is thrown. Third Level Clerical Spells Cure Blindness removes the effect of the Cause Blindness or Power Word, Blind spells. Cure Disease removes the effects of disease caused by some monsters or by a Cause Disease spell. Dispel Magic removes the effects of spells that do not have specific counter spells. This is recuperation spell for any of the party that has been held, slowed or made nauseous. Prayer improves the THAC0 and saving throws of friendly characters by one and reduces the THAC0 and saving throw of monsters by one. This is a good spell to cast before going into combat. Remove Curse removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items. Fourth Level Clerical Spells Cures Serious Wounds heals 3-17 HP (up to the target's normal maximum HP). Neutralize Poison counteracts all toxins and revives a poisoned person. Protection from Evil 10' Radius must be cast on a character or a monster. It improves the AC and saving throws of the target and all adjacent friendly characters by two against evil attackers. Sticks to Snakes causes snakes to harass the target. The target is unable to attack or cast spells for the duration of the spell. Large creatures may ignore the created snakes. Fifth Level Clerical Spells Cure Critical Wounds heals 6-27 HP (up to the target's normal maximum HP). Dispel Evil improves the target's AC by seven versus summoned evil creatures for the duration of the spell or until the target hits a summoned creature. The creature must make a saving throw when it is hit or be dispelled. Raise Dead can bring back to life one non-elf character. The chances for success are based on the target's constitution. The raised character returns to life with one hit point. Sixth Level Clerical Spells Heal cures all diseases, blindness, feeblemindedness and restores all except one to four of a character's full hit points. Seventh Level Clerical Spells Restoration returns experience levels to characters who have suffered the draining attacks of undead monsters such as wights. Resurrection is similar to the Raise Dead spell, except that the resurrected character has full hit points returned. First Level Druid Spells Detect Magic indicates which equipment or treasure is magical. View a character's items or take treasure items. Equipment or treasure preceded by an '*' or a '+' is magical. Entangle will cause plants in the area of effect to grow and entwine around the feet of any creature in the area. Be careful not to catch allies in the spell area. Entangle only works outdoors. Faerie Fire will ring a targeted creature in magical light. This spell will outline otherwise invisible creatures and give a +2 THAC0 bonus to anyone attacking an affected creature. Invisibility to Animals will make the target invisible to nonmagical, low or non-intelligent animals. This spell does not offer protection against intelligent opponents or magical creatures. Second Level Druid Spells Barkskin causes the target's skin to become tougher and harder to damage. The effect of this spell is a -1 bonus to AC. This is a good spell to cast before combat. Charm Person or Mammal changes the target's allegiance in a combat. It affects character types (human, etc.) and other mammals. Cure Light Wounds heals 1-8 hitpoints (up to the target's normal maximum hitpoints). First Level Mage Spells Burning Hands causes one HP of fire damage per level of the caster. There is no saving throw. Usable by both Red and White Robes. Charm Person changes the target's allegiance in a combat. It only affects character types (human, etc.), goblins or hobgobins. Usable by both Red and White Robes. "...long after my encounter with the dread wolf, I had nightmares of its evil face snarling at me from out of the darkness..." Detect Magic indicates which equipment or treasure is magical. View a character's items or Take treasure items. Equipment or treasure preceded by an '*' or a '+' are magical. Usable by both Red and White Robes. Enlarge makes the target larger and stronger. The higher the caster's level, the larger and stronger the target gets. If the caster is sixth-level or greater, the target becomes as strong as an Ogre. If the caster is 10th-level or greater, the target becomes as strong as a Fire Giant. A target can only be under the effect of one enlarge spell at a time. Unwilling targets get a saving throw against this effect. The spell will stay in effect for more than one combat and should be cast before combat. Usable by both Red and White Robes. Friends raises the caster's charisma 2-8 points. It is often cast just before an encounter. Usable by both Red and White Robes. Magic Missile does 2-5 HP per missile with no saving throw. A mage throws one missile at first-second level, two missiles at third-fourth level, three missiles at firth-sixth level and four missiles at seventh-eighth level. This spell will damage any target within its range unless the target is magic resistant or has certain magical protection. Casts instantaneously. Usable by both Red and White Robes. "...when I saw the spectre floating toward me from out of the shadows, its hateful presence charging the air with tense fear, my first reaction was just to run like mad..." Protection from Evil improves the AC and saving throws of the target by two against evil attackers. Usable by both Red and White Robes. Read Magic allows a mage to ready a scroll and read it. For scrolls, this works as if they have been identified. A mage may scribe the spells from a scroll ( if appropriate for his class and level) after it has been read. Usable by both Red and White Robes. Shield negates the magic missile spell, improves the magi's saving throw and may increase his AC. Usable by both Red and White Robes. Shocking Grasp does electrical damage of 1-8 HP, +1 HP per level of caster. Usable by both Red and White Robes. Sleep puts 1-9 targets to sleep with no saving throw. Up to 9 one hit-die targets are affected. One 4 hit-die target is affected. Targets of five or more hit-die are unaffected. Usable by both Red and White Robes. Second Level Mage Spells Detect Invisibility allows the target to spot invisible targets. Usable by both Red and White Robes. Invisibility makes the target invisible. The THAC0 of mellee attacks against invisible targets is reduced by four. It is impossible to aim ranged attacks at invisible targets. Invisibility is dispelled when the target attacks or casts a spell. Usable by both Red and White Robes. Knock is used to pen locks. It can be cast from the door-opening menu if the active character has a memorized knock spell. Usable by Red Robes only. Mirror Image creates 1-4 illusionary duplicates of the mage. A duplicate disappears when it is attacked. Usable by Red Robes Only. Ray of Enfeeblement reduces the target's damage by 25% + 2% per level of the caster. Usable by White Robes only. Stinking Cloud paralyzes those in its area for 2-5 rounds. If the target saves, it is not paralyzed, but is nauseous and has its AC reduced for two rounds. This spell has a very short range and care should be taken to avoid including party members in the cloud. Strength raises the strength of the recipient one to eight points. The effects of the spell are less if the target has 18 strength. Usable by Red Robes only. Third Level Mage Spells Blink protects the mage. The mage "blinks out" after he acts each round. The mage may be physically attacked before he acts each round, but he may not be physically attacked after he acts. Usable by Red Robes only. Dispel Magic removes the effects of spells that do not have specific counter spells. This is a recuperation spell for any of the party that has been held, slowed or made nauseous. Usable by White Robes only. Fireball does 1d6 HP per level of the caster to all targets within its area. If the target make its saving throw, the damage is halved. A fireball has a five square diameter outdoors and a seven square diameter indoors. Fireball is a slow-casting spell and the spell's power demands that you target carefully. Otherwise, you may inadvertently destroy party characters. If you target a fireball in the center of the screen indoors, the only safe areas are the three squares in each corner. Be sure to center to determine who will be in the area of effect. Usable by both Red and White Robes. Haste doubles the target's movement and number of melee attacks per round. Haste has a short duration an you should wait until a fight is imminent to cast it. Warning: each time a haste spell is cast on a character, that character ages one year. Usable by Red Robes only. Hold Person may paralyze targets of character type (human, etc.), goblin or hobgoblin. You may aim a hold person spell at up to four targets (EXIT to target less). Usable by White Robes only. Invisibility, 10' Radius makes all targets adjacent to the caster invisible. The THAC0 of melee attacks against invisible targets is reduced by four. It is impossible to aim ranged attacks at invisible targets. Use this spell to set up a battle line while the bad guys seek you out. Characters lost invisibility if they do anything but move. Some monsters can see invisible creatures. Usable by Red Robes only. Lightning Bolt does 1d6 HP per level of the caster to targets along its path. If the target makes its saving throw, the damage is halved. A lightning bolt is four or eight squares long in a line away from the caster. For best results, move the spell caster to send the bolt down a row of opponents. It will attack all opponents along the line within its range. Target the first creature in the row (closest to caster). Lightning bolts will reflect off walls back toward the spell caster. This permits targets adjacent or close to a wall to be hit twice by the same bolt. Be careful the caster isn't hit by the reflected bolt. Usable by both Red and White Robes. Protection from Evil, 10' Radius protects the target and all characters adjacent to the target. The spell improves the AC and saving throws of those it protects by two against evil attackers. Usable by White Robes only. Protection from Normal Missiles makes the target immune to non-magical missiles. Usable by White Robes only. Slow affects one target per level of caster. the spell halves the target's movement and number of mellee attacks per round. Slow can be used to negate a haste spell. This spell is useful against any high-damage creature. Only affects the side opposing the spell caster. Usable by Red Robes only. Fourth Level Mage Spells Bestow Curse reduces the targets THAC0 and saving throws by four. Usable by White Robes only. Charm Monster changes the target's allegiance in combat. It will work on any living creature. The spell affects 2-8 first level targets, 1-4 second level targets, 1-2 third level targets or one target of fourth-level or above. Usable by White Robes only. Confusion affects 2-16 targets. Each target must make a saving throw each round or stand confused, became enraged, flee in terror or go berserk. Confusion is most effective when used against a large number of enemies. Usable by White Robes only. Dimension Door allows the mage to teleport himself to another point on the battlefield within his line of sight and the range of the spell. Mages can use it for quick escapes. Fighter/mages use the "Door" to reach the opposition's rear area. Usable by Red Robes only. Fear causes all within its area to flee. Usable by Red Robes only. Fire Shield protects the mage so that any creature who hits the mage in melee does normal damage, but takes twice that damage in return. The shield may beattuned to heat attacks or cold attacks. The mage takes half damage (no damage if he makes his saving throw) and has his saving throw against the opposite form of attack improved by two. He takes double damage from the form of attack the shield is attuned to. Usable by both Red and White Robes. Fumble causes the target to be unable to move or attack. If the target makes his saving throw, he is affected by a slow spell. Usable by White Robes only. Ice Storm does 3-30 HP to all targets within its area. There is no saving throw. This spell will inflict damage on opponents protected by Minor Globes of Invulnerability. Usable by both Red and White Robes. Minor Globe of Invulnerability protects the caster from incoming first, second or third-level spells. The Globe is very effective when used in combination with Fire Shield. Usable by White Robes only. Remove Curse removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items. Usable by White Robes only. Fifth Level Mage Spells Cloudkill is similar to the Stinking Cloud spell, except that its area of effect is larger and it will kill weaker monsters. Stronger monsters may be immune to the spell. Usable by both White and Red Robes. Cone of Cold fires a withering cone shaped blast of cold. The spell's range and damage increases with the caster's level. Usable by both White and Red Robes. "...the chest, when opened, overflowed with treasure, some of it having magical properties; but one item caused the mage among us to shudder..." Feeblemind causes targets who fail their saving throw to drop dramatically in intelligence and wisdom and become unable to cast spells. A Heal spell must be cast on the victim to recover from the effect. Usable by White Robes only. Fire Touch creates a blazing aura around the recipient. This aura adds 2-12 points of extra fire damage to all of the recipient's attacks. Usable by Red Robes only. Hold Monster is similar to Hold Person, except it affects a wider variety of creatures. Usable by White Robes only. Iron Skin causes the magi's skin to become extremely tough and damage resistant. The mage's AC is reduced by four. Usable by Red Robes only. Sixth Level Mage Spells Death Spell kills opponents instantly and irrevocably. The spell will kill a greater number of weak opponents than strong. Powerful opponents may be immune. Usable by both Red and White Robes. Disintegrate destroys one target. Some creatures with an innate magic resistance may avoid the effects of the spell, while most must make a saving throw to survive. Usable by Red Robes only. Flesh to Stone causes the target to make a saving throw or be turned into stone. Usable by Red Robes only. Globe of Invulnerability protects against first to fourth level spells. Usable by White Robes only. Stone to Flesh counters the effects of a Flesh to Stone spell. Characters may not survive the shock of being restored to flesh. System shock survival is based on a character's constitution. Usable by Red Robes only. Seventh Level Mage Spells Delayed Blast Fireball is a more powerful version of the third level spell and will penetrate a Minor Clobe of Invulnerability. Usable by both White and Red Robes. Mass Invisibility is identical to the Invisibility spell, except that it affects several targets at once. This can be a valuable spell to cast before a known encounter. Usable by Red Robes only. Power Word, Stun causes one creature to be stunned--reeling and unable to think or act effectively. The weaker the target, the longer it will be stunned. This is a very powerful spell and it automatically affects any creatures who do not have magical immunities. Usable by both White and Red Robes. Eighth Level Mage Spells Mass Charm is similar to the fourth-level spell, except it affects a much larger number of targets. Usable by White Robes only. Mind Blank is a powerful protective spell. The recipient of this spell is totally protected from spells that attack a character's mind or will, such as Charm or Feeblemind. Usable by White Robes only. Otto's Irresistible Dance is an enchantment that causes the target to be irresistibly compelled to dance a wild and frenzied jig. The target's AC is reduced by four and it fails all saving throws versus other magical attacks. Usable by White Robes only. Power Word, Blind will strike some targets instantly blind. Usable by both White and Red Robes. CREATURES OF KRYNN The denizens of Krynn are many and varied. This is a list of some monsters you may encounter in your adventures. Beast, Undead The undead beast is a mindless killer of unknown origin, compelled to destroy the living. It is resistant to pointed or edged weapons and flame. Death Knight A type of powerful undead that cannot be turned, death knights are dangerous and frightening opponents who are immune to most magical attacks. They can reflect some magic attacks back on the caster, cause fear in those around them and cast a massive fireball attack once a day. Dragons These are the most powerful and dangerous of the monsters a party can encounter. The older and larger the dragon, the more damage it can do and the harder it is to kill. In addition to their awesome strength, dragons inspire an insidious terror called Dragon Fear or Awe. Many times the mere sight of a dragon will cause opponents to panic and flee. Dragon, Black They are noted for spitting a stream of deadly acid as well as attacking with claws and fangs. Since they are extremely independent and only obey commands if it suits their purpose, black dragons were rarely used in direct assaults by the evil Dragon Highlords. They were more highly valued as guards. Dragon, Blue Highly intelligent and greatly feared, they exhale lightning bolts in addition to attacking with claws and fangs. Blue dragons are more gregarious than many of their cousins. They obey orders and can act and fight together as a cohesive unit. They proved to be loyal allies of the evil Dragon Highlords. Dragon, Death When some highly magical and intelligent dragons die, they become death dragons. Their will is so powerful that their dead and rotting bodies remain animated. They breathe a lethal cloud of gas. Dragon, Red Perhaps the most feared n of all the evil dragons, these beasts were the favored assault force of the Dragon Highlord armies during the War of the Lance. Not usually inclined to obey orders, red dragons enjoy nothing more than setting cities ablaze, destroying and looting. Red dragons can exhale great spouts of flame, cast magic spells or attack with their claws and fangs. Dragon, Spectral Spirit form of Evil Dragons brought into the Human planes by the most powerful priests of Takhisis. Their touch drains life and they are unaffected by many spells and non-magic weapons. Dragon, Undead The animated corpse of a dragon, often of good alignment. It has none of the intelligence or powers of the original dragon. Dread Wolf A wolflike undead creature who taunts budding heroes. The dread wolf is often found in the service of a powerful evil master. It has the ability to move great distances in a very short time and is immune to most magic. Fire Lizard Resembles a wingless dragon and is sometimes called a "False Dragon." It attacks with teeth, claws and a fire breath. It is resistant to fire-based attacks. Fire Minion A fearsome creature from the elemental plane of Fire. Its body is composed of living flame, most often taking the shape of a large humanoid. It radiates intense heat and is healed by fire. Ghast This creature is nearly indistinguishable from a ghoul, save for a carrion stench which it exudes. The stench causes retching and nausea. The ghast is susceptible to cold. Ghoul A human transformed into an undead monster which feeds on the decaying flesh of corpses. Although the transformation from human-form has deranged and destroyed its mind, it maintains an evil cunning. Its touch paralyzes humans. Golems Magically created automatons of great power. Golems can be constructed of several materials. Golem, Flesh A humanoid formed by the stitched together remains of many corpses. Its skin is the sickly green and yellow of decomposing flesh. Fire and cold based attacks only slow it, electrical attacks heal it and they are only vulnerable to magical weapons. Golem, Iron Fashioned in the form of stylized armor, it is affected only by very powerful magic weapons, magical electrical attacks (which slow them) and magical fire attacks (which heal them.) Hatori Dwelling deep in sandy deserts, this Crocodile of the Sands has a voracious appetite. Entire caravans have been lost to a single hatori. Hellhound A fire-breathing canine summoned to serve evil beings. Their eerie wail has caused strong men to flee. Kua-Toa An ancient race of fish-men dwelling underground and harboring a deep hatred of surface dwellers. Kua-Toans are only encountered above ground when they are seeking sacrifices and slaves. Lich Though liches are among the most powerful undead, they seek only to further their own power. They do not seek confrontation, but are ruthless in defending themselves. Lycanthrope Humans who can transform themselves to resemble normal animals and monsters. Wereboar Like the boar it can transform into, the wereboar is ill tempered and combative. Weretiger Weretigers are primarily female and are ferocious solitary hunters. Nightmare Commonly the mount of the more powerful undead, it originates in the lower planes. Often known as hell horses or demon steeds. Rhino Beetle An enormous beetle with powerful mandibles, capable of crushing anything in its path. Roc, Undead The animated remains of a gigantic flying bird. Sivak Draconians Draconians were the special troops of the Dragon Highlords. They are created by corrupting the eggs of good dragons with vile sorceries. Because of their magical origins all draconians are somewhat magic resistant. Sivaks are created from silver dragon eggs. They are powerful fighters who get three attacks per combat round. Skeleton These are the least powerful of the undead. They are usually controlled by some powerful evil force. Skeletal Giant The animated bones of a giant. Skeleton Warrior Undead warriors forced into their nightmarish states by powerful wizards. They are used by their controllers as bodyguards, servants or workers. Clerics have no power over these undead. Spectral Minion These undead are the spirits of humans and demi-humans who died before they could fulfill powerful vows or quests. Spectral minions are often not evil -- their unfulfilled obligations are often quite noble. They can only be hit with magic weapons. Spectre Powerful undead that haunt the most desolate and deserted of places, hating all life. Spectres drain levels when they attack. Vampire Vampires prey upon the living during the night hours or deep underground. Often indistinguishable from humans, they keep the abilities they had in life, including spell casting. Vampires drain levels when they attack. Vodyanoi Close aquatic relative of the umber hulk, living in deep bodies of fresh water. It only has two eyes and lacks the ability to confuse its enemies. Whisper Spider The whisper spider uses lures and misdirection to capture its prey, slaying them with a deadly poisonous bite. Wight An undead creature with cruel, burning eyes set in mummified flesh. Affected only by magical weapons, it feeds on the life essence of its prey. Each successful blow drains life from its victims. These creatures can only be hit by silver or magical weapons. Wraith Evil undead spirit that seeks to absorb human life energy. Though having no substance, it prefers to form into a vaguely human shape. These creatures can only be hit by silver or magical weapons. Wyndlass A tentacled horror that lurks in desolate swamps and gloomy forests. A powerful predator, it can easily devour an entire horse. Few have survived a firsthand meeting with a wyndlass. Zombie Magically animated corpses under the control of an evil force, they will fight with mindless rage until turned or destroyed. Zombie Giant Formed from the remains of a giant. Zombie Mastodon Formed from the remains of a mastodon. Zombie Minotaur Formed from the remains of a minotaur. JOURNAL ENTRIES Journal Entry 1 Tale of Crook Street "It's the worst street in town, you know. And proud of it. The Knights have learned to leave it alone. It winds around a lot. Real crooked street. If a body wanted to do a little private business or hide out, it's the perfect place. Strange magics will confuse all but the natives. "The Dream Merchant? Yes, he's on Crook Street. Keep going -- you'll see the sign. By the way, nobody trifles with the Merchant -- everybody has to sleep sometime. Journal Entry 2 The Cleric's Table The cleric waves you toward a table of food. "Take your pick," he says. "Your choice will determine your fate." You study the table. The choice is almost impossible to make. A bottle of clear water. A pastry decorated with curlicues of frosting. A cup of cider with a stick of cinnamon steeping within. A boiled potato decorated with a sprig of parsley. Each one could mean death or victory. The cleric offers no advice. Journal Entry 3 An explosion sounds behind you and a splinters rip through the deck of the Kuo-Toa slave ship. Another ship sails close and its captain shouts for the immediate surrender of all Kuo-Toa and their captives. You don't see the Kuo-Toa captain, but his voice rises over the commotion to address the attacking ship. "We'll die first, land-faring infidels!" The clerics and monitors cheer their agreement. Soon the air is thick with explosions and flying fireballs. The battle is joined. Journal Entry 4 Sprite Meeting A Sprite flies up to you, "You are not Evil. Be warned! Evil monsters have entered Voice Wood. Even though you would normally be welcome, it would be safest to leave as quickly as you can." Journal Entry 5 The Dream Merchant's Request "Ever since I escaped from Kalaman, there have been creatures haunting my sleep. If I look away from the people I meet in dreams, fierce hounds tear them apart like scare-crows! There are evil men beyond the hounds and beyond the men, someone more evil still. "I have the power to bring you into my dreams, to face the terrors I cannot face. If you are stout of heart, they cannot kill you. Will you help me?" JOURNAL ENTRY 6 MOUNTAIN DWARF The name is Skomp, I come from beneath the Dargaard Mountains. There, while exploring a new passage, I came upon an echo chamber -- one of those unusual caverns that somehow amplify sound. I heard voices coming from above, from the surface. Names were mentioned. Lord Soth. Sir Karl. Sebas Astmoor. There was talk of a Dragonlance and something called a Rod of Omniscience. Conquest, that was the topic. World conquest. When I brought this matter before my superiors, they shrugged. The fate of the surface world does not concern them. I went to their superiors, with the same result. How shortsighted they are, for if the surface world falls, would we not be next? Go to Journal Entry 20. JOURNAL ENTRY 7 SIR TOM'S DREAM You and many heroic Knights are a celebration, feasting merrily. You see a long-faced man in dark robes who doesn't seem to belong. As you try to accost him, he disappears in the crowd. Suddenly Sir Karl is there before you. You smile, even though you know he is dead. Thom! Give me your sword! he cries and you do so at once. He jerkily takes it and you notice silver strands attached to his arms and legs. The strands lead up to a monstrous man, whose face covers the sky. He laughs like thunder and pulls Sir Karl to him. All turns black as you plummet into dark catacombs. You grope in the darkness, tearing through walls of gossamer spiderwebs, until you see a speck of light and head for it. It is a candle held by the long-faced man. There is a string around his wrist, but it has been cut. As you draw near, a door shuts and the candle is blown out. This happens again. On the third try the candle flickers, but stays lit. You step past a red door into a small bare room. The long-faced man transforms into a young Solamnic Knight, who hands you an ornate key the color of blood. For every key, a prisoner, he warns, then you awake. JOURNAL ENTRY 8 SIR THOM'S STORY My name is Thom Govamont and I am Knight Emeritus of the Order of the Rose. Listen to me: I tell you, I knew all this would happen! I saw Sir Karl rise again in a dream. But wait! There is more! The dream went on. There was darkness and a candle and -- oh, I am old, I cannot remember. But here! Take this. He presses a small smooth stone into your hand. It is strangely warm. Take care of it. It is a Sleepstone. I keep it under my pillow and it records my dreams. Often they prove interesting. I procured the Sleepstone from the Dream Merchant, a man with power over dreams. I think his shop is in Vingaard. Take him the stone; he will be able to show my dream to you. It is most important. JOURNAL ENTRY 9 ARRIVAL IN SUDULTO The hidden city of Sudulto lies before you, nestled in a deep valley between two cliffs. A group of playing children transform into tussling puppies and back into human children as you watch. It's a city of lycanthropes,: Kai explains. Not all werecreatures are evil. In Sudulto all creatures live in peace. Soth has no power here. You ll find the true Rod of Omniscience in the city. You turn to question him further, but a powerful stag stands in his place. Waving his antlers at you in one final warning, he vanishes into the woods. JOURNAL ENTRY 10 DAINE'S GREETING Welcome to our city. I am Daine, Commander of the Solamnic Knights for the city of Kalaman. And with me you see my second, Major Tems and the beauteous Ariela, my advisor and consort. We hear many rumors of the rising power of Lord Soth. My knights find his hideous agents even here in center of town. We are anxious to learn how his power may be stopped. JOURNAL ENTRY 11 MAYA SPEAKS Maya jumps out from a dark cave, blocking your path. Stop! she cries. There so much I must explain to you before you continue your mission against Soth. He is not the villain you think! Sir Karl steps out from the shadows behind Maya. He laughs evilly and rests his hand on her shoulder. Yes...Maya serves Soth now! Surrender, all of you. You can't defeat Maya in her dragon form! JOURNAL ENTRY 12 THE DREAM EXPLAINED The first part of the dream is obvious. An evil man is gathering powerful weapons and warriors. Things look dark for the forces of good. There is hope, the tragic man in dark robes has cut his puppet strings. You must find him, first by finding the candle and then by traveling through red doors. If you go through a gray door he will disappear. The man will introduce you somehow to the young Knight, who holds the key to everything. JOURNAL ENTRY 14 SPRITE WARNING The Sprite responds, The Rod of Omniscience will be safe here, all of Voice Wood will guard it. Another Sprite chants, The Rod is too powerful and must never be used. It must be guarded from everyone or the world would be destroyed! Before you can respond, they fly away into the trees. JOURNAL ENTRY 15 SLAVES OF THE KUO-TOA The slaves grimly welcome you into their group. You have been captured by an aquatic race, known as the Kuo-Toa. The Kuo-Toa hate all landfaring creatures, which they use us as slaves and sacrifices to their gods. We must escape and destroy this vessel. The Kuo-Toa fear fire above all else. The only flames to be found aboard the ship are in the temple, where they light holy torches to represent their trust in their gods. You are the strongest among us. Make your way to the temple and set fire to the boat with the torches. The Kuo-Toa will panic and we can all escape. Whatever you do, don't get in any fights before you reach the torches! We don't want them on guard. JOURNAL ENTRY 16 PHILOSOPHER'S ORATORY The Gnome shakes your hand then begins, You can call me Quartzberkl ... Did you know that all of reality is subjective! How can we really exist if we don't create a machine that is constantly aware of the existence of each and every one of us? It's a great task that some Gnome is this town must take to task. The machine would need to ... JOURNAL ENTRY 17 MAYA IN DISTRESS You hear a scream from the other side of the graveyard and rush to assist. You find Maya surrounded and restrained by hordes of undead. A Death Knight stands behind her, weaving a complex spell to prevent her from transforming into her dragon form. More and more undead appear for the spectacle, making the chance of a successful rescue remote. They drag Maya forward and tie her hands around a wooden stake. As she screams and struggles, they begin to heap firewood under her kicking feet. The Death Knight raises his head and looks squarely at you, as if defying you to interfere. Nearby, you see six more stakes fitted with heavy iron restraints. JOURNAL ENTRY 18 SAGE GNOME Welcome to our town! one of the Sage Gnomes says as one of his companions busily sketches you. As you may or may not know, our mission in life, is to record every activity in this village. Well recently, a Gnome whom you would call Quax made a machine that would make some of us obsolete. It made sketches of anything you pointed it at. We told him to make something different and to destroy this machine, but he is awfully stubborn. So we asked the Engineering Guild to make something to make his machine fail. Unfortunately, shortly afterwards, the village started being rocked with explosions loud noises bright lights ... He stops, realizing he was speaking too fast. He calms down and continues, Since then, we ve been at war and Quax has barricaded himself in his workshop and even put some traps around to keep anyone from coming JOURNAL: ENTRY 19 ARIELA'S WARNING This man, Sebas Astmoor, is Soth's favorite and a potent cleric worshipping Takhisis, the Dark Queen. He has been abroad for some time, doing some dark errand. He visited Kalaman and left scenes of incomparable horror. If you encounter him, use utmost caution. He is clever and wily. If you can take him alive, bring him here at once. We must find out what his mission is. JOURNAL ENTRY 20 MOUNTAIN DWARF CONTINUED : So that is why I am up here, traveling village to village, warning the hill and gully dwarves of the impending danger and the need to unite against his common enemy. I've been to two villages before this, where the hill dwarves at least listened to me. I can't expect a warm reception from any of them, you know, because of the bad blood between our kinds. But here, this village, these hill dwarves, there's an intense hatred I don't understand. I'll give up on this village. But before leaving, I must find my mount. You saw that fine wild boar I was knocked from by the hill dwarves. He's carried me many a stretch of wilderness and seen me through countless light spots. Without his speed beneath me, my warnings will reach the villages too late. If you could spare the time, I could use the help finding him. He's in the village somewhere. JOURNAL ENTRY 21 WEAPON GUILD LEADER I'm the leader of the Weapons Guild. Recently, a series of bright lights, loud noises and explosions rocked this town. This is not unusual in our village, except I have never seen so much of it. I figured it must be an invasion. We quickly got together our best troops and our latest weaponry... Another Gnome interrupts to say he hopes the two guards haven't been hurt too badly. We hope you can help us find and defeat our enemy, if you are truly the heroes you appear to be. JOURNAL ENTRY 22 SERVANTS OF SOTH We were once citizens of Cereberus, a barmaid begins. Soth brought us here to serve his minions. We don't know if our families even know what became of us. Another barmaid interrupts. One of Soth's head minions keeps us here under a geas. He calls himself Commander. She sneers in disgust. The first barmaid continues. The Commander's magic is focused in an orb he keeps in his chamber. Break the orb and the geas will be lifted! No, The second contradicts. You must break the orb and kill the four patrols on this floor. Only then may we go free. Anyway, the first finishes, the Commander's quarters are closely guarded, but we located a secret passage that leads directly to the orb. The entrance is directly ahead. Please, smash the orb and kill the patrols! JOURNAL ENTRY 23 THE SIVAK'S PLEA You believe me to to be your enemy, but I am not. We too fear the growing power of Lord Soth. If we kill you, we only add minions to his groteque armies. Therefore I ask that you release me. We will then leave this place in peace. Kill me and my underlings will wreak havoc upon this town. JOURNAL ENTRY 24 DURFEY'S QUEST I ran as fast as I could to catch up with you, pants Durfey. His arm grips his side as he doubles over with exertion. I escorted Lenore home as I said I would, but when we arrived her children were gone! She swore it was the work of Soth and took off into the Keep before I could stop her! Durfey straightens and lifts his chin. We must save Lenore,: he says. It is a matter of honor now. We must not wait ... she could fall into Soth's clutches at any moment! He hesitates, then looks bashful. I hoped to have the chance to know her better in the future... JOURNAL ENTRY 25 ARIELA INSTRUCTS HER SERVANTS You three -- take our captive at once to our mistress Kitiara. Perhaps he will tell her his secret. Do not let Soth's warriors take him alive. Hurry, now, begone! The rest of your -- assume your true forms and teach these meddlers a lesson. JOURNAL ENTRY 26 THE HUNTER The old hunter, Kai, bursts out at you, shaking his fists. : You scared away my quarry? He points at a wicked looking trap concealed under some leaves. You politely ask what he is tracking. Hunters, of course! To protect the animals, he explains. You tell Kai that Sebas sent you to him. So you want me to guide you to Sudulto? he makes a face, then nods. Sebas would only send you with good reason. I'll join your party and show you the way. But be warned? If you kill any animals, I'll cut your throats! JOURNAL ENTRY 27 SCHOLAR GNOME No one is interested in education anymore, says one of the studious looking Gnomes, as he works on a learning device that occasionally makes a loud noise. Ever since the Sage Guild got together with the Engineering Guild, the entire town has been a mess. Machines, Soldiers, Monsters... He mumbles for a while then continues, As a result, no one wants to help us find a way to teach our children how to make things. Is there any way you can help us? JOURNAL ENTRY 28 VAGABOUND ON STREET I used to be a magician's assistant, until the day the dragons came. They burned half the town and killed all of the powerful mages. They forbade any one from practicing magic again and killed or imprisoned any one who did. Some say the leader of dragons was nearly killed by magic when he was young and he has hated magic ever since, Then those guards came - those guards who became lizards! His eyes widen in crazed terror, Then the statue spoke to me one night... JOURNAL ENTRY 29 TALE OF THE DREAM MERCHANT The Dream Merchant? Aye, I know of him. I had this dream once -- this lady -- well, I don't want to speak of it. One's dreams should stay one's own. He was expensive, but what cost can you place on a good night's sleep? When I saw the Merchant, it was at his shop in Vingaard. But I believe this time of year he travels through Cerberus to Kalaman. "..."We must save Lenore,"Durfey says. "It is a matter of honor now... she could fall into Soth's clutches at any moment!'..." JOURNAL ENTRY 30 TRAPPED BY SEBAS You burst into the cell, but Sebas is nowhere in sight. The cell door slams shut and you are trapped within! Sebas's face appears on the other side of a small barred window. Only heroes could be so stupid, he says conventionally. No one else would have believed the story about me converting to Good. Thank you for recovering the Rod of Omniscience. Lord Soth will reward me well. He leaves. JOURNAL ENTRY 31 GARREN'S TALE I had collected the items tossed down by Sir Karl, when he passed over Gargath Outpost. I was trying to determine who Sir Karl had slain. This one sword was intensely intriguing; it almost seemed to speak to me. Soon I became convinced that Sir Karl was right, that the knighthood was foolishness. I sought him out and he sent me on to Lord Soth. "...The Dream Merchant? Aye, I know of him. I had this dream once - this lady - well, I don't want to speak of it. One's dreams should stay one's own..." Things became hazy after this, but I remember planning an attack on the High Clerist's Tower in order to steal away the corpses. Soth hopes to create Death Knights with them -- band them into an invincible army. We must stop them! Arrgh! the sword has taken my strength. I fear I shall be little use in a fight. Still, we must be on after Soth! JOURNAL ENTRY 32 WHAT ARIELA DROPPED The object is a heavy metal key, embellished with loops and swirls. The barrel is shiny from long use. Inset in the key's handle is the word Denissa, set in flowing feminine script. JOURNAL ENTRY 33 IGORF He seats you in plush chairs and arranges his expensive silk robe around himself as he sits down. I heard about the treasure hidden in Cekos long ago. My family thinks they are the same jewels that were stolen from my ancestors before the Cataclysm. His odd copper-colored eyes search your faces as he thinks. Having made a decision, he continues, I came to Cekos to find and reclaim my inheritance, but I haven't had any luck finding anything yet, He pauses for a second and takes a sip from a teacup. This town is very confusing. It is supposed to be a town of magic, but I have yet to see any. The people are all very secretive and keep to themselves. I have also notice that the town guard has managed to get rid of almost every visitor they think it too curious about the workings of Cekos. JOURNAL ENTRY 34 THE FATE OF THE FORTUNE TELLER The fortune teller's eyes roll back in his head, showing only the whites. Incense rises an curls around his body. I see a far away city... he intones. You must talk to the animals ... you must find your place in this city to find the object you seek ... your quest will take you far... The curls of incense form a humanoid shape above the fortune teller. You reveal too much, idiot! the shape snarls. The smoke coalesces around the forturne teller's head, making him choke and gasp. In moments, he falls lifeless to the table. The smoke dissipates throughout the tent. JOURNAL ENTRY 35 READING THE TOME You contemplate the giant tome before you, memorizing the circled incantation. Speaking it correctly will mean life or death to the waiting townspeople. After another few moments of study, you feel ready. You begin the incantation. The tome seems to grow larger and larger, surrounding you, blocking your vision of the room. You try to stop the spell, but your mouth moves of its own accord. You are pulled into a swirling vortex. When the incantation is finished, you find yourself in another place... Curiouser and curiouser! a voice behind you exclaims. JOURNAL ENTRY 36 THE KNIGHT's STORY I was following some suspicious men when they suddenly grapped me. Turns out they were Ariela's spies and they locked me up in the Commander's House. Soon they brought another man in, a bleak-looking chap. Looked half-dead. They chained him up too and left us awhile. The fellow whispered to me, I must trust you to deliver a message for me. He specified you by name. This was the message; that the key to Soth's doom is the Rod of Omniscience. This fellow found it and hid it in a place called Voice Wood. He said you must go to Dulcimer in order to get there. I think he wanted to say more, but then the Sivaks returned and hustled us off into the bazaar. Someone was chasing us, so the Sivaks split into two groups. I guess the group holding this fellow Sebas managed to escape. JOURNAL ENTRY 37 JOURNAL ENTRY 38 CLERIC'S DIARY The diary contains mostly routine notes about the upkeep of the graveyard. Only the last entry is of interest. I fear old Loring, the gravedigger, has been stealing from the bodies. He's started wearing a huge ruby, far beyond his means and refuses to explain where he obtained it.... Before I speak to Loring, I must check the wards around the fence. It may be my imagination, but I sense something is wrong with them. JOURNAL ENTRY 39 SPIRIT OF VOICE WOODS Welcome, A greatly rumbling voice calls from all around you. I have watched you as you moved through the my trees. I have watched many people, but your bravery has impressed me above all others. The Rod of Omniscience is a very dangerous artifact. Even beings of good might be tempted to use the Rod improperly. I will release it to you if you vow to use it only against Lord Soth. The woods are quiet, as if waiting for an answer. JOURNAL ENTRY 40 SIR KARL'S GRAVE The graveyard is silent except for whispers of wind. All seems in order. You find Sir Karl's grave, heaped in flowers and marked by the gleaming marble obelisk that Maya had prepared. Yet something is amiss; the obelisk leans slightly. As you put out a hand to correct it, it suddenly topples. Crash! Full on the grave it falls, breaking through sod and casket to reveal black tunnels that reek of putrefaction and disease. JOURNAL ENTRY 41 EVIL MAGE'S SPIRIT After Myrtani's army was defeated, I fled the battlefield and stumbled across this village. His eyes glass over a second, then he sounts, Gnomes! He shakes his head in disgust, One of them had just invented something that actually worked, some sort of mechanical picture making device. Suddenly, the whole town was up in arms and some of the villagers were blockading the inventor in his workshop. A sinister grin appears on his face, Replacing the inventor would solve all of my problems. I could hide and become more powerful without anyone even knowing that I exist. He rolls his head back in laughter, I had no trouble sneaking in and killing the unfortunate Gnome who had created the machine. Just to make sure, I set up some traps, so the villagers would think he had become a hermit. I let my pets out to create more confusion. After you are gone, I can get back to my studies and become the most powerful wizard on Krynn! JOURNAL: ENTRY 42 SCHOLAR Those villagnous brutes, they ransacked my study and took what military texts they could find. The Proper Care and Feeding of a Military Campaign. The Art of Murder and Mayhem. Advanced Taunts and Tortures. One Hundred and One Intimidation Techniques. They took them all. I tried to stop them, but what can an old scholar do? I was never a man of the sword. They just laughed and beat me senseless with a book titled Brain Traumas in the Severely Pummeled, to give an idea how twisted their minds are. The situtation is even worse than I ve described it. For there is one other text, a notebook, really, whose contents dare not fall into the minds of those evil rascals. Ambush Made Easy , that's what it's called. A trival thing, it may seem. The text barely runs 20 pages. But, oh, the secrets it reveals about the most fundamental of strategies; the ambush. Yes, yes, they took it. I tell you, you must recover it. Otherwise, we are in for a long and difficult campaign whose end cannot be to our favor. JOURNAL ENTRY 43 SEBAS IN DESPAIR You show the Rod of Omniscience to Sebas. He touches it hesitantly, then throws it aside with a moan of despair. I never meant for YOU to find the decoy! he cries. I had this one made in Kalaman bazzar. The true Rod was moved from Voice Wood to Sudulto days ago. You must go to Sudulto and recover the true Rod. Cimb the Eastern mountains and search for an old hunter named Kai. He can guide you to Sudulto. Take this fate Rod with you and hide it well. Tell no one that it is not the true item. JOURNAL ENTRY 44 JOURNAL ENTRY 45 SIR VANSWARD'S TALE This was once a thriving temple to Takhisis. Corruption bubbled up from this building and spread across the land. Other knights had assaulted the place before, but none survived the altar room. Finally, we created a necklace which would protect us from the spectral guardians. I carried it boldily in, but was slain by a priest here in the antechamber. My spirit resides here until the altar can be destroyed. I believe that the necklace lies with my body. I sense it to the north and downward. Go forward so that my soul may finally rest. JOURNAL ENTRY 46 MAJOR TEMS SPEAKS Thanks Paladine you've come. Some of us have had suspicions for some time. Lately even some Knights have disappeared without trace! But we lacked proof of dark intent. She told Diane she had gone to Cerberus to visit her older sister. She goes there quite often. He will be furious at being deceived. JOURNAL ENTRY 47 THE INNKEEPER'S STORY Don't blame me if I am a little suspicious. This neighborhood is getting worse. Something's going on -- creeps are everywhere -- and the City Knights are nowhere to be seen. JOURNAL ENTRY 48 ATTACK ON CERBERUS Never before his this town had such ill-fortune! First the assassination of our good mayor. Now this! Legions of undead have invaded the town. They desire only our lives and the destruction of our homes. Dark shapes peer through the windows before boards are quickly naimed into place blocking their view. It was the fortune teller, says a teenaged girl. I saw him giving orders to the creatures as I was running from the market. Her father interrupts. The important thing is to save our cleric, Zakarie. Only he can open the door to me armory. With our weapons, we can destroy these accused invaders! JOURNAL ENTRY 49 DURFEY'S TALE I have been a knight since early in life. I have fought in the numerous battles against evil's forces. One by one, each of my friends have died in battle or ambush. With Myrtani's forces crushed I came here to visit with my lost comrades. Alas, even in the heart of Solamnia's greatest fortress, I am besieged by evil. If I can't find peace, then I shall take the battle them! Quickly now, for my friends crypts are being desecrated. Onward into the eternal war. JOURNAL ENTRY 50 THE SUBTERRANEAN LAKE The tunnel leads deeper and deeper into the earth. You stop often to clear the passage, shoving aside dirt and rocks left by frequent cave-ins. It becomes difficult to breathe and you consider turning back if the tunnel doesn't end soon. The surface beneath you crumbles and you plummet into the darkness, splashing into an ice-cold subterranean lake. You equipment sinks quckly to the bottom, lost forever. In the darkness, you can't discern the nature of the slimy creatures that are entwining your legs under the surface of the water. JOURNAL ENTRY 51 THE GRAVEDIGGER'S CONFESSION I found the ruby on my bed, he cries. I didn't steal it! I swear to you, I am no thief, he says, flashing anger. I thought it was a gift from a mourner -- for my services. I thought nothing of it at first... He lapses into silence for a moment. Something happened to me. A few days after I found the ruby, my mind must have left me. I am afraid I was led to serve some great evil... to do terrible things. He looks up at you fearfully now, I killed the cleric. He was such a kind man ... I stole the runes he had placed around the graveyard to ward off evil and buried them outside. The next morning new runes had replaced them and the place stunk of Evil. What have I done?!? He buries his head in his hands and sobs. JOURNAL ENTRY 52 PHILOSPHER'S ORATORY The little Gnome bobs his head in excitement, I am Quizmarxomatix ... Did you know that if each Gnome is given to according to his ability and taken from according to his need or wait, is that if each Gnome is taken from according to his ability or wait, was that, if each Gnome... JOURNAL ENTRY 53 THE WRONG ANSWER The Fairy king fold his arms. Your words betray you. You have lied about your intentions and your good nature. I must now pass judgement on you. Fairies cluster around you, hundreds of their tiny hands holding you in place. You are too treacherous to go free, the king proclaims, and you are too dangerous to remain in our Wood. He waves his hand, surrounding you with a magic field. You will therefore become a part of our Wood... Roots spout from your feet, embedding you deeply in the earth. Leaves sprout from your hair and fingertips. The fairies exclaim with pleasure and perch on your branches... JOURNAL ENTRY 54 SEBAS's LAST WORDS My friends... do you have the Rod of Omniscience? You show it to him and he lowers his head in relief. Then my suffering hasn't been in vain. Listen closely, I must tell you.... He breaks off as pain washes over him. His multilated fingers clench and unclench as he collects himself. Long ago, when I worked for Soth, he sent me to recover the Rod of Omniscience. After searching faithfully for many years, I finally found it. When I touched the Rod and felt its power, I knew I must protect it from Soth at all costs. I hoped to find a strong and honest group of adventurers who could be trusted with the Rod... a group like yourselves. His voice grows fainter. I would have escaped if Kitiara hadn't caught me. That woman is power hungry and wants the Rod for her own purposes. She is cunning and will do anything to get what she wants... beware of her... JOURNAL ENTRY 55 THE BLACK PIT The pit is filled with the bones of countless sacrifices. Bits of corroded armor and tattered cloth cover many of the corpses. Something seems to flicker and move in the distant darkness. The wailing sound is strengthening. Now it is unbearable, soon it may be deadily. "..."Never fear," Soth promises. "Food and water will be lowered to you daily... just enough to keep you alive! Death won't come easily..." JOURNAL ENTRY 56 THE BOAR'S REVENGE A persistent rustling from the bushes beside your campsite catches your attention, but poking through the brush reveals nothing. Just as you are about to settle down to rest, an undead boar mounted by an insane dwarf charges through the campsite, scattering your belongings. You let them murder my boar! the dwarf rages. If that wasn't enough, you tried to have him cooked for your revolting dinner! Animals! Cannibals! He strokes the boar's already-decomposing hide. I'll cook YOU over your own campfire! he vows and attacks! JOURNAL ENTRY 57 LENORE INTRODUCTION My name is Lenore. The woman's dress hangs in tatters as she nervously picks at the threads. I'm looking for food or money for my family. Her jaw stiffens. I have a right to steal from ths place! Soth's minions killed my husband and our children need to eat. Her anger fades and the hunted expression returns. I don't dare enter any further than the first floor. If you're wise you won't either! You tell Lenore of your mission. May I follow your team, just for a few hours? she asks hesitantly. I'll be safe behind you and I can search the bodies of those you slay for money or rations. In exchange I'll help you as much as I can with my knowledge of the Keep. JOURNAL ENTRY 58 THE MYSTERIOUS LETTER The letter reads: Brave adventures. You have a locked box. We have the man with the key. Since we both seek to stop the Lord Soth from coing to power, why not bring the Sleepstone and the Dream Merchant together under rules of truce? Tonight, meet us at the 165th hour in the center of the bazaar. No tricks or we shall kill the Dream Merchant. The Kidnappers JOURNAL ENTRY 59 BARTENDER Strangers have been coming to this town for years, the bartender says, pouring a glass for an impatient customer. Mostly they come to see the magic, but some had heard about the treasure some dragon or dragons hid in this town long ago. Sincer we no longer practice magic in Cekos, I suppose you re here to find the treasure. A princess came here looking for the same thing a few weeks ago, but I'm sure the town guard has chased her out of town already. No one has found the treasure or if they have, they haven't lived to enjoy it. You re always free to tell me how close you came to finding it, I've heard every story there is. JOURNAL ENTRY 60 THE SNAKE'S DEMANDS Snakes rise from each of the three baskets, surrounding you. One of them has a human face and it dips close to speak. It would be easssy to kill you all, it says. Our poissson hasss no known cure. But we only want the girl. Leave her with usss and we'll let you leave in peaccce. Lenore screams and hides behind Durfey. Don't leave me here! she cries. Please, protect me! The snake hisses venomously. Do not lisssten to her, it urges. Ssshe isss one of usss, in human form. Our kind demandsss her return, to face judgement for her crimesss. JOURNAL ENTRY 61 FACING THE SNAKE KING You watch from the shadows as Durfey and Lenore are brought to stand in front of the king of the snakes. The king's body is a thick as a tree trunk and his coils extend far into the shadows behind. Snakelets slither and play around his body, while adult snakes rise on either side of him expectantly. Durfey is not cowed. I will not let you hurt Lenore! he insists, putting his arm around her protectively. Her name isss Erline, the snake king says calmly. Tell him the truth, Erline. Your charade isss over. Lenore only sobs and clutches Durfey's arm tighter. The king looks disgusted. JOURNAL ENTRY 62 SOTH REVEALED The commander of the garrison approaches and pokes Ariela's body with his foot. You truly are mighty warriors, he says. Mighty enough to join my armies. His visage shimmers and the face of Lord Soth is revealed. He laughs at your surprise. I desire only the best warriors, he mocks, and the most intelligent. You identified Ariela and killed her. That makes you quite eligible. Durfey changes and slashes at Soth with his sword, but it causes no visible damage. You think you can hurt me?: Soth mocks. Perhaps you are not quite as intelligent as I thought. JOURNAL ENTRY 63 IN THE OUBLIETTE Soth watches personally as you are disarmed and chained. You chose the wrong door, he gloats. Once I might have turned you into undead, to join my army, however, since you have been so much trouble, I will derive even greater pleasure knowing that you live... in torment! You are shoved, one by one, through a door in the floor and fall into a dungeon below. Never, fear, Soth promises. Food and water will be lowered to you daily... just enough to keep you alive! Death won't come easily... The door slams shut, submerging you in total darkness. JOURNAL ENTRY 64 A MYSTERIOUS VISITOR As you leave Cerberus, a blond man approaches from the woods. He is wearing a strange blue uniform, completely unfamiliar to you. The weapon on his belt is equally mysterious. I just wanted to congratulate you on your rescue of Cerberus, he says. It always pays to remember that people are more important than orders. He waves good-bye and vanishes back into the woods. JOURNAL ENTRY 65 THE KALAMAN AUCTION COME ONE, COME ALL TO THE ANNUAL ACTION! the hawker bellows. UNIQUE AND VALUABLE ITEMS FOR THE BIDDING! Most of the display items are junk: broken furniture, chipped mirrors; moth-eaten clothing. You are about to leave when the hawker starts his tirade again. WHO'LL BID ON MY FIRST ITEM? he demands. A GENUINE ARTIFACT FROM DARGAARD KEEP ITSELF, OBTAINED AT INCREDIBLE RISK FOR SALE HERE. DO I HEAR AN OFFER? He holds up a glass skull. Once jewels were mounted in the eyes, but they were pried loose long ago. Even so, the skull carriers an aura of menace and enchangement that you can feel, even at this distance. WHO WILL START THE BIDDING? the auctioneer looks directly at you. JOURNAL ENTRY 66 MAN IN THE DARK ROBES My name is Sebas Astmoor. Once I was a cleric of Majere, although I can scarce remember it. Long ago Lord Soth corrupted me into worshiping the dark gods. As his favorite and most powerful cleric, he sent me on his most pressing quest; to find -- no, no, I shall not tell you what. I found it. And could not resist wielding it just a little. And it changed me, curse it! Suddenly I saw Lord Soth's folly and -- my own unworthiness. I hid it. I hid it very well. My Lord must never find it, for his own sake and that of all of Krynn. I will release it only to those proven strong enough to resist Lord Soth and who can be trusted to wield power correctly. Curse that thing! I gave it up, I surrendered my dark powers and now I hide alone in the dark, waiting to die. All because it gave me back a conscience. STRENGTH TABLE: ABILITY ADJUSTMENTS WEIGHT ABILITY THACO DAMAGE ALLOWANCE SCORE BONUS ADJUSTMENT (IN STEEL PIECES) ------------------------------------------------------------_ 3 -3 -1 -350 4-5 -2 -1 -250 6-7 -1 none -150 8-9 normal none normal 10-11 normal none normal 12-13 normal none +100 14-15 normal none +200 16 normal +1 +350 17 +1 +1 +500 18 +1 +2 +750 *18/01-50 +1 +3 +1000 *18/51-75 +2 +3 +1,250 *18/76-90 +2 +4 +1,500 *19/91-99 +2 +5 +2,000 *18/00 +3 +6 +3,000 *Bonus available to fighter classess only (fighter, Paladin, Knight, Ranger) DEXTERITY TABLE: ABILITY ADJUSTMENTS ABILITY REACTION AC SCORE MISSILE BONUS BONUS ----------------------------------------_ 3 -3 +4 4 -2 +3 5 -1 +2 6 0 +1 7 0 0 8 0 0 9 0 0 10 0 0 11 0 0 12 0 0 13 0 0 14 0 0 15 0 -1 16 +1 -2 17 +2 -3 18 +3 -4 CONSTITUTION TABLE: ABILITY ABILITY HIT POINT RESURREC. SCORE ADJUSTMENT SURVIVAL --------------------------------------- 3 -2 40% 4 -1 45% 5 -1 50% 6 -1 55% 7 0 60% 8 0 65% 9 0 70% 10 0 75% 11 0 80% 12 0 85% 13 0 90% 14 0 92% 15 +1 94% 16 +2 96% 17 +2(+3)* 98% 18 +2(+4)* 100% *Bonus applies only to fighters; all other classes may be given a maximum hit point bonus adjustment for constitution of +2. BONUS ATTACKS FOR HIGH LEVEL FIGHTERS CLASS LEVEL ATTACK/ROUND --------------------------------------------------_ Fighter 1-6 1/1 Knight 1-6 1/1 Paladin 1-6 1/1 Ranger 1-7 1/1 Fighter 7-12 3/2 Knight 7-12 3/2 Paladin 7-12 3/2 Ranger 8-14 3/2 Fighter 13+ 2/1 Knight 13+ 2/1 Paladin 13+ 2/1 RANGE OF ABILITY SCORES BY RACE TABLE ABILITY SCORE STR* INT WIS DEX CON CHA -------------------------------------------------------------------- HUMANS 3-18(00) 3-18 3-18 3-18 3-18 3-18 (Females) 3-18(50) 3-18 3-18 3-18 3-18 3-18 Silvanesli Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18 (Females) 3-16 10-18 6-18 7-19 6-18 12-18 Qualinesli Elves 7-18(75) 8-18 6-18 7-19 7-18 8-18 (Females) 3-16 8-18 6-18 7-19 7-18 8-18 Hill Dwarves 9-18(99) 3-18 3-18 3-17 14-19 3-12 (Females) 3-17 3-18 3-18 3-17 14-19 3-12 Min. Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16 (Females) 3-17 3-18 3-18 3-17 12-19 3-16 Half-Elves 3-18(90) 4-18 3-18 6-18 6-18 3-18 (Females) 3-17 4-18 3-18 6-18 6-18 3-18 Kender (Both) 6-16 6-18 3-16 8-19 10-18 6-18 *Maximum percentage for 18 strength for fighter type classes only (fighter, knight, ranger, paladin) MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE SILV. QUAL. HALF HILL MTH CLASS ABILITY HUMAN ELVES ELVES ELVES DRA DR KENDERS ----------------------------------------------------------------- Cleric any 14 14 14 14 10 10 8 Fighter Str 16- 14 10 14 9 14 14 5 Str 17 14 10 14 9 14 14 - Str 18+ 14 10 14 9 14 14 - Ranger Str 16- 14 14 14 11 8 No 5 Str 17 14 14 14 11 8 No - Str 18+ 14 14 14 11 8 No - Knight Any 14 No No 10 No No No Paladin Any 14 12 No No No 8 No Mage Int 16- 14 14 14 10 No No No Int 17 14 14 14 10 No No No Int 18+ 14 14 14 10 No No No Thief Any 18 No 18 18 10 8 18 WEAPON TABLE Name Damage vs. Damage vs. Larger Number Man Sized Than Man Sized of Hands Class --------------------------------------------------------------------- Axe, Battle 1-8 1-8 1 f Axe, Hand 1-6 1-4 1 f Bow, Long* 1-6 1-6 2 f Bow, Short* 1-6 1-6 2 f Bow, Composite Long* 1-6 1-6 2 f Bow, Composite Short* 1-6 1-6 2 f Club 1-6 1-3 1 f,cl,th Dagger 1-4 1-3 1 f,mu,th Dart 1-3 1-2 1 f,mu,th Flail 2-7 2-8 1 f,cl Halberd+ 1-10 2-12 2 f Hammer 2-5 1-4 1 f,cl Hopak(Melee) 3-8 3-6 2 ** Hoopak(Missle) 2-5 2-7 2 ** Javelin 1-6 1-6 1 f Light Crossbow 1-4 1-4 2 f Mace 2-7 1-6 1 f,cl Morning Star 2-8 2-7 1 f Pick, Military 2-5 1-4 1 f Pick, Awl 1-6 1-12 1 f Quarterstaff 1-6 1-6 2 f,cl,mu Scimitar 1-8 1-8 1 f,th Sling 1-4 1-4 1 f,th Sling,Staff 2-8 3-9 2 f,cl Spear 1-6 1-8 1 f Sword,Bastard 2-8 2-7 2 f Sword,Broad 2-8 2-16 1 f,th Sword,Long 1-8 1-12 1 f,th Sword,Short 1-6 1-8 1 f,th Sword,Two-Handed 1-10 3-18 2 f Trident 2-7 3-12 1 f *Must have ready arrows to fire. Two Attacks per round. #Must have ready quarrels to fire. One Attack per round. ** Only usable by kender characters. f=fighter (includes knight, ranger, paladin), cl=cleric, th=thief, mu=magic-user ARMOR TABLE ARMOR TYPE WEIGHT MAXIMUM IN SP. AC MOVEMENT* ----------------------------------------------------------------- None 0 10 - Shield 50 ** - Leather 150 8 12 squares Ring 250 7 9 squares Scale 400 6 6 squares Chain 300 5 9 squares Banded 350 4 9 squares Plate 450 3 6 squares *In addition to armor, movement may be limited by carried items. Minimum movement is 3 squares. ** A Shield subtracts 1 AC from any armor it is used with. LEVEL ADVANCEMENT TABLES The following charts show the number of experience points a character must earn in order to gain a level in his character class. The charts also list the number of spells that a character can have memorized at one time. Fighters and Thieves can never memorize spells. Remember: All experience earned by multiple-class characters is divided evenly among all classes, even after character has reached maximum level in a class. CLERIC OF GOOD Hit Clerical Spells per Level LEVEL EXPERIENCE DICE 1 2 3 4 5 6 -------------------------------------------------------------------------- 1 2,000-3,999 2d8 1 - - - - - 2 4,000-7,499 3d8 2 - - - - - 3 7,500-15,249 4d8 2 1 - - - - 4 15,250-24,999 5d8 2 2 - - - - 5 25,000-39,999 6d8 3 3 1 - - - 6 40,000-89,999 7d8 3 3 2 - - - 7 90,000-159,999 8d8 3 3 2 1 - - 8 160,000-249,999 9d8 3 3 3 2 - - 9 250,000-499,999 9d8+1 4 4 3 2 1 - 10 500,000-749,999 9d8+2 4 4 3 3 2 - 11 750,000-999,999 9d8+3 5 4 4 3 2 1* 12 1,000,000-1,249,999 9d8+4 6 5 5 3 2 2 13 1,250,000-1,499,999 9d8+5 6 6 6 4 2 2 14 1,500,000+ 9d8+6 6 6 6 5 3 2 *Usable only by clerics of 17 or greater wisdom CLERIC OF NEUTRALITY Hit Clerical Spells Per Level Level Experience Dice 1 2 3 4 5 6 7 ------------------------------------------------------------------------- 1 1,500-2,999 1d8 2 - - - - - - 2 3,000-5,999 2d8 2 1 - - - - - 3 6,000-12,999 3d8 3 2 1 - - - - 4 13,000-27,499 4d8 4 2 2 - - - - 5 27,500-54,999 5d8 4 3 2 - - - - 6 55,000-109,999 6d8 4 3 2 1 - - - 7 110,000-224,999 7d8 4 4 3 1 - - - 8 225,000-449,999 8d8 4 4 3 2 - - - 9 450,000-674,999 9d8 5 4 3 2 1 - - 10 675,000-899,999 9d8+1 5 4 3 3 2 - - 11 900,000-1,124,999 9d8+2 5 5 3 3 2 1* - 12 1,125,000-1,349,999 9d8+3 5 5 4 4 3 2 1** 13 1,350,000-1,574,999 9d8+4 6 5 5 4 3 2 1 14 1,575,000+ 9d8+5 6 6 6 6 4 2 1 *Usable only by clerics of 17 or greater wisdom **Usable only by clerics of 18 or greater wisdom CLERIC WISDOM BONUS CLERIC'S BONUS SPELLS WISDOM 1 2 3 4 5 ---------------------------------------------------- 9-12 - - - - - 13 +1 - - - - 14 +2 - - - - 15 +2 +1 - - - 16 +2 +2 - - - 17 +2 +2 +1 - - 18 +2 +2 +1 +1 - Note that these bonus spells are only available when the clerics is entitled to spells of the applicable level. For example, an 6th-level cleric of Good with a Wisdom of 18 can memorize the following spells: NUMBER OF SPELLS PER LEVEL 1 2 3 4 5 ---------------------------------------------------------------- 6th-Level Cleric of Good with 18 Wisdom 5 5 3 - - FIGHTER LEVEL EXPERIENCE HIT DICE ------------------------------------------------------------ 1 0-2,000 1d10 2 2,001-4,000 2d10 3 4,001-8,000 3d10 4 8,001-18,000 4d10 5 18,001-35,000 5d10 6 35,001-70,000 6d10 7 70,001-125,000 7d10 8 125,001-250,000 8d10 9 250,001-500,000 9d10 10 500,001-750,000 9d10+3 11 750,001-1,000,000 9d10+6 12 1,000,001-1,250,00 9d10+9 13 1,250,001-1,500,000 9d10+12 14 1,500,001+ 9d10+15 KNIGHT OF THE CROWN HIT LEVEL EXPERIENCE DICE -------------------------------------------------------- 1 2,500-4,999 2d10 2 5,000-9,999 3d10 3 10,000-18,499 4d10 4 18,500-36,999 5d10 5 37,000-84,999 6d10 6 85,000-139,999 7d10 7 140,000-219,999 8d10 8 220,000-299,999 9d10 9 300,000-599,999 10d10 10 600,000-899,999 10d10+2 11 900,000-1,199,999 10d10+4 12 1,200,000-1,499,999 10d10+6 13 1,500,000-1,799,999 10d10+8 14 1,800,000+ 10d10+10 KNIGHT OF THE SWORD HIT Clerical Spells Per Level LEVEL EXPERIENCE DICE 1 2 3 4 5 6 ---------------------------------------------------------------------- 3 12,000-23,999 4d10 - - - - - - 4 24,000-44,999 5d10 - - - - - - 5 45,000-94,999 6d10 - - - - - - 6 95,000-174,999 7d10 1 - - - - - 7 175,000-349,999 8d10 2 - - - - - 8 350,000-699,999 9d10 2 1 - - - - 9 700,000-1,049,999 10d10 3 2 - - - - 10 1,050,000-1,399,999 10d10+2 4 2 - - - - 11 1,400,000-1,749,999 10d10+4 4 2 1 - - - 12 1,750,000-2,099,999 10d10+6 5 3 1 1 - - 13 2,100,000-2,499,999 10d10+8 6 4 1 1 1 - 14 2,450,000+ 10d10+10 7 5 2 1 1 1 KNIGHT OF THE ROSE HIT Clerical Spells Per Level LEVEL EXPERIENCE DICE 1 2 3 4 5 6 ----------------------------------------------------------------------_ 4 27,000-59,999 5d10 - - - - - - 5 60,000-124,999 6d10 - - - - - - 6 125,000-199,999 7d10 1 - - - - - 7 200,000-494,999 8d10 2 - - - - - 8 425,000-799,999 9d10 2 1 - - - - 9 800,000-1,499,999 10d10 3 2 - - - - 10 1,500,000-1,999,999 10d10+2 4 2 - - - - 11 2,000,000-2,499,999 10d10+4 4 2 1 - - - 12 2,500,000-2,999,999 10d10+6 5 3 1 1 - - 13 3,000,000-3,499,999 10d10+8 6 4 1 1 1 - 14 3,500,000+ 10d10+10 7 5 2 1 1 1 WHITE ROBE MAGE HIT SPELLS PER LEVEL LEVEL EXPERIENCE DICE 1 2 3 4 5 6 7 8 ------------------------------------------------------------------- 1 2,500-4,999 1d4 1 - - - - - - - 2 5,000-9,999 2d4 2 - - - - - - - 3 10,000-17,999 3d4 2 1 - - - - - - 4 18,000-35,999 4d4 3 2 - - - - - - 5 38,000-54,999 5d4 4 2 1 - - - - - 6 55,000-99,999 6d4 4 2 2 - - - - - 7 100,000-199,999 7d4 4 3 2 1 - - - - 8 200,000-399,999 8d4 4 3 3 2 1 - - - 9 400,000-599,999 9d4 4 3 3 2 1 - - - 10 600,000-799,999 10d4 4 4 3 2 2 1 - - 11 800,000-999,999 11d4 4 4 4 3 3 2 1 - 12 1,000,000-1,249,999 10d4+1 4 4 4 4 4 3 2 1 13 1,250,000-1,499,999 10d4+3 5 5 5 4 4 3 2 1 14 1,500,000+ 10d4+3 5 5 5 4 4 3 2 1 RED ROBE MAGE HIT LEVEL EXPERIENCE DICE SPELLS PER LEVEL 1 2 3 4 5 6 7 8 --------------------------------------------------------------------- 1 2,500-4,999 1d4 1 - - - - - - - 2 5,000-9,999 2d4 2 - - - - - - - 3 10,000-17,999 3d4 2 1 - - - - - - 4 18,000-35,999 4d4 3 2 1 - - - - - 5 36,000-49,999 5d4 4 3 1 - - - - - 6 50,000-89,999 6d4 4 3 2 - - - - - 7 90,000-179,999 7d4 4 3 2 1 - - - - 8 180,000-349,999 8d4 4 3 3 2 - - - - 9 350,000-499,999 9d4 4 3 3 2 1 - - - 10 500,000-699,999 10d4 5 4 3 2 2 1 - - 11 700,000-899,999 10d4+1 5 4 4 3 3 2 - - 12 900,000-1,099,999 10d4+2 5 4 4 4 4 2 1 - 13 1,100,000-1,299,999 10d4+3 5 5 5 4 4 2 1 1 14 1,300,000+ 10d4+4 5 5 5 4 4 2 2 1 PALADIN LEVEL EXPERIENCE HIT DICE CLERICAL SPELLS PER LEVEL 1 2 3 4 --------------------------------------------------------------- 1 0-2,750 1d10 - - - - 2 2,751-5,500 2d10 - - - - 3 5,501-12,000 3d10 - - - - 4 12,001-24,.000 4d10 - - - - 5 24,001-45,000 5d10 - - - - 6 45,001-95,.000 6d10 - - - - 7 95,001-175,000 7d10 - - - - 8 175,001-350,000 8d10 - - - - 9 350,001-700,000 9d10 1 - - - 10 700,001-1,050,000 9d10+3 2 - - - 11 1,050,001-1,400,000 9d10+6 2 1 - - 12 1,400,001-1,750,000 9d10+9 2 2 - - 13 1,750,001-2,100,000 9d10+12 2 2 1 - 14 2,100,001+ 9d10+15 3 2 1 - RANGER LEVEL EXPERIENCE HIT SPELLS PER LEVEL DICE DRUIDIC MAGIC-USER 1 2 1 2 -------------------------------------------------------------------- 1 0-2,250 2d8 - - - - 2 2,251-4,500 3d8 - - - - 3 4,501-10,000 4d8 - - - - 4 10,001-20,000 5d8 - - - - 5 20,001-40,000 6d8 - - - - 6 40,001-90,000 7d8 - - - - 7 90,001-150,000 8d8 - - - - 8 150,001-225,000 9d8 1 - - - 9 225,001-325,000 10d8 1 - 1 - 10 325,001-650,000 11d8 2 - 1 - 11 650,001-975,000 11d8+2 2 - 2 - 12 975,001-1.300,000 11d8+4 2 1 2 - 13 1,300,001-1,625,000 11d8+6 2 1 2 1 14 1,625,001+ 11d8+8 2 2 2 1 THIEF LEVEL EXPERIENCE HIT DICE ----------------------------------- 1 0-1,250 1d6 2 1,251-2,500 2d6 3 2,501-5,000 3d6 4 5,001-10,000 4d6 5 10,001-20,000 5d6 6 20,001-42,500 6d6 7 42,501-70,000 7d6 8 70,001-110,000 896 9 110,001-160,000 9d6 10 160,001-220,000 10d6 11 220,001-440,000 10d6+2 12 440,001-660,000 10d6+4 13 600,001-880,000 10d6+6 14 880,001-1,100.000 10d6+8 15 1,100,001-1,320,000 10d6+10 16 1,320.001-1,540,000 10d6+12 17 1,540,001-1,760,000 10d6+14 18 1,760,001+ 10d6+16 SPELL PARAMETERS TABLE WHEN: Cmbt = Combat only spell Camp = Camp only spell Both = Camp or Combat spell RNG: T = Touch Range dia = diameter rad = radius All = All characters in combat # = Number of targets #s = number of squares DURATION: r = combat rounds t = turns /lvl = per level of caster targets = aim at each target Robe (Mage spells only): White = Can only be cast by White Robes Red = Can only be cast by Red Robes Both = Can be cast by both 1ST-LEVEL CLERICAL SPELLS SPELL NAME When RNG AREA DURATION ------------------------------------------------------- Bless Both 6 5 dia 6r Cure Light Wounds Both T 1 - Detect Magic Both 3 1 1t Protection from Evil Both T 1 3r/lvl Resist Cold Both T 1 1t/lvl 2ND-LEVEL CLERICAL SPELLS Spell Name When RNG AREA DURATION ------------------------------------------------- Find Traps Camp 3 1 3t Hold Person Cmbt 6 1-3 4r+1/;lvl Resist Fire Both T 1 1t/lvl Silence 15'Radius Combt 12 3dia 2r/lvl Slow Poison Camp T 1 1hour/lvl Snake Charm Cmbt 3 All 5-8r Spiritual Hammer Cmbt 3 1 tr/lvl 3RD-LEVEL CLERICAL SPELLS Spell Name When Rng AREA DURATION ----------------------------------------------- Cure Blindness Both T 1 - Cure Disease Camp T 1 - Dispel Magic Both 6 3x3s - Prayer Both 0 All 1r/lvl Remove Curse Both T 1 - 4TH-LEVEL CLERICAL SPELLS SPELL NAME WHEN RNG AREA DURATION ---------------------------------------------------------------- Cure Serious Wounds Both T 1 - Neutralize Poison Both T 1 - Poison Cmbt T 1 - Protection from Evil 10' Radius Both T 2dia 1t/lvl Sticks to Snakes Cmbt 3 1 2r/lvl 5TH-LEVEL CLERICAL SPELLS SPELL NAME WHEN RNG AREA DURATION ----------------------------------------------- Cure Critical Wounds Both T 1 - Dispel Evil Cmbt T 1 1r/lvl Flame Strike Cmbt 6 1 - Raise Dead Camp 3 1 - 6TH-LEVEL CLERICAL SPELLS SPELL NAME WHEN RNG AREA DURATION ------------------------------------ Heal Both T 1 Permanent 7TH-LEVEL CLERICAL SPELLS SPELL NAME WHEN RNG AREA DURATION --------------------------------------- Restoration Camp T 1 Permanent Resurection Camp T 1 Permanent 1ST-LEVEL DRUIDICAL SPELLS (FOR HIGH LEVEL RANGERS) SPELL NAME WHEN RNG AREA DURATION ---------------------------------------------------- Cure light Wounds Both T 1 - Detect Magic Both 4 1 12r Entangle Cmbt 8 4dia 1t Faerie Fire Cmbt 8 8dia 4r/lvl Invisibility to Animals Both T 1 1t+1r/lvl 2ND-LEVEL DRUIDICAL SPELLS (FOR HIGH-LEVEL RANGERS) SPELL NAME WHEN RNG AREA DURATION ---------------------------------------------- Barskin Both T 1 4r+1r/lvl Charm person/Mammal Cmbt 12 1 - 1ST-LEVEL MAGE SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE ----------------------------------------------------- Burning Hands Cmbt T 3s - Both Charm Person Cmbt 12 1 - Both Detect Magic Both 6 1 2r/lvl Both Enlarge Both .5/lvl 1 1t/lvl Both Friends Cmbt 0 All 1r/lvl Both Magic Missle Cmbt 6+lvl 1 - Both Protection from Evil Camp 0 1 2r/lvl Both Read Magic Camp 0 1 2r/lvl Both Shield Cmbt 0 1 5r/lvl Both Shocking Grasp Cmbt T 1 - Both Sleep Cmbt 3+lvl 1-16 5t/lvl Both 2ND-LEVEL MAGE SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE -------------------------------------------------------- Detect Invisibility Both T/lvl 1 5r/lvl Both Invisibility Both T 1 - Red Knock Camp 6 1s/lvl - Red Mirror Image Both 0 1 2r/lvl Red Ray of Enfeeblement Cmbt T 1+25s/lvl 1r/lvl White Slinking Cloud Cmbt 3 2x2s 1r/lvl Both Strength Camp T 1 6t/lvl Red 3RD-LEVEL MAGE SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE ------------------------------------------------------------_ Blink Both 0 1 1r/lvl Red Dispel Magic Both 12 3x3s - White Fireball Cmbt 10+lvl 2/3rad - Both Hastle Both 6 4x4s 3r+lvl Red Hold Person Cmbt 12 1-4 24/lvl White Invisibility 10-' Radius Both T 2dia - Red Lightning Bolt Cmbt 4+lvl 4,8 - Both Protection fr. Evil 10'Rad Both T 2dia 2r/lvl White Protection fr. Normal Misl Both T 1 1t/lvl White Slow Cmbt 9+lvl 4x4s 3r+1/lvl Red 4TH-LEVEL MAGE SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE ----------------------------------------------------------------- Bestow Curse Cmbt T 1 1t/lvl White Charm Monster Cmbt 6 1 - White Confusion Cmbt 12 2-16 24+1/lvl White Dimension Door Cmbt 0 1 - Red Fear Cmbt 0 6x3cone 1r/lvl Red Fire Shield (2types) Both 0 1 2r=1/lvl Both Fumble Cmbt 1/lvl 4 dia - Both Min Globe of Invlnrblly. Both 0 1 1r/lvl White Remove Curse Both T 1 - White 5TH-LEVEL MAGE SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE ----------------------------------------------------------------- Cloudkill Cmbt 1 3x3s tr/lvl White Cone of Cold Cmbt 0 .5s/lvl cone - Both Feeblemind Cmbt 1/lvl 1 - White Fire Touch Both T Special 1r/lvl Red Hold Monster Cmbt .5/lvl 1-4 1r/lvl White Iron Skin Both 0 Special 1r/lvl Red 6TH-LEVEL MAGE SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE -------------------------------------------------------------------- Death Spell Cmbt 1 .5x/lvl Instantaneous Both Disintegrate Cmbt .5/lvl Special Instantaneous Red Globe of Invulnerability Both 0 1 1r/lvl White Stone to Flesh Both 1/lvl 1 Permanent Red Flesh to Stone Cmbt 1/lvl 1 Permanent Red 7TH-LEVEL MAGE SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE ----------------------------------------------------------------- Delayed Blast Fire Ball Cmbt 10+1/lvl 2rad Special White Mass Invisbility Both 1/lvl Special Special Red Power Word, Stun Cmbt .5/lvl 1 Special Both 8TH-LEVEL MAGE SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE ----------------------------------------------------------------- Mass Charm Cmbt .5/lvl Special Special White Mind Blank Both 3 1 1day White Otto's Irresistible Dance Cmbt 1t 1 2-5r White Power Word, Blind Cmbt .5/lvl 3dia Special Both GLOSSARY OF AD&D GAME AND COMPUTER TERMS Ability Scores. These are numbers that describe the attributes of the characters. There are six ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma. Adventurer. This is a term for one of the characters you play in this game. Alignment. This is the basic philosophy of a character. See Alignment in the Character Classes section. Armor Class (AC). This is a rating of how difficult a target is to damage. The lower the AC number the more difficult it is to hit. Character. This is another name for one of the persons you play in the game. A party consists of up to six characters. Class. This is a character's occupation. For example mage, fighter or cleric are classes. Command. A one or two-word option in a menu. Activating that command allows you either to view another menu or have your characters perform an action. Encounter. This is what happens when a party meets a monster. You are given a menu of choices of how you want to handle the situation. Enter. The act of giving a command to the computer. How this is done varies depending on the computer. Experience Points. Every encounter the characters have yields experience points for every character depending on how successful the encounter was for the party. A character who gains enough experience can advance a level. Facing. In combat, a character faces a certain direction. An attack from the direction he is not facing has a greater chance of doing damage. A character will always face an opponent if he has only one opponent. Hit Points (HP). This is a measure of how healthy a character is. Damage from weapons subtracts hit points from the character's total. When he has lost all of his hit points, he is unconscious and dying. If his wounds are bound by another party member, he is simply unconscious. Icon. This is the small picture of a monster or a character seen during combat. Character icons can be altered using the Alter command in the Camp Menu. Initiative. This is a semi-random determination of which character in a combat acts first. The characters with higher dexterity's have a better chance for a higher initiative. Level. This describes the power of a number of different items. The power of characters, dungeons, monsters and spells are all described with levels. Character Level. This is a determination of how much experience a character has. The higher the level, the more experienced and important the character is. High-level spellcasters can cast high-level spells. Spell Level. Spells come in degrees of difficulty. The higher the level of the spell, the greater the difficulty. Only very experienced magic-users and clerics can learn high-level spells. Magic. This term covers spellcasting, enchanted items and any other application of the supernatural. Melee Combat. This is hand-to-hand combat with weapons such as swords, spears and fists. Missile Combat. This is ranged combat with weapons such as bows and arrows, crossbows and quarrels and slings and slingstones. Monster. This term actually includes human and other player races as well as ogres and dragons. In general, if it isn't part of your party, it's a monster. Monsters are not necessarily hostile, some may be helpful. Multi-Class Characters. Non-human characters may belong to two or three classes at the same time. Such multi-class characters split their experience among all their classes, even if they have reached their racial maximum class. Non-Player Character (NPC). This is a member of a player race who is not controlled by the player. Some NPCs can be brought into a party. Party. The group of adventurers you form to perform the missions you are given. A party can be reformed for each adventure and even altered during the course of an adventure. Player Character (PC). This is a member of a player race who is controlled by the player. The characters in your adventuring party are PCs. Race. The species characters may belong to in the game. For example human, elf or dwarf are races. Spell. This is a magic incantation that can alter the nature of reality. Magicusers, clerics and high-level knights, paladins and rangers can cast spells after memorizing them. If the spell is cast, it is gone from the user's mind and must be re-memorized. Spell Book. The book a magic-user carries his spells in. If he doesn't have a magic book, he has no spells to memorize. THAC0 (To Hit Armor Class 0). This is the number that a character must make or exceed to hit an opponent with AC0. ********* End of the Project 64 etext of the Death Knights of Krynn Adventure Journal. *********