Treasures of the Savage Frontier Adventure Journal
TABLE OF CONTENTS
INTRODUCTION 1
CITIES AND ISLANDS OF THE SAVAGE FRONTIER 3
CHARACTERS AND PARTIES 5
Player Races 5
Ability Scores 6
Character Classes 7
Alignment 8
Other Attributes 8
Building a Successful Party 9
COMBAT 9
MAGIC 13
BESTIARY 15
Creatures of the Forgotten Realms 15
New Monsters 18
SPELL DESCRIPTIONS 19
Cleric Spells 19
Druid Spells 21
Magic-User Spells 22
INTRODUCTION
Amanitas embraced each member of the party, repeating how glad he was
that we had arrived safely. Then we sat down together on the cold
stone floor, and he explained what had just occurred.
"Dear friends," he told us, "I am truly sorry for having pulled you
away from your well-deserved rest at Yartar.
"It was my hope that your great victory at Ascore would make the
Savage Frontier safe from its enemies and allow you to resume normal
lives. As normal, I suppose, as life can be when everywhere you go
people rush up to shake the hands of the Heroes of Ascore.
"Sadly, recent events have made this return to a peaceful life
impossible.
"You are in Llorkh, far to the south and east of where you began this
day in Yartar. We sit now in the ancient stronghold, that same
stronghold where you met with the besieged dwarves as you sought the
final statuettes on your last adventure.
"Just weeks ago, the Zhentarim legions and their allies were decimated
by the monsters you summoned to the plaza of the ancient temple at
Ascore. The surviving orcs fled back to their mountain kingdoms, and
the trolls limped back to the moors.
"The shattered forces of the Zhentarim themselves retreated south,
following the path that leads around the Great Desert through
Llorkh-the one city they still controlled.
"The first bloodied fighter staggered into Llorkh last week and
collapsed in the street, babbling about the hordes of monsters who had
defeated them.
Word quickly spread among the dwarves that you had destroyed the
Zhentil armies, and that more survivors would be returning soon.
"The dwarves realized this was their one chance to revolt, to rise up
and throw off the Zhentarim invaders. Weapons were distributed, old
plans reviewed, and the first attacks were launched that very night.
"But Lord Geildarr, the Zhentarim imposter who murdered the last
dwarven King of Llorkh, is no fool. He had held back a large force of
fighters and loyal monsters - forces he was supposed to have sent on
to Ascore.
"They know that if they are pushed from Llorkh there is nowhere else
to go.... and Zhentil Keep is very far away. They have fought the
dwarves bravely at every turn, and both sides have taken terrible
losses as they struggle to control the city.
"Milzorr, the dwarven leader, sent a messenger to me at Secomber,
seeking help. I arrived this morning, and immediately realized that
only you- the Heroes of Ascore- could save the city and its brave
dwarven rebels.
"I cast the spell that brought you to this fortress, and I pray that
your skills and wisdom will prevail over the evil forces that seek to
enslave these noble dwarves.
"If you can free the city, please come to visit me at Secomber as soon
as possible. I must return there now, for already I am receiving
troubling reports about strange new events in the Savage Frontier.
Your help may be needed elsewhere, too..... and soon.
May Helm guide you safely through the challenges that lie ahead!"
CITIES AND ISLANDS OF THE SAVAGE FRONTIER
The Lords' Alliance
The Lords' Alliance is actually a group of cities which act together
to defend themselves against attacks by common enemies. Members in
the Savage Frontier include Waterdeep, Neverwinter, Port Llast,
Leilon, Mirabar, Yartar, Triboar, Longsaddle, Orlumbor, Daggerford,
Secomber, and Loudwater. Lord Piergeiron, the leader of Waterdeep,
chairs the alliance. Luskan and Ruathym are hostile to the Lords'
Alliance.
Daggerford
A small town in a key strategic location, Daggerford guards the only
safe crossing on the River Shining between Waterdeep and the cities to
the south.
Fireshear
Located far to the north on the coast of the Trackless Sea, this icy
town is a mining outpost jointly ruled by Waterdeep, Mirabar, and
Neverwinter.
The Ice Peak
This volcanic island, located close to the northern coast, is
inhabited by Northmen and Ice Hunters. Its tiny capital is controlled
by a ruler loyal to Luskan, but other villages on the island often act
in support of the Lords' Alliance.
Leilon
A small coastal town south of Neverwinter on the road to Waterdeep,
Leilon has recently suffered through repeated, brutal attacks by
pirates.
Llorkh
Llorkh is located on the trading route that leads down the western
edge of the Great Desert before turning east to the inland nations of
the Realms. As the game opens, it is the only town still directly
controlled by the Zhentarim after their defeat by the party at the
Battle of Ascore.
Longsaddle
This small town, surrounded by ranches, lies east of Neverwinter Wood
on the important road between Waterdeep and Mirabar.
Loudwater
A beautiful, ivy-covered riverside town with a large population of
half-elves, Loudwater is a convenient place for the party to visit in
the southern party of the Savage Frontier. Its features include
stores, an inn, a temple, and a training hall.
Luskan
Now controlled by pirates, this large coastal city with an ideal
harbor was once a merchant center. It is the location of the
Hosttower of the Arcane, which draws evil magic-users from across the
Realms.
Mintarn
An island in the Trackless Sea southwest of Waterdeep, Mintarn is a
port of call for every cargo vessel in the north- whether they haul
coins, corn, or contraband. Mintarn is ruled by a man called "The
Tyrant," who allows almost anything to happen on the island so long as
its residents remain safe and independent.
Mirabar
Mirabar is one of the largest and most powerful cities in the area,
the northwest anchor of the Lords' Alliance. A mining center, it has
a large dwarven population.
Neverwinter
An important port city on the Trackless Sea, Neverwinter is the site
of one of the rare Magic Shops in the Savage Frontier. Ships travel
from here to some of the nearby islands.
Orlumber
Located close to the coast far south of Waterdeep, the island of
Olumbor is home to the finest shipyards in the Realms. It is also the
site of Farr Windward, an isolated town to which many cities banish
insane, strange, or politically dangerous people who are no longer
welcome inside their walls.
Port Llast
A small port town north of Neverwinter, Port Llast has been beset with
troubles in recent times.
Ruathym
This rocky island, which lies far to the west in the Trackless Sea, is
populated by hard-working, hard-fighting Northmen. Ruathym recently
concluded a brief war with Luskan, with neither side claiming victory.
Now, under strange circumstances, Ruathym has joined with Luskan in
its attacks on the Lords' Alliance.
Secomber
This sleepy little town on the River Shining is most notable for being
the home of Amelior Amanitas, friend to the party and an inventive
magic-user of great renown.
Tower of Twilight
Located on the eastern edge of Neverwinter Wood, this tower is the
part-time home of Malchor Harpell. Harpell is the leader of
Longsaddle, and one of the most powerful magic-users in the Savage
Frontier. On rare occasions he will train noble adventurers at the
Tower - for a price.
Triboar
A trading town on the road between Mirabar and Waterdeep, Triboar has
a history of rivalry with its eastern neighbor, Yartar. This rivalry
has in the past inspired practical jokes that got out of hand and
almost led to battles in the streets.
"For those who seek to make their treasures small in size but great in
value, I am always here to help."
Waterdeep
The largest city in the Savage Frontier - and perhaps in all the
Realms - Waterdeep is called "The City of Splendors." It is the leader
of the Lords' Alliance, and each day vessels from every port on the
Trackless Sea sail into its majestic harbor. Smugglers take advantage
of this constant traffic to ship their illegal cargo through secret
docks outside the city walls.
Way Inn
This village sprung up around a favorite resting spot on the High Road
along the coast. It is located several days south of Waterdeep.
Yartar
A key crossroads and trading town, Yartar has been the party's recent
base of operations.
Zhentil Keep
Zhentil Keep lies far to the east of the areas you visit in the game.
Nevertheless, the Zhentarim, a secret organization that is
headquartered here, is very much involved. The Zhentarim planned to
conquer the region, but their plan was ruined by the party in the
Battle of Ascore. This battle is chronicled in GATEWAY TO THE SAVAGE
FRONTIER.
CHARACTERS AND PARTIES
You need a party of adventurer Player Characters (PCs) to play
TREASURES OF THE SAVAGE FRONTIER. You must choose the following for
each character: race, class, and alignment. After you select these,
the computer generates a set of Ability Scores that define your new
character's natural strengths and weaknesses. To build a party you
must make a mix of characters that have the range of skills needed for
success, and then band them together.
Player Race
There are six races from which you may construct player characters,
each with different talents and limitations. Tables beginning on page
53 summarize the racial class limitations and ability score modifiers.
The following describes each race and tells which classes are open to
them.
Dwarves are a cunning race of sturdy workers and craftsmen. They are
especially resistant to magic and poison. Dwarves are adept at
dodging the attacks of giant-class creatures. Dwarves can be
fighters, thieves, and fighter/thieves.
Elves are a tall, long-lived race. They are nearly immune to sleep
and charm spells and are adept at finding hidden objects such as
secret doors. Elves also receive bonuses when attacking with swords
or bows. They cannot, however, be raised from the dead. Elves can be
fighters, magic-users, thieves, fighter/magic-users, fighter/thieves,
magic-user/thieves, and fighter/magic-user/thieves.
Half-Elves are hybrids with many of the virtues of both humans and
elves. Like their elf ancestors, they are resistant to sleep and
charm spells and are adept at finding hidden objects. Half-elves can
be fighters, magic-users, clerics, thieves, rangers, cleric/fighters,
cleric/rangers, cleric/magic-users, fighter/magic-users,
fighter/thieves, magic-user/thieves, cleric/fighter/magic-user, or
fighter/magic-user/thieves.
Gnomes are shorter and slimmer than their dwarf cousins. Like
dwarves, they are especially resistant to magic and are adept at
dodging the attacks of giant-class thieves, and fighter/thieves.
Halflings are about half the size of a human, hence their name. They
are especially resistant to magic and poison. They can be fighters,
thieves, and fighter/thieves.
Humans are the most common player-race in the Forgotten Realms. They
suffer no racial level limitations or ability score modifiers. Humans
do have the disadvantage of shorter life-spans than the other races.
This may be a problem if they are subjected to many haste spells,
which age the hasted character one year. They can be fighters,
magic-users, clerics, thieves, rangers, paladins, and dual-class
characters.
Ability Scores
Every character has six randomly generated ability scores as described
below. These scores fall within a range determined by the race and
class of the character. The base values range from 3 (low) to 18
(high). There are tables of limitations, modifiers, and bonuses
starting on page 53.
Depending on the character class, one or more of these abilities are 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 have 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. All racial modifiers are calculated automatically when a
character is generated.
Strength (STR) is the measure of a character's physical power, muscle
mass, and stamina. Fighter-type characters (fighters, paladins, and
rangers) may have exceptional strengths greater than 18 that 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, such as swords or maces. Strength also determines
how much a character can carry without becoming encumbered and slowed
in combat.
Intelligence (INT) is the measure of how well a character can learn.
Intelligence level can determine the maximum level of spells a
magic-user 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 wisdom can determine the maximum
level of spells a cleric 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.
"The nervous look in the eyes of the city guards told us of impending
danger."
Constitution (CON) is the measure of a character's overall health.
Characters receive one extra hit point if their constitution is 15,
and two points if it is 16. Fighter-types (fighters, rangers, and
paladins) receive additional bonuses for constitutions of 17 or 18. A
character's constitution also determines the maximum number of times
that character can be raised from the dead with raise dead or
resurrection spells, and the chance of a resurrection attempt being
successful. Every time a character is successfully resurrected, 1
point of constitution is lost.
Charisma (CHA) is the measure of how others react to a character.
Character Classes
Classes are the characters' professions. A character must be at least
one character class. Non-human characters can be more than one class
at the same time. These multi-class characters have more playing
options, but increase in level slower because experience is divided
evenly among all classes.
"If you would travel on the river, do it soon. The cold of winter
will soon freeze the waters and we will rent no boats."
Clerics have spells bestowed on them by their deity and can fight
wearing armor and using crushing (no edged or pointed) weapons.
Clerics must memorize their spells just as magic-users, but they do
not use spell books. When clerics gain a new spell level, they can
automatically memorize any of the available spells for that level.
The prime requisite for clerics is wisdom.
Fighters can fight with any armor or weapons, but they cannot cast
magic spells. All fighter-types (fighters, paladins, and rangers)
gain the ability to attack more than one time per round when they
reach 7th level. The prime requisite for fighters is strength.
Paladins are a type of fighter, and can fight with any armor or
weapons. They are resistant to spells and poison, and can turn undead
creatures as if they were a cleric two levels below their current
level. Paladins are also surrounded by the equivalent of a protection
from evil spell. Paladins may heal two hit points of damage per level
once a day. They may cure disease once a week for every five levels
of experience. For example, once a week at 1st-5th levels, twice a
week at 6th-10th levels, etc. They can use cleric spells when they
reach 9th, although they can never use clerical scroll. They advance
in spell-casting ability until 20th level.
Paladins must be of lawful good alignment, and they do not knowingly
adventure with any evil characters. They must have ability scores of
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 are a type of fighter, and can fight with any armor or
weapons. They do additional damage when fighting giant-class
creatures, but 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. Rangers can use druid spells when they reach 8th level,
and magic-user spells when they reach 9th level. Their spell-casting
ability advances until 17th level. The prime requisites for rangers
are strength, intelligence, and wisdom.
Magic-Users have powerful spells, but can use no armor and few
weapons. They can only memorize those spells available in their
personal spell books. Magic-users may add entries to their spell
books whenever they go up in level or find scrolls with spells of
levels that they are able to scribe. The prime requisite for
magic-users is intelligence.
Thieves have special skills for opening locks and removing traps, but
are limited to leather armor. In combat they do additional damage by
'back stabbing,' which is described in the Combat section. Starting
at 10th level, thieves can decipher some magical writing and have a
chance of casting spells from magic-users scrolls. The prime
requisite for thieves is dexterity.
Multi-class characters are non-humans who belong to two or more
classes at the same time. Multi-class characters' experience points
are divided among each of the classes, even after they can no longer
advance in one or more of those classes. Their hit points per level
are averaged among their classes. Multi-class characters gain all the
benefits of all their classes with regard to weapons and equipment.
Dual-class characters are humans who had one class for the first part
of their career, and then changed to a new class for the remainder.
These characters use the HUMAN CHANGE CLASS option on the Training
Hall menu to pick a new class. Once a character changes classes, he
cannot advance in his old class. Dual-class characters do not gain
hit points and cannot use the abilities of the old class while their
new class level is less than or equal to the old class level. Once
the character's level in his new class is greater than his level in
his old class, he gains hit points according to this new class and may
use abilities from both classes. Human dual-class magic-users cannot
cast magic-users spells while they are wearing armor, unless they are
a ranger/magic- user dual-class.
Alignment
Alignment is the philosophy a character lives by and can affect how
NPCs and some magic items react to a character. The possibilities
range from believing strongly in society and altruism (lawful good) to
being anarchistic and actively unpleasant (chaotic evil). Alignment
is presented in two parts: World View and Ethics.
World View
Lawful indicates that the character values the structure and rules of
society.
Neutral indicates that the character values both the individual and
society.
Chaotic indicates that the character values the individual over
society.
Ethics
Good indicates that the character tries to act in a moral and
upstanding manner.
Neutral indicates that the character leans towards "situational
ethics," evaluating each set of circumstances.
Evil indicates that the character acts without regard to others, or in
an overtly malignant manner.
Other Attributes
Each character also has three important values that change as the game
goes on: Hit points, Experience Points, and Levels.
Hit Points are a measure of the amount of damage a character can take
before he goes unconscious. A character's maximum hit points are
based on the hit dice fore the character's class and level, plus any
adjustments for constitution. A character gains a hit point bonus to
each hit die if his constitution is over 14.
Note: Dice (d) is the term used to describe the range for a randomly
generated number. Dice are referred by the range they represent. A
d6 has a range from 1 through 6, a d10 has range form 1 through 10.
Hit dice refers to the base range of hit points a character class may
have. For example, a 3rd level fighter has a base of 3 d10 hit dice,
or 3-30 hit points.
When a character takes enough damage that his hit points reach 0, he
is unconscious. If the character's hit points drop to anything from
-1 to -9, he loses 1 hit point per turn from bleeding until he is
bandaged or dies. If a character has -10 hit points or less, he is
dead. Hit points on the screen are never displayed as less than O.
Experience Points are a measure of what a character has learned while
adventuring. 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 beginning on page 58 for experience requirements.
New characters start the game with 22,600 EXP, which puts most
single-class characters at about 5th level.
Levels are a measure of how much a character has advanced in his
class. When they have enough experience points, characters may go to
a training hall and receive the training required to increase in
level. 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 goes up one level, and loses
all experience in excess of one point below the next level.
Example:
A 9th level thief enters a training hall with 375,000 experience
points (enough for 11th level). He leaves as a 10th level thief with
220,000 experience points, one point below 11th level. Characters
cannot train for new levels once they have reached their maximum
levels allowed in TREASURES OF THE SAVAGE FRONTIER.
Building a Successful Party
Forming a strong and adaptable party is a key to success in TREASURES
OF THE SAVAGE FRONTIER. Up to six Player Characters (PCs) may be in a
party; a party with fewer is less powerful and more likely to be
eliminated by opponents.
Include a variety of classes in a party to get a good mix of skills.
Here is one sample party:
Sample Party:
1 Human Magic-user
1 Human Paladin
1 Dwarf Fighter/Thief
1 Human Rangers
2 Human Clerics
This party is balanced for combat, and advances quickly because most
characters are single class. The magic-users can cast offensive
spells and use wands. The paladin has the benefit of a protection
from evil spell in a 10' radius. All characters in range of the
effect get an AC improvement of two against evil foes. The dwarf
fighter/thief offers the advantages of a thief (lockpicking and
disarming traps) with the better armor and hit points of a fighter.
Rangers do extra damage against giant-type creatures and gain
spell-casting ability. Clerics are absolutely essential for their
healing spells.
Once the party has been banded together, camp where you have arrived,
ready your equipment, and have all spell casters memorize spells.
Finally, save the game before continuing.
COMBAT
Adventurers must battle their way through many dangerous foes to
complete the adventure. The following sections offer more tips and
information for combat.
Combat Map
Battle takes place on a tactical combat map that is a detailed view of
the terrain that the party was in when the combat began. This map is
set up with an invisible square grid.
Initiative
Each round of combat is divided into 10 segments, and every character
and foe acts on a specific segment based on a random initiative
number. Initiative is generated at the start of each combat round,
and is modified by dexterity and random factors such as surprise.
Characters can act on their initiative segment, or use the DELAY
command to hold action until the end of the round. Casting spells may
take extra time to perform, so often a spell-caster begins a spells on
his segment, but it does not go off until a little later.
Computer Control
In combat you control the actions of PCs. The computer controls the
actions of monsters, NPCs, and PCs set to computer control with the
QUICK command. Paladins can control NPCs in some cases.
Combat Reinforcement
In combat, there is a chance that allies will charge to your aid,
helping defeat foes and reinforce the combat just when you need it
most. There is a chance that your enemy can get reinforcements too.
Combat Ability
Each character's ability in combat is defined by AC, THACO, and
Damage.
AC
Each character's or monster's difficulty to be hit is represented by
armor class (AC). The lower the AC, the harder the target is to hit.
AC is based on readied armor and a dexterity bonus. Some magic items,
such as some bracers, also help improve AC.
THAC0
The ability to hit enemies in melee or with missile fire is
represented by THACO. THACO 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 AC of 0. The lower the THACO, the better
the chance to hit the target.
Note: the generation of a random number is often referred to as a
'roll.' In determining the success of an attack, 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 THACO minus the target's AC. THACO may be modified
by things like range, attacking from the rear, magic weapons, and
magic spells.
Example:
A fighter with a THACO of 5 attacking a monster with an AC of 3 would
need to roll (THACO 5) - (AC 3) = 2+
But to hit a monster with an AC of -2 he would need to roll (THACO 5)
- (AC-2) = 7+
Damage
Damage is the range of hit point loss the attacker inflicts and is
based on the attacker's strength, weapon type, and any magic bonuses
the weapon has. The base damage for each weapon is summarized in the
Weapons Table on page 55.
"A stranger told us of hidden treasures...but not of the hidden
dangers along the way!
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 may only be damaged by
magical weapons.
Attacking
There are two basic types of attack: melee and ranged (or missile).
The following describes each type and other rules governing combat.
Melee Combat
Melee combat is face-to-face fighting with weapons such as swords and
maces. Only when using melee weapons can characters receive strength
bonuses. Fighters can sometimes overpower several small foes during
melee combat, and thieves have opportunities to back stab.
Ranged Combat
Ranged combat is firing at distant enemies with weapons such as bows
or darts. A character with a missile weapon (bow, sling, etc.) may
not attack when adjacent to an enemy. Two arrows or three darts can
be fired per turn.
Multiple Attacks (Sweeping)
When fighting small creatures, fighter-types may 'sweep' through
several weak opponents in one combat round. When a character sweeps,
he automatically attacks all of the available weak opponents.
Backstabbing
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.
Saving Throws
Attacks such as poison or spells do not automatically have their full
effect on a target. Victims may get a saving throw to avoid some or
all of the effect. If the saving throw is successful, generally the
target suffers either no effect or only half-damage. Saving throws
improve as characters gain levels.
Note: some monsters have natural magic resistance which decreases the
chance of them being affected by spells.
Combat Movement
The number of squares a character can move is affected by carried
weight, character strength, and the kind of readied armor. A
character's movement range is displayed on the View Screen and during
the character's segment in combat. Combat movement is important for
both closing quickly with opponents (and stopping missile fire) and
fleeing from battles that are too tough.
Running Away
A character may flee from the battlefield if he moves 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 moves as fast as the
fastest foe. Exception: if a 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 fight is over. If all active characters flee combat, any dead or
unconscious characters are lost. Characters that flee a combat
receive no experience points for the battle.
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 top of the
order are in the front lines and vulnerable to attack. To change the
starting deployment, change the party order from the Alter Menu while
camped. Shift the heavily armored fighters up the list and the
vulnerable magic-users and thieves towards the bottom. Party order
cannot be changed while in combat, although characters are free to
move.
Your party may be placed in a bad position at the start of a battle.
Get an idea of the situation, and move characters into better
deployment. Sometimes the best strategy is offensive: charging with
fighters to close ground and stop enemy magic and missile fire. Other
times the best strategy is defensive: moving your characters to
anchor their flanks on an obstacle such as a wall or tree. Setting up
behind a doorway that your enemies have to move through also makes for
a very strong defensive position. Always keep magic-users and missile
weapons safe behind the front line.
Wounded Characters
Characters who are seriously injured should be cured or 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 and has an improved
chance to hit.
Stopping Ranged Attacks
Missile weapons cannot be fired if there is an adjacent opponent. To
stop enemy missile fire, move someone next to the opponent. If you
want to fire missiles, keep away from the enemy.
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 injure many (Exception: enemy
spell-casters). A foe with one hit point remaining attacks as
powerfully as an uninjured one.
If spellcasters are hit in a round, they lose any spells they are
preparing to cast, and cannot cast for the remainder of that round.
Try to keep enemy spellcasters under attack every round while
protecting your own.
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 essential to the survival of the party. Magic-users cast
many powerful offensive and defensive spells. Clerics cast healing
spells to revive wounded characters as well as both defensive and
offensive spells. A spell can exist in one of four forms: in a
character's memory, in a character's spell book, on a scroll, or in a
wand. Memorized spells are cast with the CAST command. Spells are
memorized during rest while camped. Spells in scrolls or wands are
cast with the USE command.
Memorizing a spell takes 15 minutes of game time per spell level, plus
a preparation period based on spell level:
Spell Level: 1-2 3-4 5-6 7-8 9
Preparation
Time: 4 hrs. 6 hrs. 8 hrs. 10 hrs. 12 hrs.
Example:
To memorize two 1st level spells, one 2nd level spell, and one 3rd
level spell would take:
(6 hours preparation) +2 * 15 min) +(1 * 30 min) + (+ * 45 min) = 7
hours 45 min
Magic-Users
When a magic-user trains for a new level, he selects a new spell to
add to his spell book. A magic-user can also scribe spells from
identified scrolls if he is of high enough level to cast them. A
magic-user must cast a read magic spell or have a scroll identified in
a shop before he can scribe (or cast) from it. The scroll disappears
after it has been scribed or cast.
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 magic-users, clerics can cast spells from
scrolls without any preparation, although clerical scrolls also
disappear after being cast.
Tips on Magic
Both clerics and magic-users may cast spells which assist the party in
combat. Preparatory spells, such as bless or strength, cast just
before a tough battle can protect or strengthen characters. Combat
spells can be cast to damage foes during combat. Healing spells can
be cast either during or after combat to revive wounded 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
spellcasters memorize spells and select REST to allow them to imprint
the spells for later use. Selecting REST without choosing new spells
has the spellcasters rememorize the spells they have cast since last
resting.
Note: Before resting, it is a good idea to save your game, especially
after tough combats. Also, keep at least two separate saved games at
all times and alternate between them. This allows you to go back to
save before that last, fatal battle or to try different strategies at
key points.
MAGICAL TREASURES
As you travel about and encounter the monsters and puzzles that stand
between you and finishing your various quests, you find magical items
to help you on your way. You can find magic items in a treasure by
casting 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, such as wands or
scrolls, may only be used by certain classes. Others may not work at
all if certain other magic items are also in use.
Here are descriptions of some items that you may find. Remember: Some
items are very rare, and you may not find all of them in your
adventure.
Wands generally cast a set number of a given spell (for example, 10
fireballs or 15 magic missiles). Only experimentation or paying to
have them identified tells what a wand does. The USE command allows a
character to cast spells with a readied wand.
Potions may heal wounded characters, cause them to become hastened or
invisible, or cause any number of other effects. The USE command
allows a character to drink a readied potion.
Scrolls carry either clerical or magic-user spells. A magic-user may
use SCRIBE to permanently transfer a scroll into his spell book if the
spell is of a level that he can memorize. Magic-users and clerics can
both cast spells directly from scrolls with the USE command, even if
they could not otherwise memorize the spells. Scrolls disappear after
they have been used or scribed. Magic-users must cast read magic, or
have scrolls identified in a shop before scribing or casting from
them. Also, thieves of 10th level or higher have a chance of casting
spells from magic-user scrolls.
Enchanted Armor and Shields are created by skilled craftsmen and then
enchanted with protective spells. The power of the magic on these
items varies a great deal. Enchanted armor has the great advantage of
offering improved protection with less encumbrance than the same type
of mundane armor. To use these items, ready them from the Items Menu.
Enchanted weapons come in many sizes, shapes, and potencies.
Sometimes a weapon adds between one and four to your THACO and damage.
Some weapons may have other fantastic magical properties including
extra bonuses against specific types of creatures. Once a magic
weapon has been readied from the Items Menu, the character has it
readied for all combat.
Enchanted Adornments such as bracers necklaces, periapts, and
especially rings are favorite objects for magical enchantment. These
items may have any number of magical properties. Some items help your
AC, others may fire magic missiles, or offer protection from
fire-based attacks. Once one of these items has been readied from the
Items Menu, a character automatically gains all of its effects. The
exception to this rule is that certain magical necklaces require the
USE command to work.
Enchanted Clothing can be such commonplace items as gauntlets or
cloaks, but they are imbued with powerful enchantments. A wide
variety of these items are known to exist. To use these items, READY
them from the Items Menu.
BESTIARY
The denizens of these regions are many and varied. These are some of
the monsters you may encounter in your adventures. A few of these
creatures are extremely rare, and you may not cross paths with them
all. But, you may encounter a few others...
Monsters with an asterisk (*) following their names are new to the
SAVAGE FRONTIER series.
Creatures of the Forgotten Realms
Banshees
The evil spirits' keening wail strikes fear into the hearts of men.
They attack with a chilling touch.
Beholders
Also called Eye Tyrants or Spheres of Many Eyes, they are solitary
horrors of great power. Each of the creatures' eyes has a unique
magical power. Beholders are armored with tough chitinous skin.
Bulettes
Also called landsharks, these are the result of a mad mage's
experiment. They are stupid, irascible, and always hungry.
Carrion Crawlers
These are giant, segmented creatures with eight tentacles can attack
once apiece each round. Carrion crawlers paralyze their victims and
devour them.
Cockatrices
These are repulsive part rooster, part lizard beasts with the power to
turn adventurers to stone.
Cyclopskin*
Clyclopskins are large humanoids that have one eye.
Dragons
These are some of the most powerful and dangerous monsters a party can
encounter. The older and larger a dragon, the more damage it can do
and the harder it is to kill.
Driders
These hybrids are part drow, part spider. They are created from drow
who have failed dark rites of passage.
Efreets
Efreets are genies from the elemental plane of Fire. These creatures
are immune to all forms of fire, but can be hit by other magical
attacks.
Ettins
These fierce creatures look like giant tow-headed orcs. They have
great strength and wild spiked clubs that inflict terrible damage in
combat.
Fire Elementals
Elementals are strong, but relatively stupid beings conjured up from
their normal habitat on the elemental planes. Fire elementals are
terrible to behold and can be fierce opponents. They are immune to
both magical and non-magical fire attacks.
Ghouls
Ghouls are undead creatures who feed on the flesh of those who are
still living. Their attack can paralyze all races of characters
except elves.
Golems
Golems are magically created automatons of great power. Golems can be
constructed of flesh, clay, stone, or iron. Iron golems are
particularly dangerous because fire-based attacks such as fireball
heal them!
Giants
These species vary greatly in power and intelligence. The following
are the types you are likely to encounter: cloud, fire, and hill.
Some cloud and fire giants can use magic.
Greenhags*
Greenhags are a race of evil creatures related to both annis and
nighthags. They are resistant to magic and have spell-like powers. A
typical greenhag resembles a nighthag, but with green skin.
Griffons
Griffons are half-lion, half-eagle avian carnivores. Their favorite
prey are horses and their distant kin (hippogriffs, pegasi, and
unicorns).
Harpies
Harpies are wicked avian humanoids that prey upon nearly all
creatures, but prefer the flesh of humans and demihumans.
Hell Hounds
Hell hounds are other-planar creatures resembling wolves, but they can
breathe fire and detect invisible enemies.
Manticores
Manticores are a strange mix; they have a lion's torso and legs, bat's
wings, a spiketipped tail, and a human head. They can fire volleys of
spikes from their tails and have a great appetite for human flesh.
"When your body is healed by the clerics of the temple your spirit
shall be healed as well."
Margoyles
These are stony monsters that are immune to normal weapons and can
attack many times with their sharp claws and spikes. Watch out for
their stronger and faster cousins, the greater margoyle.
Neo-Otyughs
These are a larger, more dangerous cousin of the otyugh.
Ogres
These large, ugly foul-tempered humanoids generally attack with a
spiked club. Be wary of magic-using ogres.
Orcs
Orcs are one of the most common, and disliked, of the demihuman races.
They are highly aggressive and warlike.
Otyughs
These are scavengers armed with long tentacles that they use to scoop
trash into their cavernous mouths.
"Our boat moved swiftly with the current, carrying us beyond the city
walls moments after we embarked."
Purple Worms
These are enormous carnivores that burrow straight through solid
ground in search of small (adventurer-sized) morsels.
Rats, Giant
Giant rats are ferocious rodents the size of large dogs.
Remorhaz
Remorhaz are sometimes referred to as polar worms. They inhabit cold
regions and are aggressive predators who have been known to attack
even frost giants.
Rock Reptiles*
Rock reptiles are lizards with a lumpy, warty hide, and chameleon-like
powers.
Skeletons
These undead are one of the weaker types. Skeletons are animated by
evil wizards or clerics, and are often used as guardians or warriors.
Slugs, Giant
Giant slugs are huge, omnivorous mutations of the common garden pest.
They attack by biting and can spit a highly corrosive acid.
Spectres
These undead spirits haunt the most desolate and deserted places.
They attack all living creatures with mindless rage, drain life
levels, and can only be hit by magical weapons.
Spiders
These creatures are aggressive predators - even when not hungry, they
will attack creatures that disturb them. These are some of the
species you may encounter: electric and giant.
Stone Guardians*
These are golem-like figures and are very dangerous. They take
half-damage from cold, fire, and electrical-based spells and will
attack until destroyed.
Umber Hulks
These subterranean carnivores burrow through the ground with powerful
claws.
Vampires
These undead feed on the flood of the living. Often they are
indistinguishable from humans, and they maintain abilities they
possessed in life (including sometimes spellcasting). Vampires can
only be hit by magical weapons.
Wights
These undead creatures have burning eyes set in mummified features.
They feed on adventurer's life essence and can only be hit by silver
or magical weapons.
Wraiths
These evil undead spirits feed on adventurers' life essence and, like
wights, can only be hit by silver or magical weapons.
Yetis*
Yetis are large creatures that inhabit ice regions. Their white fur
makes them nearly invisible. Oftentimes, you cannot spot them until
they are within 10 to 30 feet of you.
Zombies
These are mindless, animated undead controlled by evil wizards or
clerics. While more dangerous than skeletons, they move very slowly.
These evil spirits' keening wail strikes fear into the hearts of men.
They attack with a chilling touch.
New Monsters
(The following creatures are appearing for the first time in an AD&D
fantasy role-playing product.)
Legends
AC: Armor Class; HD: Hit Dice; Mv: Movement;
Int: Intelligence; Size: Size;
Align: Alignment (N=Neutral, CE=Chaotic Evil);
THACO: To Hit Armor Class 0;
Att: Number of attacks; Dmg: Damage;
Spec Attack: Special Attacks;
Spec Def: Special Defenses;
EXP: Experience Points.
Gorgimerae, White
AC: 2; HD: 10; Mv: 12; Int: Semi; Size: L; Align: CE;
THAC0: 12; Att: 5; Dmg: 1d3/1d3/2d6/2d6/2d6
Spec Attack: Stone Breath, Frost Breath
Spec Def: None; EXP: 3312
This fearsome three-headed monster is a relative of the chimera. It
has the hindquarters and head of a gorgon; the forequarters and head
of a mountain lion; and, the mid-body wings and head of a white
dragon. It attacks with its lion's claws and all three heads. The
white dragon head can breathe twice per day, and its gorgon head can
use petrifying breath twice per day. These monsters can only be found
in cold, mountainous regions.
Ice Hounds
AC: 4; HD: 8; Mv: 12; Int: Low; Size: M; Align: LE;
THAC0: 13; Att: 1; Dmg: 1d10; Spec Attack: None
Spec Def: Nil; EXP: 742
Ice hounds are relatives of the hell hound and are not originally from
the material plane. The creatures are summoned to serve as guards in
cold weather regions. In addition to a normal bite attack, ice hounds
can breathe a cloud of frost, causing 7 points of damage (save for
half damage).
Kampfults, Giant
AC: 4; HD: 5; Mv: 3; Int: Low; Size: M; Align: N;
THACO: 15; Att: 6; Dmg: 5;
Spec Attack: Hold, Suprise; Spec Def: None; EXP 260
Giant kampfults are larger versions of the kampfult, sometimes called
the "sinewy mugger." This creature originally inhabited woodland
areas, but has been driven out by human hunters. They now can be
found in ruins or dungeon settings. Once a victim is hit by one of
the kampfults' rope-like body vines, there is no escape until the
kampfult is slain.
Spider Queens
AC: 1; HD: 9; Mv: 15; Int: Low; Size: L; Align: CE;
THACO: 11; Att: 1; Dmg: 2d8
Spec Attack: Poison (death); Spec Def: None; EXP: 892
A fearsome leader of arachnids, a spider queen sometimes appears with
large numbers of lesser spiders.
Yeti, Chiefs
AC: 5; HD: 7 Mv: 12; Int: Low; Size: L; Align: TN;
THACO: 13; Att: 2; Dmg: 1d8+2;
Spec Attack: Squeeze, Fear; Spec Def: Immune to cold, takes additional 50%
damage from fire attacks;
EXP 855
These yeti leaders are harder to defeat than most other yeti. This
gives the chief the ability to lead fellow yeti.
Yeti, Guards
AC: 6; HD: 5; Mv: 12; Int: Low; Size: L; Align: TN;
THACO: 10; Att: 2; Dmg: 1d12+3;
Spec Attack: Squeeze Fear: Spec Def: Immune to cold, takes additional 50%
damage from fire attacks and is 50% magic resistant; EXP: 1765
This large ferocious yeti is rumored to live high in the Icy
Mountains. These are the most difficult yeti to defeat because of
their magic resistance.
Vilstraks, Great
AC: 2; HD: 3; Mv: 9; Int: Low; Size: L; Align: N;
THACO: 16; Att: 2; Dmg: 1d4+1;
Spec Attack: Suprise; Spec Def: None; EXP: 14
Greater vilstraks are giant vilstraks, also called "marl muggers" or
"tunnel thugs." A vilstrak's stony surface provides it with both
excellent protection and the uncanny ability to physically merge with
earth or stone.
SPELL DESCRIPTIONS
Cleric Spells
First Level Cleric Spells
Bless improves the THACO of friendly characters by 1. Bless cannot
affect characters who are adjacent to monsters when the spell is cast,
and the spell is not cumulative. This is a good spell to cast before
going into combat.
Curse reduces the THACO of targets of 1. The target cannot be
adjacent to a party character or NPC, and effects are not cumulative.
Cause Light Wounds inflicts 1-8 hit points of damage on a target.
Cure Light Wounds heals 1-8 hit points, up to the target's normal
maximum hit points.
Detect Magic indicates which equipment or treasure items are magical.
After casting the spell, view a character's items or take treasure
items, and equipment or treasure preceded by an '*' is magical.
Protection from Evil improves the AC and saving throws of the target
by 2 against attackers of evil alignment. The effects of the spell
are not cumulative.
Protection from Good improves the AC and saving throws of the target
by 2 against attackers of good alignment. The effects of the spell
are not cumulative.
Resist Cold halves damage from cold attacks and improves saving throws
vs. cold attacks by 3.
Second Level Cleric Spells
Find Traps indicates the presence of traps in the party's path.
Hold Person may paralyze targets of character types (human, dwarf,
etc.). You may aim a hold person spell at up to 3 targets (use the
EXIT command to target fewer).
Resist Fire halves damage from fire attacks and improves saving throws
vs. fire attacks by 3.
Silence 15' Radius magically dampens all sound in the area around the
target. The target character or monster, and all adjacent, 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 hit points of snakes as the cleric has
hit points.
Spiritual Hammer creates a temporary magic hammer that is
automatically readied. It can be thrown and does normal hammer
damage. Spiritual hammers can hit monsters that may only be struck by
magic weapons.
Third Level Cleric Spells
Bestow Curse reduces the target's THACO and saving throws by 4.
Cause Blindness blinds one target. This can only be cursed by a cure
blindness spell.
Cure Blindness counters the effects of cause blindness.
Cause Disease infects the target with a debilitating ailment that saps
strength and hit points.
Cure Disease removes the effects of disease caused by some monsters or
cause disease spells.
Dispel Magic removes the effects spells that do not have specific
counter spells. This is the cure spell for any characters that have
been held, slowed or made nauseous.
Prayer improves the THACO and saving throws of friendly characters by
1 and reduces the THACO and saving throws of monsters 1. This is a
good spell to cast before going into combat, but it is not cumulative.
"No one can guarantee you'll reach the islands safely -- not in this
time of troubles. But our vessels are the fastest on the Trackless
Sea!"
Remove Curse removes the effects of a bestow curse spell and allows
the target to unready cursed magic items.
Fourth Level Cleric Spells
Cause Serious Wounds inflicts 3-17 hit points of damage on a target.
Cure Serious Wounds heals 3-17 hit points, up to the target's normal
maximum hit points.
Neutralize Poison revives a poisoned person.
Poison causes the target to save versus poison or die.
Protection from Evil 10' Radius can be cast on a character or a
monster and improves the AC and saving throws of the target and all
adjacent friendly characters by 2 against evil attackers. The effects
of this spell are not cumulative.
Sticks to Snakes causes a distracting mass of snakes to torment the
target. The snakes make movement and spell casting impossible for the
duration of the spell.
"I was the one who said we should cast detect magic on the spider's
treasure. But do they give me the magical sword? Noooo...."
Fifth Level Cleric Spells
Cause Critical Wounds inflicts 6-27 hit points of damage of a target.
Cure Critical Wounds heals 6-27 hit points of damage, up to a target's
normal maximum hit points.
Dispel Evil improves the target's AC by 7 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.
Flame Strike allows the cleric to call a column of fire down from the
heavens onto a target. The spells does 6-48 points of damage to any
target that fails its saving throw.
Raise Dead can bring back to life one non-elf character. The chances
for success are based on the character's constitution and how long the
character has been dead. The raised character has 1 hit point and
loses 1 point of constitution.
Slay Living is a reversal of the raise dead spell and kills one
target. If the target makes its saving throw, then it suffers 3-17
hit points of damage.
Druid Spells
First Level Druid Spells
Detect Magic indicates which equipment or treasure items are magical.
After casting the spell, view a character's items or Take treasure
items, and equipment or treasure preceded by an '*' is magical.
Entangle causes plants to grow and entwine around the feet of any
creature in the area of effect. Be careful not to catch allies in the
spell area.
Faerie Fire rings a targeted creature in magical light. This spell
outlines otherwise invisible targets and give a +2 THACO bonus to
anyone attacking an affected creature.
Invisibility to Animals make the target invisible to non-magical, low
or non-intelligent animals. This spell does not offer protection
against intelligent opponents or magical creatures.
Magic-User Spells
First Level Magic-User Spells
Burning Hands causes 1 hit point of fire damage per level of the
caster. There is no saving throw.
Charm Person changes the target's allegiance in combat so that an
opponent fights for the caster's side. It only affects character
types (human, dwarf, etc.).
Detect Magic indicates which equipment or treasure items are magical.
After casting the spell, view a character's items or take treasure
items, and equipment or treasure preceded by an '*' is magical.
Enlarge makes the target larger and stronger. The higher the caster's
level, the greater the spell's effect.
Friends raises the caster's charisma by 2-8 points. It is best cast
just before dealing with NPCs.
Magic Missiles dies 2-5 hit points per missile with no saving throw.
A magic-user throws 1 missile for every 2 levels (1 at levels 1-2, 2
at levels 3-4, etc.). This spell damages any single target within its
range unless the target is magic resistant or has magical protection
such as a shield spell. This spell casts instantaneously.
Protection from Evil improves the AC and saving throws of the target
by 2 against attackers of evil alignment.
Read Magic allows a magic-user to ready a scroll and read it. This is
identical to having a scroll identified in a shop. After casting read
magic, a magic-user may cast any scroll spells or scribe them if they
are appropriate for his and level.
Shield negates enemy magic missile spells, improves the magic-user's
saving throw, and may increase his AC.
Shocking Grasp does 1-8 hit points of electrical damage +1 hit point
per level of caster.
Sleep puts 1-16 targets (depending on the size of the targets) to
sleep with no saving throw. For example, up to sixteen 1 hit die
targets can be affected, while only one 4 hit-die target can be
affected. Targets of 5 or more hit-dice are unaffected.
Second Level Magic-User Spells
Detect Invisibility allows the target to spot invisible creatures.
Invisibility makes the target invisible. The THACO of melee attacks
against invisible targets is reduced by 4, and it is impossible to aim
ranged attacks at them. Invisibility is dispelled when the target
attacks or casts a spell.
Knock opens locks. The spell affects both magically and non-magically
locked doors, chest, etc.
Mirror Image creates 1-4 illusionary duplicates of the magic-user to
draw off attacks. A duplicate disappears when it is attacked.
Ray of Enfeeblement reduces the target's strength by 25% + 2% per
level of the caster.
Stinking Cloud paralyzes those in its area of effect for 2-5 rounds.
If the target saves, it is not paralyzed but is nauseous and has its
AC reduced for 2 rounds.
Strength raises the target's strength by 1-8 points depending on the
class of the target.
Third Level Magic-User Spells
Blink protects the magic-user. The magic-user 'blinks out' after he
acts each round. Although the magic-user may be physically attacked
before he acts each round, he may not be attacked after.
Dispel Magic removes the effects of spells that do not have specific
counter spells. This is a recuperation spell for any characters that
have been held, slowed, or made nauseous.
Fireball is a magical explosion that does 1-6 points of damage per
level of the caster to all targets within its area. If the target
makes its saving throw, damage is halved. Fireball is a slow-casting
spell, and the spell's power demands that you target carefully. Use
the CENTER command to determine who will be in the area of effect.
Haste doubles the target's movement and number of melee attacks per
round. Haste has a short duration, so you should wait until a fight
is imminent to cast it. Warning: characters age one year each time a
haste spell is cast on them.
Hold Person may paralyze targets of character types (human, dwarf,
etc.). You may aim a hold person spell at up to 4 targets (use the
EXIT command to target fewer).
Invisibility, 10' Radius makes all targets adjacent to the caster
invisible. The THACO of melee attacks against invisible targets is
reduced by 4, and it is impossible to aim ranged attacks at them. Use
this spell to set up a battle line while your enemies seek you out.
Characters lose invisibility if they do anything but move. Remember:
some monsters can see invisible creatures.
Lightning Bolt is a magical electrical attack that does 1-6 hit points
of damage per level of the caster to each target along its path.
Damage is halved if the targets make their saving throw.. A lightning
bolt is 8 squares long in a line away from the caster. For best
results, send the bolt down a row of opponents. Lightning bolts also
reflect off walls back toward the spellcaster. Targets adjacent or
close to a wall may be hit twice by the same bolt.
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 2 against attackers of evil
alignment.
Protection from Good, 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 2 against attackers of good
alignment.
Protection from Normal Missiles makes the target immune to non-magical
missiles.
Slow affects 1 target per level of caster and halves the target's
movement and number of melee attacks per round. Slow can be used to
negate a haste spell and only affects the side opposing the
spellcaster.
Fourth Level Magic-User Spells
Charm Monster changes the target's allegiance in combat so it fights
on the side of the magic-user. The spell works on most living
creatures. The spell affects 2-8 one hit-die targets, 1-4 two hit-die
targets, 1-2 three hit-die targets, or 1 target of four or more hit
dice.
Confusion affects 2-16 targets, causing them to make a saving throw
each round or stand confused, become enraged, flee in terror, or go
berserk. Confusion is most effective when used against a large number
of enemies.
Dimension Door allows the magic-user to teleport himself to another
point on the battlefield within his line of sight and the range of the
spell. Magic-users can use it for quick escapes. Fighter/magic-users
can use dimension door to reach enemy spellcasters or ranged weapons.
Fear causes all within its area to flee in terror if they fail their
saving throws.
Fire Shield protects the magic-user so that any creature who hits the
caster in melee does normal damage, but takes twice that damage in
return. The shield may be attuned to heat attacks or cold attacks.
The magic-user takes half damaged (no damage if he makes his saving
throw) and has his saving throw from the opposite type of attack
improved by 2. He takes double damage from the type of attack the
shield is attuned to.
Fumble causes the target to become clumsy and unable to move or
attack. If the target makes his saving throw, his attacks and
movement are halved.
Ice Storm does 3-30 hit points to all targets within its area. There
is no saving throw. This spell even inflicts full damage on opponents
protected by resist cold.
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.
Remove Curse removes the effects of a bestow curse spell and allows
the target to unready cursed magic items.
Fifth Level Magic-User Spells
Cloud Kill is similar to the stinking cloud spell, except that its
area of effect is larger and it kills weaker monsters. More powerful
monsters may be immune to the spell.
"He called the roll of ancient, crumbling parchment a "treasure map."
For so few coins, how could we refuse?"
Cone of Cold unleashes a withering cone-shaped blast of cold. The
spell's range and damage increases with the caster's level.
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.
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.
Hold Monster is similar to hold person, except that it affects a wider
variety of creatures.
Iron Skin causes the mage's skin to become extremely tough and magic
resistant. The mage's AC is reduced by 4.
JOURNAL ENTRY 1
JOURNAL ENTRY 2
BJORN'S TALE
The leader of the men, wrapped in thick furs, faces you, arms raised.
As he prepares to speak, many Northmen and the smaller Ice Hunters
push in behind you.
"I am Bjorn, Son of Bjorn, Chief of this village," he begins.
JOURNAL ENTRY 3
THE ZHENTARIM DOCTOR'S WARNING
"The Lord's Men have broken through the wall of the southeast tower
and into the dwarves' stronghold. Lord Geildarr intends to surprise
Milzorr and the others and slay them while they sleep. You may be
able to reach the area through the tower, or from the north through
the dwarven fortress.
"If the trap works and the dwarven leaders are ambushed, the rebellion
will be doomed! Good luck to you, and thank you for showing mercy on
these helpless enemies."
JOURNAL ENTRY 4
RABGAR'S INTRODUCTION
"Brave adventurer's," he continues. "You are facing powers great and
evil, forces beyond your current means. You must fight hard and use
every resource of your strength and wits if you are to prevail. But
there is hope."
Rabgar pauses to peer into the eyes of each member of the party. "I
charge you with a quest, the quest of the three dungeons. Succeed and
you shall be the stronger. Fail and your weakness shall be your
downfall."
The old man's voice abruptly quiets, as he struggles to straighten his
back and stand fully upright. "Seek the dwarves throughout the land;
hear what they have to say. They are your friends. They shall direct
you on your quest. And when they cannot, let Silvanus be your guide!"
Rabgar stoops, grasping his stick for balance, then turns and wanders
away.
JOURNAL ENTRY 5
THE DWARVES IN THE TAVERN
"Thank you for entering this battle and helping us against the Zhentil
invaders.
"We control the area of Llorkh south of the river, as well as our
ancient stronghold. More dwarves are coming in from the hills to help
us, but more Zhentarim stragglers from Ascore keep arriving, too.
"We need to wear down the Zhentarim before we attack the Keep and go
after Lord Geildarr himself. If we clear the rest of the town he will
have to keep sending soldiers and monsters to try to stop us, and soon
the forces remaining at the Keep will be weak enough for us to face
them and regain our city."
JOURNAL ENTRY 6
BETRAYED BY THE DWARVES!
We looked around us at the ring of Zhentarim soldiers, each with a
crossbow aimed squarely at our hearts. Lord Geildarr pushed his way
through to face us, a sneer of satisfaction slicing across his twisted
face.
"So," he taunted us, "the Heroes of Ascore have arrived to rescue the
dwarves! Your trap has worked perfectly, your majesty!"
Grazoun came forward, shaking his fist defiantly while staying behind
Geildarr's robes. "The dwarves of Llorkh don't need your help! We have
a dwarven king again, and it is King Grazoun the Great!'
"Your Majesty, I suggest that these bandits be thrown into your
dungeon." Geildarr's suggestion sounded like a command, and the
soldiers pulled us away even before the newly-named King could reply.
JOURNAL ENTRY 7
THE SCRAPS OF PAPER
Sifting through the mess, we found one handwritten page that was still
partially legible. It held a reference to someone whose name ended in
the letters "amon," and something about his "foolish death on the
horns of his own brazen overconfidence."
Farther down the page were what looked like directions to or from (we
could not tell which) a place far off to the East. Then, in another's
writing, scribbled hastily over the directions, was "gate Keep."
It was impossible to make out anything else.
JOURNAL ENTRY 8
THE SKELETON IN THE HALLWAY
Lying in front of us was the skeleton of a man, his leather armor torn
and scattered.
From the bloodstains on the floor we could see that this was no
ancient artifact. This corridor appeared to lead only to a storage
area, but some poor wretch had come this way and met a monster so
fearsome that now only his bones remained.
JOURNAL ENTRY 9
TALE OF THE BIG FISH
One man stands to speak. "I am Big Fish in Cold Water. My people are
the Ice Hunters. Our leader, Bleak Sky at Morning, expects your
coming. He knows what you would know. Seek him. Go to Icewolf. Two
of my people and two Northmen await your arrival at the Northern dock.
Go there. Hurry. The evil men in black robes are close behind."
JOURNAL ENTRY 10
JARBARKAS' STORY
"My names is Jarbarkas, and I am from a village called Windycliffs on
the Sword Coast. Recently both Windycliffs and Leilon were sacked by
ruthless buccaneers from Luskan, and much of the village lies in
ruins.
"Like some great stone tree, the tower rose to pierce the bright blue
sky. But its beauty could not hide the evil that lay within."
"Swearing revenge on the cowards who burned my home, I set out to
offer my services to the Lords' Alliance. A group of volunteers was
leaving Waterdeep to come to Llorkh to help dwarves, and I joined them
in their mission.
"But no sooner did we arrive than we were ambushed by a force of men
and monsters. My companions were killed, and I was overpowered and
taken prisoner.
"Lord Geildarr himself questioned me. He was very disappointed to
hear we had just arrived and knew nothing of the dwarves' plans. He
had just animated that skeleton to kill me when you came in.
"I would be very careful to search all enemies carefully for any kind
of crystal. I know not what the powers of these crystals may be, but
they were very careful to shatter them rather than let the stones fall
into our hands. There are three different colors, and no single
person is ever entrusted with more than more."
JOURNAL ENTRY 11
THE NOTE FROM AMANITAS
Dear Friends,
Since you are reading this note I presume that you have won the battle
for Llorkh, and that Milzorr and his people are now free.
And, I suppose, if you're not reading this note you have died nobly in
support of a Good cause and are worthy of great honors as well.
But, to save time, I will deal only with what you are to do if you are
still alive. Please come see me in Secomber as soon as you can, for I
will have more information for you on the strange goings-on in the
land.
Be prepared before traveling across the wilderness to Secomber. The
snows are coming early this year, and the roads are dangerous when the
drifts make travel slow. If the river starts to freeze the boat
rental shops will not be open, and you will be forced to march
overland.
Erek and I await your arrival. I believe he is quite excited at the
prospect of being rude to you once more.
- Amelior Amanitas of Secomber
JOURNAL ENTRY 12
THE ARRIVAL AT MINTARN
The men in the small boat rowed away in a great hurry, and the crew
began to run about the decks frantically, cursing at every step.
"What's going on?" we asked one sailor as he hurried by.
"Something's wrong at the docks - there's fighting there. Have to
swing 'round to the old pier!"
Our vessels slowly tacked northward, and an hour later we disembarked
onto a rickety, disintegrating dock. Around us the town looked like
an armed camp, with soldiers running everywhere and worried looks on
all the faces.
JOURNAL ENTRY 13
AMANITAS' EXPLANATIONS
"Dear friends, I am glad you have returned to see me once again. I
have learned much since we last spoke.
"A renegade beholder from Zhentil Keep has established a headquarters
in Port Llast. There it hopes to prepare a safe haven for a large
number of its hideous fellow monsters from across the Great Desert.
"They plan to go to the towns and cities of the Savage Frontier and
coordinate a renewed attempt by the Zhentarim to overrun the region
through the Great Desert. We must find the beholder and stop this
plan before it starts!"
JOURNAL ENTRY 14
Cortarra's Note
"I believe, my lord, that the story might be true. The young man
appears to know nothing of the...."
Here Cortarra had stopped in the writing of her letter. What we would
give to learn what secrets it might have contained.
JOURNAL ENTRY 15
THE ICE HUNTER'S TALE
"I am Bjorn of the Sea. We Ice Hunters are sent to greet you. Do not
fight the Northmen - it was a mistake to make them enemies. They
believe you have angered Tempus and will attack you. Seek our leader,
Bleak Sky at Morning. He knows the way."
JOURNAL ENTRY 16
AN ENCOUNTER WITH THE GUARDS
The guards stopped us at the gates of Waterdeep and demanded to know
our business. Several had crossbows and looked nervous - they had
heard all the talk of impending war and were ready to shed the blood
of the first Luskan spies they set eyes on.
"We're the Heroes of Ascore," we called out, "and we bear a letter for
Lord Piergeiron from the famous magic-user Amelior Amanitas of
Secomber."
The guard captain looked at us through narrow, suspicious eyes. "Let's
see this letter."
We handed him the envelope Amanitas had given. "We don't know what
information if contains, but it is urgent that it reaches Lord
Piergeiron."
The captain glanced at the letter, then signaled for a troop of his
men to escort us -- or to prevent us from escaping. "Follow me," he
ordered. "We will go directly to the castle."
MAP OF THE SAVAGE FRONTIER
JOURNAL ENTRY 17
THE GUARDSMAN'S STORY
"Sorry, but there was a big fire after the Zhentarim fought the Heroes
of Ascore here. Now we have to rebuild that whole northern section of
town - no one's allowed to go that way.
"They say Vaalgamon himself burned his local headquarters to keep it
from falling into our hands. He was afraid if we Loudwater city
guardsmen got hold of his plans we'd have stopped the whole invasion
even before he got to Ascore.
"You knew the Heroes of Ascore fought here, too, didn't you? Before
they went up to Ascore, I mean. Had a pitched battle with an army of
Zhentarim forces right here in these streets. We city guardsmen
fought right along beside them - I was on the front line, myself, for
the final battle before the bridge. Almost got to strike a blow at
old Vaalgamon himself but then he turned and ran!
"So when they tell you of the Heroes of Ascore, remember Loudwater,
too. If they were here they'd tell you, loud and clear. Without us
city guardsmen they might never have made it out of Loudwater!"
JOURNAL ENTRY 18
THE MINERS' STORY
A strong, young dwarf in ring mail of burnished copper stepped
forward. "We are in need. Our mine has been taken. All whom we send
into the shaft then never return. Their last, terrible screams reach
our ears, but we know nothing more."
JOURNAL ENTRY 19
CORTARRA'S NOTE
"I believe, my lord, that the story might be true. The girl appears
to know nothing of the ..."
Here Cortarra had stopped in the writing of her letter. What we would
give to learn what secrets it might have contained!
JOURNAL ENTRY 20
THE SHEARMASTER'S TALE
A man in purple and blue robes at the head of the crowd opens his arms
wide and proclaims, "Our Heroes! We are free from the great
snowmonster and his minions!"
As the throng cheered, he came to each of us in turn and shook our
hands. "I am the ShearMaster, brother of Menaster, head of the
Triumvirate of Fireshear, and leader of this town. I and my people
thank you."
A commotion swept through the crowd of newly-freed miners. "What of
our friends at the docks? someone called out.
"Yes, you are right! We must go to the docks, to the west!" the
ShearMaster called out. "Free the docks from the great evil there!
Hurry! Heroes of Ascore, will you lead the way?"
The crowd quieted and looked anxiously to us for a reply. Without
hesitation, we all nodded and shouted. "To the docks!"
JOURNAL ENTRY 21
A KRAKEN NOTE
A portion of the note was soaked in blood and was illegible. The part
that remained read:
"...been prepared and are being sent south. We created a different
one for every mission in the plan, with coded names to make them easy
to identify. Our superstitious enemies will help us spread the
instruc..."
JOURNAL ENTRY 22
OUGO THE STRANGE
Beneath his swirling red hair the man's face was covered with patterns
of tattoos. A dark shadow covered much of his forehead, and the lines
across his features seemed to change even as we watched.
For a moment the eternal smile of a clown appeared, followed closely
by the image of a tear falling from one eye. He carried a mask on a
stick in one hand - but in contrast to his face, its features were
completely plain and unadorned.
And, as a citizen of Farr windward, he bore the bold red circle tattoo
on his left forearm.
"I am Ougo," he said pumping each of our hands in greeting. "When I
lived in Neverwinter I was called Ougo the Strange." He smiled at us
and winked. "You know, I have a tattoo on my back depicting the mural
on the ceiling of the Temple of Oghma in Neverwinter!"
We all indicated how impressive this was, and, perhaps mercifully,
Ougo the Strange let the matter drop without forcing us to admire this
tattoo.
"Why is everyone outside so happy?" we asked.
"Because this is the house of Haalbok, and he died just this morning."
"That is so strange!" we exclaimed.
"Ah, how clever! I see you understood my point about being strange!"
Ougo the Strange said, smiling.
We all looked at each other, completely confused.
From the back row of the party came a single, soft voice. "I'm sorry,
but I don't understand. Why is everyone happy that Haalbok is dead?"
Ougo the Strange nodded. "I will be happy to explain what your
companions already understand. Haalbok is now free from Farr
Windward, so we celebrate for him. Death is normal -- he has returned
to normalcy. We are given everything else in Farr Windward: food,
clothing, entertainment.
"Even the Heroes of Ascore will seek my Hall of Training to improve
their skills! Fighters, wizards, and clerics all say we are the best."
"Freedom is the one thing we have to seek out for ourselves, and he
has found it! Let us celebrate!"
JOURNAL ENTRY 23
A CONVERSATION WITH EREK
The bird cackled derisively as we stepped inside, and Erek slammed the
door in its face with a great swing of his massive right arm.
"Blasted bird," Erek told us. "You should ignore everything it says!
Amanitas taught it to discourage traveling merchants and welcome
visitors. Now it welcomes the merchants and chases away all his
friends! How can anyone stand a creature so stubborn and ill-tempered
as that!?"
"Just this week I've been besieged by one loudmouthed man selling food
dicing contraptions, another with a book called 'You Can Improve Your
Charisma!', and a woman who said that for ten platinum pieces she
would help me lose fifty pounds by eating nothing but celery!"
"Amanitas is in here. He's been waiting for you." Escorting us into
the library, Erek grunted to indicate our arrival and stalked out of
the room.
"The tavern was loud and raucous, and a good time was had by all. By
the end of the evening we thought we knew everyone in Leilon!"
JOURNAL ENTRY 24
SIULAJIA'S STORY
"I am called Siulajia, and I was raised in the High Forest. My
father, Lezoul of the Great Oaks, protects groups of pilgrims who
travel up the Unicorn Run into the forest to pay homage to the Goddess
Mielikki.
One day, not long ago, I was hunting near the edge of the woods. I
saw something moving in the trees, and soon a tattered, ragtag party
of orcs, men, and ettins came beating through the underbrush. They
were stragglers from the battle at Ascore.
I turned to slip away -- and ran into the arms of a hill giant coming
the other way. He called to the others, and one, a man in a black
cape, said they should bring me along as a gift for Lord Geildarr. I
feigned interest in meeting him so they might let down their guard and
allow me to escape.
But my plan went wrong. When we arrived and Cortarra heard that I
wanted to meet Lord Geildarr, she became jealous and had me placed in
chains. Instead of making them let down their guard, my ruse had
turned a powerful sorceress into an enemy! Why she didn't kill me on
the spot I'll never know - she seemed fascinated with the work of my
father.
"In any case, I am grateful to you all for rescuing me from the trap
of my own making."
JOURNAL ENTRY 25
THE FOUL-SMELLING SAILOR
"There are shops on the road that leads west to the docks. You may
find unusual items in some places, common ones elsewhere. An inn lies
just west of here.
"Be careful of locked doors here in town - people have goods here they
don't want inspected. Some of the goods are bads, and some have their
own opinions about being inspected." He chuckled at his little joke,
and his breath smelled like dead barnacles.
"You don't look like you're ready to take on the kinds of enemies
you'll find in Mintarn and Orlumbor, but when your party grows
stronger come back to this little town and you'll be able to book
passage to go there. There are two docks on the western end of town.
Ships at the north one go to Mintarn, and the southern ones go to
Orlumbor. Get there by 6:00 in the morning to travel -- and whatever
you do, don't snoop around the docks after dark."
We thanked him and moved on, grateful for the chance to once again
take a deep breath.
JOURNAL ENTRY 26
The Guard's Story
"It's you! It's You!" the guard told us, a delighted smile covering
his face. You're the Heroes of Ascore!"
We admitted that we were in fact the celebrated adventurers.
"Amelior Amanitas, the great wizard from Secomber, was here looking
for you only days ago! He flew over this very spot in a great ship
suspended in the air from what looked like a gigantic, multicolored
balloon!
"He told us that if we saw the Heroes of Ascore we were to tell you to
come see him in Secomber, that your help was needed urgently once
again, and that he had something important to give you!"
We all looked at each other -- the message in each pair of eyes was
the same. It was time to hurry to Secomber.
JOURNAL ENTRY 27
Tulgar Wrighttson's Story
"I'm concerned that more and more warships flying the flag of
Waterdeep keep appearing in the harbor. These are not regular
warships, but sleek-hulled galleys filled with warriors. I don't like
it...don't like it at all!
"While you're here, steer clear of Farr Windward - it's an exile
colony of the crazed, the obsessed and the misfits from the mainland.
I detest having it here on the island - I'd like to open the gates and
let them all go home. But after so many generations of treaties there
is nothing I can do."
JOURNAL ENTRY 28
THE ESCORT FROM WATERDEEP
The soldier wore the distinctive uniform of Waterdeep. "You're here!"
he shouted, turning to the crowd. Hey everyone, it's the Heroes of
Ascore!" The patrons broke into spontaneous applause. Frankly, we
were both embarrassed and pleased with all the hoopla.
The soldier faced us once more. "We're the escort from Waterdeep. We
were sent to help guard the ambassadors from Neverwinter and Mirabar
for the rest of the journey. They're not here yet, but they are
expected to arrive this evening.
"We'd heard you'd be coming with us - this is such a thrill!"
JOURNAL ENTRY 29
THE TYRANT'S STORY
"I've always been friendly to Waterdeep, and how do they repay me?
They send their soldiers to take over our docks!" The Tyrant paced
madly, to and fro.
"They say they are protecting the Trackless Sea from the pirates, but
there were no pirate ships based here - I've always seen to that! If
they don't get out now, I care not for the size of Waterdeep's navy -
I will declare war against them and strangle them the seas!"
JOURNAL ENTRY 30
PRISONERS!
The room seemed to be the bedroom of a farmhouse. All the furniture
was gone, and a thin layer of straw on the floor was the only bed.
We thought it was strange that they didn't take away our weapons, but
then we examined the door and the boards covering the windows. They
were made of heavy wood held together by steel fittings, and when we
hacked at the door with our swords we could hear guards on the
opposite side laughing.
Keep trying! they called out. By the time you carve your way through
this door the High Captains of Luskan will be sipping tea in the
palaces of Waterdeep!
JOURNAL ENTRY 31
THE GUARD'S STORY
"Whoa, that was a close call! I'm sure glad you came along!
"Malchor Harpell really is at the Tower of Twilight, and I think he's
probably safe there. But Krakens and hooligans from Luskan have taken
over the town.
"They have monsters locked in corrals at some of the local ranches. I
hate to think what they're planning to do with them!"
JOURNAL ENTRY 32
THE PSYCHIC'S STORY
The robed man looked up for a moment, surprised. "You are the Heroes
of Ascore!"
We nodded and said, "Yes."
His ancient eyes peered at us intently. "You have risen to great
heights, and all in the Northern Realms know of your heroism. But to
climb still higher you will first have to fall to great depths.
"The mountaintop of honor awaits you once again, but you will survive
to see it only if you are skillful and brave - and if you remain loyal
and faithful to your cause.
"If you fear death do not go on, for it shall stalk your every step.
If you have doubts, if you are unsure of the rightness of your quest,
do not go on, for only through a unity of purpose and spirit will you
survive."
We paid the old psychic, thanked him and departed, looking in each
others' eyes for the glint of undaunted determination he had said
would bring us through.
It was still there.
JOURNAL ENTRY 33
THE GUARDS' STORY
Guards in strange uniforms stepped up to inspect the party. "You may
stay in Farr Windward as long as you wish," they told bus, "but when
you leave none of the citizens may come with you.
"Farr Windward is maintained by the major cities of the Sword Coast as
a community for those who are unable to live with others in normal
society. Please understand its importance and its benefits, and
respect its rules.
"Remember the penalty for attempting to escape from Farr Windward - or
helping others to escape - is death!"
JOURNAL ENTRY 34
RESCUED!
The dream seemed so real! The women pulled at the chains, twisting
something in the locks until they fell away and we were freed!
They pulled us away through the water, swimming rapidly even as they
dragged our armored bodies with them. Their long hair undulated in
the underwater breeze, and they seemed to smile at us to show that
everything would be all right. Such a lovely dream this was!
Our precious air stayed tightly sealed within our lungs, but its life
still seeped away. As the darkness came rolling in like evening fog
and covered the last peaks of our consciousness, we looked up into the
beautiful faces of these women who carried us and smiled. If this was
death by drowning, it was as sweet a death as there could be....
We awakened, shivering, in a freezing cavern - but we were still
alive!
"Quick, get more blankets! They're still too cold!" The voice was that
of someone accustomed to command, and we opened our eyes to see a
circle of faces looking down at us in the dim torchlight.
As more blankets were wrapped around our trembling bodies, we realized
that the women were not a dream. Hair still wet, they stood side by
side with the others, peering at us with concern. Beside them were a
group of elves.
"They'll be all right," the leader told them, seeing the same look in
their eyes. "If you hadn't been there at the moment they fell in, they
never would have made it. You can see -- they can only breathe air."
"They didn't fall in. They were thrown in," responded one of the
women. "They were thrown in. With chains and locks. Thrown in off
the pier."
"That's right," we told them, and then proceeded to explain how the
letter given to us by Amanitas had been switched with the
incriminating note, presumably while we were prisoners in Leilon.
"I knew we escaped from there too easily!" chimed in a voice from the
back of the party. "That was the whole point, to capture us and plant
that letter to discredit us with the Lords' Alliance!"
The elf leader nodded. "Even we elves of the sea, who avoid the
problems of the land whenever possible, have heard of the Heroes of
Ascore. If your enemies had simply slit your throats you would have
been transformed into martyred gods and inspired the Lords' Alliance
to fight on. This plan was more clever, because it was the leading
city of the Lord's Alliance that sentenced you to death!"
"We have no choice," we told them. "We must go back and defeat the
evil plans of our enemies. Only then will the Lords' Alliance know
that we aren't traitors!"
"The castle loomed up from a rocky promontory, its towers visible from
the entire island. What great friend or foe lives here?"
"Thanks to the Sirines of the Trackless Sea, you will have the
chance," the elf said, smiling. We struggled to our feet to thank
them for saving our lives, and there was much embracing among
everyone.
"Sadly, the harbor is too well guarded for us to take you back the way
you came", the sirines' leader told us after we had settled down to
eat.
The elf nodded. "I agree. The only way out of these caverns by land
is full of danger, but it is just that - the only way. One room here
connects to the passageways of an ancient dungeon outside of
Waterdeep. We have blocked the entrance, but you will be able to move
the stone and pass through.
"The dungeon is inhabited by dangerous monsters, so please, rest here
and save your strength before you go." Warm broth was served, and we
passed many hours sharing stories with the elves and sirines who had
saved our lives.
JOURNAL ENTRY 35
THE RANCHER'S STORY
"Those tattooed Kraken squid lovers, they'll suck you dry faster than
a snake in the Great Desert in the noonday sun.
"And they don't want to pay the money they was offerin', neither. I
weren't gonna do it fer less. And old Jasper, be my guess he weren't
neither. But he don't know they lowered the price yet.
"Maybe you oughta go an' chat with him. His ranch is right due east
o' here. Right across from the stables."
JOURNAL ENTRY 36
A SCRIBBLED NOTE
We opened the hastily-scribbled note.
It read:
Kaarno-
Golozz the Greedy says he's going to toast you with his breath and eat
you for dinner tonight unless he gets the gold you promised him from
that ship we took off Leilon! He's not joking! He could burn this
whole village to the ground at any moment!
You know how his moods are - you can't use logic with him! I heard him
roaring through the walls last night while I tried to sleep!
Get him that gold, and fast!
-Osalt
JOURNAL ENTRY 37
THE INVASION BY WATERDEEP
"It's an invasion! Soldiers from Waterdeep have taken over the docks
as a base to fight the pirates!
"Why would they do this to the Tyrant? He's always fought the pirates
of Luskan!
"You know, the Tyrant is fair and honest with the people of Mintarn,
but he is a Tyrant when it comes to keeping our island independent!
There's talk of war against Waterdeep!"
JOURNAL ENTRY 38
THE OLD MAN'S STORY
"The great lie you have just uncovered is a plan we have prepared for
some time, for just as our enemies have spied on us, we have spied on
them.
"When we heard you had arrived in the city, we set the plan in motion
-- with the help of the Heroes of Ascore we knew that we could finally
succeed where so many others had failed.
"My dear friend Ougo here organized the celebrations throughout the
city, knowing they would stretch the spy network to its fullest as
they tried to follow every movement of each small group. We knew that
with our help you could find and eliminate the two places we needed to
destroy in order to free the city.
"But one more step yet remains in our plan, and we must take it now."
He examined the brand which was recovered from the spies' secret
chamber, did something to it we couldn't see, then returned it.
JOURNAL ENTRY 39
THE RESCUED MAN'S STORY
"Strange-looking men in Waterdeep uniforms have been pillaging the
country-side. I'm a veteran of the troll wars; I fought for Waterdeep
for twenty years. One look at this scurvy lot told me they're not
from any army I ever served in.
"The farmer around here have turned against Waterdeep and the Lords'
alliance because of the attacks. I went to a town meeting and tried
to tell them it was a trick, someone dressing up like soldiers.
"They thought I was a spy and threw me out. I'm lying there face-down
in the mud, and no sooner do they vanish back inside than I see the
dirty pants-leg of a Waterdeep uniform six inches from my face.
"The imposters dragged me down here to silence me permanently. If you
hadn't come along I'd have been monster fodder, sure as anything.
Thank you, and may Helm protect you on your quest!"
JOURNAL ENTRY 40
JAGAERDA'S STORY
"Pirates have been attacking merchant ships up and down the coast,
including those bound for my home in Gundarlun. Many of our sailors
were killed and a number of vessels lost.
"I started going to sea with the merchant ships - against Father's
wishes, of course - to try to find out what was going on. The last
vessel I was on reached Mintarn safely after fighting off two attacks,
and I learned of this supposed Waterdeep invasion."
She looked down at the dead guards. "This is the first time I've ever
seen soldiers from Waterdeep with tattoos of a purple squid on their
arms! These are Krakens!"
JOURNAL ENTRY 41
THE BUREAUCRAT'S STORY
"I see you may be going west to the town of Farr Windward. It is on
the other side of a very long tunnel through the mountains - so long
that it will take you days just to pass through it.
"We work hard, but with the constant attacks by pirates and
monsters....You must find a way to stop them! You are our only hope!"
"Farr Windward itself is on a rocky peninsula on the western edge of
the island, atop high cliffs that make escape by sea impossible.
Guards prevent the inhabitants from leaving through the tunnel.
"You can come and go as you wish, but remember that Farr Windward can
be a dangerous place, filled with the outcasts of every city on the
Sword Coast, and the descendents of past generations of outcasts.
"Each resident has a bright red circle tattooed on his or her forearm.
They may never leave, and the penalty for assisting in an attempted
escape is death."
JOURNAL ENTRY 42
No one must know of your prisoner's location - or that such a person
even exists. If you are asked, say only that several traitors to
Luskan have been arrested for spying on behalf of our enemies and that
you have them under guard. Answer NO question about the family of
your prisoner.
"One look at the tattoo of the purple squid on the man's hand told us
there would be a battle"
JOURNAL ENTRY 43
THE TATTOO
He pulled his arm away quickly, but it was too late! Heated by some
form of magical fire, the brand had left the telltale mark of Farr
Windward upon his arm.
"You cannot do this to me! This...this will never come off! I'm
normal, but with this....No one will ever believe me!" He stood up and
raced around the room, screaming maniacally, "I'm normal! I'm normal!
I'm normal!" over and over again.
JOURNAL ENTRY 44
THE TAVERN IN YARTAR
"Of course it's the fools from Triboar, and this time they've gone too
far!" shouted one man.
"Kidnapping the Waterbaron! This time it's no joke - they're out to
take us over!" yelled another.
"It's all about gold, and their greed for nothing else! They want to
control trade all up and down the valley!"
"They're jealous because we're right on the Long Road and they're not,
so they get less trade than us! Now they want to take over Yartar and
keep everything for themselves!"
JOURNAL ENTRY 45
THE PARADE
"What are you celebrating?" we asked a reveler.
"Haalbok is dead!" he replied, punctuating his remark with a flourish
from his wooden flute.
"Who was Haalbok?" we asked. "Did you really hate him that much?"
No, you silly people! We all loved Haalbok! He was one of the leading
men in the city! He was intelligent, kind, well-balanced....and very
normal!"
We were incredulous. "Then why are you celebrating?"
The man looked at us as if we were total idiots. "Is there not enough
misery in the world already? We do not pour water into a flood, or add
oil to a fire when it burns our neighbor's house. With misery why
should our course be different?"
JOURNAL ENTRY 46
THE PASSWORD NOTE
As you enter Triboar, follow an alley in the northwest area to the
farthest door. Knock 3 times and say "northwaters." The men there
have some very important information for us. You are to gather that
information and bring it home so we can use it for planning our
defense.
JOURNAL ENTRY 47
THE CAPTAIN AND THE HARBORMASTER
"Those blasted pirates almost got us that time!" the angry ship
captain told the Harbormaster. "If the wind hadn't shifted so we
could run with the current they'd have caught us for sure!
"I won't go out again until something's done! What's Haeromos
thinking, huh? That they'll get bored and go away?" He pounded his
fist on the railing. "These are rich waters for pirates - and the
fisherman never changes ports when the fish keep leaping on the deck!"
The Harbormaster nodded. "I thought that's what the out-of-towners
were here for, the Heroes everyone flaps their lips about so much.
Thought the first Captain hired 'em straight from Waterdeep. Guess
not, though."
The captain grunted his disgust at what was being done.
"Shouldn't give up yet, though," the Harbormaster added, trying to
sound positive. "We should keep a look out. Maybe someone'll be along
to help...."
JOURNAL ENTRY 48
THE MAN AT THE LEAP
A man stood beneath the arches on the far side of the room, looking
out to sea. We crossed to his side, looked down, and realized this
was the top of a high cliff. Far below us sharp rocks reached upwards
from the shore, looking like a thousand huge stone bayonets shoved
handle-first into the sand.
The man wavered at the edge, as if about to jump. We jumped forward
and pulled him back, asking, "What's wrong? Whatever it is that
troubles you, jumping to your death is not the answer!"
"Nothing is wrong," he replied in a normal, even pleasant voice. "It's
just that every so often someone in Farr Windward jumps from the Leap.
No one has jumped for quite a while, so someone has to step in and
maintain normalcy. We all have duties, obligations as citizens of
Farr Windward, and I don't care what they say of the mainland. Farr
Windward is a place of normalcy."
We thought for a moment, then said, "Didn't you know? Someone jumped
just two days ago! Everyone's been talking about it - didn't you
hear?"
Suddenly the man's face filled with relief. "Whew! I'm glad you told
me! Otherwise I'd have jumped and it would have been such a waste!"
He bid us farewell and walked away happily.
JOURNAL ENTRY 49
REDBEARD'S STORY
"Thank you for releasing me!" Redbeard exclaimed, massaging his wrists
after we had cut the tight ropes that held him.
"The woman bowed to us and said, 'Our leaders are at the Council of
Mirabar. When you are ready they will hear your case."
"Their leader was a bad one, he was. He'd have killed us all soon,
once he'd made sure he wouldn't need us.
"They called him Lord something or another, so he must have been an
important one, he was. He kept reciting how his plan was working so
perfectly. He said he was holding the southern flank, that forces
from the Way Inn and Daggerford would be sent north towards Waterdeep.
"Pirates would blockade Waterdeep, and none of its allies would help
because they all thought Waterdeep was attacking its neighbors. Once
the city was close to starvation, he bragged that one morning he
himself would march into Lord Piergeiron's bedchamber and raise the
man's head on a pike."
Redbeard looked around at the remains of the monsters and Zhentarim
that filled the room. "I s'pose Lord Piergeiron can sleep late this
morning after all."
JOURNAL ENTRY 50
REDLEG'S ORDERS
The tall, barrel-chested man on the stage pronounced his commands, but
there was a strange look in his eye. Or perhaps it was a look that
wasn't in his eye -- the gleam of life was somehow missing.
Yet everyone in the room stood in rapt attention, including our party.
There was something about this man, his bearing or his stature, that
compelled us. He gave detailed instructions on the coming naval
blockade of Waterdeep by the combined fleets of Ruathym and Luskan,
and we listened in frozen horror.
But somehow the words we were hearing and the man who delivered them
did not match. It was just a hunch, pure instinct at best, but could
he be under the control of someone else? This man looked nothing like
a scurvy ally of Luskan. Could he have been charmed by a magic-user,
who pulled the once-powerful puppet's strings from relative safety
offstage?
JOURNAL ENTRY 51
THE DUKE OF DAGGERFORD'S STORY
"The Zhentarim and their hideous monsters came rolling into town like
a tidal wave! My guards and citizens fought bravely, but we were
overwhelmed! I had to hide in here to escape certain death!"
JOURNAL ENTRY 52
REDLEG'S STORY
"I am Captain Redleg - a name I acquired courtesy of a shark with
sharp teeth and a first mate with a sharp tongue.
"You comin' along and breakin' that spell is a brace of salt air in
the morning! I hate these Luskan Low Captains and their flimsy-robed
magic men! I hate this alliance!
"When those cursed pirates came here with their talk of conquering
Waterdeep, I didn't listen - but the First Axe swallowed it like a
marlin takes a bait.
"Once Luskan had what it wanted the First Axe was the first axed, and
I wound up in the brig! With their threats against innocent hostages
they forced me to command the fleet, MY fleet, to blockade Waterdeep!
"When I refused to order attacks on defenseless merchants, they had
one of those long-robed daffodils from the Hosttower cast a spell on
me to make me say the words they wanted my men to hear.
"But that was then and this is now! Now we have the Heroes of Ascore
fighting by our side! We'll send the scurvy lot o' them to blow
bubbles with the fish in Luskan Harbor!"
JOURNAL ENTRY 53
THE NOTE FROM THE YARTAR SPY
We are close to finding the Waterbaron! I know that he is being held
somewhere here in Triboar. How do these simple-minded fools think
that they can hide him for long is this hayseed town?
The new areas in the northwest part of town are suspicious, and I plan
to search there as soon as possible. The army of Triboar is growing,
but still no match for us. The Lord Protector is mad if he believes
he can defeat us!
JOURNAL ENTRY 54
THE MEN'S STORY
"The Zhentarim stormed into town with a great force of men and
monsters, and captured us before we could organize our resistance.
"We might have held out longer, but the Duke turned and ran away! So
much for the man who claims to be descendent of that brave boy with a
dagger who founded this poor town.
"You should know that your movements were being watched from the
moment you entered town. Just as you launched your attack upon this
stronghold, the Zhentarim sent out messengers. They were to warn
their allies at the Way Inn, to the south, that you'd be coming. If
you hurry to the edge of town perhaps you can intercept them in time
and still surprise the enemies there!
"The south door to this room leads to the street. And come to any of
our shops when you return to Daggerford. We will make sure you are
rewarded for you heroism!
JOURNAL ENTRY 55
THE STORY OF RUATHYM
The book is a history of Ruathym, with much about its early days and
founders. Many pages are devoted to their leaders, who bore the title
"The First Axe." Rhaumon Bloodaxe is the first such king mentioned.
The early days of the island nation were turbulent, filled with
frequent wars against Luskan and other coastal cites.
One later chapter describes an old water-front mansion, the original
residence of Bloodaxe. It tells a story that the long-dead king has
never truly left the mansion, and that only loyal residents of Ruathym
may stay there safely.
JOURNAL ENTRY 56
A HERO'S WELCOME
We walked down the ship's gangplank and onto the pier. The Captain
and crew stood waiting there, heads hanging in shame.
The Harbormaster said, just loudly enough for us to hear, "It's a
strange day when the Captain comes home in a rowboat and the
passengers fight off pirates and bring his ship back to port!"
The Captain kept his eyes on the warped planking of the ancient pier,
saying nothing.
Then the Harbormaster raised his voice to address the big crowd that
was gathering to see what was going on.
"The First Captain said Heroes would come to help Port Llast, and he
did not lie! Three cheers for the Heroes of Ascore! They have won a
great victory in our war to reclaim the Trackless Sea from the
pirates! Now, and forever, they will be our Heroes too!"
As the crowd roared its approval, the Harbormaster leaned over to us
and whispered, "The First Captain has something for you. He lives in
a mansion in the southeast corner of town."
JOURNAL ENTRY 57
THE PRIEST'S TALE
"The pirates have created much sadness and despair in Port Llast.
They have burned this temple- you can see the scorch marks on that
wall - attacked the merchant ships, and taken over the northwest
corner of the village.
"And we keep finding their little scraps of paper. 'You shall have
good fortune today' is all they ever say.. What is the hidden code?
For whom does this have meaning?
"These papers of good fortune have brought us nothing but sorrow."
JOURNAL ENTRY 58
THE FAT MAN'S TALE
"Three cheers for the Heroes of Ascore!" the Fat Man bellowed to the
crowd. They gave three great, lusty roars. "There!" he says, "The
Heroes of Ascore are still heroes here in Neverwinter!
"We hear your recent mission to Leilon went poorly, when our poor
ambassador disappeared. Messengers from Waterdeep said you were
responsible for the kidnapping, but we didn't believe it. Did we
believe it, everyone?"
"Nooooo!" roared the crowd that filled the tavern.
"We've had messengers from Waterdeep tell us all sorts of crazy
things. Big cities confuse people, make them believe silly tales when
they should be giving the tale-teller a skeptical eye. No one here in
Neverwinter tells tall tales, do we, everyone?"
"Nooooo!" the crowd cried out once more, to the Fat Man's delight.
"But enough of this. I hear that you're here to find the kidnappers
and prove to everyone that these stories were naught but poppycock.
You've come to the right place! Barkeep! A round for my friends!"
JOURNAL ENTRY 59
WIMEG'S STORY
"Froal said that you could save us, that you'd somehow defeat their
plan and rescue us! And now you've done it!
"As you now know, the Krakens captured the Neverwinter Ambassador
Froal and myself in Leilon. They imprisoned you and then purposely
allowed you to escape. How that furthered their plans I do not know,
but they later brought us here to Neverwinter and told us you had been
blamed for our disappearance.
"The forces of the Lords' Alliance may have scoured the countryside,
but never thought to search for us here in Froal's back yard. Before
you arrived I had begun to despair of ever being rescued.
"Froal himself is being held in one of the other gardens - he is a
noble man and must be rescued! I shall make my way to Lord Nasher and
tell him of these events. I am certain that a great reward awaits you
when the last Ambassador is saved!"
JOURNAL ENTRY 60
THE SON'S STORY
"My father, the Waterbaron, has been kidnapped! He is being held by
the Triboarians! They are mustering an army against us, because they
think that without our leader we will crumble like a sand castle
before the rising tide!
"Erek grunted as we entered. For him this was the same as a hearty
handshake and a slap on the back. Amanitas was wait-"
"But they are wrong! I have assumed leadership in my father's absence,
and we will defend our homeland against Triboar! They will be made to
pay for this!
"My father will be so proud!"
JOURNAL ENTRY 61
THE QUIET ONES' TALE
"Throughout the years of Fireshear," the dwarf continues. "We Quiet
Ones have lived here, beneath the town, in and around this chamber.
There are never many of us, but we do know of the events and of the
people above.
"The recent happenings are evil, and behind them is a very evil being.
It is a large spherical creature - four of us saw it when it came, but
only one of us returned. The others remain stone-solid, like the
bones of the mountains.
"The Evil is a large round monster with many eyes - and powers. A
glow or a twinkle, and our friends were stone. Others simply vanished
or fell dead.
"Take care as you explore! The monster remains in Fireshear, near the
docks. It must be destroyed, or the town will become wholly evil, and
we Quiet Ones shall be gone."
"I've had enough of them black-robed hooligans, I have! Next one I see
is going to feel my fist on his fat face, he will!"
JOURNAL ENTRY 62
THE ZHENTIL CAPTAIN'S OFFICE
Scattered across the desk were several maps of the farmlands around
Waterdeep. A number of them had been crossed off, with notes such as
"Burned" and "Poisoned crops." Others were marked with a large "X".
Another note was a list with only two entries:
More uniforms
Weapons - Forge crests from Waterdeep
JOURNAL ENTRY 63
THE TRIBOAR AGENTS' STORY
"The Waterbaron of Yartar has been kidnapped, and we're being blamed
by his people! War will break out between our towns if we do not find
who really committed this crime, because Yartar will attack us for
something we didn't do!
"If they attack we'll defend ourselves and save our city from
conquest, but we'd rather find the Waterbaron and avert a needless
war.
"We need to find out who it is who wants Yartar and Triboar to fight
and destroy each other - it is in their hands that we will find
Waterbaron!"
JOURNAL ENTRY 64
MALCHOR HARPELL'S STORY
When he had solidified from the exploding black cloud that appeared so
suddenly beside us, he began to speak.
"You have done very well, Heroes of Ascore! You have removed the
Kraken slime from the pond of Longsaddle. You have destroyed their
plans to house monsters here for use in battles against Mirabar,
Triboar, and Yartar.
"You have the gratitude of the people of Longsaddle, and of all the
Savage Frontier!
"But you cannot rest, not yet! More Kraken and Zhentarim plots are
still unfolding!
"Soon the autumn meeting of the Council of Mirabar will be held in
that powerful northern city. They will vote there on whether to
support the Waterdeep and the Lords' Alliance in the battles against
Luskan.
"Without their help the tide of battle might turn against us, and the
Krakens are working mightily to show the Lords' Alliance as weak,
corrupt, and backstabbing. They hope that Luskan and Zhentarim allies
will win, so that together they will control the North.
"Only the Heroes of Ascore can uncover all their plans in time, then
go to Mirabar and present proof of the Kraken deceptions! May Helm
guide you on your way!"
JOURNAL ENTRY 65
JOURNAL ENTRY 66
MENASTER'S STORY
"Great adventures! I have just now been recording your acts of heroism
while they are fresh in my memory. I shall transmit this letter to
all members of the Lords' Alliance, and your names shall ring
throughout the Council Halls in the great City of Waterdeep!
"The deceptions of Luskan, the Krakens and the Zhentarim have been
exposed, but our victory is not yet certain.
"You may have heard stories of a great and powerful magical item, a
Gem created in ancient times to fight the great evils of its day. We
know little more of its powers and its history.
"My brother leads the miners of Fireshear. He has written to me of
the Gem, and may know more. You must seek him out.
"In no event can we allow our enemies to gain the Gem, for if the
stories of the ancients are true its power could crush our mightiest
battlements."
JOURNAL ENTRY 67
BLEAK SKY'S STORY
"Long have we waited," the old man said, his words measured and
thoughtful. "From grandfather to father, from father to son, from
generation to generation, has the secret been passed. 600 years have
we waited. And now you have come."
The old man rises. He gestures to the rear of the room, to a door.
"The way is there. Long have we watched. Long has it waited.
Through the door you must go. Climb the steepest climbs; find the
Lair of the Dragon. The ancient power you seek is there, in the great
cavern."
JOURNAL ENTRY 68
KING STEELFIST'S OFFER
"The dwarves of Mirabar and their King thank you for your efforts in
saving our city from the deceptions of our enemies." He bowed low, and
descended from his throne to approach our party.
"But greater events still threaten us. You may have heard stories of
a magical Gem from ancient times, and the chance that it may be
rediscovered.
"To the north and west of here lies The Ice Peak, a mountain that
rises from the freezing waters of the Trackless Sea. It was the
ancient home of the merciless white dragon named Freezefire, who
terrified the Northern Realms for centuries.
"It was this magical Gem that was used to destroy Freezefire centuries
ago, although we have no record of how the deed was done. The
powerful magic item may still be there, awaiting adventurers with the
strength and courage to come find it in the barren wastes.
"It was the same dragon Freezefire that stole the treasure of our
ancestors, treasure that generations labored mightily to wrest from
the hearts of so many northern mountains.
"We are going to the Ice Peak to find the hoard of the White Dragon.
We seek the Gem to strengthen the Lords' Alliance, and to keep it from
our enemies. And we seek to recover the gold stolen from our
ancestors.
"We hope that you, too will choose to come to the Ice Peak, and help
us in this noble mission."
JOURNAL ENTRY 69
BLACKROBED MAN'S TALE
"Freezefire's Lair, the Gem, the Heroes of Ascore have arrived before
we could find the way. All is wrong! I have failed! The Masters will
torture me and never let me die!
"The Masters of Hellgate Keep, they sent us to stop you, they sent us
to retrieve the Gem. And now my group is lost, I am lost, and I have
failed!" The man slumps limply against a boulder in complete despair.
JOURNAL ENTRY 70
ELASTUL RAURYM'S OFFER
Rauryms massive jowls jiggled as he talked, and with every word the
chicken scraps stuck in his beard would dance in a macabre revue.
"You adventurers (chomp) have done a (chew) splendid job! Come feast
with me!" Raurym grabbed a dagger and used it to tear a chunk of meat
from the roast beside him before driving it point-first into the
table.
We had already decided that the food did indeed look good, and sat
down to enjoy the meal. After we had eaten our fill (which in
Raurym's case was enough to empty several local ranches) we retired
through a hidden door in the back of the room.
Seated in a plush chair in his comfortable study, Raurym told us, "Now
that the city is safe for the moment, what are we going to do about
the Gem?"
He reached into a large bowl beside his chair and stuffed a fistful of
candies into his mouth. "If our enemies find it before we do,
everything you've accomplished will be lost." Another mass of sticky
candy entered his mouth, some brightly colored pieces saving
themselves from destruction by clinging to his thick, red beard.
"We think it is somewhere in the Ice Peak, in the hoard of the
long-dead dragon, Freezefire. Of course, (more candy) the Krakens
almost certainly know as much or more than we do.
"And the dwarves, (more candy) they claim that Freezefire's hoard is
really theirs. Now, (more candy) that simply is not true! My great
great grandfather, Prejudge Raurym, himself, brought his own great
wealth north when he moved here, and the dragon stole it from him and
his people!
"Now, (more candy) I would send an army to the Ice Peak now, but we
still have to defend Mirabar against raids by ogres and (more candy)
orcs and ettins and so on.
"So, I'm afraid our hopes must ride with you." He reached for the bowl
once more, and frowned to find it empty. Reaching beneath his chair,
he withdrew a large velvet bag from which he poured a stream of nuts
and raisins.
"The gem must be recovered to ensure the safety of the north. When it
comes to the division of any treasure you may recover, (nuts and
raisins) I will depend upon your sense of honor."
JOURNAL ENTRY 71
THE WATERBARON'S WELCOME
"I have been successful in spreading the word among our people that
Triboar had no hands in kidnapping. Thanks to you, the relations
between our towns are normal once again."
The Waterbaron laughed, the first time we'd ever seen him do so. "Of
course, normal relations with Triboar means that sometime this week a
placard will appear on the statue of me here in the town square. It
will cover the inscription and say 'Jilbo the Goatherder."
We looked at each other, not sure whether or not to laugh.
"I suppose," said the Waterbaron, "that you have to be born here to
appreciate Yartar-Triboar humor."
"So," Ougo asked, "don't I seem normal to you?" We all looked at each
other, not quite sure what to say."
JOURNAL ENTRY 72
JAGAERDA'S STORY
"No sooner did I arrive in Ruathym than some fool pirate guards
ambushed me. What was I thinking? Daydreaming about going home to
Gundarlun and rock-climbing in all my favorite places, I suppose. In
any event, they came up behind me, and I woke up with a big headache
in a Luskan troop ship that brought me here.
"I was just about to break free from these ropes when you came along,
really."
JOURNAL ENTRY 73
THE LEADERS MEET
The Lord Protector eyed us suspiciously. "If you have come to demand
our surrender, you have severely miscalculated the mettle of the
people of Triboar!"
"If we're attacked one more time by the pirates, I fear the city will
fall. Only the Heroes of Ascore have the power to save us."
"Nothing could be farther from the truth, honorable Lord Protector,"
the Waterbaron began, and then told the story of his kidnapping. We
added details as he went, confirming how the Krakens and their allies
had tried to turn the two towns against each other.
"Before my return to Yartar," the Waterbaron, " I shall transmit a
message to my son. He is to order my troops to search out every
Kraken stronghold in the city, and inform the populace that the people
of Triboar are innocent of any hostile acts against Yartar. I shall
remain here as your hostage and proof of my good faith until you can
see that all threats to Triboar cease.
The Lord Protector strode forward and embraced his counterpart. "Our
towns have often been rivals in the past, but in the end you and I
have always had a bond of trust. No hostage is necessary.
Your word - and that of the Heroes of Ascore - is good enough for me.
I shall order our forces to hunt only for the Krakens, and to help the
people of Yartar in any way they can."
Both leaders turned to us and repeated their thanks. "Without you,"
they said, "thousands of innocent people would have been killed in a
useless war!" We bowed and prepared to leave and continue our mission.
JOURNAL ENTRY 74
THE NEW OF RUATHYM
"It is good to see you all again. Since we last talked on Mintarn I
have learned much.
"Ruathym is backing Luskan in its plan to blockade Waterdeep, despite
the fact that they are ancient enemies.
"Ruathym's power lies in its fleet, one of the strongest on the
Trackless Sea. Captain Redleg is their commander. His men say he
commands the fleet, but not with his own voice - he may be under
someone's magical control.
"This is no empty threat. As powerful as Waterdeep is, it lives and
dies by its trade across the seas. If the combined fleets block the
harbor and they lay siege to the city gates, it is possible that even
Lord Piergeiron's power would not be sufficient to save the city.
"We must go to Ruathym and find Captain Redleg. With or without his
help, we must break the Ruathym-Luskan alliance."
JOURNAL ENTRY 75
THE DYING GNOME'S STORY
"They came out of the hills and holes and mountains. Huge white furry
snow monsters. They brought white hounds from hell. They leapt at us
in our sleep, in our mining, in our business, in the very center of
our city. No mercy. No mercy.
"They killed everyone. We could not stop them. And our leaders they
carried away. The ShearMaster gone. What will happen to Fireshear,
to us.... " With a deep sigh the gnome's voice fails, and he is dead.
JOURNAL ENTRY 76
MENASTER'S LETTER
Dear Brother,
I have great news! The Heroes of Ascore were just here. They
interceded at the Council just in time, exposed the Kraken plot to
divide the Lords' Alliance, and unmasked their spies! The Krakens were
posing as Neverwinter Representatives!
I have sent the Heroes on to you, with the hope that from there they
will continue to the Ice Peak. Please give them every hospitality.
They may be the answer to our quest for the Gem. I shall be along as
soon as possible.
Menaster
JOURNAL ENTRY 77
THE SHEARMASTER'S WARNING
"The Ice Peak is a very dangerous place, and your enemies have
knowledge of your coming. You will arrive at the chief city,
Aurilssbarg, and the people there will be hostile, for their leaders
are allied with Luskan. Get through the city as fast as possible.
"Head east to the settlement called Bjorn's Hold. His people care not
for Luskan, but watch for enemies everywhere.
"Next go North to the village of Icewolf. It is a town of gentle
people, the Ice Hunters, but Northmen also live there. If the stories
are true, it is from Icewolf that you will be able to set out in
search of the Gem. Good luck!"
We climbed into a small boat, and minutes later they had rowed us out
to a ship waiting close to shore.
JOURNAL ENTRY 78
THE ICE HUNTER'S STORY
"It is said," one very old, leather-skinned Ice Hunter began, "That
the Lair of the ancient Dragon Freezefire was in the Peak above us.
With his power he held all in terror. In his heart he held great
greed.
"It is also said that the dragon tormented the old city of Nimoar's
Hold, now known as Waterdeep. Then a man of great courage, Stramling
the Wise, called upon the magic of the land. He gathered to himself
all great power and tempered great evil with itself. He created The
Gem.
"On a field in high summer, to his people Stramling presented this
most marvelous and magical Gem. High aloft he held it, and it gleamed
in the sunlight. And this brought forth Freezefire, just as Stramling
had desired.
"The beast swooped down upon the man, attacking him, striking him to
the ground with the great wind from its wings. It tore the Gem from
Stramling's hands with its mighty claws. Off the dragon flew with its
new treasure, to its lair high on the Ice Peak.
"And there the dragon stayed. Upon no man or beast did Freezefire
make evil again. The centuries past, and the story was forgotten.
But somewhere deep within the Ice Peak lies the dragon with its hoard.
And the Gem."
JOURNAL ENTRY 79
BLACKROBED ORDERS
Unfolding the heavy paper, you see carefully written, gold script
letters that read:
"Our time has come. Pick up their trail at Mirabar, and follow to the
Ice Peak. Let them lead you to the Gem, then take it! Be sure their
bodies are burned, broken, and very dead. A quick return will ensure
a great reward. Failure will ensure death...death without end."
JOURNAL ENTRY 80
ICY TREE'S STORY
We broke the shackles that held the man, and he thanked us with a
sense of urgency in his voice. "Be warned: Tranjer Rolsk is a very
evil man. He supports those in Luskan and their pirates. Stay away
from him!
"We know why you are here and wish to help. You must seek our leader,
Bleak Sky at Morning. Hurry! Go East to Bjorn's Hold, then, from the
North pier, take a boat North to Icewolf."
JOURNAL ENTRY 81
THE COWERING DWARF'S TALE
"I am Bahriit. Did you see my sign, my fine sign? It is the finest
sign in all of Fireshear, don't you think?"
Tears rolled down his cheeks. "They killed my three apprentices, those
monsters! Did I help? No, I ran away. But they didn't find me! But
they killed my apprentices. They killed them all and ran away and
they killed them...."
"Did you see my sign? Isn't it lovely? No one else in Fireshear has
such a sign . . . so lovely. . . ." He trailed off into repetitive
gibberish, and reluctantly we left the trembling figure and moved on.
JOURNAL ENTRY 82
JOURNAL ENTRY 83
TABLES
MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE
CLASS ABILITY DWARF ELF GNOME HALF-ELF HALFING HUMAN
--------------------------------------------------------------
Cleric Any No No No 5 No max
Fighter STR 16- 7 5 5 6 4 max
STR 17 8 6 5 7 5 max
STR 18+ 9 7 6 8 6 max
Paladin Any No No No No No max
Ranger Str 16- No No No 6 No max
Str 17 No No No 7 No max
Str 18+ No No No 8 No max
MU Int 16- No 9 No 6 No max
Int 17 No 10 No 7 No max
Int 18 No 11 No 8 No max
Thief Any max max max max max max
No: Characters of this race cannot be of this class. Max: Highest
Level Available in TREASURE OF THE SAVAGE FRONTIER
RANGE OF ABILITY SCORES BY RACE
Ability Dwarf Elf Gnome Half-Elf Halfling Human
-------------------------------------------------------------------------
Strength M/F M/F M/F M/F M/F M/F
Min. 8/8 3/3 6/6 3/3 6/6 3/3
Max* 18(99)17 18(75)/16 18(50)/15 18(90)/17 17/14 18(00)/18(50)
Intelligence
Min. 3/3 8/8 7/7 4/4 6/6 3/3
Max. 18/18 18/18 18/18 18/18 18/18
Wisdom
Min. 3/3 3/3 3/3 3/3 3/3 3/3
Max. 18/18 18/18 18/18 18/18 18/18 18/18
Dexterity
Min. 3/3 7/7 3/3 6/6 8/8 3/3
Max. 17/17 19/19 18/18 18/18 18/18 18/18
Constitution
Min. 12/12 6/6 8/8 6/6 10/10 3/3
Max. 19/19 18/18 18/18 18/18 19/19 18/18
Charisma
Min. 3/3 8/8 3/3 3/3 3/3 3/3
Max. 16/16 18/18 18/18 18/18 18/18 18/18
Exceptional strength bonuses available only to fighter-type characters
(fighters, paladins, and rangers).
ABILITY SCORE MODIFIERS BY RACE
RACE MODIFIERS
-----------------------------------------------------
Dwarf Constitution+1, Charisma-1
Elf Dexterity+1, Constitution-1
Gnome None
Half-elf None
Halfling Dexterity+1, Strength-1
Human None
STRENGTH TABLE
Ability THAC0 Damage Weight allowance
Score Bonus Adjustment (in Gold 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 +1,000
*18/51-75 +2 +3 +1,250
*18/76-90 +2 +4 +1,500
*18/91-99 +2 +5 +2,000
*18/00 +3 +6 +3,000
*These bonuses only available to fighter classes (Fighter, Paladin,
Ranger).
ARMOR TABLE
Weight AC Maximum
Armor Type In GP. Movement1
-------------------------------------------------------------------
None 0 10 12 squares
Shield 2 50 9
Leather 150 8 12 squares
Padded 100 8 9 squares
Studded 200 7 9 squares
Ring Mail 250 7 9 squares
Scale Mail 400 6 6 squares
Chain Mail 300 5 9 squares
Elfin Chain Mail 150 5 12 squares
Banded 350 4 9 squares
Splint Mail 400 4 6 squares
Plate 450 3 6 squares
1 - A character carrying many objects, including a large number of
coins, can be limited in movement to a minimum of 3 squares per turn.
2 - A Shield subtracts 1 AC from any armor it is used with.
DEXTERITY TABLE
ABILITY SCORE REACTION/MISSILE BONUS AC 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 HIT POINT RESURRECTION
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%
19 +2(+5)* 100%
*Bonus applies only to fighters
ARMOR PERMITTED BY CHARACTER CLASS
CLASS MAX ARMOR SHIELD
--------------------------------------------------
Cleric Any Any
Fighter Any Any
Paladin Any Any
Ranger Any Any
Magic-User None None
Thief leather None
MULTIPLE ATTACKS FOR FIGHTER-TYPE CHARACTERS
CLASS LEVEL ATTACKS PER ROUND
-----------------------------------------
Fighter 1-6 1/1
Paladin 1-6 1/1
Ranger 1-7 1/1
Fighter 7-12 3/2
Paladin 7-12 3/2
Ranger 8-14 3/2
Fighter 13+ 2/1
Paladin 13+ 2/1
Ranger 15+ 2/1
WEAPONS TABLE
Damage vs. Damage vs. Larger Number Class
Name Man Sized Than man Sized of Hands
--------------------------------------------------------------------
Axe, Battle 1-8 1-8 1 f
Axe, Hand 1-6 1-4 1 f
Bow, Composite Long 1-6 1-6 2 f
Bow, Composite Short 1-6 1-6 2 f
Bow, Long(1) 1-6 1-6 2 f
Bow Short(1) 1-6 1-6 2 f,th
Club 1-6 1-3 1 f,cl,th
Crossbow, Light(2) 1-4 1-4 2 f
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
Javelin 1-6 1-6 1 f
Mace 2-7 1-6 1 f,cl
Morning Star 2-8 2-7 1 f
Pick, Military 2-7 2-8 1 f
Pike, Awl 1-6 1-12 2 f
Scimitar 1-8 1-8 1 f,th
Sling 1-4 1-4 1 f,th
Staff, Sling 1-8 2-8 2 f,cl
Staff, Quarter 1-6 1-6 2 f,mu,cl
Sword, Bastard 2-8 2-16 2 f
Sword, Broad 2-8 2-7 1 f,th
Sword, Long 1-8 1-12 1 f,th
Sword, Short 1-6 1-8 1 f,th
Sword, 2-Handed 1-10 3-18 2 f
Spear 1-6 1-8 1 f
Trident 2-7 3-12 1 f
1 - Must have ready arrows to fire. Two Attacks per round.
2 - Must have ready bolts to fire. One Attack per round.
f=fighter, cl=cleric, th=thief, mu=magic-user
SPELL PARAMETERS LIST
This is a listing of spells available to player characters as they
gain in level. Following are abbreviations used in the list:
Cmbt = Combat only spell All = all characters in combat
Camp = Camp only spell r = combat rounds
both = Camp or Combat spell t = turns
T = Touch Range /lvl = per level of caster
dia = diameter targets = aim at each target.
rad = radius
FIRST LEVEL CLERICAL SPELLS
Spell Name When RNG Area Duration
-----------------------------------------------------------------
Bless Both 6 5 dia 6 r
Curse Cmbt 6 5 dia 6 r
Cure Light Wounds Both T 1 -
Cause Light Wounds Cmbt T 1 -
Detect Magic Both 0 1 1t
Protection from Evil Both T 1 3r/lvl
Protection from Good Both T 1 3r/lvl
Resist Cold Both T 1 1t/lvl
SECOND 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 Cmbt 12 3 dia 2r/lvl
Slow Poison Both T 1 1 hour/lvl
Snake Charm Cmbt 3 All 5-8r
Spiritual Hammer Cmbt 3 1 1r/lvl
THIRD LEVEL CLERICAL SPELLS
Spell Name When RNG Area Duration
------------------------------------------------------------------
Cure Blindness Both T 1 -
Cause Blindness Cmbt T 1 -
Cure Disease Camp T 1 -
Cause Disease Cmbt T 1 -
Dispel Magic Both 6 3x3 -
Prayer Both 0 All 1r/lvl
Remove Curse Both T 1 -
Bestow Curse Cmbt T 1 1t/lvl
FOURTH LEVEL CLERICAL SPELLS
Spell Name When RNG Area Duration
------------------------------------------------------------------
Cure Serious Wounds Both T 1 -
Cause Serious Wounds Cmbt T 1 -
Neutralize Poison Both T 1 -
Poison Cmbt T 1 -
Protection from
Evil 10'Radius Both T 2 dia 1t/lvl
Sticks to Snakes Cmbt 3 1 2r/lvl
FIFTH LEVEL CLERICAL SPELLS
Spell Name When RNG Area Duration
------------------------------------------------------------------
Cure Critical Wounds Both T 1 -
Cause Critical Wounds Cmbt T 1 -
Dispel Evil Cmbt T 1 1r/lvl
Flame Strike Cmbt 6 1 -
Raise Dead Camp 3 1 -
Slay Living Cmbt 3 1 -
FIRST LEVEL DRUID SPELLS
For High-Level Rangers
Spell Name When RNG Area Duration
------------------------------------------------------------------
Detect Magic Both 0 1 12r
Entangle Cmbt 8 4 dia 1t
Faerie Fire Cmbt 8 8 dia 4r/lvl
Invisibility to Animals Both T 1 1t+1/lvl
FIRST LEVEL MAGIC-USER SPELLS
Spell Name When RNG Area Duration
------------------------------------------------------------------
Burning Hands Cmbt T 3 squares -
Charm Person Cmbt 12 1 -
Detect Magic Both 6 1 2r/lvl
Enlarge Both .5/lvl 1 1t/lvl
Reduce Both .5/lvl 1 -
Friends Camp 0 All 1r/lvl
Magic Missile Cmbt 6+lvl 1 -
Protection from Evil Both T 1 2r/lvl
Protection from Good Both T 1 2r/lvl
Read Magic Camp 0 1 2r/lvl
Shield Cmbt 0 1 5r/lvl
Shocking Grasp Cmbt T 1 -
Sleep Cmbt 3+lvl 1-16 5r/lvl
SECOND LEVEL MAGIC-USER SPELLS
Spell Name When RNG Area Duration
------------------------------------------------------------------
Detect Invisibility Both 1/lvl 1 5r/lvl
Invisibility Both T 1 special
Knock Camp 6 1/lvl -
Mirror Image Both 0 1 2r/lvl
Ray of Enfeeblement Cmbt 1+.25/lvl 1 1r/lvl
Stinking Cloud Cmbt 3 2x2 1r/lvl
Strength Camp T 1 6t/lvl
THIRD LEVEL MAGIC-USER SPELLS
Spell Name When RNG Area Duration
-----------------------------------------------------------------
Blink Both 0 1 1r/lvl
Dispel Both 12 3x3 -
Fireball Cmbt 10+lvl 5 dia -
Haste Both 6 4x4 3r+1/lvl Hold
Perons Cmbt 12 1-4 2r/lvl
Invisibility 10'Radius Both T 2 dia special
Lightning Bolt Cmbt 4+lvl 4,8 -
Protection from Evil
10' Radius Both T 2 dia 2r/lvl
Protection from
Good 10' Radius Both T 2 dia 2r/lvl
Protection from
Normal Missile Both T 1 1t/lvl
Slow Cmbt 9+lvl 4x4 3r+1/lvl
FOURTH LEVEL MAGIC-USER SPELLS
Spell Name When RNG Area Duration
-----------------------------------------------------------------
Charm Monster Cmbt 6 1 special
Confusion Cmbt 12 2-16 2r+1/lvl
Dimension Door Cmbt 0 1 -
Fear Cmbt 0 6x3 cone 1r/lvl
Fire Shield (2 types) Both 0 1 2r+1/lvl
Fumble Cmbt 1/lvl 1 1r/lvl
Ice Storm (Dmg only) Cmbt 1/lvl 4 dia -
Min Globe of
Invulnerability Both 0 1 1r/lvl
Remove Curse Both T 1 -
Bestow Curse Cmbt T 1 1t/lvl
FIFTH LEVEL MAGIC-USER SPELLS
Spell Name When RNG Area Duration
-----------------------------------------------------------------
Cloudkill Cmbt 1 3x3 1r/lvl
Cone of Cold Cmbt 0 .5/lvl cone -
Feeblemind Cmbt 1/lvl 1 -
Fire Touch Both T Special 1r/lvl
Hold Monster Cmbt .5/lvl 1-4 1r/lvl
Iron Skin Both 0 Special 1r/lvl
Level Advancement Tables
The Following charts show the amount of experience 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 that all experience earned by a non-human, multiple-class
character is divided by the number of classes the character has. The
experience is divided even after the character has reached his maximum
level in a particular class. A Human dual-class character only earns
experience in his second class. The character cannot use the
aiblities of his first class until his level in his second class
exceeds his level in his first class.
CLERIC Number of Clerical
Hit Spells Per Level
Level Experience Dice 1 2 3 4 5
----------------------------------------------------------------------
1 0-1,500 1d8 1 - - - -
2 1,501-3000 2d8 2 - - - -
3 3,001-6000 3d8 2 1 - - -
4 6,001-13,000 4d8 3 2 - - -
5 13,001-27,500 5d8 3 3 1 - -
6 27,501-55,000 6d8 3 3 2 - -
7 55,001-110,000 7d8 3 3 2 1 -
8 110,000-225,000 8d8 3 3 3 2 -
9 225,001-450,000 9d8 4 4 3 2 1
10 450,001-675,000 9d8+2 4 4 3 3 2
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 cleric is
entitled to spells of the applicable leve. Thus an 8th level cleric
with a Wisdom of 18 can memorize the following spells:
Number of Spells
1 2 3 4 5
-----------------------------------------------------------------
8th-Level Cleric with 18 Wisdom 5 5 4 3 -
FIGHTER
Hit
Level Expericence 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 1,000,001-1,250,000 9d10+9
MAGIC-USER
Number of Magic-User
Hit Spells Per Level
Level Experience Dice 1 2 3 4 5*
----------------------------------------------------------
1 0-2,500 1d4 1 - - - -
2 2,501-5,000 2d4 2 - - - -
3 5,001-10,000 3d4 2 1 - - -
4 10,001-22,500 4d4 3 2 - - -
5 22,501-40,000 5d4 4 2 1 - -
6 40,001-60,000 6d4 4 2 2 - -
7 60,001-90,000 7d4 4 3 2 1 -
8 90,001-135,000 8d4 4 3 3 2 -
9 135,001-250,000 9d4 4 3 3 2 1
10 250,001-375,000 10d4 4 4 3 2 2
11 375,001-750,000 11d4 4 4 4 3 3
*You must have a minimum intelligence of 10 to use 5th level spells.
PALADIN Number of Magic-User
Hit Spells Per Level
Level Experience Dice 1 2
-----------------------------------------------------------------
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 -
10 700,001-1,050,00 9d10+3 2 -
11 1,050,001-1,400,000 9d10+6 2 1
RANGER Number of Spells Per Level
Magic
Hit Druid User
LEVEL EXPERIENCE Dice 1 2 3 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 -
*Maximum spell ability
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 8d6
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
*********
End of the Project 64 etext of the Treasures of the Savage Frontier
Adventure Journal.
*********