530 lines
14 KiB
Groff
530 lines
14 KiB
Groff
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[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]
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[-] [-]
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[-] S H A D O W K E E P [-]
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[-] [-]
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[-] D O C U M E N T A T I O N P A R T I I [-]
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[-] [-]
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[-] [-]
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[-] Written by: LA THIEF [-]
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[-] Edited and Distributed by: Friendly Man [-]
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[-] [-]
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[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]
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VII SAVING AN ADVENTURE, AND RESTORING IT LATER
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When perils strike and the fate of the party is in jeopardy,
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preserve the spirit of the adventure onto the disk we have named
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the "Save Disk." This way, if the situation later becomes
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hopeless, you may send that party back in time to the earlier
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conditions, as recorded on the Save Disk.
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This is also useful if you must interrupt the quest. Record the
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adventure and later return.
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To save the adventure, enter: SAVE
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You will then need to insert the Save Disk. If you have a second
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disk drive, place the Save Disk there. The program will ask you
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to assign a number to the version of the adventure you are
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saving. Make a note of the number you give, and the conditions
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of the adventrue. The computer will alert you when the adventure
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has been successfully saved and you may proceed.
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Up to 15 games may be saved onto your Save Disk
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When you are ready to restore a past adventure, enter: RESTORE
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As before, insert the Save Disk, and, finally, give the number of
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the adventure you wish to restore.
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VIII ADDENDA: LORE USEFUL TO THE SERIOUS ADVENTURE
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A. MAP-MAKING
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Let your mind be occupied by the fight itself, and not with
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trivia of your where-abouts. Have at hand numerous sheets of
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gridded parchment, for map-making.
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On these sheets, record the halls, the rooms, the stairs and
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floors of the Keep. Mark every step, and note the local
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conditions. Beware that the monsters are devious, and may cause
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walls to shift and doors to vanish. Do not be baffled or
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hindered, but merely reorder your party and press on.
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B. WEAPONS & EQUIPMENT
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Able adventurers will make use of a variety of weapons, but will
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choose wisely from the lot, knowing the characteristics and
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powers of each piece.
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ATTACK WEAPONS AND EQUIPMENT
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AXE:
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Battle axes such as this, far larger than those for chopping
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wood, are also far more destructive.
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BASTARD SWORD:
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So named for its middling size, it reaches four feet.
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BREAKER BAR:
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Pry open chests, closed doors, and other obstacles that require
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sturdy leverage.
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BROAD SWORD:
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Commonly seen, and measuring three feet.
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GREAT SWORD:
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Stretching a full six feet, few enemies escape death when struck
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by this instrument.
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KINSLAYER SWORD:
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A deadly weapon because of its enchantment. One uses this at the
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price of some power.
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MACE:
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Of classic proportions, the deadly spiked ball is attached to the
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stout handle.
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QUARTER STAFF:
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Tough wooden poles, four and a half feet tall, fend of aggressors
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from the user
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SOGGY STICK:
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The remnants of a torch that has extinguished; a crude but often
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effective weapon.
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SOULEATER SWORD:
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Delivers injuries that devastate the victim. One uses this
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weapon at the price of some power.
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TORCH:
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One torch will provide sufficient light for the entire party, and
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will last for several moves.
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VALKHAM SWORD:
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Will fell a monster in a single blow. Immensely powerful, but at
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the cost of power to the user.
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DEFENSIVE EQUIPMENT
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MEDIUM SHIELD:
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This rectangular shield of half the height of a human tapers to a
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point at the bottom.
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GREAT SHIELD:
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Nearly of a warrior's stature, the sides curve out slightly and
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protect well.
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ARMOR
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LEATHER ARMOR:
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The simplest and lightest form of armor, made of sturdy sewn
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leather.
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PLATE MAIL:
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The wearer must be of great physical strength to wear the
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heaviest of mail, but will be protected for the effort.
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RUNIC ARMOR:
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Magical armor of plate construction which augments a user's
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defenses.
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STUDDED MAIL:
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Heavier leather is reinforced with studs of metal, more
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protective for the wearer.
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SCALE MAIL:
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Metallic links overlap, lending a reptilian look to the garment.
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Protection is greater than from the studded mail.
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CHAIN MAIL:
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Interwoven metal loops afford better coverage than the scale
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mail.
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SILVER ARMOR:
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The most protective of armors, having absorbed so much magic from
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prior wearers.
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C. MAGICAL SPELLS
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ATTACK SPELLS
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FLAME:
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Torches a single creature.
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THRUST:
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Attacks a creature as does the Flame, but is more effective and
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of a higher price.
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FIREBALL:
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Brings effect upon an entire group, thus is quite useful.
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SUNBURST:
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A spell with exceptional power, it can work against entire groups
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and can slay Demons as well.
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FREEZE:
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Locks its single target into inactivity, for a short time.
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STASIS:
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Like the Freeze spell but for groups of the enemy.
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DEFENSE SPELLS
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PROTECT:
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Defends its caster from an enemy's blows.
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GUARDIAN:
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Cousin of the Protect spell, but stronger.
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BARRIER:
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This invisible shield stands between the party and its
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attackers.
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SANCTUARY:
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More powerful kin to the Barrier spell.
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WARD:
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Protects the caster from the enemy.
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FORTRESS:
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Of similar type as the Ward spell, yet protects the group.
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ENHANCEMENT SPELLS
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LUMINANCE:
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A magical torch.
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REVEAL:
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Akin to Luminance, but of longer duration.
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HEAL:
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Soothes and heals those who receive its application; hit points
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are restored.
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HASTE:
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Heightened dexterity is the gift, for a short time.
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SPELLS OF THE COLLEGE OF NECROMANCY
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ZOMBIE:
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Animaztes a dead adventurer, restoring double the hit points but
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rendering the individual severely disabled. If such a character
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leaves the Tower, he will dissolve and can never return.
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DEATH:
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The victim will be drained of life when this potent spell is
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cast.
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DECAY:
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A group of enemies will suffer dreadfull at the hands of this
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unpleasant magic.
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DISSOLVE:
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Excises a single foe from this reality.
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MAIM:
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Wholly unpleasant, and to be cast against a group of opponents.
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REVIVE:
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Returns to life an adventurer killed within the Keep.
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SPELLS OF THE COLLEGE OF RUNE MAGIC
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CANTRIP:
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This spell doubles the potency of objects, but only for a price.
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CURE:
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Damage to a character will be cured no matter how grim the
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condition.
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FEAR:
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Plunges a foe into paralyzing fear for a short time.
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FIRE:
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Ignites a group of monsters.
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PERCEIVE:
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Cast this spell to obtain a clue about the surroundings.
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SLAY:
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Destroys creatures outright.
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SPELLS OF THE COLLEGE OF SHADOW MAGIC
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DARKFIRE:
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Inflicts damage on any creature.
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ILLUSION:
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The target of this spell will ignore the entire party.
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MOONFIRE:
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The spell will blind the foe in its path, and thus render it less
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dangerous.
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SHIFT:
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Instantly transports the group to a safe place.
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STARFLARE:
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A huge and terrifying ball of flame which annihilates all
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creatures in the way.
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TWILIGHT:
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Causes monsters to become blinded to the presence of the
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adventurers, and pass by without noticing them.
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D. MAGICAL ARTIFACTS
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AMULET OF EVIL:
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Single foes may be attacked by the magic of this black necklace.
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BLACK CRYSTAL:
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Protects the user from the blows of the enemy.
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BLACK RING:
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Passed down from the Necromancers, this is endowed with the power
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to transform a creature into a zombie.
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BOOK OF DARKNESS:
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One who reads this tome will know the dark, and everything it
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contains.
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BOOK OF NOTES:
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perhaps the notebook of Nacomedon himself, the reader will glean
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an answer or two.
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BOOK OF OPENING:
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Its powers can open those things that are closed and locked.
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CHALICE IF AWE:
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A young enchantress once owned the chalice, and used it to rescue
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those who were caught in the Land of Darkness before their time.
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CULDROM'S WAND:
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The namesake of the wizard Gorwyther's aggrssive apprentice, this
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wand will attack numerous enemies at once.
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DEVIL'S GEM:
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Perhaps the storehouse for the soul of a Great Demon (such
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creatures commonly safekept their souls in gems).
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ELDRITCH STAFF:
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The user of this slender pole may seek advice from the gods.
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FUNNY ROCK:
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With a rock such as this, dexterity can be a trait of even the
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clumsiest Roo.
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GEM OF DARKNESS:
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When invoked, an able shield against an enemy's blows.
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GLOVES OF COLD:
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These strength-giving articles were fashioned inside a volcano
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and thus will withstand great heat.
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HAMMER:
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Powers to enchant came to this tool through its creator, a goblin
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Master Smith and mage.
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RAGGED CLOAK:
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Remain hidden froom monsters while wearing this garment.
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RING OF LIFE:
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Will resurrect a fallen adventurer.
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ROD OF POWER:
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The user may enhance his magical abilities through the use of
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this article.
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ROGARTH'S STAFF:
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The mighty wizard that crafted this staff controlled vast armies
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of gargoyles through its use. A supremely powerful artifact.
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SALVE OF AID:
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restore lost hit points with this unguent.
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SHADOW CLOAK:
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Takes the blows of an enemy, sparing the user from the assault.
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SILVER HELM:
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Once owned by the Mage-King Tehrien of Yarr, this magical cap can
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deflect blows from weapons. The visor will preserve the eyes
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from blindness in the face of spells or fire.
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SMEDLY'S STICK:
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At the hands of an angry and evil knight, the unfortunate Smedly
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and his kin were transformed into sticks such as this one. These
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can transport your party to a safe place, no matter how distant.
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STAFF OF POWER:
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Boosts the ability to cast spells, but only temporarily.
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STAFF OF QUIET:
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Advances the user's chances of dodging blows.
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SUN AMULET:
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Silently and invisibly, the party may pass predatory monsters,
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when this artifact is used.
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WAND OF TRAVEL:
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The wielder of this wand will be ignored by the enemy, even in
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the heaviest of combat.
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E. CREATURES
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BARGUEST:
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Wolf-like and adept at magic. The Barguest prefers to guard
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places of power, such as temples and castles, and comes to its
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duties at the call of magic. Its lack of armor should not be
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confused with a physical frailty.
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BROLLACHAN:
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Two eyes, a grinning mouth, and shapeless substance -- that is
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all. Evolved from horrible creatures in the deepest unexplored
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marshlands, the Brollachan is difficult to destroy with
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conventional weaponry. at the lack of a proper spell,
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adventurers should flee.
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COCKATRICE:
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A thoroughly evil creature composed of the head, wings, and feet
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of a large fighting cock. Its body is covered with scales, and
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it has a long, barbed serpent's tail.
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DEMON:
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A large humanoid of terrifying appearance. Eyes cast an evil
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gleam above protruding fangs, and the black body is often winged,
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with a red glow as if from flame. Enchanted or mundane weapons
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often fail, for the Demon is near impossible to destroy.
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FACHAN:
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Bizarre and feathered, this foul creature resembles the trunk of
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a diseased tree. One arm sprouts from the middle of its chest.
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Its lone eye stares from the middle of its head. it prefers to
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batter its foes, and jumps from place to place on its single
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leg.
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FOUL FROND:
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This green plant-like creature has a bite of poison that can lay
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flat an adventurer in quick order. When its enemy succeeds in
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cutting it down, it may leave behind a silver rose.
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GARGOYLE:
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Short,
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ropelled by bat-like wings, and possessing a spiked tail,
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spurred elbows, and a horned head. The gargoyle is physically
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tough, with rough, stone-like skin. Its magical powers are keen,
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though the creature is not well-armored.
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GHOST:
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Quick and troublesome, the residual life force of a once living
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creature, ghosts can be bitter about their plight and thus quite
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unpleasant. An unfortunate death from before may have bound this
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creature to a single spot.
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GOBLIN:
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Puny and dirty, ugly and irritating. Goblins often dress in
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tattered, cast-off clothing and have little to distinguish them.
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HUMAN:
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The best of traits can turn the most sour. A small number of
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these adaptable bipeds have turned to evil, and have used their
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knowledge of armor and civilization to aid the realm of
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Dal'brad. Humans can adopt a negotiative stance, but be wary of
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traitors and falsehood.
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VENOMOUS SHEEP:
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Small and innocent in appearance, these mindless, fanged
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creatures can inject a powerful poison which has no antidote.
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They display great aggression.
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OGRE:
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Physically strong but unmagical, the ogre is second cousin to the
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Troll. Its dark skin coloring is tinged with red.
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RED CAP:
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Evil creatures that thrive when residing on sites of great
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bloodshed. Their terms of service allow them to wet their caps
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with the blood of their victims.
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STOOR WORM:
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A large, slow, python-like creature with a dragon's head may
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often be found keeping guard over treasures. After constricting
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an adventurer's armor and shattering it, the Worm will batter its
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victim.
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TROLL:
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A weaker relative to the Ogre, but nonetheless tough in physical
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battle. This hideous humanoid has dark, scaly skin and misshapen
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eyes. They dislike sunlight; the dark has invaded their core and
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has made them cunning and evil.
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WIGHT:
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Like the Ghost, often has an unearthly tie to a grave. They are
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slow to act, possibly due to the rotting corpses they inhabit.
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Their great magical power makes them difficult adversaries.
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ZHIS'TA:
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A hatred of evil has turned into a love of it. When Zhis'ta
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become part of the evil realm, their cunning and agility take on
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a keeness that is hard to overcome. However, these traitors,
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like the Humans that have come into the Keep, have a weakness
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that can be turned to advantage at the hands of an able warrior.
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