464 lines
14 KiB
Groff
464 lines
14 KiB
Groff
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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 1 [-]
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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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THE OUTPOST......312/441-6957
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THE BEGINNING
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Many years ago, an evil began to spread across the land. It was
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centered in the Shadowkeep, the home of the powerful wizard,
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Nacomedon. The demon, Dal'Brad, had imprisoned Nacomedon in a
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crystal and held his captive deep in the tower while he wrought
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the evil madness.
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This evil spread until it reached the borders of the four races
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of to Earth. Roos, Thalidars, Zhis'ta and Humans alike were
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threatened by the wretched evil that was spreading from the
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tower. A few brave adventurers were sent forth from each
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civilization, determined to put a stop to the evil and perhaps
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acquire a small fortune at the same time.
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Roos, hardy explorers of great physical endurance; Thalidars,
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masters of the ancient art often known as magic; Zhis'ta, agile
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and shrewd warriors from birth; and Humans, intelligent leaders
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with a knack for getting into trouble -- akk hiubed together to
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fight the demons in the Shadowkeep.
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Alas, it was not enough. Each was defeated in turn. There was
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time for just one more group of brave adventurers. One more
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party of heroes was needed to topple the cruel and heartless
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obelisk that was the Shadowkeep. We call on you, our last and
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most able chance, to accept the challenge -- to assemble your
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party, approach the Keep, and, if your spirit is able, rid the
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tower of its malicious tenant.
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II. FINDING YOUR ADVENTURERS Here at the Lonely Inn, the
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mysterious proprietor will greet you and ask your name. He is a
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friendly sort, curious about your band of adventurers and eager
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for your business. He has run this Inn on the edge of the
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Shadowkeep for many years, unexplainedly protected from the evil
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of Dal'Brad that lurks so close to his door.
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Before selecting your band form among the many visitors at the
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Inn, pause and consider the importance of assembling a balanced
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and able group of adventurers. Up to twenty different characters
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may be registered with the innkeeper, and form this gathering you
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will create a band of nine, all who must harmonize and support
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each other.
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As you register your team, the proprietor will ask a series of
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questions about each member, questions that concern their race,
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profession, and gender. As the details are recorded onto the
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register, the resulting attributes of each individual are open
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for your inspection.
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Characters may have any name, in length up to twelve letters, and
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with no spaces or numerals....
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The four great races of Roo, Thalidar, Zhis'ta, and Human each
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possess their own qualities and quirks. Within each race, males
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are stronger that females, though the females of a race possess
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greater dexterity....
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Adventurers are trained in one of the five professions:
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WARRIORS:
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sturdy masters of the mace and broadsword; at least four per
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party is a sound grouping
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MONKS:
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wise and insightful, agile and vigorous
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RUNEMAGES:
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possessors of the Runes of power; can decipher glyphs that baffle
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others
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SHADOWMAGES:
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draw their power from shadow
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NECROMANCERS:
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seek power over what is most feared:
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death....
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The innkeeper records the background of each adventurer in his
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log. It is acknowledged that race, gender, and profession
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determine a character's attributes. But, of course, all
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individuals bring stengths and weaknesses that exceed those of
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their positions. The proprietor thus allows extra value to be
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distributed among any adventurer's attributes, in any or all of
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the six areas:
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STRENGTH:
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How much an individual can carry, and the amount of damage he can
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inflict in combat.
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INTELLIGENCE:
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How many spells a character can learn, and how quickly he can
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learn new ones.
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DEXTERITY:
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The agility of a character -- the ability to move quickly and
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leap out of (or into) danger. The most dextrous individual moves
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first in a fight.
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POWER:
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The ability to focus magical energies. Power is drained by
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magic, restored by rest. A character with no power will not
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live.
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LEADERSHIP:
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Force of personality. The character with most leadership will be
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declared leader of the party. HIT POINTS:
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The ability to withstand physical damage. Hit points are
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restored by rest or healing arts, and, as with power, are
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necessary in order to live.
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Once new adventurers have been registered, review or rename
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veteran characters from past adventures.
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Also, recreate any whose souls were saved on the Save Disk.
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Select this option form the list, name the character whose life
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and spirit should be restroed. Welcome the adventurer back into
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the party.
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Finally, gather the party, selecting up to nine of the most able
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and ready. The mission ahead is not for the dull of mind or the
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frail of spirit.
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III BEGINNING THE QUEST The adventurers must prepare for the
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journey to the Keep. They may give equipment and supplies to
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each other, and through other means prepare themselves. They may
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also visit Raddath. An enigmatic, pan-dimensional creature,
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Raddath will offer his wares and wisdom to the party. He has
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felt the evil of the Keep and thus will give his aid in any way
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he can. Raddath buys and sells magic and goods, and can heal
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damage, drain poison, and even revive a character killed while in
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the Keep. He is not, however, given over to charity. Raddath
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has no aversion to acquiring a fortune while helping destroy the
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Keep.
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FURTHER NOTE:
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While Raddath is skilled in magic, he offers no guarantees of the
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effectiveness of his cures. No refunds.
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The final preparation may be to order the party. Sound
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organization is essential within the confines of the Keep. Take
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this opportunity; it may be your last.
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The road to the Keep is short, but it wears long on the soul of
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the hero who walks it....
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(OF COURSE, IF YOU HAVE BECOME FAINT OF HEART, NO ONE WILL STOP
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YOU FROM ABANDONING THE QUEST NOW. IF YOU LEAVE THIS PLACE, YOU
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MAY NEVER SEE IT AGAIN...)
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IV WITHIN THE TOWER While approaching the Keep, and within it,
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instruct the adventurers with precision and clarity.
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RALPH GET THE TORCH
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EZEKIEL CAST THE LUMINANCE SPELL
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NAOMI GET THE TORCH AND GIVE IT TO REBB
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REBB LIGHT THE TORCH AND PREPARE THE SWORD
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NAOMI WEAR THE ARMOR THEN PREPARE THE MACE
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DAGMAR PUT THE WAND OF TRAVEL IN THE CHEST
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Any command not directed to a certain character will inspire the
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leader of the party to respond.
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The party as a whole will move following basic commands.
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F or FORWARD
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L or LEFT (to face left)
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R or RIGHT (to face right)
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B or BACKWARD (to step back without turning)
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Explore the Keep thoroughly, and exercise caution.
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OPEN DOOR, CLOSE DOOR, LISTEN
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Inhabitants will occasionally allow you to address them, which
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you should do in either of the following ways. Try to do so
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before they lop your head off.
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ASK SILDRA WHERE THE GOLD IS "SILDRA WHERE IS THE GOLD"
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From time to time, assess the damage inflicted on fellow
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adventurers.
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LOOK PARTY (gives members' power, hit points)
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STATS
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ROLF CONDITION (substitute C for Condition)
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LOOK NAOMI
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Magical healing is possible through the aid of Raddath. If a
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visit to him is impossible, characters may use any magic they
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possess, but at the expense of some power.
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The adventueres can investigate and acquire objects while in the
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KEEP.
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SEARCH (some characters will find hidden objects more quickly
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that others)
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LOOK SCROLL
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MORDOR GET SCROOL
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FANNIE GET ALL BUT TORCH ZOORA GET ALL GET GREAT SWORD AND READY
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IT
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If an adventurer has too heavy a load, something will need to be
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dropped. The amount they can carry depends on their strength.
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DROP THE BASTARD SWORD
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DROP ALL BUT THE TORCH
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MERCER DROP ALL
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Or, the adventurer might simply give the object away.
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MYRA GIVE ROBERT THE GEM OF CHANGE GIVE THE SOGGY STICK TO BILL
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You might wish to let one object hold another.
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OPEN THE BOX AND
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PUT THE GOLD INSIDE
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CLOSE BOX
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PUT ROCK IN HOLE
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PLACE GOLD ON THE TABLE
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Find out what an object can do by using or examining it.
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USE THE FUNNY ROCK
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EXAMINE THE FUNNY ROCK
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If you have a particular use in mind, and a certain target, state
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those.
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SMASH THE ALTAR WITH THE BREAKER BAR
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ATTACK THE CORD WITH THE GREAT SWORD
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Light is required to explore the dark, dank Keep. Wihtout a lit
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torch (or an appropriate light spell), searching will be
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impossible. (Compat will be possible but difficult; there would
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be no warning at the approach of monsters.) Any illumination will
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serve thebut will eventually extinguish, but will eventually
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extinguish, becoming a soggy stick or used up spell. It is
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advisable to have several sources of light at any given time.
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LIGHT TORCH
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ZEKE CAST THE LUMINANCE SPELL
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V MAGIC:
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Rely on the power of magic; above all else, it will be your key
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to success.
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Though all may cast spells within the Keep, many have the
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capacity to learn no more than a scant two or so. Power and
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training determine one's triumph while using this ancient art.
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Mages, with exceptionally learned backgrounds, begin the journey
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with knowledge of a small number of spells. Raddath has acquired
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many others, which he makes available for sale to the hopeful
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adventurer.
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As all may cast spells, so will all feel the effects of the
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task. After casting a spell, even the most powerful magician
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weakens, and eventually must restore powers with sleep. Monitor
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the losses of power, thus avoiding the loss of an adventurer.
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Up to two spells or magical artifacts may be active at any one
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time.
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INVOKE RING OF LIFE AND CAST THE FORTRESS SPELL
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Discover more about spells you acquire by reading or learning
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them. READ BOOK OF DARKNESS, LEARN DEATH SPELL GET HEAL SCROLL,
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LEARN IT, CAST IT
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A scroll that is successfully learned becomes a spell that may be
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cast. The scroll will vanish once it has been learned.
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Mere mortals are limited in the number of spells they may know.
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When one's memory is full and the spell cannot be learned, a
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spell must be forgotten. FORGET DEATH SPELL
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Once a spell has been forgotten, only another scroll will grant a
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new opportunity to acquire the spell. Ready the magical
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artifacts as you prepared other weaponry. READY SOULEATER SWORD
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Learning magical spells is sufficient preparation for use.
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Watch for podiums while in the Keep. Through these devices you
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and your band of adventurers may quickly transport to another
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level of the Tower. The incantations needed to operate these
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mysterious devices are always changing.
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Finally, the halls of the Keep are laced with spells that bind,
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hide, or hinder. Doors are often sealed with spells of warning,
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released only by the timely use of magical words discovered by
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those who made the journey before you. The passwords that are
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known: SAFETY, LAIR, PASS, FRIEND, HOME
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Be apprised of the possibility of other passwords; and hope that
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if you are unsuccessful in vanquishing the demons from the Kee
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that you will at least return your successors what you learned.
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VI COMBAT:
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Successful warriors approach combat with weapons, equipment, and
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magic in readiness. An adventurer would do well to have
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equipment prepared for both Attack and Parry, and to wear the
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armor.
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READY BASTARD SWORD, PREPARE GREAT SHIELD, WEAR SCALE MAIL
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At a sign of combat, the party will, at your command, negotiate,
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flee, or remain to fight. When you mobilize the ranks and
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determine the course of action, you may assign each member to
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attack, parry, cast spells, change places prepare equipment, or,
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of course, do nothing.
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When assigning adventurers to their tasks, consider the skill
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that they might possess due to heritage and profession. These
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skills might cause them to perform some tasks better than
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others. Before combat, gain information on a member's skill as
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such:
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EXAMINE ELLA
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THE SKILLS:
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ATTACK:
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Skills necessary to land a blow on an enemy.
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PARRY:
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Success with which a character can avoid or deflect a blow.
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MAGIC:
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Technical proficiency in casting magic.
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OPEN:
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The ability to open sealed or locked objects.
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SEARCH:
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The aptitude for finding hidden objects.
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If combat has worsened the condition of the party, change
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positions to preserve life and limb. Enter: ORDER
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And, as weariness sets in, allow the few remaining good spirits
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in the Keep to restore your band's energy. Rest for up to ten
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hours, then resume the journey. One hit point and a unit of
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power is restored to each character for every hour of sleep.
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SLEEP FOR 3 HOURS
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Beware:
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Monsters can sense when a party is asleep and unprepared for
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attack. A blow while asleep can be far worse than the extremes
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of combat. Consider the use of certain spells that will conceal
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the sleeping party from marauding monsters. Or, perhaps choose a
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safer course:
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sleep outside the confines of the Keep.
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