2368 lines
102 KiB
Plaintext
2368 lines
102 KiB
Plaintext
____________ _________ _______ ______
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____________ __________ _____ ______
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____________ __________ ______ ____
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____ _________ _______ ____
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____ _________ _______ ____
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____ ____ ____ ______ ____
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____ ____ ____ ______ ______
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____ ____ ____ ________ ______
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PRESENTS
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SECRET OF THE SILVER BLADES
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ADVENTURER'S JOURNALS - RULES - MONSTERS - SPELLS - WEAPONS - GLOSSARY - TABLES
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Amigatized by Orage Rouge
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Thanks to Lazarus Long, Black Plague, and Milton Bostoc for
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the original, and their efforts getting this to you:
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"...The Adventurer's Journal is 60 pages long and is written in a wierd type of
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Font. We couldn't get the handscanner to scan it into text form. So instead
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we had to go about the long process of typing out the docs by hand. You may
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find a spelling mistake or two but the information in the Journal Entries are
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crucial in playing the game fully."
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Note: There are NO maps available with this release! This work origninated
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on an MS-DOS machine and the maps provided were done with an runtime
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character-based graphics routine - USELESS on the Amiga! Scanned IFF
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maps should be available soon, how 'bout it MICTANECHTULI? :-)
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Page 1 of The Adventurer's Journal
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How the Heroes Arrive...
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The Miners haul the chest of gems to the edge of the well. The iron-banded
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boxes teeter a moment on the brink then tumble over and break the glassy
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surface with a splash. The mayor steps forward, clad in worn armor, and
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raises his hands skyward, beseeching "Great Well of Knowledge, I call upon
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you to bring us champions to defeat the evil that infests our mine."
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The Sky grows dark and the ground rumbles. The air is electric with eldrich
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power. With a crackle of light appear several figures, laying dazed and
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naked upon the ground. One of the miners moves cautiously to the nearest,
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and shakes him, eliciting only an incoherent groan. He looks up at the mayor
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and asks, "You sure these folks are worth the entire treasury? They don't
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seem too impressive to me. Maybe you should have asked for armor and swords
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and stuff too?"
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The mayor frowns in concentration. "The ways of the well are mysterious ...
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it has always been reliable, but not predictable. Our wish has summoned these
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heroes bereft of equipment or sence. We must take them back to town and give
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them whatever help we can. Only then can we hope for their aid."
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Page 2 of the Adventurer's Journal
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The Dazed bodies are loaded into cards and they begin weaving their way
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through a maze of collapsed buildings. Suddenly streaks of fire light
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the overcast sky and shoot toward the well. Straggling miners rush up to
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the carts yelling incoherently. "Flames from the sky ... creatures attacked
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and encircled the well ... teleporters shut down ... Fritz is dead!"
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The carts bounce on more quickly util they pass through a gateway and pull
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up at a large house. The miners lift the still limp adventurers and take
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them inside. The mayor steps forward and states, "Now we wait. They
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must recover from the shock. We must trust that the well has provided
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what we need."
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Page 3 of the Adventurer's Journal
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To Play secret of the Silver blades you must have a party of adventurer
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characters. To build a party you must make characters of varying race
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and class. The characters have different attributes that will be indicated
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by their ability scores. The following sections will explain what you need
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to know to create successful adventuring parties.
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The Player Races --
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There are six races from which you may construct your player characters (PCs).
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Each race has different talents and limitations. Charts and tables in the
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appendix at the back of the Journal summarize the abilites and class
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limitations for the different races. Non-human characters can also combine
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character classes and may also have additional special abilities.
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DWARVES are a cunning race of sturdy workers and craftsmen. They are
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expecially resistant to magic and poison. During combad, Dwarves receive
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bonuses when attacking man-sized giant class creatures and are adept at
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dodging the attacks of larger giant-class creatures. Dwarves can be
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fighters, thieves, and fighter-thieves.
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ELVES are a tall, long-lived race. They are nearly immune to sleep and
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charm spells and are adept at finding hidden objects. During combat, Elves
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receive bonuses when attacking with swords and bows. They cannot be raised
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from the dead. Elves can be fighters, magic-users, thieves, fighter/magic -
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users, fighter/thieves, magic-user/thieves, and fighter/magic-user/thieves.
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HALF-ELVES are hybrids with many of the virtues of both human and elves.
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They are resistant to sleep and charm spells and are adept at finding
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hidden objects. Half Elves can be fighters, magic-users, clerics, thieves,
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rangers, cleric/fighters, cleric/rangers, cleric/magic-users, fighter/magic-
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users, fighter/thieves, magic-user/thieves, cleric/fighter/magic-users,
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or fighter/magic-user/thives.
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GNOMES are shorter and slimmer than their dwarf cousins. They are especially
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resistant to magic. During combat, Gnomes receive bonuses when attacking
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man-sized giant-class creatures and are adept at dodging the attacks of
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larger giant-class creatures. Gnomes can be fighters, thievs, and fighter/
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thieves.
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HALFLINGS are about half the size of a human, hence their name. They are
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especially resistant to magic and poison. They can be fighters, thieves,
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and fighter/thieves.
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HUMANS are the most common player-race in the Forgotten Realms. They suffer
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no level racial limitations or ability modifiers. Humans do have the
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disability of shorter lifespans than the other races. This may be a
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problem, especially if human characters have come from Curse of the Azure
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Bonds or they have been subjected to many Haste Spells. They can be
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fighters, magic-users, clerics, thieves, rangers, palidins, and
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Dual-Class Characters.
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Ability Scores --
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Every character has six randomly generated ability scores. These scores fall
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within the range determined by the race and class of the character (see the
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range of ability scores by race table on page 47) for humans, that range
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is from 3(low) to 18(high).
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Page 4 of the Adventurer's Journal
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Depending on the character class, one ormore of these abilities will be
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a prime requisite. A prime requisite is an ability especially valuable to
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a given class (strength for a figher, wistem for a cleric, Intelligence for
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a Magic-User, Dexterity for a Thief, etc.). Characters receive bonus
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experience points when their prime requisite scores are at or above a
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certain number ( 16 in most instances ).
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Non-human characters may receive modifiers to the basic ability scores to
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reflect differences between the races. Dwarves, for instance, get a +1
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constitution bonus and may have a maximum constitution of 19 instead of 18.
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When a character is generated with the CREATE NEW CHARACTER command, all
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racial modifiers are calculated automatically.
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( Writer's Note -- Skipped the rest of page 4, wasn't important )
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Page 5 of the Adventurer's Journal
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Experience Points (XP) ---
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Are a measure of what the character has learned on his adventurers.
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Characters receive XP for actions such as fighting monsters, finding treasures
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and successfully completing quests. See the Advancement Tables for each
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class XP requirments.
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Level ---
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Is a measure of a character's ability in his class. As characters gain XP,
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they may go up in levels. Most new characters will begin the game at 8th
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level except for magic-users which start at 9th level, and thieves which start
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at 10th level. Characters with racial level limits may start the game at
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their maximum level if it less than the normal starting level. When
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charactters have enough XP they can go to the hall and receive the
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training required to increase in level. Characters may only advance one
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level at a time. If a character has gained enough XP to go up two or more
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levels since the last time he has trained, he will go up one level and lose
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all XP in excess of one point below the next level. Once Characters have
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reached their maximum levels for this game, they should not train.
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Hit Points (HP) ---
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Represent the amount of damage a character can take before he goes unconscious
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or dies. Characters gain HP every time they increase in level. Bonuses
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for high constitutions are calculated automatically. When a character takes
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enough damage that his HP reach 0, he is unconscious. If the character's
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HP drop to anything from -1 to -9, he will lose 1 HP per turn from
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bleeding until he is bandaged or dies. A character is dead if HP drops
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to -10 HP or less. When you view a character, his HP on the screen will be
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displayed as less than 0.
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Page 6 of the Adventurer's Journal.
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Character Classes ---
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A character must belong to at least one character class. Non-human
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characters can have more than once class at the same time. Non-human
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characters with multiple classes have more playing options, but increase
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in level slower because XP is divided evenly among all classes.
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CLERICS have spells bestowed on them by their deity and can fight
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wearing armor and using crushing (no edged or pointed) weapons. Clerics
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must memorize their spells just as magic-users, but they do not use
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grimoires (Spell Books). When clerics gain a new spell level, they will
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automatically be able to use any of the available spells for the new level.
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The prime requisite for clerics is Wisdom.
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FIGHTERS can fight with an armor or weapons, but they cannot cast magic-user
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spells. Fighters can have exceptional strength and gain additional HP
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bonuses if they have a Constitution of 17+. The prime requisite for fighters
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is Strength.
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RANGERS can fight with any armor or weapons. Rangers can have exceptional
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strength and gain additional HP bonuses if they have a constitution of
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17+. They do additional damage in combat when fighting giant-class
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creatures. At 8th level rangers may begin to cast druid spells, at
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9th level they gain magic-user spells. Rangers must be of good alignment
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and have ability scores of at least 13 in strength and intelligecne and at
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least 14 in wisdom and constitution. The prime requisites for rangers are
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Strength, Intelligence, and Wisdom.
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PALIDINS can fight with any armor or weapons and cast a few clerical
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spells once they reach 9th level. Palidins can have exceptional strength
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and gain additional HP bonuses if they have a constitution of 17+.
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They are more resistant to spells and poison, can turn undead creatures
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as if they were a cleric two levels below their current level and are
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always surronded by the equivalent of a protection from Evil spell.
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A palidin may heal two HP of damage per his level once a day. A Palidin
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may Cure Disease once a week at 1st-5th levels, twice a week at 6th-10th and
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Page 7 of the Adventurer's Journal
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three times a week at 11th-15th level. At 9th level palidins gain the ability
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to cast clerical spells. A palidin will not adventuer with any evil
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characters. Palidins must be of lawfull good alignment and have ability
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scores of at least 9 in intelligince and wisdom, at least 12 in strength,
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and at least 17 in charisma. The prime requisites for palidins are
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Strength and Wisdom.
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MAGIC-USERS have powerful spells, but can use no armor and few weapons.
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They can only memorize those spells available in their magical grimoires
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(personal magic spell books) or use scrolls. Magic-users may add new spells
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to their grimoires whenever they go up in level or find scrolls with
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spells of levels that they scribe. The prime requisite for magic-users
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is Intelligence.
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THIEVES can fight with swords and slings and wear leather armor. In combat
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they do additionaly damage 'back stabbing' which is described in the
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combat section. Thieves also have special skills for opening locks and
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removing traps. High level thieves also have a chance of casting magic-user
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spells from scrolls. The prime requisite for thieves is Dexterity.
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MULTI-CLASS are non-human characters who belong to two or more classes
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at the same time. The character's experience points are divided among each
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of the classes, even after the character can no longer advance in one or
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more of those classes. The character's HP per level are average among the
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classes. The multi-class character gains all the benefits of all classes
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reagard to weapons and equipment.
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DUAL-CLASS are human characters who had one class for the first part
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of their life, and then changed into a new class for the remainder. Once
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a character changes classes, he cannot advance in his old class. Dual-class
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characters do not gain HP and cannot use the abilites of the old class while
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their new class level is less than or equal to the old class level. Once
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the character's level in his new class is gerater than the level in his
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old class, he gains HP according to his new class and may use abilites from
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both classes. Human dual-class magic-users may not cast magic-user spells
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while they are wearing armor.
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ALIGNMENT - is the philosophy a character lives by. Alignment can affect how
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NPCs and some magic items in the game react to a character.
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-- I skipped Page 8, didn't have anything usefull.. Went right to page 9 --
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Page 9 of the Adventurer's Journal.
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PREPARATION TIPS -- ONce the party has been outfitted, encamp at the mayor's
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house and ready your weapons, armor and shields. Then ahve all spellcasters
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memorize spells. Finally, save the game before continuing.
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COMBAT --
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Combat occurs often during your adventuers. Combat takes place on a tactical
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map. This map is a detailed 3-D view of the map terrain that they party was
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in when combat began. This map is overlaid with an invisible square grid.
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As you move characters, you will notice that everything moves on the grid
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from square to square. Moving diagonally often costs more movement points
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than moving horizontally or vertically.
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INITIATIVE -- Each round of combat is divided into 10 segments. Which
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segment a character or monster acts in depends on his initiative number. This
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is a randomly generated number for each character and moster. This random
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number is generated at the beginning of each combat round and is modified
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by dexterity bonuses or penalties and random factoers ( such as surprise) to
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arrive at the initiative number.
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COMPUTER CONTROL -- The computer controls the actions of monsters and NPCs.
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The computer also controls any PCs set to computer control with the QUICK
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command. You may take control of PC characters during any combat round.
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AC - A character or monster's difficulty to be hit is represented by his
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Armor Class or AC. THe lower the AC the harder it is to hit the target.
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AC is based on the armor a character is wearing and any dexterity bonus.
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Some Magic items, such as enchanted armor, will help a character's AC.
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THAC0 -- The character's THAC0 represents his ability to hit enemies in
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melee or with missle fire. THAC0 stand for TO HIT ARMOR CLASS 0. This
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is the number a character must 'role' equal to or greater than to do
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damage on at targent with an AC of 0. The lower the THAC0 the better the
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chance to hit the target.
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Page 10 -
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NOTE: The regeneration of a random number is often referred to as a
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"roll". In determining if an attack is successful, the roll is a random
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number from 1 to 20.
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An attack is successful if the random number is greater than or equal to the
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attackers THAC0 minus the target's AC. THAC0 may be modified by range,
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attacking from the rear, magic weapons, and magic spells among other things.
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Example:
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A fighter with a THAC0 of 15 attacking a monster with an AC of 3 would need
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to roll:
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(THAC0 15) - (AC 3) = 12+
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But to hit a monster with an AC of -2 he would need to roll:
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(THAC0 15) - (AC -2) = 17+
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DAMAGE
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When a hit is scored, the attacker does damage. Damage is the range of HP loss
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the attacker inflicts when he hits an opponent in combat. Damage depends on
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the attackers strength and weapon type. The Damage each weapon can do is
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summarized in the Weapon List on page 54.
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Some monsters take only partial or no damage from certain weapon types. Giant
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Slugs, for example, take no damage from blunt weapons (Maces etc..), while
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some of the other monsters only take damage from magical weapons.
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SAVING THROWS
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Whenever characters or monsters are poisoned, or attacked by most magic
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spells, such as FireBall or Lighting, the computer checks to see if they made
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their saving throw. A successful save means that the target had some innate
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immunity to the poison, or was not hit full-force by the spell. Generally, a
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successful save will mean that the target was unaffected or damaged that would
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have otherwise be taken is halved.
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BACK STABBING
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A thief will stab if he attacks a target from exactly opposite the first
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character to attack the target. The thief may not back stab if he has readied
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armor heavier than leather (Exception: Elfin Chain Mail). A back stab has a
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better chance of hitting and does additional damage.
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MISSLE ATTACKS
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A character may not attack an adjacet target with a missle weapon (Bow, Sling
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etc...). A character may attack an adjacent target with a thrown weapon (Axe,
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Club etc...). Bows can attack twice per turn. Thrown darts can attack three
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||
times per turn.
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||
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||
MULTIPLE ATTACKS
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||
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Fighters, Paladins, and Rangers attack more than once per combat round when
|
||
they get to higher levels. The first bonus is three attacks every two rounds.
|
||
Later, they attack twice each round. See the chart on page 49.
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||
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||
All of a charcters attacks are aimed against the first target. If the first
|
||
target goes down with the first attack, aim any remaining attack at another
|
||
target.
|
||
|
||
Page 11 -
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||
MOVEMENT -
|
||
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||
The number of squares a character can move is affected by the weight he's
|
||
carrying, his strength, and the kind of armor he has readied. A character's
|
||
movement range is displayed on the view screen and when moving during combat.
|
||
|
||
RUNNING AWAY
|
||
|
||
A character may flee from the battlefield if he can move faster than all
|
||
enemies. A character may not move off the battlefield if he moves slower than
|
||
any enemies. A character has a 50% chance to move off the battlefield if he can
|
||
move as fast as the fastest enemy.
|
||
|
||
Exception - If a monster or character can reach the edge of the combat map
|
||
without any of his opponents being able to see him, he may then flee
|
||
successfully even though he may be slower than his opponents.
|
||
|
||
A Character that moves off the battlefield returns to the party after the
|
||
fight is over. If the whole party flees it will not receive any XP for
|
||
monsters killed before retreating.
|
||
|
||
AFTER COMBAT
|
||
|
||
If one or more characters survive on the battlefield at the end of combat, the
|
||
bodies of the unconscious or dead party members stay with the party. If the
|
||
entire party flees from combat, all unconscious or dead members are
|
||
permanently lost. If all the party members are slain, go back to your last
|
||
saved game and try again from that point.
|
||
|
||
COMBAT STRATEGIES
|
||
|
||
Throughout "Secret of the Silver Blades", your party engages a colorful
|
||
collection of foes. At times, the party may elect to avoid a confrontation,
|
||
choosing conversation or flight instead. More often, however, they must stand
|
||
and fight.
|
||
|
||
To succeed in combat, a skilled player deploys his party well, casts effective
|
||
spells before and during combat, maneuvers his characters into advantageous
|
||
position, and attacks using his most powerful characters and weapons.
|
||
|
||
DEPLOYING THE PARTY
|
||
|
||
When a battle begins, your party is automatically positioned based on the
|
||
existing order of the characters. Characters near the top of the order will be
|
||
in front lines and volunerable to attack. To change the starting deployment,
|
||
change the order from the Alter Menu while encamped. Shift the heavily-armored
|
||
fighters up the list and the vulnerable magic-users and thieves towards the
|
||
bottom of the list. Party order my not be changed while in combat.
|
||
|
||
When battle begins, your party may be placed in a bad position. If you wish to
|
||
be defensive, move your characters to anchor your flanks on an obstacle such
|
||
as a wall. Keep your magic-users behind the front line. Setting up behind a
|
||
doorway that your enemies have to move through makes for a very strong
|
||
defensive position.
|
||
|
||
Characters who are seriously Injured should be moved out of the front lines if
|
||
possible. Be warned, If you move away from an adjacent enemy, he will get a
|
||
free attack at your back. Back players have an improved chance to hit.
|
||
Page 13 -
|
||
|
||
A magic-user can also scribe spells from indentified scrolls if he is of high
|
||
enough level to cast them. A magic-user must cast the Read magic spell in
|
||
order to indentify the spells on the scroll. A spell disappears after it has
|
||
been scribed or cast. Only magic-users (And high level theives) can cast
|
||
magic-user spells from scrolls.
|
||
|
||
CLERICS
|
||
|
||
Clerical magic requires no spell books. All clerical spells of the apropriate
|
||
level are always available to a cleric or high-level Paladin, the character
|
||
needed only memorize them.
|
||
|
||
When a cleric finds a clerical scroll, he can use the spells directly from the
|
||
scroll regardless of level. Paladins can never use clerical scrolls, even if
|
||
they may cast the spell.
|
||
|
||
TIPS ON MAGIC SPELLS
|
||
|
||
Both Clerics and magic-users may cast spells which assist the party in combat.
|
||
Preparatory spells just before a battle can protect and strenthen characters.
|
||
During battle, your spells will damage your opponents and help your party.
|
||
|
||
Spells should be memorized as soon as possible after they are used. This is
|
||
most likely to happen after combat. Encamp, have your spell-casters memorize
|
||
spells and select REST to allow them to imprint the spells for later use.
|
||
|
||
NOTE: After resting, it is a good idea to save your game after every tough
|
||
combat. You should have at least two seperate saved games at all times and
|
||
alternate between them. This will allow you to go back to a saved game before
|
||
a fatal battle.
|
||
|
||
Page 14 -
|
||
|
||
MAGICAL TREASURES
|
||
|
||
As you travel about and encounter the monsters and puzzles that stand between
|
||
you and finishing your various quests. You will also find magical items to
|
||
help you on your way. Here are descriptions of some items that you may find.
|
||
Not all of these items may be found in your adventure. You can find out if
|
||
there is a magic item in a treasure by doing a DETECT Magic spell using the
|
||
DETECT command. To find out specifically what an item is, you must take it to
|
||
an armoury or finfd a shop and have it indentified.
|
||
|
||
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.
|
||
|
||
WANDS
|
||
|
||
Wands are the traditional objects of enchantment. Wands generally will cast a
|
||
set number of a given spell (10 FireBalls or 15 Magic Missles for nstance).
|
||
Only experimentation or paying to have them indentified will tell what a wand
|
||
does. The USE command allows a character to cast spells with a readied wand.
|
||
|
||
POTIONS
|
||
|
||
Potions are a common magical treasure, Potions may heal wounded characters,
|
||
cause them to become hastened or invisible, or cause any number of other
|
||
effects. The USE command will allow a character to drink a readied potion.
|
||
|
||
SCROLLS
|
||
|
||
Either clerical or from magic-users, these items may have spells that
|
||
characters couldn't otherwise cast. A Magic-User may use SCRIBE to permanently
|
||
transfer a scroll into his grimoire if the spell is of a level that he can
|
||
memorize. Magic-Users and clerics can cast spells directly from scrolls with
|
||
the USE command. High level theives may also attempt to cast
|
||
|
||
Page 15 -
|
||
|
||
magic-User spells from scolls. Scrolls disapear after they have been used or
|
||
inscribed.
|
||
|
||
ENCHANTED ARMOR AND SHIELDS
|
||
|
||
Sometimes you may run across armor or shields that have been created by skilled
|
||
craftsmen and then enchanted with protective spells. The power of magic of
|
||
these items may vary a great deal. Enchanted armor has the great advantage of
|
||
offering improved protection with less encumberance than the same type of
|
||
mundane armor. To use these items merely ready them from the Items Menu.
|
||
|
||
ENCHANTED WEAPONS
|
||
|
||
Enchanted weapons come in many sizes, shapes and potencies. Sometimes a weapon
|
||
will add between one and five or so to your THAC0 and damage. Other 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 will have it for all combats.
|
||
|
||
ENCHANTED ADORNMENTS
|
||
|
||
racers, Necklaces, periapts, and especially rings are favorable objects for
|
||
magical enchantment. These items may have any number of magical properties.
|
||
Some items will help your AC, others may fire Magic Missles, or even be
|
||
cursed. Once one of these items has been readied from the items menu, a
|
||
character will automaticaly gain all effects. The exception to this rule is
|
||
that certain magical necklaces require the USE command to work.
|
||
|
||
ENCHANTED CLOTHING
|
||
|
||
Wizards will sometimes cast enchantments on commonplace items of clothing such
|
||
as gauntlets or clocks. A wide variety of these items are known to exist. To
|
||
use these items ready them from the Items Menu.
|
||
|
||
Gauntlets Of Ogre Strength
|
||
|
||
When worn, these gauntlets will give a character the tremendous strength and
|
||
combat bonuses of an ogre. To wear the gauntlets, ready them.
|
||
|
||
CREATURES OF THE FORGOTTON REALMS
|
||
|
||
The denizens of these regions are many and varied. Here is a list of monsters
|
||
you may encounter in your adventures. Some of these creatures are extremely
|
||
rare, and you may never cross paths with them at all.
|
||
|
||
Page 16 -
|
||
|
||
BASILISK
|
||
|
||
Description: Crocodile-like with a curved and pointed tail and nose.
|
||
|
||
Reptillian monsters whose very gaze can turn to stone any fleshy creature.
|
||
|
||
COCKATRICE
|
||
|
||
Description: Like A Cockatrice and with large wings.
|
||
|
||
A repulsive creature that appears as part cock, part lizard. They have the
|
||
power to turn flesh to stone.
|
||
|
||
CROCODILE (Giant)
|
||
|
||
Description: Hmm I wonder.. Looks like a crocodile.
|
||
|
||
Large reptillian carnivores-much more dangerous than their smaller cousins.
|
||
|
||
DISPLACER BEAST
|
||
|
||
Description: Six leged Puma with two tenacles protruding from their backs.
|
||
|
||
Creature resembling a six-legged Puma with two ebony tenacles growing from
|
||
behind its schoulders. These beasts have the magical ability to displace their
|
||
image about three feet from their actual body, making them an especially tricky
|
||
oppponent.
|
||
|
||
DRAGONS
|
||
|
||
These are some of the most powerful and dangerous of the monsters a party can
|
||
encounter. The older and larger the dragon, the more damage it can do, and the
|
||
harder it is to kill.
|
||
|
||
-RED DRAGON
|
||
|
||
Red dragons can exhale great spouts of flame or attack with their claws and
|
||
fangs.
|
||
|
||
-WHITE DRAGONS
|
||
|
||
Unique dragons in their preference for cold climates, these evil beasts can
|
||
attack with their freezing cold breath in addition to razor sharp claws and
|
||
fangs. Small in size and not as intelligent as their cousins, these dragons
|
||
are still quite dangerous.
|
||
|
||
DRIDER
|
||
|
||
Description : Elf-Like and spider-like
|
||
|
||
Part Dark-Elf, part spider monster. This horror is the subterranean
|
||
counterpart of the centaur.
|
||
|
||
ETTIN
|
||
|
||
These foes look like giant two headed ocres. They have great strength and can
|
||
wield two spiked clubs and inflict terrible damage in combat.
|
||
|
||
GARGOYLE
|
||
|
||
Ferocious predators of a magical nature. Gargoyles are typically found amid
|
||
ruins or dwelling in underground caverns.
|
||
|
||
Page 17 -
|
||
|
||
GIANTS
|
||
|
||
Giants vary greatly in power, intelligence and tastes. The following is a list
|
||
of the types of giants you are likely to encounter.
|
||
|
||
-CLOUD GIANT
|
||
|
||
These members of the giant races conssider themselves to be above all others
|
||
of the species, except storm giants, whom they view as equals.
|
||
|
||
-FIRE GIANT
|
||
|
||
Brutal and ruthless warriors, these giants resemble huge dwarves and have
|
||
flaming red or orange hair and coal black skin.
|
||
|
||
-FROST GIANT
|
||
|
||
These giants have a reputation for crudeness and stupidity. While the
|
||
reputation may be deserved, frost giants are crafty and skilled fighters.
|
||
|
||
-HILL GIANT
|
||
|
||
One of the smaller of the giant races, they are brutish hulks pocessing low
|
||
intelligence and tremendous strength.
|
||
|
||
-STORM GIANT
|
||
|
||
The most noble and intelligent of the giant races. These giants are dangerous
|
||
fighters when angry, and can often use magic.
|
||
|
||
GOLEM
|
||
|
||
Golems are magically created automatons of great power. Golems can be
|
||
constructed of flesh, clay, stone, or iron. All are dangerous.
|
||
|
||
GRIFFON
|
||
|
||
Half-Lion, half-Eagle avian carnivores. Their favorite prey is horses and
|
||
their distant kin (Hippogriffs, Pegasi, and unicorns).
|
||
|
||
HELL HOUND
|
||
|
||
These other-planar creatures resemble wolves, but they can breathe fire and
|
||
detect invisible enemies.
|
||
|
||
Page 18 -
|
||
|
||
HIPPOGRIFF
|
||
|
||
Magnifecent creatures with the forelimbs and head of an eagle and the body and
|
||
hind legs of a horse.
|
||
|
||
HYDRA
|
||
|
||
Immense reptillian monsters with multiple heads. All of its head must be
|
||
severed before a hydra can be slain. Hydras come in many sizes, with an
|
||
increasing number of heads as they grow stronger.
|
||
|
||
LICH
|
||
|
||
This is perhaps the single most powerful type of undead creature. A lich is
|
||
the remains of a powerful Magic-user who has kept his body animated after
|
||
death through the use of foul magics. Lichs can use magic as they did while
|
||
still living, and have other powers similar to greater undead creatures.
|
||
|
||
LIZARD MEN
|
||
|
||
These are savage reptillian humanoids. They generally attack in groups and are
|
||
often accompanied by a larger, tougher Lizard King.
|
||
|
||
MARGOYLE
|
||
|
||
Stony monsters which are immune to normal weapons and can attack many times
|
||
with their sharp claws and spikes.
|
||
|
||
MASTOON
|
||
|
||
Large cold climate relatitives of the elephants found in warmer regions.
|
||
|
||
MEDUSA
|
||
|
||
These are hideous women creatures with coiling masses of snakes for hair. They
|
||
can turn a person to stone with their gaze.
|
||
|
||
MEGALO-CENTIPEDE
|
||
|
||
True Giants, often reaching over 5' in length. Their poisonous bite is
|
||
extremely dangerous.
|
||
|
||
MINOTAUR
|
||
|
||
These creatures are part-man and part-bull warriors. They are highly
|
||
intelligent and dangerous opponents.
|
||
|
||
Page 19 -
|
||
|
||
MOBAT
|
||
|
||
These are huge omnivorous bats who like nothing beter than warm-blooded
|
||
humanoids for dinner!
|
||
|
||
NEO-OTYUGH
|
||
|
||
This is a more powerful form of OTYUGH. These disgusting scavengers have
|
||
several vicious attacks and a heavily armored body.
|
||
|
||
OGRE
|
||
|
||
Large, ugly. foul-tempered humanoids, ogres generally attack with a spiked
|
||
club.
|
||
|
||
OTYUGH
|
||
|
||
These scavengers have long tenacles that they use to scoop trash into their
|
||
cavernous mouths.
|
||
|
||
PHASE SPIDER
|
||
|
||
These are giant, poisonous spiders with the ability to phase in and out of
|
||
dimension. They are "phases in" until they attack and are "Phased out"
|
||
Afterwards.
|
||
|
||
PURPLE WORM
|
||
|
||
These enormous carnivores burrow through solid ground in search of small
|
||
Mansized) morsels.
|
||
|
||
REMORHAZ
|
||
|
||
These are sometimes referred to as Polar Worms. They inhibit cold regions and
|
||
are agressive predators who have been known to attack even frost giants.
|
||
|
||
----------------------------------20----------------------------------
|
||
|
||
Slug (Giant) These are huge, omnivorous mutations of the common garden pest.
|
||
They attack by biting and can spit a highly corrosive acid.
|
||
|
||
Snake (Giant) These large reptiles slay their prey with deadly venom.
|
||
Neutralize Poison counters snake bite.
|
||
|
||
Spinx An extremely rare creature that is part-lion, and has the upper torso
|
||
of a woman. Rather than fight, sphinxes will often converse with
|
||
adventurers.
|
||
|
||
Spider (giant) These giant cousins of the small predator attack with a
|
||
poisonous bite.
|
||
|
||
Umber Hulk These powerful subterranean creatures can use their claws to
|
||
burrow through solid stone in search of prey.
|
||
|
||
Warg Large, vicious wolves.
|
||
|
||
Wyvern These creatures are distant relatives of dragon's. They attack by
|
||
biting and using the poisonous sting in their tail.
|
||
|
||
----------------------------------21----------------------------------
|
||
|
||
SPELLS
|
||
|
||
First Level Cleric Spells
|
||
|
||
BLESS improves the THAC0 of Friendly characters by 1. The bless spell does
|
||
not affect characters who are adjacent to monsters when the spell is cast.
|
||
This is a good spell to cast before going into combat.
|
||
|
||
CURSE impairs the THAC0 of targets by 1. The target cannot be adjacent to a
|
||
party character or NPC.
|
||
|
||
CURE LIGHT WOUNDS heals 1-8 hitpoints of damage on a target.
|
||
|
||
DETECT MAGIC indicates which equipment or treasure is magical. View a
|
||
character's items or Take treasure items. Equipment or treasure preceded an
|
||
'*' or a '+' is magical.
|
||
|
||
PROTECTION FROM EVIL improves the AC and saving throws of the target by 2
|
||
against evil alignment attackers.
|
||
|
||
PROTECTION FROM GOOD improves the AC and saving throws of the target by 2
|
||
against good alignment attackers.
|
||
|
||
RESIST COLD halves the damage and improves saving throws vs. cold attacks by
|
||
3.
|
||
|
||
SECOND LEVEL CLERIC SPELLS
|
||
|
||
FIND TRAPS indicates the presence of traps in the character's path.
|
||
|
||
HOLD PERSON may paralyze targets of character type (human, etc.). You may
|
||
aim a hold person spell at up to 3 targets.
|
||
|
||
RESIST FIRE halves the damage and improves saving throws vs. fire attacks by
|
||
3.
|
||
|
||
SILENCE 15' RADIUS must be cast on a character or monster. That character or
|
||
monster, and all adjacent to him, cannot cast spells for the duration of the
|
||
spell.
|
||
|
||
SLOW POISON revives a poisoned person for the duration of the spell.
|
||
|
||
SPIRITUAL HAMMER creates a temporary magic hammer that is automatically
|
||
Readied. It can strike at a range and does normal hammer damage. Spiritual
|
||
Hammers can hit monsters than may only be struck by magic weapons.
|
||
|
||
THIRD LEVEL CLERIC SPELLS
|
||
|
||
BESTOW CURSE reduces the target's THAC0 and saving throws by 4.
|
||
|
||
CAUSE BLINDNESS will blind one target. This can only be cured with a Cure
|
||
Blindness Spell
|
||
|
||
CURE BLINDNESS removes the effect of the Cause Blindness spell.
|
||
|
||
CAUSE DISEASE will infect the target with a debilitating ailment that saps
|
||
strength and hitpoints.
|
||
|
||
CURE DISEASE removes the effects of disease caused by some monsters or caused
|
||
by a Cause Disease spell.
|
||
|
||
DISPEL MAGIC removes the effects of spells that do not have specific counter
|
||
spells. This is a recuperation spell for any of the party that has been
|
||
held, slowed or made nauseous.
|
||
|
||
----------------------------------22----------------------------------
|
||
|
||
PRAYER improves the THAC0 and saving throws of friendly characters by 1 and
|
||
reduces the THAC0 and saving throw of monsters by 1. THis is a good spell to
|
||
cast before going into combat.
|
||
|
||
REMOVE CURSE removes the effects of a Bestow Curse spell and allows the
|
||
target to unready cursed magic items.
|
||
|
||
FOURTH LEVEL CLERIC SPELLS
|
||
|
||
CAUSE SERIOUS WOUNDS inflicts 3-17 hitpoints of damage on a target.
|
||
|
||
CURE SERIOUS WOUNDS heals 3-1 hitpoints (up to the target's normal maximum
|
||
hitpoints).
|
||
|
||
NEUTRALIZE POISON revives a poisoned person.
|
||
|
||
POISON causes the target to save versus poison or die.
|
||
|
||
PROTECTION FROM EVIL 10' RADIUS must be cast on a character or a monster. It
|
||
improves the AC and saving throws of the target and all adjacent friendly
|
||
characters by 2 against evil attackers.
|
||
|
||
STICKS TO SNAKES causes snakes to torment the target. The snakes will make
|
||
movement and spell casting impossible for the duration of the spell.
|
||
|
||
FIFTH LEVEL CLERIC SPELLS
|
||
|
||
CAUSE CRITICAL WOUNDS inflicts 6-27 hitpoints of damage on a target.
|
||
|
||
CURE CRITICAL WOUNDS heals 6-27 hitpoints of damage on a target.
|
||
|
||
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.
|
||
|
||
SLAY LIVING is a reversal of the Raise Dead SPell, and will kill one target.
|
||
If the target makes his saving throw, then he will suffer 3-17 hitpoints of
|
||
damage.
|
||
|
||
SIXTH LEVEL CLERIC SPELLS HARM will inflict terrible damage on any living
|
||
creature leaving only 1-4 hitpoints
|
||
|
||
HEAL cures all diseases, blindness, feeblemindedness, and all except 1-4 of a
|
||
character's full hitpoints.
|
||
|
||
FIRST LEVEL DRUID SPELLS
|
||
|
||
DETECT MAGIC indicates which equipment or treasure is magical. View a
|
||
character's items or take treasure items. Equipment or treasure preceded by
|
||
an '*' or a '+' is magical.
|
||
|
||
ENTANGLE will cause plants in the area of effect to grow and entwine around
|
||
the feet of any creature in the ares. Be careful not to catch allies in the
|
||
spell area.
|
||
|
||
FAERIE FIRE will ring a targeted creature in magical light. This spell will
|
||
outline otherwise invisible creatures, and give a +2 THAC0 bonus to any one
|
||
attacking an affected creature.
|
||
|
||
----------------------------------23----------------------------------
|
||
|
||
INVISIBILITY TO ANIMALS will make the target invisible to non=magical, low or
|
||
non-intelligent, animals. THis spell does not offer protection against
|
||
intelligent opponents or magical creatures.
|
||
|
||
|
||
SECOND LEVEL DRUID SPELLS
|
||
|
||
BARKSKIN causes the target's skin to become tougher and harder to damage.
|
||
The effect of this spell is a -1 bonus to the AC. This is a good spell to
|
||
cast before combat.
|
||
|
||
CHARM PERSON OR MAMMAL changes the target's allegiance in a combat. It
|
||
affects character types (human, etc.) and other mammals.
|
||
|
||
CURE LIGHT WOUNDS heals 1-8 hitpoints (up to target's normal maximum
|
||
hitpoints).
|
||
|
||
|
||
FIRST LEVEL MAGE SPELLS
|
||
|
||
BURNING HANDS causes 1 hitpoint of fire damage per level of the caster.
|
||
There is no saving throw.
|
||
|
||
CHARM PERSON changes the target's allegiance in combat. It only affects
|
||
character types (human, etc.).
|
||
|
||
DETECT MAGIC indicates which equipment or treasure is magical. View a
|
||
character's items or Take treasure items. Equipment or treasure preceded by
|
||
an '*' or a '+' is magical.
|
||
|
||
ENLARGE makes the target larger and stronger. The higher the caster's level,
|
||
the larger and stronger the target gets. If the caster is 6th level the
|
||
target becomes as strong as an Ogre. If the caster is 10's level the target
|
||
becomes as strong as a Fire Giant. A target can only be under the effect of
|
||
1 enlarge spell at a time. Unwilling targets get a saving throw against this
|
||
effect. The spell will stay in effect for more than 1 combat, and should be
|
||
cast before combat.
|
||
|
||
FRIENDS raises the caster's charisma 2-8 points. It is often cast just
|
||
before an encounter
|
||
|
||
MAGIC MISSILE does 2-5 hitpoints per missile with no saving throw. A mage
|
||
throws 1 missile for every 2 levels (1 at levels 1-2, 3 at levels 3-4, etc.)
|
||
This spell will damage any target within it's range unless the target is
|
||
magic resistant or has certain magical protection. Casts instantaneously.
|
||
|
||
PROTECTION FROM EVIL improves the AC and saving throws of the target by 2
|
||
against evil attackers.
|
||
|
||
READ MAGIC allows a mage to ready a scroll and read it. For scrolls, this
|
||
works as if they have been identified. A mage may scribe the spells form a
|
||
scroll (if appropriate for his class and level) after it has been read.
|
||
|
||
SHIELD negates enemy Magic Missile spells, improves the mage's saving throw,
|
||
and may increase his AC.
|
||
|
||
SHOCKING GRASP does electrical damage of 1-8 hitpoints, +1 hitpoint per level
|
||
of the caster.
|
||
|
||
SLEEP puts 1-16 target's to sleep with no saving throw. Up to sixteen 1
|
||
hit-die targets are affected. One 4 hit-die target is affect. Targets of 5
|
||
or more hit-dice are unaffected.
|
||
|
||
|
||
SECOND LEVEL MAGE SPELLS
|
||
|
||
DETECT INVISIBILITY allows the target to spot invisible targets.
|
||
|
||
INVISIBILITY makes the target invisible. The THAC0 of melee attacks against
|
||
invisible targets is reduced by 4. It is impossible to aim ranged attacks at
|
||
|
||
----------------------------------24----------------------------------
|
||
|
||
invisible targets. Invisibility is dispelled then the target attacks or
|
||
casts a spell.
|
||
|
||
|
||
KNOCK is used to open locks. It can be cast from the door-opening menu if
|
||
the active character has a memorized knock spell.
|
||
|
||
MIRROR IMAGE creates 1-4 illusionary duplicates of the mage. 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 it's area for 2-5 rounds. If the target
|
||
saves, it is not paralyzed, but is nauseous and has its AC reduced for 2
|
||
rounds. This spell has a very short range and care should be taken to avoid
|
||
including party members in the cloud.
|
||
|
||
STRENGTH raises the target's strength by 1-8 points, depending upon the class
|
||
of the target.
|
||
|
||
|
||
THIRD LEVEL MAGE SPELLS
|
||
|
||
BLINK protects the mage. The mage 'blinks out' after he acts each round.
|
||
The mage may be physically attacked before he acts each round, be he may not
|
||
be physically after he acts.
|
||
|
||
DISPEL MAGIC removes the effects of spells that do not have specific counter
|
||
spells (such as Cause Blindness or Disease).
|
||
|
||
FIREBALL does 1-6 hitpoints per level of the caster to all targets within its
|
||
area. If the target makes its saving throw, the damage is halved. Fireball
|
||
is a slow-casting spell and the spell's power demands that you target
|
||
carefully. Otherwise you may inadvertently destroy party characters. The
|
||
only safe area on the screen at the time you target the spells are the
|
||
squares in each corner of the screen and the squares directly above and below
|
||
these corner squares. Be sure to use the center command to determine who
|
||
will be in the area of effect.
|
||
|
||
Warning: each time a haste spell is cast on a character, that character ages
|
||
one year.
|
||
|
||
HOLD PERSON may paralyze targets of character types (human, etc.) You may aim
|
||
a hold person spell at up to 4 targets (exit to target fewer).
|
||
|
||
INVISIBILITY, 10' RADIUS makes al targets adjacent to the caster invisible.
|
||
The THAC0 of melee attacks against invisible targets is reduced by 4. It is
|
||
impossible to aim ranged attacks at invisible targets. Use this spell to set
|
||
up a battle line while our enemies seek you out. Characters lose
|
||
invisibility if they do anything but move. Some monsters can see invisible
|
||
creatures.
|
||
|
||
LIGHTNING BOLT does 1-6 hitpoints per level of the caster to targets along
|
||
its path. If the target makes its saving throw, the damage is halved. A
|
||
lightning bolt is 4 or 8 squares long in a line away from the caster. For
|
||
best results, move the spell caster to send the bolt down a row of opponents.
|
||
|
||
----------------------------------25----------------------------------
|
||
|
||
It will attack all opponents along the line within its range. Target the
|
||
first creature in the row (closest to the caster). Lightning bolts will
|
||
reflect off walls back toward the spell caster. This permits targets
|
||
adjacent or close to a wall to be hit twice by the same bolt. Be careful the
|
||
caster isn't hit by the reflected bolt.
|
||
|
||
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 evil attackers.
|
||
|
||
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 good attackers.
|
||
|
||
PROTECTION FROM NORMAL MISSILES makes the target immune to non magical
|
||
missiles.
|
||
|
||
SLOW affects 1 target per level of caster. The spell halves the target's
|
||
movement and number of melee attacks per round. Slow can be used to negate a
|
||
haste spell. This spell is useful against any high-damage creature. Only
|
||
affects the side opposing the spell caster.
|
||
|
||
|
||
FOURTH LEVEL MAGE SPELLS
|
||
|
||
CHARM MONSTER changes the target's allegiance in combat. It will work on any
|
||
living creature. The spell affects 2-8 1st-level targets, 1-4 2nd-level
|
||
targets, 1-2 3rd-level targets or 1 target of 4th-level or above.
|
||
|
||
CONFUSION affects 2-16 targets. Each target must 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 mage to teleport himself to another point on the
|
||
battlefield within his line of sight and the range of the spell. Mages can
|
||
use it for quick escapes. Fighter/mages use the "Door" to reach the
|
||
opposition's rear area.
|
||
|
||
FEAR causes all within its area to flee.
|
||
|
||
FIRE SHIELD protects the mage so that any creature who hits the mage in melee
|
||
does normal damage, but takes twice that damage in return. The shield may be
|
||
attuned to heat attacks or cold attacks. The mage takes half damage (no
|
||
damage if he makes his saving throw) and has his saving throw against the
|
||
opposite form of attack improved by 2. He takes double damage from the form
|
||
of attach the shield is attuned to.
|
||
|
||
FUMBLE causes the target to be unable to move or attack. If the target makes
|
||
his saving throw, he is affected by a slow spell.
|
||
|
||
ICE STORM does 3-30 hitpoints to all targets within its area. There is no
|
||
saving throw. This spell will inflict damage on opponents protected by Minor
|
||
Globes of Invulnerability.
|
||
|
||
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.
|
||
|
||
----------------------------------26----------------------------------
|
||
|
||
REMOVE CURSE removes the effects of a Bestow Curse spell and allows the
|
||
target to unready cursed magic items.
|
||
|
||
|
||
FIFTH LEVEL MAGE SPELLS
|
||
|
||
CLOUD KILL is similar to the Stinking Cloud spell, except that its area of
|
||
effect is larger and it will kill weaker monsters. Stronger monsters may be
|
||
immune to the spell.
|
||
|
||
CONE OF COLD fires a withering cone shaped blast of cold. The spell's range
|
||
and damage increases with the caster's level.
|
||
|
||
FEEBLEMIND cause target's 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.
|
||
|
||
HOLD MONSTER is similar to the Hold Person, except that it will affect a
|
||
wider variety of creatures.
|
||
|
||
|
||
SIXTH LEVEL MAGE SPELLS
|
||
|
||
DEATH SPELL will kill opponents instantly and irrevocably. The spell will
|
||
kill a greater number o weak opponents than strong.
|
||
|
||
DISINTEGRATE will destroy one target. Some creatures, with an innate magic
|
||
resistance, may avoid the effects of the spell, while most must make a saving
|
||
throw to survive.
|
||
|
||
FLESH TO STONE causes the target to make a saving throw or be turned into
|
||
stone.
|
||
|
||
GLOBE OF INVULNERABILITY will protect against 1st through 4th-level spells.
|
||
|
||
STONE TO FLESH will counter the effects of such a magical creatures a
|
||
cockatrice and medusae. When this spell is cast on a character, there is a
|
||
possibility that the character will not survive the shock of being restored
|
||
to flesh. System shock survival is based on a character's constitution
|
||
|
||
|
||
SEVENTH LEVEL MAGE SPELLS
|
||
|
||
DELAYED BLAST FIREBALL is a more powerful version of the third level spell
|
||
and will go through a Minor Globe of Invulnerability. The fireball explosion
|
||
can be delayed for some period of time if the caster wishes. The delay
|
||
options will vary with different computers
|
||
|
||
MASS INVISIBILITY is identical to the invisibility spell, except that it will
|
||
effect several targets at once. This can be a valuable spell to cast before
|
||
a known encounter.
|
||
|
||
POWER WORD, STUN will cause on creature to be stunned-reeling and unable to
|
||
think or act effectively. The weaker the target, the longer it will be
|
||
stunned.
|
||
|
||
----------------------------------27----------------------------------
|
||
|
||
- - - - - - - - J O U R N A L E N T R I E S - - - - - - -
|
||
|
||
(1) MAP TO THE DRAGON'S HOARD
|
||
|
||
----------------------------------28----------------------------------
|
||
|
||
(2) FANATIC SOLDIER'S TALE
|
||
'We have done it! Our noble ancestors are being freed from the ice and they
|
||
fight by our side as brothers! Oh, to see the Legion again! I never thought
|
||
it possible. No one can stop us now.'
|
||
|
||
His voice softens to a hoarse growl. 'They say that the personal bodyguard
|
||
of Eldamar has been found and fights for us.' he whispers. 'I can now die in
|
||
honor, knowing that our enemies will soon be destroyed.'
|
||
|
||
The fighter smiles and dies.
|
||
|
||
(3) SIR DERIC'S STORY
|
||
'The Black Circle laid an ambush for our party. Nearly everyone was captured
|
||
or killed. I was unconscious and left for dead. Since that time I have
|
||
sought to free my companions. At least two lie ahead and I shall seek them
|
||
out. In this stolen Black Circle garb I may succeed. With your help I
|
||
certainly will. As honorable men, will you join me on my quest?'
|
||
|
||
(4) BLACK CIRCLE MAGE AT TOP OF MINE
|
||
'We have just driven the foul beasts from the mine entrance. We will not
|
||
inform the town until the mine is fully cleared. We do not wish to raise
|
||
false hopes.'
|
||
|
||
(5) MAYOR TALKING OF THE BLACK CIRCLE
|
||
'We've had a number of dealings with the magic brotherhood known as the Black
|
||
Circle. They have aided us in the past in return for gems. It was based on
|
||
their divination that we extended our lower tunnels - and uncovered the
|
||
monsters. Marcus is the only member that lives in town, but he keeps to
|
||
himself. The Black Circle say that they are studying ways to stop the
|
||
monsters and will act only when sure of success.
|
||
|
||
(6) 'One of the miners saw red robed figures outside the east wall.'
|
||
|
||
(7) OLD MAN'S TALE OF THE SCROLL
|
||
'My uncle adventured along the shores of the Moonsea. He was a warrior who
|
||
ventured on many a great quest. He feared nothing - nothing that is except
|
||
dragons. Though he never met one, he was terrified by the possibility. This
|
||
scroll was his insurance. When he died - from a knife wound gotten in a
|
||
bawdy house - he passed it on to me. Seeing as how I'm unlikely to survive a
|
||
dragon with this scroll I thought you might like it.
|
||
|
||
----------------------------------29----------------------------------
|
||
|
||
(8) 'I didn't drink that much. I'm sure that mouse in the corner was
|
||
glowing.'
|
||
|
||
(9) OLD MAN'S TALE OF THE BLACK CIRCLE
|
||
'Them Black Circlers are a hostile bunch, but don't judge 'em too hard. They
|
||
was once mages serving the two brothers who ruled the old town. They used
|
||
the Well's teleporters too many times and was cursed by the Well. If ya use
|
||
them too often, yah will join the Circle. It serves the dark nature of the
|
||
Well and they hate all others.'
|
||
|
||
(10) A DYING MAN'S LAST WORDS
|
||
'Don't go near that temple in the mines! There is an illusion of goodness
|
||
there, but don't be fooled. It is ruled by some unknown demon. One of its
|
||
minions referred to it as the Flaming One. I never saw it. I was ambushed
|
||
as soon as I encamped near the altar. Now that I have passed on my warning I
|
||
can die in peace.'
|
||
|
||
(11) EXULTANT BANITE PRIEST
|
||
'The Beholder Corps has returned and is housed in the dungeons. Now nothing
|
||
can harm the Dreadlord. Anyone who tries the penetrate the dungeons will be
|
||
vaporized within seconds. Hah, hah, han! The world will soon belong to us.'
|
||
|
||
(12) OLD MAN'S TALE OF THE TEMPLE
|
||
'Twas long ago that the old town was a thrivin' place. The mine was there
|
||
then too. Folks was ruled by a fellow who worshipped Tyr. He thought the
|
||
miners was deservin' of Tyr's protection. Some of the folks round here say
|
||
that the temple can still be found. Only those of stout heart should try
|
||
though. Things buried so long tend to harbor ghosts that don't like
|
||
disturbin.'
|
||
|
||
(13) BLIND MAGE'S STORY
|
||
'I led a band of heroes to clear the mines. We discovered the dungeons and
|
||
were nearly to the top when the Black Circle sprung an ambush. I was a local
|
||
who never trusted the Circle's claims of friendship, so they were glad to
|
||
capture me. Not to content to simply kill me, they prepared an elaborate
|
||
wish. It traps me in this cell, blind and unable to cast spells. It also
|
||
had the side effect of rendering me immortal and immune to damage. Once you
|
||
free me I shall regain my own powers, but also lose these benefits. This is
|
||
a fair exchange.
|
||
|
||
'I return to my tower now, but let me give you some reward. First, seek the
|
||
souls trapped in the highest level. They know important information. Second
|
||
take this map to where I have hidden some treasures.'
|
||
|
||
(14) THE CAPTAIN'S TALE
|
||
'We were about to enter the Well. The rope was slippery with slimy blood of
|
||
the dragon but nothing could stop us from our goal. The gems glittered on
|
||
the bottom, luring us with untold wealth.
|
||
|
||
----------------------------------30----------------------------------
|
||
|
||
Gramakal was the first to go, of course. The thief was almost bursting with
|
||
excitement as he reached down to take the gems. Poor man, his shriveled hand
|
||
will never pick another pocket.'
|
||
|
||
(15) MEETING THE FROST GIANT KING
|
||
'So, not content with melting away our home you carry the war directly to us.
|
||
We have held these crevasses for generations. We will not surrender them to
|
||
the likes of you. Look to your lives! I am prepared to die. Are you?'
|
||
|
||
(16) BLACK CIRCLE COMMANDER'S PAPER
|
||
We are prepared. The inner sanctum is well concealed, surrounded by the
|
||
hatching pool. We hope that the old Red Dragon will not miss the hatchlings;
|
||
they provide an excellent defense. Soon we must find a way to age them to a
|
||
more useful size.
|
||
|
||
Use the map to plan an attack on Well. We expect regular progress reports
|
||
|
||
If you fail, we will act on a suggestion made by a junior member. He
|
||
believes that the dragon may be amenable to a human sacrifice. The clerk
|
||
from Phlan has become expendable and will be the first victim. One way or
|
||
another the dragon and its Banite allies will fall; the Well must be ours.
|
||
|
||
(17) OLD MAN'S TALE OF THE BROTHER WARS
|
||
'The old town was said to be a fabulous place for a time. Was ruled by
|
||
brothers, one honorable and forthright, the other a studious insecure mage.
|
||
One day the mage decided he would live forever. The brother thought that was
|
||
blasphemy and tried to stop him. War covered the valley and the town was
|
||
laid waste. The gods cursed the valley and froze it over. These new
|
||
monsters are just more of the valley's curse. We can only wait and suffer
|
||
'till the gods see fit to lift the curse.'
|
||
|
||
(18) STORY OF THE SILVER BLADES
|
||
Derf reclines in a chair and begins, 'Three hundred years ago there were two
|
||
brothers: Oswulf, a paladin, and Eldamar, a mage. Both were powerful and
|
||
worshipped Tyr, god of justice. As Eldamar grew old he became obsessed with
|
||
gaining immortality; serving Tyr was no longer enough. He became insane and
|
||
isolated himself in the upper levels of the Castle of the Twins. There he
|
||
researched the arcane magic necessary to become a lich. Oswulf discovered
|
||
this, but was unable to convince his brother to abandon his madness.
|
||
|
||
'Forseeing the evil that a lich would produce, Oswulf left the Castle and
|
||
searched for 12 great heroes. These he forged into the band called the
|
||
Silver Blades. By the time Oswulf could return to this valley, Eldamar had
|
||
completed his spells and was reborn as the lich called the Dreadlord. The
|
||
Dreadlord summoned evil forces to protect him. The Silver Blades forced a
|
||
pitched battle
|
||
|
||
----------------------------------31----------------------------------
|
||
|
||
among the buildings of Verdigris. The town was laid waste and many of the
|
||
heroes fell. Those of us who remained forced the evil horde back to the
|
||
castle gates.
|
||
|
||
'Oswulf refused to push on and slay his brother. Instead our mages and
|
||
clerics cast a spell to freeze the valley permanently within a glacier. The
|
||
Dreadlord's forces counterattacked while the spell was being cast and Oswulf
|
||
fell protecting us. His body lies on the level above, but his spirit still
|
||
guards the castle, preventing the reawakening of the Dreadlord. As the last
|
||
of the Silver Blades, I chose to remain here to maintain my temple and keep
|
||
watch as well.
|
||
|
||
'Now the descendants of the Dreadlord's disciples have returned. The Black
|
||
Circle is succeeding in unravelling our spell. I am now bound to this temple
|
||
and cannot take the battle to them. You must take up the Silver Blades'
|
||
standard and end the Dreadlord's threat forever.'
|
||
|
||
(19) THE AMULET OF ELDAMAR
|
||
'Know now of the Amulet of Eldamar, stolen long ago. It was taken away by a
|
||
wily thief who held it but for a day. As he dreamed of wealth, he fell
|
||
victim to a red dragon, kin to the one you slew to free me. The amulet now
|
||
adorns the dragon's hoard, which lies in the south western corner of the
|
||
city.
|
||
|
||
'The map starts at the entrance to the new town. Follow the path.'
|
||
|
||
(20) 'That old man - south of the mayor's place - can sure talk yer ear off.'
|
||
|
||
(21) EARLY DAYS OF THE TOWN
|
||
'This whole valley used to be filled with a glacier. About 15 years ago it
|
||
melted back beyond the old mineshaft. Miners from throughout the
|
||
Dragonspines flocked here and formed the new town. The Black Circle helped
|
||
them open the mine. A few years later the miners began to extract the gems
|
||
again. Until these monsters came the town was doing quite well. The glacier
|
||
kept going back too. In a few years the entire valley will be open.'
|
||
|
||
(22) DYING CLERIC OF BANE
|
||
'The Black Circle is trying to take our Well! They seek the death of the red
|
||
dragon who holds it in sacred trust. I was ambushed while trying to entice
|
||
the young dragon's from the Well. They dragged me here to... to...'
|
||
|
||
The Banite Cleric fades into death.
|
||
|
||
(23) TALK OF MYSTICAL ITEMS
|
||
'The mages keep looking for a mysterious amulet. It is connected in some way
|
||
to their whole purpose for being here. They say it will reveal some key to a
|
||
mysterious sanctum. Perhaps they are after a great treasure.'
|
||
|
||
----------------------------------32----------------------------------
|
||
|
||
(24) THE GUARD OF GRIMDRA HOARD
|
||
'Grimda discovered where the Well stored its gems - for they are not
|
||
consumed. He dug a small tunnel and has diverted them for centuries. I am
|
||
certain that the gems are what sustain him. He has never sold a single one
|
||
and he was old when the twins were born.'
|
||
|
||
(25) MESSAGE FROM THE WELL
|
||
'The miners' plight masks a more serious threat. Should the Black Circle
|
||
succeed in its plans, the entire Realms will feel the result. The mages seek
|
||
the awakening of the Dreadlord, an evil of incalculable power. He sleeps
|
||
within his castle, trapped within the glacier. The Circle has reached the
|
||
dungeons and are melting their way upward. The monsters trapped in the
|
||
dungeons are being released and allowed to harry the miners.
|
||
|
||
'My powers are subject to laws you cannot understand. I am privy to
|
||
information only at certain times and only when you sacrifice gems. Still
|
||
seek me out when you have questions. My powers are at your disposal.
|
||
|
||
'My teleporters are paired. Each teleporter that rings me has a brother
|
||
somewhere in the valley. Until you visit both gates, you may not use that
|
||
pair. To my northwest is the gate which connects to the new town.
|
||
|
||
'My power fades. Return to me with gems when you have more questions.'
|
||
|
||
(26) WARNING ABOUT THE AMULET.
|
||
'The Dreadlord seeks the Amulet of Eldamar. If he can trick someone into
|
||
bringing the amulet into the dungeons beneath the castle, he will be
|
||
awakened. Even worse, it acts as a monster attractant. Evil creatures
|
||
throughout the region will seek out the holder. Remember to always avoid
|
||
this item.'
|
||
|
||
(27) RESCUED MAIDENS STORY
|
||
'The mages took me to be sacrificed to the red dragon. They wanted access to
|
||
the teleportation booths and the hoard of gems. My father is an unwitting
|
||
servant of the Black Circle. When he became suspicious, they kidnaped me to
|
||
keep him silent. Now I'm sure they must have killed him. I must leave!'
|
||
|
||
She runs away sobbing in grief.
|
||
|
||
(28) OLD MAN'S TALE OF THE VORPAL BLADE
|
||
'This here blade has been carried down from my great-great grandpappy. He
|
||
almost captured a throne out near Waterdeep, but tired of the campaigning.
|
||
Travelled up to Myth Drannor and stood with elves against a Flight of the
|
||
Dragons. They were impressed enough to let him retire there. Married an
|
||
elven princess and led a settled life. Far as I know, she left with the
|
||
other elves and is still alive.'
|
||
|
||
----------------------------------33----------------------------------
|
||
|
||
(29) VALA'S DESCRIPTION OF THE OLD CASTLE
|
||
'I was here as a young child. Oswulf used to hold town meetings in the great
|
||
hall. The hall was huge - much larger than this - and I don't recall any
|
||
alcoves. These alcoves along the side were definitely put there by the
|
||
Dreadlord. I suspect that he has radically changed the entire castle.
|
||
Oswulf had said that his brother had become paranoid and turned the castle
|
||
into a maze of traps. We must watch where we place our feet, any stone could
|
||
conceal a pit or a dart.'
|
||
|
||
(30) 'So many gems down in that mine and no way to get at them. Life ain't
|
||
fair.'
|
||
|
||
(31) BANITE PATROL'S STORY
|
||
'The Black Circle usurped our control of the Well of Knowledge. Bane was
|
||
offended and sent a red dragon in vengeance. The dragon drove out the
|
||
infidels and now holds the Well in trust. There he shall remain until Bane
|
||
deems it time for our return. Death to the Black Circle! Death to the
|
||
enemies of Bane!'
|
||
|
||
(32) MAP OF THE 4TH LEVEL
|
||
|
||
(33) PRISONER'S TALE
|
||
'I am one of the champions who sought to free the town from its monstrous
|
||
scourge. We penetrated the mines and passed through a tunnel to these
|
||
dungeons. We were led by a powerful mage who was able to answer the riddles
|
||
posed by that mad spirit. Near the top of the dungeon we were ambushed by
|
||
the Black Circle. Many died and none escaped. our leader was taken away for
|
||
some black rites. That spirit hates the living. Its laughter is driving me
|
||
mad! I must escape to the open air!'
|
||
|
||
(34) OLD MANS TALE OF THE FLAMING ONE
|
||
'The Flaming One is an accursed demon, destined to live as long as man walks
|
||
the earth. He can possess anything of flesh. Last time he was defeated was
|
||
in Myth Drannor and rumor held that he had died. If ya listen to travellers,
|
||
yah can trace his movements. He is trapped in some diminutive form and seeks
|
||
the power to release himself. I think he's skulking the ruins, seeking the
|
||
power of the Dreadlord.'
|
||
|
||
----------------------------------34----------------------------------
|
||
|
||
(35) MAP TO LEVEL 8 TOMB
|
||
|
||
(36) MAP PURCHASED FROM THE STORM GIANTS
|
||
|
||
(37 MAYOR'S INTRODUCTION
|
||
'We are a small town of miners in desperate straits. Three months ago we
|
||
opened a new shaft and monsters boiled forth. Perhaps this is a gateway to
|
||
the Abyss. In any case, we lost many comrades as the monsters have climbed
|
||
up level after level of the mine. Now they are invading the nearby ruins.
|
||
Soon they will reach New Verdigris.
|
||
|
||
'To add to our problems, some thing has captured the Well of Knowledge. The
|
||
Well imparts information, occasionally grants wishes and controls the
|
||
teleporter in my house. If you free the Well, then you can use the
|
||
teleporter to move through the ruins.
|
||
|
||
'Once the Well is protected, you must descend into the mines and stop these
|
||
horrors from emerging. Others have tried, but none have returned. You must
|
||
save us before we are overwhelmed.'
|
||
|
||
----------------------------------35----------------------------------
|
||
|
||
(38) MAP TO BLACK CIRCLE HQ
|
||
|
||
(39) OLD MAN'S TALE OF THE CLOAK
|
||
'My grandpappy was a paladin out near Cormyr, in the days before King Azoun.
|
||
Family's come down a bit since then, but make no nevermind. He was beloved
|
||
of a noble lady. She was a warrior maiden, namesake of Azoun's daughter
|
||
Nacacia. Anyway, she kept trying to attract him, tie him down and so on. In
|
||
turn, he would go on longer and dangerous quests.
|
||
|
||
'Nacacia took this in stride and eventually gave him this cloak as a present,
|
||
saying that this way he could be around and elsewhere at the same time. My
|
||
dad was their child and passed the cloak down to me. I think that it's too
|
||
useful to keep as an heirloom - and none of my kids deserve it - so put it to
|
||
good use.'
|
||
|
||
(40) LEDGER FROM NEW MINING VERDIGRIS MINING
|
||
2nd Tenday of Highsun New Verdigris Mining
|
||
1) 250
|
||
2) 300
|
||
3) 75 (Hill Giant Attack)
|
||
4) 350
|
||
5) 50 (Medusa Attack)
|
||
6) 100 (Wyvern Attack)
|
||
7,8,9,10) General strike, no work,
|
||
|
||
'Where were all these monsters coming from? We can't get any work done!'
|
||
|
||
----------------------------------36----------------------------------
|
||
|
||
(41) MAP TO THE FIRST KEY
|
||
|
||
(42) THE MUDASA'S TALE
|
||
'I don't care! We have been cheated of our rightful place in the Dreadlord's
|
||
hierarchy. The Black Circle must pay! They may have freed our master, but he
|
||
is still weak and does not realize their plans! I shall go and tell him!'
|
||
|
||
(43) LETTER FROM MARCUS TO THE BLACK CIRCLE
|
||
The new band the mayor has recruited seems superior to the last group. The
|
||
townsmen managed to reach the Well prior to the red dragon. They WISHED for
|
||
champions to protect them. Fortunately for us, the wish worked literally and
|
||
brought only people. They mayor has to clothe, feed and equip them. It was
|
||
quite a sight to see these naked and angry people waking up right in the
|
||
middle of a town meeting. I don't think they will pose a threat.
|
||
|
||
(44) PHLAN CLERK'S TALE
|
||
'Well, I had just made my escape and was preparing to return to Phlan when I
|
||
was grabbed by those vile Black Circle scum! Do they never bathe? The
|
||
council back a Phlan will hear about this!
|
||
|
||
'Anyway, where was I? Oh yes, mauled by filthy beasts. They started
|
||
babbling about sacrifices and a Dreadlord. Dreadlord this and Dreadlord that;
|
||
al they talk about is this Dreadlord. If he's so powerful, why does he let
|
||
those disgusting people serve him?'
|
||
|
||
She gets a sly look in her eyes.
|
||
|
||
----------------------------------37----------------------------------
|
||
|
||
'They dragged me here and I feigned unconsciousness - I wasn't going to make
|
||
it easy for them. The scum started whispering about great treasures hidden
|
||
in the crevasses. The western tunnels and a vorpal something were mentioned.
|
||
Strange name for a valuable object. You wouldn't have a spare dress around?
|
||
Look at mine. Dragged through mud and ice, absolutely filthy. And my
|
||
hair...'
|
||
|
||
She starts complaining about trivial matters.
|
||
|
||
(45) MAP BETWEEN BLACK CIRCLE HQ AND WELL
|
||
|
||
(46) LETTER FROM MULMASTER
|
||
Know, oh ancient Dreadlord, that we remember our pledges - even those made
|
||
over 300 years ago. As was promised, the newly reformed Beholder Corps will
|
||
be sent to serve you for a period of 1313 days. We are gladdened that you
|
||
have reawakened and hope that the alliance will continue with the same spirit
|
||
that founded it centuries ago.
|
||
|
||
In Bane's Name
|
||
|
||
Imperator Dhazheal
|
||
|
||
(47) MAYOR RELATES YULASH EXPERIENCES
|
||
'Not long ago I served Hillsfar as a Red Plume. I was faithful and they made
|
||
me commander of the city of Yulash. We were locked in a fierce war to
|
||
protect that city from the forces of Zhentil Keep. The war tired me and I
|
||
began to yearn for peace. What finally decided me was the Cult of Moander.
|
||
It used my city as a base to restore its dead god to life. Were it not for a
|
||
band of blue tattooed adventurers the Cult might have succeeded.
|
||
|
||
I left as the ZHENTRIM attacked again and wandered north. Here I found my
|
||
leadership skills in need, so became mayor of this peaceful backwater. Now
|
||
that peace is threatened. I hope you have the power to protect us.'
|
||
|
||
----------------------------------38----------------------------------
|
||
|
||
(48) THE GLOWING MOUSE'S SPEECH
|
||
'You thought you had defeated me in Myth Drannor and before that in my castle
|
||
in Phlan. Know that I am truly immortal. When the Gauntlet of Moander
|
||
destroyed the Pool of Radiance, I feigned my death and managed to possess
|
||
this creature. Now that you are here I can take on of you over and be free
|
||
again.'
|
||
|
||
(49) MAP OF THE BLACK CIRCLE'S INNER SANCTUM
|
||
|
||
(50) DERF MEETING VALA
|
||
Vala chortles, "derf, you fuzzy old man, you look even cuter with white
|
||
hair." She pinches his cheek and gives him a big hug.
|
||
|
||
When she releases him, his cheeks are bright red and he sputters, "Now, stop
|
||
that!" He straightens out his robe and continues, "How can you be alive?
|
||
You were lost in the great battle."
|
||
|
||
She smiles and explains, "I was captured by the Dread Legion and encased in a
|
||
mystical cage until these adventurers released me."
|
||
|
||
He responds, "Thank Tyr!" He looks her in the eyes with a soft expression
|
||
and says, "The Legion has returned and is unravelling our spells. The
|
||
Dreadlord's threat must be ended forever."
|
||
|
||
She responds, "I still remember my vows and I will do what is necessary."
|
||
With that, she falls back into rank and the old dwarf recovers some of his
|
||
dignity.
|
||
|
||
----------------------------------39----------------------------------
|
||
|
||
(51) OLD MAN'S TALE OF THE GOVERNMENT HOUSE
|
||
'Once heard tell about the impressiveness of the old town.
|
||
|
||
There was a great castle at the head of the valley. Then south of the mine
|
||
was the old Government House. It was a large place, richly decorated, where
|
||
affairs of state were conducted. Was built stoutly, so should be still
|
||
standin'. Good loot no doubt, if you can stand the ghosts of clerks and bean
|
||
counters.'
|
||
|
||
(52) MAP TO BLIND MAN'S TREASURE
|
||
|
||
(53) THE BLACK CIRCLES PLAN
|
||
The path to the Castle of the Twins was revealed when Oswulf's Confession was
|
||
rediscovered. Oswulf gave his final confession to his cleric just before the
|
||
ice encased the valley. The Dread Legion of Magic persuaded the cleric to
|
||
reveal the Confession. Their leaders expanded and annotated the document.
|
||
Their hopes of a quick penetration of the glacier were dashed when the Legion
|
||
was nearly destroyed at Ashbenford. The Confession has been lost since that
|
||
time.
|
||
|
||
We of the Black Circle are the descendants of the Legion. Now that we have
|
||
the Confession again our plans can proceed. We have broken the glacier and
|
||
it recedes slowly. The Silver Blades are gone, so no one can stop us from
|
||
releasing the Dreadlord. It is only a matter of time.
|
||
|
||
Still, we chafe at unnecessary delay. We have tricked the miners into
|
||
opening the way into the dungeons. We are now recruiting fire-using creatures
|
||
to melt a way upward. The monsters we release serve to keep away intruders.
|
||
|
||
The solving of the Dreadlord's dungeon riddles has cost us many lesser mages.
|
||
Illusions have sent many scouts to unwitting deaths. We are proceeding, but
|
||
would do better with control of the Well of Knowledge. Its wisdom and
|
||
control of the teleportation gates would aid us greatly. We also seek the
|
||
Amulet of Eldamar to pass the three great doors to the Sanctum.
|
||
|
||
Page 40 -
|
||
|
||
Divinations show that a third item will be required to reach the Dreadlord.
|
||
The sign indicate Tyr is involved with the item, but nothing is clear. The
|
||
temple in the mine seems to hold nothing of value.
|
||
|
||
|
||
- Journal Entry 54 - Old Mans Tale of The Well of Knowledge
|
||
|
||
"The well of knowledge was the heart of the old town. It controlled the
|
||
gateways that allowed travel throughout the valley. Also, it served the old
|
||
town by providing its enigmatic messages. The town used it but they did not
|
||
build it. It was there when the first men entered the valley and it is said
|
||
that it will remain all else is gone."
|
||
|
||
|
||
- Journal Entry 55 - Clerk's Story
|
||
|
||
|
||
"I served the city of Phlan in the capacity of head clerk.
|
||
|
||
During the reconquest of the city, I contracted out missions to the many heroes
|
||
who freed the city. I had contacts with the Black Circle because of their
|
||
access to the gems in the early days of the city, as they were awarded to the
|
||
heroes for successful completion of their missions.
|
||
|
||
After Phlan was freed, the council agreed to act as middlemen for the Circle.
|
||
In return for our help they continued to replemish the city's treasury. I was
|
||
sent here as a contact while the council works out the alliance between the
|
||
Black Circle and The red Wizards.
|
||
|
||
I have been here long enough to know that these mages are very dangerous. This
|
||
scroll is a map of the Circle's Inner Sanctum. Take it! I'm getting out before
|
||
the circle succeeds in its plans. Good day!"
|
||
|
||
The woman storms out of the room with haughty dignity. She slams the door and
|
||
her brisk steps recede down the hallway.
|
||
|
||
|
||
- Journal Entry 56 - Meeting With Oswulf
|
||
|
||
|
||
"My hopes of keeping my brother from the world are crumbling with this ice. If
|
||
the Dreadlords evil cannot be contained than it must be destroyed. I am
|
||
reassured that it is the Silver Blades who come to finish what we have started
|
||
centuries ago. Please remember that it is the lich and not my misguided
|
||
brother's soul that is evil. Upon your honour I charge you with freeing his
|
||
soul from the lich's taint. I shall hold the gate here, but the dreadlord may
|
||
escape through another exit. You must succeed ..."
|
||
|
||
A tear appears in the glint spirits eye, "You must succeed ..."
|
||
|
||
Page 41 -
|
||
|
||
|
||
- Journal Entry 57 - Letter Found Blowing In The Wind
|
||
|
||
Marcus, our plans proceed as well as can be expected. It is unfortunate that
|
||
the Red Dragon has taken the Well Of Knowledge. The Red Wizards may support us
|
||
if they think we can offer the well. We will keep our real target to
|
||
ourselves. We are using a contact in Phlan as a middleman. In turn, he has
|
||
sent a clerk to take care of communications. She has no knowledge or our real
|
||
intent.
|
||
|
||
We are running out of some spell components, especially bat guano and sulphur.
|
||
When is the next shipment due! Maintain contact by standard means.
|
||
|
||
One final note. Rumor indicates that the mayor has brought together a new
|
||
force to clear the mines and the well. We are concerned. Reply with the
|
||
information as soon as possible.
|
||
|
||
- Journal Entry 58 - A Prisioner's Speech
|
||
|
||
"THe driders have returned to this area only recently. They have been unable
|
||
to enter this valley because of the ice blocking their tunnels. Suddenly the
|
||
tunnels melted clear and many new monsters began to appear. The driders
|
||
remember these creatures from over 300 years ago, when the valley was torn bu
|
||
a battle between two brothers. One of the brothers was responsible for the
|
||
ice, but the driders have no idea how."
|
||
|
||
- Journal Entry 59 - Tale Of The Wounded Warrior
|
||
|
||
"If it weren't so terrifying it would have been comical. We were deep in the
|
||
mines when our party came to the cavern. A horrid mass of unspeakable monsters
|
||
were there listening to a high pitched, squeaky voice. It took us a while to
|
||
spot the source of that piping. Vulgar laughing when we saw it. That was our
|
||
downfall. The monsters heard and attacked. AS I crawled drom the badly
|
||
wounded, I saw the creature in the back of the horde. It was a glowing mouse!"
|
||
|
||
- Journal Entry 60 - Message Found By Pouch
|
||
|
||
"I'm sorry but I needed to escape. This pouch is for you. Seems like old
|
||
times."
|
||
|
||
- Journal Entry 61 - Mayor Reveals His True Mission
|
||
|
||
"Now that you have discovered the way to reach the Dreadlord, your usefulness
|
||
is at an end. I still serve Hillsfar and my mission has been to recuit the
|
||
DreadLord. With his power Hillsfar can take control of the Dalelands and the
|
||
Moonsea. I will become governor of the northern provinces and be wealthy
|
||
beyond imagining."
|
||
|
||
- Journal Entry 62 - Mage's Report
|
||
|
||
Our flaming creatures are clearing the ice quite quickly now. The dungeon is
|
||
open to just below the castle, where the ice is much more resistent.
|
||
Thankfully we have discovered s second door upward.
|
||
|
||
Page 42 -
|
||
|
||
This leads along a winding tunnel into a glacial crevasse. This was
|
||
undoubtedly an old escape tunnel hidden by the dreadlord.
|
||
|
||
We have seen no sign of adventures but disturbances have been reported in the
|
||
lower levels. As a precotion, we have thawed out the purple worms. This will
|
||
slow us down, but will provide needed defense."
|
||
|
||
- Journal Entry 63 - Vala's Story
|
||
|
||
The amazonian woman collapses as she steps down from the shattered prision. As
|
||
you rush to help her, her eyes flutter open and she moans, "Who are you? Where
|
||
am I?"
|
||
|
||
After explaining what you know and she has revived, she growls, The Legion
|
||
will pay. They have left me imprisoned for 300 years, since the great battles.
|
||
They captured me and imprisoned me in that Shimmering Cage.
|
||
|
||
|
||
"So the war over dreadlord continues to this day. My vows compel me to
|
||
continue this battle. I am Vala of the Silver Blades and will aid you in this
|
||
war."
|
||
|
||
- Journal Entry 64 - Mad Edwarf's Ramblings
|
||
|
||
"Build 'em an arm today, a couple of chests tommorow. Maybe slam out a few
|
||
spare eyes. Wizards are queer Birds-all skin and bones and glowin' eyes.
|
||
Always distractin' yah, Cacklin' and gigglin'. Iron statues, always more bits
|
||
and pieces. They do strange things to 'em next door. Never can be sure with
|
||
wizards. Next thing yah know the statues will be walkin'. never be too
|
||
sure..."
|
||
|
||
- Journal Entry 65 - Letter to Temple
|
||
|
||
We gop into batle today to stop the Dreadlord. I am fearful, but Oswulf is
|
||
confident. When he speaks I find my courage returns. I hope everyone at home
|
||
is happy. With any luck I will be home soon.
|
||
|
||
Your Loving Son,
|
||
|
||
Jhaele
|
||
|
||
- Journal Entry 66 - Map Retrieved From Storm Giant Leader's Pouch
|
||
|
||
- Journal Entry 67 - Mad Cleric's Ramblings
|
||
|
||
"Questioned the high lord Bane once, you know. Didn't think that the Dreadlord
|
||
was worthy of his attentions. Questioned that. I did. You know that questions
|
||
are a burden? Very burdensome for a god. Then came the Silver Blades and I
|
||
questioned again. Then came the Ice and I called out to Bane. In his wisdom he
|
||
kept my mind from freezing. Let me think about my qustions for 300 years, with
|
||
only ice as far as the eye could see. Can't see very far as the eye through
|
||
ice either. Unmoving for 300 years gives a man pause. Finally I discovered the
|
||
answer and I sacrificed my mind. Sacrifice is a balm to the gods. Gods inspire
|
||
the mad. Madness flows from.."
|
||
|
||
|
||
- Journal Entry 68 - Map of the 8th Level Of The Dungeon
|
||
|
||
|
||
- Journal Entry 69 - Clerk's Letter
|
||
|
||
My dear Sasha,
|
||
|
||
I'm sorry to hear that you have concerns about the Black Circle. However,
|
||
their continued good will is essential. Their Control of the Verdigris Mine
|
||
gives us the gems we need at a reasonable price. As long as these shipments
|
||
continue, we will not investigate them too closely.
|
||
|
||
Page 44 -
|
||
|
||
You may tell them that my negotiations with the Red Wizards proceed very well.
|
||
Some may be on their way even now. Should this turn out as well as I hope, you
|
||
can count on a position as my personal scribe.
|
||
|
||
With my strongest felictations,
|
||
|
||
Grangnak Ulfrim
|
||
Councilor Of New Phlan
|
||
|
||
- Journal Entry 70 - Peisoner's Tale
|
||
|
||
"The Black Circle has collected us as payments to the driders. In return the
|
||
driders will help them with some mysterious rite. One stronger prisioner was
|
||
taken from among us. I believe he is to be a sacrifice. You must seek him out
|
||
and save him as well."
|
||
|
||
- Journal Entry 71 - Significance Of The Amulet
|
||
|
||
"The Amulet Of Eldamar will reveal three keys hidden within the dungeon. The
|
||
Keys open the three doors guarding the Dreadlord's Sanctum. Watch for a
|
||
ghostly radiance that will indicate the presence of a key."
|
||
|
||
- Journal Entry 72 - Map to Grimdra's Hoard
|
||
|
||
|
||
Page 45 -
|
||
|
||
|
||
GLOSSARY OF AD&D COMPUTER GAME TERMS
|
||
|
||
|
||
Ability Scores - These are numbers that describe the attributes of the
|
||
characters. There are six ability scores; Strength,
|
||
Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
|
||
|
||
|
||
Adventurer - This is a term for one of the characters you play in the game.
|
||
|
||
Alignment - This is the basic philosophy of a character. See Alignment in the
|
||
What are Characters? Section.
|
||
|
||
Armor Class (AC) - This is the rating of how dificult a target is to damage.
|
||
The lower the AC, the more dificult it is to hit.
|
||
|
||
Character - This is another name for one of the persons you play in the game. A
|
||
Party consists of several characters.
|
||
|
||
Class - This is a characters occupation. For Example mage, fighter or cleric
|
||
are classes.
|
||
|
||
Combat Round - Is one turn of a battle. All characters and monsters who are
|
||
able to fight will get to act at least once per combat round.
|
||
|
||
Combat Segment - Is one-tenth of a Combat Round. Which combat segment a
|
||
character or monster acts on in one round is determined by its
|
||
dexterity and a random number.
|
||
|
||
Command - A one or two-word option in a menu. activating that command allows
|
||
you either to view another menu or have your characters perfom an
|
||
action.
|
||
|
||
Dice - In the computer AD&D game dice are random numbers. They are referred to
|
||
by the highest number they can be, for example, for a d10 can be a value
|
||
from 1 to 10, a d6 would be from 1 to 6. When a die number is generated
|
||
it is called a "Roll".
|
||
|
||
Encounter - This is what happens when a party meets a monster. You are given a
|
||
menu of choices of how you want to handle the situation.
|
||
|
||
Enter - The Act of giving a command to the computer. How this is done varies
|
||
depending on the computer.
|
||
|
||
Experience Points (XP) - Every encounter the characters have yields experiemce
|
||
points for every character depending on how
|
||
successful the encounter was for the party. A
|
||
character who gains enough Xp can advance a level.
|
||
|
||
Facing - In combat, a character faces a certain direction. An attack from the
|
||
direction he is not facing has a greater chance of doing damage. A
|
||
character will always face an opponent if he has only one opponent.
|
||
|
||
Grimoire (Spell Book) - The Book a Magic mage carries his spells in. If he
|
||
doesn't have a magic book, he has no spells to memorize.
|
||
|
||
Hit Points (HP) - This is the measure of how healthy a character is. Damage
|
||
from weapons subtracts hit points from the character's
|
||
total. When he has lost all of his hit points, he is
|
||
unconscious and dying. If his wounds are bound by another
|
||
party member he is simply unconscious.
|
||
|
||
Icon - This is the small pocture of a monster or a character seen in the
|
||
initial stages of an encounter and during combat. Character icons can
|
||
be altered using the Alter Command in the Camp menu.
|
||
|
||
|
||
Page 46 -
|
||
|
||
|
||
Initiative - This is a semi-random determination of which character in a
|
||
combat acts first. The character with higher Dexterities have a
|
||
better chance for a higher initiative.
|
||
|
||
Level - This Describes the power of a number of different items. The Power of
|
||
characters, dungeons, monsters, and spells are all described with levels.
|
||
|
||
Character Level - This is a determination of how much experience a character
|
||
has. The higher the level, the more experienced and important
|
||
the character is. High-level spell-casters can cast high-
|
||
level spells.
|
||
|
||
Spell Level - Spells come in degrees of difficulty. The Higher the level of
|
||
the spell, the greater the level of dificulty. Only very
|
||
experienced maigic-Users and Clerics can learn High-Level
|
||
Spells.
|
||
|
||
Magic - The term covers spellcasting enchanted items, and any other
|
||
application of the supernatural.
|
||
|
||
Melee Combat - This is Hand-To-Hand combat with weapons such as bows and
|
||
arrows, crossbows and quarrels, and slings and slingstones.
|
||
|
||
Missle Combat - This is ranged combat with weapons such as swords, spears and
|
||
fists.
|
||
|
||
Moster - This term actually includes Human and other player races as well as
|
||
ogres and Dragons. In general, if it isn't part of your party, it's a
|
||
monster. Monsters are not necessarily hostile. That's what the Parlay
|
||
Command in the encounter menu is for.
|
||
|
||
Multi-Player Characters - Non-Human characters may belong to two or three
|
||
classes at the same time. Such multi-Class
|
||
characters split their experience among all their
|
||
classes even if they have reached their racial
|
||
maximum class.
|
||
|
||
Party - The group of Adventurers you form to perform the missions you are
|
||
given. A party can be reformed for each adventure, and even altered
|
||
during the course of an adventure.
|
||
|
||
Player Character (PC) - This is a member of a player race who is controlled
|
||
by the player. The Characters in your adventuring
|
||
party are PCs.
|
||
|
||
Race - The species characters may be in the game. For Example human, elf, or
|
||
dwarf are races.
|
||
|
||
Saving Throw - The Chance that a character or monster will be unaffected, or
|
||
only partially effected, by a spell, poison, or similar
|
||
attack. As characters gain levels their saving throws are more
|
||
likely to protect them from adverse effects.
|
||
|
||
Spell - This is a magic incantation that can alter the nature of reality.
|
||
Magic-users, clerics and high-level paladins and rangers can cast
|
||
spells sfter memorizing them. If the spell is cast, it is gone from
|
||
the users mind and must be re-memorized.
|
||
|
||
THAC0 (To Hit Armor Class 0) - This is the number that a character must make
|
||
or exceed to hit an opponent with AC0.
|
||
|
||
|
||
Page 47 -
|
||
|
||
|
||
APPENDICIES
|
||
|
||
|
||
Range of Ability Scores By Race
|
||
|
||
------------------------------------------------------------------------
|
||
Ability Score Dwarf Elf Gnome Half-Elf Halfing Human
|
||
------------------------------------------------------------------------
|
||
|
||
Strength(Male) 8-9(99) 3-18(75) 6-18(50) 3-18(90) 6-17 3-18(100)
|
||
|
||
Strength(Female) 8-17 3-16 6-15 3-17 6-14 3-18(50)
|
||
|
||
Intelligence 3-18 8-18 7-18 4-18 6-18 3-18
|
||
|
||
Wisdom 3-18 3-18 3-18 3-18 3-17 3-18
|
||
|
||
Dexterity 3-17 7-19 3-18 6-18 8-18 3-18
|
||
|
||
Constitution 12-19 6-19 6-18 8-18 6-18 10-18
|
||
|
||
Charisma 3-16 8-18 3-18 3-18 3-18 3-18
|
||
|
||
------------------------ ----------------------
|
||
Racial Ability Modifiers Min/Max Ability Scores
|
||
------------------------ ----------------------
|
||
|
||
Dwarf Constitution +1 Charisma -1 (xx)=Max. % for an 18
|
||
strength
|
||
Elf Dexterity +1 Constitution -1
|
||
(fighters, Paladins, and
|
||
Halfing Dexterity +1 Strength -1 rangers Only)
|
||
|
||
|
||
|
||
Maximum Level Limits By Race, Class and Prime Requisite
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
Class Ability Dwarf' Elf' Gnome' Half-Elf' Halfling' Human
|
||
------------------------------------------------------------------------
|
||
|
||
Cleric Any no no no 5 no 15*
|
||
|
||
Fighter STR 16- 7 5 5 5 6 15*
|
||
STR 17 8 6 5 7 5 15*
|
||
STR 18+ 9 7 6 8 no 15*
|
||
|
||
Paladin Any no no no no no 15*
|
||
|
||
Ranger STR 16- no no no 6 no 15*
|
||
STR 17 no no no 7 no 15*
|
||
STR 18+ no no no 8 no 15*
|
||
|
||
Magic-User INT 16- no 9 no 6 no 15*
|
||
INT 17 no 10 no 7 no 15*
|
||
INT 18+ no 11 no 8 no 15*
|
||
|
||
Theif Any 18* 18* 18* 18* 18* 18*
|
||
|
||
|
||
KEY
|
||
-----
|
||
|
||
no = Charcter of this race cannot be of this class
|
||
* = Highest level available in SEcret Of The Silver Blades
|
||
' = Except For theives, most non-human characters may not advance to a
|
||
high a level as the game provides for humans
|
||
|
||
|
||
Page 48 -
|
||
|
||
|
||
|
||
Strength Table: Ability Adjustments Dexterity Table
|
||
|
||
---------------------------------------- ----------------------------
|
||
Ability THAC0 Damage Weight Ability Reaction/ AC
|
||
Score Bonus Adj't Allowance Score Missle Bonus
|
||
(In Gold) Bonus
|
||
---------------------------------------- ----------------------------
|
||
|
||
3 -3 -1 -350 3 -3 +4
|
||
|
||
4-5 -2 -1 -250 4 -2 +3
|
||
|
||
6-7 -1 none -150 5 -1 +2
|
||
|
||
8-9 normal none normal 6 0 +1
|
||
|
||
10-11 normal none normal 7 0 0
|
||
|
||
12-13 normal none +100 8 0 0
|
||
|
||
14-15 normal none +200 9 0 0
|
||
|
||
16 normal +1 +350 10 0 0
|
||
|
||
17 +1 +1 +500 11 0 0
|
||
|
||
18 +1 +2 +750 12 0 0
|
||
|
||
*18/01-50 +1 +3 +1000 13 0 0
|
||
|
||
*18/51-75 +2 +3 +1250 14 0 0
|
||
|
||
*18/76-90 +2 +4 +1500 15 0 -1
|
||
|
||
*18/91-99 +2 +5 +2000 16 +1 -2
|
||
|
||
*18/100 +3 +6 +3000 17 +2 -3
|
||
|
||
18 +3 -4
|
||
|
||
Note: * = Available to Fighter classes only
|
||
(Fighter, Paladin, Ranger)
|
||
|
||
|
||
|
||
|
||
Constitution Table
|
||
|
||
|
||
-----------------------------------------------------
|
||
Ability Score HP Adj't Resurrection Level
|
||
-----------------------------------------------------
|
||
|
||
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 %
|
||
|
||
|
||
|
||
Note: Bonus (*) applies only to fighters, all other classes may be given
|
||
a maximum hit point bonus adjustment for constitution of +2
|
||
|
||
|
||
Page 49 -
|
||
|
||
|
||
Armor And Weapons Permitted By Character Class
|
||
|
||
|
||
---------------------------------------------------------------------
|
||
Class Max. Armor Shield Weapon
|
||
---------------------------------------------------------------------
|
||
|
||
Cleric any any Club,Flail,Hammer,Mace,Staff,sling
|
||
|
||
Fighter any any any
|
||
|
||
Paladin any any any
|
||
|
||
Ranger any any any
|
||
|
||
Magic-User none none Dagger, Dart, staff
|
||
|
||
Theif Leather none Club,Dagger,Dart,Sling,ne-Handed
|
||
Sword, short-Bow.
|
||
|
||
|
||
|
||
|
||
Fighter, Paladin, Ranger, Attacks Per Round Money Conversion
|
||
|
||
-------------------------------- ---------------------------
|
||
Class Level Attacks/Round Coin Type Gold Equ't
|
||
-------------------------------- ---------------------------
|
||
|
||
Fighter 1-6 1/1 Copper 300 cp = 1 gp
|
||
|
||
Paladin 1-6 1/1 Silver 20 sp = 1 gp
|
||
|
||
Ranger 1-7 1/1 Electrum 2 ep = 1 gp
|
||
|
||
Fighter 7-12 3/2 Gold 1 gp = 1 gp
|
||
|
||
Paladin 7-12 3/2 Platinum 1/5pp = 1 gp
|
||
|
||
Ranger 8-14 3/2
|
||
|
||
Fighter 13+ 2/1
|
||
|
||
Paladin 13+ 2/1
|
||
|
||
Ranger 15+ 2/1
|
||
|
||
|
||
|
||
WEAPON LIST
|
||
|
||
NAME Damage Man Size Damage Large Size # of Hands Class
|
||
|
||
Axe 1-6 1-4 1 f
|
||
Bastard Sword 2-8 2-16 2 f
|
||
BattleAxe 1-8 1-8 2 f
|
||
Broad Sword 2-8 2-7 1 f,th
|
||
Club 1-6 1-3 1 f,cl,th
|
||
Composite Long Bow 1-6 1-6 2 f
|
||
Composite Short Bow 1-6 1-6 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(Polearm) 1-10 2-12 2 f
|
||
Hammer 2-5 1-4 1 f,cl
|
||
Javelin 1-6 1-6 1 f
|
||
Light Crossbow 1-4 1-4 2 f
|
||
Long Bow 1-6 1-6 2 f
|
||
Mace 2-7 1-6 1 f,cl
|
||
Morning Star 2-8 2-7 1 f
|
||
Scimitar 1-8 1-8 1 f,th
|
||
Short Bow 1-6 1-6 2 f
|
||
Short Sword 1-6 1-8 1 f,th
|
||
Sling 1-4 1-4 1 f,th
|
||
Spear 1-6 1-8 1 f
|
||
Trident 2-7 3-12 1 f
|
||
Two-Handed Sword 1-10 3-18 2 f
|
||
|
||
F = Fighter Classes CL = Cleric TH = Thief MU = Magic-User
|
||
|
||
|
||
ARMOR LIST
|
||
|
||
Armor Type Weight AC Maximum Movement
|
||
|
||
None 0 10 -
|
||
Shield 50 9 -
|
||
Leather 150 8 12 Squares
|
||
Ring 250 7 9 Squares
|
||
Scale 400 6 6 Squares
|
||
Chain 300 5 9 Squares
|
||
Banded 350 4 9 Squares
|
||
Plate 450 3 6 Squares
|
||
|
||
|
||
|
||
TABLE OF EXPERIENCE PER LEVEL
|
||
|
||
The Following charts show the amount of Experience a character must earn in
|
||
order to gain a level in his character class. The carts also list the number
|
||
of spells that a characater 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 abilites of his first class until his level in his second class
|
||
exceeds his level in his first class.
|
||
|
||
|
||
CLERICS
|
||
|
||
Number of Spells Per Level
|
||
Levels Experience Hit Dice 1 2 3 4 5 6 7
|
||
|
||
1 0-1500 1d8 1
|
||
2 1501-3000 2d8 2
|
||
3 3001-6000 3d8 2 1
|
||
4 6001-13000 4d8 3 2
|
||
5 13001-27000 5d8 3 3 1
|
||
6 27001-55000 6d8 3 3 2
|
||
7 55001-110000 7d8 3 3 2 1
|
||
8 110001-225000 8d8 3 3 3 2
|
||
9 225001-450000 9d8 4 4 3 2 1
|
||
10 450001-675000 9d8+2 4 4 3 3 2
|
||
11 676001-900000 9d8+4 5 4 4 3 2 1
|
||
12 900001-1125000 9d8+6 6 5 5 3 2 2
|
||
13 1125001-1350000 9d8+8 6 6 6 4 2 2
|
||
14 1350001-1575000 9d8+10 6 6 6 5 3 2
|
||
15 1575000 + 9d8+12 7 7 7 5 4 2
|
||
|
||
MAGIC-USERS
|
||
|
||
1 0-2500 1d4 1
|
||
2 2501-5000 2d4 2
|
||
3 5001-10000 3d4 2 1
|
||
4 10001-22500 4d4 3 2
|
||
5 22501-40000 5d4 4 2 1
|
||
6 40001-60000 6d4 4 2 2
|
||
7 60001-90000 7d4 4 3 2 1
|
||
8 90001-135000 8d4 4 3 3 2
|
||
9 135001-250000 9d4 4 3 3 2 1
|
||
10 250001-375000 10d4 4 4 3 2 2
|
||
11 375001-750000 11d4 4 4 4 3 3
|
||
12 750001-1125000 11d4+1 4 4 4 4 4 1
|
||
13 1125001-1500000 11d4+2 5 5 5 4 4 2
|
||
14 1500001-1875000 11d4+3 5 5 5 4 4 2 1
|
||
15 1875001 + 11d4+4 5 5 5 5 5 2 1
|
||
|
||
RANGERS Druid Spells Magic-User Spells
|
||
1 2 1 2
|
||
|
||
1 0-2250 2d8
|
||
2 2251-4500 3d8
|
||
3 45001-10000 4d8
|
||
4 10001-20000 5d8
|
||
5 20001-40000 6d8
|
||
6 40001-90000 7d8
|
||
7 90001-150000 8d8
|
||
8 150001-225000 9d8 1
|
||
9 225001-325000 10d8 1 1
|
||
10 325001-650000 11d8 2 1
|
||
11 650001-975000 11d8+2 2 2
|
||
12 975001-1300000 11d8+4 2 1 2
|
||
13 1300001-1625000 11d8+6 2 1 2 1
|
||
14 1625001-1950000 11d8+8 2 2 2 1
|
||
15 1950001 + 11d8+10 2 2 2 2
|
||
|
||
PALADINS Number of Clerical Spells
|
||
1 2 3 4
|
||
|
||
1 0-2750 1d10
|
||
2 2751-5500 2d10
|
||
3 5501-12000 3d10
|
||
4 12001-24000 4d10
|
||
5 24001-45000 5d10
|
||
6 45001-95000 6d10
|
||
7 95001-175000 7d10
|
||
8 175001-350000 8d10
|
||
9 350001-700000 9d10 1
|
||
10 700001-1050000 9d10+3 2
|
||
11 1050001-1400000 9d10+6 2 1
|
||
12 1400001-1750000 9d10+9 2 2
|
||
13 1750001-2100000 9d10+12 2 2 1
|
||
14 2100001-2450000 9d10+15 3 2 1
|
||
15 245001 + 9d10+18 3 2 1 1
|
||
|
||
THIEVES
|
||
|
||
1 0-1250 1d6
|
||
2 1251-2500 2d6
|
||
3 2501-5000 3d6
|
||
4 5001-10000 4d6
|
||
5 10001-20000 5d6
|
||
6 20001-42500 6d6
|
||
7 42501-70000 7d6
|
||
8 70001-110000 8d6
|
||
9 110001-160000 9d6
|
||
10 160001-220000 10d6
|
||
11 220001-440000 10d6+2
|
||
12 440001-660000 10d6+4
|
||
13 660001-880000 10d6+6
|
||
14 880001-1100000 10d6+8
|
||
15 1100001-1320000 10d6+10
|
||
16 1320001-1540000 10d6+12
|
||
17 1540001-1760000 10d6+14
|
||
18 1760001 + 10d6+16
|
||
|
||
FIGHTERS
|
||
|
||
1 0-2000 1d10
|
||
2 2001-4000 2d10
|
||
3 4001-8000 3d10
|
||
4 8001-18000 4d10
|
||
5 18001-35000 5d10
|
||
6 35001-70000 6d10
|
||
7 70001-125000 7d10
|
||
8 125001-250000 8d10
|
||
9 250001-500000 9d10
|
||
10 500001-750000 9d10+3
|
||
11 750001-1000000 9d10+6
|
||
12 1000001-1250000 9d10+9
|
||
13 1250001-1500000 9d10+12
|
||
14 1500001-1750000 9d10+15
|
||
15 1750001 + 9d10+18
|
||
|
||
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
|
||
CALL: Destruction's Realm (708) 474-4280
|
||
Das Reich Zerst<73>rung TRSI US HQ
|
||
Le Royaume De la Destruction Elites Only!
|
||
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
|
||
|
||
|
||
|
||
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
||
Another file downloaded from: The NIRVANAnet(tm) Seven
|
||
|
||
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
||
Burn This Flag Zardoz 408/363-9766
|
||
realitycheck Poindexter Fortran 510/527-1662
|
||
Lies Unlimited Mick Freen 801/278-2699
|
||
The New Dork Sublime Biffnix 415/864-DORK
|
||
The Shrine Rif Raf 206/794-6674
|
||
Planet Mirth Simon Jester 510/786-6560
|
||
|
||
"Raw Data for Raw Nerves"
|
||
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|