549 lines
22 KiB
Groff
549 lines
22 KiB
Groff
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JOURNAL ENTRY 50:
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An official looking notice.
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"Assemble a group of at least 30 of your followers. Meet up with a
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hobgoblin assault force at the small docks to the west of town. You and
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your group will be under the command of the hobgoblin leader. Follow
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his orders. Upon completion of the mission you will be rewarded with
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food, treasure, and many slaves."
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Signed,
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The Boss
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Scribbled on the back of these orders is Norris the Gray's unsent
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reply to The Boss
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"I will never follow the orders of a hobgoblin. I don't go on
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missions until I know exactly what we're supposed to do. And I don't go
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on missions for an unknown amount of food, treasure and slaves'. I do
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go on missions where I am in command; where I know exactly what the
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target is; and where I know exactly how much I'll get paid. Don't send
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me another order until you can meet my terms."
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Signed,
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Norris the Gray
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JOURNAL ENTRY 51:
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Several pieces of paper with highly organized writing.
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Fact: Bishop Braccio is the highest ranking religious leader in
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Phlan. Runs small temple in civilized section of city.
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Vague Rumor: Braccio is actually a front-man for a powerful high
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priest who never leaves the small temple.
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Strong Rumor: Braccio is under fire to 'do something' about the
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undead problem. So long as the undead were causing the monsters more
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trouble than the settlers, he had other, more pressing, problems.
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Rumor: Braccio is opposed to the temple tendency to sell clerical
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'miracles'; but he understands that the temple needs funds. Braccio
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would rather perform such 'miracles' in exchange for good works done in
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the name of the church, not just for money or items of power."
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JOURNAL ENTRY 52:
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Delivered in chillingly clear tones.
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"Hear us in our hour of need!" the nomad witchdoctor cries, "This
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night we fight a great battle. By the breaking of dawn either our
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enemies will be dead or we will have been destroyed.
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"Accept the sacrifice of these outsiders and give us the strength to
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defeat the hordes of our enemies. Fill our limbs with your fire, and
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fill our minds with your fury. Let us vanquish our enemies just as we
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vanquish these invaders who have come among us."
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JOURNAL ENTRY 53:
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A crumpled discarded piece of paper, full of rub outs and scratch
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overs.
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Priests: 1
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Acolytes: 4
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Ogres: 1
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Hobgoblins: 40
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Orcs: 90
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Goblin Slaves: 20
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JOURNAL ENTRY 54:
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A page from an unknown diary.
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"They stole my map to the Pool. Somehow they knew when I was
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coming and exactly what to look for. They didn't even bother to kill
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me; they said I wasn't worth killing. They just crippled my legs, took
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the map, and rode away laughing.
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"After the attack and the rigors of my trek all I remember is that
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the Pool is in the Dragonspine, north and west of Sorcerer's Island. It
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shines just like they said it would. You can feel the power flowing out
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of it. Kings and generals have searched for the Pool, and I had a map
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that led right to it.
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"If I ever get back the use of my legs I'll go after them. I'll get
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back my map. I'll get to the Pool. And this time I'll bathe in its
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power. Then I'll teach them. I'll teach them all."
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JOURNAL ENTRY 55:
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Delivered as you sit around the campfire.
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"You must beware of the many dangers in this region. Several days
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walk to the west there is the pyramid of evil. It has been long avoided
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by all sensible men. To the southeast is a lair of many ferocious
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hobgoblins. The areas to the southwest, are inhabited by evil men --
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buccaneers, marauders, and soldiers of an evil empire far to the west.
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And all good folks avoid the swamps to the east. Nothing but danger
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grows in the swamps."
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JOURNAL ENTRY 56:
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An unsent note written on sturdy parchment.
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"An active dragon has made its home in the Dragonspine Mountains to
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the northwest. Keep search parties away from the area so as not to
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catch the dragon's attention."
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JOURNAL ENTRY 57:
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A ratty piece of parchment with large writing on one side.
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"Our spies in the city inform us that a party of invaders will
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travel to Sokal Keep to free it. To combat these invaders, assemble a
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force of no less than three squads. Travel by boat from the small docks
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at the west of town to Sokal Keep. Find the adventurers in or around
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Sokal Keep. Kill them before they can return to the city council with
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information about the true situation at the keep. Return with the
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invader's heads as proof of completion of your mission. Upon completion
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you will be rewarded with food, treasure, and many slaves."
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Signed,
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The Boss
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JOURNAL ENTRY 58:
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A tattered piece of parchment.
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MOUNTAINS SORCERER'S FOREST
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ISLAND
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FOREST :
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:
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GRASS LAND .. FOREST
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FOREST :
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:
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PHLAN
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WATER
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TAVERN TALES
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The taverns of New Phlan are filled with scoundrels, con-men, adn
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adventurers - every one a liar and a gossip. The following tavern tales
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represent such rumors and lies.
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When you are in a tavern, you may be referred to a particular tale
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by number. Find and read that tale. If you really think of your
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adventurers as rumor mongers, read all the tales.
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Some of these tales are true, some are based on truth, and some have
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never been corrupted by a hint of truth. Even when a tavern tale is
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referred to by number, it might be false.
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TALE 1: Far to the northeast, in the midst of a vast swamp, lie the
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uninhabited ruins of a powerful wizard's castle.
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TALE 2: A drunk bard sits in a corner of the tavern spinning a
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seemingly endless tale, but no one is listening.
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TALE 3: Wells throughout the city often provide access to hidden
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dens and underground passages.
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TALE 4: An anglish lord commandeers one corner of the bar to lecture
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on the ultimate range of his adventurers. The crowd ignores him.
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TALE 5: To the east of Phlan lies a gleaming castle of gold that
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shifts its location from time to time.
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TALE 6: A weird looking wizard, dressed all in black, sits alone and
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mumbles into his beer, "I'll return next time and show them all!"
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TALE 7: Great treasures are to be found on the banks of the Barren
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River as one ventures northward.
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TALE 8: The graveyard is controlled by a very powerful and clever
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undead creature.
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TALE 9: A puzzled patron with a limited vocabulary questions
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everyone he comes across about how to complete a manuscript dated 1977
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GUE. Unfortunately, no one can help him.
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TALE 10: To the west lives a tribe of insect-men who worship normal
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men and give valuable gifts to all who visit them.
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TALE 11: The Dragonspine Mountains are inhabited by a race of evil
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dragons who lure travelers to their lairs and slay them.
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TALE 12: A bedraggled adventurer decries, "There was a man called
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turtle, walls that aren't there, living daggers; I never did figure out
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what was going on!"
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TALE 13: A master thief has set up a hidden training ground deep in
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the old city, right under the noses of monsters.
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TALE 14: Ogres who live to the east of Phlan are holding captive a
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princess for whom a huge reward has been offered.
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TALE 15: The merchants of Zhentil Keep are setting up a trading base
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far to the west of Phlan. They're hiring caravan guards for good wages.
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TALE 16: Buccaneers operate a slave auction out of a hidden camp
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near Stormy Bay.
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TALE 17: An old sage sits in a corner with a dark wizard. "You're
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right," laughs the sage, "they'll do anything I tell them to, no matter
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how silly or phantastic."
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TALE 18: Off to the east of Phlan roams a tribe of marauding nomads.
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They have been pillaging villages in the plains with the help of a
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powerful artifact they have discovered.
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TALE 19: Mighty tribes of wild dwarves, thousands of them, roam the
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Dragonspine Mountains, destroying villagers and killing travelers.
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TALE 20: "I was totally confused; it was like being lost in the
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darkness," sighed the overwrought adventurer. "Rabbits, hats, bowling
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balls? Where in the realms was I?"
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TALE 21: The monsters in Phlan are led by one of the generals who
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sacked the city a generation ago. The general has used great magic to
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make himself immortal.
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TALE 22: A vast fortress of kobolds dominates the western tip of the
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great swamp. These normally weak creatures grow to great size and have
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extraordinary powers here.
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TALE 23: An ancient Silver Dragon still lives up in the Dragonspine
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Mountains. The dragon is not evil and will help travelers who battle
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evil.
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APPENDICES
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MONEY CONVERSIONS
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COIN TYPE GOLD EQUIVALENT
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Copper 200 cp = 1 gp
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Silver 20 sp = 1 gp
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Electrum 2 ep = 1 gp
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Gold 1 gp = 1 gp
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Platinum 1/5 pp = 1 gp
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SPELL LIST
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This is a listing of spells available to player character clerics
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and magic-users as they gain in level.
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FIRST LEVEL CLERICAL SPELLS
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Bless/Curse
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Cure Light Wounds/Cause Light Wounds
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Detect Magic
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Protection from Evil/Protection from Good
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SECOND LEVEL CLERICAL SPELLS
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Find Traps
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Hold Person
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Resist Fire
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Silence 15' Radius
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Slow Poison
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Snake Charm
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Spiritual Hammer
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THIRD LEVEL CLERICAL SPELLS
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Animate Dead
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Cure Blindness/Cause Blindness
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Cure Disease/Cause Disease
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Dispel Magic
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Prayer
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Remove Curse/Bestow Curse
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FIRST LEVEL MAGIC-USER SPELLS
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Burning Hands
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Charm Person
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Detect Magic
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Enlarge/Reduce
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Friends
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Magic Missile
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Protection from Evil/Protection from Good
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Read Magic
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Shield
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Shocking Grasp
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Sleep
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SECOND LEVEL MAGIC-USER SPELLS
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Detect Invisibility
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Invisibility
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Knock
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Mirror Image
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Ray of Enfeeblement
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Stinking Cloud
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Strength
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THIRD LEVEL MAGIC-USER SPELLS
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Blink
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Dispel Magic
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Fireball
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Haste
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Hold Person
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Invisibility, 10' Radius
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Lightning Bolt
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Protection from Evil, 10' Radius/Protection from Good, 10' Radius
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Protection from Normal Missiles
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Slow
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ARMOR LIST
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Weight Maximum
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Armor Type in gp. AC Movement*
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None 0 0 -
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Shield, Small# 50 9 -
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Leather 150 8 12 squares
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Padded 100 8 9 squares
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Studded 200 7 9 squares
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Ring 250 7 9 squares
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Scale 400 6 6 squares
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Chain 300 5 9 squares
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Splint 400 4 6 squares
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Banded 350 4 9 squares
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Plate 450 3 6 squares
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*A character carrying many objects, including lots of coins, can be
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further limited in movement to a minimum of 3 squares per turn.
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# A Shield subtracts 1 AC from any armor it's used with.
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TABLE OF EXPERIENCE PER LEVEL
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The following shows the amount of experience a character must earn
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to gain a level in his character class. All experience earned by
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multiple-class characters is divided by the number of classes. When a
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character has earned a gain in level for one class but not another, the
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Show command shows his highest level. Thus, a character who is a
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fighter-thief and has earned 1,800 experience points in each class (a
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total of 3,600 XP), will be shown to be 2nd level because he has earned
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that level as a thief, though not as a fighter. His fighting abilities
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are still based on his being a 1st level fighter.
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CLERIC: Spells*
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Level Experience 1 2 3
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1 0-1,500 1 - -
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2 1,501-3,000 2 - -
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3 3,001-6,000 2 1 -
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4 6,001-13,000 3 2 -
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5 13,001-27,500 3 3 1
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6 27,501-55,000 3 3 2
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*Clerics get additional Spells by Level if they have a Wisdom of 13
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or greater.
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FIGHTER:
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Level Experience
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1 0-2,000
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2 2,001-4,000
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3 4,001-8,000
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4 8,001-18,000
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5 18,001-35,000
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6 35,001-70,000
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7 70,001-125,000
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8 125,001-250,000
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MAGIC-USER: Spells
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Level Experience 1 2 3
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1 0-2,500 1 - -
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2 2,501-5,000 2 - -
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3 5,001-10,000 2 1 -
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4 10,001-22,500 3 2 -
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5 22,501-40,000 4 2 1
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6 40,001-60,000 4 2 2
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THIEF:
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Level Experience
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1 0-1,250
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2 1,251-2,500
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3 2,501-5,000
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4 5,001-10,000
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5 10,001-20,000
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6 20,001-42,500
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7 42,501-70,000
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8 70,001-110,000
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9 110,001-160,000
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CLERICS vs. UNDEAD
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A good or evil cleric (not a neutral one) has a certain influence on
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undead. He extends this influence by using the Turn command in the
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Combat Menu. His level determines how many undead and what kind he can
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influence. Evil clerics can make undead either neutral or friendly to
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the party. Good clerics can drive the undead away and may be able to
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destroy them if the cleric is of a high enough level and the undead are
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of a low-enough level.
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The following is a list of undead in increasing order of power and
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what minimum level of cleric a character has to be to have any
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influence over them. Low level clerics generally have a chance, not a
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certainty, of affecting undead.
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Minimum
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Undead Type Level of Cleric
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Skeleton 1st
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Zombie 1st
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Ghoul 1st
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Wight 1st
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Wraith 3rd
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Mummy 4th
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Spectre 5th
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Vampire 6th
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GLOSSARY OF AD&D GAME TERMS AND COMPUTER TERMS
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ABILITY SCORES. These are numbers that describe the attributes of
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the characters. There are six ability scores: Strength, Intelligence,
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Wisdom, Dexterity, Constitution, and Charisma. For the most part, the
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range of numbers runs from 3 to 18, the higher the better.
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ADVENTURER. This is a term for one of the characters you play in
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this game.
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ALIGNMENT. This is the basic philosophy of a character. See
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Alignment in the What are Characters? section of the rule book.
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CHARACTER. This is another name for one of the persons you play in
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the game. A party consists of several characters.
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COMMAND. A one or two word option in a menu. Activating the command
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allows you either to view another menu or have your characters perform
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an action.
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ENCOUNTER. This is what happens when a party meets a monster. You
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are given a menu of choices of how you want to handle the situation.
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ENTER. The act of giving a command to the computer. How this is done
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varies depending on the computer.
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EXPERIENCE POINTS (XP). Every encounter the characters have yields
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experience points for every character depending on how successful the
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encounter was for the party. A character who gains enough XP can
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advance a level if he has enough gold for training.
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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
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opponent.
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HIT POINTS (HP). This is a measure of how healthy a character is.
|
|
Damage from weapons subtracts hit points from the characters 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.
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|
ICON. This is the small picture 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.
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|
|
INITIATIVE. This is a semi-random determination of which character
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|
in a combat acts first. The characters with higher dexterities have a
|
|
better chance for a higher initiative.
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|
LEVEL. This describes the power of a number of different items. The
|
|
power of characters, dungeons, monsters, and spells are all described
|
|
with levels.
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|
CHARACTER LEVEL. This is a determination of how much experience a
|
|
character has. The higher the level, the more experienced and important
|
|
the character is. High-level spellcasters can cast high level spells.
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DUNGEON LEVEL. This is a measure of how far down in the earth a
|
|
dungeon is. For the most part, the further down one is, the more
|
|
ferocious the monsters. Thus, a high-level dungeon refers either to how
|
|
deep it goes or the relative toughness of the monsters.
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|
|
|
MONSTER LEVEL. This is a measure or how powerful monsters are. The
|
|
higher the level, the more powerful the monster.
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|
SPELL LEVEL. Spells come in degrees of difficulty. The higher the
|
|
level of the spell, the higher the difficulty. Only very experienced
|
|
magic-users and clerics can learn high level spells.
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|
|
MAGIC. This term covers spellcasting, enchanted items, and any other
|
|
application of the supernatural.
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|
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|
MELEE COMBAT. This is hand-to-hand combat with weapons such as
|
|
swords, spears, and fists.
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|
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|
MISSILE COMBAT. This is ranged combat with weapons such as bows and
|
|
arrows, crossbows and quarrels, and slings and slingstones.
|
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|
MONSTER. This term actually includes human and other player races as
|
|
well as such creatures as ogres and dragons. In general, if it isn't
|
|
part of your party, it's a monster. Monsters are not necessarily
|
|
hostile. Some may be helpful. That's what the Parlay command in the
|
|
Encounter Menu is for.
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|
|
NON-PLAYER CHARACTER (NPC). This is a member of a player character
|
|
race who is not controlled by the player. Some NPCs can be brought into
|
|
a party.
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|
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|
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.
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|
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|
PLAYER CHARACTER (PC). This is a member of a player character race
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|
who is controlled by the player. The characters in your adventuring
|
|
party are PCs.
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|
|
|
SPELL. This is a magic incantation that can alter the nature of
|
|
reality. Both magic-users and clerics can cast spells after memorizing
|
|
them. If the spell is cast, it is gone from the user's mind and must be
|
|
re-memorized.
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|
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|
SPELL BOOK. The book a magic-user carries his spells in. If he
|
|
doesn't have a magic book, he has no spells to memorize.
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|
|
ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS
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|
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Class Armor Shield Weapons
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Cleric any any club, flail, hammer, mace, staff
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Fighter any any any
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|
Magic-User none none dagger, dart, staff
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|
Thief leather none club, dagger, dart, sling, one
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handed swords
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|
WEAPON LIST
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Name Damage vs. Number
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Damage vs. Larger Than of
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Man Sized Man Sized Hands Class
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Axe, Hand 1-6 1-4 1 f
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Bardiche+ 2-8 3-12 2 f
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Bastard Sword 2-8 2-16 2 f
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Battleaxe 1-6 1-8 1 f
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Bec de Corbin+ 1-6 1-6 2 f
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Bill-Gulsarme+ 2-8 1-10 2 f
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Bo Stick 1-6 1-3 2 f
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Broad Sword 2-6 2-7 1 f,th
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Club 1-6 1-3 1
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f,cl,th
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Dagger 1-4 1-3 1
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f,mu,th
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Dart 1-3 1-2 1
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f,mu,th
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Fauchard+ 1-6 1-8 2 f
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Fauchard-Fork+ 1-8 1-10 2 f
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Flail 2-7 2-6 1 f,cl
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Fork, Military+ 1-6 2-8 2 f
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Glaive+ 1-6 1-10 2 f
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Glaive, Guisarme+ 2-8 2-12 2 f
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Guisarme+ 2-8 1-6 2 f
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Guisarme-Voulge+ 2-8 2-8 2 f
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Halberd+ 1-10 2-12 2 f
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Lucern Hammer+ 2-8 1-6 2 f
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Hammer 2-5 1-4 1 f,cl
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Javelin 1-6 1-6 1 f
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Jo Stick 1-6 1-4 1 f
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Long Sword 1-8 1-12 1 f,th
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Mace 2-7 1-6 1 f,cl
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Morning Star 2-8 2-7 1 f
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Partisan+ 1-6 2-7 2 f
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Pick, Military 2-5 1-4 1 f
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Pike, Awl+ 1-6 2-12 1 f
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Quarterstaff 1-6 1-6 2
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f,cl,mu
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Ranseur+ 2-8 2-8 2 f
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Scimitar 1-8 1-8 1 f,th
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Short Sword 1-6 1-8 1 f,th
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Spear 1-6 1-8 1 f
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Spetum+ 2-7 2-12 2 f
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Trident 2-7 3-12 1 f
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Two-Handed Sword 1-10 3-18 2 f
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Voulge+ 2-8 2-8 2 f
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Composite Long Bow* 1-6 1-6 2 f
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Composite Short Bow* 1-6 1-6 2 f
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Long Bow* 1-6 1-6 2 f
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Heavy Crossbow # 2-5 2-7 2 f
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Light Crossbow # 1-4 1-4 2 f
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Short Bow* 1-6 1-6 2 f
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Sling 1-4 1-4 1 f,th
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+ Polearm * Must have ready arrows to fire
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# Must have ready quarrels to fire.
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f=fighter, cl=cleric, th=thief, mu=magic-user
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