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