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- POOL OF RADIANCE
-
- Adventurers Journal
-
- FREE NEW PHLAN!
-
- The new Phlan City Council is leading the fight to free their captive
- city. Heroes are retaking the city block by block from the evil hordes.
-
- RICHES & FAME!
-
- The council is looking for soldiers and rogues, mages and clerics,
- heroes of all kinds, to come to New Phlan. The wealth and land
- of an ancient city await those willing to reach out and take it.
-
- GLORY!
-
- Legends will be written about the heroic struggle to free New Phlan!
- Ships to New Phlan depart twice monthly. When you arrive, see the
- New Phlan City Council for the latest news and information.
-
- MAKE YOUR FORTUNE IN NEW PHLAN!
-
- WHAT IS THE ADVENTURERS JOURNAL ALL ABOUT?
-
- The Adventurers Journal is your guide to POOL OF RADIANCE. It
- includes fliers, maps, and information that your adventurers
- would know before beginning their quest. It also includes
- information that your adventurers will discover during their quest.
-
- The journal is divided into several sections. The cover shows a
- recruiting announcement that tempted your adventurers to come to New Phlan.
- The next sections are a history of Phlan and a bestiary of the monsters in
- and around Phlan. This is information your adventurers should already know,
- so read it carefully. The answer to Phlan't current plight may lie in its
- history.
-
- The next three sections of the journal are information that the
- adventurers will come across during their adventure. POOL OF RADIANCE
- assumes that your characters, being careful and thorough adventurers, keep
- a written journal of important items that they find during their quest.
- Such items include announcements from the city council (Proclamations),
- information collected during an adventure (Journal Entries) and tales
- overheard in taverns (Tavern Tales).
-
- During the game you will be referred to the entries in the Adventurers
- Journal for additional information. For example, if you go to the Hall of
- the City Council the program will refer to the council's currently listed
- Proclamations by number. Look up the specific numbered proclamations and
- read them. Ignore the other Proclamations until they are posted. The game
- will also reference Journal Entries and Tavern Tales by number. When such a
- reference appears, look up the specific numbered entry and read it.
-
- These items are information the adventurer would copy into his journal.
- As items are referenced check them off in the margins so you later know
- which items have come up during the game.
-
- Not every Proclamation, Journal Entry, or Tavern Tale in this journal is
- actually true. Many entries are only rumors, dreams, or plain lies. Resist
- the temptation to read ahead in the journal; the true items may reveal
- information your adventurers couldn't know yet, and the false items will
- contain information that can lead them astray. When you've finished the
- game you can read through the whole journal and spot the false entries.
-
- The final sections in the journal include reference material for playing
- the game. These appendices are a quick reference for specific game
- information you may need during play. Together, all of the sections should
- give you everything you need to complete the quest in POOL OF RADIANCE.
-
- A HISTORY OF PHLAN AND THE MOONSEA REACHES
- A Discourse on This Area and its Problems
- by Jeff Grub
-
- To most inhabitants of the lands of the Inner Sea, the Moonsea and its
- cities represent the border between civilization and barbarism. The Moonsea
- sits like a great plug straddling the territory between the Mountains of
- Vaasa and the Nomad Steppes, protecting the southern territories from the
- incursions of savage Northerners. To the south of the Moonsea lie the
- civilized lands of Cormyr and Sembia. To the north lay hundreds of square
- miles of cold and unforgiving waste. Even when the southern kingdoms are
- themselves besieged by orcish hordes, dragons, and fell monsters, they take
- comfort in the fact that, "It's worse around the Moonsea."
-
- The Moonsea Reaches are defined by sages as being those lands bordering
- on the Moonsea and its major contributing rivers. These major rivers are
- the Tesh, flowing past the shadowed battlements of Zhentil Keep; the
- Wyrmflow, a cold stream flowing from the east; the Duathamper, also called
- the Evenflow, beginning deep in the heart of the Elven Court and flowing
- north; and the Barren River which flows out of the Dragonspine Mountains
- and into Phlan. The River Lis carries the waters from the Moonsea south to
- the Inner Sea.
-
- The Moonsea itself is an odd combination of abyssal deep spots,
- ship-ripping shoals, and rich fresh-water reefs. Despite this, travel
- across the Moonsea is generally safer than making the journey on land, so
- that most of the major merchant activity is by water.
-
- This is not to say that the Moonsea is without dangers. While monsters
- are more infrequent along the Moonsea, those that exist are generally more
- powerful than their landed cousins. Regions of the Moonsea are recorded as
- being haunted, and there have been numerous sightings of ghost ships.
-
- THE ANCIENT CITY OF PHLAN
-
- Phlan was the first great city of the Moonsea, reaching its peak some
- thousand years ago. In those days, the Moonsea was better known as the
- Dragon Sea, named for the large numbers of great Wyrms that inhabited that
- area and the regions to the north. The Barren River was then called the
- Stojanow, a dwarvish word meaning "Trade Route," for it was down this
- passage the ore-laden barges floated, bound for the south. Early Phlan was
- a trading outpost on the north shore of the Moonsea, set up to facilitate
- trade between the Elves of Myth Drannor (the most powerful elven capital of
- the time) and the tribes of Thar, Vaasa, and the Ride, as well as the
- Dragonspine Dwarves.
-
- Trade between the powerful elves, the wild humans, and merchant-dwarves
- was a great success for all sides. Soon Phlan was the most powerful city on
- the Moonsea, outshining its only rival, the Elven Docks of Hillsfar, on the
- south coast.
-
- At this time, the elves planted the Quivering Forest north of the city.
- This copse was mildly enchanted, hastening the growing season to produce a
- great woods in the span of a human generation. Though the woods have been
- felled on a number of occasions, it has always returned to its original
- form, becoming a light woods within two years, and a deep shadow-filled
- forest by the end of a man's life.
-
- The elves, the legend says, first discovered the Pool of Radiance. Its
- description has varied through the passage of the years. Many wise sages
- have declared it a myth and a con-man's gambit. The location of the Pool
- changes from tale to tale. Sometimes it is deep in the heart of an eternal
- wood, sometimes on an island circled by great wyrms, and sometimes in the
- heart of a huge solitary peak that rises above all others in the
- Dragonspine Mountains.
-
- It is said that the pool glows with its own energy. Those that approach
- it feel new power within their bones, while an unreal melody holds them in
- a rapture. Legends say that the Pool's power created the Quivering Forest
- and caused the Sorcerer's Isle to appear.
-
- The Pool is said to bring great power to the worthy, and death most
- horrible to the unworthy. Some tales say that the individual should drink
- it, bathe in it, or throw coins into it and wish. There are numerous folk
- tales of the wise fool stumbling upon the Pool, and gaining wondrous power
- or meeting a gory end. The abilities of the Pool change according to the
- needs of the tale-spinner. In any event, a trader or adventurer who
- encounters a sudden windfall or great riches is said to have "visited the
- Pool."
-
- Whether the Pool is real or some literary invention, the First City of
- Phlan (also called Archaic Phlan) survived in peace for many generations of
- men. In the end, outside influences brought about its downfall. Settlers
- began to intrude from the lands of Cormyr and Sembia into the south of the
- Elven Court. At the same time, the beast-men of Thar, which are today
- called ogres, began gathering into large hordes, ravaging the countryside.
-
- Phlan built mighty walls and withstood a decade of constant invasion. In
- the end, its fate was sealed by the elves withdrawing within the Court
- combined with the dwarves pulling back into western reaches of the
- Dragonspine Mountains.
-
- With its trading lifeline cut, Phlan fell into disrepair. When the Black
- Horde finally demolished the city walls in the Year of the Tusk, (112
- DaleReckoning,) they found little but an empty husk. The greatness that was
- Ancient Phlan had passed.
-
- GREATHAMMER AND THE FIRST REBIRTH OF PHLAN
-
- Phlan remained relatively uninhabited for the next 500 years. The city's
- position at the mouth of the Stojanow did make it a useful meeting place
- for traders. Twice during this period a pirate community grew on the ruins
- of Phlan. The first time they were burned out by a navy sailing from
- Mulmaster. The second time a group known as the Red Horde, led by a red
- dragon of incredible age, leveled the community. Following this attack,
- buccaneers never regained their power in the Moonsea (though small bands
- still persist).
-
- With time, the civilizations of man moved further north, the greater
- beasts retreated, and many cities were founded on the shores of the
- Moonsea. Yet the beasts did not retreat far. Dragons nested in the
- Dragonspine Mountains, ogres raided from the Great Grey Land of Thar, and
- horrible undead things lingered in the swamps and in the passes through to
- Vaasa.
-
- Hillsfar retained its elven ties and flourished even as Phlan't power
- was deteriorating, growing from a small town into a large prosperous city.
- The foundations of Zhentil Keep and Mulmaster were laid while Phlan lay in
- ruins. Small towns such as Melvaunt, Thentia, and Elmwood were started
- during this period. The inland city of Yulash, situated atop a great mount
- that dominates the southwestern corner of the lake, rose to the zenith of
- its power during this time.
-
- In 712 DR, the year of the Moon's Tears, Milsor the Valjevo, Founder of
- the Valjevo Dynasty, journeyed to Phlan to re-establish the city as a
- trading outpost. He was aided in his task, by the Wizard Rimon and the
- Priestess Alonius of Tyr.
-
- Milsor, Rimon, and Alonius gathered together interested adventurers and
- cleansed the city of the evil orcs and goblins that had made it their fair.
- They cleared the banks of the Stojanow and drove the arch-lich Zanakar from
- the Sorcerer's Island in the center of Lake Kuto. In return for his
- efforts, Rimon was given the Sorcerer's Island as his home. Alonius, in
- turn, was given a wide area in the recovered regions of Phlan as a temple
- to Tyr, the god of justice.
-
- By 750 DR the temple complex has been finished. In its day, it was said
- to be the largest temple of good in the entire North. The city as well had
- recovered, and large numbers of immigrants arrived. Some were natives of
- other Moonsea cities seeking to make or expand their fortunes in the new
- lands. But others arrived as well, including men of the Dalelands and
- Sembians, as well as farmers and lumbermen, intent on making the region
- their home.
-
- The newcomers built on the ruins of the old city, often not checking
- what had lay beneath their foundations. Some curious souls reported great,
- twisting passages leading far beneath the earth. Exploring such areas was
- first discouraged. It was later outlawed after a party of adventurers freed
- an extremely large beholder. The newcomers, led by Valjevo and his heirs,
- closed off the passages choosing to ignore the past and seeking only the
- future for their city.
-
- The dalesmen spread up the Stojanow River. They diverted the river's
- flow and turned the rocky terrain into a rich landscape of fields and
- orchards. The reach of the farmlands extended from Lake Kuto to the city of
- Phlan at the mouth of the river. Some say the land was so rich because of
- the proximity of the enchanted Quivering Forest. Others ascribe the bounty
- to the wizardries of Rimon. Still others credit the series of dikes and
- levees that the farmers, aided by magical spells, used to harness the river
- itself.
-
- Whatever the cause, the healthy harvests of the Stojanow River Valley
- provided Phlan with a solid trading base. For the next 200 years Phlan was
- the center of the trade around the Moonsea. Its grains, fruits, and tubers
- filled vaults from Mulmaster to Zhentil Keep. It appeared that
- civilization, after a false start, had finally made a major foothold in the
- lands north of the Moonsea.
-
- Such was not to be the case, for the forces of good and evil ebb and
- flow like the shores of the Moonsea itself. In the 195th year of Phlan,
- (907 DR), the golden age ended in rust. A plant rust, which affected most
- of the farmlands around Phlan, destroyed harvests for the next three years.
- Suddenly the Moonsea reaches were in the grips of a powerful famine,
- relieved at great cost with shipments from the south. There was great
- suffering, and other cities, once so enamored of Phlan's gentle power, were
- resentful that it had failed.
-
- The native Phlanars were resentful as well. Their once good rulers had
- fallen into a sloth and ease in the centuries since the reestablishment of
- the city. The Valjevo blood was said to run thin in the Princes and
- Princesses of Phlan. They reacted to the plague infesting the grain by
- first ignoring it, then setting up committees, and finally legislating it
- out of existence. Only when the magnitude of the problem became clear, did
- they act. Even then they failed their people, overracting to the point of
- placing a ban on all shipments out of the city, seeking to keep what
- supplies were left for the native population.
-
- The other cities, already angry with Phlan for its rising prices in the
- face of the plague, rebelled against this new measure. Fleets from
- Mulmaster and Hillsfar began to raid cargos destined for the city.
- Smugglers operated out of the Twilight March and Stormy Bay despite
- official attempts to enforce the ban on shipments.
-
- A large land force equipped with siege machinery set out from Zhentil
- Keep toward Phlan. The force encamped at Stormy Bar while the ruling heads
- of Phlan negotiated to spare the city. In the end, the Keeper force was
- turned back through a massive payment to their leaders. These leaders were
- the first appearance in Phlan record of the Zhentarim, which would increase
- in power over the next 300 years.
-
- During this activity, Rimon, now old in the ways that only wizards can
- be old, disappeared from his rocky abode. What became of Rimon is unknown,
- for the rulers of Phlan had not sought his council for a generation. Some
- say he became a lich himself, using the methods discovered by Zanakar.
- Others say that he sacrificed himself in battle on a far-distant plane in
- order to save the lands of Phlan. Still others state that he had found the
- Pool of Radiance and became a great and powerful being in some other part
- of the Realms. Most likely Rimon merely fell prey to the effects of old age
- as all mortals do. Whatever the cause, Rimon was never seen again in the
- Realms, and his citadel became a haunted, abandoned ruin within a decade.
-
- The Famine of the Red Plants passed after three seasons, and an abundant
- harvest returned to Phlan. But the harvests were never to be as great as
- before, nor the fruit from the orchards as sweet. Whatever magic, true or
- imagined, that had reestablished Phlan passed. The city began to become
- gray and ordinary, losing power to the Keepers and the men of Mulmaster.
- The golden age was over.
-
- The Valjevo Princes, their blood thin indeed, continued for another
- century. The century was filled with petty wars between the various
- city-states. No longer the leading city of the Moonsea, Phlan battled with
- its rival more often. Piracy, or rather privateering, was on the rise, a
- situation that continues to this day among the city-states.
-
- Phlan was wracked by interior torments as well. The people of the city
- were well aware of their loss of power and prestige. Farms north of Phlan
- were now being abandoned. Dark shadows lurked between the massive trunks of
- the trees in the Quivering Forest. An attempt to clear a path through that
- growth in 1023 DR resulted in the death of the last surviving Great Prince
- of the Valjevo family.
-
- The death of the Great Prince resulted in a three-year civil war within
- the city, as various factions supported different candidates to take the
- mantle of the Great Prince. All candidates' claims upon the royal blood
- were questionable and every faction sought to control Phlan's future
- through placing their choice on the throne. During this time, the great
- temple of Tyr was looted and burned, leaving only a great blackened shell.
- Many of the leading merchant families fled to other climes.
-
- In the end, the last survivor was a young noble supported by a group of
- powerful merchants. They created the first Council of Phlan to act as
- regents for the youth. The Council spoiled the child, who grew into a
- spoiled man who was unable and unwilling to take the reins of power. He
- died without issue forty years later, and the Council has ruled ever since.
-
- THE FALL OF PHLAN
-
- The last 300 years of Phlan have been a continual retreat from the
- greatness that once was. Smaller rural towns were abandoned in the face of
- increasing evil to the north. Sorcerer's Isle was said to be inhabited
- again by fell powers. The city fell back upon that which it did so well so
- long ago: trading. It began to serve again as the middleman between the new
- powerful Northern tribes and the established nations of the South. For a
- short time, about a hundred years ago, the awful tide of retreat seemed to
- be halted and the city was on its way to becoming a prosperous trading town
- once more.
-
- Yet dark things continued to lurk on the borders of Phlan. Sorcerer's
- Island was said to be inhabited by Yarash, an evil mage who was said to be
- seeking Rimon's power, the Arch-Lich's magic, the Pool of Radiance, or all
- three. The greatly diminished Dwarven Nations of Dragonspine reported great
- hordes of orcs and ogres attacking their citadels, and their barge trade
- came to a complete halt. Small towns and hamlets were raided and burned
- with increasing regularity, sending refugees to Phlan seeking passage to
- safer lands.
-
- Then disaster struck, Raiders from the north, aided by dragons and other
- dangerous creatures, poured down out of the northlands. The Quivering
- Forest was burned in a massive fire that dominated the sky for a month.
- Monstrous hordes containing every imaginable creature marched with
- horrifying precision toward the city.
-
- The Council debated, argued, and debated again while the hordes drew
- nearer, much as the last Valjevo Princes did in their long-ago folly.
- Finally, they chose to fight, but were overwhelmed by the forces or orc and
- dragon. Phlan burned and fell to the forces of evil, who looted and
- pillaged that which remained.
-
- The last remnants of the Council stood their guard, trying to evacuate
- as many citizens as possible. Of the council members, the Last Priest of
- Tyr, Ferran Martinez, held the last garrison, Sokal Keep, which stood at
- the mouth of the Barren River. It is said that Ferran placed a terrible
- curse upon the Keep to prevent anyone from taking it.
-
- In the end, even the waters of the Stojanow river turned poisonous and
- murky, and the river took its present name, the Barren. The rich farmlands
- of the Stojanow River Valley were laid waste and became known as the
- Scoured Lands.
-
- THE REEMERGENCE OF PHLAN
-
- That should have been the end of Phlan's story, but it is not so. Men
- remember the tales of Valjevo, who brought the first city of Phlan back
- from its ruins. Adventurers, smugglers, and small traders visited the
- region and brought back tales of Phlan under control of its evil masters.
- Many of the buildings were burned, but many others were spared. The shell
- of the temple of Tyr had been rebuilt, dedicated to some darker, more evil
- god. Zhentarim spies and agents of dark Vaasan nobles met and planned in
- Phlan, and the riches of the ages still survived for those who sought to
- look.
-
- In time, more modest men returned to Phlan to rebuild her. A stockaded
- community rose from among the rubble of the past glories. These men
- intended to engage in the same profession as those before them, for Phlan
- still occupied a prime position for trading on the Moonsea. However, until
- the city was cleared, the Barren River made clean, and the competeing
- city-states pacified, Phlan was likely to stay in impoverished ruins.
-
- Two years ago, in the Year of the Worm, two things happened that would
- mean a change of Phlan's future. First was the Flight of the Dragons that
- surged through the northern regions of the Lands of the Inner Sea. Due to a
- cause unknown, great wyrms came down from the far north destroying all in
- their path. These are not the rare, opportunistic dragons seeking alliance
- with humanoid tribes, but rather huge waves of angry scaled monsters,
- bringing destruction where they travel.
-
- Many of the Moonsea and Daletowns suffered great destruction in the
- battles that followed. Yulash was utterly ruined by the attack, and
- Hillsfar was greatly damaged. The most telling blow was delivered by the
- body of a great dragon that fell into the Hillsfar harbor, blocking that
- entrance for a month.
-
- Much of the Phlan was also smashed into a smoking ruin by these beasts.
- Strangely, it worked in the favor of those men who lived there. Most of the
- damage was taken in the already-ruined section of the city, where various
- evil warlords vied for control and riches. The attack of the dragons broke
- their power, creating a vacuum in the control of the city and giving the
- men of Phlan a chance to re-establish themselves and their homes.
-
- Yet this would not occur without leaders, and the reappearance of the
- Council of Phlan was the second great thing to occur in the city.
- Descendents of the last Council still survived all the turmoil that had
- occurred, and many families wished to return to the land. These leaders
- were no great mages or wondrous fighters, but traders, merchants, and
- clerics. Their leaders, who remain to this day, were the shrewd and
- powerful trader Ulrich Eberhard, the retired mercenary captain Werner Von
- Urslingen, and the Bishop of Braccio of Tyr. They have been joined by their
- junior member, Porphyrys of the ancient House Cadorna.
-
- Together the council has proposed exactly that which Valjevo
- accomplished so long ago, clearing the city by means of recruited
- adventurers. The promise of great treasure and the myth of the Pool of
- Radiance provided adventurers with an irresistable draw. The Council
- published notices and paid traveling bards to make sure that the story of
- Phlan's waiting riches was distributed all around the Moonsea and beyond.
-
- PHLAN TODAY
-
- The city of Phlan, built on ruins upon ruins, is a city at war. It is
- divided between the human forces of the Council, and those evil forces that
- hold a great deal of the city under their sway.
-
- The human territories of Phlan are nestled behind a strong stockade of
- stone quarried from the ruins and trees lumbered from the Quivering Forest.
- A substantial city-guard patrols the openings in the walls at all hours,
- always ready to repel any attacks by the old city's evil inhabitants.
-
- The buildings of rebuilt Phlan are sturdy and utilitarian, with little
- of the splendor of the ancient past. The glories of the past shine through
- in an ancient column now used to support a stable's wooden roof or a faded
- fresco overlooking an adventurer's taproom. The past is always with the
- inhabitants of Phlan, reminding them of what once was and could yet be
- again.
-
- The natives of Phlan are a mixed group, including descendents of the
- families of Valjevo's day and returnees who seek to reclaim lands and
- treasure lost to the dragon horde fifty years ago. The city is also filled
- with adventurers seeking new fortunes and traders hoping to reestablish the
- old trading lines.
-
- Orcs and other generally evil humanoids are viewed with alarm within the
- city, though evil humans come and go unmolested with the ships. It is said
- that spies from the other cities of the Moonsea make regular calls with the
- ships, overseeing the progress of the Council in re-establishing the city.
- If the Council is TOO successful, some say, then sabotage may be in order
- to prevent Phlan from returning to its former power.
-
- The lands beyond the civilized stockade are wild ruins controlled by
- whatever local faction or tribe holds that piece of land. Control lasts
- only as long as the reach of claw or sword. Petty bands of orcs, goblins,
- and men vie for power, some led by more sinister monsters.
-
- Much of Phlan's ruined greatness can be found in the Old City. The main
- sights include: the forgotten riches of the wealthy old noble's houses;
- Podol Plaza, the center of the old trading district; and the Old Temple,
- now dedicated to the dark god Bane. Valjevo Castle has been refortified and
- is being used as a headquarters for one faction leader or another.
-
- Phlan remains now, as it has ever been, a city with the greatest of
- potential. In the cycles of its rise and fall, legends have arisen before.
- In engineering New Phlan's renaissance, new legends are sure to emerge.
-
- THE PHLAN AREA BESTIARY
-
- This is a list of some of the monsters found in and around Phlan and the
- north shore of the Moonsea. Most monsters can strike fear into the hearts
- of men, but some are more powerful than others. The monster's reputation is
- reflected in its monster level, listed as a Roman numeral after its name.
- Level I monsters are less powerful than a well-equipped beginning fighter.
- A Level VIII monster may be more powerful than several heroes.
-
- Anhkeheg (VI): Large burrowing insects with great mandibles. These
- creatures have been known to spit a powerful acid.
-
- Basilisk (VII): A giant eight-legged lizard. One of the most dangerous
- creatures in the realms because their gaze can turn creatures to stone!
-
- Bugbear (IV): Hideous giant sized goblins who stand over seven feet in
- height. Bugbears look clumsy but are strong, quick fighters with great
- stealth.
-
- Centaur (IV): These good creatures are half men and half horse. They are
- capable fighters and can be valuable allies.
-
- Displacer Beast (VI): These creatures are large, black puma-like
- creatures with two tentacles sprouting from their backs. These creatures
- can appear several feet from their actual location.
-
- Drider (VI): These creatures resemble a cross between a drow elf and a
- giant spider. They are powerful spell casters.
-
- Efretti (VII): These large powerful jinn are from the elemental plane of
- fire. They are very arrogant and will only serve a powerful master.
-
- Ettin (VII): These creatures look like giant two-headed orcs. They have
- great strength and usually wield two spiked clubs that inflict terrible
- damage in combat.
-
- Fire Giant (VIII): These evil giants have flaming red hair and are
- immune to all fire. They usually attack with giant two-handed swords.
-
- Giant Frog (III): These are giant carnivorous frogs. They are fast,
- dangerous predators who may be poisonous.
-
- Giant Lizard (IV): These are the giant cousins to the common lizard.
-
- Giant Mantis (VII): These are the giant version of the common mantis.
- These creatures are fast, strong, and have good armor.
-
- Giant Scorpion (VI): These are the giant version of the common scorpion.
- Its poisonous tail can kill a man.
-
- Giant Snake (V): These are giant poisonous snakes.
-
- Ghoul (III): These are evil undead whose touch may paralyze a man in
- combat. They feed on corpses and attack all living creatures on sight.
-
- Gnoll (II): These creatures are hyena-headed humanoids who stand over
- seven feet tall.
-
- Goblin (I): These are small humanoids common in the Realms.
-
- Hill Giant (VII): These are one of the smaller, more stupid giants, but
- they are still tough opponents. They usually carry large clubs.
-
- Hippogriff (III): These magnificent creatures have the forelimbs and
- head of an eagle and the body and hind legs of a horse.
-
- Hobgoblin (II): These are human-sized, intelligent relatives of the
- goblin.
-
- Kobold (I): These are small, cowardly humanoids who delight in killing
- and torture.
-
- Lizardman (III): These are lizard-like humanoids. They are omnivorous
- but they have a particular fancy for human flesh.
-
- Medusa (VI): These are hideous women with snakes for hair. They can turn
- a man to stone with their gaze.
-
- Minotaur (VI): These are strong bull-headed humanoids. They are cruel
- man eaters, commonly found in mazes.
-
- Mummy (VII): These are powerful undead with great strength. The mere
- sight of one has been known to paralyze a man in combat. The touch of the
- mummy causes a strange rotting disease.
-
- Nymph (V): These are extremely beautiful creatures that appear as
- ever-young females. They usually inhabit wild lakes and streams.
-
- Ogre (IV): These are large, foul-tempered, ugly humanoids. They are
- strong fighters.
-
- Orc (I): These are evil, pig-faced humanoids.
-
- Phase Spider (VI): These are giant poisonous spiders with the ability to
- phase in and out of this dimension. Usually they only 'phase in' to attack,
- then 'phase out' again.
-
- Quickling (IV): These are small, fast-moving creatures. Because of their
- great speed they are invisible when they move.
-
- Skeleton (I): These are the least of the undead. These animated
- skeletons are usually controlled by some evil force.
-
- Spectre (VII): These are one of the most powerful of the undead. Their
- touch can drain the life out of men.
-
- Stirge (II): These are small, blood-sucking birds.
-
- Thri-kreen (VI): These are intelligent, carnivorous insect-men who live
- in burrows. They have four arms and a poisonous bite that paralyzes their
- foes.
-
- Tiger (V): These are noble beasts who are both strong and silent. Though
- their normal prey are animals, they have been known to become "man-eaters."
-
- Troll (VI): These are large, strong, ugly humanoids. They know no fear
- and can regenerate wounds.
-
- Vampire (VIII): These are one of the most dreaded undead in the Realms.
- They can drain life levels, are strong fighters, and are sometimes powerful
- magic users.
-
- Wardog (III): These are large, strong dogs, trained to kill. Orcs,
- goblins, and other humanoids are known to use them.
-
- Wight (VI): Evil, undead humans whose touch can drain the life out of a
- man.
-
- Wild Boar (IV): These creatures are the wild relatives of the pig.
-
- Wraith (VI): These creatures are non-corporeal undead. Their touch can
- drain the life out of a man.
-
- Wyvern (VII): These creatures are distant relatives of dragons. They
- attack by biting and using the poisonous sting in their tail.
-
- Zombie (IV): Magically animated corpses controlled by an evil force.
- Zombies always fight back until destroyed or turned.
-
- THE PROCLAMATIONS OF THE CITY COUNCIL
- OF NEW PHLAN
-
- These messages are posted on the wall of the City Hall. They represent
- messages that the City Council wants to relate to the citizens and
- adventurers in New Phlan. When you go to City Hall the game will refer to
- the posted proclamations by number. Each proclamation begins with:
-
- From the City Council of New Phlan to all brave and hearty adventurers:
-
- PROCLAMATION LIX
- Be it known that the council is interested in reclaiming the remaining
- blocks of the city of New Phlan. To reclaim said blocks they must be first
- cleared of monsters, vermin, and other uncivilized inhabitants. To this end
- the council is offering a reward to any person or group who is responsible
- for clearing any block of the old city.
-
- PROCLAMATION LXIV
- Be it known that the council is interested in acquiring information as
- to the disposition of various formerly-living entities rumored to be
- harassing honest citizens in the vicinity of Valhigen Graveyard. A reward
- is offered to any person who shall travel to said graveyard and return an
- eye-witness account.
-
- PROCLAMATION LXXVII
- Be it known that the council is offering a reward to any person or
- persons who can provide information as to the disposition of several
- council agents who have been sent to investigate the unseemly happenings in
- the vicinity of Valhigen Graveyard.
-
- PROCLAMATION CI
- Be it known that the council, knowing that commerce is the life's blood
- of New Phlan, has decreed that Sokal Keep is to be cleared of all unlawful
- inhabitants. A reward is offered to the person or persons who successfully
- carry out this commission. All interested in applying for said commission
- shall present themselves to the clerk of the council.
-
- PROCLAMATION CIX
- Be it known that the council is offering an inducement to any individual
- who shall serve in the rescue force for the mercenary band of
- Taimalg-the-Invincible which has disappeared inside Valhigen Graveyard.
-
- PROCLAMATION CX
- Be it known that the council is seeking a stalwart band to undertake a
- mission of particular sensitivity. Any brave and clever band of adventure
- seekers who are not adverse to earning a large reward should present
- themselves to the council clerk for a special commission.
-
- PROCLAMATION CXIV
- Be it known that the council is offering a special reward for the safe
- return of the heir to the House of Bivant. Said minor was carried off
- during a buccaneer attack on the merchant ship in which he was sailing.
- Apply to the council clerk for the council's commission and additional
- information as to the abduction.
-
- PROCLAMATION CXX
- Be it known that the council has decreed that the threat of the pirates
- who plague eastern shipping to New Phlan will be eliminated. The council
- offers a generous reward for the exact location of the pirates stronghold
- in the Twilight Marsh. An even greater reward is offered for the
- elimination of the pirates as a threat to shipping. Apply to the council
- clerk for a commission.
-
- PROCLAMATION CXXVI
- Be it known that the council is offering a reward for all books and
- tomes containing information about the fall of Phlan. The amount of said
- reward to be dependent upon the value of the information provided.
-
- PROCLAMATION CXXIX
- Be it known that the council has decreed that the foul poisoning of the
- river formerly known as Stojanow is to be brought to an end. Accordingly, a
- reward is offered to any group which shall travel up the river currently
- known as Barren, locate the source of its poisoning, and eliminate said
- source. A commission may be obtained from the council clerk.
-
- PROCLAMATION CXXXIV
- Be it known that the council has declared those individuals who have
- taken up residence in the mansion of the former Koval Family to be traitors
- and thieves. Be it further known that a reward has been offered for the
- elimination of these outlaws. A commission to rid the city of this blight
- may be obtained from the council clerk.
-
- PROCLAMATION CLIV
- Be it known that the council has proclaimed a generous bounty for each
- undead killed. Be it also known that in addition to said bounty, the
- council is willing to provide a special enchanted item, useful in the
- destruction of undead, to any group of adventurers which accepts the
- commission to cleanse Valhigen Graveyard. Apply to the city clerk for said
- commission.
-
- PROCLAMATION CLVI
- Be it known that the council is seeking a hearty band to undertake a
- mission to rescue the Duchess of Melvaunt. The duchess is supposedly being
- held by a band of ogres in a camp to the northeast of Phlan. A generous
- reward is offered for the safe return of the duchess. Apply to the council
- clerk for commission and additional information concerning the abduction.
-
- PROCLAMATION CLXX
- Be it known that the council is interested in obtaining information
- concerning bands of insect men known to plague the grassy planes to the
- west of New Phlan. Said insect men are a hazard to transportation to and
- from Zhentil Keep. A reward is offered to any person or persons who return
- with complete information on the location, disposition, and intentions of
- the insect men. Apply to the council clerk for a commission.
-
- PROCLAMATION CXC
- Be it known that the council is interested in obtaining information
- about the disposition of various hobgoblins believed to be gathering in
- support of forces bent upon the destruction of our fair city. A generous
- reward is offered to any who shall scout out the doings of these foul
- creatures and report such to the council. A larger reward is offered if the
- marshalling of said hobgoblins can be prevented. A commission may be
- obtained from the council clerk.
-
- PROCLAMATION CCI
- Be it known that the council is interested in clearing obstacles to
- establishing a trade route to the east. Said obstacles currently include an
- infestation of lizard men in the swamps to the east. A reward is offered to
- any who can locate the source of the infestation and remove the lizard men
- as an obstacle to trade. A commission may be obtained from the council
- clerk.
-
- PROCLAMATION CCIV
- Be it known that the council is interested in obtaining information
- about the disposition of various kobolds currently believed to be gathering
- in support of forces aimed on the destruction of our fair city. A generous
- reward if offered to any who shall scout out the doings of these foul
- creatures and report such to the council. A larger reward is offered if the
- marshalling of said kobolds can be prevented. A commission may be obtained
- from the council clerk.
-
- PROCLAMATION CCXIV
- Be it known that the council is interested in obtaining information
- about the disposition of a large nomad band currently believed scouting the
- approaches to our fair city. A generous reward is offered to any who can
- prevent said nomads from joining with the force now gathering to attack New
- Phlan. A commission may be obtained from the council clerk.
-
- JOURNAL ENTRIES
-
- These entries include items which the adventurers might copy or file in
- their journal as they travel. During the game these entries are referred to
- by number. When the game refers to a journal entry read the specific entry
- and place a checkmark in the margin to keep track of which entries have
- come up in the game. Do not read ahead to other journal entries; some
- entries are false and may lead your adventurers astray.
-
- JOURNAL ENTRY 1:
-
- A loud voice coming from a magic mouth cast on a stone tablet.
-
- "I am Yarash the Sorcerer!
- "Be known that for every living giant insect you return to Sorcerer's
- Island I will pay a generous bounty, including a weapon empowered by magic.
- I will pay for giant insects such as thri-kreen, giant mantis, and anhkheg.
- The insects may be bound by magic but dead insects are of no use to me.
-
- "Bring any bodies to the northern river mouth on Lake Kuto. Call the
- name of 'Yarash' loudly three times and I shall come. Do not call unless
- you have something for me. I shall be very angry if I am disturbed without
- cause!
-
- "I am Yarash the Sorcerer!"
-
- JOURNAL ENTRY 2:
-
- Told in a painful whisper.
-
- "I never liked pain. Let me go an I'll tell ya of the kobold treasure
- horde. We attacked a gold shipment once -- we took it by surprise. Thirty
- times my weight in gold pieces were taken. We knew if we were raided we'd
- lose the stuff in the treasure room. So we hid it behind a secret door in
- the warrens -- that's where we keep the womenfolk. They tossed me in here
- ta die, so it don't do no harm to tell ye. Find it and good riddance."
-
- JOURNAL ENTRY 3:
-
- An old leather-bound book, written with a small, firm hand.
-
- "The hordes came again last night. Their coordination was frightening.
- Under the cover of darkness, goblins and kobolds pushed bundles of sticks
- to within bow range. These bundles formed a wall that protected the small
- ones from our archers. Once the wall was erected orc archers took up safe
- positions there and begin pelting the castle walls with arrows.
-
- "We tried shooting flaming arrows at the wall of sticks to set it afire.
- Monsters are normally afraid of fire. But these monsters showed no fear.
- They simply scooped dirt on the flames to put them out. Before all the
- fires were out they had resumed firing at us. Surely, some unnatural force
- must have been at work to weld these quarlsome beasts into an organized
- fighting force.
-
- "I do not know if we can combat the monsters onslaught much longer. We
- lost 12 more men last night. The monsters seem to have an unlimited number
- of reinforcements. The Last Priest of Tyr, Ferran Martinez, says he has a
- way to protect the keep, but he says that it's so terrible that it may only
- be used as a last resort. Unless we receive reinforcements shortly, Ferran
- Martinez is our only hope."
-
- JOURNAL ENTRY 4:
-
- A roughly drawn cloth map.
-
- Mountains
-
- Target Mountains
- Mountains
-
- Hills Hills
- River
-
- Grass Land Forest Sorcerers Forest
- Isle
-
- River
-
- JOURNAL ENTRY 5:
-
- A small piece of parchment folded into the spine of a family's holy
- book.
-
- "The family treasures are buried in the tunnels beneath Kuto's Well.
- Climb down the well and search for a secret passage. In the passage there
- is a dangerous trap. Search the walls until you find the lever to disarm
- the trap. Then proceed through the passage into an adjacent chamber. The
- treasures are buried in the southwest corner."
-
- JOURNAL ENTRY 6:
-
- A quickly scratched note.
-
- "Show the Boss's Seal to the thri-kreen guards. Be careful, they are
- wary of outsiders. Keep your hands away from your weapons no matter what
- they do.
-
- "With the seal you should gain safe passage in to see the Queen. She
- will give you the artifacts in exchange for the seal and the treaty. Do not
- do anything to get her mad, the bugs would just as soon kill you as look at
- you. Once you have the artifacts, get out of the stinking burrow and get
- back to the castle."
-
- JOURNAL ENTRY 7:
-
- A tightly bound scroll, seemingly immune to the ravages of time.
-
- "Fountains and pools hold great power that can only be reached by
- performing proper ceremonies. Most sure of these is immersion, for in this
- way the bather surrenders himself to the spirit of the water. That spirit,
- or some portion of it, enters into the bather, whereby he gains great
- powers. Woe to the weak willed whose spirits are sure to be consumed by
- spirits that put even the strong at great risk. Yurax holds that the Falls
- of Ixce are greatest of all these. Morden writes that the Pool of Radiance
- is greater still."
-
- Later in the book.
-
- "Places of magical power are not necessarily tied to one physical
- location. Power often moves from plane to plane along the path of least
- resistance. The termination of the path determines the place's location on
- this plane. Volatile upheavals between the planes may lead to a change in
- the path of least resistance. This can change where the path terminates on
- this plane, thus moving the place of power.
-
- "Some who wield strong supernatural forces can bend the path like an
- engineer damming a river. When the path is bent, it can terminate in a new
- location, moving the place of power on this plane. If the supernatural
- force that bent the path is removed, the path will snap back to its
- original form and the place of power will return to its original location.
- Such disruption can have violent and unpredictable results.
-
- "Thus, inter-planar upheavals and directed supernatural forces may hold
- the answer to the seemingly ever-changing location of places of power, such
- as the Pool of Radiance."
-
- JOURNAL ENTRY 8:
-
- A rugged popular account of the northern lands.
-
- "Ten days ride north of the Varm is a barren and dead country called the
- Leewai, land-in-pain or land-of-caused-pain. Further to the south this
- place is known as the Tortured Land. It is said to be an evil place,
- shunned by the Riders. They speak little of this land. But, yearly, during
- Ches, they make a trip into its heart. There they go to praise the spirit
- of a glowing spring. This they have done for ages and so shall they do for
- years to come."
-
- JOURNAL ENTRY 9:
-
- Several pieces of paper with highly organized writing.
-
- Fact: Joran Alberach is a special envoy, from Zhentil Keep, to the City
- Council of New Phlan.
-
- Strong Rumor: Here to negotiate a military assistance agreement between
- Zhentil Keep and New Phlan.
-
- Rumor: Zhentil Keep wants an ancient powerful artifact in return for
- their military cooperation.
-
- Rumor: The New Phlan City Council has such an artifact that was found in
- the ruins of a recently reclaimed building.
-
- Vague Rumor: Joran Alberach wants the artifacts for himself, not for the
- rulers of Zhentil Keep.
-
- JOURNAL ENTRY 10:
-
- A crude map scratched onto an old piece of parchment.
-
- X = BAD THINGS
-
- -----------------------
- : : : X : ---------------
- : : : : : :
- -------- ---------- --------- :
- : : :
- -------- --------- :
- : : : :------:
- : X : ----- : : :
- : : : : --------------- :
- : : ----- :
- : : --------- ---------------------:
- : ---- : : : :
- : : : : : X :
- -------------------------------------------------
-
- JOURNAL ENTRY 11:
-
- A mangled page of fine paper with entries written in a very find hand.
-
- "He is livid about the undead coming out of Valhingen Graveyard. Three
- times he has sent assault groups, three times none have returned. He dares
- not send any of the priests of Bane to clear the graveyard. He assumes that
- if a priest could wrest control of the undead from their current master,
- that the priest would then become a threat to His power.
-
- "I suggested that if we could neutralize the power that leads the
- undead, that we could then use the undead as a tool.
-
- He thought on this and then ordered me to find out who or what is in
- control in Valhingen Graveyard. Preliminary investigation shows that the
- graveyard is controlled by a being of great power, perhaps a vampire or a
- demon. I shall expend a few scouts and low level priests to find out more
- information."
-
- JOURNAL ENTRY 12:
-
- Message scratch into the wall over the pool.
-
- Beware the power of the pool.
- Death to those unworthy of the gifts of the pool.
- Power to those who will use the gifts of the pool wisely.
- Bathe in the pool if you dare.
-
- JOURNAL ENTRY 13:
-
- A flowery note written on stationary emblazoned with the symbol of the
- City Council of New Phlan.
-
- "With the artifact and agreement in this pouch we have made our final
- concessions to your demands. We have given you everything you have asked
- for. This should settle our differences and cement our alliance.
-
- "Now that we have delivered our part of the bargain we will expect you
- to uphold your end. Use this protected pouch and our representatives to
- deliver your part of the bargain to the city council. Remember to include
- all of the magical items we agreed upon.
-
- "With the buried riches in the reclaimed Phlan, and the might of Zhentil
- Keep we will be able to control all of the northern shows of the Moonsea."
-
- Signed
- Porphyrys Cadorna
- City Council
- New Phlan
-
- JOURNAL ENTRY 14:
-
- Several pieces of paper with highly organized writing.
-
- Fact: Porphyrys Cadorna is the last known surviving member of the
- Cadorna Clan.
-
- Strong Rumor: rising star in city politics and on the City Council.
-
- Rumor: very charming, has many admirers, but no known mate.
-
- Rumor: vindictive, likes to get his own way and remembers when he is (in
- his mind) double crossed.
-
- Fact: has contacted thieves to have them gain him information on the
- Pool of Radiance.
-
- Fact: has hired a number of mercenaries through the thieves (we received
- our normal cut).
-
- Vague Rumor: is using mercenaries to find Pool of Radiance.
-
- JOURNAL ENTRY 15:
-
- A clean map drawn with exact lines.
-
- -------------.------------------------.-----
- : :--.------ .--------- :
- : : : :--------: ----
- : : : : .-- .--------- :
- :--------:---: : :------ : :--:
- : --: : : :----:---: .--.-: --:--:
- :----: : : : : :
- :-- : :-- : : :-------- :
- : :----------: : :
- : : : ----:------ :
- : ---: --: : :--: : :------:
- : :--: : :--- :-----:--- : :
- :--: : : : :
- : :--: :--: : :
- : : :------------------ : :
- :-- : :
- :-----------------------------------:------:
-
-
- JOURNAL ENTRY 16:
-
- Told in a proud, haughty voice.
-
- "I am a princess of a tribe of nomads to the northwest. My father is an
- old fool. He wanted me to marry King Al Rasid, to cement an alliance. I had
- more important things to do, than be tied down to an aging monarch. When I
- marry, it shall be to someone who has the same taste of adventure and the
- same skill with a sword.
-
- "Well, Father was insistent and his subjects supported him, so I left to
- seek my fortune. Kobolds has been raiding our tents upon occasion, so I
- headed this way. If I could end the threat, then I'd have more leverage
- with my tribe. However, two nights ago, I was ambushed by these worms --
- knocked out and bound up. I finally got myself untied a little while ago
- and was working my way out of these caves, when you showed up."
-
- JOURNAL ENTRY 17:
-
- A quick note on an often used piece of paper.
-
- "I must find some hardy allies in case this monster from Phlan sends his
- troops to attack my island. I need a small, intelligent party who can move
- through the civilized areas without notice, but who have the skill to
- traverse the uncivilized areas and the wilderness. I must watch the next
- groups to come to the lake and see if any would make proper allies."
-
- JOURNAL ENTRY 18:
-
- A ratty piece of parchment with large writing on one side.
-
- "Hold the Sokal Keep on Thorn Island at all costs. If attacked,
- sacrifice your troops as necessary to hold out until relieved.
-
- "In your deployment set two squads of hobgoblins to patrol Thorn Island
- at all times. At least 2 squads of archers are to be deployed on the walls
- at all times. Let the pack of wardogs loose to cover the island several
- times a day at random intervals. Set pairs of kobolds as observers in
- hidden locations around the island.
-
- If Thorn Island is invaded immediately dispatch a message back to the
- castle. We will send over however many reinforcements are necessary to hold
- the island."
-
- JOURNAL ENTRY 19:
-
- A black bound tome written in a strange halting hand.
-
- "...and settled foremost in the hall of Minor Courtiers were the lesser
- powers: Maram of the Great Spear; Haask, Voice of Hargut; Tyranthraxus the
- Flamed One; Borem of the Lake of Boiling Mud; and Camnod the Unseen. These
- too fell down and became servants of the great lord Bane."
-
- JOURNAL ENTRY 20:
-
- Told in a pained voice.
-
- "We just got the cut through to the beastie's fair when I injured my
- leg. King decided there wasn't much use fer me anymore. Made me a
- proposition though. Said if I went into the lair and brought out the
- treasure, he'd feed me till I stopped breathin'. Best deal I had, so they
- tossed me down here. Not bein' a fool, I lit out for the deepest
- hidey-hole. Thankfully the beastie was asleep. I can still move real quiet
- when I must.
-
- "Anyway, if there hasn't been much of an alarm, then drunken Ferd must
- be on watch at the rock. He's the king's son, so he ain't here with me --
- worthless sot. If he's there, he's got less brains than a fermented rat,
- just act officious and he'll take ya ta the king. Wouldn't mind hearin' of
- that tyrant's demise. Ya seem just the types ta do it too."
-
- JOURNAL ENTRY 21:
-
- A crumbling old book; one of a massive series.
-
- "At this time there ruling the Twisted Ones was a powerful general named
- Tyranthraxus. He strode before his armies cloaked in flame and led the
- Riders out of the Waste. At his hand the kingdom of Barze was conquered.
- Turning south he led his army to conquer the Horreb and the Vane.
- Tyranthraxus was a cruel man and leveled all that he had taken, murdering
- the princes of these lands. But the flame that surrounded him consumed him,
- destroying his body. Freed of its shell, it flew among the men of his army,
- lighting on each and claiming it. It was then when Baron Schodt imprisoned
- Tyranthraxus in a vial of water which shone like the light of day. This he
- sank in the watery depths of Lake Longreach, defeating the armies
- Tyranthraxus had raised."
-
- JOURNAL ENTRY 22:
-
- A new folded cloth map drawn in waterproof ink.
-
- Forest : Swamp
- :
- Cave :
- ---------: : Hills
- : :
- Forest : Forest : Swamp
- : :
- Target :
- :
- Water Water Water
-
-
- NOTE: Dotted lines are for the river.
-
- JOURNAL ENTRY 23:
-
- Several pieces of paper with highly organized writing.
-
- Fact: Ulrich Eberhard is old, hard headed in every sense of the word,
- leader of the initial expedition to retake Phlan.
-
- Strong Rumor: unfaithful to his wife, but she knows, though he doesn't
- know she knows.
-
- Rumor: hates monsters, with a passion; would kill every last one before
- surrendering.
-
- Vague Rumor: angry attitude is a cover; he is actually paid by The
- 'Boss.
-
- Rumor: opposes rise of Porphyrys Cadorna as a, "Young upstart who
- doesn't respect his elders!"
-
- JOURNAL ENTRY 24:
-
- A piece of old, expensive paper written in a dried brown fluid.
-
- "Cursed is the child Porphyrys. He who was visited by the spirit of fire
- in his cradle. He who burned his nursemaid, and he who called the armies of
- the night down from the mountains.
-
- "Possessed is the one called Porphyrys. When the spirit of evil is in
- him you can see the fire in his eyes. When he is possessed, the ground
- trembles with his power and the nearby plants wither as if exposed to a
- great heat.
-
- "None of the servants will go near the child any more. I think he should
- have been drowned at birth. But his mother is blind to his possession. She
- guards him like a tigress protecting a kitten. I think he has ensorcered
- her.
-
- "For now we have no choice. We will evacuate the city by ship on the
- morrow. And the accursed child shall come along. I swear that he smiles
- every time there is an explosion, or anytime you hear a man scream. Saints
- preserve us all from this demon child."
-
- JOURNAL ENTRY 25:
-
- An official-looking notice.
-
- "The number of undead creeping out of the Valhingen Graveyard is
- increasing. These undead have disrupted training, destroyed property, and
- killed many of our troops. Patrols have been sent into the graveyard to
- reconnoiter and determine the source of the undead. None have returned.
- Under your responsibilities as a priest of Bane in the city, you must help
- combat the menace.
-
- "Lead a group of acolytes into the graveyard with the purpose of
- discovering the source and leader of the undead. If your group can engage
- and defeat the leader, or destroy the source, do so. If your group is
- outmatched, return with your information so that we can form an assault
- group with clerics and troops. Upon completion of this mission you will be
- in line for promotion to the next higher rank in the hierarchy of the
- temple of Bane in Phlan."
-
- Signed
- The Boss
-
- JOURNAL ENTRY 26:
-
- A small bound book.
-
- "I have charted this maze as closely as I can. My way is blocked by both
- stone and mystic death traps. Yarash must have used his magic to escape
- this place. I can find no other way out.
-
- "Yarash has been breeding creatures for increased ferocity. Most of his
- experiments fail. Few live long enough to mature. None that mature have yet
- bred true. The bodies of his failures are often used as food for his newer
- creations.
-
- "I do not know when Yarash intends to do when he completes his hideous
- experiments. But I must assume that he will turn his abominations loose on
- the world. To these creatures Yarash will be their creator, perhaps even
- their god! The idea of Yarash as a god to anyone sickens me. I must find a
- way to stop him."
-
- JOURNAL ENTRY 27:
-
- An impressive announcement.
-
- "BOUNTY of 10,000 GOLD!
-
- "I will pay 10,000 gold pieces for a live sahuagin! I will pay 1,000
- gold pieces for a recently dead sahuagin in good condition. I need a
- specimen of this man-like salt water aquatic creature for my studies.
-
- "Bring your specimen to the shore of Lake Kuto and build a fire as a
- signal. Your specimen will be examined. If it i truly a sahuagin you could
- end up with 10,000 gold pieces. But beware, I will know any forgeries, and
- I will punish any attempt at deception.
-
- "So, capture a live sahuagin, bring him to Lake Kuto, and walk away a
- rich man!"
-
- Signed
- Yarash the Sorcerer
-
- JOURNAL ENTRY 28:
-
- A crude map burned into an animal skin.
-
-
- Hills Forest
- p Swamp
- Target a Hills
- t Cave
- Forest h
-
-
- JOURNAL ENTRY 29:
-
- A clean map with exact lines.
-
- ---:---------------------------------:
- : : : --: :-- :----.--------:
- : : :-- : : --:----- :
- : :---: : : :--------:
- : :--: : :-------: : : :
- : :------: : :---: : : :
- :--: : : :------: : :
- : :--: : : : : :
- : --: : : : : :----: :
- : : : : : : :
- : --: :-------:--: : :----:
- :----------:-----: : : :
- : : : :-----:--- :
- : : :-------- : : :
- : : --: -------: :-:
- : : :
- :----------:-------------------------:
-
- JOURNAL ENTRY 30:
-
- Carefully prepared notes.
-
- Note 1: "Tyranthraxus is definitely a produce of immersion in the Pool
- of Radiance. His extraordinary brilliance, vigor, charisma, and power of
- command must be a direct result of exposure to the effects of the Pool."
-
- Note 2: "The Pool of Radiance may grant special magical abilities.
- Tyranthraxus exhibits a fiery aura, obviously magical. He also seems to
- have extraordinary means of obtaining information. Special magical powers
- granted by the pool would explain both the aura and the extra information
- gathering capability."
-
- Note 3. "Tyranthraxus tells stories about moving down from the north.
- Though he never mentions the Pool, I gather that it is northwest of the
- Dragonspine Mountains. Strangely, he occasionally lets slip that he is
- never far from the Pool, but that must be a parenthetical reference."
-
- JOURNAL ENTRY 31:
-
- Told in quiet, hissing speech.
-
- "Thank you for saving my children from the Mutilator Yarash. In return I
- will aid you in what way I can, though that may not be great.
-
- "I have lost much of my following to young Drythh who listens to the
- false promises of Tyranthraxus... that if he brings troops to invade Phlan,
- he will rule the riverbanks.
-
- "So, Drythh and his followers have been proving themselves in raids upon
- the kobold caves to the southwest and the hobgoblin caves to the south.
-
- "For some time my followers have been disappearing. But, when you freed
- my children from the clutches of the evil Yarash my status was increased.
- Drythh kept quiet for a time, but once again the young warriors listen to
- him and not to me."
-
- JOURNAL ENTRY 32:
-
- An announcement on rugged paper written in large clear symbols.
-
- "Be it announced that Mace, the former cleric of our lord Bane, is
- hereby ejected from the church. His crimes include refusal to follow temple
- dictates, unauthorized performance of major miracles, and the great heresy
- of placing other gods above our almighty lord Bane.
-
- "All loyal followers of lord Bane must report Mace's presence on sight.
- He is to be captured, brought before a loyal tribunal for fair and just
- judgment, and then burned at the stake."
-
- JOURNAL ENTRY 33:
-
- An official looking notice.
-
- Yarash,
- "The time has come for you to add your power to the growing legions of
- my followers. Come and supplicant yourself to me and I will reward you as
- an important officer in my magical forces. You will serve as the advisor to
- the cohort of soldiers to be based at Sorcerer's Island. Resist and you
- shall be crushed before my almight power. I expect your positive reply
- within the week."
-
- Signed,
- The Boss
-
- JOURNAL ENTRY 34:
-
- Told in a triumphant tone.
-
- "You have no understanding of the subtlety of Tyranthraxus and his
- allies. Here you have trusted me enough to let your guard down. Now you are
- my prisoners.
-
- "My kobold's friends deserve some reward for their help. Therefore, you
- are to be taken to their pit. There, unarmed, you shall fight 'Bersheera,
- my pet serpent. He should be hungry now, merchants don't satisfy him for
- long."
-
- JOURNAL ENTRY 35:
-
- Told in halting speech.
-
- "Thank you for freeing us: Yarash has been experimenting on our people,
- changing them in horrible ways. Every night we carry off another lizard man
- with his chest burst open or his head mangled. Yarash say he make us like
- Sa-Hag-An. He always say that he make us stronger, better hunters. But all
- he make us is dead.
-
- "We were not allowed to speak when Yarash was around. These marks were
- passed down to us and remind us of home. They represent the friend word
- used between lizard men of different tribes. If you meet lizard men on the
- outside, this word may help you."
-
- The lizard men carefully scratches marks into the dirt. You recognize
- the marks as two runes and a path symbol.
-
- JOURNAL ENTRY 36:
-
- Carefully prepared notes.
-
- Note 4: "He has fooled me. All this time he has called himself
- Tyranthraxus the Flamed One. He exhibited his flame, and spoke of deeds
- attributed to Tyranthraxus. But today, while he did not know I was around,
- he revealed his true identity. He spoke into the great pool in his lair. I
- think he spoke to Lord Bane himself. And he referred to himself as Maram.
- Maram, he of the great spear, is also a servant of Bane.
-
- "Why should my leader use a false name? He hides his identity from the
- world, so that they do not research his past and discover his weaknesses.
- What if he also hides his identity from his closest advisors, so that they
- also cannot know his true abilities and weaknesses. Anyone who attacked
- him, thinking to utilize the weaknesses of Tyranthraxus, would be destroyed
- by the different powers of Maram of the Great Spear.
-
- "My research into Tyranthraxus is now useless. I must scour my records
- for details concerning Maram of the Great Spear. I have much work to do."
-
- JOURNAL ENTRY 37:
-
- A massive atlas drawn by the great mathematician Tomarus.
-
- THE MOONSEA
-
-
- THE RIDE THE GREAT GLISTER
- (NOMAD STEPPES) GREY LAND
- OF THAR
- VAASA
- DRAGONSPINE MTNS
-
- STOJANOW
- THE RIVER RIVER PHLAN MELVAUNT
- TESH THENTIA
- M
- ZHENTIL KEEP O IRONFANS
- O N S E A KEEP
- YULASH MULMASTER
-
- HILLSFAR ELVENTREE ELMWOOD
- THE
- ELVEN COURT WYRMFLOW
-
- RIVER DUATHAMPER RIVER LIS
-
- TO CORMYR TO SEMBIA
- AREA NEAR PHLAN
-
-
- DRAGONSPINE
- MTNS.
-
-
- LAKE
- KUTO :
- :
- : QUIVERING
- STOJANOW : FOREST
- RIVER :
- : THE TWINIGHT
- :...... RIVER
- :
- PHLAN :
-
- STORMY TWILIGHT
- BAY MARSH
- MOONSEA
-
- ----------------------------------------------------------------------- --
- PHLAN
-
- STOJANOW VALJEVO
- RIVER CASTLE
-
- VALHINGEN
- GRAVEYARD KOVEL
- MANSION
-
- STOJANOW TEMPLE
- GATE OF WEALTHY
- BANE
-
-
-
- PODOL KUTOS SLUMS CIVILIZED
- PLAZA WELL
-
-
- CADORNA MENDORS
- TEXTILE LIBRARY
- HOUSE BAY OF PHLAN
-
- SOKOL
- KEEP (THORN ISLAND)
-
-
- JOURNAL ENTRY 38:
-
- Several pieces of paper with highly organized writing.
-
- Fact: Werner Von Urslingen is a retired captain turned business man.
-
- Strong Rumor: mostly interested in the military aspects of the
- reconquest of Phlan.
-
- Rumor: fought in a mercenary unit hired by The Boss early in his career.
- Rumor: hates Zhentarim because he fought in a unit against them several
- times.
-
- Rumor: has strong contacts with other mercenaries and some ruffians in
- town; none of our information confirm such contact.
-
- Vague Rumor: Von Urslingen's unit was wiped out by enemy magic users; he
- was the only survivor; he retired and now secretly hates magic users.
-
- JOURNAL ENTRY 39:
-
- A preserved parchment covered with giant script.
-
- "I am writing to you to describe my further inquiries into the legend of
- the Pool of Radiance. It seems the pool has moved several times. Long ago,
- at least one wise wizard actually moved the pool into his abode for a
- period of time to study it. However, the pool seems to return to its
- original location after every move. I am now watching the dry hole that is
- the pool's natural location. When it returns I will be ready. I truly
- believe that the Pool of Radiance is the key to the secret wisdom that I
- seek."
-
- Yours in wisdom
- Sorassar
-
- JOURNAL ENTRY 40:
-
- A quick note on an often used piece of paper.
-
- "Both kobolds and hobgoblins exist in large numbers to the east,
- Experiments show neither makes good breeding material."
-
- JOURNAL ENTRY 41:
-
- A clean map drawn with exact lines.
-
- TYPIST NOTE: This map intentionally left out by me.
-
- JOURNAL ENTRY 42:
-
- A sketch drawing.
-
- TYPIST NOTE: Not included due to illustrations.
-
- JOURNAL ENTRY 43:
-
- A loosely wrapped scroll.
-
- "Armalg-the-Good, paladin and brother of Taimalg-the-Invincible, and
- Sarasim of Teshwave, the high priestess of Sune, attacked the denziens of
- the Valhingen Graveyard with a holy vengeance. They came in search of
- Taimalg and his mercenary band, who assaulted the graveyard and did not
- return.
-
- "Sarasim used her holy power to dissipate and turn the undead that
- confronted them. Aramalg wielded his vorpal sword and slew the few that
- fought her power.
-
- "Together, Aramalg and Sarasim penetrated the graveyard to an evil
- marble crypt. They found and splintered an empty coffin, blessing the
- remains and sprinkling it with holy water. Then they confronted the owner
- of the coffin, a creature of great evil and the leader of the undead in
- Valhingen, an ancient vampire. The three began a furious melee.
-
- "The vampire was swayed by Aramalg and Sarasim's power, but would not be
- turned. The vampire shouted, 'I have defeated Taimalg and his warriors, I
- will defeat the brother of Taimalg as well!'
-
- "The vampire summoned an army of rats and tried to charm Sarasim to his
- side, but to no avail. Sarasim resisted his charm and Aramalg charged
- through the massed vermin. The vampire fell before the might blows of
- Aramalg's holy sword and Sarasim's enchanted mace.
-
- "Defeated, the ancient vampire dissolved into gas and fled to his
- coffin. Finding the coffin destroyed he returned to solid form and
- screamed. Seizing the moment Aramalg grabbed the vampire and held him with
- all of his strength. Sarasim ran up and drove an oaken stake through the
- vampire's heart.
-
- "Aramalg and Sarasim performed the proper rituals to banish the vampire
- forever. Then, wounded, Aramalg and Sarasim left Valhingen Graveyard. It
- was beyond their power to completely cleanse the evil place, but they had
- extracted proper vengeance for the death of Tiamalg and his troops."
-
- JOURNAL ENTRY 44:
-
- A cleanly written note on standard paper found on the body of a dead
- trader.
-
- Aleram,
- "Hello my good friend. I hope you and your brood are well. I am tired;
- tired of trekking through unspeakable swamps and over unclimbable mountains
- to take my meager wares to ungrateful customers.
-
- "Only one event has saved this year's sales. I found a castle full of
- happy folk, who were very good customers. They were starved for goods and
- news from the outside world. And well they should be, their castle was in
- the middle of a small forest, and the forest was in the middle of a swamp!
-
- "These people seemed to know nothing of recent events. They still spoke
- of Phlan as if it were in its full flower. And they paid in old Phlanian
- Gold Soverigns, double the weight of the newer gold coins!
-
- "Though they were out of date, they were very friendly and prosperous. I
- saw more than one gem glitter in the sun, and several swords showed a flash
- that made me think they were magic. If you are willing to dodge the vermin
- of the swamp I would add this castle to your trading route. Speed to your
- horse, strength to your arm, and skill to your trading."
-
- Your Friend,
- Burach
-
- JOURNAL ENTRY 45:
-
- Told in perfect, stylized common.
-
- "Generations ago, flesh things were fewer and we hard-shelled beings
- ruled the shores of Lazara, what flesh things call the Moonsea. We gathered
- much gold and platinum, plus many gems for decoration and to appease our
- own gods. We are quite adept at finding such trinkets as we make our home
- by burrowing with our own mandibles. We know the earth like none other can.
-
- "When flesh things began to multiply, we did not look on them as
- intelligent. They could not decipher our glorious language of sounds and
- movement and we could not fathom intelligent communication limited to their
- feeble squeaks and grunts.
-
- As we assumed the flesh creatures were unintelligent we looked on them
- as slow, soft, weak, but tasty, prey. But the prey soon came riding swift
- beasts, and so were no longer slow. Then they came in metal shells, and so
- were no longer soft. And then they came hurling balls of fire and clouds of
- stink, and so were no longer weak. Our gods told us that the flesh
- creatures would multiply and that our only hope was to retreat.
-
- "We retreated underground, into caverns by our own mandibles. We only
- venture to the surface to guard our lands and to find food less powerful
- than yourselves. We have kept the location of our nest secret for many
- generations.
-
- "But now you have come. You have defeated our warriors, evaded our
- traps. We admit your power. We have nothing further to gain by combat. If
- you will leave us in peace you may take the gold and gems that were sacred
- to our gods, we have been abandoned by them. If you will not leave us in
- peace then we must fight to the last. What is your decision?"
-
- JOURNAL ENTRY 46:
-
- Told as jaunty, after dinner conversation.
-
- "This is an old story that I first heard while serving at the Citadel of
- The Raven. Dirg was the usual barbarian hero -- the type able to snap five
- men's backs with his bare hands, wrestle and tame the cloud horses, pierce
- a man with a javelin from many miles away, and other equally preposterous
- things.
-
- "The story goes that Dirg and his band of men found a pool of unfrozen
- water while wandering in the snowy wastes. Dirg's little pet lizard Jezma
- got too close to the pool and discovered that not only was the water not
- frozen, it was boiling hot; so hot that it cooked the skin right off of
- Jezma.
-
- "Dirg was so angered he thrust his spear into the pool and roiled the
- waters. The demon of fire that inhabited the pool was disturbed and roared
- out of the pool to do battle. The demon leapt from man to man, comsuming
- them in a single touch.
-
- "But the demon of fire could not defeat Dirg. Neither could Dirg find a
- weapon strong enough to withstand the creature's fire. After battling for
- an entire day, Dirg finally called upon his totem god for aid. With this
- magical aid, Dirg was able to trap the flaming demon in a triangle of power
- where supposedly he is even to this day."
-
- JOURNAL ENTRY 47:
-
- A small wrinkled parchment with roughly scratched notes.
-
- "Hobgoblins transferred out of Valjevo Castle. Now replaced by giants
- and trolls. Sounds very tough.
-
- "Stojanow Gate guarded by bugbears and ettins. Heard ettins didn't like
- light. Must be charmed or controlled. Sounds tough!
-
- "Some smugglers sneak supplies through Stojanow Gate to The Boss. Must
- check it out.
-
- "Overheard hobgoblins say a dragon scared them into leaving a nice lair
- in the mountains out east. Couldn't happen to a nicer bunch of creeps."
-
- JOURNAL ENTRY 48:
-
- Several pieces of paper with highly organized writing.
-
- Strong Rumor: The Boss is a dragon or is a human who can take the form
- of a dragon.
-
- Vague Rumor: The Boss is a metallic dragon. Not considered likely as
- metallic dragons are 'good'.
-
- Fact: The Boss holds audiences in Valjevo Castle. Castle is guarded by
- groups of big stupid monsters, with occasional smart human leaders.
-
- Rumor: The Boss doesn't spend full time at Valjevo Castle.
-
- Fact: maze inside castle wall; passwords are needed to get past castle
- gates.
-
- Rumor: The Boss has been sending out messengers to the tribes of
- monsters in the area to recruit new units.
-
- Vague Rumor: The Boss is recruiting new units in preparation for an
- assault to retake the civilized sections of Phlan."
-
- JOURNAL ENTRY 49:
-
- A letter on clean white paper in a strong hand.
-
- To:
- The Boss
- Valjevo Castle, Phlan
-
- Sir,
- "I categorically reject your demand that I submit my island and my
- powers to your control. I am a free man and I will remain free. No petty
- tyrant can order about a true mage.
-
- "If you or your troops make any move toward Sorcerer's Island I shall
- send an army of my unstoppable aquatic creations down the Barren River and
- sink your precious castle. Until now you have been beneath my notice. If
- you value your empire, let us keep it that way."
-
- Signed
- Yarash, the Sorcerer
-
- JOURNAL ENTRY 50:
-
- An official looking notice.
-
- "Assemble a group of at least 30 of your followers. Meet up with a
- hobgoblin assault force at the small docks to the west of town. You and
- your group will be under the command of the hobgoblin leader. Follow his
- orders. Upon completion of the mission you will be rewarded with food,
- treasure, and many slaves."
-
- Signed,
- The Boss
-
- Scribbled on the back of these orders is Norris the Gray's unsent reply
- to The Boss
-
- "I will never follow the orders of a hobgoblin. I don't go on missions
- until I know exactly what we're supposed to do. And I don't go on missions
- for an unknown amount of food, treasure and slaves'. I do go on missions
- where I am in command; where I know exactly what the target is; and where I
- know exactly how much I'll get paid. Don't send me another order until you
- can meet my terms."
-
- Signed,
- Norris the Gray
-
- JOURNAL ENTRY 51:
-
- Several pieces of paper with highly organized writing.
-
- Fact: Bishop Braccio is the highest ranking religious leader in Phlan.
- Runs small temple in civilized section of city.
-
- Vague Rumor: Braccio is actually a front-man for a powerful high priest
- who never leaves the small temple.
-
- Strong Rumor: Braccio is under fire to 'do something' about the undead
- problem. So long as the undead were causing the monsters more trouble than
- the settlers, he had other, more pressing, problems.
-
- Rumor: Braccio is opposed to the temple tendency to sell clerical
- 'miracles'; but he understands that the temple needs funds. Braccio would
- rather perform such 'miracles' in exchange for good works done in the name
- of the church, not just for money or items of power."
-
- JOURNAL ENTRY 52:
-
- Delivered in chillingly clear tones.
-
- "Hear us in our hour of need!" the nomad witchdoctor cries, "This night
- we fight a great battle. By the breaking of dawn either our enemies will be
- dead or we will have been destroyed.
-
- "Accept the sacrifice of these outsiders and give us the strength to
- defeat the hordes of our enemies. Fill our limbs with your fire, and fill
- our minds with your fury. Let us vanquish our enemies just as we vanquish
- these invaders who have come among us."
-
- JOURNAL ENTRY 53:
-
- A crumpled discarded piece of paper, full of rub outs and scratch overs.
-
- Priests: 1
- Acolytes: 4
- Ogres: 1
- Hobgoblins: 40
- Orcs: 90
- Goblin Slaves: 20
-
- JOURNAL ENTRY 54:
-
- A page from an unknown diary.
-
- "They stole my map to the Pool. Somehow they knew when I was coming
- and exactly what to look for. They didn't even bother to kill me; they said
- I wasn't worth killing. They just crippled my legs, took the map, and rode
- away laughing.
-
- "After the attack and the rigors of my trek all I remember is that the
- Pool is in the Dragonspine, north and west of Sorcerer's Island. It shines
- just like they said it would. You can feel the power flowing out of it.
- Kings and generals have searched for the Pool, and I had a map that led
- right to it.
-
- "If I ever get back the use of my legs I'll go after them. I'll get back
- my map. I'll get to the Pool. And this time I'll bathe in its power. Then
- I'll teach them. I'll teach them all."
-
- JOURNAL ENTRY 55:
-
- Delivered as you sit around the campfire.
-
- "You must beware of the many dangers in this region. Several days walk
- to the west there is the pyramid of evil. It has been long avoided by all
- sensible men. To the southeast is a lair of many ferocious hobgoblins. The
- areas to the southwest, are inhabited by evil men -- buccaneers, marauders,
- and soldiers of an evil empire far to the west. And all good folks avoid
- the swamps to the east. Nothing but danger grows in the swamps."
-
- JOURNAL ENTRY 56:
-
- An unsent note written on sturdy parchment.
-
- "An active dragon has made its home in the Dragonspine Mountains to the
- northwest. Keep search parties away from the area so as not to catch the
- dragon's attention."
-
- JOURNAL ENTRY 57:
-
- A ratty piece of parchment with large writing on one side.
-
- "Our spies in the city inform us that a party of invaders will travel to
- Sokal Keep to free it. To combat these invaders, assemble a force of no
- less than three squads. Travel by boat from the small docks at the west of
- town to Sokal Keep. Find the adventurers in or around Sokal Keep. Kill them
- before they can return to the city council with information about the true
- situation at the keep. Return with the invader's heads as proof of
- completion of your mission. Upon completion you will be rewarded with food,
- treasure, and many slaves."
-
- Signed,
- The Boss
-
- JOURNAL ENTRY 58:
-
- A tattered piece of parchment.
-
- MOUNTAINS SORCERER'S FOREST
- ISLAND
- FOREST :
- :
- GRASS LAND .. FOREST
- FOREST :
- :
- PHLAN
- WATER
-
-
- TAVERN TALES
-
- The taverns of New Phlan are filled with scoundrels, con-men, adn
- adventurers - every one a liar and a gossip. The following tavern tales
- represent such rumors and lies.
-
- When you are in a tavern, you may be referred to a particular tale by
- number. Find and read that tale. If you really think of your adventurers as
- rumor mongers, read all the tales.
-
- Some of these tales are true, some are based on truth, and some have
- never been corrupted by a hint of truth. Even when a tavern tale is
- referred to by number, it might be false.
-
- TALE 1: Far to the northeast, in the midst of a vast swamp, lie the
- uninhabited ruins of a powerful wizard's castle.
-
- TALE 2: A drunk bard sits in a corner of the tavern spinning a seemingly
- endless tale, but no one is listening.
-
- TALE 3: Wells throughout the city often provide access to hidden dens
- and underground passages.
-
- TALE 4: An anglish lord commandeers one corner of the bar to lecture on
- the ultimate range of his adventurers. The crowd ignores him.
-
- TALE 5: To the east of Phlan lies a gleaming castle of gold that shifts
- its location from time to time.
-
- TALE 6: A weird looking wizard, dressed all in black, sits alone and
- mumbles into his beer, "I'll return next time and show them all!"
-
- TALE 7: Great treasures are to be found on the banks of the Barren River
- as one ventures northward.
-
- TALE 8: The graveyard is controlled by a very powerful and clever undead
- creature.
-
- TALE 9: A puzzled patron with a limited vocabulary questions everyone he
- comes across about how to complete a manuscript dated 1977 GUE.
- Unfortunately, no one can help him.
-
- TALE 10: To the west lives a tribe of insect-men who worship normal men
- and give valuable gifts to all who visit them.
-
- TALE 11: The Dragonspine Mountains are inhabited by a race of evil
- dragons who lure travelers to their lairs and slay them.
-
- TALE 12: A bedraggled adventurer decries, "There was a man called
- turtle, walls that aren't there, living daggers; I never did figure out
- what was going on!"
-
- TALE 13: A master thief has set up a hidden training ground deep in the
- old city, right under the noses of monsters.
-
- TALE 14: Ogres who live to the east of Phlan are holding captive a
- princess for whom a huge reward has been offered.
-
- TALE 15: The merchants of Zhentil Keep are setting up a trading base far
- to the west of Phlan. They're hiring caravan guards for good wages.
-
- TALE 16: Buccaneers operate a slave auction out of a hidden camp near
- Stormy Bay.
-
- TALE 17: An old sage sits in a corner with a dark wizard. "You're
- right," laughs the sage, "they'll do anything I tell them to, no matter how
- silly or phantastic."
-
- TALE 18: Off to the east of Phlan roams a tribe of marauding nomads.
- They have been pillaging villages in the plains with the help of a powerful
- artifact they have discovered.
-
- TALE 19: Mighty tribes of wild dwarves, thousands of them, roam the
- Dragonspine Mountains, destroying villagers and killing travelers.
-
- TALE 20: "I was totally confused; it was like being lost in the
- darkness," sighed the overwrought adventurer. "Rabbits, hats, bowling
- balls? Where in the realms was I?"
-
- TALE 21: The monsters in Phlan are led by one of the generals who sacked
- the city a generation ago. The general has used great magic to make himself
- immortal.
-
- TALE 22: A vast fortress of kobolds dominates the western tip of the
- great swamp. These normally weak creatures grow to great size and have
- extraordinary powers here.
-
- TALE 23: An ancient Silver Dragon still lives up in the Dragonspine
- Mountains. The dragon is not evil and will help travelers who battle evil.
-
-
- APPENDICES
-
- MONEY CONVERSIONS
-
- COIN TYPE GOLD EQUIVALENT
- Copper 200 cp = 1 gp
- Silver 20 sp = 1 gp
- Electrum 2 ep = 1 gp
- Gold 1 gp = 1 gp
- Platinum 1/5 pp = 1 gp
-
- SPELL LIST
- This is a listing of spells available to player character clerics and
- magic-users as they gain in level.
-
- FIRST LEVEL CLERICAL SPELLS
- Bless/Curse
- Cure Light Wounds/Cause Light Wounds
- Detect Magic
- Protection from Evil/Protection from Good
-
- SECOND LEVEL CLERICAL SPELLS
- Find Traps
- Hold Person
- Resist Fire
- Silence 15' Radius
- Slow Poison
- Snake Charm
- Spiritual Hammer
-
- THIRD LEVEL CLERICAL SPELLS
- Animate Dead
- Cure Blindness/Cause Blindness
- Cure Disease/Cause Disease
- Dispel Magic
- Prayer
- Remove Curse/Bestow Curse
-
- FIRST LEVEL MAGIC-USER SPELLS
- Burning Hands
- Charm Person
- Detect Magic
- Enlarge/Reduce
- Friends
- Magic Missile
- Protection from Evil/Protection from Good
- Read Magic
- Shield
- Shocking Grasp
- Sleep
-
- SECOND LEVEL MAGIC-USER SPELLS
- Detect Invisibility
- Invisibility
- Knock
- Mirror Image
- Ray of Enfeeblement
- Stinking Cloud
- Strength
-
- THIRD LEVEL MAGIC-USER SPELLS
- Blink
- Dispel Magic
- Fireball
- Haste
- Hold Person
- Invisibility, 10' Radius
- Lightning Bolt
- Protection from Evil, 10' Radius/Protection from Good, 10' Radius
- Protection from Normal Missiles
- Slow
-
- ARMOR LIST
-
- Weight Maximum
- Armor Type in gp. AC Movement*
- None 0 0 -
- Shield, Small# 50 9 -
- Leather 150 8 12 squares
- Padded 100 8 9 squares
- Studded 200 7 9 squares
- Ring 250 7 9 squares
- Scale 400 6 6 squares
- Chain 300 5 9 squares
- Splint 400 4 6 squares
- Banded 350 4 9 squares
- Plate 450 3 6 squares
-
- *A character carrying many objects, including lots of coins, can be
- further limited in movement to a minimum of 3 squares per turn.
-
- # A Shield subtracts 1 AC from any armor it's used with.
-
- TABLE OF EXPERIENCE PER LEVEL
-
- The following shows the amount of experience a character must earn to
- gain a level in his character class. All experience earned by
- multiple-class characters is divided by the number of classes. When a
- character has earned a gain in level for one class but not another, the
- Show command shows his highest level. Thus, a character who is a
- fighter-thief and has earned 1,800 experience points in each class (a total
- of 3,600 XP), will be shown to be 2nd level because he has earned that
- level as a thief, though not as a fighter. His fighting abilities are still
- based on his being a 1st level fighter.
-
- CLERIC: Spells*
-
- Level Experience 1 2 3
- 1 0-1,500 1 - -
- 2 1,501-3,000 2 - -
- 3 3,001-6,000 2 1 -
- 4 6,001-13,000 3 2 -
- 5 13,001-27,500 3 3 1
- 6 27,501-55,000 3 3 2
-
- *Clerics get additional Spells by Level if they have a Wisdom of 13 or
- greater.
-
- FIGHTER:
-
- Level Experience
- 1 0-2,000
- 2 2,001-4,000
- 3 4,001-8,000
- 4 8,001-18,000
- 5 18,001-35,000
- 6 35,001-70,000
- 7 70,001-125,000
- 8 125,001-250,000
-
- MAGIC-USER: Spells
-
- Level Experience 1 2 3
- 1 0-2,500 1 - -
- 2 2,501-5,000 2 - -
- 3 5,001-10,000 2 1 -
- 4 10,001-22,500 3 2 -
- 5 22,501-40,000 4 2 1
- 6 40,001-60,000 4 2 2
-
- THIEF:
-
- Level Experience
- 1 0-1,250
- 2 1,251-2,500
- 3 2,501-5,000
- 4 5,001-10,000
- 5 10,001-20,000
- 6 20,001-42,500
- 7 42,501-70,000
- 8 70,001-110,000
- 9 110,001-160,000
-
- CLERICS vs. UNDEAD
-
- A good or evil cleric (not a neutral one) has a certain influence on
- undead. He extends this influence by using the Turn command in the Combat
- Menu. His level determines how many undead and what kind he can influence.
- Evil clerics can make undead either neutral or friendly to the party. Good
- clerics can drive the undead away and may be able to destroy them if the
- cleric is of a high enough level and the undead are of a low-enough level.
-
- The following is a list of undead in increasing order of power and what
- minimum level of cleric a character has to be to have any influence over
- them. Low level clerics generally have a chance, not a certainty, of
- affecting undead.
-
- Minimum
- Undead Type Level of Cleric
-
- Skeleton 1st
- Zombie 1st
- Ghoul 1st
- Wight 1st
- Wraith 3rd
- Mummy 4th
- Spectre 5th
- Vampire 6th
-
- GLOSSARY OF AD&D GAME TERMS AND COMPUTER 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. For the most part, the range of
- numbers runs from 3 to 18, the higher the better.
-
- ADVENTURER. This is a term for one of the characters you play in this
- game.
-
- ALIGNMENT. This is the basic philosophy of a character. See Alignment in
- the What are Characters? section of the rule book.
-
- CHARACTER. This is another name for one of the persons you play in the
- game. A party consists of several characters.
-
- COMMAND. A one or two word option in a menu. Activating the command
- allows you either to view another menu or have your characters perform an
- action.
-
- 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
- experience points for every character depending on how successful the
- encounter was for the party. A character who gains enough XP can advance a
- level if he has enough gold for training.
-
- 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.
-
- 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.
-
- 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.
-
- INITIATIVE. This is a semi-random determination of which character in a
- combat acts first. The characters 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 spellcasters can cast high level spells.
-
- 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.
-
- MONSTER LEVEL. This is a measure or how powerful monsters are. The
- higher the level, the more powerful the monster.
-
- 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.
-
- MAGIC. This term covers spellcasting, enchanted items, and any other
- application of the supernatural.
-
- MELEE COMBAT. This is hand-to-hand combat with weapons such as swords,
- spears, and fists.
-
- MISSILE COMBAT. This is ranged combat with weapons such as bows and
- arrows, crossbows and quarrels, and slings and slingstones.
-
- 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.
-
- 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.
-
- 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 character race who
- is controlled by the player. The characters in your adventuring party are
- PCs.
-
- 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.
-
- 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.
-
- ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS
-
- Class Armor Shield Weapons
-
- Cleric any any club, flail, hammer, mace, staff
- Fighter any any any
- Magic-User none none dagger, dart, staff
- Thief leather none club, dagger, dart, sling, one
- handed swords
-
- WEAPON LIST
-
- Name Damage vs. Number
- Damage vs. Larger Than of
- Man Sized Man Sized Hands Class
-
- Axe, Hand 1-6 1-4 1 f
- Bardiche+ 2-8 3-12 2 f
- Bastard Sword 2-8 2-16 2 f
- Battleaxe 1-6 1-8 1 f
- Bec de Corbin+ 1-6 1-6 2 f
- Bill-Gulsarme+ 2-8 1-10 2 f
- Bo Stick 1-6 1-3 2 f
- Broad Sword 2-6 2-7 1 f,th
- Club 1-6 1-3 1 f,cl,th
- Dagger 1-4 1-3 1 f,mu,th
- Dart 1-3 1-2 1 f,mu,th
- Fauchard+ 1-6 1-8 2 f
- Fauchard-Fork+ 1-8 1-10 2 f
- Flail 2-7 2-6 1 f,cl
- Fork, Military+ 1-6 2-8 2 f
- Glaive+ 1-6 1-10 2 f
- Glaive, Guisarme+ 2-8 2-12 2 f
- Guisarme+ 2-8 1-6 2 f
- Guisarme-Voulge+ 2-8 2-8 2 f
- Halberd+ 1-10 2-12 2 f
- Lucern Hammer+ 2-8 1-6 2 f
- Hammer 2-5 1-4 1 f,cl
- Javelin 1-6 1-6 1 f
- Jo Stick 1-6 1-4 1 f
- Long Sword 1-8 1-12 1 f,th
- Mace 2-7 1-6 1 f,cl
- Morning Star 2-8 2-7 1 f
- Partisan+ 1-6 2-7 2 f
- Pick, Military 2-5 1-4 1 f
- Pike, Awl+ 1-6 2-12 1 f
- Quarterstaff 1-6 1-6 2 f,cl,mu
- Ranseur+ 2-8 2-8 2 f
- Scimitar 1-8 1-8 1 f,th
- Short Sword 1-6 1-8 1 f,th
- Spear 1-6 1-8 1 f
- Spetum+ 2-7 2-12 2 f
- Trident 2-7 3-12 1 f
- Two-Handed Sword 1-10 3-18 2 f
- Voulge+ 2-8 2-8 2 f
- Composite Long Bow* 1-6 1-6 2 f
- Composite Short Bow* 1-6 1-6 2 f
- Long Bow* 1-6 1-6 2 f
- Heavy Crossbow # 2-5 2-7 2 f
- Light Crossbow # 1-4 1-4 2 f
- Short Bow* 1-6 1-6 2 f
- Sling 1-4 1-4 1 f,th
-
- + Polearm * Must have ready arrows to fire
- # Must have ready quarrels to fire.
- f=fighter, cl=cleric, th=thief, mu=magic-user
-