This game is supplied under the terms and conditions of Shareware.
If you use this game on a regular basis, you are expected to register it.
The game may be registered by printing out the order form and sending it
along with $20.00 to:
Don Lemons
c/o Magic Lemon Software
545 East Fifth Street
Marysville, Ohio 43040
Make your check out to Don Lemons.
Registered users will receive the hints guide, and $5.00 off the next
two games in the trilogy, Bandor II-The Wrath of the Storm Giant King, and
Bandor III-The Final Encounter, as well as support via mail.
If you download this game from a bulletin board, be SURE to read the notes
under installation regarding the directories that must be set up for the
program to work properly!
---Requirements---
Game require 2.25 mg of Hard Disk space and MCGA graphics
capability. Mouse required. 286/386/486 with system speed of 16MHz or
greater recommended. Sound Blaster board is supported (See the installation
section for special notes on insuring proper Sound Blaster Board setup).
---Introduction---
Welcome to the game of Bandor. Bandor is the first in a trilogy of Dungeons
& Dragons style games revolving around the city of Bandor. Bandor is a
small city situated within the land of Galia. To the south of the city lies
the Mist Forest. To the East of the city lies the City Slums
(also known as the Underworld).
The City proper is very orderly. Squarely in the middle of the city lies the
Twin Towers, wherein sits the Council of High Lords. An adventurer hungry
for quests can proceed to the Council and meet with the Lord Regent. The Lord
Regent can supply you with tasks that need to be accomplished. These tasks
vary from hunting for items, to killing monsters that are plaguing the city.
Upon completion of a task, the Lord Regent will reward you with experience
points, gold, and items to further you on your ultimate quest.
To the SouthWest lies the Training Grounds. Within the confines of the
Training Grounds lie skilled masters who can increase your skill in the art
of combat, and can teach the Clerics and Magic-Users of your party valuable
advanced spells. There is a fee of 100 gold pieces for training, so be sure
not to come to the Training Grounds empty-handed.
East of the Council sits the Temple of P'Tah. Within the city of Bandor,
there are two religions, those who follow P'Tah, and those who follow B'Nah.
The followers of P'Tah are dedicated to the path of industriousness, and
helping one's fellow man. B'Nah, on the other hand, preaches a hedonistic
life-style. One of the reasons for the re-birth of the city is that the
worship of B'Nah has been banished from the city proper. It is rumored that
there is an altar to B'Nah located somewhere in the depths of the City
Underworld.
The main offering of the Temple is that they can offer healing to those in
need of succor. Be aware that the restorative powers of the temple priests
do not come cheaply! To raise a member of your party from the dead can cost
up to 1000 gold pieces. In general it will cost about 100 gold pieces per
hit point that must be restored for a character. If you constantly have to
raise a character from the dead, keep an eye on their stamina! Each
time a player is raised from the dead, the cost is 1 stamina point. If
a character has no stamina points left, they cannot be restored from the
dead. The Temple priests also offer divination for the cost of 10 gold
pieces.
To the west of the Council lies the Keg & Ale tavern. The Keg & Ale offers
several features. Weary questers can rest in peace there, Gossip may be
overheard concerning events going on in and around the town, and players may
gamble, trying to enlarge their money-pouches.
In an alley-way behind the Keg & Ale, and in an another alley-way to the
northeast of the council lie the Armory shops. At the Armory shops, questers
may buy and sell weapons. Once you select the purchase option, the Armorer
will display for you the items that he has available.
Directly south of the city lies the gateway into the Forest of the Fountain
of Life. Squarely in the middle of the Forest sits the Fountain of Life
itself. The aura provided by the Tree is one of the reasons that the town
enjoys such a stable atmosphere. To cross over to the Fountain, you will
have to find the River ford. Within the city proper there is an old solder,
Jessup, who can show you the way.
To the northeast of the council, next to the Armory, sits the gateway to the
Underworld. Lately, many creatures have been sighted within the City Slums -
unnatural creatures that have been wrecking the city proper. One of the
concerns of the city fathers is that some creatures have been slipping
through the gate and invading the city itself. One of your tasks will be to
stop this incursion and to cleanse the Underworld so that the city may
expand into it. It is also rumored that the Storm Giant King himself sits
on his throne somewhere in the Underworld, and is even now gathering his
minions to overthrow the city.
Many adventures and glory await you within the city. Good luck and honor to you on your road to becoming A HERO OF BANDOR!
---Installation---
Two disks are provided with the game. The first disk contains a program
labeled INSTALL.EXE. At the DOS prompt for your floppy, run this
program by typing INSTALL. The program will ask you for the the directory
you wish to copy the program into.
Once this has been done, change to the directory that you have specified
and type the command CONFIG. The CONFIG program sets up a file called
SETUP.DAT that will identify to the game what directory the auxiliary
programs and graphics files are located in, and also your selection for
sound. The CONFIG program will determine the present directory, and will
ask you to confirm the directory in which the game is located. If the
directory displayed is correct, simply hit the ENTER key.
The program will create the SETUP.DAT file and exit to the DOS prompt. If it
is not, you must type in the name of the directory name.
(example)
C:\BANDOR\
CONFIG will verify that the directory exists, and then create the SETUP data
file and then ask you for your sound selection. For sound, you may make one
of four selections.
1) No sound
2) PC Speaker
3) Sound blaster board with no digitized sounds
4) Sound blaster board with digitized sounds. Digitized sounds
are only supported by the SoundBlaster II and
SoundBlaster III boards.
N.B. on Sound Blaster
For proper support of the the sound blaster board, the system
assumes that the Autoexec.Bat file has setup the two environment
variables Sound and Blaster. If these variables are not set, the
program will hang or product no sound whatsoever. To ensure that
these variables are properly set, list out your Autoexec.Bat file.
You should see the following two entries...
@SOUND= followed by the directory for the Sound Drivers
BLASTER= followed by the interrrupt and DMA channels for the board
example-
@Sound = C:\SB
Set Blaster = A220 I7 D1 T3
Also note that for proper support of Digitized sound, the system
depends on the CTVoice driver being available. Typically, the
driver, CTVoice.SYS, is located in the \DRV sub-directory within
the directory indicated by the SOUND environment variable.
example-
@Sound=C:\SB
Bandor will look for a sub-directory labeled \DRV to contain the
CTVOICE.SYS driver.
If the \DRV directory is not present, then the program will hang
when it attempts to produce digitized sounds.
Also suppled with BANDOR is a README.EXE file. This file will contain any
information added to the game after the creation of this manual.
If by chance you have received this game off of a bulletin board in a
compressed format, then be sure of the following: A directory is created:
The directory must contain two sub-directories- FMEM and MMEM. Copy all of
the programs, PCX files, DAT files, etc into the directory you have created.
The files that meet the wildcard match of F*.MEM MUST be moved to the FMEM
subdirectory. Move the files that meet the wildcard match of M*.MEM to the MMEM
subdirectory. Run the CONFIG program as described above. to indicate
your preferences for sound and to create the Settings file that contain
the startup parameters.
---Mouse Usage---
A mouse is required to play BANDOR.
During the play of the game, the left mouse key (Mouse button 1) generally
signals acceptance of an answer. The right mouse key (Mouse button 2) acts
as an escape. For instance, when moving a player during a battle sequence,
you use the left mouse button to move the character. When you are finished
moving, you use the right mouse button to end the movement. For some
selections, either mouse button is acceptable because the game will ask you
to confirm an answer with a Yes or a No.
---Startup---
To start the game, change your directory to the one in which the BANDOR game
is located, and type BANDOR. The game will open with the logo and then go
into the BANDOR opening graphic. To exit the opening graphic, hit the ENTER
key.After you have exited the Opening Graphic Screen, the computer will load
the Main Menu.
---Starting a Quest---
You start each session of BANDOR from the Main Menu. There are several
options available to you. These include:
Introduction- The wizard OSI welcomes you to the game, and gives a
background on the present situation.
Create- Allows you to create a character.
Edit- Allows you to edit a character. Note that you can only edit
level 1 characters, and characters that are not in the
present party.
Delete- Allows you to delete a character. You cannot delete a
character that is in the present party.
Form- Allows you to form a party of up to 4 characters with which
you proceed through the adventure.
Start- Actually starts the adventure running.
Quit- Quits back to the DOS prompt.
To select any of these options, move the mouse arrow over the selection, and
hit the mouse button. If you press the left Mouse button over any portion
of the screen that is not a valid selection, the system changes the Mouse to
a question mark, and then proceeds. If sound is turned on, you will receive
a tonal signal.
---Character Creation---
Before you can run an adventure you must have created characters to take
through the adventure. The system allows you to create and store up to 10
characters. Each character has the following capabilities:
Strength The most important characteristic for a Fighter. This is the
measure of how much a person can carry and how hard they can
hit in battle.
Piety The most important characteristic for a Cleric. This
characteristic is a measure of the character's holiness and
devoutness. A high amount of piety can gain a cleric an
extra spell.
Magic Is a basic statement of the character's magic ability This
characteristic is most important for magicians, gaining them an
extra spell for high magic quotient.
Dexterity Is a basic statement of the reflexes and coordination of a
character. This characteristic is most important for thieves. A
high dexterity can help save a person from being hit in battle.
Stamina Is a basic statement of the hardiness of a character, and
impacts how much damage they can take during battle.
Hit Points Are a measure of how much damage a character can take. The more
hit points a character has, the more they can be hit.
Armor Class (AC) A measure of how protected a character is from being hit.
The Armor Class of a character measures not only what armor a
character has on, but their dexterity and their stamina as
well. The lower the Armor Class of a character, the better they
are protected from harm.
Each character can be one of five different races. The races include:
Humans The most prevalent race through the City. Humans are equally
good at about every profession.
Elves Not as strong as humans, however elves have an extreme affinity
for magic.
Dwarves Smaller than humans, however they make great fighters because
of their high stamina levels, and their great strength.
They have non bent for magic, however, and tend to be resistant
to the magic of others.
Half-Elves A combination of humans and elves, they are somewhat stronger
than elves, but do not have the same dexterity at magic as full
elves. Half-Orcs A combination of Orcs and Humans, they tend
to be stronger than humans, and are particularly useful against
large monsters for they have no fear. They have little or no
ability at magic, however.
Halflings A combination of dwarves and humans, with the magic capability
of the human species combined with the hardiness of the dwarves.
Each character must be of a certain profession.
Clerics- are valuable to a party for the magic ability (mainly the ability
to heal) as well as some fighting ability. They are typically
weaker than true fighters, but are stronger than pure Magic-users.
Clerics are notable in that they will not use sharp weapons.
Magic-Users start as the weakest of the characters, but as their level progresses, they become the most feared of adventurers, throwing fireballs and lightening bolts and quickly evening up the odds of the worst battles.
Fighters are the stalwarts of the party. Fighters usually have little or
no magic ability. There main usefulness is to defend the rest of
the party from harm, and to bash down doors.
Thieves are adequate fighters (especially when hitting someone from
behind). There main special ability is the ability to pick locks.
Note that the Half-Elves and Half-Orcs can be combination
characters.
Once you have selected the CREATE Character Menu, you will notice that the
menu options will change to:
FACE
RACE
PROF
ALIGNMENT
ROLL
END
Click on FACE to change the face of the character. You have eight different
faces to display. Use the horizontal arrows to select the face that you wish,
and then click on the OK button when you are finished. Once you have
selected the face, the system will provide you with a text entry area in
which you may enter the name of your character (from 1-15 letters). Enter
the name, and hit ENTER when finished.
RACE/PROFESSION/ALIGNMENT are all changed in a similar manner. Clicking on
any one of these presents you with the horizontal arrows that you used in the
Change FACE option. Select the RACE/PROFESSION/ALIGNMENT of the character.
Click on the OK button when finished.
Level is a reflection of the character's overall ability. All characters
created in BANDOR are 1st level characters. A 1st level magician can
learn one spell (except in the case of Magicians with a high
Intelligence, or a Clerics with a high Wisdom, who are capable of 2
spells).
ROLL- allows you to re-roll for the values for this character. The values for
each character will fall between 1 and 18, with 18 being the best. For
Fighters, a roll of 18 will provide an extra percentage value. The
percentage indicates how much is added to their strike when they hit
another character.
When you have created the character they way that you want, select END to
stop making changes. The system will ask you whether or not you wish to
store the character. Indicate either Yes or No. You will be returned to the
main menu.
---Character Ending---
The Edit Character menu option performs in a similar fashion to the Create
Character menu. The only difference is that you cannot edit characters that
are part of the party and you cannot edit characters above 1st level. Once
you select EDIT, the system will display the horizontal arrows allowing you
to scroll through the characters available on the system. When you have found
the character that you wish to edit, select OK.
---Character Deletion---
The Delete Character menu option allows you to delete old or useless
characters. This function is valuable since the system allows you to store
only up to 10 characters total. You cannot delete characters that are part of
the current party. Once you select DELETE, the system will display the
horizontal arrows allowing you to scroll through the characters available on
the system. When you have found the character that you wish to delete, select
OK. The system will prompt you asking if you really wish to delete this
character. Click on Yes or No.
---Forming a Party---
The FORM Party menu option allows you to select the characters that you
would like to take through the adventure. If there is already a party in the
Adventure, the system will ask you whether or not you wish to delete the
present party. If you decide to delete the present adventure, the current
adventure is deleted, EVEN IF YOU DECIDE LATER TO NOT FORM THE PARTY!
Once you have selected this option, the system will present you with the
names and faces of all the characters available. To place a character into
the party, click on the face of the character. You may select no more than 4
characters. Select the ENTER button with the Mouse to form the party, or
the ESC button with the mouse to end your selection and abort the party.
---Start Game---
Once you are ready to start the game, select START. The system will
check to ensure that you have indeed a party formed. During a later session,
in the middle of an adventure, selecting this option will take you to the
last place that you Saved a game.
---Play---
The main playing screen is displayed when you select START from the Bandor
menu. The screen displays 4 movement arrows located centered at the bottom of
the screen. next to the movement arrows is displayed the options selection.
On the right hand side of the screen is displayed your characters for this
game. Around each character is displayed their key elements- Their armor
(leather or plate). Their weapon, and a shield (if they are using one). Below
this is a red line indicating their current hit points. As this line moves
closer to the left side, it is an indication that the character is getting
weaker and weaker. If the character is unconscious, their picture will be
displayed as if grayed out. If the character is dead, a skull will be
displayed in place of their picture.
Movement- To move around in the city, used the four arrow keys located at
the bottom of the screen display. Use the up arrow to move forward, and the
backward arrow to move back. Use the left and right curved arrows to turn
either left or right.
Options- Located next to the arrow keys is the options menu. The options
menu provides you with the following capabilities:
Save Game Saves the game at its current point.
Load Game Loads in the game at its last saved point.
Date&Time Gives you the date and time in the game at its current point.
As the game progresses, it gets increasingly harder to fight
through the monsters, so there is some advantage in getting
through the game as quickly as possible.
View Map BANDOR is a self-mapping game. When you select this option,
the screen will display a map parchment of the current area
(The Slums, the City, or the Forest). Any square you have seen
is highlighted. An X will be placed on the map at your current
position. To view the other maps, click with the mouse on the
horizontal arrows. To exit back to the main menu, click with
the mouse on the ESC button displayed on the screen.
Rest To restore lost hit points, you must rest. One hit point is
restored for every hour that you rest. Rest is also used for
memorizing spells by magic users. One spell is restored for
every 4 hours that you rest.
To select spells for memorization, select MEMORIZE SPELLS from
the Rest menu. Select the magic user. The game will display the
spells that the user knows, and the number of spells that they
have left to memorize. Select the spells that you wish the Magic
User to memorize.
To actually rest, select the option rest from the rest menu.
The system will ask you to type in how many hours that you wish
to rest. Respond with from 1-99 hours.
Note that you cannot rest in town. You must go the Keg&Ale to
rest, where lodging will cost you 1 gold piece. Also note that
the longer that you rest in the forest or in the slums, the
better chance that your rest will be disturbed by a gang of
monsters.
Quit Quits the game. DOES NOT SAVE THE GAME!
---Manipulating Characters---
To manipulate your characters, click with the left mouse button anywhere
within the box around the character. There are three screen for each
character. The values screen, the inventory screen, and the spells screen.
(Note that while you are working with a character, you are locked out from
selecting any other options with the mouse). next to the character's face is
displayed red horizontal arrows. The red arrows can be used to scroll
through the characters. At the bottom of the screen is displayed an ESC
button. Clicking on this button with the left mouse key will return you to
the main game. Below the character's face is displayed three objects-
A suit of armor, a bag, and a book of spells. To display the values for a
character, click on the suit of armor. To display and manipulate the items
the character is carrying, click on the bag. To display and use the magic
that the character currently knows, click on the book of spells.
The Values screen- The values screen displays the current status of the
character. The Values screen contains one manipulatable object, the amount
of gold that the character is carrying. To transfer gold from one character
to another, click on the gold line with the left mouse key. (To transfer
1/2 half of the gold that a character is carrying, click with the right mouse
key). To finish the transfer, scroll to the character to transfer the gold
to and click on that character's face.
The Inventory screen- The inventory screen lists all of the objects that a
character is carrying (up to 20 objects). Four objects at a time are
displayed. To scroll through the inventory, click with the left mouse key
on the up/down arrows next to the inventory displayed. Below the inventory
display is a pictorial layout of what the character is using at the moment,
including their weapon, their armor, and their shield.
Manipulating objects is easy within the game of BANDOR. To take an object
off of a character, click with the left mouse key on the object's picture.
The mouse cursor changes from an arrow to a X display. Move the mouse cursor
over an empty square in the person's inventory list and click the left mouse
key. To move an item of inventory from one person to another, simply scroll
to the appropriate destination character and click over the inventory.
When moving inventory, clicking the left mouse key will move all of one item
(several daggers, for instance). Clicking the right mouse key when you start
the movement will move 1/2 of the items.
When you move items onto a person, the objects are represented in the
following manner:
The top left square around the display represents the person's armor.
The square below the armor represents the person's weapon, and
the square next to the person's weapon represents the character's
shield. Any time you try to move an inventory item that has a count
of more than 1 onto the person (such as a dagger) the system will
only move one 1 of the items.
When you are done manipulating the inventory, click on the ESC button with
the left mouse key.
The spell screen- The spell screen works similarly to the inventory screen
in that you can display all of the spells (up to 20 that the character knows).
The spells are displayed four at a time. A count of the number of instances
of that spell are displayed next to the spell. To scroll through the spells,
use the red vertical arrows next to the spells. At any time, you may cast a
healing spell (Cure Minor Wounds, Cure Major Wounds). To cast a spell,
click on the spell. Use the horizontal arrows next to the character's face
to scroll to the character that you wish to heal, and click the left mouse
key over the character's face. The healing spell will be cast.
---Moving---
To move through the game, use the arrow buttons located next to the
options menu. Clicking with the left mouse key on the up arrow moves
you forward. Clicking with the left mouse key on the down arrow
moves you back. Clicking with the left mouse key on the arrow
pointing to the left or to the right turns you 90 degrees in that
direction.
Doors
When you come to a door, it may either be locked or un-locked, or it
may be an entrance to a special location. If the door is the
entrance to a special location, the game will display the name of the
location, followed by the question ENTER?. Next to the ENTER?
question will be two buttons labeled YES and NO. Select the
appropriate response.
If the door is locked, the game will tell you so, along with the
option to unlock the door with magic, by picking, or by bashing the
lock. Select one of the three options, or EXIT menu to not attempt
to open the door.
If you select magic, you must have a magic user with an OPEN DOORS
spell. Click on the magic user who has the spell. The spell will be
cast.
If you select pick, you must then select a thief character. The
ability of the thief to open the door is proportional to their level.
If you select bash, you may select any character. The ability of the
character to bash the door is proportional to their level. A Fighter
has the best chance of bashing down a door.
---Encounters---
There are three kinds of encounters that your characters will run into.
The first is a special encounter with a non-playing character. These
encounters vary in size and danger to the party. You will be presented with
various questions you may ask, or menu choices that you may make. Pick
wisely because the wrong choice may destroy the party!
The second is actually finding something in the midst of moving through the
city. An example of this would be the Golden Apple. One of the commissions
that the council offers is asking you to find and return a Golden Apple to
them from the forest. During your travels, of you come upon the Apple, pick
it up, and return it to the Council, who will reward you with experience
points and gold.
The third type of encounter is the most common. It is battle with monsters.
This type of encounter is the most important in that in succeeding in
battle, your questers gain in experience points. The more experience points
that a quester has, the higher their level of ability. The higher level a
quester is, the more hit points that they have, the more damage they can
take, and the better they can fight in the next encounter. When you are
moving, at odd times you will come upon a band of monsters. On the 3-D
display you will see the monsters move towards you. The game will tell you
the number of monsters, and give you the choice of doing the following:
Attack
Reorganize
Flee
If you attack, you are committing to battle. If you think you can win an
encounter, it is best to select Attack, because this option will you give
you the initiative in battle. If you re-organize, you will be given the
opportunity to re-arrange your party. This is important if you want the
fighters to be in front of the magic-users, or if you want the magic-users
to be closer to the monsters (and therefore in a better position to throw a
spell). If you select this If you flee, you will a chance to escape the
monsters. If you are caught fleeing, the monsters will have the initiative
in the attack. There is no dishonor in fleeing from a monster bigger than
you are!
During the battle, the system will take you one by one through your
characters. Each character can perform one of the following actions:
Move- Once you go into battle, the bottom of the screen changes. The
options menu, and the compass go away, and you are left instead with the
arrow display, supplemented by two additional horizontal arrows. To move a
character turn them in the appropriate direction by clicking with the mouse
on the right/left curved arrows. Move them forward by clicking the mouse on
the up arrow, move them back by clicking on the down arrow, move them to the
left or to the right by clicking on the left or right arrows. To end your
movement, click anywhere with the right mouse button. Note that if you move
into the vicinity of a monster, there is a chance that the monster will turn
on you and hit you.
Magic- Any magic user may cast an attack, a sleep, or a healing spell during
battle. to cast a spell, select Magic from the actions menu. Aim the spell
by using the arrow keys over the target area for the spell. To actually cast
the spell, click with right mouse button. Assuming the spell is in range and
you have a clear line of sight to the destination, the spell will be cast.
It is important to note that for a Magic-user to perform magic, no enemy
character can be next to the magic-user. If there is an enemy next to the
magic user, the system will abort the spell and display the message
"Enemy Too Close"
Aim- Use aim to hit with the weapon at hand. To aim, select aim from the
actions menu, and then select the target square. Note that fighters need
more room for distance weapons (daggers, darts, and bows) so no enemy can be
next to the character. Also note that a bow requires that you also have
arrows in the inventory
Flee- When a character is outnumbered or badly injured, it is time to flee.
When a character flees, they are removed from further combat during the
particular encounter. If a character attempts to flee, they can perform no
other actions during that round. There is a 45% chance that their flight
will be successful.
Ending your turn-To end the turn of a character, select END TURN. It is
important to make sure that the character is facing towards any potential
enemies that may hit them the next round before you end their turn. if a
character is hit in the back there is a much greater likelihood that they
will be hurt.
Ending the battle - When a battle is finished, the game will bring up the
picture of a treasure chest, and will divide up the gold and experience
points that were won during the battle.
---Final Notes---
For best party utilization, a party should contain 1 Magic User, 1 Cleric
1 Fighter, and 1 Fighter/Thief. The Fighters should be located at the front
of the party. You should start by first going to the Council to list out
the commissions. (The East door to the Council is located at 17,20). Note
that there are plenty of quests located around the city, so stay there first
This is because of two reasons:
1) You won't be surpised by any monsters
2) It gives you a chance to learn how to move around in friendly
surroundings
When you have gotten a few battles under your belt, proceed to the Forest
where the Gold Apple can be found, and fight your way across the ford to
kill the Black Dragon that haunts to South East corner of the forest.
When you are finally ready, cross over into the City Slums. The GateKeeper
at the gate will ask you for 100 gold pieces for a fee. Don't fight him if you
can avoid it!
Good luck, and good questing.
APPENDIX A
Experience points required to advance in level.
Cleric
Level Hit Points Required
0-1 1,500
1-2 3,000
2-3 6,000
3-4 13,000
4-5 27,500
5-6 55,000
6-7 110,000
7-8 225,000
8+(ea) 225,000
Fighter
Level Hit Points Required
0-1 2,000
1-2 4,000
2-3 8,000
3-4 18,000
4-5 35,000
5-6 70,000
6-7 125,000
7-8 250,000
8+(ea) 250,000
Magic User
Level Hit Points Required
0-1 2,500
1-2 5,000
2-3 10,000
3-4 22,500
4-5 40,000
5-6 60,000
6-7 90,000
7-8 135,000
8+(ea) 150,000
Thief
Level Hit Points Required
0-1 1,500
1-2 3,000
2-3 6,000
3-4 12,000
4-5 25,000
5-6 50,000
6-7 100,000
7-8 200,000
8+(ea) 200,000
Fighter/Thief
Level Hit Points Required
0-1 4,000
1-2 8,000
2-3 16,000
3-4 32,000
4-5 50,000
5-6 100,000
6-7 150,000
7-8 200,000
8+(ea) 200,000
Fighter/Magic User/Thief
Level Hit Points Required
0-1 10,000
1-2 30,000
2-3 50,000
3-4 70,000
4-5 90,000
5-6 110,000
6-7 150,000
7-8 200,000
8+(ea) 200,000
APPENDIX B
Monsters
The monsters encountered within the walls of BANDOR range from the
relatively easily defeated through the extremely difficult. When you
encounter a group of monsters, remember that there is no shame in
running from something tougher than you are!
Each monster has several different capabilities. These include how
far the monster can move in a single turn, it's resistance to magic,
the level of the monster, and it's size.
The amount of damage a monster can take (it's hit points) are a
multiple of 8 times its level- i.e. a level 2 monster will have from
2-16 hit points.
The resistance to magic of a monster is a reflection of how easily it
can withstand a wizards' or a cleric's spell. This is expressed as
a percentage from 0-100%. A percentage of 25% means that 25% of the
time, your spell will have no affect on the monster.
Size is a statement of how large the monster is in comparison to a
player character. Larger monsters are more easily hit by certain
weapon, but can generally take more damage. Smaller monsters are
less easily hit, but can take less damage.
Magic states any spells that the monster might be capable of using.
Giant Ants
Level 1
Resistance to Magic: Normal
Size: Normal
Magic: None
Wild Bulls
Level 3
Resistance to Magic: Normal
Size: Normal
Magic: None
Black Dragons
Level 5
Resistance to Magic: 35%
Size: Larger than Human
Magic: Fireball
Dwarves
Level 1
Resistance to Magic: 25%
Size: Normal
Magic: None
Kobolds
Level 1
Resistance to Magic: Normal
Size: Normal
Magic: None
Lizards
Level 1
Resistance to Magic: Normal
Size: Normal
Magic: None
HobGoblins
Level 1
Resistance to Magic: Normal
Size: Normal
Magic: None
Bandits
Level 2
Resistance to Magic: Normal
Size: Normal
Magic: None
The Storm Giant King
Level 7
Resistance to Magic: 65%
Size: Normal
Magic: Fireball
C'Dor
Level 3
Resistance to Magic: 25%
Size: Normal
Magic: None
APPENDIX C
Magic Spells
The spells listed here are divided between combat and non-combat spells. For
each of the combat spells listed, each person has two attempts to avoid the
spell. The first is their native resistance to magic. (see the Appendix B).
The second is the person's saving throw. The saving throw is a rolls of the
dice from 1-20. If the roll is at or below the person's level, then the
normal damage caused by the spell is halved. During combat, there must be a
minimum of 10 feet between the wielder of the magic and any enemies.
Sleep
Minimum Level for Magician: 1
Range of Spell: 40 feet
Area of Spell: 10 feet
Description of spell: The sleep spell with put to sleep anyone within a 10 foot radius of where it hits. The spell will put people to sleep for from 1-3 turns. This spell can only be used in combat.
Cure Lt Wounds
Minimum Level for Cleric: 1
Minimum Level for Magician: 4
Range of Spell: 40 feet
Area of Spell: immediate area
Description of spell: This spell will restore from 1-4 hit points of any character touched by the spell. IT can be used in battle or during normal movement.
Magic Missile
Minimum Level for Magician: 1
Range of Spell: 40 feet
Area of Spell: immediate area
Description of spell: The Magic Missile spell can be used only in combat. The Magic Missile spell will cause from 1-4 hit points of damage against anyone hit with it. The Magic Missile spell is unique in that there is no saving throw.
FlameStrike
Minimum Level for Cleric: 3
Range of Spell: 40 feet
Area of Spell: immediate area
Description of spell: The FlameStrike spell will cause from 2-8 units of hit point damage against anyone it. It can only be used during combat.
FlameBall
Minimum Level for Magician: 4
Range of Spell: 40 feet
Area of Spell: 10 feet
Description of spell: The FlameBall spell is a combat spell. It causes from 4-15 units of damage against anyone struck with it.
Cure Major Wounds
Minimum Level for Cleric: 4
Range of Spell: 50 feet
Area of Spell: immediate area
Description of spell: The Cure Major Wounds spell cures from 3-8 hit points of damage.
Lightening
Minimum Level for Cleric: 4
Range of Spell: 40 feet
Area of Spell: immediate area
Description of spell: The Lightening spell is a combat spell. It causes from 1-15 units of damage.
Open Doors
Minimum Level for Magician: 1
Range of Spell: not applicable
Area of Spell: immediate area
Description of spell: The Open Doors spell is used to open locked doors magically. The greater the level of the magic user, the better chance there is of opening the door.
Silence
Minimum Level for Magician: 3
Range of Spell: 40 feet
Area of Spell: immediate area
Description of spell: The SIlence Spell is a special spell that is only thrown during combat. A character affected by silence cannot use any magic spells for from 1-4 turns.