home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
A.C.E. 2
/
ACE CD 2.iso
/
FILES
/
DOCS
/
HEROSQ2D.LHA
/
Hero'sQuest2Manual.doc
< prev
next >
Wrap
Text File
|
1994-11-27
|
29KB
|
790 lines
SKID ROW
presents
QUEST for GLORY II
Famous Adventurer's Correspondence School
ADVANCED ADVENTURING COURSE
So you had to be a Hero?
Now that you've been on your own in the real world of high-
powered adventuring, you have probably discovered that there is more
to this hero business than was covered in your Famous Adventurer's
Correspondence School Handbook. (After all, why should we tell you
everything at once when we can make big bucks selling you additional
manuals?)
In your everday Quest for Glory, you are bound to encounter situations
of such magnitude and unbelievable stress that you probably say to
yourself, "Maybe I should have taken the Famous Accountants'
Correspondence Course, instead."
Relax. We here at the Famous Adventurer's Correspondence School
have the information you need. For just 10 golds, plus 25 silvers
shipping and handling, we will send you your free copy of the Famous
Adventurers' Correspondence School's "Advanced Adventuring Manual".
This manual will help you survive the everyday stress and strain of
marauding monsters, malicious magic, and corporate managers to
achieve the acme of your adventuring activities.
You, too, can become an "Advanced Adventurer". Guaranteed, or
double your money back (minus shipping and handling charges).
FAMOUS ADVENTURER'S
CORRESPONDENCE SCHOOL
12345 Aerris Way
Silmaria
Table of Contents
How to be an Advanced Adventurer
What is an Advanced Adventurer? ................................... 1
Combat Careers .................................................... 3
Advanced Magic Using .............................................. 5
Wizard's Institute of Technology .................................. 5
Occult Occupations ................................................ 6
Basic Spell Usage ................................................. 7
Advanced Spell Usage .............................................. 8
Advanced Thieving Techniques ...................................... 9
Purloiner's Positions ............................................. 10
Professional Adventuring Organizations ............................ 11
Special Southern Supplement ....................................... 13
Page 1 follows:
---------------
How to be an ADVANCED Adventurer
What is an Advanced Adventurer?
When an adventurer becomes bored with bravery, fatigued with fighting,
or ho-hummed about heroics, it's time to start thinking upward mobility.
You're in the hero business now, and you can't just rest on your laurels.
You must explore strange new worlds, seek out new life and new
civilizations. A hero must boldly go where no man (or woman) has gone
before - and come back alive.
Advanced Fighting
Now that you've mastered the basics of combat - the thrusty thrust,
the brash slash, the ordinary parry, and the hodge-podge dodge - it's
time to discuss the backbone of battle, the essence of the fracas, the
gist of the joust, the peanut butter and jelly of true pugnacity -
Strategy and Tactics. As the Old Adventurer would put it:
" You got to know when to fight'em
Know when to be polite to'em,
Know when to dodge away and know when to run
You've got to practice fighting
Any time you're able,
'Cause there ain't (sic) no time for practice,
When the monsters come."
Now it is true that some people confuse strategy with tactics,
and vice versa. Here is a simple mnemonic to help you keep straight
which one is which:
"If it is prophylactic and emphatically didactic, then it's not tactic."
Page 3 follows:
---------------
Combat Careers
Career Paths for the Successful Fighter
Warlord
Hero
Paladin
Career Paths for the Not-Quite-So-Successful Fighter
Combat Instructor
Security Guard
Babysitter
Warlord
This is the perfect job for the aggressive, gung-ho type fighter.
If you have the moxie for mayhem, the obsession for aggression, the
resolution for revolution, and a few friends, then you, too, can have
a successful career in pillaging and looting. Imagine yourself at
the head of an entire army, storming the countryside and leaving only
havoc in your wake. If you love the smell of naphtha in the morning,
this is the job for you.
Remember - it's "Loot before pillage, sack before burn".
Hero
To be a Hero is, of course, one of the preferred occupations for
Fighters of all times and climes. Receiving the adulation of a
grateful peasantry (and often as not a few members of the fairer -
which which is to say, preferred - sex) can do wonders for your ego.
The more substantial rewards from those of means can also be very useful
when it comes time to advance one's education and career with our
marvellous Famous Adventurers' Correspondence School supplementary
materials.
Page 4 follows:
---------------
Paladin
The Paladin is the Goody-Two-Shoes of champions and the Dudley-Do-
Right of defenders. The job is clearly not for everyone. If you are
willing to be bold for no gold, risk your name without acclaim and
campaign without gain, this could be the occupation for your emulation.
A Paladin is a hero's hero (and he can have him). Frankly, Paladins
constantly become involved in extremely dangerous quests like slaying
Dragons, and rarely survive long enough (or earn enough) to pruchase
our all-important F.A.C.S. pamphlets.
Combat Instructor
It has often been said that "Those who can, do, while those who
teach, survive." Of course, this is generally repeated only by those
who have never taught. Combat instructors, Drill Sergeants, Samurai
Sensei and others of their ilk have two great advantages over most
members of the violent vocations - they collect steady pay, and
eventually Social Security.
Security Guard
If you have pangs about pain, misgivings over martyrdom, and are
terrified of torture, then the more modest monotony of being a
watchman may be for you. The security guard's life is fairly free
of strife, but sadly susceptible to extinction by ennui.
Babysitter
There are few jobs more dangerous, or less rewarding, than that of
the Combat Nanny. On the whole, you're better off charging Dragons
than changing diapers.
Page 5 follows:
---------------
Advanced Magic Using
Having mastered the basics of magic and gained skill in a few spells,
it comes the time for a fledging Thaumaturge to figure out what he (or
she) wants to do with him-(or her-) self. It is all very well and good
going around impressing the rubes with a few trivial gestures of your
hands, or broiling a few brigands with your Flame Darts, but merely
showing off your magic is hardly the be-all, end-all for a professional.
Besides, it doesn't pay particularly well.
Now is the time to go beyond what you learned in Spellcasting 101.
If you are tired of low-paying jobs with no security, you need to
quest for glory. You, too, can be upwardly mobile! It's time to
start learning some real magic.
The best way to improve the status of your spells is to travel to
a place where Wizards congregate. Through the city of Shapeir travel
many experienced magic users on their way to the Wizard's Institute
of Technocery. This city is thus a good source for advanced scrolls.
Whether you wish to commit to the study and time it takes to become
a true Wizard, or just pick up a few incantations, a journey to
Shapeir is definitely a step up the magical corporate ladder.
Wizard's Institute of Technology
The Wizard's Institute of Technocery, or WIT, is the ultimate
University of the Occult. Within its ivory towers, the aspiring
Wizard can learn the inner nature of magic. Of course, it takes time,
dedication, and a true love of learning to master the many mysteries, to
become the complete conjuror.
Naturally, the Wizards of WIT do not wish to be found by any riff-
raff of a would-be wonder-worker. After all, any yahoo can do hoodoo,
but WIT's hallowed halls are reserved for the few, the proud, the elite -
the true Wizards. While the entrance to WIT is reputed to be in Shapeir,
the Institute itself is said to exist on another plane. The entrance is
well-hidden from all but those meant to find it. If you are among them,
careful application of your knowledge should soon point the way.
Before you can become a full-fledged student, you will be given a
series of entrance examinations. Failure is not held against you -
as long as you are willing to try again. These trials are a learning
experience in themselves.
Page 6 follows:
---------------
Occult Occupations
Career Paths for the Successful Magic User
Royal Magician
Wizard
Archmage
Career Paths for the Not-Quite-So-Successful Magic User
Court Jester
Computer Programmer
Corporate Magician
Royal Magician
While perhaps not the most prestigious of possible professions for
the profound prestidigitator, the position of palace performer is
preferable to pecuniary paupacy. More precisely, it pays.
Wizard
Weigher of wonders, theorist of thaumaturgy, mediator on mysteries,
the wandering Wizard is a savant of sorcery, a watcher of weird, and an
academician of enchantments. Delving deep in mystical manuscripts, the
Wizard seeks to know the True Meaning of Life, the Universe, and how
to do the voodoo that the Zulu do to you.
Archmage
The Archmage is the epitome of Power. the elite of enchanters, the
creme de la creme of conjurers, the nonpareil of necromancers.
Archmages are pretty hot stuff, in fact.
Court Jester
Whilst not as dignified as some of the other occupations. Court
Jesters, Stage Magicians and street entertainers have one thing that
makes them the envy of other professions - an audience. Having someone
to appreciate the subtle spin-
Page 7 follows:
---------------
ning of a spell, the incalculable incoherence of your incantations,
or just to laugh at your jokes, is well worth the price you pay in
prestige.
Computer Programmer
Just because you are incompetent at incantations, klutzy at
conjurations, or a dud at divination does not mean you can't work
magic. You, too, can have a successful career in computer programming.
Just send away to our Famous Computer Programmer's Correspondence
School for further details.
Corporate Manager
If you prefer the power of the pretty bureaucrat - having people
constantly wait upon you, passign down directives on Wednesday
which must be completed by Tuesday, and sitting in an air-conditioned
office while less clever Magic Users are flame-broiling fiends in the
hot Summer sun - then the job of Corporate Manager is for you. Let
others do your work for you. Even the simplest Calm spell is more
sufficient to make friends and influence people, encouraging those of
lesser ability (such as Computer Programmers) to work long hours of
unpaid overtime on your behalf.
Basic Spell Usage
The more skill a Magic User has with a spell, the greater the
effect and duration of the spell.
Calm
This was developed for avoiding awkward situations, such as physical
combat. It relaxes the natural aggressive tendencies of things in the
area of the spell for a short duration. Once in actual combat, however,
it is ineffective. A calmed opponent will just calmly eat you.
With advanced skills in this spell, it is possible to calm even non-
living things.
Dazzle
Erasmus's Razzle Dazzle produces a bright flash of magic which
temporarily blinds an opponent. This, of course, presupposes that
the opponent has eyes.
Detect Magic
This spell is used to perceive an aura of magical power which
surrounds objects which have had spells cast upon them. It can also
be used to find invisible creatures and things.
Page 8 follows:
---------------
Flame Dart
This offensive spell projects a ball of magical fire towards an
object.
Open
This intially is useful fo unlocking simple locks, but can be used
to open doors when the caster is sufficiently skilled. Unfortunately,
it will not affect most magical locks or doors, or those doors barred
on the other side.
Trigger
R. Roger's Reactivating Ritual, or "Trigger", is used to 'set off'
operating magical spells already cast upon some object. Thus a Magic
User can avoid damage from magical traps. Trigger can sometimes be
used to both 'turn on' and 'turn off' certain spells.
Zap
The Leyden's Latent 'Lectrical Discharge spell, or 'Zap', allows a
caster to place magical energy upon a weapon. This is released when
the weapon strikes an opponent, increasing the amount of damage.
Advanced Spell Usage
Force Bolt
Aronson's Arcane Arbalest of Action and Reaction, or 'Force Bolt',
is a magical globe of energy which is used to push against something in
the distance. Becasue it can 'bounce' off an object, it can be used
against things not in direct line of sight. When properly aimed, a
Force Bolt can be made to bounce several times before releasing all
of its energy. It may be used as an offensive spell.
Levitate
Ellen's Enchanted Elevator, or 'Levitate', spell allows the spell
caster to move up and down at will. This is ideal for getting the
book you need off the top shelf of your library or for dusting the top
of your refrigerator. This spell continually drains the caster's Spell
Points while in use.
Reversal
Kirkov's Cosmic Karma Cookies or 'Reversal' reflects offensive
spells back upon the caster. Cast this spell before entering magical
combat. It should be noted that when two opposing Magic Users both
use this spell, the results can be very dangerous to spectators.
Page 9 follows:
---------------
Advanced Thieving Techniques
Warning: If you have not studied the F.A.C.S. Cutpurses' Curriculum, do
NOT read this section! This contains classified, top-secret
information for Theieves' eyes only.
You have your toolkit and the skill to unlock the securest safe,
the stealth to sneak by the surliest security guards, and the dexterity
to direct your dagger to your desired destination. You practice
daily; honing your skills every chance you get to create that finely
tuned machine that is your body. Now it is time to talk about the
tools of the trade.
Rope - In the words of the immortal Sam 'the Man' Ganges, "You
gotta scope the rope if you wanta cope."
Oil - This is often overlooked as an essential part of the thief's
equipment, but it happens to be very handy. Squeaky hinges on
cabinets and doors can create the creak that causes the cops to
capture a crook. Oiling hinges reduces the noise considerably.
Oil is also useful for moving heavy objects.
Thief Sign - The recognition signal used among Thieves is one of
the most closely-held secrets of the Consolidated Thieves' Guilds.
But you are a Thief, right? No peeking now, the rest of you!
O.K. To make the top-secret Thieves' sign, first place your thumb
upon your nose with the hand held perpendicular to your face, and
the fingers outspread. Then wiggle your fingers while focusing
your eyes upon your thumb and patting your belly with your free
hand. You should make the sign whenever you believe yourself to be
in the presence of a fellow practitioner. However, you should be
aware that not all politicians will recognize this symbol - some
of them are scabs.
Improvisation - There does come a time when even the best of thieves
gets caught without his equipment, and he really needs to open a lock.
True, you may be standing before a locked door at the dead-end of a
corridor of the castle of the black prince who has sworn an oath
to torture all thieves, with his two neanderthal guards marching
towards you, only to discover that you left your lockpick in the
shirt that you sent to the laundry this morning, but it is very
important in this sort of situation not to panic. Analyse the
situation. Is the door simply latched on the other side? If so,
a simple insertion of your Thieves' Guild card should flip the latch.
Is the door unlockable with a skeleton key? Then any thin, metal
probe such as the pin that was in the black prince's feathered hat
which you just happen to find in
Page 10 follows:
----------------
your backpack can be used to click the lock. Is the door firmly
bolted on the other side and does it resist all your attempts at
breaking it down? Then put the hat of the black prince on your
head covering most of your face, stroll towards the guards,
give them a lecture about their appearance, telling them not to
slouch, letting them know that you will not tolerate sloppiness,
and then push on past, leaving them to think that the black
prince has poor taste in clothes combinations. All you need is a
little imagination, and you can get through any situation.
Purloiner's Positions
Career Paths for the Successful Thief
Playboy
Chief Thief
Godfather
Career Paths for the Not-Quite-So-Successful Thief
Tax Accountant
Politician
CEO
Playboy
What thief can't imagine himself (or herself) in a fancy oceanside
resort, gambling and gallivanting by day with beautiful (or handsome)
members of the opposite (or whatever) sex unable to keep their hands
off you, and steathily sneaking by night into the cabins of the rich
tourists and accumulating more wealth to fritter away the next day?
Chief Thief
Rising to the head of the of the Thieves' Guild is high status in
this workaday world. To gain this coveted position, it is important
to have contacts. Be sure to impress any Chief Thieves you meet and
go out of your way to demonstrate your talents. Remember, it's not
who you know, it's whether they know you.
Page 11 follows:
----------------
Godfather
To really become a Godfather, it helps to have plenty of relatives.
You must learn to use bad grammar and mumble when you speak. Above all,
be generous. If someone has something you want, make him an offer he
can't refuse.
Tax Accountant
If you think juggling figures and balancing budgets doesn't
take a lot of agility, try it someday. For a real test of agility,
try balancing two sets of books!
Politician
It's a dirty job, but somebody's got to do it.
CEO
See politician.
Professional Adventuring Organizations
Adventurer's Guild
This place is where adventurers can get together, relax, and chat
about monsters. It is a good place to catch up with the local gossip
and to learn about local employment situations. Be sure to sign in
when you first enter a strange town to give yourself official
Adventurer Status. Otherwise, the locals might mistake you for
a vagrant and have you arrested. It's an easy mistake.
Eternal Order of Fighter (EOF)
This organization is for real Heroes. This means no pansy Magic Users
or slimy Thief scum will be admitted. Only the best and the baddest
can join the 'Eternal Order of Fighters'. You got to have true grit
and heavy mettle. We're glad you're bad and we're keen you're mean.
"EOF - The Guts, The Glory, The Greatest!" Membership by invitation only.
Thieves' Guild
This benevolent organization provides a thief with the comfort of a
home away from home. Where else can you relax in public knowing noone
is looking through the Wanted ads for you? Where else can you be certain
the jolly
Page 12 follows:
----------------
stranger next to you is attempting to pick your pocket? How else can
you be bailed out of a strange jail?
The way to locate the local Theives' Guild is to contact a local
thief by use of the Thieves' Sign. Once you have found the guild and
identified yourself, it is not uncommon to be asked to prove your
identity. A simple test is often given to prove your worth to the
organization. Accomplishing this trial will improve your position
in the guild. Failing the test will earn you the rank of 'convict.'
It is recommended that you do not fail.
Page 13 follows:
----------------
Special Southern Supplement
The Land of Shapeir
Shapeir is a small Sultanate in the South. It consists of two
major mountain ranges surrounding a desert of sand dunes. Its climate
is arid and extremely hot in the Summer. It has two major cities:
the capital, Shapeir, in the north, and Raseir in the south. Shapeir's
principal income is from imports and exports as it is along a major trade
route. It is noted for its exotic scenery and fascinating bazaars.
Background and History
The twin citied were built around Katta settlements (see Sentients of
Shapeir) protected by mountain barriers. Magical springs which never
run dry create the central fountains of the cities. Both Raseir and
Shapeir were designed as mirrored cities, with the Sultan's Palace in
Shapeir, and the Amir's in Raseir.
Some thousand years ago, a Marid called Iblis (see Djinn) attempted
to rule the world and turn all men to slaves. He created a city in the
desert and tried to summon the Djinn to his side. The Sultan Suleiman bin
Daoud in turn summoned all the magical Djinn he could bind, and a great
war occured. Iblis was defeated and bound into the form of a statue.
Ruins remain near Raseir of what is now called the 'Forbidden City.'
The Sultan is the absolute ruler of the realm. The current Sultan,
Haruan alRashid, is noted for his wisdom and judgement. The Emir is the
governor of Raseir. During the past year, The Emir of Raseir is rumored
to have disappeared, and there have been diquieting tales about the
current political situation.
Page 14 follows:
----------------
Desert Survival
Water - Without it, you are just a heap of bones covered with sand. It
is best to carry several waterskins when traveling in the desert.
Water is available in the cities and at occasional oasis.
Saurus - The friend you can depend upon for roaming the dunes. This
creature makes an excellent mount. It is fearless, loyal, and quick
to defend its master against monsters. It is obedient and willing to go
wherever its master wishes. Most critically, it can always find its
way back to the place where it is stabled, so it never gets lost. A
properly trained Saurus will understand such simple commands as
"go home," "Stay," and "Get off my foot." Your Saurus - Don't leave
town without it.
Caravans - For long distance travel of any sort, it is best to join a
caravan.
Money
The basic coin of the realm is the Dinar, a gold coin equal in value
to the gold coin of Spielburg. The people of Shapeir also use centimes,
which are small brass disks. The current rate of exchange is one silver
to ten centimes, and ten silvers (or one gold) to one dinar.
When visiting the city of Shapeir, it is wisest to first seek out a
Money Changer, who will exchange your coins. This person will usually
retain a small percentage as an exchange fee.
Sentients of Shapeir
There are several intelligent races associated with this region.
Humans
Humans are a relatively new race to this area. They created the cities
and towns which occasionally dot the landscape of Shapeir.
Gnomes
Small humanoids with a frivolous outlook on life. Gnomes, as
always, go anywhere they choose to go in order to have fun. Since
mankind seems to be the butt of many of their jokes, wherever humans
congest, Gnomes are pests, as they frequently know magic. If you
become the victim of one of their practical jokes, it is best to grin
and bear it.
Katta
Katta are small feline-like humanoids which have adapted well to
dealing with human society. They resided for centuries in the region around
where Raseir was built., but are now found throughout the Southern
regions. They are gifted artisans and talented merchants.
Page 16 follows:
----------------
Centaurs
Half horse and half human, the Centaurs roam the deserts of Shapeir
in nomadic herds. They make excellent guides for this region, since they
take pride in knowing the desert like the tips of their tails. Centaurs
are extremely honorable, but have no sense of humor. They do not get
along well with Gnomes.
Liontaurs
The Liontaur looks like a cross between a human and a lion. They
reside primarily to the south of Shapeir in their great kingdoms of
Tarna. Occasionally a young male will wander into the Shapeir lands.
Liontaurs are fierce fighters and very proud, so it is best not to
annoy them.
The Land of Enchantment
When Shapeir is called the 'land of enchantment', it is not simply
a motto. There are many magical beings residing here.
Djinn
Djinn and their relatives, the Djinn, Shaitan, Ifreet and Marid,
are magical creatures of high intelligence found primarily around the
lands of the Shapeir. They are all shape-changers, but most frequently
take man-like forms. They are occasionally found trapped in items such
as bottles and rings. Releasing a Djinni from such an item can be very
dangerous.
Djann take the shape of animals, live in the mountainous
areas, and are seldom seen.
Djinn are commonly associated with air. Tales are told
of wishes being granted to whomever releases a Djinn from
an item. Tales are also told of the Djinn destroying the
one who released him.
Shaitan prefer to live around streams and running water.
As this is an extremely arid region, Shaitan are
extremely rare.
Ifreet are fiery creatures that prefer the remote dunes
of the desert.
Marid are the most powerful of all the Djinn.
Page 18 follows:
----------------
Enchanted Creatures
Much of the magic in Shapeir has to do with shape-changing. It is
not uncommon for humans to be turned into animals, animals into humans,
and snakes into Trademark Lawyers. It is wise to be wary around Wizards
and Djinn to avoid this occupational hazard.
Endemic Monsters of the Desert Regions
Creatures endemic to the desert regions have one outstanding
characteristic - they are tough to kill. The evolutionary reasons
for this are rather obvious. A monster, as always, is defined as
"that which attacks before asking questions".
Jackalman
Jackalmen are jackal-like humanoids that revel in packs. They are
cunning and prefer to attack things previously wounded.
Brigand
Desert brigands roam the desert in search of unwary travelers
to waylay. They are tough fighters and experts at desert survival.
Tribes of brigands occasionally band together to attack caravans.
Griffin
The griffin is a highly intelligent creature which seldom attacks
humans. However, this cross between an eagle and a lion is a
ferocious fighter, and is extremely tough. it is difficult to kill,
and will retreat from battle if seriously injured. Once its anger
has been aroused, however, it will not forget an enemy. Griffins
can be found nesting on the rocky ledges of the mountains surrounding
the desert regions.
Terrorsaurus
This is an extremely quick-footed creature well adapted for racing
down and disemboweling prey with the deadly claws upon its hind feet.
Like most species of sauruses, this one is not noted for its brains.
Moose
The rare southern desert Moose, a benevolent and fraternal creature,
is frequently found congregating in groups around a drinking hole.
It is extremely dangerous to approach at such a time, since you will
probably be forced to wear a silly hat and be dunked into the pool.
It is also advised to avoid the stampede when the Moose discover that
the only thing to drink is water.
Page 20 follows:
----------------
Scorpion
The giant black desert Scorpion is one of the deadliest creatures
upon the sands. Its claws are capable of inflicting deep wounds.
The tail has a stinger which contains a deadly poison. One sting
brings death to the one stung. Anti-venom pills are available, but
are of no avail against multiple stings. Unless a fighter has an
extremely good defense against the tail, he or she should avoid this
monster. Retreat from combat usually means a stab in the back.
Magical Creatures
Elementals
Elementals are created by magical spells placed upon the primal
elements of Earth, Air, Water, Pizza and Fire (Some theoreticians
suggest that there are only four real elements, but most modern
scholars agree that fireis undoubtedly a basic element). The Elementals
have the characteristics of their associated element.
Masikh
This distant relative of the Djinn is frightening and dangerous
to encounter. It is invisible, distinguished only by the movement in
the sands and the fearful reactions of animals in their vicinity.
Ghouls
Supernatural creatures of the undead which prey upon the living.
The very touch of one's claws has a chilling effect upon the victim
similar to frostbite. The more wounds the ghoul makes, the more the
victim's movements are slowed, until he finally collapses. It is best
to avoid damage from Ghouls entirely.
SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW