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-
- PRESENTS
- SECRET OF THE SILVER BLADES
- ADVENTURER'S JOURNALS - RULES - MONSTERS - SPELLS - WEAPONS - GLOSSARY - TABLES
-
- Amigatized by Orage Rouge
- Thanks to Lazarus Long, Black Plague, and Milton Bostoc for
- the original, and their efforts getting this to you:
-
- "...The Adventurer's Journal is 60 pages long and is written in a wierd type of
- Font. We couldn't get the handscanner to scan it into text form. So instead
- we had to go about the long process of typing out the docs by hand. You may
- find a spelling mistake or two but the information in the Journal Entries are
- crucial in playing the game fully."
-
- Note: There are NO maps available with this release! This work origninated
- on an MS-DOS machine and the maps provided were done with an runtime
- character-based graphics routine - USELESS on the Amiga! Scanned IFF
- maps should be available soon, how 'bout it MICTANECHTULI? :-)
-
- Page 1 of The Adventurer's Journal
-
- How the Heroes Arrive...
-
- The Miners haul the chest of gems to the edge of the well. The iron-banded
- boxes teeter a moment on the brink then tumble over and break the glassy
- surface with a splash. The mayor steps forward, clad in worn armor, and
- raises his hands skyward, beseeching "Great Well of Knowledge, I call upon
- you to bring us champions to defeat the evil that infests our mine."
-
- The Sky grows dark and the ground rumbles. The air is electric with eldrich
- power. With a crackle of light appear several figures, laying dazed and
- naked upon the ground. One of the miners moves cautiously to the nearest,
- and shakes him, eliciting only an incoherent groan. He looks up at the mayor
- and asks, "You sure these folks are worth the entire treasury? They don't
- seem too impressive to me. Maybe you should have asked for armor and swords
- and stuff too?"
-
- The mayor frowns in concentration. "The ways of the well are mysterious ...
- it has always been reliable, but not predictable. Our wish has summoned these
- heroes bereft of equipment or sence. We must take them back to town and give
- them whatever help we can. Only then can we hope for their aid."
-
- Page 2 of the Adventurer's Journal
-
- The Dazed bodies are loaded into cards and they begin weaving their way
- through a maze of collapsed buildings. Suddenly streaks of fire light
- the overcast sky and shoot toward the well. Straggling miners rush up to
- the carts yelling incoherently. "Flames from the sky ... creatures attacked
- and encircled the well ... teleporters shut down ... Fritz is dead!"
-
- The carts bounce on more quickly util they pass through a gateway and pull
- up at a large house. The miners lift the still limp adventurers and take
- them inside. The mayor steps forward and states, "Now we wait. They
- must recover from the shock. We must trust that the well has provided
- what we need."
-
- Page 3 of the Adventurer's Journal
-
- To Play secret of the Silver blades you must have a party of adventurer
- characters. To build a party you must make characters of varying race
- and class. The characters have different attributes that will be indicated
- by their ability scores. The following sections will explain what you need
- to know to create successful adventuring parties.
-
- The Player Races --
-
- There are six races from which you may construct your player characters (PCs).
- Each race has different talents and limitations. Charts and tables in the
- appendix at the back of the Journal summarize the abilites and class
- limitations for the different races. Non-human characters can also combine
- character classes and may also have additional special abilities.
-
- DWARVES are a cunning race of sturdy workers and craftsmen. They are
- expecially resistant to magic and poison. During combad, Dwarves receive
- bonuses when attacking man-sized giant class creatures and are adept at
- dodging the attacks of larger giant-class creatures. Dwarves can be
- fighters, thieves, and fighter-thieves.
-
- ELVES are a tall, long-lived race. They are nearly immune to sleep and
- charm spells and are adept at finding hidden objects. During combat, Elves
- receive bonuses when attacking with swords and bows. They cannot be raised
- from the dead. Elves can be fighters, magic-users, thieves, fighter/magic -
- users, fighter/thieves, magic-user/thieves, and fighter/magic-user/thieves.
-
- HALF-ELVES are hybrids with many of the virtues of both human and elves.
- They are resistant to sleep and charm spells and are adept at finding
- hidden objects. Half Elves can be fighters, magic-users, clerics, thieves,
- rangers, cleric/fighters, cleric/rangers, cleric/magic-users, fighter/magic-
- users, fighter/thieves, magic-user/thieves, cleric/fighter/magic-users,
- or fighter/magic-user/thives.
-
- GNOMES are shorter and slimmer than their dwarf cousins. They are especially
- resistant to magic. During combat, Gnomes receive bonuses when attacking
- man-sized giant-class creatures and are adept at dodging the attacks of
- larger giant-class creatures. Gnomes can be fighters, thievs, and fighter/
- thieves.
-
- HALFLINGS are about half the size of a human, hence their name. They are
- especially resistant to magic and poison. They can be fighters, thieves,
- and fighter/thieves.
-
- HUMANS are the most common player-race in the Forgotten Realms. They suffer
- no level racial limitations or ability modifiers. Humans do have the
- disability of shorter lifespans than the other races. This may be a
- problem, especially if human characters have come from Curse of the Azure
- Bonds or they have been subjected to many Haste Spells. They can be
- fighters, magic-users, clerics, thieves, rangers, palidins, and
- Dual-Class Characters.
-
-
- Ability Scores --
-
- Every character has six randomly generated ability scores. These scores fall
- within the range determined by the race and class of the character (see the
- range of ability scores by race table on page 47) for humans, that range
- is from 3(low) to 18(high).
-
- Page 4 of the Adventurer's Journal
-
- Depending on the character class, one ormore of these abilities will be
- a prime requisite. A prime requisite is an ability especially valuable to
- a given class (strength for a figher, wistem for a cleric, Intelligence for
- a Magic-User, Dexterity for a Thief, etc.). Characters receive bonus
- experience points when their prime requisite scores are at or above a
- certain number ( 16 in most instances ).
-
- Non-human characters may receive modifiers to the basic ability scores to
- reflect differences between the races. Dwarves, for instance, get a +1
- constitution bonus and may have a maximum constitution of 19 instead of 18.
- When a character is generated with the CREATE NEW CHARACTER command, all
- racial modifiers are calculated automatically.
-
- ( Writer's Note -- Skipped the rest of page 4, wasn't important )
-
- Page 5 of the Adventurer's Journal
-
- Experience Points (XP) ---
- Are a measure of what the character has learned on his adventurers.
- Characters receive XP for actions such as fighting monsters, finding treasures
- and successfully completing quests. See the Advancement Tables for each
- class XP requirments.
-
- Level ---
- Is a measure of a character's ability in his class. As characters gain XP,
- they may go up in levels. Most new characters will begin the game at 8th
- level except for magic-users which start at 9th level, and thieves which start
- at 10th level. Characters with racial level limits may start the game at
- their maximum level if it less than the normal starting level. When
- charactters have enough XP they can go to the hall and receive the
- training required to increase in level. Characters may only advance one
- level at a time. If a character has gained enough XP to go up two or more
- levels since the last time he has trained, he will go up one level and lose
- all XP in excess of one point below the next level. Once Characters have
- reached their maximum levels for this game, they should not train.
-
- Hit Points (HP) ---
- Represent the amount of damage a character can take before he goes unconscious
- or dies. Characters gain HP every time they increase in level. Bonuses
- for high constitutions are calculated automatically. When a character takes
- enough damage that his HP reach 0, he is unconscious. If the character's
- HP drop to anything from -1 to -9, he will lose 1 HP per turn from
- bleeding until he is bandaged or dies. A character is dead if HP drops
- to -10 HP or less. When you view a character, his HP on the screen will be
- displayed as less than 0.
-
- Page 6 of the Adventurer's Journal.
-
- Character Classes ---
- A character must belong to at least one character class. Non-human
- characters can have more than once class at the same time. Non-human
- characters with multiple classes have more playing options, but increase
- in level slower because XP is divided evenly among all classes.
-
- CLERICS have spells bestowed on them by their deity and can fight
- wearing armor and using crushing (no edged or pointed) weapons. Clerics
- must memorize their spells just as magic-users, but they do not use
- grimoires (Spell Books). When clerics gain a new spell level, they will
- automatically be able to use any of the available spells for the new level.
- The prime requisite for clerics is Wisdom.
-
- FIGHTERS can fight with an armor or weapons, but they cannot cast magic-user
- spells. Fighters can have exceptional strength and gain additional HP
- bonuses if they have a Constitution of 17+. The prime requisite for fighters
- is Strength.
-
- RANGERS can fight with any armor or weapons. Rangers can have exceptional
- strength and gain additional HP bonuses if they have a constitution of
- 17+. They do additional damage in combat when fighting giant-class
- creatures. At 8th level rangers may begin to cast druid spells, at
- 9th level they gain magic-user spells. Rangers must be of good alignment
- and have ability scores of at least 13 in strength and intelligecne and at
- least 14 in wisdom and constitution. The prime requisites for rangers are
- Strength, Intelligence, and Wisdom.
-
- PALIDINS can fight with any armor or weapons and cast a few clerical
- spells once they reach 9th level. Palidins can have exceptional strength
- and gain additional HP bonuses if they have a constitution of 17+.
- They are more resistant to spells and poison, can turn undead creatures
- as if they were a cleric two levels below their current level and are
- always surronded by the equivalent of a protection from Evil spell.
- A palidin may heal two HP of damage per his level once a day. A Palidin
- may Cure Disease once a week at 1st-5th levels, twice a week at 6th-10th and
-
- Page 7 of the Adventurer's Journal
-
- three times a week at 11th-15th level. At 9th level palidins gain the ability
- to cast clerical spells. A palidin will not adventuer with any evil
- characters. Palidins must be of lawfull good alignment and have ability
- scores of at least 9 in intelligince and wisdom, at least 12 in strength,
- and at least 17 in charisma. The prime requisites for palidins are
- Strength and Wisdom.
-
- MAGIC-USERS have powerful spells, but can use no armor and few weapons.
- They can only memorize those spells available in their magical grimoires
- (personal magic spell books) or use scrolls. Magic-users may add new spells
- to their grimoires whenever they go up in level or find scrolls with
- spells of levels that they scribe. The prime requisite for magic-users
- is Intelligence.
-
- THIEVES can fight with swords and slings and wear leather armor. In combat
- they do additionaly damage 'back stabbing' which is described in the
- combat section. Thieves also have special skills for opening locks and
- removing traps. High level thieves also have a chance of casting magic-user
- spells from scrolls. The prime requisite for thieves is Dexterity.
-
- MULTI-CLASS are non-human characters who belong to two or more classes
- at the same time. The character's experience points are divided among each
- of the classes, even after the character can no longer advance in one or
- more of those classes. The character's HP per level are average among the
- classes. The multi-class character gains all the benefits of all classes
- reagard to weapons and equipment.
-
- DUAL-CLASS are human characters who had one class for the first part
- of their life, and then changed into a new class for the remainder. Once
- a character changes classes, he cannot advance in his old class. Dual-class
- characters do not gain HP and cannot use the abilites of the old class while
- their new class level is less than or equal to the old class level. Once
- the character's level in his new class is gerater than the level in his
- old class, he gains HP according to his new class and may use abilites from
- both classes. Human dual-class magic-users may not cast magic-user spells
- while they are wearing armor.
-
- ALIGNMENT - is the philosophy a character lives by. Alignment can affect how
- NPCs and some magic items in the game react to a character.
-
- -- I skipped Page 8, didn't have anything usefull.. Went right to page 9 --
-
- Page 9 of the Adventurer's Journal.
-
- PREPARATION TIPS -- ONce the party has been outfitted, encamp at the mayor's
- house and ready your weapons, armor and shields. Then ahve all spellcasters
- memorize spells. Finally, save the game before continuing.
-
- COMBAT --
- Combat occurs often during your adventuers. Combat takes place on a tactical
- map. This map is a detailed 3-D view of the map terrain that they party was
- in when combat began. This map is overlaid with an invisible square grid.
-
- As you move characters, you will notice that everything moves on the grid
- from square to square. Moving diagonally often costs more movement points
- than moving horizontally or vertically.
-
- INITIATIVE -- Each round of combat is divided into 10 segments. Which
- segment a character or monster acts in depends on his initiative number. This
- is a randomly generated number for each character and moster. This random
- number is generated at the beginning of each combat round and is modified
- by dexterity bonuses or penalties and random factoers ( such as surprise) to
- arrive at the initiative number.
-
- COMPUTER CONTROL -- The computer controls the actions of monsters and NPCs.
- The computer also controls any PCs set to computer control with the QUICK
- command. You may take control of PC characters during any combat round.
-
- AC - A character or monster's difficulty to be hit is represented by his
- Armor Class or AC. THe lower the AC the harder it is to hit the target.
- AC is based on the armor a character is wearing and any dexterity bonus.
- Some Magic items, such as enchanted armor, will help a character's AC.
-
- THAC0 -- The character's THAC0 represents his ability to hit enemies in
- melee or with missle fire. THAC0 stand for TO HIT ARMOR CLASS 0. This
- is the number a character must 'role' equal to or greater than to do
- damage on at targent with an AC of 0. The lower the THAC0 the better the
- chance to hit the target.
-
- Page 10 -
-
- NOTE: The regeneration of a random number is often referred to as a
- "roll". In determining if an attack is successful, the roll is a random
- number from 1 to 20.
-
- An attack is successful if the random number is greater than or equal to the
- attackers THAC0 minus the target's AC. THAC0 may be modified by range,
- attacking from the rear, magic weapons, and magic spells among other things.
-
- Example:
-
- A fighter with a THAC0 of 15 attacking a monster with an AC of 3 would need
- to roll:
-
- (THAC0 15) - (AC 3) = 12+
-
- But to hit a monster with an AC of -2 he would need to roll:
-
- (THAC0 15) - (AC -2) = 17+
-
-
- DAMAGE
-
- When a hit is scored, the attacker does damage. Damage is the range of HP loss
- the attacker inflicts when he hits an opponent in combat. Damage depends on
- the attackers strength and weapon type. The Damage each weapon can do is
- summarized in the Weapon List on page 54.
-
- Some monsters take only partial or no damage from certain weapon types. Giant
- Slugs, for example, take no damage from blunt weapons (Maces etc..), while
- some of the other monsters only take damage from magical weapons.
-
- SAVING THROWS
-
- Whenever characters or monsters are poisoned, or attacked by most magic
- spells, such as FireBall or Lighting, the computer checks to see if they made
- their saving throw. A successful save means that the target had some innate
- immunity to the poison, or was not hit full-force by the spell. Generally, a
- successful save will mean that the target was unaffected or damaged that would
- have otherwise be taken is halved.
-
- BACK STABBING
-
- A thief will stab if he attacks a target from exactly opposite the first
- character to attack the target. The thief may not back stab if he has readied
- armor heavier than leather (Exception: Elfin Chain Mail). A back stab has a
- better chance of hitting and does additional damage.
-
- MISSLE ATTACKS
-
- A character may not attack an adjacet target with a missle weapon (Bow, Sling
- etc...). A character may attack an adjacent target with a thrown weapon (Axe,
- Club etc...). Bows can attack twice per turn. Thrown darts can attack three
- times per turn.
-
- MULTIPLE ATTACKS
-
- Fighters, Paladins, and Rangers attack more than once per combat round when
- they get to higher levels. The first bonus is three attacks every two rounds.
- Later, they attack twice each round. See the chart on page 49.
-
- All of a charcters attacks are aimed against the first target. If the first
- target goes down with the first attack, aim any remaining attack at another
- target.
-
- Page 11 -
-
- MOVEMENT -
-
- The number of squares a character can move is affected by the weight he's
- carrying, his strength, and the kind of armor he has readied. A character's
- movement range is displayed on the view screen and when moving during combat.
-
- RUNNING AWAY
-
- A character may flee from the battlefield if he can move faster than all
- enemies. A character may not move off the battlefield if he moves slower than
- any enemies. A character has a 50% chance to move off the battlefield if he can
- move as fast as the fastest enemy.
-
- Exception - If a monster or character can reach the edge of the combat map
- without any of his opponents being able to see him, he may then flee
- successfully even though he may be slower than his opponents.
-
- A Character that moves off the battlefield returns to the party after the
- fight is over. If the whole party flees it will not receive any XP for
- monsters killed before retreating.
-
- AFTER COMBAT
-
- If one or more characters survive on the battlefield at the end of combat, the
- bodies of the unconscious or dead party members stay with the party. If the
- entire party flees from combat, all unconscious or dead members are
- permanently lost. If all the party members are slain, go back to your last
- saved game and try again from that point.
-
- COMBAT STRATEGIES
-
- Throughout "Secret of the Silver Blades", your party engages a colorful
- collection of foes. At times, the party may elect to avoid a confrontation,
- choosing conversation or flight instead. More often, however, they must stand
- and fight.
-
- To succeed in combat, a skilled player deploys his party well, casts effective
- spells before and during combat, maneuvers his characters into advantageous
- position, and attacks using his most powerful characters and weapons.
-
- DEPLOYING THE PARTY
-
- When a battle begins, your party is automatically positioned based on the
- existing order of the characters. Characters near the top of the order will be
- in front lines and volunerable to attack. To change the starting deployment,
- change the order from the Alter Menu while encamped. Shift the heavily-armored
- fighters up the list and the vulnerable magic-users and thieves towards the
- bottom of the list. Party order my not be changed while in combat.
-
- When battle begins, your party may be placed in a bad position. If you wish to
- be defensive, move your characters to anchor your flanks on an obstacle such
- as a wall. Keep your magic-users behind the front line. Setting up behind a
- doorway that your enemies have to move through makes for a very strong
- defensive position.
-
- Characters who are seriously Injured should be moved out of the front lines if
- possible. Be warned, If you move away from an adjacent enemy, he will get a
- free attack at your back. Back players have an improved chance to hit.
- Page 13 -
-
- A magic-user can also scribe spells from indentified scrolls if he is of high
- enough level to cast them. A magic-user must cast the Read magic spell in
- order to indentify the spells on the scroll. A spell disappears after it has
- been scribed or cast. Only magic-users (And high level theives) can cast
- magic-user spells from scrolls.
-
- CLERICS
-
- Clerical magic requires no spell books. All clerical spells of the apropriate
- level are always available to a cleric or high-level Paladin, the character
- needed only memorize them.
-
- When a cleric finds a clerical scroll, he can use the spells directly from the
- scroll regardless of level. Paladins can never use clerical scrolls, even if
- they may cast the spell.
-
- TIPS ON MAGIC SPELLS
-
- Both Clerics and magic-users may cast spells which assist the party in combat.
- Preparatory spells just before a battle can protect and strenthen characters.
- During battle, your spells will damage your opponents and help your party.
-
- Spells should be memorized as soon as possible after they are used. This is
- most likely to happen after combat. Encamp, have your spell-casters memorize
- spells and select REST to allow them to imprint the spells for later use.
-
- NOTE: After resting, it is a good idea to save your game after every tough
- combat. You should have at least two seperate saved games at all times and
- alternate between them. This will allow you to go back to a saved game before
- a fatal battle.
-
- Page 14 -
-
- MAGICAL TREASURES
-
- As you travel about and encounter the monsters and puzzles that stand between
- you and finishing your various quests. You will also find magical items to
- help you on your way. Here are descriptions of some items that you may find.
- Not all of these items may be found in your adventure. You can find out if
- there is a magic item in a treasure by doing a DETECT Magic spell using the
- DETECT command. To find out specifically what an item is, you must take it to
- an armoury or finfd a shop and have it indentified.
-
- Some magic items are, in reality cursed and can do great harm. When a
- character readies a cursed item, a Remove Curse spell must be cast before the
- item can be dropped. Some magic items, such as wands or scrolls, may only be
- used by certain classes. Others may not work at all if certain other magic
- items are also in use.
-
- WANDS
-
- Wands are the traditional objects of enchantment. Wands generally will cast a
- set number of a given spell (10 FireBalls or 15 Magic Missles for nstance).
- Only experimentation or paying to have them indentified will tell what a wand
- does. The USE command allows a character to cast spells with a readied wand.
-
- POTIONS
-
- Potions are a common magical treasure, Potions may heal wounded characters,
- cause them to become hastened or invisible, or cause any number of other
- effects. The USE command will allow a character to drink a readied potion.
-
- SCROLLS
-
- Either clerical or from magic-users, these items may have spells that
- characters couldn't otherwise cast. A Magic-User may use SCRIBE to permanently
- transfer a scroll into his grimoire if the spell is of a level that he can
- memorize. Magic-Users and clerics can cast spells directly from scrolls with
- the USE command. High level theives may also attempt to cast
-
- Page 15 -
-
- magic-User spells from scolls. Scrolls disapear after they have been used or
- inscribed.
-
- ENCHANTED ARMOR AND SHIELDS
-
- Sometimes you may run across armor or shields that have been created by skilled
- craftsmen and then enchanted with protective spells. The power of magic of
- these items may vary a great deal. Enchanted armor has the great advantage of
- offering improved protection with less encumberance than the same type of
- mundane armor. To use these items merely ready them from the Items Menu.
-
- ENCHANTED WEAPONS
-
- Enchanted weapons come in many sizes, shapes and potencies. Sometimes a weapon
- will add between one and five or so to your THAC0 and damage. Other weapons
- may have other fantastic magical properties including extra bonuses against
- specific types of creatures. Once a magic weapon has been readied from the
- items menu, the character will have it for all combats.
-
- ENCHANTED ADORNMENTS
-
- racers, Necklaces, periapts, and especially rings are favorable objects for
- magical enchantment. These items may have any number of magical properties.
- Some items will help your AC, others may fire Magic Missles, or even be
- cursed. Once one of these items has been readied from the items menu, a
- character will automaticaly gain all effects. The exception to this rule is
- that certain magical necklaces require the USE command to work.
-
- ENCHANTED CLOTHING
-
- Wizards will sometimes cast enchantments on commonplace items of clothing such
- as gauntlets or clocks. A wide variety of these items are known to exist. To
- use these items ready them from the Items Menu.
-
- Gauntlets Of Ogre Strength
-
- When worn, these gauntlets will give a character the tremendous strength and
- combat bonuses of an ogre. To wear the gauntlets, ready them.
-
- CREATURES OF THE FORGOTTON REALMS
-
- The denizens of these regions are many and varied. Here is a list of monsters
- you may encounter in your adventures. Some of these creatures are extremely
- rare, and you may never cross paths with them at all.
-
- Page 16 -
-
- BASILISK
-
- Description: Crocodile-like with a curved and pointed tail and nose.
-
- Reptillian monsters whose very gaze can turn to stone any fleshy creature.
-
- COCKATRICE
-
- Description: Like A Cockatrice and with large wings.
-
- A repulsive creature that appears as part cock, part lizard. They have the
- power to turn flesh to stone.
-
- CROCODILE (Giant)
-
- Description: Hmm I wonder.. Looks like a crocodile.
-
- Large reptillian carnivores-much more dangerous than their smaller cousins.
-
- DISPLACER BEAST
-
- Description: Six leged Puma with two tenacles protruding from their backs.
-
- Creature resembling a six-legged Puma with two ebony tenacles growing from
- behind its schoulders. These beasts have the magical ability to displace their
- image about three feet from their actual body, making them an especially tricky
- oppponent.
-
- DRAGONS
-
- These are some of the most powerful and dangerous of the monsters a party can
- encounter. The older and larger the dragon, the more damage it can do, and the
- harder it is to kill.
-
- -RED DRAGON
-
- Red dragons can exhale great spouts of flame or attack with their claws and
- fangs.
-
- -WHITE DRAGONS
-
- Unique dragons in their preference for cold climates, these evil beasts can
- attack with their freezing cold breath in addition to razor sharp claws and
- fangs. Small in size and not as intelligent as their cousins, these dragons
- are still quite dangerous.
-
- DRIDER
-
- Description : Elf-Like and spider-like
-
- Part Dark-Elf, part spider monster. This horror is the subterranean
- counterpart of the centaur.
-
- ETTIN
-
- These foes look like giant two headed ocres. They have great strength and can
- wield two spiked clubs and inflict terrible damage in combat.
-
- GARGOYLE
-
- Ferocious predators of a magical nature. Gargoyles are typically found amid
- ruins or dwelling in underground caverns.
-
- Page 17 -
-
- GIANTS
-
- Giants vary greatly in power, intelligence and tastes. The following is a list
- of the types of giants you are likely to encounter.
-
- -CLOUD GIANT
-
- These members of the giant races conssider themselves to be above all others
- of the species, except storm giants, whom they view as equals.
-
- -FIRE GIANT
-
- Brutal and ruthless warriors, these giants resemble huge dwarves and have
- flaming red or orange hair and coal black skin.
-
- -FROST GIANT
-
- These giants have a reputation for crudeness and stupidity. While the
- reputation may be deserved, frost giants are crafty and skilled fighters.
-
- -HILL GIANT
-
- One of the smaller of the giant races, they are brutish hulks pocessing low
- intelligence and tremendous strength.
-
- -STORM GIANT
-
- The most noble and intelligent of the giant races. These giants are dangerous
- fighters when angry, and can often use magic.
-
- GOLEM
-
- Golems are magically created automatons of great power. Golems can be
- constructed of flesh, clay, stone, or iron. All are dangerous.
-
- GRIFFON
-
- Half-Lion, half-Eagle avian carnivores. Their favorite prey is horses and
- their distant kin (Hippogriffs, Pegasi, and unicorns).
-
- HELL HOUND
-
- These other-planar creatures resemble wolves, but they can breathe fire and
- detect invisible enemies.
-
- Page 18 -
-
- HIPPOGRIFF
-
- Magnifecent creatures with the forelimbs and head of an eagle and the body and
- hind legs of a horse.
-
- HYDRA
-
- Immense reptillian monsters with multiple heads. All of its head must be
- severed before a hydra can be slain. Hydras come in many sizes, with an
- increasing number of heads as they grow stronger.
-
- LICH
-
- This is perhaps the single most powerful type of undead creature. A lich is
- the remains of a powerful Magic-user who has kept his body animated after
- death through the use of foul magics. Lichs can use magic as they did while
- still living, and have other powers similar to greater undead creatures.
-
- LIZARD MEN
-
- These are savage reptillian humanoids. They generally attack in groups and are
- often accompanied by a larger, tougher Lizard King.
-
- MARGOYLE
-
- Stony monsters which are immune to normal weapons and can attack many times
- with their sharp claws and spikes.
-
- MASTOON
-
- Large cold climate relatitives of the elephants found in warmer regions.
-
- MEDUSA
-
- These are hideous women creatures with coiling masses of snakes for hair. They
- can turn a person to stone with their gaze.
-
- MEGALO-CENTIPEDE
-
- True Giants, often reaching over 5' in length. Their poisonous bite is
- extremely dangerous.
-
- MINOTAUR
-
- These creatures are part-man and part-bull warriors. They are highly
- intelligent and dangerous opponents.
-
- Page 19 -
-
- MOBAT
-
- These are huge omnivorous bats who like nothing beter than warm-blooded
- humanoids for dinner!
-
- NEO-OTYUGH
-
- This is a more powerful form of OTYUGH. These disgusting scavengers have
- several vicious attacks and a heavily armored body.
-
- OGRE
-
- Large, ugly. foul-tempered humanoids, ogres generally attack with a spiked
- club.
-
- OTYUGH
-
- These scavengers have long tenacles that they use to scoop trash into their
- cavernous mouths.
-
- PHASE SPIDER
-
- These are giant, poisonous spiders with the ability to phase in and out of
- dimension. They are "phases in" until they attack and are "Phased out"
- Afterwards.
-
- PURPLE WORM
-
- These enormous carnivores burrow through solid ground in search of small
- Mansized) morsels.
-
- REMORHAZ
-
- These are sometimes referred to as Polar Worms. They inhibit cold regions and
- are agressive predators who have been known to attack even frost giants.
-
- ----------------------------------20----------------------------------
-
- Slug (Giant) These are huge, omnivorous mutations of the common garden pest.
- They attack by biting and can spit a highly corrosive acid.
-
- Snake (Giant) These large reptiles slay their prey with deadly venom.
- Neutralize Poison counters snake bite.
-
- Spinx An extremely rare creature that is part-lion, and has the upper torso
- of a woman. Rather than fight, sphinxes will often converse with
- adventurers.
-
- Spider (giant) These giant cousins of the small predator attack with a
- poisonous bite.
-
- Umber Hulk These powerful subterranean creatures can use their claws to
- burrow through solid stone in search of prey.
-
- Warg Large, vicious wolves.
-
- Wyvern These creatures are distant relatives of dragon's. They attack by
- biting and using the poisonous sting in their tail.
-
- ----------------------------------21----------------------------------
-
- SPELLS
-
- First Level Cleric Spells
-
- BLESS improves the THAC0 of Friendly characters by 1. The bless spell does
- not affect characters who are adjacent to monsters when the spell is cast.
- This is a good spell to cast before going into combat.
-
- CURSE impairs the THAC0 of targets by 1. The target cannot be adjacent to a
- party character or NPC.
-
- CURE LIGHT WOUNDS heals 1-8 hitpoints of damage on a target.
-
- DETECT MAGIC indicates which equipment or treasure is magical. View a
- character's items or Take treasure items. Equipment or treasure preceded an
- '*' or a '+' is magical.
-
- PROTECTION FROM EVIL improves the AC and saving throws of the target by 2
- against evil alignment attackers.
-
- PROTECTION FROM GOOD improves the AC and saving throws of the target by 2
- against good alignment attackers.
-
- RESIST COLD halves the damage and improves saving throws vs. cold attacks by
- 3.
-
- SECOND LEVEL CLERIC SPELLS
-
- FIND TRAPS indicates the presence of traps in the character's path.
-
- HOLD PERSON may paralyze targets of character type (human, etc.). You may
- aim a hold person spell at up to 3 targets.
-
- RESIST FIRE halves the damage and improves saving throws vs. fire attacks by
- 3.
-
- SILENCE 15' RADIUS must be cast on a character or monster. That character or
- monster, and all adjacent to him, cannot cast spells for the duration of the
- spell.
-
- SLOW POISON revives a poisoned person for the duration of the spell.
-
- SPIRITUAL HAMMER creates a temporary magic hammer that is automatically
- Readied. It can strike at a range and does normal hammer damage. Spiritual
- Hammers can hit monsters than may only be struck by magic weapons.
-
- THIRD LEVEL CLERIC SPELLS
-
- BESTOW CURSE reduces the target's THAC0 and saving throws by 4.
-
- CAUSE BLINDNESS will blind one target. This can only be cured with a Cure
- Blindness Spell
-
- CURE BLINDNESS removes the effect of the Cause Blindness spell.
-
- CAUSE DISEASE will infect the target with a debilitating ailment that saps
- strength and hitpoints.
-
- CURE DISEASE removes the effects of disease caused by some monsters or caused
- by a Cause Disease spell.
-
- DISPEL MAGIC removes the effects of spells that do not have specific counter
- spells. This is a recuperation spell for any of the party that has been
- held, slowed or made nauseous.
-
- ----------------------------------22----------------------------------
-
- PRAYER improves the THAC0 and saving throws of friendly characters by 1 and
- reduces the THAC0 and saving throw of monsters by 1. THis is a good spell to
- cast before going into combat.
-
- REMOVE CURSE removes the effects of a Bestow Curse spell and allows the
- target to unready cursed magic items.
-
- FOURTH LEVEL CLERIC SPELLS
-
- CAUSE SERIOUS WOUNDS inflicts 3-17 hitpoints of damage on a target.
-
- CURE SERIOUS WOUNDS heals 3-1 hitpoints (up to the target's normal maximum
- hitpoints).
-
- NEUTRALIZE POISON revives a poisoned person.
-
- POISON causes the target to save versus poison or die.
-
- PROTECTION FROM EVIL 10' RADIUS must be cast on a character or a monster. It
- improves the AC and saving throws of the target and all adjacent friendly
- characters by 2 against evil attackers.
-
- STICKS TO SNAKES causes snakes to torment the target. The snakes will make
- movement and spell casting impossible for the duration of the spell.
-
- FIFTH LEVEL CLERIC SPELLS
-
- CAUSE CRITICAL WOUNDS inflicts 6-27 hitpoints of damage on a target.
-
- CURE CRITICAL WOUNDS heals 6-27 hitpoints of damage on a target.
-
- DISPEL EVIL improves the target's AC by 7 versus summoned evil creatures for
- the duration of the spell, or until the target hits a summoned creature.
-
- SLAY LIVING is a reversal of the Raise Dead SPell, and will kill one target.
- If the target makes his saving throw, then he will suffer 3-17 hitpoints of
- damage.
-
- SIXTH LEVEL CLERIC SPELLS HARM will inflict terrible damage on any living
- creature leaving only 1-4 hitpoints
-
- HEAL cures all diseases, blindness, feeblemindedness, and all except 1-4 of a
- character's full hitpoints.
-
- FIRST LEVEL DRUID SPELLS
-
- DETECT MAGIC indicates which equipment or treasure is magical. View a
- character's items or take treasure items. Equipment or treasure preceded by
- an '*' or a '+' is magical.
-
- ENTANGLE will cause plants in the area of effect to grow and entwine around
- the feet of any creature in the ares. Be careful not to catch allies in the
- spell area.
-
- FAERIE FIRE will ring a targeted creature in magical light. This spell will
- outline otherwise invisible creatures, and give a +2 THAC0 bonus to any one
- attacking an affected creature.
-
- ----------------------------------23----------------------------------
-
- INVISIBILITY TO ANIMALS will make the target invisible to non=magical, low or
- non-intelligent, animals. THis spell does not offer protection against
- intelligent opponents or magical creatures.
-
-
- SECOND LEVEL DRUID SPELLS
-
- BARKSKIN causes the target's skin to become tougher and harder to damage.
- The effect of this spell is a -1 bonus to the AC. This is a good spell to
- cast before combat.
-
- CHARM PERSON OR MAMMAL changes the target's allegiance in a combat. It
- affects character types (human, etc.) and other mammals.
-
- CURE LIGHT WOUNDS heals 1-8 hitpoints (up to target's normal maximum
- hitpoints).
-
-
- FIRST LEVEL MAGE SPELLS
-
- BURNING HANDS causes 1 hitpoint of fire damage per level of the caster.
- There is no saving throw.
-
- CHARM PERSON changes the target's allegiance in combat. It only affects
- character types (human, etc.).
-
- DETECT MAGIC indicates which equipment or treasure is magical. View a
- character's items or Take treasure items. Equipment or treasure preceded by
- an '*' or a '+' is magical.
-
- ENLARGE makes the target larger and stronger. The higher the caster's level,
- the larger and stronger the target gets. If the caster is 6th level the
- target becomes as strong as an Ogre. If the caster is 10's level the target
- becomes as strong as a Fire Giant. A target can only be under the effect of
- 1 enlarge spell at a time. Unwilling targets get a saving throw against this
- effect. The spell will stay in effect for more than 1 combat, and should be
- cast before combat.
-
- FRIENDS raises the caster's charisma 2-8 points. It is often cast just
- before an encounter
-
- MAGIC MISSILE does 2-5 hitpoints per missile with no saving throw. A mage
- throws 1 missile for every 2 levels (1 at levels 1-2, 3 at levels 3-4, etc.)
- This spell will damage any target within it's range unless the target is
- magic resistant or has certain magical protection. Casts instantaneously.
-
- PROTECTION FROM EVIL improves the AC and saving throws of the target by 2
- against evil attackers.
-
- READ MAGIC allows a mage to ready a scroll and read it. For scrolls, this
- works as if they have been identified. A mage may scribe the spells form a
- scroll (if appropriate for his class and level) after it has been read.
-
- SHIELD negates enemy Magic Missile spells, improves the mage's saving throw,
- and may increase his AC.
-
- SHOCKING GRASP does electrical damage of 1-8 hitpoints, +1 hitpoint per level
- of the caster.
-
- SLEEP puts 1-16 target's to sleep with no saving throw. Up to sixteen 1
- hit-die targets are affected. One 4 hit-die target is affect. Targets of 5
- or more hit-dice are unaffected.
-
-
- SECOND LEVEL MAGE SPELLS
-
- DETECT INVISIBILITY allows the target to spot invisible targets.
-
- INVISIBILITY makes the target invisible. The THAC0 of melee attacks against
- invisible targets is reduced by 4. It is impossible to aim ranged attacks at
-
- ----------------------------------24----------------------------------
-
- invisible targets. Invisibility is dispelled then the target attacks or
- casts a spell.
-
-
- KNOCK is used to open locks. It can be cast from the door-opening menu if
- the active character has a memorized knock spell.
-
- MIRROR IMAGE creates 1-4 illusionary duplicates of the mage. A duplicate
- disappears when it is attacked.
-
- RAY OF ENFEEBLEMENT reduces the target's strength by 25% +2% per level of the
- caster.
-
- STINKING CLOUD paralyzes those in it's area for 2-5 rounds. If the target
- saves, it is not paralyzed, but is nauseous and has its AC reduced for 2
- rounds. This spell has a very short range and care should be taken to avoid
- including party members in the cloud.
-
- STRENGTH raises the target's strength by 1-8 points, depending upon the class
- of the target.
-
-
- THIRD LEVEL MAGE SPELLS
-
- BLINK protects the mage. The mage 'blinks out' after he acts each round.
- The mage may be physically attacked before he acts each round, be he may not
- be physically after he acts.
-
- DISPEL MAGIC removes the effects of spells that do not have specific counter
- spells (such as Cause Blindness or Disease).
-
- FIREBALL does 1-6 hitpoints per level of the caster to all targets within its
- area. If the target makes its saving throw, the damage is halved. Fireball
- is a slow-casting spell and the spell's power demands that you target
- carefully. Otherwise you may inadvertently destroy party characters. The
- only safe area on the screen at the time you target the spells are the
- squares in each corner of the screen and the squares directly above and below
- these corner squares. Be sure to use the center command to determine who
- will be in the area of effect.
-
- Warning: each time a haste spell is cast on a character, that character ages
- one year.
-
- HOLD PERSON may paralyze targets of character types (human, etc.) You may aim
- a hold person spell at up to 4 targets (exit to target fewer).
-
- INVISIBILITY, 10' RADIUS makes al targets adjacent to the caster invisible.
- The THAC0 of melee attacks against invisible targets is reduced by 4. It is
- impossible to aim ranged attacks at invisible targets. Use this spell to set
- up a battle line while our enemies seek you out. Characters lose
- invisibility if they do anything but move. Some monsters can see invisible
- creatures.
-
- LIGHTNING BOLT does 1-6 hitpoints per level of the caster to targets along
- its path. If the target makes its saving throw, the damage is halved. A
- lightning bolt is 4 or 8 squares long in a line away from the caster. For
- best results, move the spell caster to send the bolt down a row of opponents.
-
- ----------------------------------25----------------------------------
-
- It will attack all opponents along the line within its range. Target the
- first creature in the row (closest to the caster). Lightning bolts will
- reflect off walls back toward the spell caster. This permits targets
- adjacent or close to a wall to be hit twice by the same bolt. Be careful the
- caster isn't hit by the reflected bolt.
-
- PROTECTION FROM EVIL, 10' RADIUS protects the target and all characters
- adjacent to the target. The spell improves the AC and saving throws of those
- it protects by 2 against evil attackers.
-
- PROTECTION FROM GOOD, 10' RADIUS protects the target and all characters
- adjacent to the target. The spell improves the AC and saving throws of those
- it protects by 2 against good attackers.
-
- PROTECTION FROM NORMAL MISSILES makes the target immune to non magical
- missiles.
-
- SLOW affects 1 target per level of caster. The spell halves the target's
- movement and number of melee attacks per round. Slow can be used to negate a
- haste spell. This spell is useful against any high-damage creature. Only
- affects the side opposing the spell caster.
-
-
- FOURTH LEVEL MAGE SPELLS
-
- CHARM MONSTER changes the target's allegiance in combat. It will work on any
- living creature. The spell affects 2-8 1st-level targets, 1-4 2nd-level
- targets, 1-2 3rd-level targets or 1 target of 4th-level or above.
-
- CONFUSION affects 2-16 targets. Each target must make a saving throw each
- round or stand confused, become enraged, flee in terror or go berserk.
- Confusion is most effective when used against a large number of enemies.
-
- DIMENSION DOOR allows the mage to teleport himself to another point on the
- battlefield within his line of sight and the range of the spell. Mages can
- use it for quick escapes. Fighter/mages use the "Door" to reach the
- opposition's rear area.
-
- FEAR causes all within its area to flee.
-
- FIRE SHIELD protects the mage so that any creature who hits the mage in melee
- does normal damage, but takes twice that damage in return. The shield may be
- attuned to heat attacks or cold attacks. The mage takes half damage (no
- damage if he makes his saving throw) and has his saving throw against the
- opposite form of attack improved by 2. He takes double damage from the form
- of attach the shield is attuned to.
-
- FUMBLE causes the target to be unable to move or attack. If the target makes
- his saving throw, he is affected by a slow spell.
-
- ICE STORM does 3-30 hitpoints to all targets within its area. There is no
- saving throw. This spell will inflict damage on opponents protected by Minor
- Globes of Invulnerability.
-
- MINOR GLOBE of Invulnerability protects the caster from incoming first,
- second, or third-level spells. The Globe is very effective when used in
- combination with Fire Shield.
-
- ----------------------------------26----------------------------------
-
- REMOVE CURSE removes the effects of a Bestow Curse spell and allows the
- target to unready cursed magic items.
-
-
- FIFTH LEVEL MAGE SPELLS
-
- CLOUD KILL is similar to the Stinking Cloud spell, except that its area of
- effect is larger and it will kill weaker monsters. Stronger monsters may be
- immune to the spell.
-
- CONE OF COLD fires a withering cone shaped blast of cold. The spell's range
- and damage increases with the caster's level.
-
- FEEBLEMIND cause target's who fail their saving throw to drop dramatically in
- intelligence and wisdom and become unable to cast spells. A Heal spell must
- be cast on the victim to recover from the effect.
-
- HOLD MONSTER is similar to the Hold Person, except that it will affect a
- wider variety of creatures.
-
-
- SIXTH LEVEL MAGE SPELLS
-
- DEATH SPELL will kill opponents instantly and irrevocably. The spell will
- kill a greater number o weak opponents than strong.
-
- DISINTEGRATE will destroy one target. Some creatures, with an innate magic
- resistance, may avoid the effects of the spell, while most must make a saving
- throw to survive.
-
- FLESH TO STONE causes the target to make a saving throw or be turned into
- stone.
-
- GLOBE OF INVULNERABILITY will protect against 1st through 4th-level spells.
-
- STONE TO FLESH will counter the effects of such a magical creatures a
- cockatrice and medusae. When this spell is cast on a character, there is a
- possibility that the character will not survive the shock of being restored
- to flesh. System shock survival is based on a character's constitution
-
-
- SEVENTH LEVEL MAGE SPELLS
-
- DELAYED BLAST FIREBALL is a more powerful version of the third level spell
- and will go through a Minor Globe of Invulnerability. The fireball explosion
- can be delayed for some period of time if the caster wishes. The delay
- options will vary with different computers
-
- MASS INVISIBILITY is identical to the invisibility spell, except that it will
- effect several targets at once. This can be a valuable spell to cast before
- a known encounter.
-
- POWER WORD, STUN will cause on creature to be stunned-reeling and unable to
- think or act effectively. The weaker the target, the longer it will be
- stunned.
-
- ----------------------------------27----------------------------------
-
- - - - - - - - - J O U R N A L E N T R I E S - - - - - - -
-
- (1) MAP TO THE DRAGON'S HOARD
-
- ----------------------------------28----------------------------------
-
- (2) FANATIC SOLDIER'S TALE
- 'We have done it! Our noble ancestors are being freed from the ice and they
- fight by our side as brothers! Oh, to see the Legion again! I never thought
- it possible. No one can stop us now.'
-
- His voice softens to a hoarse growl. 'They say that the personal bodyguard
- of Eldamar has been found and fights for us.' he whispers. 'I can now die in
- honor, knowing that our enemies will soon be destroyed.'
-
- The fighter smiles and dies.
-
- (3) SIR DERIC'S STORY
- 'The Black Circle laid an ambush for our party. Nearly everyone was captured
- or killed. I was unconscious and left for dead. Since that time I have
- sought to free my companions. At least two lie ahead and I shall seek them
- out. In this stolen Black Circle garb I may succeed. With your help I
- certainly will. As honorable men, will you join me on my quest?'
-
- (4) BLACK CIRCLE MAGE AT TOP OF MINE
- 'We have just driven the foul beasts from the mine entrance. We will not
- inform the town until the mine is fully cleared. We do not wish to raise
- false hopes.'
-
- (5) MAYOR TALKING OF THE BLACK CIRCLE
- 'We've had a number of dealings with the magic brotherhood known as the Black
- Circle. They have aided us in the past in return for gems. It was based on
- their divination that we extended our lower tunnels - and uncovered the
- monsters. Marcus is the only member that lives in town, but he keeps to
- himself. The Black Circle say that they are studying ways to stop the
- monsters and will act only when sure of success.
-
- (6) 'One of the miners saw red robed figures outside the east wall.'
-
- (7) OLD MAN'S TALE OF THE SCROLL
- 'My uncle adventured along the shores of the Moonsea. He was a warrior who
- ventured on many a great quest. He feared nothing - nothing that is except
- dragons. Though he never met one, he was terrified by the possibility. This
- scroll was his insurance. When he died - from a knife wound gotten in a
- bawdy house - he passed it on to me. Seeing as how I'm unlikely to survive a
- dragon with this scroll I thought you might like it.
-
- ----------------------------------29----------------------------------
-
- (8) 'I didn't drink that much. I'm sure that mouse in the corner was
- glowing.'
-
- (9) OLD MAN'S TALE OF THE BLACK CIRCLE
- 'Them Black Circlers are a hostile bunch, but don't judge 'em too hard. They
- was once mages serving the two brothers who ruled the old town. They used
- the Well's teleporters too many times and was cursed by the Well. If ya use
- them too often, yah will join the Circle. It serves the dark nature of the
- Well and they hate all others.'
-
- (10) A DYING MAN'S LAST WORDS
- 'Don't go near that temple in the mines! There is an illusion of goodness
- there, but don't be fooled. It is ruled by some unknown demon. One of its
- minions referred to it as the Flaming One. I never saw it. I was ambushed
- as soon as I encamped near the altar. Now that I have passed on my warning I
- can die in peace.'
-
- (11) EXULTANT BANITE PRIEST
- 'The Beholder Corps has returned and is housed in the dungeons. Now nothing
- can harm the Dreadlord. Anyone who tries the penetrate the dungeons will be
- vaporized within seconds. Hah, hah, han! The world will soon belong to us.'
-
- (12) OLD MAN'S TALE OF THE TEMPLE
- 'Twas long ago that the old town was a thrivin' place. The mine was there
- then too. Folks was ruled by a fellow who worshipped Tyr. He thought the
- miners was deservin' of Tyr's protection. Some of the folks round here say
- that the temple can still be found. Only those of stout heart should try
- though. Things buried so long tend to harbor ghosts that don't like
- disturbin.'
-
- (13) BLIND MAGE'S STORY
- 'I led a band of heroes to clear the mines. We discovered the dungeons and
- were nearly to the top when the Black Circle sprung an ambush. I was a local
- who never trusted the Circle's claims of friendship, so they were glad to
- capture me. Not to content to simply kill me, they prepared an elaborate
- wish. It traps me in this cell, blind and unable to cast spells. It also
- had the side effect of rendering me immortal and immune to damage. Once you
- free me I shall regain my own powers, but also lose these benefits. This is
- a fair exchange.
-
- 'I return to my tower now, but let me give you some reward. First, seek the
- souls trapped in the highest level. They know important information. Second
- take this map to where I have hidden some treasures.'
-
- (14) THE CAPTAIN'S TALE
- 'We were about to enter the Well. The rope was slippery with slimy blood of
- the dragon but nothing could stop us from our goal. The gems glittered on
- the bottom, luring us with untold wealth.
-
- ----------------------------------30----------------------------------
-
- Gramakal was the first to go, of course. The thief was almost bursting with
- excitement as he reached down to take the gems. Poor man, his shriveled hand
- will never pick another pocket.'
-
- (15) MEETING THE FROST GIANT KING
- 'So, not content with melting away our home you carry the war directly to us.
- We have held these crevasses for generations. We will not surrender them to
- the likes of you. Look to your lives! I am prepared to die. Are you?'
-
- (16) BLACK CIRCLE COMMANDER'S PAPER
- We are prepared. The inner sanctum is well concealed, surrounded by the
- hatching pool. We hope that the old Red Dragon will not miss the hatchlings;
- they provide an excellent defense. Soon we must find a way to age them to a
- more useful size.
-
- Use the map to plan an attack on Well. We expect regular progress reports
-
- If you fail, we will act on a suggestion made by a junior member. He
- believes that the dragon may be amenable to a human sacrifice. The clerk
- from Phlan has become expendable and will be the first victim. One way or
- another the dragon and its Banite allies will fall; the Well must be ours.
-
- (17) OLD MAN'S TALE OF THE BROTHER WARS
- 'The old town was said to be a fabulous place for a time. Was ruled by
- brothers, one honorable and forthright, the other a studious insecure mage.
- One day the mage decided he would live forever. The brother thought that was
- blasphemy and tried to stop him. War covered the valley and the town was
- laid waste. The gods cursed the valley and froze it over. These new
- monsters are just more of the valley's curse. We can only wait and suffer
- 'till the gods see fit to lift the curse.'
-
- (18) STORY OF THE SILVER BLADES
- Derf reclines in a chair and begins, 'Three hundred years ago there were two
- brothers: Oswulf, a paladin, and Eldamar, a mage. Both were powerful and
- worshipped Tyr, god of justice. As Eldamar grew old he became obsessed with
- gaining immortality; serving Tyr was no longer enough. He became insane and
- isolated himself in the upper levels of the Castle of the Twins. There he
- researched the arcane magic necessary to become a lich. Oswulf discovered
- this, but was unable to convince his brother to abandon his madness.
-
- 'Forseeing the evil that a lich would produce, Oswulf left the Castle and
- searched for 12 great heroes. These he forged into the band called the
- Silver Blades. By the time Oswulf could return to this valley, Eldamar had
- completed his spells and was reborn as the lich called the Dreadlord. The
- Dreadlord summoned evil forces to protect him. The Silver Blades forced a
- pitched battle
-
- ----------------------------------31----------------------------------
-
- among the buildings of Verdigris. The town was laid waste and many of the
- heroes fell. Those of us who remained forced the evil horde back to the
- castle gates.
-
- 'Oswulf refused to push on and slay his brother. Instead our mages and
- clerics cast a spell to freeze the valley permanently within a glacier. The
- Dreadlord's forces counterattacked while the spell was being cast and Oswulf
- fell protecting us. His body lies on the level above, but his spirit still
- guards the castle, preventing the reawakening of the Dreadlord. As the last
- of the Silver Blades, I chose to remain here to maintain my temple and keep
- watch as well.
-
- 'Now the descendants of the Dreadlord's disciples have returned. The Black
- Circle is succeeding in unravelling our spell. I am now bound to this temple
- and cannot take the battle to them. You must take up the Silver Blades'
- standard and end the Dreadlord's threat forever.'
-
- (19) THE AMULET OF ELDAMAR
- 'Know now of the Amulet of Eldamar, stolen long ago. It was taken away by a
- wily thief who held it but for a day. As he dreamed of wealth, he fell
- victim to a red dragon, kin to the one you slew to free me. The amulet now
- adorns the dragon's hoard, which lies in the south western corner of the
- city.
-
- 'The map starts at the entrance to the new town. Follow the path.'
-
- (20) 'That old man - south of the mayor's place - can sure talk yer ear off.'
-
- (21) EARLY DAYS OF THE TOWN
- 'This whole valley used to be filled with a glacier. About 15 years ago it
- melted back beyond the old mineshaft. Miners from throughout the
- Dragonspines flocked here and formed the new town. The Black Circle helped
- them open the mine. A few years later the miners began to extract the gems
- again. Until these monsters came the town was doing quite well. The glacier
- kept going back too. In a few years the entire valley will be open.'
-
- (22) DYING CLERIC OF BANE
- 'The Black Circle is trying to take our Well! They seek the death of the red
- dragon who holds it in sacred trust. I was ambushed while trying to entice
- the young dragon's from the Well. They dragged me here to... to...'
-
- The Banite Cleric fades into death.
-
- (23) TALK OF MYSTICAL ITEMS
- 'The mages keep looking for a mysterious amulet. It is connected in some way
- to their whole purpose for being here. They say it will reveal some key to a
- mysterious sanctum. Perhaps they are after a great treasure.'
-
- ----------------------------------32----------------------------------
-
- (24) THE GUARD OF GRIMDRA HOARD
- 'Grimda discovered where the Well stored its gems - for they are not
- consumed. He dug a small tunnel and has diverted them for centuries. I am
- certain that the gems are what sustain him. He has never sold a single one
- and he was old when the twins were born.'
-
- (25) MESSAGE FROM THE WELL
- 'The miners' plight masks a more serious threat. Should the Black Circle
- succeed in its plans, the entire Realms will feel the result. The mages seek
- the awakening of the Dreadlord, an evil of incalculable power. He sleeps
- within his castle, trapped within the glacier. The Circle has reached the
- dungeons and are melting their way upward. The monsters trapped in the
- dungeons are being released and allowed to harry the miners.
-
- 'My powers are subject to laws you cannot understand. I am privy to
- information only at certain times and only when you sacrifice gems. Still
- seek me out when you have questions. My powers are at your disposal.
-
- 'My teleporters are paired. Each teleporter that rings me has a brother
- somewhere in the valley. Until you visit both gates, you may not use that
- pair. To my northwest is the gate which connects to the new town.
-
- 'My power fades. Return to me with gems when you have more questions.'
-
- (26) WARNING ABOUT THE AMULET.
- 'The Dreadlord seeks the Amulet of Eldamar. If he can trick someone into
- bringing the amulet into the dungeons beneath the castle, he will be
- awakened. Even worse, it acts as a monster attractant. Evil creatures
- throughout the region will seek out the holder. Remember to always avoid
- this item.'
-
- (27) RESCUED MAIDENS STORY
- 'The mages took me to be sacrificed to the red dragon. They wanted access to
- the teleportation booths and the hoard of gems. My father is an unwitting
- servant of the Black Circle. When he became suspicious, they kidnaped me to
- keep him silent. Now I'm sure they must have killed him. I must leave!'
-
- She runs away sobbing in grief.
-
- (28) OLD MAN'S TALE OF THE VORPAL BLADE
- 'This here blade has been carried down from my great-great grandpappy. He
- almost captured a throne out near Waterdeep, but tired of the campaigning.
- Travelled up to Myth Drannor and stood with elves against a Flight of the
- Dragons. They were impressed enough to let him retire there. Married an
- elven princess and led a settled life. Far as I know, she left with the
- other elves and is still alive.'
-
- ----------------------------------33----------------------------------
-
- (29) VALA'S DESCRIPTION OF THE OLD CASTLE
- 'I was here as a young child. Oswulf used to hold town meetings in the great
- hall. The hall was huge - much larger than this - and I don't recall any
- alcoves. These alcoves along the side were definitely put there by the
- Dreadlord. I suspect that he has radically changed the entire castle.
- Oswulf had said that his brother had become paranoid and turned the castle
- into a maze of traps. We must watch where we place our feet, any stone could
- conceal a pit or a dart.'
-
- (30) 'So many gems down in that mine and no way to get at them. Life ain't
- fair.'
-
- (31) BANITE PATROL'S STORY
- 'The Black Circle usurped our control of the Well of Knowledge. Bane was
- offended and sent a red dragon in vengeance. The dragon drove out the
- infidels and now holds the Well in trust. There he shall remain until Bane
- deems it time for our return. Death to the Black Circle! Death to the
- enemies of Bane!'
-
- (32) MAP OF THE 4TH LEVEL
-
- (33) PRISONER'S TALE
- 'I am one of the champions who sought to free the town from its monstrous
- scourge. We penetrated the mines and passed through a tunnel to these
- dungeons. We were led by a powerful mage who was able to answer the riddles
- posed by that mad spirit. Near the top of the dungeon we were ambushed by
- the Black Circle. Many died and none escaped. our leader was taken away for
- some black rites. That spirit hates the living. Its laughter is driving me
- mad! I must escape to the open air!'
-
- (34) OLD MANS TALE OF THE FLAMING ONE
- 'The Flaming One is an accursed demon, destined to live as long as man walks
- the earth. He can possess anything of flesh. Last time he was defeated was
- in Myth Drannor and rumor held that he had died. If ya listen to travellers,
- yah can trace his movements. He is trapped in some diminutive form and seeks
- the power to release himself. I think he's skulking the ruins, seeking the
- power of the Dreadlord.'
-
- ----------------------------------34----------------------------------
-
- (35) MAP TO LEVEL 8 TOMB
-
- (36) MAP PURCHASED FROM THE STORM GIANTS
-
- (37 MAYOR'S INTRODUCTION
- 'We are a small town of miners in desperate straits. Three months ago we
- opened a new shaft and monsters boiled forth. Perhaps this is a gateway to
- the Abyss. In any case, we lost many comrades as the monsters have climbed
- up level after level of the mine. Now they are invading the nearby ruins.
- Soon they will reach New Verdigris.
-
- 'To add to our problems, some thing has captured the Well of Knowledge. The
- Well imparts information, occasionally grants wishes and controls the
- teleporter in my house. If you free the Well, then you can use the
- teleporter to move through the ruins.
-
- 'Once the Well is protected, you must descend into the mines and stop these
- horrors from emerging. Others have tried, but none have returned. You must
- save us before we are overwhelmed.'
-
- ----------------------------------35----------------------------------
-
- (38) MAP TO BLACK CIRCLE HQ
-
- (39) OLD MAN'S TALE OF THE CLOAK
- 'My grandpappy was a paladin out near Cormyr, in the days before King Azoun.
- Family's come down a bit since then, but make no nevermind. He was beloved
- of a noble lady. She was a warrior maiden, namesake of Azoun's daughter
- Nacacia. Anyway, she kept trying to attract him, tie him down and so on. In
- turn, he would go on longer and dangerous quests.
-
- 'Nacacia took this in stride and eventually gave him this cloak as a present,
- saying that this way he could be around and elsewhere at the same time. My
- dad was their child and passed the cloak down to me. I think that it's too
- useful to keep as an heirloom - and none of my kids deserve it - so put it to
- good use.'
-
- (40) LEDGER FROM NEW MINING VERDIGRIS MINING
- 2nd Tenday of Highsun New Verdigris Mining
- 1) 250
- 2) 300
- 3) 75 (Hill Giant Attack)
- 4) 350
- 5) 50 (Medusa Attack)
- 6) 100 (Wyvern Attack)
- 7,8,9,10) General strike, no work,
-
- 'Where were all these monsters coming from? We can't get any work done!'
-
- ----------------------------------36----------------------------------
-
- (41) MAP TO THE FIRST KEY
-
- (42) THE MUDASA'S TALE
- 'I don't care! We have been cheated of our rightful place in the Dreadlord's
- hierarchy. The Black Circle must pay! They may have freed our master, but he
- is still weak and does not realize their plans! I shall go and tell him!'
-
- (43) LETTER FROM MARCUS TO THE BLACK CIRCLE
- The new band the mayor has recruited seems superior to the last group. The
- townsmen managed to reach the Well prior to the red dragon. They WISHED for
- champions to protect them. Fortunately for us, the wish worked literally and
- brought only people. They mayor has to clothe, feed and equip them. It was
- quite a sight to see these naked and angry people waking up right in the
- middle of a town meeting. I don't think they will pose a threat.
-
- (44) PHLAN CLERK'S TALE
- 'Well, I had just made my escape and was preparing to return to Phlan when I
- was grabbed by those vile Black Circle scum! Do they never bathe? The
- council back a Phlan will hear about this!
-
- 'Anyway, where was I? Oh yes, mauled by filthy beasts. They started
- babbling about sacrifices and a Dreadlord. Dreadlord this and Dreadlord that;
- al they talk about is this Dreadlord. If he's so powerful, why does he let
- those disgusting people serve him?'
-
- She gets a sly look in her eyes.
-
- ----------------------------------37----------------------------------
-
- 'They dragged me here and I feigned unconsciousness - I wasn't going to make
- it easy for them. The scum started whispering about great treasures hidden
- in the crevasses. The western tunnels and a vorpal something were mentioned.
- Strange name for a valuable object. You wouldn't have a spare dress around?
- Look at mine. Dragged through mud and ice, absolutely filthy. And my
- hair...'
-
- She starts complaining about trivial matters.
-
- (45) MAP BETWEEN BLACK CIRCLE HQ AND WELL
-
- (46) LETTER FROM MULMASTER
- Know, oh ancient Dreadlord, that we remember our pledges - even those made
- over 300 years ago. As was promised, the newly reformed Beholder Corps will
- be sent to serve you for a period of 1313 days. We are gladdened that you
- have reawakened and hope that the alliance will continue with the same spirit
- that founded it centuries ago.
-
- In Bane's Name
-
- Imperator Dhazheal
-
- (47) MAYOR RELATES YULASH EXPERIENCES
- 'Not long ago I served Hillsfar as a Red Plume. I was faithful and they made
- me commander of the city of Yulash. We were locked in a fierce war to
- protect that city from the forces of Zhentil Keep. The war tired me and I
- began to yearn for peace. What finally decided me was the Cult of Moander.
- It used my city as a base to restore its dead god to life. Were it not for a
- band of blue tattooed adventurers the Cult might have succeeded.
-
- I left as the ZHENTRIM attacked again and wandered north. Here I found my
- leadership skills in need, so became mayor of this peaceful backwater. Now
- that peace is threatened. I hope you have the power to protect us.'
-
- ----------------------------------38----------------------------------
-
- (48) THE GLOWING MOUSE'S SPEECH
- 'You thought you had defeated me in Myth Drannor and before that in my castle
- in Phlan. Know that I am truly immortal. When the Gauntlet of Moander
- destroyed the Pool of Radiance, I feigned my death and managed to possess
- this creature. Now that you are here I can take on of you over and be free
- again.'
-
- (49) MAP OF THE BLACK CIRCLE'S INNER SANCTUM
-
- (50) DERF MEETING VALA
- Vala chortles, "derf, you fuzzy old man, you look even cuter with white
- hair." She pinches his cheek and gives him a big hug.
-
- When she releases him, his cheeks are bright red and he sputters, "Now, stop
- that!" He straightens out his robe and continues, "How can you be alive?
- You were lost in the great battle."
-
- She smiles and explains, "I was captured by the Dread Legion and encased in a
- mystical cage until these adventurers released me."
-
- He responds, "Thank Tyr!" He looks her in the eyes with a soft expression
- and says, "The Legion has returned and is unravelling our spells. The
- Dreadlord's threat must be ended forever."
-
- She responds, "I still remember my vows and I will do what is necessary."
- With that, she falls back into rank and the old dwarf recovers some of his
- dignity.
-
- ----------------------------------39----------------------------------
-
- (51) OLD MAN'S TALE OF THE GOVERNMENT HOUSE
- 'Once heard tell about the impressiveness of the old town.
-
- There was a great castle at the head of the valley. Then south of the mine
- was the old Government House. It was a large place, richly decorated, where
- affairs of state were conducted. Was built stoutly, so should be still
- standin'. Good loot no doubt, if you can stand the ghosts of clerks and bean
- counters.'
-
- (52) MAP TO BLIND MAN'S TREASURE
-
- (53) THE BLACK CIRCLES PLAN
- The path to the Castle of the Twins was revealed when Oswulf's Confession was
- rediscovered. Oswulf gave his final confession to his cleric just before the
- ice encased the valley. The Dread Legion of Magic persuaded the cleric to
- reveal the Confession. Their leaders expanded and annotated the document.
- Their hopes of a quick penetration of the glacier were dashed when the Legion
- was nearly destroyed at Ashbenford. The Confession has been lost since that
- time.
-
- We of the Black Circle are the descendants of the Legion. Now that we have
- the Confession again our plans can proceed. We have broken the glacier and
- it recedes slowly. The Silver Blades are gone, so no one can stop us from
- releasing the Dreadlord. It is only a matter of time.
-
- Still, we chafe at unnecessary delay. We have tricked the miners into
- opening the way into the dungeons. We are now recruiting fire-using creatures
- to melt a way upward. The monsters we release serve to keep away intruders.
-
- The solving of the Dreadlord's dungeon riddles has cost us many lesser mages.
- Illusions have sent many scouts to unwitting deaths. We are proceeding, but
- would do better with control of the Well of Knowledge. Its wisdom and
- control of the teleportation gates would aid us greatly. We also seek the
- Amulet of Eldamar to pass the three great doors to the Sanctum.
-
- Page 40 -
-
- Divinations show that a third item will be required to reach the Dreadlord.
- The sign indicate Tyr is involved with the item, but nothing is clear. The
- temple in the mine seems to hold nothing of value.
-
-
- - Journal Entry 54 - Old Mans Tale of The Well of Knowledge
-
- "The well of knowledge was the heart of the old town. It controlled the
- gateways that allowed travel throughout the valley. Also, it served the old
- town by providing its enigmatic messages. The town used it but they did not
- build it. It was there when the first men entered the valley and it is said
- that it will remain all else is gone."
-
-
- - Journal Entry 55 - Clerk's Story
-
-
- "I served the city of Phlan in the capacity of head clerk.
-
- During the reconquest of the city, I contracted out missions to the many heroes
- who freed the city. I had contacts with the Black Circle because of their
- access to the gems in the early days of the city, as they were awarded to the
- heroes for successful completion of their missions.
-
- After Phlan was freed, the council agreed to act as middlemen for the Circle.
- In return for our help they continued to replemish the city's treasury. I was
- sent here as a contact while the council works out the alliance between the
- Black Circle and The red Wizards.
-
- I have been here long enough to know that these mages are very dangerous. This
- scroll is a map of the Circle's Inner Sanctum. Take it! I'm getting out before
- the circle succeeds in its plans. Good day!"
-
- The woman storms out of the room with haughty dignity. She slams the door and
- her brisk steps recede down the hallway.
-
-
- - Journal Entry 56 - Meeting With Oswulf
-
-
- "My hopes of keeping my brother from the world are crumbling with this ice. If
- the Dreadlords evil cannot be contained than it must be destroyed. I am
- reassured that it is the Silver Blades who come to finish what we have started
- centuries ago. Please remember that it is the lich and not my misguided
- brother's soul that is evil. Upon your honour I charge you with freeing his
- soul from the lich's taint. I shall hold the gate here, but the dreadlord may
- escape through another exit. You must succeed ..."
-
- A tear appears in the glint spirits eye, "You must succeed ..."
-
- Page 41 -
-
-
- - Journal Entry 57 - Letter Found Blowing In The Wind
-
- Marcus, our plans proceed as well as can be expected. It is unfortunate that
- the Red Dragon has taken the Well Of Knowledge. The Red Wizards may support us
- if they think we can offer the well. We will keep our real target to
- ourselves. We are using a contact in Phlan as a middleman. In turn, he has
- sent a clerk to take care of communications. She has no knowledge or our real
- intent.
-
- We are running out of some spell components, especially bat guano and sulphur.
- When is the next shipment due! Maintain contact by standard means.
-
- One final note. Rumor indicates that the mayor has brought together a new
- force to clear the mines and the well. We are concerned. Reply with the
- information as soon as possible.
-
- - Journal Entry 58 - A Prisioner's Speech
-
- "THe driders have returned to this area only recently. They have been unable
- to enter this valley because of the ice blocking their tunnels. Suddenly the
- tunnels melted clear and many new monsters began to appear. The driders
- remember these creatures from over 300 years ago, when the valley was torn bu
- a battle between two brothers. One of the brothers was responsible for the
- ice, but the driders have no idea how."
-
- - Journal Entry 59 - Tale Of The Wounded Warrior
-
- "If it weren't so terrifying it would have been comical. We were deep in the
- mines when our party came to the cavern. A horrid mass of unspeakable monsters
- were there listening to a high pitched, squeaky voice. It took us a while to
- spot the source of that piping. Vulgar laughing when we saw it. That was our
- downfall. The monsters heard and attacked. AS I crawled drom the badly
- wounded, I saw the creature in the back of the horde. It was a glowing mouse!"
-
- - Journal Entry 60 - Message Found By Pouch
-
- "I'm sorry but I needed to escape. This pouch is for you. Seems like old
- times."
-
- - Journal Entry 61 - Mayor Reveals His True Mission
-
- "Now that you have discovered the way to reach the Dreadlord, your usefulness
- is at an end. I still serve Hillsfar and my mission has been to recuit the
- DreadLord. With his power Hillsfar can take control of the Dalelands and the
- Moonsea. I will become governor of the northern provinces and be wealthy
- beyond imagining."
-
- - Journal Entry 62 - Mage's Report
-
- Our flaming creatures are clearing the ice quite quickly now. The dungeon is
- open to just below the castle, where the ice is much more resistent.
- Thankfully we have discovered s second door upward.
-
- Page 42 -
-
- This leads along a winding tunnel into a glacial crevasse. This was
- undoubtedly an old escape tunnel hidden by the dreadlord.
-
- We have seen no sign of adventures but disturbances have been reported in the
- lower levels. As a precotion, we have thawed out the purple worms. This will
- slow us down, but will provide needed defense."
-
- - Journal Entry 63 - Vala's Story
-
- The amazonian woman collapses as she steps down from the shattered prision. As
- you rush to help her, her eyes flutter open and she moans, "Who are you? Where
- am I?"
-
- After explaining what you know and she has revived, she growls, The Legion
- will pay. They have left me imprisoned for 300 years, since the great battles.
- They captured me and imprisoned me in that Shimmering Cage.
-
-
- "So the war over dreadlord continues to this day. My vows compel me to
- continue this battle. I am Vala of the Silver Blades and will aid you in this
- war."
-
- - Journal Entry 64 - Mad Edwarf's Ramblings
-
- "Build 'em an arm today, a couple of chests tommorow. Maybe slam out a few
- spare eyes. Wizards are queer Birds-all skin and bones and glowin' eyes.
- Always distractin' yah, Cacklin' and gigglin'. Iron statues, always more bits
- and pieces. They do strange things to 'em next door. Never can be sure with
- wizards. Next thing yah know the statues will be walkin'. never be too
- sure..."
-
- - Journal Entry 65 - Letter to Temple
-
- We gop into batle today to stop the Dreadlord. I am fearful, but Oswulf is
- confident. When he speaks I find my courage returns. I hope everyone at home
- is happy. With any luck I will be home soon.
-
- Your Loving Son,
-
- Jhaele
-
- - Journal Entry 66 - Map Retrieved From Storm Giant Leader's Pouch
-
- - Journal Entry 67 - Mad Cleric's Ramblings
-
- "Questioned the high lord Bane once, you know. Didn't think that the Dreadlord
- was worthy of his attentions. Questioned that. I did. You know that questions
- are a burden? Very burdensome for a god. Then came the Silver Blades and I
- questioned again. Then came the Ice and I called out to Bane. In his wisdom he
- kept my mind from freezing. Let me think about my qustions for 300 years, with
- only ice as far as the eye could see. Can't see very far as the eye through
- ice either. Unmoving for 300 years gives a man pause. Finally I discovered the
- answer and I sacrificed my mind. Sacrifice is a balm to the gods. Gods inspire
- the mad. Madness flows from.."
-
-
- - Journal Entry 68 - Map of the 8th Level Of The Dungeon
-
-
- - Journal Entry 69 - Clerk's Letter
-
- My dear Sasha,
-
- I'm sorry to hear that you have concerns about the Black Circle. However,
- their continued good will is essential. Their Control of the Verdigris Mine
- gives us the gems we need at a reasonable price. As long as these shipments
- continue, we will not investigate them too closely.
-
- Page 44 -
-
- You may tell them that my negotiations with the Red Wizards proceed very well.
- Some may be on their way even now. Should this turn out as well as I hope, you
- can count on a position as my personal scribe.
-
- With my strongest felictations,
-
- Grangnak Ulfrim
- Councilor Of New Phlan
-
- - Journal Entry 70 - Peisoner's Tale
-
- "The Black Circle has collected us as payments to the driders. In return the
- driders will help them with some mysterious rite. One stronger prisioner was
- taken from among us. I believe he is to be a sacrifice. You must seek him out
- and save him as well."
-
- - Journal Entry 71 - Significance Of The Amulet
-
- "The Amulet Of Eldamar will reveal three keys hidden within the dungeon. The
- Keys open the three doors guarding the Dreadlord's Sanctum. Watch for a
- ghostly radiance that will indicate the presence of a key."
-
- - Journal Entry 72 - Map to Grimdra's Hoard
-
-
- Page 45 -
-
-
- GLOSSARY OF AD&D COMPUTER GAME 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.
-
-
- Adventurer - This is a term for one of the characters you play in the game.
-
- Alignment - This is the basic philosophy of a character. See Alignment in the
- What are Characters? Section.
-
- Armor Class (AC) - This is the rating of how dificult a target is to damage.
- The lower the AC, the more dificult it is to hit.
-
- Character - This is another name for one of the persons you play in the game. A
- Party consists of several characters.
-
- Class - This is a characters occupation. For Example mage, fighter or cleric
- are classes.
-
- Combat Round - Is one turn of a battle. All characters and monsters who are
- able to fight will get to act at least once per combat round.
-
- Combat Segment - Is one-tenth of a Combat Round. Which combat segment a
- character or monster acts on in one round is determined by its
- dexterity and a random number.
-
- Command - A one or two-word option in a menu. activating that command allows
- you either to view another menu or have your characters perfom an
- action.
-
- Dice - In the computer AD&D game dice are random numbers. They are referred to
- by the highest number they can be, for example, for a d10 can be a value
- from 1 to 10, a d6 would be from 1 to 6. When a die number is generated
- it is called a "Roll".
-
- 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 experiemce
- points for every character depending on how
- successful the encounter was for the party. A
- character who gains enough Xp can advance a level.
-
- 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.
-
- Grimoire (Spell Book) - The Book a Magic mage carries his spells in. If he
- doesn't have a magic book, he has no spells to memorize.
-
- Hit Points (HP) - This is the measure of how healthy a character is. Damage
- from weapons subtracts hit points from the character's
- 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 pocture 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.
-
-
- Page 46 -
-
-
- Initiative - This is a semi-random determination of which character in a
- combat acts first. The character 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 spell-casters can cast high-
- level spells.
-
- Spell Level - Spells come in degrees of difficulty. The Higher the level of
- the spell, the greater the level of dificulty. Only very
- experienced maigic-Users and Clerics can learn High-Level
- Spells.
-
- Magic - The term covers spellcasting enchanted items, and any other
- application of the supernatural.
-
- Melee Combat - This is Hand-To-Hand combat with weapons such as bows and
- arrows, crossbows and quarrels, and slings and slingstones.
-
- Missle Combat - This is ranged combat with weapons such as swords, spears and
- fists.
-
- Moster - This term actually includes Human and other player races as well as
- ogres and Dragons. In general, if it isn't part of your party, it's a
- monster. Monsters are not necessarily hostile. That's what the Parlay
- Command in the encounter menu is for.
-
- Multi-Player Characters - Non-Human characters may belong to two or three
- classes at the same time. Such multi-Class
- characters split their experience among all their
- classes even if they have reached their racial
- maximum class.
-
- 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 race who is controlled
- by the player. The Characters in your adventuring
- party are PCs.
-
- Race - The species characters may be in the game. For Example human, elf, or
- dwarf are races.
-
- Saving Throw - The Chance that a character or monster will be unaffected, or
- only partially effected, by a spell, poison, or similar
- attack. As characters gain levels their saving throws are more
- likely to protect them from adverse effects.
-
- Spell - This is a magic incantation that can alter the nature of reality.
- Magic-users, clerics and high-level paladins and rangers can cast
- spells sfter memorizing them. If the spell is cast, it is gone from
- the users mind and must be re-memorized.
-
- THAC0 (To Hit Armor Class 0) - This is the number that a character must make
- or exceed to hit an opponent with AC0.
-
-
- Page 47 -
-
-
- APPENDICIES
-
-
- Range of Ability Scores By Race
-
- ------------------------------------------------------------------------
- Ability Score Dwarf Elf Gnome Half-Elf Halfing Human
- ------------------------------------------------------------------------
-
- Strength(Male) 8-9(99) 3-18(75) 6-18(50) 3-18(90) 6-17 3-18(100)
-
- Strength(Female) 8-17 3-16 6-15 3-17 6-14 3-18(50)
-
- Intelligence 3-18 8-18 7-18 4-18 6-18 3-18
-
- Wisdom 3-18 3-18 3-18 3-18 3-17 3-18
-
- Dexterity 3-17 7-19 3-18 6-18 8-18 3-18
-
- Constitution 12-19 6-19 6-18 8-18 6-18 10-18
-
- Charisma 3-16 8-18 3-18 3-18 3-18 3-18
-
- ------------------------ ----------------------
- Racial Ability Modifiers Min/Max Ability Scores
- ------------------------ ----------------------
-
- Dwarf Constitution +1 Charisma -1 (xx)=Max. % for an 18
- strength
- Elf Dexterity +1 Constitution -1
- (fighters, Paladins, and
- Halfing Dexterity +1 Strength -1 rangers Only)
-
-
-
- Maximum Level Limits By Race, Class and Prime Requisite
-
-
- ------------------------------------------------------------------------
- Class Ability Dwarf' Elf' Gnome' Half-Elf' Halfling' Human
- ------------------------------------------------------------------------
-
- Cleric Any no no no 5 no 15*
-
- Fighter STR 16- 7 5 5 5 6 15*
- STR 17 8 6 5 7 5 15*
- STR 18+ 9 7 6 8 no 15*
-
- Paladin Any no no no no no 15*
-
- Ranger STR 16- no no no 6 no 15*
- STR 17 no no no 7 no 15*
- STR 18+ no no no 8 no 15*
-
- Magic-User INT 16- no 9 no 6 no 15*
- INT 17 no 10 no 7 no 15*
- INT 18+ no 11 no 8 no 15*
-
- Theif Any 18* 18* 18* 18* 18* 18*
-
-
- KEY
- -----
-
- no = Charcter of this race cannot be of this class
- * = Highest level available in SEcret Of The Silver Blades
- ' = Except For theives, most non-human characters may not advance to a
- high a level as the game provides for humans
-
-
- Page 48 -
-
-
-
- Strength Table: Ability Adjustments Dexterity Table
-
- ---------------------------------------- ----------------------------
- Ability THAC0 Damage Weight Ability Reaction/ AC
- Score Bonus Adj't Allowance Score Missle Bonus
- (In Gold) Bonus
- ---------------------------------------- ----------------------------
-
- 3 -3 -1 -350 3 -3 +4
-
- 4-5 -2 -1 -250 4 -2 +3
-
- 6-7 -1 none -150 5 -1 +2
-
- 8-9 normal none normal 6 0 +1
-
- 10-11 normal none normal 7 0 0
-
- 12-13 normal none +100 8 0 0
-
- 14-15 normal none +200 9 0 0
-
- 16 normal +1 +350 10 0 0
-
- 17 +1 +1 +500 11 0 0
-
- 18 +1 +2 +750 12 0 0
-
- *18/01-50 +1 +3 +1000 13 0 0
-
- *18/51-75 +2 +3 +1250 14 0 0
-
- *18/76-90 +2 +4 +1500 15 0 -1
-
- *18/91-99 +2 +5 +2000 16 +1 -2
-
- *18/100 +3 +6 +3000 17 +2 -3
-
- 18 +3 -4
-
- Note: * = Available to Fighter classes only
- (Fighter, Paladin, Ranger)
-
-
-
-
- Constitution Table
-
-
- -----------------------------------------------------
- Ability Score HP Adj't Resurrection Level
- -----------------------------------------------------
-
- 3 -2 40 %
-
- 4 -1 45 %
-
- 5 -1 50 %
-
- 6 -1 55 %
-
- 7 0 60 %
-
- 8 0 65 %
-
- 9 0 70 %
-
- 10 0 75 %
-
- 11 0 80 %
-
- 12 0 85 %
-
- 13 0 90 %
-
- 14 0 92 %
-
- 15 +1 94 %
-
- 16 +2 96 %
-
- 17 +2(+3)* 98 %
-
- 18 +2(+4)* 100 %
-
-
-
- Note: Bonus (*) applies only to fighters, all other classes may be given
- a maximum hit point bonus adjustment for constitution of +2
-
-
- Page 49 -
-
-
- Armor And Weapons Permitted By Character Class
-
-
- ---------------------------------------------------------------------
- Class Max. Armor Shield Weapon
- ---------------------------------------------------------------------
-
- Cleric any any Club,Flail,Hammer,Mace,Staff,sling
-
- Fighter any any any
-
- Paladin any any any
-
- Ranger any any any
-
- Magic-User none none Dagger, Dart, staff
-
- Theif Leather none Club,Dagger,Dart,Sling,ne-Handed
- Sword, short-Bow.
-
-
-
-
- Fighter, Paladin, Ranger, Attacks Per Round Money Conversion
-
- -------------------------------- ---------------------------
- Class Level Attacks/Round Coin Type Gold Equ't
- -------------------------------- ---------------------------
-
- Fighter 1-6 1/1 Copper 300 cp = 1 gp
-
- Paladin 1-6 1/1 Silver 20 sp = 1 gp
-
- Ranger 1-7 1/1 Electrum 2 ep = 1 gp
-
- Fighter 7-12 3/2 Gold 1 gp = 1 gp
-
- Paladin 7-12 3/2 Platinum 1/5pp = 1 gp
-
- Ranger 8-14 3/2
-
- Fighter 13+ 2/1
-
- Paladin 13+ 2/1
-
- Ranger 15+ 2/1
-
-
-
- WEAPON LIST
-
- NAME Damage Man Size Damage Large Size # of Hands Class
-
- Axe 1-6 1-4 1 f
- Bastard Sword 2-8 2-16 2 f
- BattleAxe 1-8 1-8 2 f
- Broad Sword 2-8 2-7 1 f,th
- Club 1-6 1-3 1 f,cl,th
- Composite Long Bow 1-6 1-6 2 f
- Composite Short Bow 1-6 1-6 2 f
- Dagger 1-4 1-3 1 f,mu,th
- Dart 1-3 1-2 1 f,mu,th
- Flail 2-7 2-8 1 f,cl
- Halberd(Polearm) 1-10 2-12 2 f
- Hammer 2-5 1-4 1 f,cl
- Javelin 1-6 1-6 1 f
- Light Crossbow 1-4 1-4 2 f
- Long Bow 1-6 1-6 2 f
- Mace 2-7 1-6 1 f,cl
- Morning Star 2-8 2-7 1 f
- Scimitar 1-8 1-8 1 f,th
- Short Bow 1-6 1-6 2 f
- Short Sword 1-6 1-8 1 f,th
- Sling 1-4 1-4 1 f,th
- Spear 1-6 1-8 1 f
- Trident 2-7 3-12 1 f
- Two-Handed Sword 1-10 3-18 2 f
-
- F = Fighter Classes CL = Cleric TH = Thief MU = Magic-User
-
-
- ARMOR LIST
-
- Armor Type Weight AC Maximum Movement
-
- None 0 10 -
- Shield 50 9 -
- Leather 150 8 12 Squares
- Ring 250 7 9 Squares
- Scale 400 6 6 Squares
- Chain 300 5 9 Squares
- Banded 350 4 9 Squares
- Plate 450 3 6 Squares
-
-
-
- TABLE OF EXPERIENCE PER LEVEL
-
- The Following charts show the amount of Experience a character must earn in
- order to gain a level in his character class. The carts also list the number
- of spells that a characater can have memorized at one time. Fighters and
- Thieves can never memorize spells. Remember that all experience earned by
- a non-human, multiple-class character is divided by the number of classes
- the character has. The experience is divided even after the character
- has reached his maximum level in a particular class. A human dual-class
- character only earns experience in his second class. The character cannot
- use the abilites of his first class until his level in his second class
- exceeds his level in his first class.
-
-
- CLERICS
-
- Number of Spells Per Level
- Levels Experience Hit Dice 1 2 3 4 5 6 7
-
- 1 0-1500 1d8 1
- 2 1501-3000 2d8 2
- 3 3001-6000 3d8 2 1
- 4 6001-13000 4d8 3 2
- 5 13001-27000 5d8 3 3 1
- 6 27001-55000 6d8 3 3 2
- 7 55001-110000 7d8 3 3 2 1
- 8 110001-225000 8d8 3 3 3 2
- 9 225001-450000 9d8 4 4 3 2 1
- 10 450001-675000 9d8+2 4 4 3 3 2
- 11 676001-900000 9d8+4 5 4 4 3 2 1
- 12 900001-1125000 9d8+6 6 5 5 3 2 2
- 13 1125001-1350000 9d8+8 6 6 6 4 2 2
- 14 1350001-1575000 9d8+10 6 6 6 5 3 2
- 15 1575000 + 9d8+12 7 7 7 5 4 2
-
- MAGIC-USERS
-
- 1 0-2500 1d4 1
- 2 2501-5000 2d4 2
- 3 5001-10000 3d4 2 1
- 4 10001-22500 4d4 3 2
- 5 22501-40000 5d4 4 2 1
- 6 40001-60000 6d4 4 2 2
- 7 60001-90000 7d4 4 3 2 1
- 8 90001-135000 8d4 4 3 3 2
- 9 135001-250000 9d4 4 3 3 2 1
- 10 250001-375000 10d4 4 4 3 2 2
- 11 375001-750000 11d4 4 4 4 3 3
- 12 750001-1125000 11d4+1 4 4 4 4 4 1
- 13 1125001-1500000 11d4+2 5 5 5 4 4 2
- 14 1500001-1875000 11d4+3 5 5 5 4 4 2 1
- 15 1875001 + 11d4+4 5 5 5 5 5 2 1
-
- RANGERS Druid Spells Magic-User Spells
- 1 2 1 2
-
- 1 0-2250 2d8
- 2 2251-4500 3d8
- 3 45001-10000 4d8
- 4 10001-20000 5d8
- 5 20001-40000 6d8
- 6 40001-90000 7d8
- 7 90001-150000 8d8
- 8 150001-225000 9d8 1
- 9 225001-325000 10d8 1 1
- 10 325001-650000 11d8 2 1
- 11 650001-975000 11d8+2 2 2
- 12 975001-1300000 11d8+4 2 1 2
- 13 1300001-1625000 11d8+6 2 1 2 1
- 14 1625001-1950000 11d8+8 2 2 2 1
- 15 1950001 + 11d8+10 2 2 2 2
-
- PALADINS Number of Clerical Spells
- 1 2 3 4
-
- 1 0-2750 1d10
- 2 2751-5500 2d10
- 3 5501-12000 3d10
- 4 12001-24000 4d10
- 5 24001-45000 5d10
- 6 45001-95000 6d10
- 7 95001-175000 7d10
- 8 175001-350000 8d10
- 9 350001-700000 9d10 1
- 10 700001-1050000 9d10+3 2
- 11 1050001-1400000 9d10+6 2 1
- 12 1400001-1750000 9d10+9 2 2
- 13 1750001-2100000 9d10+12 2 2 1
- 14 2100001-2450000 9d10+15 3 2 1
- 15 245001 + 9d10+18 3 2 1 1
-
- THIEVES
-
- 1 0-1250 1d6
- 2 1251-2500 2d6
- 3 2501-5000 3d6
- 4 5001-10000 4d6
- 5 10001-20000 5d6
- 6 20001-42500 6d6
- 7 42501-70000 7d6
- 8 70001-110000 8d6
- 9 110001-160000 9d6
- 10 160001-220000 10d6
- 11 220001-440000 10d6+2
- 12 440001-660000 10d6+4
- 13 660001-880000 10d6+6
- 14 880001-1100000 10d6+8
- 15 1100001-1320000 10d6+10
- 16 1320001-1540000 10d6+12
- 17 1540001-1760000 10d6+14
- 18 1760001 + 10d6+16
-
- FIGHTERS
-
- 1 0-2000 1d10
- 2 2001-4000 2d10
- 3 4001-8000 3d10
- 4 8001-18000 4d10
- 5 18001-35000 5d10
- 6 35001-70000 6d10
- 7 70001-125000 7d10
- 8 125001-250000 8d10
- 9 250001-500000 9d10
- 10 500001-750000 9d10+3
- 11 750001-1000000 9d10+6
- 12 1000001-1250000 9d10+9
- 13 1250001-1500000 9d10+12
- 14 1500001-1750000 9d10+15
- 15 1750001 + 9d10+18
-
- >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
- CALL: Destruction's Realm (708) 474-4280
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