____________ _________ _______ ______ ____________ __________ _____ ______ ____________ __________ ______ ____ ____ _________ _______ ____ ____ _________ _______ ____ ____ ____ ____ ______ ____ ____ ____ ____ ______ ______ ____ ____ ____ ________ ______ 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 Das Reich Zerstörung TRSI US HQ Le Royaume De la Destruction Elites Only! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X Another file downloaded from: The NIRVANAnet(tm) Seven & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 Burn This Flag Zardoz 408/363-9766 realitycheck Poindexter Fortran 510/527-1662 Lies Unlimited Mick Freen 801/278-2699 The New Dork Sublime Biffnix 415/864-DORK The Shrine Rif Raf 206/794-6674 Planet Mirth Simon Jester 510/786-6560 "Raw Data for Raw Nerves" X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X