JOURNAL ENTRY 50: An official looking notice. "Assemble a group of at least 30 of your followers. Meet up with a hobgoblin assault force at the small docks to the west of town. You and your group will be under the command of the hobgoblin leader. Follow his orders. Upon completion of the mission you will be rewarded with food, treasure, and many slaves." Signed, The Boss Scribbled on the back of these orders is Norris the Gray's unsent reply to The Boss "I will never follow the orders of a hobgoblin. I don't go on missions until I know exactly what we're supposed to do. And I don't go on missions for an unknown amount of food, treasure and slaves'. I do go on missions where I am in command; where I know exactly what the target is; and where I know exactly how much I'll get paid. Don't send me another order until you can meet my terms." Signed, Norris the Gray JOURNAL ENTRY 51: Several pieces of paper with highly organized writing. Fact: Bishop Braccio is the highest ranking religious leader in Phlan. Runs small temple in civilized section of city. Vague Rumor: Braccio is actually a front-man for a powerful high priest who never leaves the small temple. Strong Rumor: Braccio is under fire to 'do something' about the undead problem. So long as the undead were causing the monsters more trouble than the settlers, he had other, more pressing, problems. Rumor: Braccio is opposed to the temple tendency to sell clerical 'miracles'; but he understands that the temple needs funds. Braccio would rather perform such 'miracles' in exchange for good works done in the name of the church, not just for money or items of power." JOURNAL ENTRY 52: Delivered in chillingly clear tones. "Hear us in our hour of need!" the nomad witchdoctor cries, "This night we fight a great battle. By the breaking of dawn either our enemies will be dead or we will have been destroyed. "Accept the sacrifice of these outsiders and give us the strength to defeat the hordes of our enemies. Fill our limbs with your fire, and fill our minds with your fury. Let us vanquish our enemies just as we vanquish these invaders who have come among us." JOURNAL ENTRY 53: A crumpled discarded piece of paper, full of rub outs and scratch overs. Priests: 1 Acolytes: 4 Ogres: 1 Hobgoblins: 40 Orcs: 90 Goblin Slaves: 20 JOURNAL ENTRY 54: A page from an unknown diary. "They stole my map to the Pool. Somehow they knew when I was coming and exactly what to look for. They didn't even bother to kill me; they said I wasn't worth killing. They just crippled my legs, took the map, and rode away laughing. "After the attack and the rigors of my trek all I remember is that the Pool is in the Dragonspine, north and west of Sorcerer's Island. It shines just like they said it would. You can feel the power flowing out of it. Kings and generals have searched for the Pool, and I had a map that led right to it. "If I ever get back the use of my legs I'll go after them. I'll get back my map. I'll get to the Pool. And this time I'll bathe in its power. Then I'll teach them. I'll teach them all." JOURNAL ENTRY 55: Delivered as you sit around the campfire. "You must beware of the many dangers in this region. Several days walk to the west there is the pyramid of evil. It has been long avoided by all sensible men. To the southeast is a lair of many ferocious hobgoblins. The areas to the southwest, are inhabited by evil men -- buccaneers, marauders, and soldiers of an evil empire far to the west. And all good folks avoid the swamps to the east. Nothing but danger grows in the swamps." JOURNAL ENTRY 56: An unsent note written on sturdy parchment. "An active dragon has made its home in the Dragonspine Mountains to the northwest. Keep search parties away from the area so as not to catch the dragon's attention." JOURNAL ENTRY 57: A ratty piece of parchment with large writing on one side. "Our spies in the city inform us that a party of invaders will travel to Sokal Keep to free it. To combat these invaders, assemble a force of no less than three squads. Travel by boat from the small docks at the west of town to Sokal Keep. Find the adventurers in or around Sokal Keep. Kill them before they can return to the city council with information about the true situation at the keep. Return with the invader's heads as proof of completion of your mission. Upon completion you will be rewarded with food, treasure, and many slaves." Signed, The Boss JOURNAL ENTRY 58: A tattered piece of parchment. MOUNTAINS SORCERER'S FOREST ISLAND FOREST : : GRASS LAND .. FOREST FOREST : : PHLAN WATER TAVERN TALES The taverns of New Phlan are filled with scoundrels, con-men, adn adventurers - every one a liar and a gossip. The following tavern tales represent such rumors and lies. When you are in a tavern, you may be referred to a particular tale by number. Find and read that tale. If you really think of your adventurers as rumor mongers, read all the tales. Some of these tales are true, some are based on truth, and some have never been corrupted by a hint of truth. Even when a tavern tale is referred to by number, it might be false. TALE 1: Far to the northeast, in the midst of a vast swamp, lie the uninhabited ruins of a powerful wizard's castle. TALE 2: A drunk bard sits in a corner of the tavern spinning a seemingly endless tale, but no one is listening. TALE 3: Wells throughout the city often provide access to hidden dens and underground passages. TALE 4: An anglish lord commandeers one corner of the bar to lecture on the ultimate range of his adventurers. The crowd ignores him. TALE 5: To the east of Phlan lies a gleaming castle of gold that shifts its location from time to time. TALE 6: A weird looking wizard, dressed all in black, sits alone and mumbles into his beer, "I'll return next time and show them all!" TALE 7: Great treasures are to be found on the banks of the Barren River as one ventures northward. TALE 8: The graveyard is controlled by a very powerful and clever undead creature. TALE 9: A puzzled patron with a limited vocabulary questions everyone he comes across about how to complete a manuscript dated 1977 GUE. Unfortunately, no one can help him. TALE 10: To the west lives a tribe of insect-men who worship normal men and give valuable gifts to all who visit them. TALE 11: The Dragonspine Mountains are inhabited by a race of evil dragons who lure travelers to their lairs and slay them. TALE 12: A bedraggled adventurer decries, "There was a man called turtle, walls that aren't there, living daggers; I never did figure out what was going on!" TALE 13: A master thief has set up a hidden training ground deep in the old city, right under the noses of monsters. TALE 14: Ogres who live to the east of Phlan are holding captive a princess for whom a huge reward has been offered. TALE 15: The merchants of Zhentil Keep are setting up a trading base far to the west of Phlan. They're hiring caravan guards for good wages. TALE 16: Buccaneers operate a slave auction out of a hidden camp near Stormy Bay. TALE 17: An old sage sits in a corner with a dark wizard. "You're right," laughs the sage, "they'll do anything I tell them to, no matter how silly or phantastic." TALE 18: Off to the east of Phlan roams a tribe of marauding nomads. They have been pillaging villages in the plains with the help of a powerful artifact they have discovered. TALE 19: Mighty tribes of wild dwarves, thousands of them, roam the Dragonspine Mountains, destroying villagers and killing travelers. TALE 20: "I was totally confused; it was like being lost in the darkness," sighed the overwrought adventurer. "Rabbits, hats, bowling balls? Where in the realms was I?" TALE 21: The monsters in Phlan are led by one of the generals who sacked the city a generation ago. The general has used great magic to make himself immortal. TALE 22: A vast fortress of kobolds dominates the western tip of the great swamp. These normally weak creatures grow to great size and have extraordinary powers here. TALE 23: An ancient Silver Dragon still lives up in the Dragonspine Mountains. The dragon is not evil and will help travelers who battle evil. APPENDICES MONEY CONVERSIONS COIN TYPE GOLD EQUIVALENT Copper 200 cp = 1 gp Silver 20 sp = 1 gp Electrum 2 ep = 1 gp Gold 1 gp = 1 gp Platinum 1/5 pp = 1 gp SPELL LIST This is a listing of spells available to player character clerics and magic-users as they gain in level. FIRST LEVEL CLERICAL SPELLS Bless/Curse Cure Light Wounds/Cause Light Wounds Detect Magic Protection from Evil/Protection from Good SECOND LEVEL CLERICAL SPELLS Find Traps Hold Person Resist Fire Silence 15' Radius Slow Poison Snake Charm Spiritual Hammer THIRD LEVEL CLERICAL SPELLS Animate Dead Cure Blindness/Cause Blindness Cure Disease/Cause Disease Dispel Magic Prayer Remove Curse/Bestow Curse FIRST LEVEL MAGIC-USER SPELLS Burning Hands Charm Person Detect Magic Enlarge/Reduce Friends Magic Missile Protection from Evil/Protection from Good Read Magic Shield Shocking Grasp Sleep SECOND LEVEL MAGIC-USER SPELLS Detect Invisibility Invisibility Knock Mirror Image Ray of Enfeeblement Stinking Cloud Strength THIRD LEVEL MAGIC-USER SPELLS Blink Dispel Magic Fireball Haste Hold Person Invisibility, 10' Radius Lightning Bolt Protection from Evil, 10' Radius/Protection from Good, 10' Radius Protection from Normal Missiles Slow ARMOR LIST Weight Maximum Armor Type in gp. AC Movement* None 0 0 - Shield, Small# 50 9 - Leather 150 8 12 squares Padded 100 8 9 squares Studded 200 7 9 squares Ring 250 7 9 squares Scale 400 6 6 squares Chain 300 5 9 squares Splint 400 4 6 squares Banded 350 4 9 squares Plate 450 3 6 squares *A character carrying many objects, including lots of coins, can be further limited in movement to a minimum of 3 squares per turn. # A Shield subtracts 1 AC from any armor it's used with. TABLE OF EXPERIENCE PER LEVEL The following shows the amount of experience a character must earn to gain a level in his character class. All experience earned by multiple-class characters is divided by the number of classes. When a character has earned a gain in level for one class but not another, the Show command shows his highest level. Thus, a character who is a fighter-thief and has earned 1,800 experience points in each class (a total of 3,600 XP), will be shown to be 2nd level because he has earned that level as a thief, though not as a fighter. His fighting abilities are still based on his being a 1st level fighter. CLERIC: Spells* Level Experience 1 2 3 1 0-1,500 1 - - 2 1,501-3,000 2 - - 3 3,001-6,000 2 1 - 4 6,001-13,000 3 2 - 5 13,001-27,500 3 3 1 6 27,501-55,000 3 3 2 *Clerics get additional Spells by Level if they have a Wisdom of 13 or greater. FIGHTER: Level Experience 1 0-2,000 2 2,001-4,000 3 4,001-8,000 4 8,001-18,000 5 18,001-35,000 6 35,001-70,000 7 70,001-125,000 8 125,001-250,000 MAGIC-USER: Spells Level Experience 1 2 3 1 0-2,500 1 - - 2 2,501-5,000 2 - - 3 5,001-10,000 2 1 - 4 10,001-22,500 3 2 - 5 22,501-40,000 4 2 1 6 40,001-60,000 4 2 2 THIEF: Level Experience 1 0-1,250 2 1,251-2,500 3 2,501-5,000 4 5,001-10,000 5 10,001-20,000 6 20,001-42,500 7 42,501-70,000 8 70,001-110,000 9 110,001-160,000 CLERICS vs. UNDEAD A good or evil cleric (not a neutral one) has a certain influence on undead. He extends this influence by using the Turn command in the Combat Menu. His level determines how many undead and what kind he can influence. Evil clerics can make undead either neutral or friendly to the party. Good clerics can drive the undead away and may be able to destroy them if the cleric is of a high enough level and the undead are of a low-enough level. The following is a list of undead in increasing order of power and what minimum level of cleric a character has to be to have any influence over them. Low level clerics generally have a chance, not a certainty, of affecting undead. Minimum Undead Type Level of Cleric Skeleton 1st Zombie 1st Ghoul 1st Wight 1st Wraith 3rd Mummy 4th Spectre 5th Vampire 6th GLOSSARY OF AD&D GAME TERMS AND COMPUTER TERMS ABILITY SCORES. These are numbers that describe the attributes of the characters. There are six ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. For the most part, the range of numbers runs from 3 to 18, the higher the better. ADVENTURER. This is a term for one of the characters you play in this game. ALIGNMENT. This is the basic philosophy of a character. See Alignment in the What are Characters? section of the rule book. CHARACTER. This is another name for one of the persons you play in the game. A party consists of several characters. COMMAND. A one or two word option in a menu. Activating the command allows you either to view another menu or have your characters perform an action. ENCOUNTER. This is what happens when a party meets a monster. You are given a menu of choices of how you want to handle the situation. ENTER. The act of giving a command to the computer. How this is done varies depending on the computer. EXPERIENCE POINTS (XP). Every encounter the characters have yields experience points for every character depending on how successful the encounter was for the party. A character who gains enough XP can advance a level if he has enough gold for training. FACING. In combat, a character faces a certain direction. An attack from the direction he is not facing has a greater chance of doing damage. A character will always face an opponent if he has only one opponent. HIT POINTS (HP). This is a measure of how healthy a character is. Damage from weapons subtracts hit points from the characters total. When he has lost all of his hit points, he is unconscious and dying. If his wounds are bound by another party member, he is simply unconscious. ICON. This is the small picture of a monster or a character seen in the initial stages of an encounter and during combat. Character icons can be altered using the Alter command in the Camp Menu. INITIATIVE. This is a semi-random determination of which character in a combat acts first. The characters with higher dexterities have a better chance for a higher initiative. LEVEL. This describes the power of a number of different items. The power of characters, dungeons, monsters, and spells are all described with levels. CHARACTER LEVEL. This is a determination of how much experience a character has. The higher the level, the more experienced and important the character is. High-level spellcasters can cast high level spells. DUNGEON LEVEL. This is a measure of how far down in the earth a dungeon is. For the most part, the further down one is, the more ferocious the monsters. Thus, a high-level dungeon refers either to how deep it goes or the relative toughness of the monsters. MONSTER LEVEL. This is a measure or how powerful monsters are. The higher the level, the more powerful the monster. SPELL LEVEL. Spells come in degrees of difficulty. The higher the level of the spell, the higher the difficulty. Only very experienced magic-users and clerics can learn high level spells. MAGIC. This term covers spellcasting, enchanted items, and any other application of the supernatural. MELEE COMBAT. This is hand-to-hand combat with weapons such as swords, spears, and fists. MISSILE COMBAT. This is ranged combat with weapons such as bows and arrows, crossbows and quarrels, and slings and slingstones. MONSTER. This term actually includes human and other player races as well as such creatures as ogres and dragons. In general, if it isn't part of your party, it's a monster. Monsters are not necessarily hostile. Some may be helpful. That's what the Parlay command in the Encounter Menu is for. NON-PLAYER CHARACTER (NPC). This is a member of a player character race who is not controlled by the player. Some NPCs can be brought into a party. PARTY. The group of adventurers you form to perform the missions you are given. A party can be reformed for each adventure, and even altered during the course of an adventure. PLAYER CHARACTER (PC). This is a member of a player character race who is controlled by the player. The characters in your adventuring party are PCs. SPELL. This is a magic incantation that can alter the nature of reality. Both magic-users and clerics can cast spells after memorizing them. If the spell is cast, it is gone from the user's mind and must be re-memorized. SPELL BOOK. The book a magic-user carries his spells in. If he doesn't have a magic book, he has no spells to memorize. ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS Class Armor Shield Weapons Cleric any any club, flail, hammer, mace, staff Fighter any any any Magic-User none none dagger, dart, staff Thief leather none club, dagger, dart, sling, one handed swords WEAPON LIST Name Damage vs. Number Damage vs. Larger Than of Man Sized Man Sized Hands Class Axe, Hand 1-6 1-4 1 f Bardiche+ 2-8 3-12 2 f Bastard Sword 2-8 2-16 2 f Battleaxe 1-6 1-8 1 f Bec de Corbin+ 1-6 1-6 2 f Bill-Gulsarme+ 2-8 1-10 2 f Bo Stick 1-6 1-3 2 f Broad Sword 2-6 2-7 1 f,th Club 1-6 1-3 1 f,cl,th Dagger 1-4 1-3 1 f,mu,th Dart 1-3 1-2 1 f,mu,th Fauchard+ 1-6 1-8 2 f Fauchard-Fork+ 1-8 1-10 2 f Flail 2-7 2-6 1 f,cl Fork, Military+ 1-6 2-8 2 f Glaive+ 1-6 1-10 2 f Glaive, Guisarme+ 2-8 2-12 2 f Guisarme+ 2-8 1-6 2 f Guisarme-Voulge+ 2-8 2-8 2 f Halberd+ 1-10 2-12 2 f Lucern Hammer+ 2-8 1-6 2 f Hammer 2-5 1-4 1 f,cl Javelin 1-6 1-6 1 f Jo Stick 1-6 1-4 1 f Long Sword 1-8 1-12 1 f,th Mace 2-7 1-6 1 f,cl Morning Star 2-8 2-7 1 f Partisan+ 1-6 2-7 2 f Pick, Military 2-5 1-4 1 f Pike, Awl+ 1-6 2-12 1 f Quarterstaff 1-6 1-6 2 f,cl,mu Ranseur+ 2-8 2-8 2 f Scimitar 1-8 1-8 1 f,th Short Sword 1-6 1-8 1 f,th Spear 1-6 1-8 1 f Spetum+ 2-7 2-12 2 f Trident 2-7 3-12 1 f Two-Handed Sword 1-10 3-18 2 f Voulge+ 2-8 2-8 2 f Composite Long Bow* 1-6 1-6 2 f Composite Short Bow* 1-6 1-6 2 f Long Bow* 1-6 1-6 2 f Heavy Crossbow # 2-5 2-7 2 f Light Crossbow # 1-4 1-4 2 f Short Bow* 1-6 1-6 2 f Sling 1-4 1-4 1 f,th + Polearm * Must have ready arrows to fire # Must have ready quarrels to fire. f=fighter, cl=cleric, th=thief, mu=magic-user