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ADVANCED'DUNQEONS&DRAGONS,AD&DandDRAGONLANCEare trademarksownedbyandusedunderlicense from TSRInc.,LakeGeneva,WI,USA . Copyright1990StrategicSimulations, anc. AllRightsReserved. Copyright1990TSR .Inc .All Rights Reserved. Theserules,anyaccompanyingprintedmateriak'andthecomputerprograms,onfloppydisks or'' cassettes,describedherein,arecopyrightedandincludeproprietaryinformationbelongingto StrategicSimulations,Inc .andTSR,Inc .Nooneispermittedtogiveorsellcopiesofthis handbook; anyaccompanyingprintedmaterial,andthecomputerprograms,onfloppydisksorcassettes, or !, listingsoftheprogramsonfloppydisksorcassettestoanypersonorinstitutionexceptas pivvided fvr. bywrittenagreementwithStrategicSimulations,Inc .andTSRInc .Noone may copy, photocopj, reproduce,translate,orreducetomachinereadableformthishandbookoranyotheraccompa punted material,,inwholeorinpart,withoutthepriorwrittenconsentofStrategicSimulations,Inc . andSR, lpc . Anyperson/personsreproducinganyportionofthisprogramforanyreason,inanymedia, shallbe guiltyofcopyrightviolationandsubjecttotheappropriatecivilorcriminallegalactionatthediscretion ofthecopyrightholder(s) .

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Page 1: TALE O CONTENTS - ia800209.us.archive.org

ADVANCED'DUNQEONS & DRAGONS, AD&D and DRAGONLANCE aretrademarks owned by and used under license from TSR Inc., Lake Geneva, WI, USA.

Copyright 1990 Strategic Simulations, anc. All Rights Reserved.Copyright 1990 TSR. Inc . All Rights Reserved.

These rules, any accompanying printed materiak'and the computer programs, on floppy disks or''cassettes, described herein, are copyrighted and include proprietary information belonging to

Strategic Simulations, Inc . and TSR, Inc. No one is permitted to give or sell copies of this handbook;any accompanying printed material, and the computer programs, on floppy disks or cassettes, or ! ,

listings of the programs on floppy disks or cassettes to any person or institution except as pivvided fvr.by written agreement with Strategic Simulations, Inc . and TSR Inc . No one may copy, photocopj,

reproduce, translate, or reduce to machine readable form this handbook or any other accompa

puntedmaterial,, in whole or in part, without the prior written consent of Strategic Simulations, Inc . and SR, lpc .

Any person/persons reproducing any portion of this program for any reason, in any media, shall beguilty of copyright violation and subject to the appropriate civil or criminal legal action at the discretion

of the copyright holder(s) .

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Based on an original story by Jim Ward,Victor Penman, Dave Shelley

Game Creation :

Project Manager & Developer :

IBM Programming :

Commodore 64 andApple II Programming : Paul Murray, Jim Jennings

Additional C64 Programming: Westwood Associates

Amiga Programming: Norm Koger

Encounter Authors: Dave Shelley: Overland, Neraka, Kemen, Solamnic Tomb, Ogre BaseMike Mancuso : Throtl, Gargath, Jelek, SanctionKen Humphries: Southern Outpost

Art Director: Tom WahlArtists: Fred Butts: 3D Walls & Sprites, Overland Map & Large Graphics

MarkJohnson : 3D MonstersCyrus Lum: Combat Pictures & Large GraphicsSusan Manley: 3D Portraits & SpecialsLaura Bowen : Amiga Conversion

Music and Sound Effects: John Halbleib, Tom Wahl, Scot Bayless, Dave Warhol

IBM Music Driver: Electronic Arts

In House Playtesting : Rick White, Don McClure, Mike Bench, Cliff Mann,Rick Wilson, Eric Flom, Cyrus Harris

Additional Testing : Qraeme Bayless

Documentation : Rick Wilson

Customized Apple DiskOperating System : Roland Qustafsson

Special Thanks to : Pat Andreas

Art, Graphic Design andDesktop Publishing : Louis Saekow Design : Peter Ciascoyne & David Boudreau

Pre-press Production : Louis Saekow Design : Kirk Nichols/Ray Qarcia

Printing : Muller Printing Co.

CREDITS

SSI Special Projects Group

Victor Penman

Russ Brown, Scot Bayless

Questions or Problems?Our main business number is (408) 737-6800 . If you encounter disk or system related

problems you can call our Technical Support Staff at (408) 737-6850 between 11 a .m. and5 p .m ., Pacific Time, Monday through Friday . NO GAME PLAYING HINTS WILL BE

GIVEN THROUGH THIS NUMBER . If you need hints, call our Hint Line at(408) 737-6810 . Recorded hints are available 24 hours a day, 7 days a week . If you don't hearthe information you need, please write to us at 675 Almanor Avenue, Sunnyvale, CA 94086

(include a stamped self-addressed envelope for quick reply) .

n

TABLE OF CONTENTS

Letter to the Circle of Knights 1Important Geographic Features of Northeast Ansalon3The Player Races in Champions of Krynn 4

Ability Scores 5Character Classes 8Alignment 10Building a Successful Party 10Why these guys? 10Combat 12Magic 15Deities 17Good Aligned Gods 17Neutral Aligned Gods 17

Creatures of Krynn 18Magical Treasures 44Journal Entries 46Tavern Tales 44Spells 49

First Level Clerical Spells 49Second Level Clerical Spells 49Third Level Clerical Spells 49Fourth Level Clerical Spells 49First Level Mage Spells 50Second Level Mage Spells 50Third Level Mage Spells 51Fourth Level Mage Spells 52

Charts 53Spell Parameters List 53Armor List 55Armor and Weapons Permitted by Character Class55Cleric's Wisdom Bonus Table 55Constitution Table 55Dexterity Table 55Strength Table: Ability Adjustments 56Range of Ability Scores by Race 56Maximum Level Limits by Race, Class and Prime Requisite56Level Advancement Tables 57Weapon List 58

Glossary of AD&D€ Game Terms and Computer Terms59

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To the Circle of Knights :

I, your humble servant, send you greetings. This missive is sent without theknowledge of my commandant and in violation of his orders . I take this action in fullknowledge of the consequences it may bring upon me and through the conviction thatin doing so, I fulfill my oath .

The commandant has been acting strange of late as if afflicted by some dark spell .I know that information of evil portends has not been forwarded to your august bodyas required by our charter. Many of our most faithful followers have died suddenlyand mysteriously within this last fortnight . The commandant has been too ready withreplacements for them, replacements which have an unclear feel .

I ask that you send a knight of pure character and high stature to investigate myconduct and this report . As further evidence, I provide, in its entirety, a letter found onthe body of one Hal Horbin, a ranger of the highest character .

"Dear Istan :

Far from annoying me, I find the greatestpleasure in responding to your inquiry dear broth-er. It has been some time since I have turned mymind to the scholarly histories in which I former-ly delighted. Your questions regarding the rela-tionship between the War of the Lance and theseoutposts provides a welcome diversion from mynormal duties. But first, a bit of background . . .

Ansalon is a small continent stretching fromthe arctic to the equatorial climates in the south-ern hemisphere of the World of Krynn . It wasacross the face of this troubled land that the Warof the Lance raged in years past and brought ourcompany to its present unhappy fate .

In the 348th year after the Cataclysm, theevil forces of Takhisis, the Queen of Darkness,launched the treacherous war she had longprepared in secret. Striking first north, east, andthen south, the armies of evil dragons, fell draco-nians, and all manner of other evil beings quicklyoverran the unprepared and the unsuspecting .

The good dragons, historical enemies of theevil dragons, could not ally themselves with theforces of good . As part of the Dark Queen's plan,their eggs were taken as hostage while the greatbeasts slept . The good dragons' "neutrality" wasthe price they paid to keep their eggs from harm.

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While the good forces' attempts to allyagainst the common threat were hampered bytreachery and old feuds, the evil armies madegood use of their time . Quickly consolidatingtheir hold on the newly conquered lands, theystruck west and even further south in the winterof 351 A.C .

It was in this year that a group of compan-ions met at the Inn of the Last Home in Solace .The exploits of the companions are now wellknown - How they gained the disks ofMishakal and returned them with the first truecleric to walk the lands since the Cataclysm .How their discovery that the draconians were theresult of the corruption of the good dragon eggs

freed the good dragons from their pledge andbrought them into the war on the side of good .How they helped Berem to return to the templeoutside of Neraka and with his death close theportal that gave Takhisis an entry into Krynn .

It was at this time that many counted the

war over. With their queen locked out of thisworld, the DragonArmies lost their sense ofdirection . Many urged the good armies to returnhome and disband, some were foolish enough todo so .

But evil retained a strong grip on much of theland. The corruption process was stopped, but thegood eggs were not returned and the exploits ofthe companions had given evil yet a new form .

Raistlin Majere, a companion with hisbrother Caramon, was caught up in the web ofpower that blazed through the land. While work-ing against the Dark Queen's plans, his owngrew ever more ambitious. By the time She wasdriven out of the land, his own robes, once aneutral red, became as black as his heart .

Through long and macabre studies, hebecame convinced that he himself could becomea god . Not just a god, the most powerful of allgods . Through his plots and machinations,another foul time swept over Ansalon, this onethreatening even more defilement than that

caused by the DragonArmies . It was only whenRaistlin realized that if he persisted, he would beleft to rule a dead world, that he relented .

Caught up in this power struggle, evil forces

struck again . Kitiara, half-sister to Raistlin and thehero Caramon, organized an attack . Dragons,draconians, men, and other evil creaturesbypassed the High Clerist's Tower and fell onPalanthas . The city would have stood againsteven these forces had it not been for the aid givenby Lord Soth and his Death Knights.

None could stand before them as they sweptthrough the city streets . In the very tower whereRaistlin did battle with the Dark Queen, Kitiarafell . It is said that Lord Soth took her unwillingand undead body off to a fate far worse than aclean death . Whatever the reason, the DeathKnights withdrew and good overthrew theinvaders .

With this clear lesson before them, allrealized the evil threat could return at any time .With new resolve, the alliance stood to armsagain. Led by the Solamnic Knights, the goodforces smashed through the remaining Dragon-Armies . In a long and bitter campaign, the east-ern lands were freed . The City of Sanction fell toa bloody siege . Evil was routed and its followersdriven deep into hiding .

So as not to be caught unprepared again, theknights established outposts, like this one,throughout the Eastern Lands . With that, thearmies withdrew and, save for the knights, werelargely disbanded . All depend on our outposts .

We are to be vigilant, to stamp out evil where wefind it and, if dark plots threaten, to give advancewarning to good folk everywhere .

For all of the confidence many felt whenSanction fell, things are not as they could be .

Many of the good dragon eggs remain lost . Lord

Soth stays secure and apparently untouchable inhis fortress (although he provided no aid to theDragonArmies in this last conflict) . The knights,on whom so much depends, are stretched toothin . Indeed, it is all the knights can do to providethe outposts with leadership . The work ofpatrolling, and the like, falls almost entirely onordinary folk, such as ourselves .

And if the other outposts are like this one,things may be much worse than they appear .

Strange events have occurred . We hear rumors .Rumors of settler caravans killed or enslaved .

Of a strange force that opens graves and robs thedead . Of evil dragons seen flying to the east .

Of entire cities captured and secretly enslaved .Our commandant sends out patrols and they

report nothing . At least those who return have

nothing to report . But of late, not all sent out have

been coming back . I know the commandant hasbeen urged to report all this, but he has refused to

do so .The fact is that our commandant has not

been himself lately. He looks the same and talksthe same, but his actions - his feel - are quitedifferent . I fear some dreadful fate awaits us all .A fate we should be able to see but which a darkveil is hiding .

Ah, I babble. We are in the western-most out-post below the deserted City of Throtl . Of all theoutposts, we have the least to fear . My regards toour mother. Tell her I am safe and likely to remainthat way.

Your brother,

Hal"

Respectfully submitted for your consideration :

Mothus StrongswordKnight of Tears

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IMPORTANT C~EOCiRAPHIC FEATURES OF NORTHEAST ANSALONThe territories in the game are those that were overrun by the evil armies duringthe War of the Lance or were occupied by evil beings before that war.Throtl was the capitol city of the Hobgoblins. Neraka was the special city ofTakhisis and her temple was located near it . Sanction was a pre-cataclysmic citythat was the base of operations for the DragonArmies . I<ernen was the capitolcity of the Ogres .

The mountains near Jelek hold CQodshome. While these are now empty ruins, itis rumored that an area sacred to the True Qods exists somewhere in thesemountains .

The lands are largely empty, save for a few settlers . The City of Sanction is theonly area that has come close to its pre-war level of settlement .

THE PLAYER RACES INCHAMPIONS OF KRYNNThere are seven races (describedbelow) from which you may constructyour player characters . Each race hasdifferent talents and limitations .

The Range of Ability Scores by Racechart on page 56 lists each playerrace's limits on ability scores . There arecharts and tables in the appendix at theback of the Journal that summarize theabilities and class limitations for the dif-ferent races. Non-human characters cancombine character classes and mayalso have additional special abilities .

Hill Dwarves are a stubborn and roughrace of sturdy workers and craftsmen .They are especially resistant to magicand poison . During combat, dwarvesreceive bonuses when attackinggoblins and hobgoblins and are adeptat dodging the attacks of ogres andgiants. Dwarves can be fighters,thieves, rangers, clerics of Reorx ormixed classes .

Mountain Dwarves are somewhatclannish and more refined than theirHill Dwarf cousins. Otherwise they arenearly identical . Mountain dwarves maybe fighters, thieves, clerics of Reorx, ormixed classes .

Silvanesti Elves (High Elves) are a tall,arrogant and long-lived race . They arenearly immune to sleep and charmspells and are adept at finding hiddendoors. During combat, elves receivebonuses when attacking with long orshort swords and bows. They cannot beraised from the dead . Silvanesti elvescan be fighters, mages, clerics, rangers,thieves and mixed classes .

Qualinesti Elves are slightly smallerand friendlier than their Silvanestibrethren . They have identical abilities

4

Hill Dwarf

and bonuses. Qualinesti elves can befighters, rangers, mages, thieves, clericsand mixed classes .

Half-Elves are hybrids with many ofthe virtues of both humans and elves .They are resistant to sleep and charmspells, and are adept at finding hiddendoors. Half-elves can be fighters,mages, clerics, thieves, rangers,knights and mixed classes .

Kender are a small people character-ized by an absolute lack of fear andinsatiable curiosity . They are especiallyresistant to magic and poison, andhave the special ability to taunt intelli-gent opponents. When kender success-fully taunt, an opponent will attack in amindless rage, suffering a loss of

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Elves

combat effectiveness . The preferredweapon of the kender is the hoopak,part staff sling part metal shod staff,which only they can use . When armedwith a hoopak, a kender will receivebonuses to hit and is a deadly accurateshot. Kender can be thieves, fighters,rangers, clerics or mixed classes .

Humans are the most common player-race in the world of Krynn . They can befighters, mages, clerics, thieves,rangers, and knights but not mixedclasses .

Ability ScoresEvery character has six randomlygenerated ability scores as explainedbelow. These scores fall within a rangedetermined by the race and class of thecharacter (see the Range of AbilityScores by Race table on page 56) . Forhumans, that range is from 3 (low) to18 (high) .

Depending on the character class, oneor more of these abilities will be aprime requisite . A prime requisite is anability especially valuable to a givenclass (strength for a fighter, wisdom fora cleric, etc) . Characters receive bonusexperience points when their primerequisite scores are at or above a cer-tain number (16 in most instances) .

When the scores are generated, non-human characters may receive modi-fers to the basic ability scores toreflect differences between the races .Dwarves, for instance, get a +I consti-tution bonus and may have a maxi-mum constitution of 19 instead of 18 .When a character is generated with theCREATE NEW CHARACTER command,all racial modifiers are calculatedautomatically .

Kender

Strength (STR) is the measure of acharacter's physical power. Fighters,rangers, and knights with an 18strength also have a percentage valuefrom 1 to 100 . The maximum percent-age values vary from race to race .Strength is most important for fightertype characters (fighters, rangers,knights). If 16 or higher, fightersreceive a bonus of 10% additionalexperience points . Non-human fightersmay have a lower maximum level iftheir strength is less than 18. Thehigher a character's strength, the morehe can carry, the more likely he is to

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hit in melee combat, and the moredamage he will do when he does hit .There is a Strength table on page 56 .

Intelligence (TENT) is the measure ofhow well a character can learn. Mageswith an intelligence of 16 or higherreceive a 10 percent experience pointbonus. Non-human mages may have alower maximum level if their intelli-gence is less than 18 . Rangers musthave both intelligence and wisdom of16 or higher to receive a 10 percentexperience point bonus .

Wisdom (WIS) is the measure of acharacter's ability to understand theways of the world and to interact withthe world. Clerics get the 10 percentexperience bonus if their wisdom is 16or higher. Clerics with a wisdom of 14or higher receive additional low levelspells. Rangers must have both intelli-gence and wisdom of 16 or higher toreceive a 10 percent experience pointbonus. There is a Wisdom Bonus tablefor clerics on page 55 .

Dexterity (DEX) is the measure of themanual dexterity and agility of the char-acter. Thieves especially benefit fromhigh dexterity. Thieves receive a 10percent experience benefit if their dex-terity is 16 or higher. For every dexteritypoint from 15 to 18, a characterreceives a corresponding one pointimprovement in his armor class . Forevery dexterity point from 16 to 18, acharacter receives a one point improve-ment on his ability to hit with missileweapons. It is highly recommendedthat all characters have a high dexterity .This is considered essential for magesand thieves. There is a Dexterity effectstable on page 55 .

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Constitution (CON) is the measure ofthe overall health of a character .Fighters receive one extra hitpoint perhit die for each point of constitutionabove 14. Non-fighters receive similarbenefits except they receive a maxi-mum of two extra hitpoints (HP) perlevel (no HP benefits for constitutionsabove 16) . A character's constitutionalso determines the maximum amountof times that character can be raisedfrom the dead and the percent chanceof a resurrection attempt being suc-cessful. Every time a character is suc-cessfully resurrected, he loses 1 pointof constitution. There is a Constitutioneffects table on page 55 .

Charisma (CHA) is the measure ofhow others react to a character .Charisma is sometimes a factor whenthe character has an encounter withNPCs. The higher a character's charis-ma, the more that character canpersuade others to do what he wants .The character with the highest charismashould be the active character whenparlaying .

Each character also has two otherimportant values that change as thegame goes on : Hitpoints andExperience Points .

Hitpoints (HP) represent the amountof damage a character can take beforehe goes unconscious . To calculate acharacter's maximum HP, thecomputer rolls the character's hit diceand adds any adjustments for level or

constitution . A character gains a HPbonus to each hit die if his constitutionis over 14 .

When a character takes enoughdamage that his HP reach 0, he isunconscious. If the character's HP dropto anything from -1 to - 9, he will lose IHP per turn from bleeding until he isbandaged or dies . A character is dead ifhe has -10 HP or less . When you view acharacter, his HP on the screen willnever be displayed as less than 0 .

Experience Points (XP) are a measureof what the character has learned onhis adventures . Characters receive XPfor actions such as fighting monsters,finding treasures and successfullycompleting quests . The computerkeeps track of XP and most new char-acters will begin with enough XP to besecond level . The exceptions are clericsand knights, who begin at first level .See the Advancement Tables for eachclass' XP requirements .

When characters have enough XP theycan go to a hall and receive the trainingrequired to increase in level . Charactersmay only advance one level at a time . Ifa character has gained enough XP to goup two or more levels since the lasttime he has trained, he will go up onelevel and lose all XP in excess of onepoint below the next level .

Example:A third level thief enters a traininghall with 18,300 XP. He will leave asa fourth level thief with 10,000 XP.

Once characters have reached theirmaximum levels for this game, theyshould not train .

Character ClassesA character must belong to at least onecharacter class . Non-human characterscan have more than one class at thesame time . A non-human characterwith multiple classes has more playingoptions, but he increases in level moreslowly because his XP is divided evenlyamong all his classes .

Characters receive HP, spells andabilities based on their class, level and(sometimes) ability scores . Refer to thetables at the back of the journal to findthe number and size of hit dice acharacter receives and the number ofspells the character can memorize .

Note: Dice is the term used todescribe the range for a randomlygenerated number. A d6 die has arange from 1 through 6, a d 10 hasa range from I through 10 .

Clerics have spells bestowed on themby their deity and can fight wearingarmor and using crushing (no edged orpointed) weapons . After selecting adeity, clerics may only choose align-ments appropriate to their god. Each ofthe gods will extend special abilities totheir followers . For more information,see the Deities section . The primerequisite for clerics is wisdom. Clericsstart the game at first level .

Fighters can fight with any armor orweapons, but they cannot cast magicspells. Fighters can have exceptionalstrength and gain additional HP bonusesif they have a Constitution of 17+ . Theprime requisite for fighters is strength .

Rangers can fight with any armor orweapons. Rangers can have exceptionalstrength and gain additional HP bonuses

Solamnic Knight

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if they have a Constitution of 17+ . Theydo additional damage in combat whenfighting giant-class creatures . Rangersmust be of good alignment and haveability scores of at least 13 in strengthand intelligence and at least 14 inwisdom and constitution . The primerequisites for rangers are strength,intelligence, and wisdom .

Solamnic Knights are the pride ofchivalric honor in the world of Krynn .The knights are divided into threeorders: the Knights of the Crown, theKnights of the Sword, and the presti-gious Knights of the Rose . All arerenowned for their bravery and skill atarms. Knights begin the game withplate mail, long sword, and a shield butvery little money.

Knights must take a vow of poverty andso they tithe a large part of theirmonies and treasures back to theorders. Knights of the Crown will tithe10% to their order whenever they enteran outpost. Knights of the Sword andRose will give up everything except 20steel pieces when they tithe . WhenKnights of the Sword or the Rosebecome 6th level, they gain the abilityto cast some clerical spells . If a knightof either of the first two orders (Crownor Sword) is of sufficient level, and hashigh enough ability scores, he maypetition the next higher order foradmission . Prime requisites for knightsare strength and wisdom .

NOTE: Knights receive XP bonusesfor doing knightly deeds and not forhaving prime requisites . They beginthe game as first level characters.

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To petition to join the Knights of theSword a knight must have the followingminimum ability scores : STR 12, INT 9,WIS 13, DEX 9, CON 10 .

To petition to join the Knights of theRose a knight must have the followingminimum ability scores : STR 15, INT10, WIS 13, DEX 12, CON 15 .

Mages have powerful spells, but canuse no armor and few weapons . Theycan only memorize those spells avail-able in their magical grimoires(personal spell books) or use scrolls . Inthe world of Krynn, the power of magesis moderated by the three moons .Mages are divided into three ordersbased on alignment . Each alignmenthas its own order, strengths, abilitiesand moon . The mage's power fluctu-ates with the cycles of the moon thatinfluences his order. For more informa-tion on the orders and moons see theMagic section (page 15) . The prime req-uisite for mages is intelligence .

Thieves can fight with swords andslings and wear leather armor. Incombat they do additional damage'back stabbing' . Back stabbing isdescribed in the Combat section .Thieves also have special skills forpicking pockets, opening locks,removing traps, moving silently, hidingin shadows, and climbing walls . Theprime requisite for thieves is dexterity .

Multi-class are non-human characterswho belong to two or more classes atthe same time. The character's experi-ence points are divided among each ofthe classes, even after the charactercan no longer advance in one or moreof those classes . The character's HP perlevel are averaged among the classes .The multi-class character gains all thebenefits of all classes with regard toweapons and equipment .

AlignmentAlignment is the philosophy a characterlives by. A character's alignment canaffect how NPCs and some magic itemsin the game react to the character. Thefollowing alignments are available toPlayer Characters .

Lawful Good characters believe in therule of law for the good of all .

Lawful Neutral characters believe therule of law is more important than anyobjective good or evil outcome .

Neutral Good characters believe thatthe triumph of good is more importantthan the rule of either law or chaos .

True Neutral characters believe thatthere must be a balance between goodand evil, and law and chaos .

Chaotic Good characters believe increating good outcomes unfettered bythe rule of law .

Chaotic Neutral characters believethat the freedom to act is moreimportant than any objective good orevil outcome .

NOTE: Due to the nature of thisadventure, no evil Player Charactersare permitted .

Building a Successful PartyForming a strong and adaptable partyis a key to success in CHAMPIoVs orKRYmv. You may place up to six PlayerCharacters in your party . It is recom-mended that you use all six characters .A smaller party is less powerful andmore likely to be eliminated by yourenemies .

In choosing which characters to includein the party, it is wise to include avariety of classes: clerics, mages,

thieves, and fighters . At least one partymember should be a kender so youmay taunt (yell) in combat and someadventures may only be completed ifthe party includes a knight .

One suggested sample party includes:One Human KnightOne Human White MageOne Dwarf RangerOne Kender Cleric of Mishakal/ThiefOne Qualinesti Elf Cleric of

Shinare/Fighter/Red MageOne Human Cleric of Majere

Another suggested sample partyincludes :

One Human KnightOne Silvanesti Elf Cleric of

Mishakal/Fighter/White MageOne Half-Elf Ranger/Cleric of MajereOne Qualinesti Elf Cleric of

Shinare/Fighter/Red MageOne Kender Cleric of Kiri-Jolith/ThiefOne Qualinesti Elf Fighter/Red Mage

Why these guys?CLERIC/FIGHTER/MAQ4EThe cleric/fighter/mage is the ultimatemulti-purpose character. A cleric/fighter/mage can cast both mage andcleric spells while wielding the armorand weapons of a fighter. The maindisadvantage of the cleric/fighter/mageis that, as a triple-class character, theyadvance in levels quite slowly .

FIGHTER/MACWEThe fighter/mage may cast spells whilewearing armor. This split class can fightas well as a fighter and receives moreHP than a pure mage .

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CLERIC/THIEFA cleric/thief has more HP and a betterarmor class than a pure thief. As acleric, the cleric/thief can cast healingand support spells, allowing thecharacter to perform double duty asboth the party thief and additionalhealer. The thief status permits thepowerful back stab attack which isdescribed in the Combat section .

CLERICA cleric is essential for healing the partyafter an engagement. The most efficientway to heal is to Encamp and select FIX(you can issue this command severaltimes while encamping) . Fix works asfollows :

If a cleric is in the party, all availablecure spells are cast until all charactersare healed. If the party has taken moredamage than clerics have cure spells,the fix option may be used again . Whenfix is used, characters at the top of thelist will be healed before the charactersbelow them .

If a cleric is not in the party, HP maybe recovered through rest (1 HP per24 hour period), potions or Templeservices.

RANQERRangers normally start the game withmore HP than other fighter types . Theydo extra damage versus giant typemonsters .

KNIGHTKnights are powerful fighters and arenecessary to complete some quests .There are some magic items that mayonly be used by knight characters .

MIXED CLASSMixed class characters in general arevery valuable for their many skills andare worth the slower rate at which theywill advance in levels .

PREPARATION TIPSThe makeup of your party affects yourcombat strategy throughout the game .Loading your party with clerics andmages increases the importance ofspell casting both before and during abattle . An emphasis on knights andrangers makes your hand-to-hand com-bat skills that much more important.

At the beginning of the game, go to theArmoury. Pool your money and pur-chase the following equipment :

For fighters, rangers, andsplit class fighters:Ring Mail

Short BowShield

80 Arrows2 Long Swords

Sling

For thieves:Leather Armor

80 Arrows2 Long Swords

SlingShort Bow

For clerics:Ring Mail

2 MacesShield

Staff Sling

For mages2 Quarter Staffs

100 Darts

For any Kender character2 Hoopaks

The reason for purchasing 2 of each ofthe melee weapons is to combat BaazDraconians . When a Baaz dies, it willsometimes pull a weapon from a char-acter's hand . The weapon is notretrieved until after combat .

After purchasing the equipment, sharethe money from the pool and ready thenew equipment . To start, ready themelee weapons (swords, maces,quarter staffs) instead of the missileweapons (bows, slings, darts) . Be sureto ready the arrows too .

CombatCombat occurs often. Combat takesplace on a tactical map. This map is amore detailed view of the map terrain(3D or wilderness) that the party was onwhen the combat was triggered . Thismap is overlaid with a square grid thatis not visible on your screen .

As you move characters, you will noticethat everything moves on the grid fromsquare to square . Moving diagonallyoften costs more movement pointsthan moving horizontally or vertically .

INITIATIVEEach round of combat is divided into 10segments . Which segment a character

croup of Draconians

or monster acts in depends on hisinitiative number. This is a randomlygenerated number for each characterand monster. This random number isgenerated at the beginning of eachcombat round and is modified by dex-terity bonuses or penalties and randomfactors (such as surprise) to arrive at theinitiative number.

Sometimes a character will act insegment 10 of one round and segment1 in the next, appearing to act twice ina row. This is especially common if youuse the DELAY command. When theDELAY command is given, thatcharacter's action will be delayed untilsegment 10 .

In combat, the player controls theactions of PCs. The computer controlsthe actions of monsters, NPCs, and PCsset to computer control with the AUTOcommand.

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Each character's ability in combat isdefined by his THACO, damageand AC .

ACA character or monster's difficulty to behit is represented by his armor class orAC. The lower the AC the harder it is tohit the target. AC is based on the armora character is wearing plus a dexteritybonus. Some magic items will help acharacter's AC .

THACOThe character's TIIACO represents hisability to hit enemies in melee or withmissile Fire . TACO stands for To HitArmor Class 0 . This is the number acharacter must 'roll' equal to or greaterthan to do damage on a target with anAC of 0. The lower the THACO the bet-ter the chance to hit the target.

NOTE: the generation of a randomnumber is often referred to as a'roll'. In determining if an attackhit, the number generated is fromI through 20.

An attack is successful if the randomnumber is greater than or equal to theattacker's THACO minus the target'sAC. THACO may be modified by range,attacking from the rear, magicweapons, and magic spells amongother things .

Example :A fighter with a Tf1ACO of 15attacking a monster with an AC of 3would need to roll :(TIIACO 15) - (AC 3) = 12+But to hit a monster with an AC of -2he would need to roll :(TACO 15) - (AC -2) = 17+

DAMAGEWhen a hit is scored, the attacker doesdamage. Damage is the range of liPloss the attacker inflicts when he hitsan opponent in combat. Damagedepends on the attacker's strength andweapon type . The damage eachweapon can do is summarized in theWeapons List on page 58 .

Some monsters take only partial or nodamage from certain weapon types .Skeletons, for example, take only halfdamage from sharp or edged weapons,while some other monsters only takedamage from magical weapons .

BACK STABBINGA thief will back stab if he attacks atarget from exactly opposite the firstcharacter to attack the target . The thiefmay not back stab if he has readiedarmor heavier than leather (exception :elfin chain mail). A back stab has abetter chance of hitting the defenderand does additional damage .

MISSILE ATTACKS

A character may not attack anadjacent target with a missile weapon(bow, sling, etc). A character mayattack an adjacent target with athrown weapon (ax, club, etc) or ahoopak (Kender only) .

Bows can attack twice per turn . Throwndarts can attack three times per turn .

MULTIPLE ATTACKSFighters and knights of 7th level orgreater can attack twice every otherturn. Rangers of 8th level or greater canattack twice every other turn .

Q

All of a character's attacks are takenagainst his first target. If the first targetgoes down with the first attack, aim theremaining attack at another target.Fighters, knights, and rangers maysweep through several weak opponentsin one combat round . When a charactersweeps, he will automatically attackmultiple opponents .

MOVEMENTThe number of squares a character canmove is affected by the weight he'scarrying, his strength, and the kind ofarmor he has readied. A character'smovement range is displayed on theview screen and when moving duringcombat .

RUNNING AWAYA character may flee from the battlefieldif he can move faster than all enemies .A character may not move off the battle-field if he moves slower than any ene-mies. A character has a 50% chance tomove off the battlefield if he can moveas fast as the fastest enemy monster.Exception : if a monster or character canreach the edge of the combat map with-out any of his opponents being able tosee him, he may then flee successfullyeven though he may be slower than hisopponents .

A character that moves off the battle-field returns to the party after the fightis over. If all active characters fleecombat, any dead or unconsciouscharacters are lost . If a party flees it willnot receive any XP for monsters killedbefore retreating.

AFTER COMBATIf one or more characters survive onthe battlefield at the end of combat,the bodies of unconscious or deadparty members stay with the party. Ifthe entire party flees from combat, all

unconscious and dead party membersare permanently lost . If ALL the partymembers are slain, go back to yourlast Saved Game and try again fromthat point .

COMBAT STRATEGIESThroughout CHAMPIONS of Kiwi r, yourparty engages a colorful collection offoes. At times, you may elect to avoid aconfrontation, choosing conversationor flight instead. More often, however,your characters must stand and fight .

To succeed in combat, a skilled playerdeploys his party well, casts effectivespells before and during combat,maneuvers his characters into advanta-geous position, and attacks using hismost powerful characters and weapons .

DEPLOYING THE PARTYWhen a battle begins, your party isautomatically positioned based on theexisting order of the characters .Characters near the top of the order willbe in the front lines and vulnerable toattack. To change the starting deploy-ment, change the order from the Altermenu while encamped. Shift the heavily-armored fighters up the list and thevulnerable mages and thieves towardsthe bottom of the list. Party order can-not be changed while in combat .

When battle begins, your party may beplaced in a bad position . If you wish tobe defensive, move your characters toanchor your flanks on an obstacle suchas a wall or tree. Keep your magesbehind the front line . Setting up behinda doorway that your enemies have tomove through makes for a very strongdefensive position .

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Characters who are seriously injuredshould be moved out of the front linesif possible . Be warned, if you moveaway from an adjacent enemy, he willget a free attack at your back. Backattacks have an improved chance to hit .

Missile weapons cannot be fired ifthere is an adjacent opponent . If youwant to fire missiles, make sure youkeep away from the enemy . Hoopakand thrown weapons are exceptions asthey may be used either as a missileweapon or a melee weapon. If youwant to stop enemy missile fire, movesomeone next to the opponent .

Exploit your opponents' weaknesses bydirecting attacks against helpless enemycharacters . Gang up on isolated foes.Concentrate your attacks to eliminateone opponent rather than injure many(Exception : enemy spell casters) . A foewith one hitpoint remaining attacks aspowerfully as an uninjured one .

A spell caster who takes damage can-not cast a spell that round . If the spellcaster had started to cast and was hit,he will lose that spell from memory .Therefore, try to injure all enemy spellcasters every round even if it is only forone point of damage. Conversely, if youwant to cast spells, make sure yourspell casters are protected .

Magic is integral to CHAMPIONS OF KRYNm .

Mages, clerics and high-level knightscan cast spells .

A spell can exist in one of four forms :in a character's memory, in a charac-ter's grimoire (spell book), in a scroll orin a wand .

A spell-caster with a memorized spellcan cast it using the CAST command .

Spells are memorized during rest whileencamped .

Memorizing a spell takes 15 minutes ofgame time per spell level, plus a mini-mum period of preparation . First andsecond level spells take a minimumpreparation of four hours . Third andfourth level spells take a minimumpreparation of six hours .

Example:To memorize (2) 1st level spells, (1)2nd level spell and (1) 3rd levelspell would take :(6 hours preparation) + (2 * 15min) + (I * 30 min) + (1 * 45 min)= 7 hours 45 min

Spells do not automatically have theirfull effect on their target. Each target ofa spell may get a saving throw to avoidsome or all of the effect of the spell . Asa character gains levels, his savingthrows improve. Note: some monstershave magic resistance which gives thema chance to be unaffected by the spell .

MACES

There are two types of PC mages -White Robes and Red Robes . All goodalignment mages are White Robes andall neutral aent mages are Red Robes .For more ination, see the advancementtables (page 57) . Mages scribe spellsinto their personal grimoire and mayonly memorize spells that are recordedthere .

When a mage trains for a new level in aHall, he is allowed to select a new spellto scribe into his grimoire . A mage canalso scribe spells from identified scrollsif he is of high enough level to castthem .

Mages may only use scrolls of thecorrect type. Red Robe mages may only

use Red Robe scrolls and White Robemages may only use White robe scrolls .A mage must cast the Read Magic spellin order to identify the spells on thescroll . A spell disappears after it hasbeen scribed or cast . Only mages cancast mage spells from scrolls .

Before they formally enter an order,mages may learn spells that they couldnot learn because of order restrictions .Once a mage has learned these spellsthey remain available to him forever .

TIPS ON MACK SPELLS

Spell casting : Both clerics and magesmay cast spells which assist the partyin combat. Preparatory spells justbefore a battle can protect andstrengthen characters. During battle,your spells will damage your oppo-nents and help your party.

Memorizing Spells: Spells should bememorized as soon as possible afterthey are used. This is most likely tohappen after combat. Encamp, haveyour spell-casters memorize spells andselect REST to allow them to imprintthe spells for later use .

Note: after resting, it is a good ideato save your game . We advise youto save your game after every toughcombat. We recommend that youkeep at least two separate savedgames at all times and alternatebetween them. This will allow youto go back to a save before thatfatal battle .

THE TEST OF HIGH SORCERY

Mages do not join a specific order asstudents. The young mages study untilthey have been deemed ready, where-upon they must pass the Test of HighSorcery before being admitted into anorder. The test is different for each

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mage and failure means death . Allmage characters have taken the testbefore beginning this adventure .

Many of the NPC mages you encounterare those who refused to take the Testof High Sorcery and have becomeRogue mages . Rogues are despised byall of the mage orders and are killed onsight. Rogue mages are not bound bythe limitations of the other orders, buttheir life expectancy is short and theydo not gain benefits from the moons asdo other mages .

THE MOONS OF MAGIC

Since the creation of the world, threemoons have governed the powers ofmagic in Krynn. As the moons wax andwane, so do the powers of magicaligned to them . Each moon has adifferent cycle and effects a differentgroup of mages. Mages of the WhiteRobes gain their power from Solinarithe white moon, Mages of the RedRobes are governed by Lunitari the redmoon. The evil Mages of the BlackRobes are empowered by the darkmoon Nuitari . The current position ofthe moons is displayed at the top ofyour computer screen and their effectsare as follows :

')OG€The additional spells can be of any level the mage can cast .

** Only a mage of 6th level or higher who also has an intelligenceof 15 or greater gains this benefit.

LOW SANCTION WANING WAXING HIGH SANCTION(NEW MOON) (FULL MOON)

Saving Throws -1 Normal Normal +1Additional Spells* 0 0 +1 +2Effective level -1 Even Even +1**

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SPHERES OF MAGICThe magic of Krynn operates in sphereswith the different schools of mages onlyable to manipulate certain of them ;spells castable by one order may notnecessarily be cast by another. Thespheres and the orders that may workwith each order are as follows :

* Only NPC characters may be evil Black Robe Mages .

Each spell operates in one or more ofthe magical spheres, and so mages arelimited in their selection of spells bytheir school of magic . The mage SpellParameters charts on page 53 indicatewhich spells are usable by each of thePC mage groups .

CLERICSClerical magic requires no spell books .All clerical spells of the appropriatelevel are always available to a cleric orhigh- level knight, the character needonly memorize them .

When a cleric finds a clerical scroll, hecan use the spells directly from thescroll ; he does not need to scribe thespells into a spell book. Knights cannever use clerical scrolls, even if theymay cast the spells .

DeitiesSince the earliest days of Krynn, thewisdom of the gods has been broughtto all the races through the efforts ofthe clerics, the mortal messengers ofthe will of the heavens . As a sign offavor, gods bestow upon their clericsspecial bonuses or additional spells .The following is a list of the gods ofKrynn that are available to characters,their alignment, and clerical bonuses :

Good Aligned GodsPALADINEPowers: NoneExtra spells: Protection from evil 10'radius

MAJEREPowers: Turn undead as if cleric is twolevels higherExtra spells: Silence 15' radius

KIRI JOLITHPowers: +1 THACOExtra spells: Detect Magic

MISHAKALPowers: + 1 die on all healing spellsExtra spells: Charm Person, RemoveCurse, Bless

Neutral Aligned GodsSIRRIONPowers: NoneExtra Spells: Burning Hands

REORX*Powers: +1 THACO (dwarves only)Extra spells: None

SHINAREPowers: NoneExtra Spells: Charm Person*All dwarven clerics must select Reorxand therefore be neutral .

CREATURES OF KRYNNThe denizens of Krynn are many andvaried. This is a list of some monstersyou may encounter in your adventures.Some of these creatures are extremelyrare, and you may never cross pathswith them at all .

CARRION CRAWLERGiant, segmented creatures whoseeight tentacles attack once a roundeach. A successful attack can paralyze .

CROCODILE, C,IANTLarge carnivorous reptiles with toughhides who bite for massive damage .

DEATH KNIGHTA type of liche that cannot be turned,Death Knights are dangerous andfrightening opponents who areimmune to most magical attacks . Theycan reflect some magic attacks backon the caster, gate in monsters to helpthem in combat, cause fear in thosearound them and cast a massivefireball attack once a day .

DRACONIANSDraconians were the special troops ofthe Dragon liighlords . They are createdby corrupting the eggs of good dragonswith vile sorceries. Because of theirmagical origins all draconians aresomewhat magic resistant . There arefive types of draconians :

AVRAKCreated from the eggs of gold dragons,they attack with energy bolts, poisonousgas or their claws and fangs . When anAurak is slain it turns into a blazing ballof attacking energy for several roundsand then explodes . Auraks have theability to mind control characters of 7thlevel and below .

The Death Knight

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WHITE ROBE MACES RED ROBE MACES BLACK ROBE MAGES*

AbjurationAlteration

Conjuration ConjurationSummoning Summoning

Divination Divination DivinationEnchantment/ Enchantment/Charm CharmEvocation Evocation

Illusion IllusionNecromancy

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Kapak Draconian

BAAZMade from brass dragon eggs, they arethe most common of the draconians .When killed, Baaz will turn to stone andthen crumble into a pile of rubble . Theweapon used to slay a Baaz will some-times be trapped in its crumbling stonecorpse and pulled from a character'shand. If a weapon is lost it is automati-cally retrieved after the combat iscompleted unless the party fled.

BOZAKThey are created from bronze dragoneggs and can cast spells in addition toattacking with either their claws andfangs or other weapons . Bozaks willexplode when killed .

KAPAKThey can be distinguished from otherdraconians by their poisonous venom .Frequently Kapaks will lick theirweapons and coat them with venom .When a Kapak is killed, he will dissolveinto a pool of dangerous acid . Acharacter hit by a Kapak must make hissaving throw or be paralyzed .

Sivak Draconian

SIVAKThey are created from silver dragoneggs and are the only draconians thatcan truly fly . Sivaks are shapeshifters .They are powerful fighters who getthree attacks per combat round .

DRAGONSThese are the most powerful anddangerous of the monsters a party canencounter. The older and larger thedragon, the more damage it can do andthe harder it is to kill .

In addition to their awesome strength,dragons inspire an insidious terrorcalled Dragon Fear or Awe. Many timesthe mere sight of a dragon will causeopponents to panic and flee .

BLACK DRAGONThey are noted for spitting a stream ofdeadly acid as well as attacking withclaws and fangs . Since they areextremely independent and only obeycommands if it suits their purpose,

I

Baaz Draconian

Black Dragons were rarely used indirect assaults by the evil DragonHighlords . They were more highlyvalued as guards .

BLVE DRAGONHighly intelligent and greatly feared,they exhale lightning bolts in additionto attacking with claws and fangs . Bluedragons are more gregarious than manyof their cousins. They obey orders andcan act and fight together as a cohesiveunit. They proved to be loyal allies ofthe evil Dragon Highlords .

BRASS DRAGONBoisterous and loud with a tendency toselfishness, Brass dragons are veryfond of small talk. These good dragonscan attack with claws and teeth as wellas two different types of breathweapons: sleep gas and fear gas .

BRONZE DRAGONFond of war and fighting, Bronze drag-ons attack with teeth and claws or theirtwo kinds of breath weapons: a bolt oflightning or a repulsion gas cloud .These good dragons are extremelyinterested in the affairs of men .

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Bozak Draconian Aurak Draconian

COPPER DRAGONAlthough basically good in nature, theyare extremely fond of wealth andalmost always ask "what's in it forme?" when asked to aid others . Theyattack with teeth and claws and theirtwo kinds of breath weapons : acid anda slow gas .

GREEN DRAGONThese dragons are notorious evenamong other dragons for their cruelnatures. Green dragons exhale poi-sonous clouds plus attack with clawsand fangs . They will obey orders, butonly from leaders whom they respect .Clever and subtle, green dragons preferto use trickery and magic on an enemyrather than all- out assault . For this rea-son, they were rarely used in any majorevil offenses, but were often called infor more sinister purposes.

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GOLD DRAGONThe most majestic of the dragons, golddragons are over 50 feet long. Golddragons attack with teeth and claws orwith their breath weapons. They canbreathe fire or chlorine gas . These gooddragons have the ability to polymorphthemselves and can appear in the guiseof human or animals. They areextremely skilled in magic .

RED DRAGONPerhaps the most feared of all the evildragons, these beasts were the favoredassault force of the Dragon tlighlordarmies during the War of the Lance . Notusually inclined to obey orders, reddragons enjoy nothing more thansetting cities ablaze, destroying andlooting. Red dragons can exhale greatspouts of flame, cast magic spells, orattack with their claws and fangs .

SILVER DRAGONThe dragons most beloved by mankind,they can polymorph into human orelven form . Silver dragons attack withclaws and teeth or use either of twobreath weapons - a cone of frost or acone of paralyzation . Many are alsoproficient in the use of magic .

WHITE DRAGONUnique among dragons in theirpreference for cold climates, these evilbeasts can attack with their freezingcold breath in addition to razor sharpclaws and fangs. Small in size and notas intelligent as their cousins, thesedragons were used primarily as scoutsduring the War of the Lance .

FROGHEMOTHHuge, swamp dwellers who are immuneto normal fire attacks, these beasts arecapable of swallowing their victimswhole .

GELATINOUS CUBEThese large scavengers are totally orpartially immune to most forms ofattack. Their touch causes paralysis .

it

GHASTA variety of undead monster sodisgusting in their stench that often-times opponents are nearly overcomeby revulsion . Ghasts are identical toghouls in appearance . Characters hitby ghasts (elves included) must save orbe paralyzed.

GHOULThese are evil undead creatures whosetouch alone is known to paralyze aman. They feed on corpses and attackall living things on sight . Characters hitby ghouls (elves excluded) must saveor be paralyzed .

GIANT CENTIPEDELike their smaller kin, they attack with apoisonous bite .

GIANT RATThese ferocious giant rodents are thesize of large dogs .

GIANT SPIDERThese giant insects have a poisonousbite .

GOBLINThese small humanoid creatures arecommon to the lands of Ansalon .

GROANING SPIRITAlso called Banshee, these are theundead spirits of evil female elves .They are immune to many magicalattacks and attack with a chilling touch .

HILL GIANTOne of the smaller of the giant races,they are brutish hulks possessing lowintelligence and tremendous strength .

HOBGOBLINMan-sized cousins of the goblins, hob-goblins are usually led by leaders whoare the fiercest warriors of their tribe .

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MINOTAURThese creatures are part-man and part-bull warriors from the Blood SeaIslands of Krynn . They are highly intelli-gent and dangerous opponents .

MOBATThese are huge omnivorous bats wholike nothing better than warm- bloodedhumanoids for dinner!

OGRELarge, ugly foul-tempered humanoids,ogres generally attack with a wickedspiked club .

PENANGGALANFemale vampires who appear as attrac-tive women during the day, but at nightthey feed on the living blood of theirsleeping victims .

POISON SNAKEThese large reptiles slay their prey withdeadly venom . Use Neutralize Poison tocounter snake bite .

SHADOW PEOPLEA mysterious race that is rumored tohave inhabited the city of Sanctionsince its founding, the shadow peopleare believed to dislike light, but littleelse is known about them .

SKELETONThese are the least powerful of theundead. They are usually controlled bysome powerful evil force .

SKELETAL DRAGONSkeletal forms of slain dragons,thesehorrific creatures are very difficult toturn, and while they have no knownbreath attack, their claws and fangs arestill powerful .

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SKELETAL KNIGHTThese are corpses of brave SolamnicKnights who have in death beenenslaved and animated by perverse evilmagic. Skeletal Knights are significantlymore dangerous foes than regularskeletons.

SPECTRAL MINIONThese undead are the spirits of humansand demi-humans who died before theycould fulfill powerful vows or quests .They can only be hit with magicweapons .

TROLLLarge carnivorous monsters who attack3 times a round. They can regeneratetheir lost HP unless they are burned .

VAMPIRELife draining undead who can only behit by magical weapons, vampires can

Skeletal Knights

li

Spectral Minion

regenerate lost HP, charm theiropponents, and summon monsters tohelp them in combat .

WIGHTThese life draining undead can only behit by silver or magic weapons .

WRAITHThese are similar to wights, but silverweapons only do half damage .

ZOMBIEMagically animated corpses under thecontrol of an evil force, they will fightwith mindless rage until turned ordestroyed .

MAGICAL TREASURESAs you travel about and encounter themonsters and puzzles that standbetween you and finishing your variousquests, you will also find magical itemsto help you on your way. Here are somedescriptions of items that you may find .Not all of these items may be found inyour adventure . You can find out ifthere is a magic item in a treasure bydoing a Detect Magic spell using theDETECT command. To find outspecifically what an item is, you musttake it to an armoury or find a shopand have it identified .

Some magic items are, in reality, cursedand can do great harm. When a charac-ter readies a cursed item, a RemoveCurse spell must be cast before theitem can be dropped . Some magicitems may only be used by certain class-es. Others may not work at all if certainother magic items are also in use .

WANDSWands are the traditional objects ofenchantment . Wands generally will casta set number of a given spell (fire ballor magic missile for instance) . Onlyexperimentation or paying to have themidentified will tell what a wand does .The USE command will allow a charac-ter to cast spells with a readied wand .

POTIONSPotions are the most common sort ofmagical treasure . Potions may healwounded characters, cause them tobecome hastened or invisible, or causeany number of other effects. The USEcommand will allow a character todrink a readied potion .

SCROLLSEither clerical or for mages, theseitems may give you spells that you

couldn't otherwise cast, or be scribedinto a mage's grimoire . A mage mayuse SCRIBE to transfer a scroll into hisgrimoire . Mages and clerics can castspells directly from scrolls with theUSE command .

ENCHANTED ARMOR AND SHIELDSSometimes you may run across armoror shields that have been crafted byskilled craftsmen and then enchantedby mages to imbue them with protec-tive spells. The power of the magic onthese items may vary a great deal .Enchanted armor has the greatadvantage of offering improvedprotection with less encumbrance thanthe same type of mundane armor. Touse these items merely ready themfrom the Items Menu .

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SOLAMNIC PLATEThese suits of plate mail were originallycrafted for some of the Knights ofSolamnia. The armor is of exceptionallyhigh quality, and is very ornate. To useSolamnic Plate, ready it from the ItemsMenu. Only knights may use SolamnicPlate .

ENCHANTED WEAPONSEnchanted weapons come in manysizes and shapes and potencies .Sometimes a weapon will add betweenI and 5 or so to your THACO anddamage. Other weapons may haveother fantastic magical propertiesincluding extra bonuses against specifictypes of creatures. Once a magicweapon has been readied from theItems Menu, the character will have itfor all combats .

ENCHANTED ADORNMENTSBracers, necklaces, periapts and espe-cially rings are favorite objects for magi-cal enchantment . These items mayhave any number of magical properties .Some items will help your AC, others

r

may fire Magic Missiles or be cursed .Once one of these items has beenreadied from the Items Menu, a charac-ter will automatically gain all effects .The exception to this rule is that certainmagical necklaces require the USEcommand to work.

DRAGONLANCESThese powerful enchanted weaponswere created for the War of the Lance,to combat the evil dragons. They havelarge bonuses against any foe, but aredeadly when attacking dragons .

ENCHANTED CLOTHING,Wizards will sometimes cast enchant-ments on commonplace items of cloth-ing such as gauntlets or cloaks. A widevariety of these items are known toexist. To use these items ready themfrom the Items Menu .

GIRDLE OF GIANT STRENGTHWhen worn, this girdle will give a char-acter the tremendous strength andcombat bonuses of a giant . To wear thegirdle, ready it .

It

JOURNAL ENTRIESL7 Journal Entry 1

"Sir Era! Sir Era! We are ultimatelyresponsible for these people! I don't thinkthat we have the space to accommodate allof these refugees, considering thatVertrothe will soon be back from his quest.May I suggest that we send them on theirway? The simplest solution would be toshut the castle against them and justpretend they don't exist . . ."

The odious minister to the Knightcontinues to fawn in the most obsequiousmanner. His charm and personality haveconvinced you that ridding the world ofthis . . . 'person' . . . would be beneficial toKrynn . Fortunately, cooler heads prevailand the minister is quickly taken from theroom .

J Journal Entry 2"Listen, I know that you think that Sir

Karl is a most honorable Knight ; however,I have found out that he is under theinfluence of an evil Dragon named Maya .Maya is able to transform herself into theshape of a beautiful woman . We mustforget about finding Caramon at this time .If we can get to the outpost in time wemay be able to save it ."

0 Journal Entry 3"We were captured by draconians

disguised as the merchant band that comesthrough here every month . When wewere sleeping, they killed the guards at thegate and captured us before we had achance to even fight .

'They took our leaders into the barracksand interrogated them . They've all got tobe dead now.

26

"Be careful! I saw one of the draconianskill the Commandant . As theCommandant died the draconian's shapechanged and then he looked and soundedexactly like the Commandant .

'The 'Commandant' and the otherleaders spend a lot of time in theCommandant's Office ."

0 Journal Entry 4The townspeople come out and thank

you after the last of the DragonArmies aredriven from the outpost. They have a largecelebration with you as the guests ofhonor. The new Commandant speaks,

'Thank you for saving us . Your heroicactions will live forever."

The people cheer you as you accept thekey to the outpost .

U journal Entry 5The gully dwarves scatter at your

approach . Disgusting traces of their recentmeal permeate everything in sight . Yourcamp equipment has been opened and allfoodstuffs eaten . You quickly look to theplace where you had left the piece of thedragon orb . It is gone!

0 Journal Entry 6As you walk up to the dying body of the

Commandant, Qrilliard says, "Why didyou do this to us? We are now too weak tohold the outpost against Takhisis' forces ."

You see a flight of Red Dragons closingin on the town . . .

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-'

U Journal Entry 7"Listen, Sir Karl is the most honorable of

men. I would follow him anywhere . Butthere is something very dark and strangegoing on around him . He seems obsessedwith a young girl named Maya . The factthat he's about 40 years older than she isisn't really the problem ; if they'd just settledown and declare themselves! All thatwould happen is that a few gossips willsnicker and that'll be the end of it . But theywon't do that . Maya is extremely valuableto us. She has sources of information thatare astounding, especially for one so young .But whenever the two of them are in thesame room the tension is so obvious that. . .

"Ah, never mind. You say that he seemsto be all right. I will go on that hope, andlet troubles find me in their own goodtime. Let's go."

0 Journal Entry 8As you work to free the slaves, their

shackles seem to come off too easily. Beforeyou can react, they whip out weapons andprepare to attack. One laughs, "The oneyou saw die before you was not Sir Karl, itwas a Sivak . There are no slaves here, itwas only a story to lure you to yourdoom." They begin to close in .

J Journal Entry 9She explains to Caramon, "I've been

sent by Sir Karl to get you back to theOutpost . There are rumors that large forcesof draconians, hobgoblins, minotaurs and

u

others are gathering . We need you todirect scouting and raiding operations . Isee now that things are worse than wethought . Throtl was supposed to havebeen abandoned ."

Caramon says, "It's even worse thanthat. I have seen Brass Dragon Eggs!"

She gasps, "No! They must not do thisagain! ." Then she pauses, "Wait, how canthey do it? I thought the process was lostduring the War of the Lance . Did you seeany evidence that they were successful?"

"No," says Caramon, "I was knockedunconscious before I had a chance to lookfurther." He turns to you . "I need you toinvestigate this matter. Find the key, andgo to the old temple in the Northeast partof the city. Find out what you can ."

0 Journal Entry 10" . . .attempt a conversion without the

intervention of Tak . . .

. . .book of spells that contains thenecessary incantations and rituals for theconversion . It is said that this book willallow even relatively weak ma . . .

. . .nze, silver and gold were consideredthe most difficult trans. . ."

0 Journal Entry 11You follow Angar into one of the

buildings . He yells, "I have a gift for you!"and you are greeted by a Dragon Highlordand a group of his minions . As you start todraw your weapons, you realize that youhave lost a great deal of strength . He musthave drugged the food as well .

You never should have trusted him . . .

IC

,J Journal Entry 12"Welcome to the Southern Outpost . I

am Carilliard, the Commandant here . Ihear you have important news for me."

You tell him about all of the adventuresthat you have been on and all of theinformation that you have gathered . Afteryou finish you ask him about the missingmessenger.

J Journal Entry 13

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He looks a little nervous for a moment,and then says, "He has been ill . I'm afraidno one can see him right now. Thank youfor delivering the information and goodluck on your journey back . I'm afraid Ihave to get back to work ."

With that, he waves you out of hisoffice.

FrontGate

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J Journal Entry 14"Okey, dokey. Listen up people. Here's

how you play. Now I've got three cardshere. Two of them are Gargoyles and thethird is the Princess . I'm gonna place thecards face down on the table, with thePrincess in the middle . Now, aaall youhave to do is guess where the Princess isafter I move the cards around . Easiest thingin the world, right? It's only three cardsand I'm sure you won't have any problemkeeping track of the Princess. Simplestthing in the world. Now, who'll place asmall wager of saaay, 3 steel pieces?"

J Journal Entry 15"Listen," the woman says, "we . . . that is, Sir

Karl and I . . .have determined that it isimperative that the entire area be evacuated .The number of undead sightings hasincreased to an alarming degree. We wantyou to head into Qargath and force thepopulation to evacuate immediately. Thankgoodness there are no more Draconians. Idon't know how we would be able to getout if we had them to contend with as well .

J Journal Entry 16The plan has to be carried out in stages .

Stage One, which is already complete,was to threaten various small areas to thenorth and get the good armies to begin aconsolidation of their forces . We werefortunate to find a rather hapless party thatwe were able to use to pass the falseinformation to their leaders . It was purechance that they were sent after Caramonwhen he was captured in Throtl . Wecouldn't have planned better for ourpurposes. We left clues behind to lead thegroup to Qargath, Jelek and Neraka . Thisgave us time to complete our plans for theambush at Sanction .

/I

J Journal Entry 17. . .the book of conversion that I found is

useless. It doesn't give us the actual cere-mony to perform . It is merely a descriptionof the ceremony. I will have to come . . .

J Journal Entry 18Tale of Sir Dargaard :

In the past, a faithful Knight of the Rosenamed Sir Dargaard gained an item whichgave him great fighting prowess . He was ascourge of the evil armies until his entirecompany was poisoned at a feast . Thecompany was buried along with SirDargaard's great device in lands later over-run by evil . The evil ones sought to wrestthe artifact from the tomb, but were slainby the spirits of Sir Dargaard and hiscompany. Our scouts now say that draconi-ans have attempted to penetrate the tombagain, perhaps with sufficient strength tosucceed. It is time for a truly noble knightto go and ask that the artifact be passed onto guard the forces of good today .

On a side note, you will be happy toknow that Caramon has contacted ourelite units in Solamnia . The Council ofKnights themselves will lead them intothe coming battles, I will be certain tomention your impressive record to themwhen they arrive .

XTomb

€ Gargath

€ Outpost

€ Jelek

J Journal Entry 19The Dragonlance was a stroke of genius .

With one small theft we distracted themfrom the main threat and forced their atten-tion on the recovery of the weapon . Thisbecame Stage Two, since it fit so neatlywith our plans . It allowed us to delay theoriginal kidnapping of Sir Karl just longenough to gather many more bodies for SirLebaum to work with .

J Journal Entry 20The 'Plan' is to be carried out in three

stages . Stage one is nearly done. We havemanaged to kill Caramon and Tanis andhave captured or put to flight most of theother 'Heroes' from the Dragonlance Wars .The good armies are reduced to sending outhapless adventurers who have little or noexperience . We have managed to feedinformation to one of those bands withnotable success . The information is true,but it always comes too late to be of anyinterest.

J Journal Entry 23To Keep

'

30

J Journal Entry 21"Hey, come here . Look at this. This is a

piece of the dragon orb that Tasselhoff broke!Just this little piece of the orb will allow youto control the largest dragon! I'll sell it to youfor only 2,000 steel pieces . .. and it's a bar-gain at twice the price! NO, don't touch itwith your bare fingers . The last person whodid that woke up with a withered hand!Gruesome. So, what offer have I?"

J Journal Entry 22"Welcome, I am Jadefang. I have been

asssigned to capture thisss hole and con-vinssse you 'Humansss' that you ssstillown it. We did this ssso we could gatherinformation and keep the sssouthern roadopen . Sssince you have given usss a lot ofussseful information, I thank you ."

He bows gracefully and continues tospeak.

"However, you also have dissscoveredour sssecret and therefore you mussst die ."

You now notice that he is not alone inthe barracks. He rises into the air . . .

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J Journal Entry 24Old ogre's story :

"I was once the councillor to the ogreprinces, but I have become too weak andcrippled to keep my place . Now I hear ofplots against our lord Qravnak, by one ofhis lieutenants . Draconians have slippedinto the manor house and will strike whenthe current meeting ends . I watched thementer and saw the secret sign they gave theguards .

I have no love of these assassins or theirtraitorous ally. Use the sign to enter themanor, seek out the assassins and findevidence implicating Morog . He is thetraitor. His rooms lie in the southeast ofthe manor."

0 Journal Entry 25"When you get to Qargath, beware of

anyone who appears to be bending overbackward to help you . Be especially awareof anyone who mentions Sir Karl . Wedon't think that they know that we arenow aware of their deception .

"Be especially careful about any clothingthey may want you to wear. There is anevil mage in the town who delights inputting curses on harmless-looking objects .Good luck."

J Journal Entry 26"Qargath was overrun about a week ago .

There were only a few of us here at thattime trying to rebuild after the War of theLance. Draconians and evil forces snuck inat night and captured the Keep . Since thenthey have been bringing in prisoners andputting them to work. They make us wearthese hoods to keep track of us."

J Journal Entry 27"We have had to exhume all of the

bodies in the graveyard and burn them .We found out that someone was enteringthe burial glen, digging up the bodies, andthen re-animating them into zombies andghouls. It's been hard, especially for thosethat recently buried their loved ones, but itwas necessary."

J Journal Entry 28"I've been kept out of the burial grounds

now for a week, I can't even get in there toget my tools . There are strange thingsgoing on in there . . . open graves, brokentombstones, strange noises . . . even theanimals are gone! That Sir Lebaum isruining the town . He even made his officein the burial glen! It's in the building justto the south and west of here but the dooris through the graveyard .

'That's another strange thing . . . nobody'sever seen our new leader, at least, nobodythat I know of . He gives his orders and the'guards' carry them out .

'Things just ain't right ."

J Journal Entry 29Stage Four runs almost in step with

Stage Three . As soon as Sir Lebaum haslaunched his attack, the mass conversionof dragon eggs into draconians will beperformed. The good armies will becaught in our mailed fist! They have noidea that they are about to be attacked bytwo huge armies! The first of the goodarmies will be filled with their leaders andthe elite of those accursed Knights . Whenour armies rise so quickly, we shall cut thevery heart of their ability to resist us . Withthe leaders dead the rest of the rabble willwander like sheep .

J journal Entry 30Stage two is currently coming to fruition .

Sir Lebaum, our Sivak who has taken overthe leadership of the Knights of the Rose,has sown enough discord in the ranks ofthe Knights to render them ineffectiveagainst us . In a few days he will issue theorder that will send most of the Knightsover the mountains and out of this areaaltogether.

0 Journal Entry 31"Watch out for the minister. They say

that he has taken over the castle of Sir Eraand now runs the old knight, as well asthe kingdom . The people are being . . . hush!he's here ."

0 Journal Entry 32C~ravnak's alliance plans :"We are both hunting for Myrtani

while he seeks our deaths. I have no lovefor sanctimonious knights and their ilk, butI do love my life . To keep that, I wouldsuggest a temporary alliance. Myrtani hasa base in Kernen which he visits quiteoften . If you can slip into town, I haveallies who will help you penetrate the baseand kill Myrtani ."

He then shows you the secret sign togive his allies.

U Journal Entry 33'The Dragonlance has been moved to

Jelek. After the Keep was overrun Imanaged to smuggle it out of town andhide it in the burial glen . It is hidden in anunused tomb in the north-west corner ofthe grave yard . You will recognize theentrance because there is a silver rose bushgrowing just before it ."

32

J Journal Entry 34Qravnak and the draconians turn on

you. "Fools!" he hisses, "Did you reallythink a member of my proud race wouldevery ally with the likes of you?"

You are attacked from all sides .

U journal Entry 35"I was with a party of knights and others

under Caramon that came in here toexplore. We haven't really found anything .Caramon's already left to report . I guessyou must have missed him .

"Oh, one thing we did find out was thatthere is a treasure left over from the previ-ous occupants of Throtl . We got word of itfrom a hobgoblin who was sneaking in toclaim it . Before he died, he told us that itwas located in the south-central area of thecity. Tell you what, if you help me find thistreasure, I'll split it with you . All right?"

J Journal Entry 36"Thank Paladine you're here . They've

taken everything! My poor family, myfriends and retainers. Gone." He breaksdown. After a while he looks up inanguish and says,

"There's an Aurak who seems to be incharge. He's had his minions scouring theKeep. He's looking for my dragonlance!He'll never find it. It's hidden . Hiddenvery well. Nobody can find it . But I'll tellyou. Yes . Yes, I'll tell you. You're fromCaramon? Of course, of course . Look onthe sixth story. As you come up the stairsyou will see a door directly ahead of you .The wall to the left of that door has asecret door in it . The Dragonlance is inthere ."

He looks around in fear. "Where arethey? Where? They were here. I saw

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them. My little ones . Where are they? Imust go, I must. I will slip out down thestairs . Goodbye, goodbye. Get the lance!"

J Journal Entry 37Stage Three is about to begin . The good

armies are marching on Sanction, and ourfriendly 'adventurers' are still trying tofigure out how to get the Dragonlance . SirLebaum has been working in the arena ofDuerghast. He will begin to raise his armyof undead as soon as the good armies arein position . We anticipate that this willtake another day or two . I have BlueDragons stationed at Duerghast to guardthe eggs and Red Dragons are waiting togive me word when he has finished hispreparations. When I hear from him thefinal stage will begin .

0 Journal Entry 38'They're back . . . back there . . . who, look

out! No, no, no . I stabbed one but it tookmy sword. I couldn't get it out of its body!Caramon!"

His eyes clear for a moment and hebecomes more lucid. "Listen to me," hesays, "they've captured Caramon . Most ofour party has been wiped out ."

He suddenly jerks about . "What's that!Get them! They've got Caramon . Findhim. I'll find him . North, north and westand south. Traps! Back up. . . go back now.Quiet, quiet, quiet . . . look out! above you!oh no, oh no, oh no . . . "

He gets a sly, slightly mad conspiratoriallook on his face . "I saw a money chest in aroom to the east. I'm gonna get it and I'm

set." He looks around and leans towardsyou, "You wanna help! Huh, what d'yasay?

The terrorized look comes back. Hescreams and gasps in tenor.

0 Journal Entry 39The great ship lists to port and seems to

pause in silent anticipation . The sailorsjump off like rats . In the distance, a humpof moving water marks the place wherethe gigantic whale swims away. Your boatstarts rocking as the waves from his blowto the ship finally reach you .

The ship finally slips quietly under thewaves. The orb fragment - and theVampire - slide down to their finalresting place .

J Journal Entry 40The road back to Solace is filled with the

refugees of Krynn. Wretched individualsand families carry what possessions theycan on their backs or on small pushcartsand wheelbarrows . They all scan the skywith fear; waiting for the horrific sight ofdragons flying out of the sun to breathdeath onto the miserable line of humanity.

The Second Flight of the Dragons hasdevastated Krynn . Sanction is a smolderinglake of lava . Gargath a pile of meltedstone, and Neraka has been blasted intooblivion . Only Jelek and Keman survivein this part of the continent ; and they havebecome enclaves of evil . Jelek has becomeSir Lebaum's base of operations, where hecontinues his experiments with theundead . Kernan has been taken over byMyrtani and his horde of newly createddraconians .

ill

JJournal Entry 41The prisoner looks at you with agony as

another shudder wracks his body.Suddenly, his flesh seems to split and a foulodor permeates the room! You start to gagand cough in the middle of the stinkingcloud. The door behind you closes and youhear the bolt being driven home . You aretrapped!

J Journal Entry 42The prisoner is extremely weak . He

barely croaks out some broken phrases :" . . .the Castellan is alive . He's being held

here on this floor. . ." " . . .an Aurak . . .silvereggs . . . black dragons. . .book . . ."

He grabs your arms and dies .

0 Journal Entry 43'They have built up a large, wooden

structure in front of the main gates of the

0 Journal Entry 45

Burial Glen

MagicShop

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Keep. I don't know what it looks likeinside . I can tell you that the main gatesare in the upper-northwest comer of thecity In the middle of the city you will finda secret door into the wooden structure . Itis currently being guarded by draconiansbecause it's location has been discoveredrecently." He licks his lips in consternationand suddenly speaks in hushed intensity"Listen, there's a dragonlance in the Keep .I know, all of them were supposed to besent South but the Castellan was injuredduring the War and his lance was broughtwith him when he returned . You mustfind it!" .

JJournal Entry 44"Ah, come on Grag! You know that

we're supposed to guard the grave of thisguy The captain's gonna be mad if he seesus in here. Uh, by the way, can you buyme a drink? I'm a bit short this week ."

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U Journal Entry 46The tree suddenly explodes! The locket

is thrown away from the enchanted circle .From the swirling ashes of the explosionan ominous shape slowly rises. Vaguelymanlike, it's features are indistinguishablein the thick smoke . Qiant Rats andMobats charge out of the impenetrabledust!

U Journal Entry 47"We've had a lot of unsavory characters

passing through town lately . The goodarmies have left us in the lurch and we areforced to take the law into our own handsin order to protect the citizens of this town .Here's the official proclamation ."

'All persons entering Jelek that areunknown to the guards shall be assignedan escort for the duration of their stay inthe city. They will be restricted to the pub-lic parts of the town . The burial groundsare strictly forbidden to all strangers.'

"It's signed by our leader, Sir Lebaum .

"So, here's a nice young man who'llshow you around the town .

"Skyla! Come over here!"

He introduces you to a man who looksyou over and breaks into a goofy grin . Hisentire aspect seems dignified enough, untilhe smiles or begins to talk, then hisancestry is extremely questionable and youwonder if maybe he hadn't suffered a fallon his head as a child .

D journal Entry 48"Finally, you're here. I got word that Sir

Karl was going to send someone to checkthis place out . I've been waiting for you fordays. Come with me ."

U Journal Entry 49Sir Karl's dying monologue :

'They tortured me to get information,but I gave them nothing . Killed my guardswhen they came for me again. Afraid Ididn't quite make it all the way out .Things getting dark . . . Hard to concentrate .There are slaves down there . They must befreed from this evil place . . . Remember meto Maya . . ." His breathing stops .

J Journal Entry 50Draconians!

I have good news . I have managed toattain the volume that we have beensearching for all of these years . The powerto create more of our kind is now in myhands. Send me all of your eggs alongwith any mages and clerics that you mayhave with you . I'll be at the Citadel ofCQargath very soon . Have the eggs packedand taken to me within the week .

By order of Myrtani .

U Journal Entry 51'The worst monsters our scouts have

reported anywhere in the area arehobgoblins . Draconians and evil dragonshave long since abandoned this area to ourforces . Still, be a little wary on your way toThrotl .

"Also, be sure to report back hereimmediately, if anything unusual ordangerous occurs . This outpost dependson information brought back by patrolssuch as yours . Good luck and mayPaladine watch over you ."

U Journal Entry 52The weapons and armor of Solamnic

Knights and their allies is strewn aboutthe corridor.

All of them are bent or broken and quiteuseless . There is a hole in the ceilingabove. It is evident that the party wasambushed. There are no bodies .

D journal Entry 53Men discussing a rebellion :

"I can't believe that we are letting anAurak dictate what we have to do . Its notright. We created them to serve us, not theother way around . At the meeting I'mgoing to speak in favor of restructuring thisalliance . Only their slimy blood will flow."

J Journal Entry 54A large number of human warriors are

gathered here . One leaps upon a table andcalls out, 'Who among you wishes tooverthrow Myrtani!' As hands raisethroughout the room, archers slip out frombehind curtains and fire. The man on thetable laughs, 'Myrtani will be grateful foryour identifying yourselves .'

D Journal Entry 55'They say that there is a Vampire that

has been enchanted in that old tree . Avery powerful mage trapped him in therebefore the world was changed. The onlything that will release him is a piece of thesoul of the mage who trapped him . Themage is long dead, however. The onlyknown artifact that had any relationshipwith him is the Locket of Light . But thatdisappeared into the west long ago .

U Journal Entry 56Sir Karl's last message to Maya :

"I realize now that I shouldn't allow ourdifferences to interfere with our feelings .I suppose at my age it takes a while toadjust to new things . Remembering yourbeauty and bravery has helped me with-stand the tortures they have subjected me

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36

to. I now go out to gain my freedom . If Ifail, then know I held you in my thoughtsto the end ."

U Journal Entry 57Red Dragon's story :

"Once when I was young and my scaleswere sleek and smooth, I was appointedprotector of the Crown Jewels . Beautifulthey were, glistening in the torchlight .Many a tasty thief came by to admirethem, but I always kept them safe. Thenthe city fell and the jewels were lost . Sincethen I have sought them everywhere . I amsure they will turn up, so that I can watchtheir glittering beauty again . The crownwas the prettiest piece, golden and encrust-ed with gems. Ah, such a wondrous time ."

U Journal Entry 58"Hello, and welcome to Jelek! We have

recovered so well from the recent war thatwe are able to provide you with a guidethat will bow to your every need . He willdirect you to our Inn, where you can rest inluxurious peace, and point out the excitingnew businesses that have helped to makeJelek the most dynamic town in all ofKrynn . "

He waves over a tall, handsome youngman. 'This is Skyla." he says, "He will beyour escort for the duration of your stay inJelek ."

D journal Entry 59"Listen, I've been following you for

some time now. That Skyla character is theleader of a faction of guards that has takenover the city. He looks stupid, but don't letthat fool you . He knows exactly what helooks like, and he knows how to use it tohis advantage .

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"He takes his orders from Sir Lebaum .Lebaum took over about a week ago . Itwas slow and insidious how he did it . Noword got out at all and, initially, there was

lots of business for our shops . Everyonewas happy . Except that now he's cut off allcontact with the outside . Anyone thatcomes in here either joins the guards or iskilled, as you almost were .

"There's another disturbing thing . I'vedone some digging around and nobodyhas even seen this Sir Lebaum character .

Most people have never even heard ofhim. There was a Knight of Solamnia ofthat name that was corrupted by Takhisismany, many years ago but legend has itthat he died-horribly, they say.

"I'd like to get into the graveyard andexamine his office . Are you willing to gowith me!"

U Journal Entry 60Message on body of Prison Lord :

It has come to my attention that thebodies we receive here in Sanction fromyour prisons are in a highly deterioratedcondition. We realize that informationmust be gained by torture and that it is a

useful way to relax, but I would prefer it ifa majority of the bones remaineduncrushed . I will not repeat this request .

Sir Lebaum

U Journal Entry 61I want you to find the adventurers and

put them out of our misery . They haveserved their purpose, now I'm afraid theymay find some way to get word to thegood armies . Eliminate that threat .

J Journal Entry 62Message from assassins . The paper

reads :

We have contacted a traitor at the rene-gade ogres' base . We can slip in unob-served and slay the renegade leaders . If weare not successful, beware . Our spy tells usthat the renegades might try to ally withthe forces of good . Their knowledge ofKemen makes them dangerous .

A rough map is drawn on the back .

Sir Karl then speaks, 'The SolamnicCavalry is already on the march . It willnot be too long until these first units havearrived in the area . We must have infor-mation on the enemy strengths and weak-nesses soon. The Solamnic force will besmall and an ambush could cause themproblems ."

Gargath €

€ Outpost

€ Jelek

OgreBaseX

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D journal Entry 64WANTED: Soldiers to wage the battle

against the Solamnic usurpers ofKRYNN. 5 steel pieces when you sign up

and a guaranteed 2 steel pieces a weekuntil the end of the engagement. See therecruiting officer at the Southern SanctionInn for details .

UJournal Entry 65Draconians!

I'm afraid that the book that we spent somuch effort in obtaining has turned out tobe even more important than we thought!Not only are we going to be able to createmore Draconians without using eggs, butit has taught us how to use the dragon orbto make our existing Draconians evenmore powerful! The Plan proceeds!

Death to Solamnia!

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U Journal Entry 66The ogres lead you along a twisting cor-

ridor. They assure you that the passage iscompletely unknown . Gravnak whispersfor you to be ready . He pulls a lever, butinstead of the wall opening, the floor dropsout from beneath you . Myrtani appearsnext to C,ravnak and both begin to laugh .

U Journal Entry 67"I was with the patrol that followed

Caramon in here . We ran into troublealmost immediately. We were not reallyexpecting much opposition but . . .We wereambushed by a large force of hobgoblinsand draconians. I was knocked out by ablow to the head early in the battle . Iawoke in a dark corner, alone . It took me awhile to get my bearings but I finally wentout in search of my companions . I over-heard from passing patrols that everybodyexcept Caramon was killed .

You must help me find Caramon . Hemust not be allowed to fall into the handsof the leaders of this band ."

U Journal Entry 68As the Vampire grasps the piece of orb

a deep trembling shakes his being! Bloodbegins to run from his eyes and ears as ahigh keening sound forces your party tohold their heads in anguish . The Vampireis desperately trying to rid himself of theglass object . It will not leave his hand!Old Rimshanks' spell of permanentbinding is working!

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.J Journal Entry 69WEARY TRAVELERS! Come to the

best accommodations on KRYNN! TheSOUTHERN SANCTION INN is openfor your business . We are located in thesoutheast comer of the cityTHE DRAGON'S CURSE is open for

business in the middle of Sanction . Wehave the best selection of drinks since Istarsank beneath the sea . Non-humans wel-come!IF YOU GOT THE MONEY,

WE'VE GOT WHAT YOU WANT!While our inventory had been decimatedby the recent war, we are again open andoffering the finest in magical items avail-able. As always, if we don't have it, wewill find it, or make it. All we need is timeand money. QUSMARKEN'S MAGICSHOP Located in the eastern-central areaof the city We are the first door to theright, heading north from the inn .THE SHARPEST, MOST DURABLE

WEAPONS MONEY CAN BUY!Come to our smithy, located just north ofthe Southern Sanction Inn, and peruse ourfine selection of blades, armor, arrows,darts and anything else you could possiblyneed to equip your party REASONABLERATES!SO, YOU THINK YOU'VE

EARNED THE RIGHT TOADVANCE TO THE NEXT LEVEL?Horgathindorn's Training Hall hasworked with the best! Come see us in theNortheast Corner and see if you've gotwhat it takes!

J journal Entry 70"Listen, I've been following you for some

time. You need to get to Jelek as quickly aspossible . There are rumors that Sir Karl isabout to attack the town in order to get atthe last Dragonlance that remains in ourhands. Once you arrive, a resistanceworker will join your group as an escort .Jelek has become prosperous lately and theyare requiring all visitors to be escortedthrough the town . The stated reason is toshow new visitors around the town, thereal reason is to keep an eye on all new-comers and prevent anyone from gettinginto the graveyard . Our man's name isSkyla, as soon as you arrive he will be ableto join your group and help you find theDragonlance that the castellan hid."

l Journal Entry 71Myrtani is gathering his forces in secret

areas around Sanction . We won't be readyfor a few weeks yet . My minions havestarted gathering materials for my use .Several graveyards have been lootedalready. Many of them have left the opengrave sites unfilled. I suppose it can't behelped. Stupidity has always been ourmost dangerous enemy.

Myrtani has found a Dragonlance! Iurged him to give it to his strongestwarrior but I'm afraid that the draconiandoesn't trust anyone who could hold thatmuch power. Foolish . He's going to hide itaway somewhere in Sanction .

Q Journal Entry 721st door

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0 Journal Entry 73"After the battle I was taken to see a

powerful cleric. He laughed at my defeat .They led me to some doors that glowed inthe darkness, opened them with a key thathe pulled from his robes, and took me to adark temple . I saw a bronze dragon egg onthe altar! He told me that they were goingto start the corruptions again! Then he hadhis minions beat me .

"I woke up here . If it hadn't of been forthe treachery of a dark elf, and a sneakattack from behind, they never wouldhave captured me." He pauses . "I'm sorryfor my men ." he says, 'They had no ideawhat we were getting into . Krynn's blood,

3rd door

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I didn't know either. We were unpreparedfor the extent of the evil forces .

'The ambush was a complete surprise ."J.Journal Entry 74

Tanis's tale:"I had heard of slaves being taken in the

area, so I disguised myself and arranged tobe captured. I have just managed to freethe slaves here, but more are held to thesouth . I will organize the slaves herewhile you free the others . Then we willarrange a diversion to allow the slaves achance to escape ."

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U Journal Entry 75"I am the only one left from the ambush .

I was knocked out early in the combat . Bythe time I came to, the enemy was gone .Caramon is dead. I figure that they musthave ganged up on him first. His was theonly body left behind . You don't want toknow what condition they left him in .Evidently they wanted to leave a warningto anyone who comes after him . It wasawful . I laid him out as best I could andhave been working my way out of Throtl .We must get back and warn the Outpost!

"I don't understand how they could haveknown that we were coming. The ambushwas obviously well planned . They knewexactly who was with us and exactly howto counter any attack we could muster."

UJournal Entry 76friend has many objects of value for

sale . . .. . .great frog collection!!! . . .. . .sword that seems to be magical, at

least undead creatures are afraid of it . . .. . .many potions for sale . . .. . .information about the incidents of

undead and draconian incursions in thearea . . .

. . .a beautiful daughter. . .

U Journal Entry 77Base Commander's papers. You find :A list of orders authorizing an attack on

the knight's outpost .A supply list, consisting mostly of

implements of torture signed by someoneknown as the Prison Lord .

The final page is an order to turn allslain prisoners over to a Sir Lebaum .

U Journal Entry 78"Now, what do you know about that!

They say that a real dragonlance has beenfound in the hills to the east . It also carriesan enchantment that will force any dragonto your will if you but wound the beast ."

J Journal Entry 79Cfravnak's story about the Guardian :

'The oldest rulers of Kernen ordered thecity's mages to create a deadly guardian fortheir castle. How they did it no oneknows, but the magicians gave this thing tothe king . Over the years it became unrulyand was locked in the vaults below thisbuilding . We know of no way to harm itor chase it back to the vaults where it waskept. All we know is that an ancient tomein the library contains a recipe for a salvethat will protect the wearer from theguardian's deadly bolts. You must constructthis salve in the alchemist's study beforeyou can succeed in passing the guardian ."

U Journal Entry 80A few days after that, Stage three will

begin . We have taken the pieces of thedragon orb that the kender shattered andhave placed them in strategic spots allaround Sanction. Raistlin's researches hasdetermined that, under the right conditions,even a piece of the dragon orb can act as apowerful lure for dragons . Furthermore,each piece can be tuned to a particular typeof dragon. He has been lost to us since theWar, but his dark elf assistant has managedto create the spell out of Raistlin's notes .With our captured Dragonlances, we willdestroy all the good dragons that remain inKrynn, and our final victory will then beall but assured .

J Journal Entry 81

0

MeetingX

KEY

wWall

Door

U Journal Entry 82"So! At last, you've come to rescue me .

You know these things are quite clever.Not clever enough for me of course. I'vejust been improving them somewhat .Oh dear. I do hope you didn't comethrough from the North . . . oh, sorry.

"I suppose you'll be wanting to get meout of here now. Oh, there are more peo-ple back there . Strangbourn is around heresomewhere, He's looking for Caramon .

42

Oh, you want to find him, well that's aninteresting story, you see when we first gottogether about two weeks ago . . .

" Vh, I can help, you know. Caramonwas taken somewhere south of here . I'vebeen trying to reset traps in case moredraconians and hobgoblins get here .

"Why don't we team up, OK?"

U Journal Entry 83" . . . the minotaurs have refused to come

to our aid. They are touchy beasts and I'mafraid that our emissary was less thandiplomatic . We will attempt to contactthem again but don't count on havingtheir. . ."

The fragment ends .

U Journal Entry 84" . . .we have contacted the minotaurs .

They will help us. I must go to Gargath .It is rumored that there is a dragonlancestored there . We must secure the keep andfind the treasure room that is hidden there .The map of the keep shows those placeswhere we believe the secret door may belocated. Give this map to your officersand. . ."

The fragment ends

U journal Entry 85'The cavernous maw of the great beast

is used as the entrance to the temple . Thedragon's head is being artificially preservedthrough magic. We need the dragon'sfangs in order to complete our spell . If theycan be brought to us we can preventdraconians from ever . . .

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0 Journal Entry 86

Gargath

Outpost 2

Jeleck

Neraka/

X Outpost 3

Sanction

UJournal Entry 87"I am Angar, one of the real guards of

the outpost . We were overrun about aweek ago by a draconian army. I wascoming in from a patrol when I saw themtaking over. They were everywhere . . ."

He slumps down on the bed . Younotice that he desperately needs food andrest, but he waves off your help andcontinues his story,

"I hid and they missed me, but they cap-tured most of the other guards . They arebeing held in the outpost jail . Also, they'reguarding the north side of town heavily . Ithink they might have hostages there too ."

J Journal Entry 88"Just before the Temple of Duerghast

was closed, dead bodies were seen beingcarried into the arena in the Temple'snorthwest comer. There were hundreds ofthem. It has been discovered that theDeath Knight, Sir Lebaum, has taken overthe Temple and has gathered together theexhumed dead for miles around .

'There is no way that you can get intothe temple through the front gates. Youmust get the Shadowpeople's support .They have tunnels that cross from theTemple of Huerzyd to the Temple ofDuerghast." She pulls out an amulet . 'Thisamulet will let you through a secret door .The Shadowpeople will find you once youenter Huerzyd."

TAVERN TALES0 Tavern Tale 1"Hey, Jorclack! You wants' playtonight? I think we can get at leasttwo other guys . I'm gonna win thosesteel pieces back from you ."

0 Tavern Tale 2"Even giants are being seen nearer theoutpost. Glad we have some rangersand dwarves in the company."

J Tavern Tale 3"Kernen can no longer be approachedat all . Too many dragons in the air."

J Tavern Tale 4"Hey, Jorclack! What in blazes wereyou doing up in the slum area? Yourubbin' shoulders with the localscum?"

U Tavern Tale 5'There are secret doors that lead intothe old entrance to the keep . TheDraconians have built up around theentrance in order to prevent peoplefrom getting into it."

0 Tavern Tale 6"The Castellan of Gargath wasrumored to be holding a dragonlancein one of his treasure rooms . With itwe can prevail against the evildragons ."

0 Tavern Tale 7"Here's a drink to all the knightsburied in Jelek's graveyard; may theyrest in peace forever."

44

0 Tavern Tale 8"I hear that they're gonna be hiringmercenaries down in Sanction . I saywe get out of this hick town and godown to where the real action is ."

0 Tavern Tale 9"Strange how those folks in Jelekfooled us so well . Evil has alwaysbeen skilled at duplicity."

0 Tavern Tale 10"I hear that Sanction is slowly beinginfested with Ogres, Minotaurs andDraconians. The Temple of Duerghastis even showing signs of life . It wouldbe an dark day indeed if that placecomes back."

J Tavern Tale 11"It's good to see that Jelek is holdingagainst the tide of evil ."

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45

U Tavern Tale 12"We've been finding lots of emptiedgraves . Someone is collecting bodies ."

U Tavern Tale 13"With Sir Dargaard's treasure rescued,we are sure to push the draconiansback ."

U Tavern Tale 14'Those blasted Minotaurs have takenover the entire western section oftown! The docks are almost com-pletely under their control . Those thataren't are the pleasure boat docks thatdon't have any warehouses . How amI supposed to get my lumber into thecity if I can't use the port? Things aregoing from bad to worse down here . Ishould have stayed in Jelek."

U Tavern Tale 15"Enemy scouts have been patrollingcloser to the outposts . They'll be onthe run when the good armies getthere ."

U Tavern Tale 16"Now lissen here, yer Red Dragon isby far the best at nose-to-nose, claw-to-claw fightin' . But for breathin',gimme a green any day."

U Tavern Tale 17"A young woman has her eye on SirKarl. Its making him uncomfortable ."

U Tavern Tale 18"Maya's on the warpath, she's alwaysbeen sweet on Sir Karl ."

U Tavern Tale 19"Draconians have been seen nearThrotl. Things are heating up ."

U Tavern Tale 20" . . .There's something weird going onhere. My son was saying that he sawa zombie. I told him he wascrazy. . . but I don't know, he's notusually given to making up stories . . ."

J Tavern Tale 21" . . .so I was sayin', why we gotta doall this stuff? Why don't we just godown there and take the thing? Andyou know what, that's exactly whatwe did. That Lance is ours! Of course,my officer took all the credit for him-self. Cretin . He couldn't hold the dullend of a sword if he didn't have us toteach him . . ."

U Tavern Tale 22"Throtl is starting to crawl withmonsters. Some of our scouts havebeen harassed ."

U Tavern Tale 23"Its been too quiet for too long .Something's got to happen soon ."

U Tavern Tale 24"Scouts are starting to report evil forceson the march everywhere ."

U Tavern Tale 25"Enemy patrols hold most of the citiesin the area . Hope the army gets heresoon. It's galling to let them operate soopenly."

U Tavern Tale 26"It's a shame that people on our sidecould just abandon the slaves thatway."

U Tavern Tale 27'The slaughtered wagon train wascarrying a magic tome . Perhaps it heldthe secret of the corruption process ."U Tavern Tale 28'The evil forces have dragon eggs .We can look forward to moredraconians if they can rediscover thecorruption process ."U Tavern Tale 29"Once the armies are here, we willsweep the area clean of evil for thefinal time ."

U Tavern Tale 30"I thought that the good armies haddestroyed the Draconians! Well it justgoes to show you can't trust anyoneanymore. Where are the SolamnicKnights now? Why weren't theyhere when those foul reptiles tookover our town ."

U Tavern Tale 31" . . .I tell you that grave was breathin'!The dirt was risin' up and down, justlike it was takin' in air . I lit outa thereas fast as these stumpy legs couldcarry me. . ."U Tavern Tale 32" . . . a silver dragon! They say theyloved each other but how do youfigure? What can a man and a dragondo? I don't know. I got sick and tiredof all the moping about.""It's a shame about Sir Karl though .They say he was killed up northsomewhere. He was an OK guy.Treated you right ."

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J Tavern Tale 33"We got the fires out, but the enemyescaped with Sir Karl . Those Aurakscan control the minds of our toughestpeople."0 Tavern Tale 34"Nothing's been seen in Throtl formonths. The place is boring ."

0 Tavern Tale 35"Annoying guides they give you inJelek, but I suppose they can't be toocareful ."

0 Tavern Tale 36"A moment of silence for Sir Karl, abrave Knight of the Rose . He trulyfollowed the Oath and the Measure ."

U Tavern Tale 37'The draconians were led by anAurak. They're very deadly."

0 Tavern Tale 38"I wonder if they could have saved SirKarl's life if they tried harder."

0 Tavern Tale 39"I tell you I saw dragons! They wereflying around the top of the keep!Black ones they were . Except for onereal big one. I think it was a red ."

0 Tavern Tale 40"Don't drink the beer. The bartenderwashes his feet in it ."

0 Tavern Tale 41"No, he never came back . He was ona boat that went out onto the BloodSea of Istar and never came back .Somebody said they actually wentdown the Maelstrom . . . but that'scrazy, nobody would sail close to thatthing . . . anyway I haven't been able . . ."

0 Tavern Tale 42"What ever happened to thatDragonlance that the Castellan hadduring the last war? I know for a factthat it was never returned to the goodarmies . Blast it man, I was with theCastellan's armorer, all of theweapons went through us and thatDragonlance was never returned!"

0 Tavern Tale 43'The enemy's rear guard was seenheading south. Too bad most of us arestuck guarding this outpost, we couldchase them down in a few days ."

0 Tavern Tale 44"Gargath is crawling with evil forces .Hopefully Caramon can raise thearmies quickly."

Q Tavern Tale 45"I've heard they ignored Sir Karl's lastwish and let the slaves fend for them-selves ."

0 Tavern Tale 46"It was the strangest thing . I waswalking past the old building by thegraveyard, you know, the one withno door on this side, and I was hit byan incredibly cold wind . You knowhow warm it was yesterday. It onlyhit me for a second, but it was scary."

0 Tavern Tale 47'The armies will be here soon . Thistime it will be a quick war. The evilforces can't compete ."

0 Tavern Tale 48" . . .yeah, I went to see the guy. Hesaid he didn't need tired old scum!The bleepard said nobody who livesin Sanction is good enough for hisarmy. He's spread the word thatprofessional soldiers are needed .Humph . Didn't I fight with Tanisand Caramon in the last war? . . .Scum, he said!"

0 Tavern Tale 49"I've heard that Caramon has gottenthe first elements of the army on themarch . They'll soon be here ."

0 Tavern Tale 50" . . .every graveyard within a hundredmiles of this place has been looted .Graves left open, tombs cracked andbroken . It's eerie . Funny thingthough, a lot of the valuable stuff hasbeen left behind . Weapons and armorwas gone, but any jewelry or otheritems of value that was buried alongwith them is still there .Another thing, some of these tombslook as if they were opened from theinside . . ."

0 Tavern Tale 51"Yeah, Sanction is gonna start up tradeagain. Me and Lancrent are gonna godown there and start up our lumberimport business again. The docks arerebuilt and open for business ."

0 Tavern Tale 52'Too bad about all those slaves inNeraka, slaughtered and hauled offand enslaved again as undead ."0 Tavern Tale 53" . . .the Shadowpeople are still around .They say they've got tunnels that runall around underneath the city. Thatcaptain that's trying to hire mercenar-ies is pumping people for informationabout the Shadowpeople and theirtunnels. He's stupid though. Nobodyfinds those tunnels if the Shadow-people don't want 'em found-atleast, if they're found, nobody returnsto tell about it ."

0 Tavern Tale 54"It was a good thing they found thegood dragon eggs in the prison . I'veheard that the good dragons areheading down because of that ."'0 Tavern Tale 55"That was the draconian leader thatled the attack . He's an Aurak namedMyrtani ."

0 Tavern Tale 56"Who are these guys that have takenover? I see soldiers with the number101 tattooed on their arms . Whatgives?"0 Tavern Tale 57"Those rescued slaves had horriblestories to tell. We're sure glad theywere helped to escape ."

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SPELLSFirst Level Clerical SpellsBless improves the TIIACt of friendlycharacters by 1 . The bless spell doesnot affect characters who are adjacentto monsters when the spell is cast . Thisis a good spell to cast before going intocombat .

Cure Light Wounds heals 1-8 HP (upto the target's normal maximum HP) .

Detect Magic indicates which equip-ment or treasure is magical. View acharacter's items or Take treasureitems. Equipment or treasure precededby an "' or a '+' is magical .

Protection from Evil improves the ACand saving throws of the target by 2against evil attackers.

Resist Cold halves the damage andimproves saving throws vs . cold attacksby 3 .

Second Level Clerical SpellsFind Traps indicates the presence oftraps in the character's path .

Hold Person may paralyze targets ofcharacter type (human, etc), goblin orhobgoblin . You may aim a hold personspell at up to 3 targets (hold persontarget less) .

Resist Fire halves the damage andimproves saving throws vs . fire attacksby 3 .

Silence 15' Radius must be cast on acharacter or a monster. That characteror monster, and all adjacent to him,cannot cast spells for the duration ofthe spell .

Slow Poison revives a poisonedperson for the duration of the spell .

Snake Charm paralyzes as many HPof snakes as the cleric has HP.

Spiritual Hammer creates a temporarymagic hammer that is automaticallyReadied. It can strike at range and doesnormal hammer damage .

Third Level Clerical SpellsCure Blindness removes the effect ofthe Cause Blindness spell .

Cure Disease removes the effects ofdisease caused by some monsters orcaused by a Cause Disease spell.

Dispel Magic removes the effects ofspells that do not have specific counterspells. This is a recuperation spell forany of the party that has been held,slowed or made nauseous.

Prayer improves the THACO and savingthrows of friendly characters by 1 andreduces the THACO and saving throw ofmonsters by 1 . This is a good spell tocast before going into combat .

Remove Curse removes the effects ofa Bestow Curse spell and allows the tar-get to unready cursed magic items .

Fourth Level Clerical SpellsCure Serious Wounds heals 3-17HP (up to the target's normal maxi-mum HP) .

Neutralize Poison revives a poisonedperson .

Protection from Evil 10' Radius mustbe cast on a character or a monster. Itimproves the AC and saving throws ofthe target and all adjacent friendlycharacters by 2 against evil attackers .

(I

Sticks to Snakes causes snakes toharass the target. The target is unableto attack or cast spells for the durationof the spell .

First Level Mage SpellsBurning Hands causes 1 HP of firedamage per level of the caster. There isno saving throw .

Charm Person changes the target'sallegiance in a combat . It only affectscharacter types (human, etc), goblins orhobgoblins .

Detect Magic indicates which equip-ment or treasure is magical. View acharacter's items or Take treasureitems. Equipment or treasure precededby an "' or a '+' are magical .

Enlarge makes the target larger andstronger. The higher the caster's level,the larger and stronger the target gets .If the caster is 6th level the targetbecomes as strong as an Ogre . If thecaster is 10th level the target becomesas strong as a Fire Giant. A target canonly be under the effect of 1 enlargespell at a time . Unwilling targets get asaving throw against this effect. Thespell will stay in effect for more than Icombat, and should be cast beforecombat .

Friends raises the caster's charisma2-8 points. It is often cast just beforean encounter.

Magic Missile does 2-5 HP per missilewith no saving throw . A mage throws 1missile at 1st-2nd level, 2 missiles at3rd- 4th level, 3 missiles at 5th-6thlevel, and 4 missiles at 7th-8th level .This spell will damage any target withinits range unless the target is magicresistant or has certain magicalProtection . Casts instantaneously .

50

Protection from Evil improves the ACand saving throws of the target by 2against evil attackers .

Read Magic allows a mage to ready ascroll and read it . For scrolls, this worksas if they have been identified . A magemay scribe the spells from a scroll (ifappropriate for his class and level) afterit has been read .

Shield negates the magic missile spell,improves the mage's saving throw, andmay increase his AC.

Shocking Grasp does electrical dam-age of 1-8 HP, +1 HP per level of caster.

Sleep puts 1-16 targets to sleep withno saving throw. Up to sixteen 1 hit-dietargets are affected . One 4 hit-die targetis affected . Targets of 5 or more hit-dice are unaffected .

Second Level Mage SpellsDetect Invisibility allows the target tospot invisible targets .

Invisibility makes the target invisible.The THACO of melee attacks againstinvisible targets is reduced by 4 . It isimpossible to aim ranged attacks atinvisible targets. Invisibility is dispelledwhen the target attacks or casts a spell .Knock is used to open locks . It can becast from the door-opening menu if theactive character has a memorizedknock spell .

Mirror Image creates 1-4 illusionaryduplicates of the mage . A duplicatedisappears when it is attacked .

Ray of Enfeeblement reduces thetarget's strength by 25% + 2% per levelof the caster.

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51

-

Stinking Cloud paralyzes those in itsarea for 2-5 rounds. If the target saves,it is not paralyzed, but is nauseous andhas its AC reduced for 2 rounds . Thisspell has a very short range and careshould be taken to avoid includingparty members in the cloud .

Strength raises the target's strength by1-8 points, depending on the class ofthe target .

Third Level Mage SpellsBlink protects the mage . The mage'blinks out' after he acts each round .The mage may be physically attackedbefore he acts each round, but he maynot be physically attacked after he acts .

Dispel Magic removes the effects ofspells that do not have specific counterspells .

Fireball does 1 d6 HF per level of thecaster to all targets within its area . Ifthe target makes its saving throw, thedamage is halved . A fireball has a 2square radius outdoors and a 3 squareradius indoors . Fireball is a slow-castingspell and the spell's power demandsthat you target carefully. Otherwise, youmay inadvertently destroy partycharacters . When indoors, the only safearea on the screen at the time youtarget the spells are the squares in eachcorner of the screen and the squaresdirectly above and below these cornersquares. Be sure to center to determinewho will be in the area of effect.

Haste doubles the target's movementand number of melee attacks perround. Haste has a short duration andyou should wait until a fight is immi-nent to cast it. Warning: each time ahaste spell is cast on a character, thatcharacter ages one year .

Hold Person may paralyze targets ofcharacter type (human, etc), goblin orhobgoblin . You may aim a hold personspell at up to 4 targets (Exit to targetless) .

Invisibility, 10' Radius makes alltargets adjacent to the caster invisible .The THACO of melee attacks againstinvisible targets is reduced by 4 . It isimpossible to aim ranged attacks atinvisible targets. Use this spell to set upa battle line while the bad guys seekyou out . Characters lose invisibility ifthey do anything but move . Somemonsters can see invisible creatures .

Lightning Bolt does 1 d6 HP per levelof the caster to targets along its path .If the target makes its saving throw, thedamage is halved . A lightning bolt is 4or 8 squares long in a line away fromthe caster. For best results, move thespell caster to send the bolt down arow of opponents . It will attack allopponents along the line within itsrange. Target the first creature in therow (closest to caster) . Lightning boltswill reflect off walls back toward thespell caster. This permits targetsadjacent or close to a wall to be hittwice by the same bolt . Be careful thecaster isn't hit by the reflected bolt .

Protection from Evil, 10' Radius pro-tects the target and all characters adja-cent to the target . The spell improvesthe AC and saving throws of those itprotects by 2 against evil attackers.

it

protection from Normal Missilesmakes the target immune to non-magical missiles .

Slow affects I target per level of caster.The spell halves the target's movementand number of melee attacks perround. Slow can be used to negate ahaste spell . This spell is useful againstany high-damage creature . Only affectsthe side opposing the spell caster .

Fourth Level Mage Spells .Charm Monster changes the target'sallegiance in combat. It will work onany living creature . The spell affects 2-81st-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. Eachtarget must make a saving throw eachround or stand confused, becomeenraged, flee in terror or go berserk.Confusion is most effective when usedagainst a large number of enemies .

Dimension Door allows the mage toteleport himself to another point on thebattlefield within his line of sight andthe range of the spell . Mages can use itfor quick escapes . Fighter/mages usethe "Door" to reach the opposition'srear area .

Fear causes all within its area to flee .

Fire Shield protects the mage so thatany creature who hits the mage inmelee does normal damage, but takestwice that damage in return . The shieldmay be attuned to heat attacks or coldattacks . The mage takes half damage(no damage if he makes his savingthrow) and has his saving throw againstthe opposite form of attack improvedby 2. He takes double damage from theform of attack the shield is attuned to .

Fumble causes the target to be unableto move or attack . If the target makeshis saving throw, he is affected by aslow spell .

Ice Storm does 3-30 HP to all targetswithin its area . There is no savingthrow. This spell will inflict damage onopponents protected by Minor Globesof Invulnerability.

Minor Globe of Invulnerability pro-tects the caster from incoming first,second, or third-level spells . The Globeis very effective when used in combina-tion with Fire Shield .

Remove Curse removes the effects ofa Bestow Curse spell and allows thetarget to unready cursed magic items .

52

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CHARTSSpell Parameters ListThis is a listing of spells available to player characters as they gain in level .The following are abbreviations used in the list:

Cmbt= Combat only spellCamp = Camp only spellBoth = Camp or Combat spell1= Touch Rangedia = diameterrad = radiusAll = All characters in combat

1st-Level Clerical Spells

53

r = combat roundst = turnsAvl = per level of castertargets = aim at each targetR = Red Mage SpellW =White Mage Spell

AREA

113x33 dia1

2 dia1

DURATION

6r

it3r/IvI1t/Ivl

DURATION

3t4r+IvI1t/IvI2r/IvI1 hour/lvl5-8r1 r/IvI

DURATION

AREADURATION

1

1

1t/Ivl1 r/IvI

1st-Level Mage Spells

54

TYPE SPELL NAME WHEN RANGE AREA DURATION

RWRWRWRWWRWRWRW

Burning HandsCharm PersonDetect MagicEnlargeFriendsMagic MissileProtection from EvilRead MagicShieldShocking GraspSleep

CmbtCmbtBothBothCampCmbtBothCampBothCmbtCmbt

WHEN

T120.5/Ivl06+IvIT00T3+IvI

RANGE

1111All111111-16

AREA

2r/Ivl1t/Ivl1r/IvI

2r/IvI2r/IvI5r/IvI

5r/IvI

DURATION

2nd-Level Mage SpellsTYPE SPELL NAME

RWRRRWRWR

Detect InvisibilityInvisibilityKnockMirror ImageRay of EnfeeblementStinking CloudStrength

BothBothCampBothCmbtCmbtCamp

WHEN

IvIT601+.25/lvl3T

RANGE

All1IvI112x21

AREA

5r/IvI

2r/IvI1 r/IvI1 r/IvI6t/IvI

DURATION

3rd-Level Mage SpellsTYPE SPELL NAME

RWRWRWRRWW

W

R

BlinkDispel MagicFireballHasteHold PersonInvisibility 10' RadiusLightning BoltProtection fromEvil 10' RadProtection fromNormal MissileSlow

BothCmbtCmbtBothCmbtBothCmbt

Both

BothCmbt

WHEN

01210+IvI612T4+1/vI

T

T9+IvI

RANGE

13x32 rad5 dia1-42 dia

2 dia

15 dia

AREA

1r/IvI

3r+IvI2r/IvI

2r/IvI

1t/IvI3r+IvI

DURATION

4th-Level Mage SpellsTYPE SPELL NAME

WWRRRWWRWW

W

Charm MonsterConfusionDimension DoorFearFire ShieldFumbleIce StormMin Globe ofInvulnerabilityRemove Curse

CmbtCmbtCmbtCmbtBothCmbtCmbt

BothBoth

612000IVIIvI

0T

1+2-1616x3 cone115 dia

11

2r+lvl

1 r/IvI2r+lvl1 r/IvI

1 r/IvI

SPELL NAME WHEN RANGE

BlessCure Light WoundsDetect MagicProtection from EvilResist Cold

2nd-Level Clerical SpellsSPELL NAME

BothBothBothBothBoth

WHEN

6T3TT

RANGE

Find TrapsHold PersonResist FireSilence 15' RadiusSlow PoisonSnake CharmSpiritual Hammer

3rd-Level Clerical SpellsSPELL NAME

CampCmbtBothCmbtCampCmbtCmbt

WHEN

36T12T33

RANGE

Cure BlindnessCure DiseaseDispel MagicPrayerRemove Curse

4th-Level Clerical SpellsSPELL NAME

BothCampCmbtBothBoth

WHEN

TT60T

RANGE

Cure Serious WoundsNeutralize PoisonProtection from

Evil 10' RadiusSticks to Snakes

BothCamp

BothCmbt

TT

T3

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*A character carrying many objects, including a largenumber of coins, can be limited in movement to a maxi-mum of 3 squares per turn .

#A Shield subtracts 1 AC from any armor it's used with .

Armor and Weapons Permitted byCharacter Class

WEAPONS

club, flail,hammer, mace,staff, staff, slinganyanyanydagger, dart, staffclub, dagger, dart,sling, short bow,one-handedswords

Cleric's Wisdom Bonus Table

Note that these bonus spells are only available when thecleric is entitled to spells of the applicable level . Thus a6th-level cleric with a Wisdom of 18 can memorize thefollowing spells :

NUMBER OF SPELLS PER LEVEL 12345

6th-Level Cleric ofGood with 18 Wisdom

5

5

3

55

Constitution Table

* Bonus applies only to fighters; all other classes maybe given a maximum hit point bonus adjustment for con-stitution of +2 .

Strength Table : Ability AdjustmentsABILITY

THACOSCORE

BONUS

6-7 -1 none8-9 normal none10-11 normal none12-13 normal none14-15 normal none16 normal +117 +1 +118 +1 +2*18/01-50 +1 +3*18/51-75 +2 +3*18/76-90 +2 +4*18/91-99 +2 +5*18/00 +3 +6

*These bonuses available to fighter classes only .

Range of Ability Scores by Race

*Maximum percentage for 18 strength for fighter type classes only (fighter, knight, ranger)

DAMAGEADJUSTMENT

8888

NoNoNoNo9

Maximum Level Limits by Race, Class and Prime RequisiteHILLDWARVES

7

Entries marked with 'No' indicate that class is not available to that race .

WEIGHTALLOWANCE (IN STEEL PIECES)

-350-250-150normalnormal+100+200+350+500+750+1,000+1,250+1,500+2,000+3,000

MOUNTAINDWARVES

KENDER

8

88 58

68 7No 5No 6No 7No NoNo NoNo NoNo

No8

9

56

ABILITY SCORE STR* INT WIS DEX CON CHA

Human 3-18(00) 3-8 3-8 3-8 3-18 3-18(Females) 3-18(50) 3-18 3-18 3-18 3-18 3-18Silvanesti Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18(Females) 3-16 10-18 6-18 7-19 6-18 12-18Quafinesti Elves 7-18(75) 8-18 6-18 7-19 7-18 8-18(Females) 3-16 8-18 6-18 7-19 7-18 8-18Hill Dwarves 9-18(99) 3-18 3-18 3-17 14-19 3-12(Females) 3-17 3-18 3-18 3-17 14-19 3-12Mountain Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16(Females) 3-17 3-18 3-18 3-17 12-19 3-16Half-Elves 3-18(90) 4-18 3-18 6-18 6-18 3-18(Females) 3-17 4-18 3-18 6-18 6-18 3-18Kender (Both) 6-16 6-18 3-16 8-19 10-18 6-18

Dexterity TableABILITYSCORE

MISSLEBONUS

REACTION/ACBONUS

3 -3 +44 -2 +35 -1 +26 0 +17 0 08 0 09 0 0

10 0 011 0 012 0 013 0 014 0 015 0 -116 +1 -217 +2 -318 +3 -4

BONUS SPELLS PER LEVEL1 2 3 4

9-1213 +114 +215 +2 +116 +2 +217 +2 +2 +118 +2 +2 +1 +1

CLASS ABILITY HUMANSILVANESTIELVES

QUALINESTIELVES

HALFELVES

Cleric Any 8 8 8 8Fighter Str 16- 8 8 8 8

Str 17 8 8 8 8Str 18+ 8 8 8 8

Ranger Str16- 7 7 7 7Str 17 7 7 7 7Str 18+ 7 7 7 7

Knight Any 7 No No 7Mage Int 16- 8 8 8 8

Int 17 8 8 8 8Int 18 8 8 8 8

Thief Any 9 No 9 9

ABILITYSCORE

HIT POINTADJUSTMENT

RESURRECTIONSURVIVAL

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%

Armor List

ARMOR TYPEWEIGHTIN SP AC

MAXIMUMMOVEMENT*

None 0 10Shield, Small# 50 9Leather 50 8 12 squaresRing 250 7 9 squaresScale 400 6 6 squaresChain 300 5 9 squaresBanded 350 4 9 squaresPlate 450 3 6 squares

CLASS MAX ARMOR SHIELD

Cleric any any

Fighter any anyRanger any anyKnight any anyMage none noneThief leather none

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Level Advancement Tables(Lvl=Level, XP=Experience Points, HP=Hit Points,Spl Per Lvl=Spells Per Level)

Fighter Advancement Table

Ranger Advancement Table

Knights of the Crown Advancement Table

Knights of the Sword Advancement Table

57

Knights of the Rose Advancement TableSPL PER LVL

HP

1 2 3 4LVL XP

Clerics of Good Advancement Table

Axe, HandBastard SwordBattleaxeBroad SwordClubDaggerDartFlailHalberd+Hoopak (Melee)Hoopak (Missile)HammerJavelinLong SwordMaceMorning StarPick, MilitaryPike, Awl+QuarterstaffScimitarShort SwordSpearTwo-Handed SwordLong Bow**Short Bow**SlingStaff Sling

+Polearm*Only usable by Kender (of any class) ."Must have ready arrows to fire . Two attacks per round .f=fighter, cl=cleric, mu=mage

1-6

1-61-101-61-62-52-8

2-161-8

ff,thf,cLthf,mu,thf,mu,th

2-8

f .cl2-123-6

"special2-7

1-83-181-61-62-73-9

Clerics of Neutrality Advancement Table

f .cl

f,thf,clf

ff,cl,muf,thf thffff,thf,thf,cl

58

SPL PER LVL SPL PER LVLLVL XP HP 1 2 3 4 LVL XP HP 1 2 3 4

1 2,000-3,999 208 1 1 1,500-2,999 1d8 22 4,000-7,499 3d8 2 2 3,000-5,999 2d8 2 13 7,500-15,249 408 2 1 3 6,000-12,999 3d8 3 2 14 15,250-24,999 508 2 2 4 13,000-27,499 4d8 4 2 25 25,000-39,999 608 3 3 1 5 27,500-54,999 508 4 3 26 40,000-89,999 7d8 3 3 2 6 55,000-109,999 6d8 4 3 2

17 90,000-159,999 8d8 3 3 2 1 7 110,000-224,999 7d8 4 4 3 18 160,000+ 9d8 3 3 3 2 8 225,000+ 8d8 4 4 3 2

4

27,000-59,999

5d105

66,000-124,999

6d106

125,000-199,000

7d107

200,000-424,000

8d108

425,000+

9410

122 1

Thief Advancement TableLVL XP

HP

1

0-1,250

1062

1,251-2,500

2063

2,501-5,000

3064

5,001-10,000

4d65

10,001-20 .000

5d66

20,001-42500

6d642,501-70,000

7068

70,001-110,000

8d6110,001+

906

4

White Robe Advancement Table

LVL XP HPSPL PER LVL1 2 3

2,500-4,9995,000-9,99910,000-19,99920,000-37,99938,000-54 .99955,000-99,999100,000-199,999

8

200,000+

1d42d43044d45046047048d4

2 13 24 24 24 34 3

1223

Red Robe Advancement TableSPL PER LVL

LVL XP HP 1 2 3 4

2,500-4,999 104 15,000-9,999 204 210,000-17,999 3d4 2 1

4 18,000-35,999 4d4 3 2 15 36,000-49,999 5d4 4 3 16 50,000-89,999 6d4 4 3 27 90,000-179,999 704 4 3 2 18 180,000+ 804 4 3 3 2

SPL PER LVLLVL XP HP 1 2 3 4

3 12,000-23,999 4d104 24,000-44,999 5d105 45,000-94,999 60106 95,000-174,999 7d10 17 175,000-349,999 8410 28 350,000+ 9d10 2 1

LVL XP HP

1 0-2,000 14102 2,001-4,000 2d103 4,001-8,000 3d104 8,001-18,000 4d105 18,001-35,000 54106 35,001-70,000 6d107 70,001-125,000 74108 125,001+ 8410

LVL XP HP

2,500-4,999 2d105,000- 9,999 341010,000-18,499 4d1018 .500-36 999 541037,000-85,999 641085 .000-139 .999 7010140,000-219 .999 8d10

8 220,000+ 9d10

LVL XP HP

0-2,250 2d82,251-4,500 3d84 .501-10 .000 4d810 001-20,000 5d820,001-40 .000 6d8

6 40,0001-90,000 7d87 90,000+ 8d8

Weapon ListDMAGE VS.

DAMAGE VS . LARGERrHAN NUMBERNAME MAN SIZED MAN SIZED OF HANDS CLASS

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59

GLOSSARY OF AD&D€CAME TERMS ANDCOMPUTER TERMSAbility Scores . These are numbersthat describe the attributes of thecharacters . There are six ability scores :Strength, Intelligence, Wisdom,Dexterity, Constitution, and Charisma .

Adventurer. This is a term for one ofthe characters you play in this game .

Alignment. This is the basic philosophyof a character. See Alignment in theCharacter Classes section .

Armor Class (AC) . This is a rating ofhow difficult a target is to damage .The lower the AC number the moredifficult it is to hit.

Character. This is another name forone of the persons you play in thegame. A party consists of severalcharacters .

Class. This is a character's occupation .For example mage, fighter or cleric areclasses .

Command . A one or two-word optionin a menu . Activating that commandallows you either to view another menuor have your characters perform anaction .

Encounter. This is what happens whena party meets a monster. You are givena menu of choices of how you want tohandle the situation .

Enter. The act of giving a command tothe computer. How this is done variesdepending on the computer .

Experience Points (XP) . Everyencounter the characters have yieldsexperience points for every characterdepending on how successful theencounter was for the party. A characterwho gains enough XP can advance alevel .

Facing . In combat, a character faces acertain direction. An attack from thedirection he is not facing has a greaterchance of doing damage . A characterwill always face an opponent if he hasonly one opponent .

Grimoire (Spell Book) . The book amagic-user carries his spells in . If hedoesn't have a magic book, he has nospells to memorize.

flit Points (HP) . This is a measure ofhow healthy a character is. Damagefrom weapons subtracts hit points fromthe character's total . When he has lostall of his hit points, he is unconsciousand dying. If his wounds are bound byanother party member, he is simplyunconscious.

Icon. This is the small picture of amonster or a character seen in theinitial stages of an encounter andduring combat . Character icons can bealtered using the Alter command in theCamp Menu .

Initiative. This is a semi-randomdetermination of which character in acombat acts first. The characters withhigher dexterities have a better chancefor a higher initiative .

Level . This describes the power of anumber of different items . The powerof characters, dungeons, monsters, andspells are all described with levels .

1(

Character Level . This is a determi-nation of how much experience acharacter has. The higher the level,the more experienced and importantthe character is. High-level spell-casters can cast high-level spells .

Dungeon Level. This is a measureof how far down in the earth adungeon is. For the most part, thefurther down one is, the moreferocious the monsters . Thus, ahigh-level dungeon refers either tohow deep it goes or the relativetoughness of the monsters .

+ Monster Level . This is a measure ofhow powerful monsters are . Thehigher the level, the more powerfulthe monster.

Spell Level . Spells come in degreesof difficulty . The higher the level ofthe spell, the greater the difficulty .Only very experienced magic-usersand clerics can learn high-level spells .

Magic . This term covers spellcasting,enchanted items, and any other appli-cation of the supernatural .

Melee Combat. This is hand-to-handcombat with weapons such as swords,spears, and fists .

Missile Combat . This is ranged combatwith weapons such as bows andarrows, crossbows and quarrels, andslings and slingstones .

Monster. This term actually includeshuman and other player races as wellas ogres and dragons . In general, if itisn't part of your party, it's a monster .Monsters are not necessarily hostile ;some may be helpful . That's what theParlay command in the EncounterMenu is for.

L

60

Multi-Class Characters. Non-humancharacters may belong to two or threeclasses at the same time . Such multi-class characters split their experienceamong all their classes, even if theyhave reached their racial maximumclass .

Non-Player Character (NPC) . This is amember of a player race who is notcontrolled by the player. Some NPCscan be brought into a party .

Party. The group of adventurers youform to perform the missions you aregiven. A party can be reformed for eachadventure, and even altered during thecourse of an adventure .

Player Character (PC) . This is amember of a player race who iscontrolled by the player . The charactersin your adventuring party are PCs .

Race. The species characters may be inthe game. For example human, elf ordwarf are races .

Spell . This is a magic incantation thatcan alter the nature of reality . Magic-users, clerics and high-level knights cancast spells after memorizing them . If thespell is cast, it is gone from the user'smind and must be re-memorized .

THACO (To Hit Armor Class 0) . Thisis the number that a character mustmake or exceed to hit an opponentwith ACO .