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q Pools OF DARKNESS
~ ADVENTURER’S ©
JOURNAL
| 4 a
CREDITS
TABLE OF CONTENTS
Game Creation:
Game Development:
IBM Programmers:
Animation and Amiga Programmer:
Story:
Artists:
Encounter Authors:
Playtesters:
Compatibility Testing:
Documentation:
Producer:
Programming Manager:
Art Manager:
Playtest Manager:
Music Produced by:
Written by:
Digital Sound Driver:
Att, Graphic Design & DTP:
Pre-press Production:
Printing:
‘SSI Special Projects Group
Ken Humphries
Russ Brown, Jim Jennings
Kerry Bonin
Dave Shelley
Maurine Starkey, Richard Payne, Fred Butts,
Jean Xiong, Mike Provenza, Cyrus Harris, Ed Trillo,
Kevin Thompson, Laura Bowen, Mike Nowak,
Mark Johnson
Chris Carr, Ken Eklund, Lori White, Tom Ono,
Gary Shockley, Dave Georgeson, Cynthia Hwang
Phil Alne, John Kirk, André Vrignaud, Brian Lowe,
Alan Marenco, Glen Cureton
TSCS
Richard Wilson
Victor Penman
Keith Brors
Tom Wahl
Larry Webber
“The Fat Man” George Alistair Sanger
Dave Govett
John Ratcliff
Louis SAEKOW DEsiGN: Dave Boudreau
Louis SAEKOw Design: Kirk Nichols & Ray Garcia
American Lithographers, Inc.
Important Features...
Introduction...
Characters and Parties.
Combat......
Magic Treasures
Creatures of the Forgotten Realms...
Spell Descriptions......
Journal Entries.....
Tables.....
Player Race:
Ability Scores.
Character Classes...
Alignment
Other Attributes
Building a Successful Party...
Combat Map
Initiative..
Computer Control
Combat Ability...
Attacking
Combat Movement...
Combat Strategies
After Combat ...
Clerics ...
Tips on Magic ....
INTRODUCTION
For ten years your glorious band has
fought Evil wherever it has threatened the
Realms. Lord Bane has suffered many
defeats at your hands and new peace
washes over the lands. Now your path
comes full circle — back to the thriving
city of Phlan.
As your ship arrives, you see the towers of
Phlan, where before only ruins stood. The
slums and decay have given way to new
growth. Boats bob in the harbor under the
watchful protection of Sokal Keep. In
large measure this prosperity and success
was born of your defeat of Tyranthraxus so
many years ago.
As the sails are furled, and the crew pre-
pares to dock, you wonder “Where could
adventure be found amongst such peace...
CHARACTERS AND PARTIES
You need a party of adventurer Player
Characters (PCs) to play Pools OF
DArkNess. You must choose the follow-
ing for each character: a Race, a Class and
an Alignment. After you select these, the
computer generates a set of Ability Scores
that define your new character's natural
strengths and weaknesses. To build a party
you must make a mix of characters that
have the range of skills needed for success,
and then band them together.
Player Races
There are six races from which you may
construct player characters, each with dif-
ferent talents and limitations. Tables begin-
ning on page 47 summarize the racial class
limitations and ability score modifiers. The
following describes each race and tells
which classes are open to them.
Dwarves are a cunning race of sturdy
workers and craftsmen. They are especial-
ly resistant to magic and poison. Dwarves
are adept at dodging the attacks of giant-
class creatures. Dwarves can be fighters,
thieves and fighter/thieves.
Elves are a fall, long-lived race. They are
nearly immune to Sleep and Charm spells
and are adept at finding hidden objects
such as secret doors. Elves also receive
bonuses when attacking with swords or
bows. They cannot, however, be raised
from the dead. Elves can be fighters,
magic-users, thieves, fighter/magic-users,
fighter/thieves, magic-user/thieves, and
fighter/magic-user/thieves.
Half-Elves are hybrids with many of the
virtues of both humans and elves. Like
their elf ancestors, they are resistant to
sleep and charm spells and are adept at
finding hidden objects. Half-elves can be
fighters, magic-users, clerics, thieves,
rangers, cleric/fighters, cleric/rangers, cler-
ic/magic-users, fighter/magic-users, fight-
er/thieves, magic-user/thieves,
cleric/fighter/magic-users, or
fighter/magic-user/thieves.
Gnomes are shorter and slimmer than
their dwarf cousins. Like dwarves, they
are especially resistant to magic and are
adept at dodging the attacks of giant-class
creatures. Gnomes can be fighters, thieves
and fighter/thieves.
Halflings are about half the size of a
human, hence their name. They are espe-
cially resistant to magic and poison. They
can be fighters, thieves and
fighter/thieves.
Humans are the most common player-
race in the Forgotten Realms. They suffer
no racial level limitations or ability score
modifiers. Humans do have the disability
of shorter life-spans than the other races.
This may be a problem if they are subject-
ed to many Haste spells, which age the
hasted character one year. They can be
fighters, magic-users, clerics, thieves,
rangers, paladins, and dual-class characters.
Ability Scores
Every character has six randomly generat-
ed ability scores as described below. These
scores fall within a range determined by
the race and class of the character. The
base values range from 3 (low) to 18
(high). There are tables of limitations,
modifiers and bonuses starting on page 47.
Depending on the character class, one or
more of these abilities will be a Prime
Requisite. A prime requisite is an ability
especially valuable to a given class. For
example, strength is key for fighters and
wisdom for clerics. Most characters
receive bonus experience points when
their prime requisite scores are 16 or
greater, Non-human characters may have
modifiers to the basic ability scores to
reflect differences between the races.
Dwarves for instance, get a +1 constitu-
tion bonus and may have a maximum
constitution of 19 instead of 18. Alll racial
modifiers are calculated automatically
when a character is generated.
Strength (STR) is the measure of a charac-
ter's physical power, muscle mass and
stamina. Fighter-type characters (fighters,
paladins and rangers) may have exception-
al strengths greater than 18 that are indi-
cated by a percent value (01, 02, 03... 98,
99, 00) following the base strength. High
strength increases a character's combat
ability with melee weapons, such as
swords or maces. Strength also determines
how much a character can carry without
becoming encumbered and slowed in
combat.
Intelligence (INT) is the measure of how
well a character can learn. Intelligence
level can determine the maximum level of
spells a magic-user can cast.
Wisdom (WIS) is the measure of a char-
acter’s ability to understand the ways of
the world and to interact with the world.
Clerics receive bonus spells for high wis-
dom, and wisdom can determine the max-
imum level of spells a cleric can cast.
Dexterity (DEX) is the measure of a char-
acter’s manual dexterity and agility.
Thieves especially benefit from high dex-
terity. Dexterity affects how well a charac-
ter can use ranged weapons (bows, dart,
etc.), when he moves in a combat round,
and how difficult he is to hit in combat.
Constitution (CON) is the measure of a
character's overall health. Characters
receive one extra hit point if their constitu-
tion is 15, and two points if it is 16.
Fighter-types (fighters, rangers and
paladins) receive additional bonuses for
constitutions of 17 or 18. A character's
constitution also determines the maximum
number of times that character can be
raised from the dead with Raise Dead
spells, and the chance of a resurrection
attempt being successful. Every time a
character is successfully raised, 1 point of
constitution is lost.
Charisma (CHA) is the measure of how
others react to a character.
Character Classes
Classes are the characters’ professions, A
character must be at least one character
class. Non-human characters can be more
than one class at the same time. These
multi-class characters have more playing
options, but increase in level slower
because experience is divided evenly
among all classes.
Clerics have spells bestowed on them by
their deity and can fight wearing armor
and using crushing (no edged or pointed)
weapons. Clerics must memorize their
spells just as magic-users, but they do not
use spell books. When clerics gain a new
spell level, they can automatically memo-
rize any of the available spells for that level.
The prime requisite for clerics is wisdom.
Fighters can fight with any armor or
weapons, but they cannot cast magic
spells. Alll fighter-types (fighters, paladins
and rangers) gain the ability to attack
more than one time per round when they
reach 7th level. The prime requisite for
fighters is strength.
Paladins are a type of fighter, and can
fight with any armor or weapons. They
are resistant to spells and poison, and can
turn undead creatures as if they were a
cleric two levels below their current level.
Paladins are also always surrounded by the
equivalent of a Protection from Evil spell.
Paladins may heal two hit points of dam-
age per level once a day. They may Cure
Disease once a week for every five levels of
experience. For example, once a week at
1st-5th levels, twice a week at 6th-10th
levels, ete. They can use cleric spells when
they reach 9th level, although they can
never use clerical scrolls. They advance in
spell-casting ability until 20th level.
Paladins must be of lawful good align-
ment, and they will not knowingly adven-
ture with any evil characters. They must
have ability scores of at least 9 in intelli-
gence and wisdom, at least 12 in strength,
at least 13 in wisdom, and at least 17 in
charisma. The prime requisites for paladins
are strength and wisdom.
Rangers are a type of fighter, and can fight
with any armor or weapons. They do
additional damage when fighting giant-
class creatures, but must be of good align-
ment and have ability scores of at least 13
in strength and intelligence, and at least
14 in wisdom and constitution. Rangers
can use druid spells when they reach 8th
level, and magic-user spells when they
reach 9th level. Their spell-casting ability
advances until 17th level. The prime req-
uisites for rangers are strength, intelligence
and wisdom.
Magic-Users have powerful spells, but
can use no armor and few weapons. They
can only memorize those spells available
in their personal spell books. Magic-users
may add entries to their spell books when-
ever they go up in level or find scrolls with
spells of levels that they are able to scribe.
The prime requisite for magic-users is
intelligence.
Thieves have special skills for opening
locks and removing traps, but are limited
to leather armor. In combat they do addi-
tional damage ‘back stabbing,’ which is
described in the Combat section. Starting
at 10th level, thieves can decipher some
magical writing and have a chance of cast-
ing spells from magic-user scrolls. The
prime requisite for thieves is dexterity.
Multi-class characters are non-humans
who belong to two or more classes at the
same time. Multi-class characters’ experi-
ence points are divided among each of the
classes, even after they can no longer
advance in one or more of those classes.
Their hit points per level are averaged
among their classes, Multi-class characters
gain all the benefits of all their classes
with regard to weapons and equipment.
Dual-class characters are humans who
had one class for the first part of their
career, and then changed to a new class for
the remainder. These characters use the
HUMAN CHANGE CLASS option on the
Training Hall menu to pick a new class.
Once a character changes classes, he can-
not advance in his old class. Dual-class
characters do not gain hit points and can-
not use the abilities of the old class while
their new class level is less than or equal to
the old class level. Once the character's
level in his new class is greater than his
level in his old class, he gains hit points
according to his new class and may use
abilities from both classes. Human dual-
class magic-users cannot cast magic-user
spells while they are wearing armor, unless
they are a ranger/magic-user dual-class,
Alignment
Alignment is the philosophy a character
lives by and can affect how NPCs and
some magic items react to a character. The
possibilities range from believing strongly
in society and altruism (lawful good) to
being anarchistic and actively unpleasant
(chaotic evil). Alignment is presented in
two parts: World View and Ethics.
World View
Lawful indicates that the character values
the structure and rules of society.
Neutral indicates that the character values
both the individual and society.
Chaotic indicates that the character values
the individual over society.
Ethics
Good indicates that the character tries to
act in a moral and upstanding manner.
Neutral indicates that the character leans
towards “situational ethics,” evaluating
each set of circumstances.
Evil indicates that the character acts with-
out regard to others, or in an overtly
malignant manner.
Other Attributes
Each character also has three important
values that change as the game goes on:
Hit Points, Experience Points and Levels.
Hit Points are a measure of the amount
of damage a character can take before he
goes unconscious. A character's maximum
hit points are based on the hit dice for the
character's class and level, plus any adjust-
ments for constitution. A character gains a
hit point bonus to each hit die if his con-
stitution is over 14.
(d) is the term used to describe
‘the range for a randomly generated
number. Dice are referred to by the
-tange they represent. A dé has a range
from 1 through 6, a d10 has a range
rough 10. Hit dice refers to
inge of hit points a character
have. For example, a 3rd
ighter has a base of 3 d10 hit
dice, or 3-30 hit points.
When a character takes enough damage
that his hit points reach 0, he is uncon-
scious. If the character's hit points drop jo
anything from -1 to -9, he will lose 4 hit
point per turn from bleeding until he is
bandaged or dies. If a character has -10
hit points or less, he is dead. Hit points
‘on the screen will never be displayed as
less than 0.
Experience Points are a measure of what
a character has learned while adventuring.
Characters receive experience points for
actions such as fighting monsters, finding
treasures and successfully completing
quests. The computer keeps track of expe-
rience, and when characters earn enough,
they may advance in levels. See the Level
Advancement Tables beginning on page
56 for experience requirements.
New characters start the game with
1,500,001 EXP, which puts most single-
class characters at about 14th level.
Levels are a measure of how much a char-
acter has advanced in his class. When they
have enough experience points, characters
may go to a training hall and receive the
training required to increase in level.
Characters may only advance one level at
a time. If a character has gained enough
experience to go up two or more levels
since the last time he has trained, he will
go up one level, and lose all experience in
excess of one point below the next level.
Example:
An 9th level thief enters a training hall
with 375,000 experience points
(enough for 11th level). He will leave
as a 10th level thief with 220,000
experience points — one point below
41th level. Characters cannot train for
new levels once they have reached
their maximum levels allowed in
POOLs OF DARKNESS.
Building a Successful Party
Forming a strong and adaptable party is a
key to success in Pools of Darkness. Up to
six Player Characters (PCs) may be in a
party — a party with fewer is less power-
ful and more likely to be eliminated by
opponents.
Include a variety of classes in a party to
get a good mix of skills. Here is one sam-
ple party:
Sample Party
1 Human Magic-user
1 Human Paladin
1 Dwarf Fighter/Thief
1 Human Ranger
2 Human Clerics
This party is balanced for combat, and
will advance quickly because most charac-
ters are single class. The magic-user can
cast offensive spells and use wands. The
paladin has the benefit of Protection from
Evil ina 10’ radius. Alll characters in
range of the effect get an AC improve-
ment of two against evil foes. The dwarf
fighter/thief offers the advantages of a
thief (lockpicking and disarming traps)
with the better armor and hit points of a
fighter. Rangers do extra damage against
giant-type creatures and gain spellcasting
ability. Clerics are absolutely essential for
their healing spells.
Preparation Tips
Once the party has been banded together,
encamp at an inn, ready your equipment,
and have all spellcasters memorize spells.
Finally, save the game before continuing.
COMBAT
Adventurers must battle their way
through many dangerous foes to complete
the adventure. The following sections
offer some more information and tips for
combat,
Combat Map
Battle takes place on a tactical combat
map that is a detailed view of the terrain
that the party was in when the combat
began. This map is set up with an invisi-
ble square grid.
Initiative
Each round of combat is divided into 10
segments, and every character and foe acts
ona specific segment based on a random
Initiative number. Initiative is generated at
the start of each combat round, and is
modified by dexterity and random factors
such as surprise. Characters can act on
their initiative segment, or use the DELAY
command to hold action until the end of
the round. Casting spells may take extra
time to perform, so often a spellcaster will
begin a spell on his segment, but it will
not go off until a little later,
Computer Control
In combat you control the actions of PCs,
The computer controls the actions of mon-
sters, NPCs and PCs set to computer con-
trol with the QUICK command.
Combat Ability
Each character's ability in combat is
defined by AC, THAC@ and Damage.
AC
A character's or monster's difficulty to be
hit is represented by armor class (AC).
The lower the AC, the harder the target is
to hit. AC is based on readied armor and
a dexterity bonus, Some magic items, such
as some bracers, also help improve AC.
THACO
The ability to hit enemies in melee or
with missile fire is represented by
THAC@. THACG stands for To Hit
Armor Class @. This is the number a
character must ‘roll’ equal to or greater
than to do damage on a target with an
AC of 0. The lower the THACQ, the
better the chance to hit the target.
Note:
The generation of a random number is
often referred to as a ‘roll’, In determin-
ing the success of an attack, the num-
ber generated is from 1 through 20,
An attack is successful if the random num-
ber is greater than or equal to the attacker's
THAC@ minus the target's AC.
THAC@ may be modified by things like
range, attacking from the rear, magic
weapons, and magic spells.
Example:
A fighter with a THAC@ of 5 attack-
ing a monster with an AC of 3 would
need to roll (THAC@ 5) - (AC 3) = 2+
But to hit a monster with an AC of -2
he would need to roll (THAC@ 5) -
(AC -9) = 7+
Damage
Damage is the range of hit points loss the
attacker inflicts and is based on the attack-
er’s strength, weapon type and any magic
bonuses the weapon has. The base dam-
age for each weapon is summarized in the
‘Weapons Table on page 50.
Some monsters take only partial or no
damage from certain weapon types.
Skeletons, for example, take only half
damage from sharp or edged weapons,
while some other monsters only take dam-
age from magical weapons.
Attacking
There are two basic types of attack: Melee
and Ranged (or Missile). The following
describes each type and other rules gov-
erning combat.
Melee Combat
Melee combat is face-to-face fighting with
weapons such as swords and maces. Only
when using melee weapons can characters
receive strength bonuses. Fighters can
sometimes overpower several small foes
during melee combat, and thieves have
opportunities to back stab.
Ranged Combat
Ranged combat is firing at distant enemies
with weapons such as bows or darts. A
character with a missile weapon (bow,
sling, etc.) may not attack when adjacent
to an enemy. Two arrows or three darts
can be fired per turn.
Multiple Attacks (Sweeping)
When fighting small creatures, fighter-
types may ‘sweep’ through several weak
opponents in one combat round. When a
character sweeps, he automatically attacks
all of the available weak opponents.
Back Stabbing
A thief back stabs if he attacks a target from
exactly opposite the first character to attack
the target. The thief may not back stab if he
has readied armor heavier than leather. A
back stab has a better chance of hitting the
defender and does additional damage.
Saving Throws
Attacks such as poison or spells do not
automatically have their full effect on a
target. Victims may get a Saving Throw
to avoid some or all of the effect. If the
saving throw is successful, generally the
target suffers either no effect or only half-
damage. Saving throws improve as char-
acters gain levels.
Note:
Some monsters have natural magic
resistance which decreases the chance
of them being affected by spells.
Combat Movement
The number of squares a character can
move is affected by carried weight, charac-
ter strength and the kind of readied armor.
A character's movement range is dis-
played on the View Screen and during the
character's segment in combat. Combat
movement is important for both closing
quickly with opponents (and stopping mis-
sile fire) and fleeing from battles that are
too tough.
Running Away
A character may flee from the battlefield if
he moves faster than all enemies, but not
if he moves slower than any enemies. A
character has a 50% chance to move off
the battlefield if he moves as fast as the
fastest foe. Exception: if a character can
reach the edge of the combat map without
any of his opponents being able to see
him, he may then flee successfully even
though he is slower than his opponents.
Returning to the Party
A character that moves off the battlefield
returns to the party after the fight is over.
If all active characters flee combat, any
dead or unconscious characters are lost,
Characters that flee a combat receive no
experience points for the battle.
Combat Strategies
To succeed in combat, a skilled player
deploys his party well, casts effective spells
before and during combat, maneuvers his
characters into advantageous positions,
and attacks using his most powerful char-
acters and weapons.
Deploying the Party
When a battle begins, your party is auto-
matically positioned based on the order list
of the characters, Characters near the top
of the order will be in the front lines and
vulnerable to attack. To change the start-
ing deployment, change the party order
from the Alter Menu while encamped.
Shift the heavily armored fighters up the
list and the vulnerable magic-users and
thieves towards the bottom. Party order
cannot be changed while in combat,
although characters are free to move.
Your party may be placed in a bad posi-
tion at the start of a battle. Get an idea of
the situation, and move characters into
better deployment. Sometimes the best
strategy is offensive: charging with fight-
ers to close ground and stop enemy magic
and missile fire. Other times the best strat-
egy is defensive: moving your characters
to anchor their flanks on an obstacle such
as a wall or tree. Setting up behind a door-
way that your enemies have to move
through also makes for a very strong
defensive position. Always keep magic-
users and missile weapons safe behind the
front line.
Wounded Characters
Characters who are seriously injured
should be cured or moved out of the front
lines if possible. Remember: if you move
away from an adjacent enemy, he gets a
free attack at your back and has an
improved chance to hit.
Stopping Ranged Attacks
Missile weapons cannot be fired if there is
an adjacent opponent. To stop enemy mis-
sile fire, move someone next to the oppo-
nent. If you want to fire missiles, keep
away from the enemy.
Exploiting Enemies’ Weaknesses
Exploit your opponents’ weaknesses by
directing attacks against helpless, wounded
or isolated foes. Concentrate your attacks
to eliminate one opponent rather than
injure many (Exception: enemy spellcast-
ers). A foe with one hit point remaining
attacks as powerfully as an uninjured one.
If spellcasters are hit in a round, they loose
any spells they are preparing to cast, and
cannot cast for the remainder of that
round. Try to keep enemy spellcasters
under attack every round while protecting
your own.
After Combat
If one or more characters survive on the
battlefield at the end of combat, the bodies
of unconscious or dead party members
stay with the party. If the entire party flees
from combat, all unconscious and dead
party members are permanently lost. If all
the party members are slain, go back io
your last Saved Game and try again from
that point.
MAGIC
Magic is essential to the survival of the
party. Magic-users cast many powerful
offensive and defensive spells. Clerics cast
healing spells to revive wounded charac-
ters as well as both defensive and offensive
spells. A spell can exist in one of four
forms: in a character's memory, in a char-
acters spell book, ona scroll, or in a wand.
Memorized spells are cast with the CAST
command. Spells are memorized during
rest while encamped. Spells in scrolls or
wands are cast with the USE command.
Memorizing a spell takes 15 minutes of
game time per spell level, plus a prepara-
tion period based on spell level:
Spell Level 1-2 34 56 78 9
Preparation Time 4tvs 6his Shs 10hrs_ 121s,
Example:
To memorize two 1st level spells, one
2nd level spell, and one 3rd level spell
would take:
(6 hours preparation) + (2 * 15 min) +
(1 * 30 min) + (1 * 45 min) = 7 hours
45 min
Magic-Users
When a magic-user trains for a new level,
he selects a new spell to add to his spell
book. A magic-user can also scribe spells
from identified scrolls if he is of high
enough level to cast them. A magic-user
must cast a Read Magic spell or have a
scroll identified in a shop before he can
scribe (or cast) from it. The scroll disap-
pears after it has been scribed or cast.
Clerical magic requires no spell books. All
clerical spells of the appropriate level are
always available to a cleric, the character
need only memorize them. Unlike magic-
users, clerics can cast spells from scrolls
without any preparation, although clerical
scrolls also disappear after being cast.
Tips on Magic
Both clerics and magic-users may cast
spells which assist the party in combat.
Preparatory spells, such as Bless or
Strength, cast just before a tough battle
can protect or strengthen characters.
Combat spells can be cast to damage foes
during combat. Healing spells can be cast
either during or after combat to revive
wounded comrades.
Spells should be rememorized as soon as
possible after they are used. This is most
likely to happen after combat. When in
camp, have your spellcasters memorize
spells and select REST to allow them to
imprint the spells for later use. Selecting
REST without choosing new spells has the
spellcasters rememorize the spells they
have cast since last resting.
Note:
Before resting, it is a good idea fo save
your game — especially after tough
combats. Also, keep at least two sepa-
rate saved games at all times and alter-
nate between them, This will allow
you to go back to a save before that
last, fatal battle or to try different strate-
gies at key points.
MAGICAL TREASURES
As you travel about and encounter the
monsters and puzzles that stand between
you and finishing your various quests, you
will find magical items to help you on
your way. You can find magic items in a
treasure by casting a Detect Magic spell
using the DETECT command. To find out
specifically what an item is, you must take
it to a shop and have it identified.
Some magic items are in reality cursed and
can do great harm. When a character
readies a cursed item, a Remove Curse
spell must be cast before the item can be
dropped. Some magic items, such as
wands or scrolls, may only be used by cer-
tain classes. Others may not work at all if
certain other magic items are also in use. -
Here are descriptions of some items that
you may find, Remember: Some items are
very rare, and you may not find all of
them in your adventure.
Wands generally cast a set number of a
given spell (for example, 10 Fireballs or 15
Magic Missiles). Only experimentation or
paying to have them identified will tell
what a wand does. The USE command
allows a character to cast spells with a
readied wand,
Potions may heal wounded characters,
cause them to become hastened or invisi-
ble, or cause any number of other effects.
The USE command allows a character to
drink a readied potion.
Scrolls carry either clerical or magic-user
spells. A magic-user may use SCRIBE to
permanently transfer a scroll into his spell
book if the spell is of a level that he can
memorize. Magic-users and clerics can
both cast spells directly from scrolls with
the USE command, even if they could not
otherwise memorize the spells. Scrolls
disappear after they have been used or
scribed. Magic-users must cast Read
Magic, or have scrolls identified in a
shop before scribing or casting from them.
A\so, thieves of 10th level or higher
have a chance of casting spells from
magic-user scrolls,
Enchanted Armor and Shields are creat-
ed by skilled craftsmen and then enchant-
ed with protective spells. The power of the
magic on these items varies a great deal.
Enchanted armor has the great advantage
of offering improved protection with less
encumbrance than the same type of mun-
dane armor. To use these items, ready
them from the Items Menu.
Enchanted weapons come in many sizes,
shapes and potencies. Sometimes a
weapon will add between one and five to
your THAC@ and damage. Some
weapons may have other fantastic magical
properties including extra bonuses against
specific types of creatures. Once a magic
weapon has been readied from the Items
Menu, the character will have it for all
combats.
Enchanted Adornments such as bracers,
necklaces, periapts, and especially rings
are favorite objects for magical enchant-
ment. These items may have any number
of magical properties. Some items will
help your AC, others may fire Magic
Missiles, or offer protection from fire-
based attacks. Once one of these items has
been readied from the Items Menu, a
character automatically gains all of its
effects. The exception to this rule is that
certain magical necklaces require the USE
command to work.
Enchanted Clothing can be such com-
monplace items as gauntlets or cloaks, but
they are imbued with powerful enchant-
ments. A wide variety of these items are
known to exist. To use these items, READY
them from the Items Menu.
CREATURES OF THE FORGOTTEN REALMS
The denizens of these regions are many and varied. Here is a list of monsters you may
encounter in your adventures. Some of these creatures are extremely rare, and you may
never cross paths with them all.
Banshee
These evil spirits’ keening wail strikes fear
into the hearts of men. They attack with a
chilling touch.
Beholder
A\so called Eye Tyrants or Spheres
of Many Eyes, they are solitary horrors
of great power. Each of the creatures’ eyes
has a unique magical power, and they are
armored with tough chitinous skin.
sate el
A\so called landsharks, these are the
result of a mad mage’s experiment. They
are stupid, irascible and always hungry.
conto cover COE
These are giant, segmented creatures
whose eight tentacles can attack once
apiece each round. Carrion crawlers para-
lyze their victims and devour them.
Death Tyrant
These are a rare and dangerous form of
undead beholder. They appear as sluggish,
wounded beholders, but still possess some
of their original magical powers.
These are powerful undead dragons
whose attacks include a breath weapon
and a paralyzing touch.
——
These creatures are the hybrid offspring of
rogue black dragons and basilisks.
Dracolisks combine a dragon's breath
attack with the petrifying gaze of a basilisk.
Dragons
These are some of the most powerful and
dangerous monsters a party can encounter.
The older and larger a dragon, the more
damage it can do and the harder it is to kill:
Black Dragon
These dragons attack by spitting streams
of acid and slashing with razor sharp
claws and fangs.
Blue Dragon
These dragons exhale lightning bolts and
attack in melee with claws and fangs.
Green Dragon
These dragons attack with a poisonous
breath and are notorious for their cruelty.
Red Dragon
These dragons are among the most feared
of dragonkind. Their attack is a withering
blast of fire.
White Dragon
These are one of the smaller dragon
species and attack with freezing cold
breath, fangs and claws.
Elementals
These are strong, but relatively stupid
beings conjured up from their normal
habitat on the elemental planes. The
strength of any type varies, and the char-
acteristics of each are different:
_.
These are powerful creatures who travel
very slowly and can be summoned from
earth or stone.
b
‘
_3
These elementals are terrible to behold
and can be fierce opponents. They are
immune to both magical and non-magical
fire attacks.
Purple Worm
These are enormous carnivores that bur-
tow straight through solid ground in
search of small (adventurer-sized) morsels.
These species vary greatly in power and
intelligence. The following are the types
you are likely to encounter:
Cloud Giant &
These giants are one of the most powerful
races of giantkind. Some cloud giants can
use magic.
i
These giants are brutal and ruthless war-
tiors who resemble huge dwarves and
have flaming red or orange hair, and coal
black skin. Some fire giants can use magic.
natn
These evil spirits ply victims with illusion
and false civility, but in reality are cunning
fighter/magic-users.
_é
These natives of the elemental plane of
Fire are immune to all fire-based attacks.
They are dangerous foes because of their
evil nature and their immunity to all but
magical weapons.
Umber Hulk
These subterranean carnivores burrow
through the ground with powerful claws.
New Monsters
(The following creatures are appearing for
the first time in an AD&D® computer
fantasy role-playing game.)
Legend:
AC: Armor Class, HD: Hit Dice; Mv: Move- ;
ment; Int: Intelligence; Align: Alignment
(N = Neutral, CE = Chaotic Evil); THAC@: To
hit Armor Class Q; Att: Number of attacks,
MR: Magic Resistance; Dmg: Damage;
Spec Att: Special Attacks; Spec Def: Special
Defenses; XP: Experience Points.
Bane Minion, Black
AC: 4 HD:8 Mv: 15 Int: High Size: L
CE THACQ: 13 Att:3
Dmg: 1d4/1d4/1d6
Spec Att: Acid breath, magic
Spec Def: See below XP: 3000
Bane created three types of servants to
serve his lieutenant, Gothmenes. The
black minions can breath a stream of acid
identical to a black dragon. They can see
invisible objects and can cast the follow-
ing spells once per day: cone of cold, hold
monsters, ice storm, bestow curse, slow,
and fumble. They are immune to fear,
poison, death effects, and charm.
Bane Minion, Blue
AC: 2 HD:10 Mv: 24. Int: High
Size: Align: CE THAC! Att: 3
Dmg: 1d6/1d6/2d6 Spec Att: lightning breath,
lightning aura Spec Def: See below XP: 4000
Like the black bane minions, these crea-
tures were created by Bane to serve
Gothmenes. They can breathe a lightning
bolt identical to a blue dragon. They radi-
ate electricity, so anyone who strikes them
takes double the damage in return. Like
black minions, they can see invisible
objects and are immune to fear, poison,
death effects, and charm.
Bane Minion, Red
AC:0 HD:12 Mv:30 Int: High Size: L
Align: CE THAC@:9 Att: 3
Dmg: 1d8/1d8/3d6
Spec Att: fire breath, flame touch
Spec Def: See below XP: 12000
Like the black minions, these creatures
were created by Bane to serve
Gothmenes. They can breathe fire like a
ted dragon. Each hit by a red minion will
cause an additional 2d6 of fire damage
due to the intense heat generated by their
bodies. Like black minions, they can also
see invisible objects and are immune to
fear, poison, death effects, and charm.
a
AC:3 HD:10 Mv: 24 Int: Animal Size: L
Align: N THAC@:11 Att:1 Dmg: 1d6
Spec Att: petrification attack XP: 2000
These are rare mutated forms of the cocka-
trice. They stand eight feet tall and are
even more fierce than the cockatrice. Due
to their size, their diet consists of small
mammals and large lizards. They are
incredibly fast and, due to their petrifica-
tion attack, extremely dangerous.
Greater Margoyle &
AC:0 HD:12 Mv:15 Int: Low Size: M
Align: CE THAC@:9 Att: 4
Dmg: 1d10/1d10/2d8/2d8 Spec Def: immuni-
ty to normal weapons XP: 6000
Greater margoyles are cousins of the margoyle.
They both attack with two claws, homs and a
bite, but greater margoyles are stronger and
faster. They can be found in many of the same
habitats as the margoyle,
Greater Otyugh
AC:0 HD:14 Mv:6 Int: Average Size: L
Align: N THACQ:7 Att: 3
Dmg: 2410/2d10/1d6
Spec Def: immunity to disease XP: 10000
Mages in the Realms have found that
otyughs provide excellent defense while
disposing of useless offal. Since many
mages are dissatisfied with what already
exists, some have improved on the otyugh.
Except for their great size and strength,
greater otyughs are identical to the otyugh.
Hill Giant, Shaman 4
AC:3 HD:10 Mv: 12 Int: Average
Size: L Align: CE THAC@: 11 Att: 1
Dmg: 2d8_ XP: 2000
A few hill giant tribes have shamans who
can cast spells as a fifth level cleric. In all
other respects, they are identical to other
hill giants.
Large Iron Golem &
AC:0 HD:27 Mv:9 Int: Non Size: L
Align: N THAC@:5 Att: 2
Dmg: 4410/4d10 Spec Att: poison breath
Spec Def: immunities XP: 27000
These are larger versions of the iron
golem. They are four times the height of a
normal man. Like the smaller iron golems,
they are immune to all magic except elec-
trical attacks (which slow them) and fire
based attacks (which heal them), however,
their enormous size and strength make
them even more deadly than the iron
golem. Only the most powerful mages
can create these monstrosities.
Pet of Kalistes
AC:-1 HD:13. Mv: 18 Int: High Size: L
Align: CE THAC@:7 Att:3 MR: 85%
Dig: 2d8/2d6/2d6 Spec Att: poisonous bite,
magic Spec Def: blink, immunities XP: 14000
These are highly intelligent spiders created
by the Marilith Kalistes. She uses them as
guards and messengers. Their bite is so
poisonous that a target must save versus
poison at -2 or die. They can see invisible
objects and can cast the following spells
once per day; Death spell, Disintegrate,
Feeblemind, Fire Touch, Fire Shield and
Charm Monsters. They are immune to
poison, death effects and charm.
Cryo Snake cs
AC:5 HD:4 My:15 Int: Animal. Size: L
Align: NN THAC@:17 Att: 1 Dmg: 1d3
Spec Att: cold breath
Spec Def: immunity to cold XP: 420
These fierce snakes prefer to inhabit
glaciers and high peaks. Humans will
rarely confront these beasts unless they
move to higher elevations during excep-
tionally cold winters. Their breath is iden-
tical to that of a white dragon.
Pyro Snake 5
AC:5 HD:4 Mv: 15 Int: Animal Size: L
Align: N THAC@:17 Att: 1 Dmg: 1d3
Spec At: fire breath
Spec Def: immunity to fire XP: 420
This breed of snakes prefers to live in des-
olate deserts or inside volcanoes. There
they form loose family associations.
Dealing rarely with humans, they consid-
er people to be another form of prey. Their
breath is identical to that of a red dragon.
Electric Spider &
AC:4 HD:5 Mv: 12 Int: Low Size: L
Align: CE THAC@: 15 Att:1 Dmg: 2d4
Spec Att: lightning breath
Spec Def: immunity to electricity XP: 650
Electric spiders can be found throughout
Kalistes’ dimension. They can breathe a
lightning bolt similar to that of a blue
dragon's. They favor narrow confines
where they can bounce their bolt through
a victim several times.
mareow er ORE
AC:1 HD: 9 Mv: 15 Int: Average Size: L
Align: CE THAC@: 11 Att: 1 Dmg: 2d8
Spec Att: poisonous bite XP: 2000
Some spiders in Kalistes’ dimension grow
very large and have great cunning. Anyone
bitten must save versus poison or die.
Gaze Spider i)
AC: 4 HD:5 My: 12 Int: Low Size: L
Align: CE THAC@:15 Att: 1 Dmg: 2d4
Spec Att: paralyzation gaze XP: 420
A common denizen of Kalistes’ dimen-
sion are the fierce gaze spiders. Any crea-
ture who meets their gaze must save ver-
sus paralyzation or become paralyzed.
Mirrors and other reflective surfaces can
be used to turn their gazes against them.
Stone Spider as
AC:4 HD:5 Mv: 12 Int: Low Size: L
Align: CE THACQ: 15 Att: 1 Dmg: 2d4
Spec Att: petrifcation attack XP: 650
Stone spiders are one of the common spi-
ders that exist in the Kalistes’ dimension.
As large as a Huge spider, these magical
arachnids turn their prey into stone and
bring the stoned creatures to their lair for
later feeding.
Walking Trees e
AC:0 HD:12 Mv:6 Int: Non Size: L
Align: THAC@:9 Att: 2
Ding: 4d6/4d6
Spec Def: immunity to confusion XP: 7000
The powers of Moander allow its follow-
ers to animate some plants. When the
Cult of Moander joined with the wizard
Marcus and the glabrezu Taleton, this
power was extended to many of the trees
of the Elven Court. The trees are unintelli-
gent and mindlessly obey the orders of the
cult. They strike with two large limbs.
SPELL DESCRIPTIONS
First Level Cleric Spells
Bless improves the THAC@ of friendly
characters by 1. Bless cannot affect charac-
ters who are adjacent to monsters when
the spell is cast, and the spell is not cumu-
lative. This is a good spell to cast before
going into combat,
Curse reduces the THAC@ of targets by
1. The target cannot be adjacent to a party
character or NPC, and effects are not
cumulative.
Cause Light Wounds inflicts 1-8 hit
points of damage on a target.
Cure Light Wounds heals 1-8 hit points,
up to the target's normal maximum hit
points.
Detect Magic indicates which equipment
or treasure items are magical. After casting
the spell, view a character's items or take
treasure items, and equipment or treasure
preceded by an *’ is magical.
Protection from Evil improves the AC
and saving throws of the target by 2
against attackers of evil alignment. The
effects of the spell are not cumulative.
Protection from Good improves the AC
and saving throws of the target by 2
against attackers of good alignment. The
effects of the spell are not cumulative.
Resist Cold halves damage from cold
attacks and improves saving throws vs.
cold attacks by 3.
Second Level Cleric Spells
Find Traps indicates the presence of traps
in the party's path.
Hold Person may paralyze targets of char-
acter types (human, dwarf, etc,). You may
aim a Hold Person spell at up to 3 targets
(use the EXIT command to target fewer).
Resist Fire halves damage from fire
attacks and improves saving throws vs.
fire attacks by 3,
Silence 15’ Radius magically dampens all
sound in the area around the target, The
target character or monster, and all adja-
cent, cannot cast spells for the duration of
the spell.
Slow Poison revives a poisoned person
for the duration of the spell.
Snake Charm paralyzes as many hit
points of snakes as the cleric has hit points.
Spiritual Hammer creates a temporary
magic hammer that is automatically read-
ied. It can be thrown and does normal
hammer damage. Spiritual Hammers can
hit monsters that may only be struck by
magic weapons.
Third Level Cleric Spells
Bestow Curse reduces the target's
THACG@ and saving throws by 4,
Cause Blindness will blind one target.
This can only be cured by a Cure
Blindness spell.
Cure Blindness counters the effects of
Cause Blindness.
Cause Disease infects the target with a
debilitating ailment that saps strength and
hit points.
Cure Disease removes the effects of dis-
ease caused by some monsters or Cause
Disease spells.
Dispel Magic removes the effects of spells
that do not have specific counter spells.
This is the cure spell for any characters
that have been held, slowed or made nau-
seous.
Prayer improves the THAC@ and saving
throws of friendly characters by 1 and
reduces the THAC@ and saving throws
of monsters by 1. This is a good spell to
cast before going into combat, but it is not
cumulative.
Remove Curse removes the effects of
Bestow Curse spell and allows the target
to unready cursed magic items.
Fourth Level Cleric Spells
Cause Serious Wounds inflicts 3-17 hit
points of damage on a target.
Cure Serious Wounds heals 3-17 hit
points, up to the target's normal maximum
hit points.
Neutralize Poison revives a poisoned
person.
Poison causes the target to save versus
poison or die.
Protection from Evil 10’ Radius can be
cast ona character or a monster and
improves the AC and saving throws of
the target and all adjacent friendly charac-
ters by 2 against evil attackers. The effects
of this spell are not cumulative.
Sticks to Snakes causes a distracting mass
of snakes to torment the target. The snakes
will make movement and spell casting
impossible for the duration of the spell.
Fifth Level Cleric Spells
Cause Critical Wounds inflicts 6-27 hit
points of damage on a target.
Cure Critical Wounds heals 6-27 hit
points of damage, up to a target's normal
maximum hit points.
Dispel Evil improves the target's AC by 7
versus summoned evil creatures for the
duration of the spell, or until the target
hits a summoned creature. The creature
must make a saving throw when it is hit
or be dispelled.
Flame Strike allows the cleric to call a
column of fire down from the heavens
onto a target. The spells does 6-48 points
of damage to any target that fails its sav-
ing throw.
Raise Dead can bring back to life one
non-elf character. The chances for success
are based on the character's constitution
and how long the character has been
dead. The raised character will have 1 hit
point and will lose 1 point of constitution.
Slay Living is a reversal of the Raise Dead
Spell and will kill one target. If the target
makes its saving throw, then it suffers 3-
17 hit points of damage.
Sixth Level Cleric Spells
Blade Barrier creates a whirling circle of
razor sharp blades. Any who enter the cir-
cle suffer 8-64 points of damage.
Harm inflicts terrible damage on any liv-
ing creature — leaving only 1-4 hit points.
Heal cures all diseases, blindness, feeble-
mindedness, and all except 1-4 of a char-
acter's full hit points.
Seventh Level Cleric Spells
Destruction causes the target of the spell
to die instantly without a saving throw.
Creatures with magic resistance may not
be affected.
Energy Drain steals life energy away
from the target. This is similar to the
attack of undead creatures such as wights.
Resurrection is similar to Raise Dead,
except that it also restores all hit points.
Restoration returns life energy stolen by
Energy Drain spells or the attacks of such
undead as wights.
First Level Druid Spells
Detect Magic indicates which equipment
or treasure items are magical. After casting
the spell, View a character's items or Take
treasure items, and equipment or treasure
preceded by an *’ is magical.
Entangle causes plants fo grow and
entwine around the feet of any creature in
the area of effect. Be careful not to catch
allies in the spell area,
Faerie Fire rings a targeted creature in
magical light. This spell will outline other-
wise invisible targets and give a +2
THACG@ bonus to anyone attacking an
affected creature.
Invisibility to Animals will make the tar-
get invisible to non-magical, low or non-
intelligent animals. This spell does not
offer protection against intelligent oppo-
nents or magical creatures.
Second Level Druid Spells
Barkskin causes the target's skin to
become tougher and harder to damage.
The tough skin improves AC by 1, This is
a good spell to cast before combat.
Charm Person or Mammal changes the
target's allegiance in combat so that an
opponent will fight for the caster’s side. It
affects character types (human, dwarf, etc.)
and other mammals.
Cure Light Wounds heals 1-8 hit points,
up fo the target's normal maximum hit
points.
Third Level Druid Spells
Cure Disease removes the effects of dis-
eases caused by some monsters or Cause
Disease spells.
Hold Animal is similar to the cleric spell
Hold Person, except that only normal and
giant-sized animals are affected. This spell
will not affect other monsters or NPCs.
Neutralize Poison revives a poisoned
person.
Protection from Fire has different effects
depending on the recipient. If cast on the
druid, the spell absorbs 12 hit points times
the caster’s level in fire damage. The spell
dissipates when the damage limit is
reached. If cast on another character, the
spell is identical to the clerical Resist Fire
spell.
First Level Magic-User Spells
Burning Hands causes 1 hit point of fire
damage per level of the caster. There is no
saving throw.
Charm Person changes the target's alle-
giance in combat so that an opponent will
fight for the caster’s side. It only affects
character types (human, dwarf, etc.).
Detect Magic indicates which equipment
or treasure items are magical. After casting
the spell, View a character's items or take
treasure items, and equipment or treasure
preceded by an *’ is magical.
Enlarge makes the target larger and
stronger. The higher the caster’s level, the
greater the spell’s effect.
Friends raises the caster’s charisma by 2-8
points. It is best cast just before dealing
with NPCs.
Magic Missile does 2-5 hit points per
missile with no saving throw, A magic-
user throws 1 missile for every 2 levels (1
at levels 1-2, 2 at levels 3-4, etc.) This
spell damages any single target within its
range unless the target is magic resistant or
has magical protection such as a Shield
spell. This spell casts instantaneously.
Protection from Evil improves the AC
and saving throws of the target by 2
against attackers of evil alignment.
Read Magic allows a magic-user to ready
a scroll and read it. This is identical to
having a scroll identified in a shop. After
casting Read Magic, a magic-user may
cast any scroll spells or scribe them, if they
are appropriate for his level.
Shield negates enemy Magic Missile
spells, improves the magic-user's saving
throw, and may increase his AC.
Shocking Grasp does 1-8 hit points of
electrical damage +1 hit point per level of
caster.
Sleep puts 1-16 targets (depending on the
size of the targets) to sleep with no saving
throw. For example, up to sixteen 1 hit-die
targets can be affected, while only one 4
hit-die target can be affected. Targets of 5
or more hit-dice are unaffected.
Second Level Magic-User Spells
Detect Invisibility allows the target to
spot invisible creatures.
Invisibility makes the target invisible. The
THACG of melee attacks against invisi-
ble targets is reduced by 4, and it is impos-
sible to aim ranged attacks at them.
Invisibility is dispelled when the target
attacks or casts a spell.
Knock opens locks. The spell will affect
both magically and non-magically locked
doors, chests, etc.
Mirror Image creates 1-4 illusionary
duplicates of the magic-user to draw off
attacks. A duplicate disappears when it is
attacked.
Ray of Enfeeblement reduces the target's
strength by 25% + 2% per level of the
caster.
Stinking Cloud paralyzes those in its area
of effect for 2-5 rounds. If the target saves,
it is not paralyzed but is nauseous and has
its AC reduced for 2 rounds.
Strength raises the target's strength by 1-8
points depending on the class of the target.
Third Level Magic-User Spells
Blink protects the magic-user. The magic-
user ‘blinks out’ after he acts each round,
Although the magic-user may be physical-
ly attacked before he acts each round, he
may not be attacked after.
Dispel Magic removes the effects of spells
that do not have specific counter spells.
This is a recuperation spell for any charac-
ters that have been held, slowed or made
nauseous.
Fireball is a magical explosion that does
1-6 hit points of damage per level of the
caster to all targets within its area. If the
target makes its saving throw, damage is
halved. Fireball is a slow-casting spell,
and the spell’s power demands that you
target carefully. Use the CENTER command
to determine who will be in the area of
effect — indoors the three squares in each
corner will not be affected by the blast if
the spell is targeted in the center of the
screen. Out of doors, the blast area is
slightly smaller.
Haste doubles the target's movement and
number of melee attacks per round. Haste
has a short duration, so you should wait
until a fight is imminent to cast it.
Warning: characters age one year each
time a haste spell is cast on them.
Hold Person may paralyze targets of
character types (human, dwarf, etc.). You
may aim a hold person spell at up to 4 tar-
gets (use the EXIT command to target
fewer).
Invisibility, 10’ Radius makes all targets
adjacent to the caster invisible. The
THACG of melee attacks against invisi-
ble targets is reduced by 4, and it is impos-
sible to aim ranged attacks at them. Use
this spell to set up a battle line while your
enemies seek you out. Characters lose
invisibility if they do anything but move.
Remember: some monsters can see invisi-
ble creatures.
Lightning Bolt is a magical electrical
attack that does 1-6 hit points of damage
per level of the caster to each target along
its path. Damage is halved if the targets
make their saving throw. A lightning bolt
is 8 squares long in a line away from the
caster. For best results, send the bolt down
a row of opponents. Lightning bolts also
reflect off walls back toward the spellcast-
er. Targets adjacent or close to a wall may
be hit twice by the same bolt.
Protection from Evil, 10’ Radius protects
the target and all characters adjacent to the
target. The spell improves the AC and
saving throws of those it protects by 2
against attackers of evil alignment.
Protection from Good, 10’ Radius pro-
tects the target and all characters adjacent
to the target. The spell improves the AC
and saving throws of those it protects by 2
against attackers of good alignment.
Protection from Normal Missiles
makes the target immune to non- magical
missiles.
Slow affects 1 target per level of caster and
halves the target's movement and number
of melee attacks per round. Slow can be
used fo negate a Haste spell and only
affects the side opposing the spellcaster.
Fourth Level Magic-user Spells.
Charm Monster changes the target's alle-
giance in combat so it will fight on the
side of the magic-user. The spell will work
on most living creatures. The spell affects
2-8 one hit-die targets, 1-4 two hit-die tar-
gets, 1-2 three hit-die targets, or 1 target of
four or more hit dice.
Confusion affects 2-16 targets, causing
them to make a saving throw each round
or stand confused, become enraged, flee in
terror, or go berserk. Confusion is most
effective when used against a large num-
ber of enemies.
Dimension Door allows the magic-user
to teleport himself to another point on the
battlefield within his line of sight and the
range of the spell. Magic-users can use it
for quick escapes. Fighter/magic-users can
use the “Door” to reach enemy spellcasters
or ranged weapons.
Fear causes all within its area to flee in
terror if they fail their saving throws.
Fire Shield protects the magic-user so that
any creature who hits the caster in melee
does normal damage, but takes twice that
damage in return. The shield may be
attuned to heat attacks or cold attacks. The
magic-user takes half damage (no damage
if he makes his saving throw) and has his
saving throw from the opposite type of
attack improved by 2. He takes double
damage from the type of attack the shield
is attuned to.
Fumble causes the target to become clum-
sy and unable to move or attack. If the far-
get makes his saving throw, his attacks
and movement are halved.
Ice Storm does 3-30 hit points to all targets
within its area. There is no saving throw.
This spell will even inflict full damage on
opponents protected by Resist Cold.
Minor Globe of Invulnerability protects
the caster from incoming first, second or
third-level spells. The Globe is very effec-
tive when used in combination with Fire
Shield.
Remove Curse removes the effects of a
Bestow Curse spell and allows the target
to unready cursed magic items.
Fifth Level Magic-user Spells
Cloud Kill is similar to the Stinking
Cloud spell, except that its area of effect is
larger and it will kill weaker monsters.
More powerful monsters may be immune
to the spell.
Cone of Cold unleashes a withering cone
shaped blast of cold. The spell’s range and
damage increases with the caster’s level.
Feeblemind causes targets who fail their
saving throw to drop dramatically in intel-
ligence and wisdom and become unable
to cast spells. A Heal spell must be cast
on the victim to recover from the effect.
Hold Monster is similar to Hold Person,
except that it will affect a wider variety of
creatures,
Sixth Level Magic-user Spells
Death Spell kills opponents instantly and
irrevocably. The spell will slay a greater
number of weak opponents than strong.
Disintegrate destroys one target. Some
creatures with an innate magic resistance
may avoid the effects of the spell, however,
most must make a saving throw to survive.
Flesh to Stone causes the target to make a
saving throw or be turned into stone.
Globe of Invulnerability protects against
1st through 4th level spells.
Stone to Flesh counters the effects of such
magical creatures as a cockatrice or
medusa. When this spell is cast on a char-
acter, there is a possibility that the charac-
ter will not survive the shock of being
restored to flesh. System shock survival is
based on a character's constitution.
Seventh Level Magic-user Spells
Delayed Blast Fireball is a more powerful
version of the third level spell and will go
through a Minor Globe of Invulnerability.
Mass Invisibility is identical to the
Invisibility spell, except that it will effect
several targets at once. This can be a valu-
able spell to cast before a known encounter.
Power Word, Stun will cause one crea-
ture to be stunned and unable to think or
act effectively. The weaker the target, the
longer it will be stunned.
Eighth Level Magic-User Spells
Mass Charm is similar to the fourth-level
spell, except that it affects a much larger
number of targets.
Mind Blank is a powerful protective spell
that defends the recipient from all spells
that attack a character's will, such as
Charm or Feeblemind.
Otto’s Irresistible Dance is an enchant-
ment that cause the target to be irresistibly
compelled to dance a wild and frenzied
jig. The target's AC is reduced by 4 and it
will fail all saving throws against magic.
Power Word, Blind will strike a target
instantly blind.
Ninth Level Magic-User Spells
Meteor Swarm is a very powerful and
spectacular spell, similar to a Fireball.
When cast, four magical spheres fly from
the caster’s hand towards the target.
Anything in the spell’s path receives 10-
40 hit points of damage.
Monster Summoning calls forth one or
two powerful creatures to fight on the side
of the spell magic-user. The creatures dis-
appear after the battle.
Power Word, Kill will instantly slay one
or more creatures within the spell’s range.
The spell will affect approximately 120 hit
points worth of targets.
JOURNAL ENTRIES
JOURNAL ENTRY 1
WHISPER HEARD FROM BEHIND
“Don't go through those magical gates
that are showing up around the Realm.
They steal your strength. Too many times
through and you'll not be able to lift your
finger, much less a sword.”
JOURNAL ENTRY 2
THE SCRYING ROOM
The temptation is powerful, the flat,
smooth surface of the mirror seductive in
its plainness. Slowly, slowly, color blooms
in the depths. A face emerges from the
depths, so clear and close...
"Those foolish drow! How they could
have botched matters to this extent —
mortals loose in my Web Land!"
She uncoils an impossible ebony length of
smooth, gleaming body. Scales wink like
gems. She slithers past a corpse on the
floor — unlucky messenger — and comes
around to the side of her chair. A quick
press of fingers against the arm, and a
drawer pops open. She takes a key on a
fine silver chain and loops it around her
neck.
“I'm going down to the Treasure Room. |
am not to be disturbed for any reason.
Leave the spare key where it is, or you'll
end up —“a contemptuous nod toward
the body — “like him.”
The Mirror darkens and the slave nods.
“That's it then. Find the key, go down to
the Treasure Room, and kill her!” He
looks odd, fidgety. Finally, he bursts out,
“And die! She knows you're here, so go
down through the kitchen to the larder,
That's best.”
JOURNAL ENTRY 3
ELMINSsTER’S LIMBO LECTURE
“As ye know, | have opened this path for
ye so that when ye travel through the
pools, Bane will not sense thy presence.
But this does have its disadvantages.
“For one, | have found that when magical
objects travel from here to the outer
dimensions, they do not usually survive
the passage. The chaotic winds of limbo
corrupt that which is magic and only the
strongest of magics can survive the pas-
sage without perishing.
“L will hold thy items here until ye return
to the Realms.”
JOURNAL ENTRY 4
THE VESSEL OF MOANDER
The temple's altar is a great bowl of stone
suspended in the air alongside the tower.
It currently overflows with a sickly green
fluid — the lifejuice of Moander. Spouts
and gutters around the bowl catch some of
the oily ichor and funnel it down to the
tower's dark fountains. The rest spills out
into the air, and settles as a foul haze upon
the Elven Court far below. The vessel
seems to be moving slightly, but then you
realize that it is fixed in the air. It is the
tower which sways in the chill breeze.
JOURNAL ENTRY 5
Priest's MAP
KEY # Door 2 Arche
Jennie Path
JOURNAL ENTRY 6
TAVERN TALE
“The man, if man he be, came with eyes
aflame. Red as the sword he carried, he
cut through our village and left not a soul
alive. | saw him riding away after he'd
done his work. | was ahunting and so
spared, but what now! I've got me no
home, no family. All I've now is a vow,
and my bow to carry it through. I'm for
the Dragonspine Mountains now. A sor-
ceress told me I'd find his hole there.
“What he wanted? | haven't a notion.
We've had peace for so long, and now the
evil has descended twicefold.”
JOURNAL ENTRY 7
THE GATEWAY INTO DARKNESS
Power thrums through the room. Power
crackles in the air, making hair stir, mak-
ing skin tingle.
A giant statue of Kalistes herself domi-
nates the center portion. She is huge, com-
manding, her tail coiled beneath her, her
skin gleaming like jet. Three of her hands
brace an open arch, inside of which swirls
asickly green mist. Her other arms point
toward the far end of the room.
Standing against the wall are three more
arches, but instead of the green mist, these
are filled with visions of home: the first
shows a forest at night, with tree trunks
like dark towers against an even deeper
black. The impression of a faint, clean,
cool breeze washes through the room.
The second doorway shows a small vil-
lage — or what is left of one. A few cot-
tages still stand, but many are burned-out
ruins, Once again, night reigns.
The third door shows moonlight playing
on waves. An ocean shore. The water still
looks clean, untainted by evil. For now.
But Kalistes is pointing to them. A voice
seems to ring through the room. “I want
those lands. | want them. Get them for
me, my children. Get them for me."
JOURNAL ENTRY 8
THE WOMAN SPEAKS
“Lam Shal, a fighting-wizard of New
Phlan. Did you know our city is held
here, buried under the black towert
Marcus hopes to subjugate it, but we
resist! During one of his sorties | was cap-
tured and taken up the Tower, where |
have seen ghastly sights! Bane clerics are
dismembering the vast corpus of the for-
gotten god Moander. They use its power
to make trees walk, and to animate pieces
of the dormant god.
“Lhave long studied the Cult of Moander.
So they tried to convince me to help them,
but I resisted. They, ah, robbed me of my
magic and imprisoned me here. Friends,
we must go up the tower and stop the foul
works that will soon march against help-
less Phlan, Take me to face Marcus, and
he will fall!”
JOURNAL ENTRY 9
TROLL Toss TAVERN
“Ways back, a group of trolls and ogres
used this building to toss sacks of grain
around, If a body happened by, they'd toss
em’ about as well. Them’s came to be
killed, of course, by heroes such as yerself,
but we hire on some ettins to keep the tra-
dition going, It’s a lively sport, though a
mite dangerous.”
JOURNAL ENTRY 10
THE CHESS BOARD OF MARCUS
You shudder at the host of dark knights,
evil bishops, twisted mages and myriads
of grotesque pawns that radiate out from
the Elven Court, touching Mulmaster,
Zhentil Keep and Myth Drannor. Tall in
the center is the graven image of Marcus,
dressed as a Banite cleric. And beside
him, a proud mage queen — who looks
amazingly like Shal!
JOURNAL ENTRY 11
TORN PAGES FROM A BOOK
OF RELIGIOUS RITUALS
A\fter praying, one must touch the essence
of the air by inhaling the heady vapors of
the rare incense, taliesen. This allows con-
tact with the first elemental plane — Air.
The Plane of Water is then contacted by
drinking of the waters consecrated to Tyr
himself. Earth and Fire come late in the
Tests of Torm and IImater. The Vessel of
Purity and the Spirit Flame are guarded by
eternal guardians, Take the items of Earth
and Air to light the Lamp of Vigilance. The
Lamp shall make a bright and good place in
the world even when all else is dark.
JOURNAL ENTRY 12
FirE GIANT MAGE THANKs You
“IL must thank you for eliminating that
simpering fool of a hill giant. It is unfortu-
nate that the steading can no longer
recruit troops, but my army is already suf-
ficient to control all of the lands north of
Moonsea.
“Thanks to you, my power is now
assured. Even Thorne’s dragons will
acknowledge my power.
“However, your usefulness is at an end.
Take this reward and leave. If you go any
further into my cave, you will be dealt
with harshly.”
JOURNAL ENTRY 14
Locaste’s ARRIVAL —
CONTINUED
Locaste gives a great cry, and the party
halts before what appears to be an unbro-
ken wall of tightly-packed gossamer. It
shimmers in the pale light. Locaste’s
mount rises up on its rear four legs and
waves the others, both drow and spider,
about, its face a mask of fear. Locaste
drives it down with a word. Even from a
distance, her jaw appears set, and her eyes
burn fiercely. She waves back her escort,
many of whom take the opportunity to
simply turn around and ride away. She
holds up both hands, palms out, and waits.
A\ter a breathless eternity, the gossamer
wall erupts. Spiders of all shapes and sizes
squeeze their way through, or leap off the
top, or pop up through trap doors and scut-
tle toward her. Her escort turns and runs,
but Locaste waits. Two Pets appear among
the spiders and approach Locaste in a
slow, almost stately sidelong march, toss-
ing aside the unlucky spiders that get in
their way.
They stop in front of Locaste. They sway
back and forth, legs waving about, thou-
sands of eyes glittering, then they tum
and disappear back into the wall. Locaste
clenches her raised hands into fists and
screams as the rest of the spiders continue
their advance.
JOURNAL ENTRY 15
ELMINSTER’S EXPLANATION
“Ye | have chosen as the mightiest heroes
of these regions to lend me aid ‘gainst Black
Lord Bane. | was fortunate to learn of
Bane'’s plotting by way of my art. This time
he means to do more than his usual med-
dling — he seeks total dominion over the
very dirt of the realm. He has plotted well,
and darkness now reigns over Moonsea
and the plains of Thar. This is great evil,
forsooth, but | fear that if he is not stopped
here, he will spread across the land as force-
fully as the tide rises over the shore.
“We are now in the plane of limbo, astral
source of absolute chaos...and so too is
Bane! | followed him here with aims of
his undoing, but well is he hidden in the
shifting madness. Somewhere he has
made a crossroad between the dimensions
for the use of his allies. This too, | can do
for ye. The way between pools lies now
through limbo. When you enter the pools,
| will use my power to enable thy pas-
sage. But know that only my presence
here makes this possible. If | were to leave
this place, or perish, the path would be
closed, and Bane would rule here, as well
as over Moonsea. Such is my limit, but |
will aid ye as | can.
“I now send ye back to the darkened
plains. Find the servants of Bane, for they
are his hands. Destroy them! But beware,
for they are great powers. Help those who
ye may — allies can but further us. Go
now, and may thy skill prevail!”
JOURNAL ENTRY 16
THE WATCHERS STORY
“What am | doing here? | am the
Watcher, here by decree of the Council of
Elves! With me rests the supreme respon-
sibility of keeping Moander forever
trapped in this dimension.
“Oh, I'll not deny there is mischief afoot.
We've all seen the signs. But what arro-
gant fools to think you could help! You
lack the cleverness and fortitude to do
anything but interfere! Do us both a favor
and heed the fate of your friends.
Leave! Now!"
JOURNAL ENTRY 17
ELMINSTER SPEAKS OF KALISTES
“Ihave met Kalistes before, and beware!
She is a power to be reckoned. It is good
that ye did destroy her paths into the
Prime Material, for it is sure that she
meant to send her children into the
Realm. These Night Spawn are her
strength, but know that they are her
maternal weakness too.
“I sense that the powers that have robbed
the sun from Moonsea’s sky lie beyond
this portal. Kalistes is an agent supreme of
Bane, so in all probability it is she who
controls this force, This is but a guess, but
‘tis my best.”
JOURNAL ENTRY 18
AARCAM'S PRISONER SPEAKS
“Your power scares Arcam! The great gas-
bag cannot flee quickly enough! He want-
ed me to urge you to go back to Phlan, my
home. He hoped you would die there, or
at least give him time to organize his
defense. | refused.” She draws a shudder-
ing breath. “Instead, | urge you not fo rest
until fiendish Arcam is no more! Then
help your allies.”
JOURNAL ENTRY 19
HIDING IN FRONT OF THE GATE
Rank after rank of haggard men and
women stumble toward the gate. Their
eyes are lost, their faces slack. None are
bound or shackled in any fashion.
Suddenly a tall human moans and lurches
sideways. A drow guard grabs him and
pulls him roughly about. She raises a nee-
dle-fine dagger, its tip glinting with some
tuby liquid, and jabs it into his neck.
"That'll quiet you down,” she sneers.
Another guard laughs. “Why not just let
him fry between the gates!”
“Because —" shoving the now-docile human
back into line - "That would be too nice.”
JOURNAL ENTRY 20
Barb's TALE
The bard sets himself down on a log. He
looks at you long and searchingly.
“Fair folk you seem, uncommon in these
times. Mayhaps you've an interest in
what I've seen. Auril, that’s what I’ve
seen. The Frostmaiden is walking the
lands of men and leaving icy death in her
path. The mountains west of Thar, which
are locked in sheets of ice and snow, seem
to be her favorite haunt and it was there |
saw her, near Gramble’s Climb.
“For all her evil, she is beautiful still. She
left her mark on me in more ways than
one.” He opens his shirt to reveal a
snowflake tattooed in woad across his
chest. “She is seeking the Red One.
Together, they will visit such destruction
on the Realms as has never occurred.”
JOURNAL ENTRY 21
SEEN IN THE MAGes’ Device
You see a Glabrezu, his dog-like head
snarling and his fangs dripping, standing
ina large chamber with red, fleshy walls.
JOURNAL ENTRY 22
INNKEEPER TELLS OF
GRAGNAK ULFIM
“Well, you musta heard ‘bout the wed-
ding, but you may not know the real story.
Truth is, there's more than one here from
the old Phlan.
“A certain Gragnak Ulfim also’s here.
Some say he’s as powerful as Cadorna his-
self, but don’t you believe it. He's just a
sorry sot what's been had by that vixen
Sasha. But he’s done for her one better and
she knows her place right sure now."
JOURNAL ENTRY 23
Map OF THE Lost MINES
Y
VM,
To Gems G Y
i Y YY
er
KEY poor [7] ixpassable
JOURNAL ENTRY 24
THE BANITE’S CHANT
“Into
The Labyrinth!
Left step
Right step
Step step
Left left.
Into
The Labyrinth!”
JOURNAL ENTRY 25
SASHA
“Lwas once the council clerk here in
Phlan, as you may remember, and | am
well versed in dealing with trouble.
When Phlan was infested with corrup-
tion, | was intimate with all the details of
our city’s liberation. When the Black
Circle hounded me in Verdigris, | man-
aged my escape. These are just a few of
the reasons | was chosen as the new coun-
cil member. | believe | have done my part
in restoring Phlan to its present state.
“I say these things, first, so you will know
there is no trouble to be found here in
Phlan; and second, so you will not think
you can manufacture your own.”
JOURNAL ENTRY 26
THE BOOMING VOICE
“Those of you still squirming will regret
every moment | am called away from my
great spell. You will envy those already
safe within the icy clasp of Lord Bane. For
| have released my keen-eyed pet into the
corridors of the Tower. Meet the Gelt.”
The great voice dies away with a chuckle.
JOURNAL ENTRY 27
AEGHWAET
“My name is Aeghwaet. | have lived here
for the past 3,500 years, finding the envi-
ronment most congenial to my health.
“Recently, however, evil spawn have
invaded my home. They are taking huge
quantities of Moander's flesh and | do not
know why. It is no longer safe to live here.
Not only are there foul creatures constantly
about, but Moander's body is beginning to
fight back. Bits of flesh prowl the open
wounds, and they make no distinction
between those causing the harm and me.
“| cannot hide much longer, yet if | leave,
it will mean the end of my extracts and
my life in a few short years.”
JOURNAL ENTRY 28
THE MIRROR OF IKALISTES
The table is made of black marble. Veins
of white quartz run through it, catching
the light and breaking it into coruscations
of color, rainbow threads weaving across
its surface.
On the table are two items. The first is a
simple porcelain basin, its finish smooth,
depthless. The basin is filled with some
sort of heavy liquid, its surface like quick-
silver.
Next to the basin lies a short wand, about
the length of a man’s forearm, Its shaft is
made from a single quartz crystal. At first
the crystal appears gray and impure, but
on closer inspection the gray resolves into
separate strands, as though a web has
been spun inside. The crown of the wand
is a blood-red stone. Power throbs within,
beckoning.
JOURNAL ENTRY 29
CAPTAIN OF THE CHALLENGE SHIP
“There is an island not far from here.
Many adventurers have entered its con-
fines seeking fortune and glory, but no one
has ever returned. A letter came into my
possession not long ago which spoke of a
great Mystery. | have become determined
to discover what this Mystery is and so |
come fo you.
“Your reputation precedes you. Many say
you are the greatest heroes the Realms
have seen. I say to myself, if anyone can
penetrate this Mystery, it will be you.
“L will not give you false hopes and | do
not know what dangers you will face,
only that they will be great. It is said that
the island will remain unconquered for all
time, but that is a challenge to try if | ever
heard one.”
JOURNAL ENTRY 30
SEEN IN THE MAGES’ DEVICE
You see a large army moving through a
cavern where the wind howls. A thun-
derous beating makes the soldiers hold
their hands to their ears.
JOURNAL ENTRY 31
KARDAL SPEAKS
“Sasha sent me here to assess the threat
from this quarter. | fear it is great, but I’ve
learned little. It seems the only way to get
close to those in command is to prove
yourself fierce and unflinching in battle.
I'm sure you've noticed the many street
brawls.
“AIL | know for certain is that a massive
army has been assembled and is ready to
move, though I've heard rumors of a
‘Gathering.’ Of what, or for what, | do
not know.
“If you could penetrate the inner steading,
perhaps you could discover this. There is a
group of cloud giants in that private room
who already have a deadly reputation. If
you defeated them, you would gain
instant recognition and an audience with
the hill giant shaman. Alas, my strength
is not up to the task.’
JOURNAL ENTRY 32
Voice THROUGH THE GATE
“L will not open the gate for you. If you are
who you say, then you do not wish to
enter. For beyond this gate is the city of
Phlan, entombed here by some mighty
spell, and besieged by fearsome monsters
that sally through this very gate. If you
would aid us, here is a task for you. A
high mage was captured from among us.
Her name is Shal. She had made long
study of the dark god Moander, and
proved most ingenious in defeating its
minions. Find and free her, | urge you!”
JOURNAL ENTRY 33
VALARDIS TELLS OF His CONTRACT
“Yeah. He gave me this dagger and this
tock, and told me to meet him at the altar
and he'd signal to me which elf I'm sup-
posed to kill. Then I'm to follow him into
some room — Wait, don’t touch the blade
— that’s deadly. Coated with a poison the
Master Assassin would kill for. And the
rock is something I'm supposed to wear
before | follow my target into the last
chamber.”
“Don't give me those high and mighty
looks. | helped you get in here, didn’t I?
We all have to make a living, and Daris
has already paid me good money to do my
job. | intend to do it.
“Besides, I'll bet you've left a few bodies
lying around yourself.”
JOURNAL ENTRY 34
THE KI-RIN SPEAKS
“My horn was the focus of a great magi-
cal power with which | was entrusted, a
power that helped hold evil in check. |
came to the Dragonspine Mountains
when | sensed the evil growing here, only
to find myself too weak to counter it.
“When Thorne took my horn, he took the
magic as well and used it to turn the skies
chaotic. Those storms will no longer
plague the Realms, but my horn was just
one of three powers working evil in the
Realms. If the Realms are to be saved, you
must turn those powers against the one
enemy.”
JOURNAL ENTRY 35
STORM'S STORY
“When the cities disappeared and the
world grew dark, we were all frightened,
and clung together for comfort. It was not
enough to save us. By ones and twos and
sometimes whole families, we began to
disappear — taken as slaves by the drow.
“My sister was captured. She is a child,
just a child. | followed the slave train, and
crept into her pen to try to release her, but
| was captured as well.
“The drow took us to their slave pens, and
from there, my sister and | were taken,
along with many others, toward a hall.
Behind me | heard keening intermingled
with shouts of great joy. | had heard from
a old human woman that some of us
would be culled from the group and killed
to make an evil potion, | cursed such a
fate, but | prayed that, for my sister's sake,
the end would be swift.
“Instead, we were led through the temple,
and half of us were pushed through a
door, while the rest of us were driven
through the dimensional pool into this
world of webs. The drow overseer jeered
at us. ‘Lucky, lucky, luckiest of all,’ he said.
“You will serve the great Kalistes herself.
Or be served to her, depending on what
tasty morsels you are!’
“I could not bear this thought. | watched
for my opportunity and escaped the slave
train, but | was not able to bring my sister
with me. Take me with you. I'll help you
fight Kalistes, anything to save Arta.”
JOURNAL ENTRY 36
MAsrIL SPEAKS
"The black elves dragged me from my
farm in one of these wagons. They take
everyone down to their dark city. A num-
ber of us made a break, and got about
halfway out before a big fight. A wall
came down on me and they didn’t catch
me. And a little woman, a halfling,
escaped too, But she wouldn't get in the
wagon, she still wanted to fight. She's still
down there — you should help her. She
can't hold out for long!
“You'll never get in the way the wagons
do. But you might want to follow a bad
robe — a cleric — to get in. They have
their own paths.”
He draws a map of a section of the under-
ground city:
Peers os ks
ED | § TT
JOURNAL ENTRY 37
THE ALTAR ROOM
A magnificent altar spans the far wall —
a shrine to night and all its spawn. A
giant silver web stretches from the floor to
the full height of the vaulted ceiling. The
full moon hangs in the web's center, but it
is not the full moon. It is the belly of a
giant spider, pregnant with evil, pulsing
with hideous life. The spider waves its
legs wildly about as if casting about blind-
ly for prey.
Below this apparition stands a young
drow. He is naked, his dark skin gleaming
in the light of the obscene moon. He
holds a dagger to his lips and stares
upward, transfixed.
Locaste stands next to the drow youth, her
hands raised above her head, her eyes
mere slivers of shining white visible
through slitted lids, her robes shimmering
in the dark. Balia and Daris flank her, their
eyes closed, their faces ecstatic. Daris car-
ries a crystal wand. Daris, as well as the
rest of the supplicants, is guarded by drow.
JOURNAL
ENTRY 38
are:
THE STEWARD OF THE TEMPLE
“Welcome, drow, welcome.
Down toi — Whether you be candidates for a
Hai i 2 great honor, or supplicants
pownto __Defore our Lady, be wel-
bea . 1 stavePens come. | give you good
| watt door 4 4, news. Soon, the Night
Shp fase r iT! ia Spawn, the invincible
ne eel children of our Lady
fy Bon Kalistes, will come to
(lxwoe — KEY the Temple through the Gateway fo
Darkness, and we may all have the honor
of seeing them on their way to do battle
for Kalistes and Lord Bane. Hurry, hurry.
You will never see the like again."
JOURNAL ENTRY 39
CHAMBERS OF ARCAM’S
CHANCELLOR
In the center of the vaulted room, squads
of mercenaries shuffle to attention before a
towering dais. Here, flanked by iron
golems, an old man in fine robes surveys a
desk covered with chess pieces.
Occasionally he will move a piece, and
bark instructions to a mercenary leader.
“Dralbon! Off to Ironfang Keep!”
Margoyles leap up to ensure the com-
mands are promptly obeyed.
Then you see a great orb moving in the
shadowy arches beyond the dais. “Watch
for the white knights,” it hisses, chillingly
calm. “Deflect their attack.”
JOURNAL ENTRY 40
THE SLAVE REVEALED
“Excellent. | couldn't have done it better
myself. My master will be most pleased.
You did away with one of his greatest
enemies and captured one of his most
desired prizes, all without him needing to
sacrifice a single one of his own.
“Yes, | was carefully chosen, and trained
for years before | could even infiltrate this
den of excess. But my stay is over now, as
soon as you hand me that Ring.”
His gaze darkens. “You wouldn't be
thinking of denying me, would you! |
promise you, my master trained me well.
This creature —" he prods at Kalistes’ still
form with a toe — “was a blundering,
graceless idiot. No subtlety. No art. No
depth. But | promise you, Tanetal has all
this, and he’s gifted me with enough to
deal with the likes of you.”
JOURNAL ENTRY 41
ELMINSTER’S EXPLANATION
“Bane must indeed be desperate to entrust
his Talisman to one of his lieutenants —
even one as powerful as Tanetal. True, it is
a great source of power — this time used
to twist and animate the very plants of the
Realm, but also it is the key that may lead
to Bane's defeat.
“It acts as a key to his very own Dark
Dimension. | hoped but to weaken him in
Moonsea — to force a balance — but now
with the Talisman, | think we may be able
to drive him off entirely. Find the gate to
Bane’s Realm, and we may prevail!”
JOURNAL ENTRY 42
Drow PRIESTS SPEAK
OF THE GATEWAY
“I just hope Locaste can tell Kalistes to be
careful with her children. Now don't mis-
understand me, | want the Night Spawn
to fight for Kalistes and for us, but | hear
that sometimes they don't just fight the
enemy. What if something were to hap-
pen to the Gateway, and the Night
Spawn came in, but couldn't get out!
“Oh, go ahead. Report me for a blasphe-
mer, But hand me the vial of antidote first,
I think that boy got bit and didn’t tell
anyone.”
JOURNAL ENTRY 43
HUNTSMAN‘S TALE
“Lam Elgin, a hunter, and the last of our
village still alive. First dark elves raided
from the north, carrying away any they
could capture. Then the forests came alive
around the tower to the east. When the
walking trees came, we were finished,
Our people were all crushed or run off to
the woods southwest near Myth Drannor.
| do not know what the survivors face
there, but at least they can be assured that
a tree will act like a tree!”
JOURNAL ENTRY 44
THE EYES OF IKALISTES
“I thank you for the lives of my sisters. My
own curse matters little to me now, know-
ing that they yet live to fight this evil.
“With their faces in my heart and their
strength in my soul, | tell you this. To
enter Kalistes’ Parlor and live, you need
two things: the Ward of Safe Passage and
the Amulets of Stillness. The Ward is car-
ried by the highest mages of the drow
when granted an audience with Kalistes;
her Pets recognize it and allow the bearer
to pass. The amulets hide the wearer from
spiders. With these items, you have a
much greater chance of gaining entrance
into Kalistes’ Parlor. Without them you
will die in seconds, instead of minutes.
"You may find these talismans in the
Testing Ground. Go there first if you hope
to complete your mission. But, before you
leave me, one task is left to you to aid
your mission. You must kill me.”
JOURNAL ENTRY 45
A SOLDIER'S MAP
lad le, il
| ri
KEY
$ akc
JOURNAL ENTRY 46
WHAT You HEAR
“Into
The Labyrinth!
Left step
Right step
Step step
Left left.
Into
The Labyrinth!”
The sergeant bawls, “Now, you veeping
scalawags, how do you get out!” The sol-
diers chant,
“Out of
The Labyrinth!
Right step
Right step
Step step step!
Out of
The Labyrinth!...”
JOURNAL ENTRY 47
SAGE'S UTTERANCE
“| offer my congratulations for thy victory
over Thorne. With the Horn of Doom
safely out of Bane’s grasp, the storms will
cease over Moonsea.
“Previously, these tempests have prevented
our allies past the mountains from enter-
ing these lands. Even now, an army
marches from Tilverton, and ships raise
sail in Tantras. Both forces are far, but at
least now they may draw closer. Aid is
coming to the region!”
JOURNAL ENTRY 48
Book EXCERPT
“Marilith have but one fatal flaw, one
chink in their armor — the drive to pre-
serve their children is greater than to pre-
serve their individual lives. As a lone
Marilith is often the key strategist in a
campaign, killing him or her is often all
that is necessary to deal a crushing blow
to your enemies. Therefore, search for the
children. Threaten them, and the parent
you seek will come.”
JOURNAL ENTRY 49
KArDAL's DYING Worbs
“The Gathering,” he gasps. “It is of drag-
ons. Unheard of numbers. Ready to
descend on the Realms. Must stop them.
Led by Thorne. Terrible...” His voice
trails away with his life.
JOURNAL ENTRY 50
BANE REVEALS HIMSELF
“Kalistes, Thorne, Tanetal, they are
pawns! | have sent Death to the Realms, a
rider in red with a sword of flame. None
shall stand against him. You waste your
time as the world falls about your ears. So
by all means, continue in your vainglori-
ous deeds.”
JOURNAL ENTRY 51
DARIs TRANSFORMS INTO A DRIDER
“It was as horrible a sight as Im ever like-
ly to see, and I've seen some sights in my
time. Daris thought he'd get away while
we fought the guards, but after we won
past them we made our way, quiet as
whispers, after the Mage. We needed the
Ward of Safe Passage to get into Kalistes’
Parlor.
“The chamber was dark. We heard foot-
steps ahead — you can imagine how
upset Daris, an elf, must have been, for us
to hear his footsteps. But they stopped,
and we thought we'd lost him. Then he
screamed.
“The whole chamber lit up with the glow
of Shest’s eyes, and we could see Daris
before us. He was shuddering and wail-
ing, and he dropped the ward to grab at
his dagger. But he was too late.
“The whole lower half of his body bal-
looned outward, and legs began to sprout,
ripping through his robes and scrabbling
on the flagstones, while his arms flailed in
the air. He scuttled back and forth through
the chamber, while we ducked back down
the corridor, hiding behind columns, in
niches, anywhere we could. We listened
to the scrabbling and moaning for quite a
while, then what he'd turned into rushed
past us without a glance.
“Nothing for it but to sneak back into the
chamber and find the ward. Too bad
Shest was still there.”
JOURNAL ENTRY 52
HILL GIANT'S JOURNAL
The fire giants have become dangerous
and | fear we hill giants will lose our long
time home as well as any claim on new
territory. The fire giant mage thinks she
can outwit Thorne. The fool! She will
bring Thorne’s wrath down on us all.
| have sent spies to their cave, and am
awaiting news. With luck, the fire giants
will soon be drumming a different beat.
JOURNAL ENTRY 53
FirE GIANT MAGE OFFERS A DEAL
"There have been distressing rumors out of
Zhentil Keep lately. | think Manshoon
has designs on the lands as far east as
Thar. This does not sit well with me.
Eliminate this annoyance, and | will pay
you handsomely,”
JOURNAL ENTRY 54
MOpTHRYTH SPEAKS
“By order of Thorne, all conflicts between
dragons shall be settled by single combat
to preserve their numbers. The victor of
these combats is entitled to any treasure
left by the defeated dragon.
“Any who interfere with or assist a com-
batant will forfeit any and all treasure.”
Modthryth looks up from the scroll,
adding, “I shall also consider the winner
-of any combat for transformation into a
dracolich.”
Modthryth signals the contest to begin.
JOURNAL ENTRY 55
LAcoste’s COMMAND
“Go now to the antechamber. By the
Mirror of Kalistes you will find my ward
of safe passage to her Parlor. Bring it to the
altar room, for | will have need of it after
the ceremonies. Shest told me he senses
blasphemers in our midst, and | must go
to Kalistes to ask her aid in hunting them
down.
“Would that | might leave now, but Hern
is ready and cannot wait. He must try his
will against the Great Spider. Let his fate
be swift and just.”
JOURNAL ENTRY 56
THE TEMPLE OF TRANSFORMATION
Beyond the arches, evil groups huddle in
rapt contemplation of something to the
north. This must be what Shal called the
Temple of Transformation, where bits of
Moander's body are cleaved away, and
spill from the Vessel of Moander.
Devotees of Moander and Bane await
their portion. Lost in their worship, no
one seems to notice you.
JOURNAL ENTRY 57
TRAITOR'S GATE
“You might wonder at this gate’s odd
name, many do. It was named after the
last of the Cadornas, Porphrys. The
Cadornas owned the great textile house
which made them a very wealthy and
influential family.
“Porphrys advanced to rule the council,
and many respected and trusted him.
People had forgotten that he was cursed as
a child, possessed by the spirit of fire.
“In manhood, he made pacts with the
Zhentarim and other evils, if you can
believe it, wanting even more power. But
a party of heroes put an end to his men-
ace. They were quite like yourselves, per-
haps you know them?”
JOURNAL ENTRY 58
Hermit
“I came here to get away from the evils of
the world, but there’s no escape. They
hound me and hound me. The cultists
would kill me if they didn’t think | held
the secret to controlling the bits of
Moander. | would almost welcome it.
“But you seek to destroy Tanetal, eh? I'd
welcome that the more, for then | would
have some peace.”
JOURNAL ENTRY 59
MANSHOON GLOATS
OVER His CAPTIVES
“You presumed to think that your puny
efforts could distract me? Without a pause
my great intellect has folded you into the
solution for larger problems. | wish to
gather higher tribute from the drow. In my
tomes | have found the name of a creature
who will help me subjugate them — and
the dreary fool Marcus, and that imbecile
Arcam, too!
“You will help me welcome my new
friend! Here in my conjuror’s circle, he
will dine splendidly on your bones.”
Words spill from his lips as he begins the
incantation.
JOURNAL ENTRY 60
INNKEEPER TALKS OF THE
MONUMENTS
“Them monuments they building in the
square! Word is they're living tombs for
old master Gothmenes’ foes. Eternal pris-
ons filled with treasures and dreams what
can’t never be used.”
JOURNAL ENTRY 61
GREEN DRAGON SPEAKS
“The vampire’s blood was not easy to
come by, and | know you need it for creat-
ing the next dracolich. You will remember
this when you choose who is to become
that dracolich.”
“You have proven yourself twice over,”
answers Modthryth. “I will not forget.”
JOURNAL ENTRY 62
GRAGNAK ULFIM SPEAKS
“Sasha spurned my love. | offered her
everything — a place at my side, power,
wealth — but she would have none of it.
She said my association with the Black
Circle made me repulsive. How was | to
know? | was their victim as well; but she
said | was a coward.
“L was so filled with anger and jealousy!
Then Cadorna came to me and | hit upon
a plan. If | rescued her from Cadorna, she
would think me a hero, she would be
mine. But Cadorna was too strong with
Gothmenes aid and again | am duped by
those I hate, and accused by those | love!”
JOURNAL ENTRY 63
VALA EXPLAINS
“The Vaasans are using earth and fire ele-
mentals to create a massive tunnel for
their armies. With the passes blocked,
they have no other way to reach the
Moonsea.
“The elementals are drawn to the power
of the Oakroot Staff, the World Stone, the
Crucible of Flame, and the Lindenwood
Staff here in the ruins. These artifacts were
created long ago by a wizard from Thar.”
JOURNAL ENTRY 64
DAVE SPEAKS
“Welcome great heroes. You have over-
come the evil of Bane and restored the
Realms. Now you have a simpler task —
survival. Wend your way through this
maze and locate the exit. Of course, you
may encounter a few challenges along the
way. Survive or not, it is up to you."
JOURNAL ENTRY 65
PAGE FROM THE
HIGH Priest's JOURNAL
The Times of Woe are upon us. Darkness
has overwhelmed the sun and the cata-
combs below are overrun with shades.
We have taken to going about the temple
in groups of three or more. It is unsafe
otherwise.
Now, a vision of a long-dead legend
haunts our belfry. She won't allow us to
ting the bells to gather our flock. Many
tried and have disappeared, even our most
stalwart priests have tried, but all to the
same end,
Tomorrow, we leave to gather the common
folk in the temple's vicinity and lead them
to safety. | pray for our safe return as well.
JOURNAL ENTRY 66
Fire GIANT MAGE
YELLS At ASSASSINS
“You did not fulfill your contract. Other,
more capable hands, did the work for you
and | gave them the money. If you want
your money, you will have to talk to them.
“Do it quickly, though. | shall launch my
forces soon, and the sweep through the
countryside will take them as well. Bane
will have me to thank for establishing
strongholds. Having his good favor,
Thorne will not dare to interfere.”
JOURNAL ENTRY 67
SPEECH TO WHITE DRAGON
“Worshippers will pay great homage to
you, They will give you treasure and
make sacrifices to you. Already, you are a
mighty dragon, but as a dracolich, none
shall stand against you.
“As soon as | gain a potion of invulnera-
bility, | will be ready to perform the trans-
formation.
“If you agree, you can be the next and
most powerful dracolich.”
JOURNAL ENTRY 68
INNKEEPER’S Wire's REPORT
“Forgive my intrusion on your quarters. |
meant to be done with my cleaning, but
felt the need to rest a moment. My hus-
band and I have been running this house
under severe duress for some time now,
and | am weary.
“Evil seems to be on the run, but still we
battle on. How much longer either side
can hold, | do not know. What I can say
is that dark Mulmaster city seems to carry
on with an invigored desperation.
“Many of those cursed banite priests have
been afoot. They search for ‘the dangerous
ones.’ On what reasoning, | do not know.
*We dispatch them as we are able, but our
position is tenuous. For our safety, we aid
as many as we harm. | fear that for the
good, something must happen soon.”
JOURNAL ENTRY 69
SEEN IN THE MAGes' DEVICE
You see a great army of elves engaged in
battle with Moander. The elves loose a
tremendous arrow, laced with magic, and
it lodges in Moander's heart.
JOURNAL ENTRY 70
DYING DRAGON
“Modthryth abuses the power Thorne
gave him. No more is he simply acting as
Thorne'’s lieutenant. Rather he seeks his
own glory and the revival of the Cult of
the Dragon.
“Not willing to settle for any dragon, he
fosters bitterness between the dragons to
weed out the less powerful. Thorne will
kill him when he discovers the treachery.”
JOURNAL ENTRY 71
Letter TO Drow CAPTAIN
Sark,
Our allegiance with the Zhentarim bears
fruit. They have taken live, a young, silver
dragon. It is coming here for the laborato-
ry. It will produce for us much of the holy
Fire of Night. | look forward to welcom-
ing many new sisters to my web.
| do not believe that the young worm will
fit in any of the normal cells. You must
make special arrangements for its brief
stay among us.
—Ahdk, Hand of Kalistes
JOURNAL ENTRY 72
RAIZEL SPEAKS
“Before the storms began, | was taken
from a prison in Phlan. Even the best of
thieves find themselves in prison once in a
while, but to be held as fodder for the
dragons is too much for me. | escaped a
few days ago and was looking to take a
few things in payment for my troubles,
“But it hasn’t been easy. I've never seen
the likes of this dragon, Thorne. ‘Nasty’
isn't the word for him. Plus, I've heard he
has the horn of a beast from beyond this
world and that's how he makes the
storms. Some say the creature's spirit
haunts the cave, others say the Realms
will face certain doom if the horn is heard
three times.
“But | have a plan to exact my revenge.
Depriving the dragons of their treasure
will be a far greater revenge than killing
them.
“It occurs to me, however, that should we
team up against them, we could liberate
even more treasure.
* "I show you the ways of this cave and you
provide some insurance in case we run into
any of the nasties. The dragons owe me for
the past month, so | get first claim on any
treasure. But there'll be enough for all.”
JOURNAL ENTRY 73
SILK's RESCUE PLEA
“Lam the leader of the Swanmays — a
band of rogue drow. We were resting in
Zhentil Keep when the evil struck.
“After the storms came, and the sun was
covered, drow came up from the sewers
and attacked the city. They took many
prisoners, and brought them underground.
We followed them here, but they were
expecting us.
“We were ambushed. | slipped away in
the confusion, but the drow captured the
test, They are being held in the dungeons
to the east. | need your help to rescue the
prisoners — my Swanmays, and the citi-
zens of Zhentil Keep. If you do, I'll help
you get to Kalistes.”
JOURNAL ENTRY 74
MARKED PAGE IN THE
Book OF LEGENDS
Long ago, when the Dalelands were
being founded, there was a King of Elves
named Alanor, He had a daughter,
Laurellin, who was said to be especially
fair even among the elvenfolk. A human
hero, Brimwulf, chanced to catch Laurellin
watering her horse at a forest pond and
the two fell in love.
Unfortunately, Alanor had made plans to
marry Laurellin to an elven noble and for-
bade her to ever see the human adventurer
again. Laurellin ran weeping to Brimwulf
to tell him of her fate, but the hero per-
suaded his princess to run away with him
to Hillsfar.
When the city was fully under siege,
Brimwulf was visited at night by a spirit
from the hero's patron deity, Tyr. The spirit
told Brimwulf to take his bride and flee by
night to preserve his life for Tyr's purposes
later, else he would surely die on the
morrow.
Brimwulf could not stomach leaving his
men in the High Elf's clutches and instead
made a bargain to serve Tyr after his
death. The spirit agreed and left.
Brimwulf led a sortie against King Alanor
the next day, and fought valiantly, strug-
gling to the High Elfs standard itself.
There he slew Laurellin’s father, but was
slain h
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