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Pools of Darkness Adventurers Journal

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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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