Journal ENG
Journal ENG
ADVENTURER ’S
TO
THE
JOURNAL
INTRODUCTION: least a dozen trolls or a hundred orcs IMPORTANT FEATURES Luskan, located on the northwest coast, is
The First Night in Yartar skulking across their fields.” OF THE SAVAGE FRONTIER a city ruled by Northman sea captains who
A burly fighter by the bar called out, retired here years ago. There are stories that
“We had thought this was going to be Gateway to the Savage Frontier covers
“So you came all this way with such its leaders are actually former pirates who
a routine mission, guarding a caravan of a wide geographical area, ranging from the
a fine-looking sword and never had a continue to sponsor attacks on shipping and
mithril travelling from Citadel Abdar in coast of the Trackless Sea in the west to the
chance to quench it with orcish blood?” that other evil forces have allied with them
the far north. But no sooner did we sign edge of the Great Desert in the east. Most
His voice dripping with sarcasm, he mim- to enforce their rule in the city. Luskan is
on to provide protection than the dwarves’ of the population of this area lives in the
icked a dancer tiptoeing across a stage.
King Harbromm himself called us to the towns and cities, with farming communities
“Perhaps you didn’t want a fight. Perhaps
top of the tallest tower in the fortress. clustered around the built-up areas.
it’s just a child’s toy with a fine golden
“Now, Harbromm, he talks through We were
handle attached to it for show!” Towns and Cities led into
his great whiskers and it sounds like a Before his words had even crossed the the great arena
bellows blowing, but this particular morn- Yartar is where you start the game and will
room the sword in question was drawn, before a screaming
ing he didn’t have to say much to get our serve as a convenient home base. A trading crowd. Their cho-
its gleaming blade flashing even in the
attention. town located on the River Surbrin just north rus of boos made
dim light of the tavern. The room went
“He pointed to the northeast, and we of where it joins the Dessarin, it lies at the clear which side
silent as they waited to see if we’d attack they were
looked towards a brown cloud floating junction of the river and the Evermoor Way,
the blustering fool. After a moment of on.
above one of the mountain valleys. ‘Do one of the two primary east-west trading
hesitation the sword was sheathed again.
you see that? It is dust,’ he said, his voice routes in the region.
“This sword is saved for orcish blood,”
rising. ‘It is the dust of tens of thousands we called back to the drunken fighter. Ascore is no longer a city at all. Once a
of the Ice Mountain Orcs as they march “We do not care to soil it with yours.” thriving dwarven seaport when the Great hostile to many of the other cities in the re-
from their caves towards the cities of the The man looked at us, thought for Desert was the Narrow Sea, it shrank to gion — especially Neverwinter — and rumors
south.’ a minute, realized he had been insulted nothingness when the waters receded and of impending war surface periodically.
“’But that always happens this time and started to cross the room. Hesitating, the land dried and turned to dust. Travel
of year,’ someone replied. ‘Orc raiding here is very perilous and not recommended Nesme, on the River Surbrin at the western
he looked around. To his surprise, none
parties are always attacking Sundabar or for any but the most experienced parties. edge of the Trollmoors, is a trading town.
of his companions were crossing with
ambushing caravans from Silverymoon.’ Its old wooden stockade has seen more than
him. He started to admonish them, call Everlund is located on the overland route
“The old dwarf nodded. ‘Aye, that’s one troll assault, and Nesme riders patrol to
them to battle, but the words were stilled between Silverymoon and Yartar and pros-
true. But turn your eyes to that dark cloud keep the area near the city clear of monsters.
in his throat. pers as a trading town due to its location.
once more. Is that the dust of a thousand A tall, thin, black-caped man was sit- Neverwinter lies to the west of Never-
raiders? I think not. Two thousand? By no ting in the corner, and he shook his head Llorkh lies on the ancient trade routes that winter Wood, and is famed for its indoor
means. If we are lucky, perhaps only two one time. The drunken fighter dropped follow the long path around the southern gardens and fine craftsmen who can even
thousand times ten.’ his eyes to the floor, muttered something, edge of the Great Desert. Long a dwarven craft magical weapons. Its people are friendly
“’Guard well this caravan, adventurers,’ then turned and left the tavern. Several stronghold, the town has recently come under to outsiders. The Neverwinter River, which
he told us. ‘Evil is again awakened in the others followed. the rule of a human magic-user, Lord Geil- runs through the area, is warm even in the
Realms, and its eyes and hands — and There was another moment of awk- darr. The stories of what’s going on in this snows of winter, and no one knows why.
daggers — will be all around you.’ ward silence. The man in the corner mining and trading center are jumbled and A magic shop — a rarity in the Savage
“Well, after that speech you can imagine nodded, and the waitress appeared with contradictory, but none of them are good. Frontier — is also located here.
how worried we all were. Every step of a heaping tray, crying “More for every- Loudwater, with a population that includes
the way we scanned the horizon, looking Port Llast is a small town on the central
one, it’s on the house!” many half-elves, lies in the southern part coast. Once a major seaport, the centuries
for those dark brown clouds. We didn’t We all surged forward for our share, of the region. Its fields are so green and its
see any, but we sure heard a lot of stories. have seen its decline until now stonecutting
and the rest of the evening was full of walls so overgrown with vines that it almost is its most important trade.
Seems like everyone in the northern great fun and storytelling. seems to be part of the High Forest, which
Realms knows someone who’s seen at lies just to the north.
3 4
Secomber, a quiet town in the southwest, The Trollmoors CHARACTERS AND PARTIES charm spells and are adept at finding hidden
is said to be home to an eccentric magic-user The Trollmoors, located in the north central You must have a party of adventurer Player objects. Half-elves can be fighters, magic-us-
who continually creates clever new items area of the region, are a dangerous expanse Characters (PCs) to play Gateway to the ers, clerics, thieves, rangers, cleric/fighters,
and devices. of low, windswept, blighted hills. As their Savage Frontier. For each character you cleric/rangers, cleric/magic-users, fighter/
name indicates, the local inhabitants are must choose the following: a Race, a Class, magic-users, fighter/thieves, magic-user/
Silverymoon, in the northeast area of the
both unfriendly and dangerous. and an Alignment. After you select these, thieves, cleric/fighter/magic-users, or fighter/
region, is a large city known for its magi-
the computer generates a set of Ability magic-user/thieves.
cians. An invisible magic bridge spans the
River Rauvin as it flows through the city. The Great Desert Scores that define your new character’s natu- Gnomes are shorter and slimmer than their
A magic college and items shop are located The Great Desert of Anauroch is a hostile ral strengths and weakness. To build a party dwarf cousins. They are especially resistant
here as well. area filled with vile monsters and weather you must make a mix of characters that have to magic. Gnomes receive bonuses when
that swings from bitter heat to biting cold in the range of skill needed for success, and attacking man-sized giant-class creatures and
moments and is a place to avoid at all costs. then band them together. are adept at dodging the attacks of larger
giant-class creatures. Gnomes can be fight-
There Islands Player Races ers, thieves, and fighter/thieves.
are those who say There are six races from which you may
that magical Gundarlun, and its capitol Gundbarg, are Halflings are about half the size of a hu-
weapons can be inhabited by Northmen. The island lies construct player characters, each with differ- man, hence their name. They are especially
crafted in almost due west of Neverwinter, two days ent talents and limitations. Tables beginning resistant to magic and poison. They can be
Neverwinter... away by boat. Their status as an important on page 38 summarize the racial class fighters, thieves, and fighter/thieves.
for a price! shipping and resupply port, however, has limitations and ability score modifiers. The
made the inhabitants far more tolerant of following describes each race and tells which Humans are the most common player-race
other peoples, and you will usually find classes are open to them. in the Forgotten Realms. They suffer no level
a warm welcome when you visit. racial limitations or ability score modifiers.
Dwarves are a cunning race of sturdy Humans do have the disability of shorter
Sundabar, in the far northeastern area, is a The Purple Rocks are a group of small, workers and craftsmen. They are especially life-spans than the other races. This may
former dwarven stronghold now rebuilt by rocky, islands to the west of Gundarlun. resistant to magic and poison. Dwarves be a problem if they are subjected to many
humans into one of the largest towns in the Little is known about them, but outsiders receive bonuses when attacking man- Haste spells, which age the target one year.
northern Realms. It trades with dwarven are not welcome there. sized giant-class creatures and are adept They can be fighters, magic-users, clerics,
miners to the north and with Silverymoon at dodging the attacks of larger giant-class
Tuern is also inhabited by Northmen. Its thieves, rangers, paladins, and dual-class
and Everlund to the west. creatures. Dwarves can be fighters, thieves,
capitol of Uttersea is built into the side of characters.
and fighter/thieves.
Forests a collapsed, extinct volcano. Other volcanos
on the island still spew out molten lava. Elves are a tall, long-lived race. They are Ability Scores
The High Forest dominates the center of the nearly immune to sleep and charm spells
Its people tolerate outsiders but are by no Every character has six randomly generated
region. Although its vast expanse is known and are adept at finding hidden objects such
means glad to see them. There are reports ability scores as explained below. These
to harbor peaceful as well as hostile crea- as secret doors. Elves also receive bonuses
of a recent meteorite strike on Tuern, and scores fall within a range determined by
tures, traversing it is dangerous and should when attacking with swords and bows,
meteorite ore is a key ingredient in some the race and class of the character. The base
not be attempted until your party has grown although they cannot be raised from the
kinds of magical weapons. values range from 3 (low) to 18 (high) and
very strong. dead. Elves can be fighters, magic-users, there are tables of limitations, modifiers, and
Neverwinter Wood is likewise dangerous thieves, fighter/magic-users, fighter/thieves, bonuses starting on page 38.
for travel. Local legend has it that even magic-user/thieves, and fighter/magic-user/
thieves. Depending on the character class, one or
raiding orc parties choose to go around the
more of these abilities will be a Prime Requi-
Wood rather than through it. Half-Elves are hybrids with many of the site. A prime requisite is an ability especially
virtues of both humans and elves. Like their valuable to a given class. For example,
elf ancestors, they are resistant to sleep and strength is key for fighters and wisdom for
5 6
clerics. Most characters receive bonus experi- the maximum number of times that char- by the equivalent of a Protection from Evil Dual-class characters do not gain hit points
ence points when their prime requisite scores acter can be raised from the dead and the spell. A paladin may heal two hit points of and cannot use the abilities of the old class
are 16 or greater. chance of a resurrection attempt being suc- damage per level once a day and may Cure while their new class level is less than or
cessful. Every time a character is successfully Disease once a week at 1st-5th levels and equal to the old class level. Once the char-
Non-human characters may have modifiers
resurrected, 1 point of constitution is lost. twice a week at 6th-8th levels. Paladins will acter’s level in his new class is greater than
to the basic ability scores to reflect differences
not adventure with any evil characters. Pal- his level in his old class, he gains hit points
between the races. Dwarves for instance, Charisma (CHA) is the measure of how
adins must be of lawful good alignment and according to his new class and may use
get a +1 constitution bonus and may have others react to a character.
have ability scores of at least 9 in intelligence abilities from both classes. Human dual-class
a maximum constitution of 19 instead of
and wisdom, at least 12 in strength, at least magic-users may not cast magic-user spells
18. When a character is generated, all racial Character Classes 13 in wisdom, and at least 17 in charisma. while they are wearing armor.
modifiers are calculated automatically. A character must belong to at least one The prime requisites for paladins are strength
Strength (STR) is the measure of a char- character class. Non-human characters can and wisdom.
acter’s physical power, muscle mass, and have more than one class at the same time.
Multi-class characters have more playing Magic-Users have powerful spells, but
stamina. Fighter-type characters may have
options, but increase in level slower because can use no armor and few weapons. They The man
exceptional strengths greater than 18 that are had a crazed look.
experience is divided evenly among can only memorize those spells available
indicated by a percent value (01, 02, 03 ... He had obviously
all classes. in their personal spell books or on scrolls.
98, 99, 00) following the base strength. High been in the
Magic-users may add entries to their spell dungeon for
strength increases a character’s combat abil- Clerics have spells bestowed on them by books whenever they go up in level or find a long, long
ity with melee weapons such as swords or their deity and can fight wearing armor scrolls with spells they can scribe. The prime time...
maces. Strength also determines how much and using crushing (no edged or pointed) requisite for magic-users is intelligence.
a character can carry without becoming weapons. Clerics must memorize their spells
encumbered and slowed in combat. just as magic-users, but they do not use Thieves can fight with swords and slings,
spell books. When clerics gain a new spell but are limited to leather armor. In com-
Intelligence (INT) is the measure of how
level, they can automatically use any of the bat they do additional damage by ‘back Alignment
well a character can learn.
available spells for the new level. The prime stabbing,’ which is described in the Combat Alignment is the philosophy a character
Wisdom (WIS) is the measure of a charac- requisite for clerics is wisdom. section. Thieves also have special skills for lives by and can affect how NPCs and some
ter’s ability to understand the ways of the opening locks and removing traps. The magic items in the game react to a character.
world and to interact with the world. Fighters can fight with any armor or weap- prime requisite for thieves is dexterity.
ons, but they cannot cast magic spells. The possibilities range from believing strong-
Clerics receive bonus spells for high wisdom. ly in society and altruism (lawful good) to
The prime requisite for fighters is strength. Multi-class are non-human characters who
Dexterity (DEX) is the measure of a char- belong to two or more classes at the same being anarchistic and actively unpleasant
acter’s manual dexterity and agility. Thieves Rangers can fight with any armor or time. Multi-class characters’ experience (chaotic evil). Alignment is presented in two
especially benefit from high dexterity. Dex- weapons. They do additional damage when points are divided among each of the classes, parts: World View and Ethics.
terity affects how well a character can use fighting giant-class creatures, but must be even after they can no longer advance in
ranged weapons (bows, darts, etc.), when he of good alignment and have ability scores one or more of those classes. Their hit points
moves in a combat round, and how difficult of at least 13 in strength and intelligence per level are averaged among the classes.
he is to hit in combat. and at least 14 in wisdom and constitution. Multi-class characters gain all the benefits
The prime requisites for rangers are strength, of all their classes with regard to weapons
Constitution (CON) is the measure of intelligence, and wisdom.
a character’s overall health. Characters re- and equipment.
ceive one extra hit point if their constitution Paladins can fight with any armor or weap- Dual-class are human characters who
is 15 or two points if it is 16. Fighter-types ons. They are resistant to spells and poison, had one class for the first part of their
(fighters, rangers, and paladins) receive addi- and can turn undead creatures as if they career, and then changed to a new class for
tional bonuses for constitutions of 17 or 18. were a cleric two levels below their current the remainder. Once a character changes
A character’s constitution also determines level. Paladins are also always surrounded classes, he cannot advance in his old class.
7 8
World View level. Characters may only advance one lev- has the benefit of Protection from Evil in
Lawful indicates that the character values Note: el at a time. If a character has gained enough a 10’ radius. All characters in range of the
the structure and rules of society. experience to go up two or more levels since effect get an AC improvement of two. The
Dice (d) is the term used to describe
the last time he has trained, he will go up dwarf fighter/thief offers the advantages of
Neutral indicates that the character values the range for a randomly generated
one level, and lose all experience in excess a thief (lockpicking and disarming traps)
both the individual and society. number. Dice are referred to by the
of one point below the next level. with the better armor and hit points of
range they represent. A d6 has a range
Chaotic indicates that the character values a fighter. Rangers do extra damage against
from 1 through 6, a d10 has a range
the individual over society. giant type creatures and start with extra hit
from 1 through 10. Hit dice refers to
Example: points. Clerics are absolutely essential for
the base range of hit points a character
An 4th level thief enters a training hall valuable healing spells.
class may have. For example a 3rd level
The fighter has a base of 3 d10 hit dice, with 20,521 experience points (enough Sample Party 2 — Multi-class Characters:
tower rose or 3-30 hit points. for 6th level). He will leave as a 5th
threateningly into 2 Half-elf Cleric/Magic-users
level thief with 20,000 experience points
the sky. Even 2 Elf Fighter/Magic-users
from across the A character gains a hit point bonus to each — one point below 6th level. Characters
water, we could hit die if his constitution is over 14. When cannot train for new levels once they 1 Dwarf Fighter/Thief
feel the a character takes enough damage that his have reached their maximum levels 1 Human Paladin
evil hit points reach 0, he is unconscious. If the allowed in Gateway to the Savage
within.
character’s hit points drop to anything from Frontier. This party is much more flexible than the
-1 to -9, he will lose 1 hit point per turn first, but will advance more slowly because
from bleeding until he is bandaged or dies. of the multi-class characters.
Ethics If a character has -10 hit points or less, he
Building a Successful Party Outfitting the Party
is dead. When you view a character, his
Good indicates that the character tries to act hit points (HP) on the screen will never be Forming a strong and adaptable party is a The following are some suggestions for
in a moral and upstanding manner. displayed as less than 0. key to success in Gateway to the Savage outfitting your party in Yartar:
Frontier. Up to six Player Characters (PCs)
Neutral indicates that the character leans Experience Points (EXP) are a measure of • Fighter Classes: Buy shields, splint mail,
may be in a party — A party with fewer is
towards “situational ethics,” evaluating each what a character has learned while adven- broad swords, long bows, and arrows.
less powerful and more likely to be eliminat-
set of circumstances. turing. Characters receive experience points ed by opponents. • Magic-users: Buy quarterstaffs and darts.
Evil indicates that the character acts without for actions such as fighting monsters, finding
treasures, and successfully completing quests. Include a variety of classes in a party to get • Clerics: Buy splint mail, shields, staff slings,
regard to others, or in an overtly malignant
The computer keeps track of experience, and a good mix of skills. Here are two sample and maces.
manner.
when characters earn enough they may ad- parties as examples:
• Thieves: Buy leather armor, short swords,
Other Attributes vance in levels. See the Level Advancement Sample Party 1 — Single Class Characters: short bows, and arrows.
Tables beginning on page 42 for experience
Each character also has three important 1 Elf Magic-user
requirements. Preparation Tips
values that change as the game goes on: 1 Human Paladin
Hit Points, Experience Points and Levels. All characters start the game with 3,000 ex- Once the party has been outfitted, Encamp
perience points. This means that single-class 1 Dwarf Fighter/Thief
Hit Points (HP) represent the amount of at an inn and ready your weapons, armor,
characters start at 2nd or 3rd level. 1 Half-elf Ranger
damage a character can take before he goes and shields. Then have all spellcasters mem-
unconscious. A character’s maximum hit Levels are a measure of how much a char- 2 Human Clerics orize spells. Finally, save the game before
points are based on the hit dice for the char- acter has advanced in his class. This party is balanced for combat, and will continuing.
acter’s class and level plus any adjustments When they have enough experience points, advance quickly because most characters
for constitution. characters may go to a training hall and are a single class. The magic-user can cast
receive the training required to increase in offensive spells and use wands. The paladin
9 10
COMBAT THACO/ sharp or edged weapons, while some other Saving Throws
Adventurers must battle their way through Ability to hit enemies in melee or with monsters can only be damaged by magical Attacks such as poison or spells do not au-
many dangerous foes to complete the adven- missile fire is represented by THACØ. weapons. tomatically have their full effect on a target.
ture. The following sections offer some more THACØ stands for To Hit Armor Class Victims may get a Saving Throw to avoid
information and tips for combat. Ø. This is the number a character must ‘roll’ Attacking some or all of the effect. If the saving throw
equal to or greater than to do damage on There are two basic types of combat: Melee is successful, generally the target suffers either
Combat Map a target with an AC of Ø. The lower and Ranged (or Missile). The following no effect or only half-damage. As characters
Battle takes place on a tactical combat map the THACØ, the better the chance describes each type and other rules govern- gain levels, saving throws improve.
that is a detailed view of the terrain that the to hit the target. ing combat.
Note:
party was in when the combat began. This
Note: Melee Combat Some monsters have magic resistance
map is set up with an invisible square grid.
the generation of a random number Melee combat is face-to-face fighting with which decreases their chance of being
is often referred to as a ‘roll.’ In deter- affected by spells.
Initiative weapons such as swords and maces. Only
mining if an attack hit, the number when using melee weapons can characters
Each round of combat is divided into
generated is from 1 through 20. receive strength bonuses. During melee
10 segments, and every character and foe
acts on a specific segment based on Initiative. combat fighters can sometimes overpower
An attack is successful if the random num- several small foes, and thieves have opportu-
Initiative is generated at the start of each The
ber is greater than or equal to the attacker’s nities to back stab. pitiful figure before
combat round, and is modified by dexterity
THACØ minus the target’s AC. THACØ us gave witness to
and random factors such as surprise. Casting
may be modified by things like range, Ranged Combat the evils our
spells may take extra time to perform, enemies visit
attacking from the rear, magic weapons, Ranged combat is firing at distant enemies
so often a spell-caster will begin a spell upon the
and magic spells. with weapons such as bows or darts.
on his segment but it will not go off until helpless.
a little later. A character with a missile weapon (bow,
Example: sling, etc.) may not attack when adjacent
Computer Control A fighter with a THACØ of to an enemy. Two arrows or three darts can
16 attacking a monster with an AC of be fired per turn. When opponents get too
In combat you control the actions of PCs.
3 would need to roll:(THACØ 16) -
Combat Movement
close for ranged combat, characters must
The computer controls the actions of mon- The number of squares a character can
(AC 3) = 13+ switch to melee weapons.
sters, NPCs, and PCs set to computer control move is affected by carried weight, character
with the QUICK command. But to hit a monster with an AC of -2 strength, and the kind of readied armor.
he would need to roll:(THACØ 16) -
Multiple Attacks (Sweeping)
A character’s movement range is displayed
Combat Ability (AC-2) = 18+ When fighting small creatures, fighter-types
on the View Screen and during the charac-
(fighters, rangers, and paladins) may ‘sweep’
Each character’s ability in combat is defined ter’s segment in combat. Combat movement
through several weak opponents in one
by AC, THACØ, and Damage. Damage is important for both closing quickly with
combat round. When a character attacks
opponents (and stopping missile fire) and
Damage is the range of hit points loss the a weak target, he automatically sweeps all
AC fleeing from battles that are too tough.
attacker inflicts and is based on the attacker’s of the available weak opponents.
A character or monster’s difficulty to be strength, weapon type, and any magic bo- Running Away
hit is represented by armor class (AC). The nuses the weapon has. The base damage for Back Stabbing
A character may flee from the battlefield
lower the AC, the harder the target is to each weapon is summarized in the Weapons A thief back stabs if he attacks a target from if he moves faster than all enemies, but
hit. AC is based on armor and a dexterity Table on page 40. exactly opposite the first character to attack not if he moves slower than any enemies.
bonus. Some magic items, such as some the target. The thief may not back stab if he
Some monsters take only partial or no dam- A character has a 50% chance to move
bracers, also help improve AC. has readied armor heavier than leather.
age from certain weapon types. Skeletons, off the battlefield if he moves as fast as the
for example, take only half damage from A back stab has a better chance of hitting fastest foe. Exception: if a character can reach
the defender and does additional damage. the edge of the combat map without any
11 12
of his opponents being able to see him, he also makes for a very strong defensive posi- MAGIC need only memorize them. Unlike mag-
may then flee successfully even though he is tion. Always keep magic-users and missile Magic is essential to the survival of the ic-users, clerics can cast spells from scrolls
slower than his opponents. weapons safe behind the front line. party. Magic-users cast many powerful of- without any preparation, but clerical scrolls
fensive and defensive spells. Clerics cast heal- also disappear after being cast.
Returning to the Party Wounded Characters
ing spells to revive wounded characters as
A character that moves off the battlefield Characters who are seriously injured should well as both defensive and offensive spells.
returns to the party after the fight is over. If be moved out of the front lines if possible. A spell can exist in one of four forms: in a
all active characters flee combat, any dead Remember: if you move away from an Strength
character’s memory, in a character’s spell wins many battles,
or unconscious characters are lost. If a whole adjacent enemy, he gets a free attack at your book, in a scroll, or in a wand. A spell-caster but clear strategy,
party flees, no one receives any experience back and has an improved chance to hit. with a memorized spell can cast it using planning and
points for monsters killed before retreating. the CAST command. Spells are memorized preparation win
Stopping Ranged Attacks many wars.
during rest while encamped. Spells in scrolls
Combat Strategies Missile weapons cannot be fired if there is or wands are cast with the USE command.
To succeed in combat, a skilled player an adjacent opponent. To stop enemy missile
fire, move someone next to the opponent. Memorizing a spell takes 15 minutes of
deploys his party well, casts effective spells
If you want to fire missiles, keep away game time per spell level, plus a preparation
before and during combat, maneuvers his
from the enemy. period of four hours plus an additional two Tips on Magic
characters into advantageous positions, and
hours for 3rd level spells. For example,
attacks using his most powerful characters Exploiting Enemies’ Weaknesses Both clerics and magic-users may cast spells
1st and 2nd level spells take a minimum
and weapons. which assist the party in combat. Prepara-
Exploit your opponents’ weaknesses by preparation of four hours, while 3rd level
spells take six hours. tory spells, such as Bless or Strength, cast
Deploying the Party directing attacks against helpless, wounded,
just before a battle can protect or strengthen
When a battle begins, your party is auto- or isolated foes. Concentrate your attacks to
Example: characters. Combat spells can be cast to
matically positioned based on the order list eliminate one opponent rather than injure
damage foes during combat. Healing spells
of the characters. Characters near the top many (Exception: enemy spell casters). To memorize two 1st level spells, one can be cast either during or after combat to
of the order will be in the front lines and A foe with one hit point remaining attacks 2nd level spell, and one 3rd level spell revive wounded comrades.
vulnerable to attack. To change the starting as powerfully as an uninjured one. would take: (6 hours preparation) +
deployment, change the party order from (2 * 15 min) + (1 * 30 min) + Spells should be rememorized as soon as
Spell casters cannot fire spells after they have
the Alter Menu while encamped. Shift the (1 * 45 min) = 7 hours 45 min possible after they are used. This is most like-
taken damage in a round, and they lose any
heavily armored fighters up the list and the ly to happen after combat. When in camp,
spells they are in the process of casting when
vulnerable magic-users and thieves towards have your spell-casters memorize spells and
they are hit. Try to keep enemy spell casters Magic-Users select REST to allow them to imprint the
the bottom. Party order cannot be changed under attack every round while protecting When a magic-user trains for a new level, spells for later use. Selecting REST without
while in combat, although characters are your own. he selects a new spell to add to his spell choosing new spells has the spell-casters
free to move.
book. A magic-user can also scribe spells rememorize the spells they have cast since
Your party may be placed in a bad position After Combat from identified scrolls if he is of high enough last resting.
at the start of a battle. Get an idea of the If one or more characters survive on the level to cast them. A magic-user must cast a
situation, and move characters into position. battlefield at the end of combat, the bodies Read Magic spell or have a scroll identified Note:
Sometimes the best strategy is offensive: of unconscious or dead party members stay in a shop before he can scribe (or cast) from Before resting, it is a good idea to save
charging with fighters to close ground and with the party. If the entire party flees from it. The scroll disappears after it has been your game — especially after tough
stop enemy missile fire. Other times the best combat, all unconscious and dead party scribed or cast. combats. Also, keep at least two
strategy is defensive: moving your characters members are permanently lost. If ALL the separate saved games at all times and
to anchor their flanks on an obstacle such as party members are slain, go back to your last Clerics alternate between them. This will allow
a wall or tree. Setting up behind a doorway Saved Game and try again from that point. Clerical magic requires no spell books. you to go back to a save before that last,
that your enemies have to move through All clerical spells of the appropriate level fatal battle.
are always available to a cleric, the character
13 14
MAGICAL TREASURES command, even if they could not otherwise CREATURES OF THE SAVAGE Ettin look like giant two-headed orcs.
As you travel about and encounter the mon- memorize the spells. Scrolls disappear after FRONTIER They have great strength and can wield
sters and puzzles that stand between you they have been used or scribed. two spiked clubs that inflict terrible damage
The denizens of these regions are many and
and finishing your various quests, you will in combat.
Enchanted Armor and Shields are created varied. Here is a list of monsters you may
also find magical items to help you on your by skilled craftsmen and then enchanted encounter in your adventures. Some of these Frog (Giant) resemble their smaller kin
way. You can find magic items in a treasure with protective spells. The power of the creatures are extremely rare, and you may in everything but size. Giant frogs have been
by doing a Detect Magic spell using the magic on these items varies a great deal. never cross paths with them at all. known to swallow adventurers up whole.
DETECT command. To find out specifically Enchanted armor has the great advantage of
what an item is, you must take it to a shop Ankhegs are burrowing monsters usually Ghouls are undead creatures who feed on
offering improved protection with less en-
and have it identified. found in forests and farming areas. They the flesh of the still living. Their attack can
cumbrance than the same type of mundane
resemble legged worms armed with wicked paralyze all races of characters except elves.
Some magic items are in reality cursed armor. To use these items, ready them from
mandibles and sharply hooked limbs.
and can do great harm. When a character the Items Menu.
readies a cursed item, a Remove Curse spell Basilisks are reptilian monsters whose
Enchanted Weapons come in many sizes,
must be cast before the item can be dropped. very gaze can turn to stone any fleshy The
shapes, and potencies. Sometimes a weap-
Some magic items, such as wands or scrolls, creature. man was
on will add between one and four to your
may only be used by certain classes. Others obviously both
THACØ and damage. Other weapons Boars (Wild) are a type of undomesticat- powerful and dan-
may not work at all if certain other magic may have other fantastic magical properties ed swine armed with long tusks and mean gerous. We had to
items are also in use. including extra bonuses against specific types dispositions. decide, could we
of creatures. Once a magic weapon has been bargain with him
Here are descriptions of some items that you Bugbears are giant, hairy cousins of or must we
may find. Remember: Some items are very readied from the Items Menu, the character goblins. They stand about 7’ tall and are fight?
rare, and you may not find all of them in will have it for all combats. powerful warriors.
your adventure. Enchanted Adornments such as bracers, Displacer Beasts resemble a six-legged
Wands generally will cast a set number of necklaces, periapts, and especially rings are puma with two ebony tentacles growing
a given spell (for example, 10 Fire Balls or favorite objects for magical enchantment. from behind its shoulders. These beasts have Giants vary greatly in power, intelligence,
15 Magic Missiles). Only experimentation These items may have any number of the magical ability to displace their image and tastes. The following is a list of the types
or paying to have them identified will tell magical properties. Some items will help about three feet from their actual body, of giants you are likely to encounter.
what a wand does. The USE command your AC, others may fire Magic Missiles, or making them especially tricky opponents. Fire Giants are brutal and ruthless
allows a character to cast spells with offer protection from fire-based attacks. Once
Dragons are some of the most powerful warriors who resemble huge dwarves and
a readied wand. one of these items has been readied from the
and dangerous of the monsters a party can have flaming red or orange hair and coal
Items Menu, a character automatically gains
Potions may heal wounded characters, encounter. The older and larger the dragon, black skin.
all effects. The exception to this rule is that
cause them to become hastened or invisible, certain magical necklaces require the USE the more damage it can do and the harder Hill Giants are one of the smaller of the
or cause any number of other effects. The command to work. it is to kill. giant races, they are brutish hulks possessing
USE command allows a character to drink low intelligence and tremendous strength.
a readied potion. Enchanted Clothing can be such common- Efreet are genies from the elemental
place items of clothing as gauntlets or cloaks, plane of Fire. These creatures are immune Gnolls are large, evil, hyena-like human-
Scrolls carry either clerical or magic-user but they are imbued with powerful enchant- to all forms of fire, but can be hit by other oids that roam in loosely organized packs.
spells. A magic-user may use SCRIBE to ments. A wide variety of these items are magical attacks. They attack by overwhelming unwary
permanently transfer a scroll into his spell known to exist. To use these items READY victims with their numbers.
book if the spell is of a level that he can them from the Items Menu.
memorize. Magic-users and clerics can both
cast spells directly from scrolls with the USE
15 16
Goblins are small, nasty humanoids — Manticores are a strange mix with lions’ Skeletons are one of the weaker types SPELL DESCRIPTIONS
they would be of little concern except for torso and legs, bats’ wings, spike tipped tails, of undead. These creatures are animated
their great numbers. and human heads. They can fire volleys by evil wizards or clerics and are often used First Level Cleric Spells
of spikes from their tails and have a great as guardians or warriors. Bless improves the THACØ of friendly
Golems are magically created automatons
appetite for human flesh. characters by 1. Bless cannot affect characters
of great power. Golems can be construct- Slugs (Giant) are huge, omnivorous
ed of flesh, clay, stone, or iron — all are Margoyles are stony monsters that mutations of the common garden pest. who are adjacent to monsters when the spell
dangerous. are immune to normal weapons and can They attack by biting and can spit a highly is cast. This is a good spell to cast before
attack many times with their sharp claws corrosive acid. going into combat.
Griffons are half-lion, half-eagle avian
and spikes. Curse impairs the THACØ of targets
carnivores. Their favorite prey is horses and Snakes (Giant) are similar to their
their distant kin (hippogriffs, pegasi, and Medusae are hideous women-creatures smaller kin and slay their prey with by 1. The target cannot be adjacent to
unicorns). with coiling masses of snakes for hair. They deadly venom. Neutralize Poison counters a party character or NPC.
can turn a person to stone with their gaze. snake bites. Cure Light Wounds heals 1-8 hit points
Mummies are a powerful form of undead. Spiders (Giant) are giant cousins (up to the target’s normal maximum hit
They are driven by an unholy hatred of life. of the small predator. They attack with points).
With a poisonous bite. Cause Light Wounds inflicts 1-8 hit
the whole of the Ogres are large, ugly, foul-tempered
humanoids. Ogres generally attack with Squids (Large) are dangerous varieties points of damage on a target.
Trackless Sea
before us, our a spiked club. of the smaller sea creature. They are known Detect Magic indicates which equip-
problems seemed to attack travelers on the Trackless Sea. ment or treasure items are magical. After
somehow less Orcs are one of the most common, and
disliked, of the demihuman races. They are Stirges are bird-like creatures that drink casting the spell, view a character’s items or
important...
aggressive and warlike. the blood of their victims. They are not terri- Take treasure items — equipment or treasure
bly dangerous except in large numbers. preceded by an ‘*’ or a ‘+’ is magical.
Otyugh are scavengers armed with long
tentacles that they use to scoop trash into Tigers are carnivorous predators that are Protection from Evil improves the AC
their cavernous mouths. sometimes trained for combat. and saving throws of the target by 2 against
Harpies are wicked avian humanoids that attackers of evil alignment.
prey upon nearly all creatures but prefer the Owlbears are thought to be a hybrid Trolls are ravenous horrors found in
created by some long-forgotten wizard. They almost all climates and locales. They attack Protection from Good improves the
flesh of humans and demihumans.
have the body of a large bear, and the head with their dirty, clawed hands and must AC and saving throws of the target by
Hell Hounds are other-planar creatures and slashing beak of a giant owl. Owlbears be killed quickly because they regenerate 2 against attackers of good alignment.
resembling wolves, but they can breathe fire are vicious, evil tempered, and ravenous. hit points. Resist Cold halves the damage and im-
and can detect invisible enemies.
Salamanders are natives of the elemen- Wyvern are distant relatives of dragons. proves saving throws vs. cold attacks by 3.
Hobgoblins are fierce humanoid war- tal plane of Fire and so are immune to all They attack by biting and using the poison-
riors. They are intelligent, organized, and fire-based attacks. They are dangerous foes ous sting in their tail. Second Level Cleric Spells
aggressive. Many times lesser humanoids because of their evil nature and the fact that Find Traps indicates the presence of traps
will band together under a hobgoblin leader. Zombies are mindless, animated undead in the character’s path.
they can only be hit by magical weapons.
controlled by evil wizards or clerics. While
Lizards (Giant) are similar to their Scrags, also called river trolls, live in more dangerous than skeletons, they move Hold Person may paralyze targets
smaller kin in appearance and habit, al- waterways and are related to trolls. They very slowly and can be damaged by of character types (human, dwarf, etc).
though instead of eating insects, they prefer perhaps the most feared of all troll-kind. holy water. You may aim a hold person spell at up
something more man-sized. to 3 targets (use the EXIT command
Skeletal Warriors are a more powerful to target fewer).
Lizard Men are savage reptilian human- type of skeleton.
oids. They generally attack in groups.
17 18
Resist Fire halves the damage and im- Prayer improves the THACØ and saving Protection from Evil improves the AC Stinking Cloud paralyzes those in its
proves saving throws vs. fire attacks by 3. throws of friendly characters by 1 and reduc- and saving throws of the target by 2 against area of effect for 2-5 rounds. If the target
es the THACØ and saving throw of mon- attackers of evil alignment. makes its saving throw, it is not paralyzed,
Silence 15’ Radius must be cast on
sters by 1. This is a good spell to cast before but is nauseous and has its AC reduced
a character or a monster. That character or Read Magic allows a magic-user to ready
going into combat. Prayer is not cumulative for 2 rounds.
monster, and all adjacent to him, cannot cast a scroll and read it. This is identical to hav-
with Bless or other Prayer spells.
spells for the duration of the spell. ing a scroll identified in a shop. After casting Strength raises the target’s strength
Remove Curse removes the effects of a Read Magic, a magic-user may scribe the by 1-8 points depending on the class
Slow Poison revives a poisoned person
Bestow Curse spell and allows the target to spells from a scroll if appropriate for his class of the target.
for the duration of the spell.
unready cursed magic items. and level.
Snake Charm paralyzes as many hit
Shield negates enemy Magic Missile
points of snakes as the cleric has hit points. First Level Magic-User Spells spells, improves the magic-user’s saving
Spiritual Hammer creates a temporary Burning Hands causes 1 hit point of fire throw, and may increase his AC. There is
magic hammer that is automatically Read- damage per level of the caster. There is no a spell for every
saving throw. Shocking Grasp does 1-8 hit points of moment, but only
ied. It can strike at range and does normal the wisest will
electrical damage, +1 hit point per level of
hammer damage. Spiritual Hammers can Charm Person changes the target’s know when that
caster.
hit monsters than may only be struck by allegiance in a combat so that an opponent moment has
magic weapons. Sleep puts 1-16 targets (depending on arrived.
will fight for the caster’s side. It only affects
character types (human, dwarf, etc). the hit dice of the targets) to sleep with no
Third Level Cleric Spells saving throw. For example, up to sixteen
Detect Magic indicates which equip- 1 hit-dice targets can be affected, while only
Bestow Curse reduces the target’s
ment or treasure items are magical. After one 4 hit-dice target can be affected. Targets
THACØ and saving throws by 4. Third Level Magic-User Spells
casting the spell, view a character’s items or of 5 or more hit-dice are unaffected.
Cause Blindness will blind one Take treasure items — equipment or treasure Blink protects the magic-user. The mag-
target. This can only be cured by a Cure preceded by an ‘*’ or a ‘+’ is magical. Second Level magic-user Spells ic-user ‘blinks out’ after he acts each round.
Blindness spell. Although the magic-user may be physically
Enlarge makes the target larger and Detect Invisibility allows the target
Cure Blindness removes the effect stronger. The higher the caster’s level, the to spot invisible creatures. attacked before he acts each round, he may
of the Cause Blindness spell. larger and stronger the target gets. not be physically attacked after he acts.
Invisibility makes the target invisible.
Cause Disease infects the target with Friends raises the caster’s charisma by The THACØ of melee attacks against Dispel Magic removes the effects
a debilitating ailment that saps strength 2-8 points. It is best cast just before dealing invisible targets is reduced by 4, and it is of spells that do not have specific counter
and hit points. with NPCs. impossible to aim ranged attacks at them, spells. This is a recuperation spell for any
invisibility is dispelled when the target of the party that has been held, slowed,
Cure Disease removes the effects of Magic Missile does 2-5 hit points per or made nauseous.
disease caused by some monsters or caused attacks or casts a spell.
missile with no saving throw. A magic-user
by a Cause Disease spell. throws 1 missile for every 2 levels (1 at levels Knock is used to open locks. It can be cast Fireball is a magical explosion that does
1-2, 2 at levels 3-4, etc.) This spell damages from the door-opening menu if the active 1-6 hit points of damage per level of the cast-
Dispel Magic removes the effects of er to all targets within its area. If the target
spells that do not have specific counter any single target within its range unless character has a memorized knock spell.
the target is magic resistant or has certain makes its saving throw, damage is halved.
spells. This is a recuperation spell for any Mirror Image creates 1-4 illusionary du- Fireball is a slow-casting spell and the spell’s
of the party that has been held, slowed, magical protection. This spell casts instanta-
plicates of the magic-user to draw off attacks. power demands that you target carefully.
or made nauseous. neously.
A duplicate disappears when it is attacked. Use the CENTER command to determine
Ray of Enfeeblement reduces the who will be in the area of effect.
target’s strength by 25% + 2% per level
of the caster.
19 20
B b
Haste doubles the target’s movement and Lightning Bolt is a magical electrical
number of melee attacks per round. Haste attack that does 1-6 hit points of damage
has a short duration and you should wait
until a fight is imminent to cast it. Warning:
per level of the caster to each target along
its path. If the target makes its saving
JOURNAL ENTRIES
characters age one year each time a haste throw, damage is halved. A lightning bolt
spell is cast on them. is 4 or 8 squares long in a line away from
the caster. For best results, send the bolt o JOURNAL ENTRY 1 o JOURNAL ENTRY 3
down a row of opponents. Lightning bolts A MIRROR MAP FROM THE HIGH WALL. THE BOAT REPAIRMAN’S STORY:
also reflect off walls back toward the spell “Well, funny you should ask. See these three
The sweet caster. Targets adjacent or close to a wall boats over here? I found them just last week,
sound of may be hit twice by the same bolt. one by one, washed up on the sand bar
the bubbling foun-
outside town.
tain should have Protection from Evil, 10’ Radius
been soothing, but protects the target and all characters adjacent “See those holes in the sides! I patched ‘em
the fountain’s up. There were arrows in them, lots of ‘em.
sinister visage kept
to the target. The spell improves the AC
us on our and saving throws of those it protects by Plenty of blood on the floorboards, too, but
guard... 2 against attackers of evil alignment. I cleaned that all up.
Protection from Good, 10’ “Haven’t found any boats like that north of
Radius protects the target and all charac- town, but I’ve been looking. Maybe going
ters adjacent to the target. The spell north on the river’s safer than going east.
Hold Person may paralyze targets
improves the AC and saving throws of
of character types (human, dwarf, etc). “I’ll fix ‘em up and sell ‘em. It gives me the
those it protects by 2 against attackers
You may aim a hold person spell at up shivers thinking about what happened to
of good alignment.
to 4 targets (use the EXIT command the people that were in ‘em, but... the people
to target fewer). Protection from Normal Missiles who buy ‘em will never know. What they
makes the target immune to non- magical don’t know won’t hurt ‘em.”
Invisibility, 10’ Radius makes all
missiles. o JOURNAL ENTRY 2
targets adjacent to the caster invisible. The o JOURNAL ENTRY 4
THACØ of melee attacks against invisible Slow affects 1 target per level of caster and THE BLACK-ROBED RIDERS:
THE FISHERMAN’S STORY:
targets is reduced by 4 and it is impossible to halves the targets movement and number of We backed up against the stone buttress
aim ranged attacks at them. Use this spell to melee attacks per round. Slow can be used to at the end of the bridge, waiting to see what The large fish market was almost empty,
set up a battle line while your enemies seek negate a haste spell and only affects the side frightened everyone so badly. although the lingering smell of the place told
you out. Characters lose invisibility if they opposing the spell caster. of better days.
A moment later they appeared, two riders
do anything but move. Some monsters can “How d’you like my sign?” the fisherman
in long, black robes with hoods that hid
see invisible creatures. asked us, proudly. “Carved it m’self, y’know!
their faces. They came around the corner
behind the Temple of Tymora, crossed the ‘Course, could do it better.
town square and pounded past us at the Maybe now’d be a good time t’try. What
gallop. We turned and watched the guards with all the talk o’ trolls and orcs and all,
stand back as the two raced through the fishermen ain’t goin’ far up river. Ain’t
gates and out of the city. bringin’ back much, neither.
Slowly, the people in the square resumed “Good time for wood carvin’,” he sighed
their activities. Only now, they were all in sadly. “Bad time for sellin’ fish.”
a hurry to be somewhere else.
□
21 22
o JOURNAL ENTRY 5 for so old a trick. Someone slipped a little They even took my fine magical sword will be enough to buy new weapons and
THE STOLEN REWARDS: something in our food and we slept like con- with the gold braided handle, the one a few supplies. We need to find a new
tented babes while the bandits stole us blind! I used to slay the griffon at Longsaddle last sponsor or a new mission quickly, to earn
A curse upon their filthy heads! They’ve
winter. What I would give to have it one the money we need to live.
taken all we had, stolen everything save the All the gold earned on our last mission is
more time, if only to skewer the slime who
clothes on our backs! gone. We endured those dangers, did our Whatever mission we next accept, we will
committed this atrocity!
jobs and now are left with empty pockets! have a second quest to complete as well:
“More! More for everyone!” the waitress
Our heads could have festooned the end of We still have the tiny purse of coins I kept to catch these thieves and exact payment
cried out at the tavern last night. We looked
an orcsish pike... all for nothing! beneath my pillow. There isn’t much, but it for last night!
at each other, shame-faced at having fallen
23 24
o JOURNAL ENTRY 16 o JOURNAL ENTRY 19 o JOURNAL ENTRY 21 “Some are Krakens, but the magic-user is
THE MAGE LIBRARIAN’S STORY: A PORTION OF THE HOSTTOWER KREVISH’S СSTORY: from a great tower somewhere to the north.
DUNGEON. He kept taunting the Krakens, saying they
“Oh my, oh my, it’s good to see you! Yes, “You know, I’d sure love to do something needed to go to all this trouble because they
Amanitas and his assistant were indeed for you guys! If you’re looking for work I were not clever. He said that the wizards
here, but look! Their room has been torn to have some friends here in Yartar who hire of the tower had great power, but that they
pieces, and look at all this blood on the floor! adventurers all the time and maybe they were clever too. He said their treasure was
Oh my, oh my! have something you could do and that way hidden in the opposite direction from where
you could get back on your feet again and I anyone would ever look.”
“I fear something terrible has befallen them.
would’ve helped you and I would’ve repaid
May Mystra guide you to his aid!”
you for saving my life and we’d be friends
o JOURNAL ENTRY 17 and wouldn’t that be great?”
LORD NASHER’S STORY:
o JOURNAL ENTRY 22 The High
“I’m afraid you’ve come to Neverwinter in VAALGAMON’S TAUNTS: Forest has always
a time of great troubles. Many people were been dangerous,
“You pathetic little simpletons! Did you think but now, even
moving to the outskirts of the city to escape
that a puny group of snivelling would-be the cities of the
the troubles. The older, inner areas were
heroes like yourselves could change one iota north are beset by
becoming havens for criminals and all forms monsters.
of my plan?!
of monsters. o JOURNAL ENTRY 20
A MAP FOUND IN SILVERYMOON. “Vaalgamon does not deal with your kind!
“We converted several blocks of the old
Hah! I can snuff out your lives with the heel
city to indoor gardens to help bring people
of my boot as I would the tiniest of carri-
back to Neverwinter. But now monsters
on-crawling insects! I will leave the trivial
have invaded the indoor gardens. Instead of o JOURNAL ENTRY 24
task of killing you to my Kraken hosts.”
bringing people in and helping the city, the INTO THE HIDDEN COMPLEX:
gardens are scaring them away!” He turned and swept out of the room, as the
We followed Krevish around several corners
heavy door slammed shut behind him.
and down an alley, where he pressed a
o JOURNAL ENTRY 18
hidden panel in a wall. A door swung open,
THE NESME HARBORMASTER’S STORY: o JOURNAL ENTRY 23
and after some hesitation we let him lead us
THE SAILOR TURNED TO STONE:
“It’s not my fault! The story’s the same in into a dark corridor. Our weapons and ar-
many towns on the river, not just here in Beside the statue we found a crumpled note: mor clanked loudly as we walked cautiously
Nesme! They can’t blame me for this, no, down the passageway, finally arriving
“They wanted the sea lanes clear between
no, they can’t! before a heavy wooden door.
Luskan and the Purple Rocks, and any ship
“The warehouses on the eastern side of the they found there they took over or destroyed. Krevish knocked on the wood in a complex
river have been beset by a plague of giant We were only one of the sad vessels in pattern of beats with both knuckles and
frogs, and lizard men have been feasting on their path. palm, and in a moment it was opened by an
the herds in the stock pens to the west shore. angry-looking man in well-crafted armor.
“One by one the undead they commanded
Now the shipping companies won’t stop
have killed our crew, transforming them into
here because of the danger!”
lonely wanderers like themselves. Soon it
will be my turn. I only hope that the tall one
turns me to stone, as he did the Captain, so
I may be spared such eternal torture.
27 28
o JOURNAL ENTRY 25 “It’s as if someone was trying to keep the o JOURNAL ENTRY 29 “My magical investigations cannot tell me
THE MEETING BENEATH YARTAR: good law-abiding folk away from the river. THE CHALLENGE OF AMANITAS: exactly where they are located, but I have
Perhaps the orcs plan a great offensive and a sense of the place where each statuette
The man looked us over for a moment are trying to deprive us of supplies. We quickly summarized for Amanitas what now lies. To find them you cannot follow
not at all sure whether he liked the idea we had learned thus far. We also told how a map of the road beneath your feet —
that Krevish had brought our party to his “What will become of us? Silverymoon was some Banites believed that only he could I can lead you to your goals only by
secret lair. such a peaceful town. I just don’t know....” stop the forces of Zhentil Keep from con- revealing the pathways you must trace
quering the lands of the Savage Frontier. within your own souls.
“It’s all right Captain!” Krevish piped up o JOURNAL ENTRY 27
enthusiastically. “They saved my life! They THE CAPTAIN OF THE RIDERS OF “What was revealed to you by the Banites
didn’t have to do it they could have just kept NESME’S STORY is correct,” he said when we’d finished.
on walking, but they stopped and risked “I learned much of the tale from an escaped We rushed
their lives to save mine and that was really “Yes, we too have heard the stories of the slave who had been a servant to the Zhenta- forward
nice of them and that’s why you really trolls gathering in a great army to the east rim general Vaalgamon, and my investiga- as the documents
in the Trollmoors, and now small groups of burst into flame.
ought to give them a chance to carry out tions since have only served to confirm how All we could
a mission for us because they’ve really them have been seen in the ruins to the east great the danger truly is. save was a part of
earned a chance I think, don’t you?” of the city. one small
“Although most of their story has been lost paper.
The Captain rolled his eyes. “All right, “We should be going out to drive them in time, I know now that four statuettes
Krevish, all right,” he sighed. “If you’ll just back! We should be scouting the moors to were created in ancient Ascore. They were
be quiet I’ll give them a chance.” see what’s going on! But are we? No! We’re powerful magical items used in the defense
confined to barracks because Longtresses of the city, although precisely how they
“As you know,” he told us, “the Temples Alaraun has taken over. If we go near the worked is still a mystery. One was crafted to “First, you must lift your eyes with hope,
of Bane are dedicated to the advancement city now, the crazy barbarians will start a focus on each direction of the compass, pro- even if the vision which fills them is one
of Evil in the Realms. One cleric of Bane in full-scale war!” tecting Ascore from enemies to the North, of evil. The Statuette of the East is located
the town of Nesme, up the river to the north
East, West and South. in a great tower, and when you look up
of here, has been causing great disruptions o JOURNAL ENTRY 28 at its many spires you shall know that
in that city. EREK’S STORY: “When the city fell into ruins the statuettes
you have found it.
passed from owner to owner throughout the
“We believe that to save Nesme from civil “Don’t just stand there! Amelior Amanitas, Savage Frontier for many centuries. They “Next, you must seek small truths within
war he must be stopped. If you can find the the brilliant magic-user for whom I work, is travelled in directions very different from the large, unfathomable world, for these are
Banite Cleric, and carry out this mission, you in great danger! They said they were taking their names. For example, the Statuette of the only truths you will ever truly know.
will have proven yourselves to be as valu- him up the river to Everlund, and from there the East has for many years been hidden The Statuette of the West lies in a small
able as Krevish here says you are. Well... overland to Llorkh and on to Zhentil Keep! somewhere in the west. chest carved from the pearl of a great oyster,
almost as valuable, anyway.” They were furious that he’d discovered their in a small room carved from the rock of
plan, and there’s no telling what they’ll do “Now the Zhentarim have dispatched
a great mountain, which is itself made
o JOURNAL ENTRY 26 to him once he’s there! Vaalgamon to collect the statuettes. They
small by the greatness of the sea.
THE COLLEGE DEAN’S STORY: believe that by returning the statuettes to
“If we don’t find him before they leave Ascore they can open a safe path through “You must then travel to the place to which
“It’s really been quite terrible, quite awful Everlund we’ll never have a chance — there the Great Desert. Through that path they people do not wish to go, because we never
here. The areas near the docks on the north are so many routes they could take towards intend to send armies to conquer the entire truly covet that which we can easily attain.
bank of the river are full of lizard men and Llorkh... we have to find him quickly!” Savage Frontier. The Statuette of the North lies nowhere
other monsters. Here! In Silverymoon!
close by, but on the long way that many
It’s unheard of! “We must find and seize the statuettes before
travellers nonetheless must pass.
Vaalgamon can collect them, or a pall of
darkness will fall across the north.
29 30
“Then you must soar where even the birds any of the statuettes I’ll be happy to share “I agree with your letter, and although we dependent on a supply route that only the
cannot fly, and have faith that even without the information with you. Good bye!” have never met I feel closely bound to you. Zhentarim controlled. Then, quietly but
wings you can reach great heights. The By destroying this plan before it starts we inexorably, the hidden reins of power would
“The magic item?” we asked. “There was
Statuette of the South lies both high above shall ensure that never again will the Banite be pulled into their grasp.
an important magic item you were going to
and far below the surface of the land. clerics be taken for granted in Zhentil Keep!
give us?” “Now their greed to seize the northern
“I will meet you during the Festival of Mie- Realms is unbounded and impatient.
“Oh yes, yes, yes. Mustn’t forget it. Very
likki in the hidden temple behind your shop Sending armies across the Great Desert!
important.” He searched through his robes
in Silverymoon. We shall find the magic-us- Who would ever have believed it?!
once more....
P-P-Pirates? er from the south who can turn the power of They have forgotten that a single dagger
No pirates here in
o JOURNAL ENTRY 30 the Zhentarim against itself. Then we shall at midnight may sow greater terror than
Luskan, no sir. see how brilliant the Zhentarim prove to be! 10,000 swords at dawn!
Never seen one BRINSHAAR’S STORY:
here. Not a one.
“My name is Brinshaar, and I am a mag- “We must not think that because we know “Even now they are completing their com-
No, no pirates about their plans to cross the desert it will be plex on the eastern edge of the desert, and
here! ic-user from Neverwinter. They kidnapped
me there and were torturing me to learn of simple to stop them. I am confident we will are reclaiming the dead city of Ascore on
Lord Nasher’s magical defenses. Thanks to be successful within days only because...” the western edge as well. They have forged
you they learned nothing, and Neverwinter alliances with the Krakens and with other
The remainder of the letter was destroyed,
remains safe! forces in the North. I also hear tales that
and the ashes crumble to nothingness in
something big is going on in Llorkh. Magic
“If you gain the four statuettes, take them “As it turns out, I can repay you for your my hands.
items of great power are being collected for
to Ascore. I have created one more special kindness without delay. I have seen the
o JOURNAL ENTRY 32 the task, and I have been assured that they
item which, when combined with the four statuette you tell me that you seek. It is not
THE WATERBARON’S WARNING: do indeed have the power to allow the safe
ancient images, will turn the Zhentarim’s secreted in the Hosttower, but somewhere crossing of the desert!
planned triumph into total and irreversible in the dungeons where we now stand.” “I must ask you to leave this place immedi-
defeat. But this can only be accomplished in ately! Great forces here seek your destruc- “We must strike now! Controlling the
the ancient plaza at Ascore.” o JOURNAL ENTRY 31 tion. I will not help them but neither can Realms from the Moonsea to the Sea of
THE BANITE CLERIC’S LETTER FRAGMENT I stand in their way. Go now!” Swords will greatly strengthen the Zhenta-
He reached into his robes and drew out
rim, and the historic balance between the
a small, square card that looked like it was “... that you found the explanation for the
o JOURNAL ENTRY 33 Zhentarim and the Banites will be lost!
made of a thin layer of metal. Runes were gatherings of trolls and orcish armies in the
embossed upon it. BROADHAND’S STORY: “Visiting here in Silverymoon at the Vault
north. I had suspected it was the work of the
Zhentarim, and if we had not discovered Broadhand led us into a small, hidden of the Sages is the wizard I wrote you about,
“This isn’t it!” he exclaimed, annoyed. “But
it in time they might have conquered this room decorated with images and statues Amelior Amanitas from Secomber.
I suppose you should take it anyway. It’s one
entire region. of Bane. He obviously believed us to be He learned much of this plot from a slave
of my latest inventions. I call it the Card of
fellow Banites from the temple at Nesme. who had escaped from a Zhentarim cara-
Counting. If you carry it the vaults in Yartar, “The fools believe that it is their cunning and van, and is convinced he can stop it with
Neverwinter and Silverymoon will all save their might that brings them such awesome “I was worried when I sent my letter his magical powers.
and exchange your valuables as if they were power. Have they forgotten so quickly about and no messenger came bearing a reply.
really just one place. Could be quite handy, the Temples of Bane, and the power that I’m glad to see you’ve arrived during the “He sent a message to a fellow wizard here
yes, quite handy. Don’t leave here without it. even our own leaders cannot abdicate? That Festival as I suggested. in Silverymoon, but one of my acolytes
we, the clerics who carry out Bane’s will, are waylaid the courier and we learned of the
“Well, that’s it! Good luck to you, and may “Once the Zhentarim would have been
the ones who have made the name of the plan. Since Amanitas has now come here
you find the path easy to follow. You can content with having found a way to open
Zhentarim feared throughout the Realms? himself, he must have received word of the
come visit me any time at my house in this safe caravan route through the Great messenger’s death and is willing to take
Secomber, and if I’ve learned more about Desert. They would have let time pass, great risks to defeat the Zhentarim.
allowing towns and villages to become
31 32
“You must find Amanitas quickly. Help We looked at each other helplessly. Because the remainder of the arena was filled by o JOURNAL ENTRY 39
him in this task, but do not tell him you are we knew the Banite to be evil, we had slain orcs, with a scattering of goblins and even A MAP FOUND IN THE OTYUGH’S LAIR.
Banites or he will never listen to you. For all him — the one man who could stop the bugbears.
his brilliance he refuses to accept the beauty Zhentarim’s plan for the conquest of the
The great bowl was filled with the din of
of pure Evil, and will never know the joy Savage Frontier. There was no choice. We
a thousand conversations, but every voice
we find in Bane. had been searching for a mission. Now,
was silenced at once when a guard called
by accident, we had found one. We would
out, “All rise for Lord Vaalgamon!”
have to save the northern Realms ourselves.
The familiar figure of the Zhentarim
The huge o JOURNAL ENTRY 35 general strode onto a dais on the western
ship beat
THE KRAKEN STRONGHOLD: side of the arena and motioned for his
its way through the
rising waves. The followers to be seated.
The castle that rose above us was so great
great letter on its in size that it dominated the entire island, “Well, my friends!” he told us, a hideous
main sail made it
quite clear who we as if it were a statue and the whole of Trisk smile distorting his already-twisted features.
were deal- were only its base.
“I see we have the pleasure of meeting again!
ing with.
The front of the building was carved in o JOURNAL ENTRY 40
“I must say that I admire the courage and THE UTHERAAL VILLAGER’S STORY:
the image of a massive squid that rose a
cunning that have brought you this far.
hundred feet above the island, its huge eyes “The headquarters of the Kraken Society
You have defeated forces that should have
glowing from some frightful, hidden light. is on Trisk, the other island just across the
“Hurry now! As we speak our enemies defeated you. Their deaths at your hands are
Behind it the building gradually transformed strait. They also have fortresses here on
make progress on their path!” appropriate punishment for their failure.
into a heavily fortified castle, with high par- Utheraal, on the western coast, where they
He slipped out of the room, motioning for apets that seemed to go on and on until they “As a reward for your achievements, I will force us to pay tribute.
us to wait a short time before leaving to merged into the cliffsides of the coast. give you all a chance. Defeat three sets of op-
ponents in my arena and I shall let you live. “They take almost everything we have, but
complete our “mission.”
o JOURNAL ENTRY 36 if we don’t pay they will take us away as
“Let the combat begin!” slaves. I don’t know if you can defeat them,
o JOURNAL ENTRY 34 THE ODD MESSAGE OF THE KRAKEN:
THE ESCAPE OF THE PRISONERS: Across the arena a steel grating opened, and but whatever you do can only make our
css al a i gad. csl te o cre suhet te t i tk wl lives better.”
we turned to face our first opponent...
Three men rushed from the tiny cell, their gad te traee i. dc te t dw do suh te truh vut is
clothes in tatters, eyes drawn from lack of fo tkn b wl sau te. o JOURNAL ENTRY 38 o JOURNAL ENTRY 41
food and sleep. KING THRELKED IRONFIST’S STORY: THE ZHENTARIM SHIP ARRIVES:
o JOURNAL ENTRY 37
One stopped to look down at the dead THE ARENA BENEATH LLORKH: “Ever since the reports of the meteorite Rounding a rocky point far below us was
Banite, and a broad smile spread across his strike on the north end of the island, many a ship with a single huge, red sail. A large
hollow face. “Looks like you’ve done the job The arena in which we stood was broad black “M” filled its billowing expanse,
adventurers have come here seeking ore for
we were sent to do!” he said, laughing un- and spacious, surrounded by seats for several which we could only speculate was the
magical swords. However, no one on this
naturally. “Now we can go home and take thousand spectators. symbol of Lord Manshoon, the leader
island can craft such fine weapons.
the credit! We of the Zhentarim salute you!” Most of those seats were already filled. of Zhentil Keep.
“I warn all adventurers, but few listen. There
His companions blanched as he said Several hundred black-robed men sat in one
are many canyons that cut across the island,
the forbidden word — only others dare section, beside an equal number of other
and some have networks of great volcanic
to use that name, never the Zhentarim humans and a few strange-looking beings
caves filled with fearsome monsters. Only
themselves. They cursed in hushed voices, in the shadows — they may have been
parties of veteran adventurers should dare
pulled him from the room, and were drow elves. Separated from the humans
to enter them.”
instantly out of sight. by a respectfully wide zone of empty seats,
33 34
A single man stood at the railing near They called me a ‘novelty fighter’ and said “Just a few days ago a Zhentarim column o JOURNAL ENTRY 50
the bow, his black cape flowing behind it’d be fun to watch something different in came through Llorkh, and they murdered THE AARAKOCRA’S STORY:
him in the stiff sea breeze. Could it be the arena for a change. any dwarf they could find. That’s why we’re
Vaalgamon himself? now in hiding — this is the lair of a medusa, “High atop the Star Mounts the birds can-
“I’m no novelty, I’m a person. And I killed not go. Our homes are there, and only we
but even with her hell hound guards we are
The ship swung to the northwest, its sail the man who said it. My name is Muthtur and the dragons can brave the fierce winds
safer here than on the city’s streets.”
dropping as it entered the lee of the island and all I want to do is go home. that blow through the mountain-tops.
and started to approach a large dock. Men We have seen black dragons fly to an aerie
“When they brought me here I saw them o JOURNAL ENTRY 47
ran across the decks and scrambled up the on one of the highest peaks, and saw it
use a secret door in the north alcove of the KESTUTIS’ STORY:
rigging as they prepared for their arrival. to be that a human female rode upon the
arena. I don’t know where it leads, but it
“My name is Kestutis, and I was once back of one such dragon.
If this ship was coming for the statuette, our may help us all get out of here.”
a knight who served the Kings of Tuern
time was running out!
and Gundarlun. In those days the two
o JOURNAL ENTRY 44
islands were friends, not the tense rivals
o JOURNAL ENTRY 42 THE POTTER’S STORY:
they have come to be. The Star
THE STORY OF PHINTARN REDBLADE:
“I overheard our captors saying that fire Mounts... I’ve
“Here on Tuern I dared to enter the hottest
The flowers were left in beautifully woven giants have been preying on any adventurers never heard of
volcanic vents in search of evil fire giants anyone who went
baskets beside the street, and had delicate who were lucky enough to find meteorites.
who terrorized Uttersea, and the old King there and came
hand-embroidered ribbons on them. One The giants sell the stolen ore to pirates in
gave me this ancient fortress as a reward back to tell
said simply “In memory of Phintarn Red- exchange for gems, grain, or even some the tale.
for my service.
blade, Last Ruler of Llorkh.” Another read: of us as slaves.”
“I am impressed by your valor and your
“Tonight thy killers sit within thy Keep, She shivered visibly and thanked us once
skill in taking on the mission you have
again for saving them.
But soon they’ll lie beneath it... six feet deep.” described. Just as I risked my life in service
to the people of the North, so you are risking “We have heard that the chambers within
A guard wandered by and saw us o JOURNAL ENTRY 45 the mountain be crafted as a maze. It has
looking at the flowers. Drawing his sword, THE DYING ZHENTARIM’S DEFIANCE: yours. Take this, the Armor of the Glacier
that I wore during my service — it will give been told that the corridors be in the form of
he knocked them from my hand and crushed the first initial of their owner in three differ-
“You may have gotten this far, but even if you protection against fire and against the
them with his boot. “If you’re a dwarf- ent runic alphabets, each superimposed upon
you could get all the statuettes you’d never monsters which it spawns.”
lover,” he warned us, “Llorkh is no place the other and on their own inverses, so that
make it to Ascore... Vaalgamon is far too
for you!” the letters are entwined in many layers.”
clever for you, and our power is too great.... o JOURNAL ENTRY 48
o JOURNAL ENTRY 43 “Enjoy your triumph for tonight, for it will THE SIGNS AT SECOMBER:
o JOURNAL ENTRY 51
MUTHTUR’S STORY: rot into disaster by tomorrow!” “The road and river to the east have become THE GUILTY CITIZEN’S STORY:
As if he’d read our thoughts, the creature very dangerous. Go only if you need to, and
o JOURNAL ENTRY 46 try to travel with a strong group of experi- “I didn’t want to help them, really I didn’t.
said, “Yes, I’m a half-orc and to you I’m ugly I haven’t taken a share of pirate booty
THE STORY OF THE HIDDEN DWARVES: enced adventurers.”
as an otyugh. I’m also the hideous, inhuman in years. They said if I didn’t report on
thing that saved your lives.” “We have been prisoners in our own city - Selam Jagaerda’s movements they’d turn me
ever since Lord Redblade was killed. They over to the King!”
We all looked at each other, embarrassed,
say it was an accident, but we all know it o JOURNAL ENTRY 49
and several of us murmured our thanks. “I don’t know where they have her! I took
was the Zhentarim that killed him, and that THE KRAKEN’S CODED MESSAGE:
“I lived with a small colony of other outcasts it is they who control Llorkh. Geildarr is my reports to a house hidden away among
ot l t t ur. ate h f onr otws h o t ae il urs h the cliffs on the southern coast. Please spare
in the High Forest, until raiding parties from only a puppet, an outsider brought here by
hetnd f. ok h o on or ot h hog al t rm ae e me! I’ve told you everything I know!”
Llorkh captured me and brought me here. them to control the town.
il tte h.
35 36
o JOURNAL ENTRY 52 o JOURNAL ENTRY 54 “I know you have been to Tuern already, o JOURNAL ENTRY 58
THE KRAKEN’S CODED MESSAGE: CEPTIENNE’S WELCOME: but it is there that you have the best chance A MIRROR MAP FROM THE
of finding someone who will take you HIGH WALL.
etuw lek msu rgt u rwtt k. ite edea leto e uw “Welcome to my home,” the image said, to the Purple Rocks. May Selune guide
to eot se. gria a s. smiling. “My name is Ceptienne, and you on your journey.”
I know that you are here to steal the Statu-
ette of the South from me.” She waited for o JOURNAL ENTRY 56
the effect of this proclamation to take hold. THE MAN OF MIRRORS’ STORY:
Never
had we “You have proven yourselves worthy adver- “I search and research... I find the hidden...
seen such a sinister saries to have gotten this far, and I enjoy the
construction. I solve the unsolvable. I find reason within
challenge of a clever enemy. I shall kill you... chaos and harmony from the stars.
Our hearts quaked,
but we advanced yes, that much is certain. But I shall give you
nonetheless... a chance to find the object that you seek.” “Vaalgamon has entrusted to me the riddle
of the mirror-maps and they shall not defeat
A great crystal globe beside her flickered me! Already I have confirmed much of
to life, and the statuette appeared within it. what they tell, and soon I shall give the
“My fortress here has many portals. general everything he seeks and more!”
Twelve now stand between you and your
objective. I shall follow your movements o JOURNAL ENTRY 57
o JOURNAL ENTRY 53
with interest.” THE MAGIC MOUTH’S STORY:
AN OUNCE OF JUSTICE:
She smiled once more and the image faded “You have done well, adventurers,” the stone
Several weapons were stacked in one
from view. o JOURNAL ENTRY 59
corner of the room, and suddenly I cried face said. Its voice was deep and its features THE OLD THIEF’S STORY:
out in delight. expressionless, but the tone of its words was
o JOURNAL ENTRY 55 warm, almost friendly. “I was once an adventurer like you, in
My magical long sword, the gold braid on KING REDAXE TELLS service to the Lords’ Alliance, and a fine
its handle tarnished but undamaged, lay OF THE PURPLE ROCKS: “It is time for you to reap your reward. pickpocket when it came to relieving our
amidst the pile of crudely crafted weapons! Look within the waters of my fountain and enemies of their documents... and perhaps
“The Purple Rocks may be the isles you discern what riches can await you!”
I ran over, pulled it from its sheath and seek,” said the King. They have become an occasional jewel to compensate me for
examined the blade — still sharp and true as a sad place. Their people were like other Everyone looked at the spraying water as my trouble!
any arrow fired from Helm’s bow! island folk, hardworking, many of them an image began to form there. The vision “He was a contemptuous buffoon, Vaalga-
Whatever evils might stalk the Realms, seafarers. A few generations ago something showed a pool filled not with water, but mon was, pushed me down in the street as
I knew that for this one moment justice strange occurred, and many gathered in with gold. Each member of the party was he passed by, for no good reason. I may be
had been done. The gold they’d stolen a secret cult which has become very power- swimming in it, leaping about and laughing an old man, but I still have the touch! I saw
from us at the Inn was gone forever, but ful, called the Kraken Society. They worship and tossing coins in the air. to it that Vaalgamon didn’t leave Sundabar
with this sword our honor was restored! the symbol of the Kraken, a huge squid that The image faded. “That was a dream, my with everything he’d brought!” He held
can easily destroy great ships. friends, but it is a dream that you can make out an aged but steady hand, presenting an
“There are two islands in the Purple Rocks, real. Drop the statuettes in my warm waters envelope with a broken wax seal.
Utheraal and Trisk. The people of Utheraal and this ocean of gold shall be yours!” We opened the envelope and removed what
are impoverished, but continue to live as seemed to be a hastily scribbled note:
before. The people of Trisk, however, have
been completely consumed by the Krakens “Fool! You allow one tiny band of mongrels
and are controlled by them. to threaten everything our legions
now pursue!
37 38
B b
Get to the pyramids at Ascore without o JOURNAL ENTRY 62
delay! Let no one pass through the strong- A LONELY LAMENT:
hold! Guard every pathway — I care not
to hear your tales of how many there are. I hear the sound of many footsteps approach- TABLES
If the Road fails you will pay for your ing. I’m sure that they will find us soon.
carelessness!” If we had known of Ceptienne’s true role
The note was signed with a large, scrawled as an opponent of the Zhentarim, the real MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE
letter “M”. statuettes would have been ours instead of Class Ability Dwarf Elf Gnome Half-Elf Halfling Human
the false ones we now hold.
Cleric Any no no no 5 no 6*
o JOURNAL ENTRY 60 We must assume that Vaalgamon’s boastful Fighter STR 16- 7 5 5 6 4 8*
NOTES FROM A PRISON CELL: speech was correct, and that the High Forest STR 17 8* 6 5 7 5 8*
holds the spot where the magical path across STR 18+ 8* 7 6 8* no 8*
As I sit and write my journal the unrelent- Paladin Any no no no no no 8*
ing cold spreads deep within my bones. the desert ends.
Ranger STR 16- no no no 6 no 7*
The stone floor and thick walls of my cell But to know this now is useless. We have STR 17 no no no 7* no 7*
here in Zhentil Keep drain every last ounce fallen into his trap and we are his to play STR 18+ no no no 7* no 7*
of warmth from my body. with, as a cat plays with the mouse it is Magic-User INT16- no 6* no 6* no 6*
We never understood the significance of the about to devour. INT 17 no 6* no 6* no 6*
INT 18 no 6* no 6* no 6*
statuettes, nor their power. With all four Perhaps others will follow us on this path Thief Any 8* 8* 8* 8* 8* 8*
in his possession, Vaalgamon achieved his and find that victory awaits them instead
no: Characters of this race cannot be of this class.
goals, and all the northern Realms fell under of death. *: Highest Level Available in Gateway to the Savage Frontier
the Zhentarim shadow.
Our riches have availed us nothing. We
were hunted down, captured, and brought RANGE OF ABILITY SCORES BY RACE
to this prison, where they keep us alive only Ability Dwarf Elf Gnome Half-Elf Halfling Human
out of a desire for revenge. If only we had Strength M/F M/F M/F M/F M/F M/F
the chance to live the past over once again.... Min. 8/8 3/3 6/6 3/3 6/6 3/3
Max 18/17 18/16 18/15 18/17 17/14 18/18
o JOURNAL ENTRY 61 Intelligence
A MIRROR MAP FROM THE HIGH WALL Min. 3/3 8/8 7/7 4/4 6/6 3/3
Max. 18/18 18/18 18/18 18/18 18/18 18/18
Wisdom
Min. 3/3 3/3 3/3 3/3 3/3 3/3
Max. 18/18 18/18 18/18 18/18 17/17 18/18
Dexterity
Min. 3/3 7/7 3/3 6/6 8/8 3/3
Max. 17/17 19/19 18/18 18/18 18/18 18/18
Constitution
Min. 12/12 6/6 8/8 6/6 10/10 3/3
Max. 19/19 18/18 18/18 18/18 19/19 18/18
Charisma
Min. 3/3 8/8 3/3 3/3 3/3 3/3
Max. 16/16 18/18 18/18 18/18 18/18 18/18
M/F= Male/Female.
39 40
ABILITY SCORE MODIFIERS BY RACE DEXTERITY TABLE ARMOR AND WEAPONS PERMITTED ARMOR TABLE
Race Modifiers Ability Reaction/Missile AC BY CHARACTER CLASS Weight Maximum
Score Bonus Bonus Class Max Armor Shield Weapons Armor Type in gp. AC Movement*
Dwarf Constitution +1, Charisma -1
3 -3 +4 Cleric any any club, flail, hammer, None 0 10 -
Elf Dexterity+1, Constitution -1
4 -2 +3 mace, staff, staff sling Shield# 50 9 -
Gnome none
5 -1 +2 Fighter any any any Leather 150 8 12 squares
Half-elf none
6 0 +1 Paladin any any any Padded 100 8 9 squares
Halfling Dexterity+1, Strenglh-1
7 0 0 Ranger any any any Studded 200 7 9 squares
Human none
8 0 0 Magic-User none none dagger, dart, staff Ring Mail 250 7 9 squares
9 0 0 Thief leather none club, dagger, dart, Scale Mail 400 6 6 squares
10 0 0 sling, one-handed Chain Mail 300 5 9 squares
11 0 0 swords, short bow Banded 350 4 9 squares
STRENGTH TABLE 12 0 0 Splint Mail 400 4 6 squares
13 0 0 Plate 450 3 6 squares
Ability THACO/ Damage Weight Allowance
Score Bonus Adjustment (in Gold Pieces) 14 0 0
* A character carrying many objects, including a large number of
3 -3 -1 -350 15 0 -1 coins, can be limited in movement to a maximum of 3 squares per
4-5 -2 -1 -250 16 +1 -2 turn. # A Shield subtracts 1 AC from any armor it’s used with.
6-7 -1 none -150 17 +2 -3
8-9 normal none normal 18 +3 -4
WEAPONS TABLE
10-11 normal none normal Damage vs. Damage vs. Larger Number
Name Man Sized Than Man Sized ofHands Class
12-13 normal none +100 Axe, Hand 1-6 1-4 1 f
14-15 normal none +200 Bastard Sword 2-8 2-16 2 f
16 normal +1 +350 Battleaxe 1-8 1-8 1 f
17 +1 +1 +500 Broad Sword 2-8 2-7 1 f,th
18 +1 +2 +750 Club 1-6 1-3 1 f,cl,th
18/01-50* +1 +3 +1,000 Composite Long Bow* 1-6 1-6 2 f
18/51-75* +2 +3 +1,250 Composite Short Bow* 1-6 1-6 2 f
CONSTITUTION TABLE
18/76-90* +2 +4 +1,500 Dagger 1-4 1-3 1 f,mu,th
Ability Hit Point Resurrection
18/91-99* +2 +5 +2,000 Score Adjustment Survival Dart 1-3 1-2 1 f,mu,th
18/00* +3 +6 +3,000 3 -2 40% Flail 2-7 2-8 1 f,cl
*These bonuses available to fighter classes 4 -1 45% Halberd 1-10 2-12 2 f
only (Fighter, Paladin, Ranger). 5 -1 50% Hammer 2-5 1-4 1 f,cl
6 -1 55% Javelin 1-6 1-6 1 f
7 0 60% Light Crossbow# 1-4 1-4 2 f
8 0 65% Long Bow* 1-6 1-6 2 f
9 0 70% Long Sword 1-8 1-12 1 f,th
10 0 75% Mace 2-7 1-6 1 f,cl
MULTIPLE
11 0 80% Morning Star 2-8 2-7 1 f
ATTACKS FOR
FIGHTER-TYPE MONEY 12 0 85% Scimitar 1-8 1-8 1 f,th
CHARACTERS CONVERSIONS 13 0 90% Short Bow* 1-6 1-6 2 f,th
14 0 92% Short Sword 1-6 1-8 1 f,th
Class Attacks Coin Gold
Level per Round Type Equivalent 15 +1 94% Sling 2-5 2-7 1 f,th
Fighter 1-6 1/1 Copper 200 cp = 1 gp 16 +2 96% Staff 1-6 1-6 2 f,cl,mu
Paladin 1-6 1/1 Silver 20 sp = 1 gp 17 +2 (+3)* 98% Staff Sling 2-5 2-7 2 f,cl
Ranger 1-7 1/1 Electrum 2 ep = 1 gp 18 +2 (+4)* 100% Spear 1-6 1-8 1 f
Fighter 7+ 3/2 Gold 1 gp = 1 gp Trident 2-7 3-12 1 f
*These bonuses available to fighter classes
Paladin 7+ 3/2 Platinum 1/5 pp = 1 gp only (Fighter, Paladin, Ranger). Two-Handed Sword 1-10 3-18 2 f
* Must have ready arrows to fire. Two Attacks per round. # Must have ready quarrels to fire. One Attack per round.
f=fighter, cl=cleric, th=thief, mu=magic-user.
41 42
Spell Parameters List FIRST LEVEL MAGIC-USER SPELLS Level Advancement Tables Remember that all experience earned by a
This is a listing of spells available to player Spell Name When Rng Area Duration The following charts show the amount of non-human, multi-class character is divided
characters as they gain in level. Following Burning Hands Cmbt T 3 squares - experience a character must earn in order to by the number of classes the character has.
are abbreviations used in the list: Charm Person Cmbt 12 1 - gain a level in his character class. The charts The experience is divided even after the
Detect Magic Both 0 All 2r/lvl also list the number of spells that a character character has reached his maximum level
Cmbt = Combat only spell All = All characters in combat
Camp = Camp only spell r = combat rounds
Enlarge Both .5/lvl 1 1t/lvl can have memorized at one time. Fighters in a particular class. A Human dual-class
Reduce Both .5/lvl 1 - character only earns experience in his second
Both = Camp or Combat spell t = turns and Thieves can never memorize spells.
T = Touch Range /lvl = per level of caster Friends Camp 0 All 1r/lvl class. The character cannot use the abilities
dia = diameter targets = aim at each target Magic Missile Cmbt 6+lvl 1
rad = radius
of his first class until his level in his second
Protection from Evil Both T 1 2r/lvl
class exceeds his level in his first class.
Protection from Good Both T 1 2r/lvl
Read Magic Camp 0 1 2r/lvl
FIRST LEVEL CLERICAL SPELLS Shield Both 0 1 5r/lvl
Spell Name When Rng Area Duration Shocking Grasp Cmbt T 1 -
Bless Both 6 5 dia 6r Sleep Cmbt 3+lvl 1-16 5r/lvl
CLERIC FIGHTER
Curse Cmbt 6 5 dia 6r Number of Clerical
Cure Light Wounds Both T 1 - Hit Spells per Level Hit
Level Experience Dice 1 2 3 Level Experience Dice
Cause Light Wounds Cmbt T 1 -
SECOND LEVEL MAGIC-USER SPELLS 1 0-1,500 1d8 1 1 0-2,000 1d10
Detect Magic Both 0 All 1t
2 1,501-3,000 2d8 2 2 2,001-4,000 2d10
Protection from Evil Both T 1 3r/lvl Spell Name When Rng Area Duration
3 3,001-6,000 3d8 2 1 3 4,001-8,000 3d10
Protection from Good Both T 1 3r/lvl Detect Invisibility Both 0 All 5r/lvl
4 6,001-13,000 4d8 3 2 4 8,001-18,000 4d10
Resist Cold Both T 1 1t/lvl Invisibility Both T 1 -
5 13,001-27,500 5d8 3 3 1 5 18,001-35,000 5d10
Knock Camp 6 1/lvl -
6 27,501 + 6d8 3 3 2 6 35,001-70,000 6d10
Mirror Image Both 0 1 2r/lvl
7 70,001-125,000 7d10
Ray of Enfeeblement Cmbt 1+.25/lvl 1 1r/lvl
SECOND LEVEL CLERICAL SPELLS 8 125,001+ 8d10
Stinking Cloud Cmbt 3 2x2 1r/lvl
Spell Name When Rng Area Duration Strength Both T 1 6t/lvl
Find Traps Camp 3 1 3t CLERIC’S BONUS SPELLS MAGIC-USER
Hold Person Cmbt 6 1-3 targets 4r+1/lvl Number of Magic-User
Wisdom 1 2 3 Hit Spells per Level
Resist Fire Both T 1 1t/lvl Level Experience Dice 1 2 3
9-12 - - -
Silence 15’ Radius Cmbt 12 3 dia 2r/lvl 1 0-2,500 1d4 1
13 +1 - -
Slow Poison Both T 1 1 hour/lvl THIRD LEVEL MAGIC-USER SPELLS 2 2,501-5,000 2d4 2
14 +2 - -
Snake Charm Cmbt 3 All 5-8r Spell Name When Rng Area Duration 3 5,001-10,000 3d4 2 1
15 +2 +1 -
Spiritual Hammer Cmbt 3 1 1r/lvl Blink Both 0 1 1r/lvl 4 10,001-22,500 4d4 3 2
16 +2 +2 -
Dispel Magic Both 12 3x3 - 5 22,501-40,000 5d4 4 2 1
17 +2 +2 +1
Fireball Cmbt 10+lvl 2/3 rad - 6 40,001+ 6d4 4 2 2
18 +2 +2 +1
Haste Both 6 5 dia 3r+1/lvl
THIRD LEVEL CLERICAL SPELLS Hold Person Cmbt 12 1-4 2r/lvl Note: These bonus spells are only available when the cleric is entitled
Spell Name When Rng Area Duration Invisibility 10’Radius Both T 2 dia - to spells of the applicable level. Thus a 4th level cleric with a Wisdom
of 18 can memorize the following spells:
Cure Blindness Both T 1 - Lightning Bolt Cmbt 4+lvl 4,8 -
Number of Spells
Cause Blindness Cmbt T 1 - Protection from
1 2 3 Tables continue...
Cure Disease Camp T 1 - Evil 10’ Both T 2 dia 2r/lvl
4th level Cleric with 18 Wisdom 5 4 -
Cause Disease Cmbt T 1 - Protection from
Dispel Magic Both 6 3x3 - Good 10’ Both T 2 dia 2r/lvl
Prayer Both 0 All 1r/lvl Protection from
Remove Curse Both T 1 - Normal Missile Both T 1 1t/lvl
Bestow Curse Cmbt T 1 1t/lvl Slow Cmbt 9+lvl 5 dia 3r+1/lvl
43
PALADIN THIEF
Hit Hit
Level Experience Dice Level Experience Dice
1 0-2,750 1d10 1 0-1,250 1d6
2 2,751-5,500 2d10 2 1,251-2,500 2d6
3 5,501-12,000 3d10 3 2,501-5,000 3d6
4 12,001-24,000 4d10 4 5,001-10,000 4d6
5 24,001-45,000 5d10 5 10,001-20,000 5d6
6 45,001-95,000 6d10 6 20,001-42,500 6d6 IBM COMPATIBLE COMPUTER INFORMATION:
7 95,001-175,000 7d10 7 42,501-70,000 7d6
8 175,001+ 8d10 8 70,001 + 8d6 Many of our games will work on IBM compatible computers. If you own an IBM
compatible computer we suggest that you consult with our Technical Support Staff at
(408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday,
RANGER (holidays excluded) to see if an SSI game you’re considering purchasing is compatible with
your computer. If we have insufficient data to determine compatibility, you may wish to
Level Experience
Hit
Dice
purchase the game and test for compatibility yourself. If the game proves to be incompatible,
1 0-2,250 2d8 you may return it within 14 days with your dated receipt and we will refund your money.
2 2,251-4,500 3d8 Or, if you return the game within 30 days, you may exchange the game for another.
3 4,501-10,000 4d8
4 10,001-20,000 5d8
5 20,001-40,000 6d8
6 40,001-90,000 7d8
7 90,001+ 8d8 ADVANCED DUNGEONS & DRAGONS, AD&D and FORGOTTEN REALMS
are trademarks owned by and used under license from TSR, Inc., Lake Geneva, WI, USA.
Copyright 1991 Strategic Simulations, Inc. All Rights Reserved.
Copyright 1991 TSR, Inc. All Rights Reserved.
These rules, any accompanying printed material, and the computer programs, on floppy
disks or cassettes, described herein, are copyrighted and include proprietary information
belonging to Strategic Simulations, Inc. and TSR, Inc. No one is permitted to give or sell
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in whole or in part, without the prior written consent of Strategic Simulations, Inc. and
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Any person/persons reproducing any portion of this program for any reason, in any media,
shall be guilty of copyright violation and subject to the appropriate civil or criminal legal
action at the discretion of the copyright holder(s).
®